Explain the composition of VR equipment and VR helmet

It is said that this year is the first year of VR. The major giants have recruited and recruited horses. They have entered the VR field with great fanfare. No matter what the outside world says, do you really understand VR? Do you know the hard indicators of the composition of VR devices?

Let's take a look at it. VR usually consists of the following components: display, processor, sensor, camera, wireless connection, storage, battery, and lens, each with its own standard.

Display : Most VR devices have one or two screens. It mainly uses 4K UHD or higher resolution screens. For discrete VR devices, the screen uses OLED technology, while the integrated one uses micro-projection technology.

1) Resolution: Although it is difficult for the naked eye to distinguish between screens with resolutions above 2K QHD, 4K UHD or higher resolution screens can further enhance the visual experience of VR.

2) OLED: OLED has many advantages over LCD, such as faster refresh rate and lower latency, so that users will not be "smoothed". The PlayStaTIon VR uses a 5.7-inch OLED screen with a resolution of 1920*1080. Facebook Oculus also uses OLED screens with a resolution of 1080*1200.

3) Micro-projection system: Here too, AR, there are many similarities between the two technologies. For integrated AR devices, micro-projection technology is the most widely used technology. Currently, Google Glass has used this technology, and I believe Microsoft HoloLens will also adopt this technology.

Processor : An integrated VR device consists of one or more processing units. As technology continues to evolve, VR devices will be equipped with higher-end CPUs and GPUs. In addition, in order to support higher resolution, it is believed that the performance of the GPU will be further improved. Slip-on and split devices do not require their own processor because they take advantage of the computing power of the host system.

Sensor : The sensor can be built into the VR device or used as a peripheral. Eye and head tracking is critical to providing a better VR experience because it reduces image refresh delays to precisely match user motion. The lower the delay, the more realistic the user's VR feel is, and the less likely the user is to “slap the screen”. Sensors for tracking motion include: FOV depth sensors, cameras, gyroscopes, accelerometers, magnetometers, and proximity sensors. Currently, every VR hardware vendor is using its own technology. Sony uses the PlayStaTIon camera as a location tracker, while Vive and Oculus are also using their own technology.

Camera : Some VR devices take photos, position tracking and environment mapping through the camera.

Wireless connectivity : The future trend between VR and controllers is to use wireless connectivity. However, there are still many technical problems to be overcome in the current wireless connection between PC/game consoles, especially in the case of high resolution and high refresh rate.

Storage/Battery : Currently, memory and battery-related information about VR devices is very limited, but memory is critical for VR devices, and batteries are critical for all-in-one devices. First, memory is primarily used to store/cache VR images and video. Since VR uses higher resolution content, the device has higher memory requirements. As for the battery, it is especially important for the all-in-one device, because the latter does not depend on the host function. In the long run, more discrete devices will use wireless connectivity, and battery life is also critical.

Lenses : Currently, aspherical lenses are widely used in sliding and split VR devices because they have a shorter focal length, which means higher magnification and wider field of view than other lenses. Separate VR devices are available in the first half of the year, including the Oculus Rift, HTC Vive and PlayStaTIon VR, all of which will feature aspherical lenses.

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