VR "trimming" problem, Intel to help us to achieve it?

I believe that many people will feel the back of the drag line when experiencing VR, this feeling of being tied to the line is particularly evident on the HTC Vive, due to the scale of room-level play. For this reason, many companies, including HTC, are researching how to achieve wireless VR while guaranteeing experience.

How to "cut line"?

It is not a simple matter to remove the drag line behind the VR header while guaranteeing the experience. In the article published in February this year, "When will VR helmets cut that line? In the book, Xiao Bian has described in detail the possible solutions to this problem.

One of them is wireless streaming. The current VR head display uses the HDMI cable to transfer the computer-rendered picture to the head display. If the wireless transmission is used, this line is not needed. However, there is currently no suitable wireless solution that can achieve high bandwidth, low latency, and stability.

Another way is to make the computer directly into the head. Many current VR all-in-ones do this, and the problem with this is that they basically do the headphone display. Although the product is wireless, but its play experience (mainly large-scale games) and PC driver The number of heads will be much worse, mainly due to a large gap in hardware performance. Another one machine also lacks a good location tracking system.

At this year's IDF, Intel has actions on both solutions. Intel showed a prototype of the WiGig VR head-mounted display, and also announced Project Alloy, which includes an MR (Merged Reality) all-in-one.

WiGig VR Header

In the wireless streaming solution mentioned above, WiGig technology is a relatively promising solution. The prototype used by Intel this time is the solution.

Image credit: SlashGear

According to SlashGear's report, Intel is presenting a prototype based on the Oculus DK2. The head was wrapped in a 3D-printed enclosure with a docking station to receive WiGig signals. At the other end, Intel retrofitted an alien host with a black extension box. According to engineers, the transmission distance between the two is about 5 meters.

WiGig is a technology that Intel and many other vendors have proposed for many years. Its core technology is based on the IEEE 802.11ad wireless standard, operates at 60 GHz frequency, and supports 7 Gbps data transmission rate. Since it operates at 60 GHz, its transmission distance is shorter than the radio frequency of 2.4 and 5 GHz, usually only about 9 meters, and the signal through-wall capability is also very poor, so the current application in the home is very narrow. However, due to its large bandwidth, it is used in various wireless extensions, including displays.

The VR headset is actually a monitor that is worn on the head, so you can also think of it as a WiGig wireless monitor. However, VR is different. It requires a much lower delay than the display, so it is necessary to rewrite the firmware to make the connection between the host and the display more smooth.

Currently, in Intel's prototype, the channel originally connected to the display is used to transmit VR images, and the back channel for keyboard and mouse commands is used for data such as head position.

In use, WiGig 802.11ad wireless transmission will increase the delay of 16ms on the basis of cable. Intel said that the experience is not too bad, currently exceeds the 75 fps line, and the system can easily handle 90 fps.

However, taking into account various factors, including very short transmission distances, etc., this solution will take a long time to “cut out” the VR headline.

Alloy machine

Compared to WiGig, Project Alloy received more publicity from Intel and the official invented a new word for this: Merged Reality.

Alloy machine features include the following aspects:

Wireless : The Alloy head is equipped with computing power, which means that the user can cut off the "VR device cable" and achieve a 6 degree-of-freedom arbitrary movement in a larger space. Combined with collision detection and collision avoidance analysis, users can explore virtual space through body movement.


Fusion Reality : With Intel RealSense technology, users can see their own hands, friends, and even the walls in front of them, and they can also interact with the elements of the virtual world by hand to create a converged reality experience.


No external sensor : The RealSense camera connected to the headlight makes Alloy's fusion reality possible without relying on any external sensors or cameras in the room.


Collaboration with Microsoft : Intel is working with Microsoft to optimize Windows-based content and experience on VR devices such as Alloy.

According to Lei Feng network (search "Lei Feng network" public concern) understand that it is equipped with a sixth-generation Core processor (in the future will be equipped with the latest seventh-generation Core processor), the resolution can reach more than 1080P, life in Looks like hours.

Intel said it will open Alloy hardware in 2017 and provide an API for the ecosystem, allowing developers and partners to use Alloy's design to develop their own branded products.

It should be pointed out that although it is a VR all-in-one, this device still requires a PC for data transmission. In addition, although the official did not announce the specific hardware parameters, it is unlikely to use a processor that consumes more than 10W, otherwise there will be problems with cooling and battery life. This also means that its performance as an all-in-one machine will not be strong.

to sum up

Intel is doing something to make VR wireless, but rather than being a product, it is better to find new application scenarios for its own technology. These technologies include RealSense, processors, and transmission technologies.

In terms of wireless VR alone, although there is ongoing research, it will take time for the HTC Vive and Oculus Rift to become wireless. As for the all-in-one, it can only be used to watch VR videos and play some small games due to performance limitations.

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