Common nouns for VR products that you must master

Since the beginning of this year, VR has received more and more attention from users. Although few people in our real life will use such devices, there is a lot of talk about it, and you want to have a chat with your friends. Mouth, or avoid viewing VR when viewing parameters, how can professional nouns not know it? Today we share the meaning of these VR common terms with you to help you learn more about VR.

VR:

Before talking about those VR nouns, first explain the VR, VR is the abbreviation of English Virtual Reality, Chinese is translated into virtual reality, people form a 360-degree immersive virtual environment through the use of computer graphics systems and headsets. And interact with the above-mentioned virtual environment through sensing devices or other accessories to bring a totally different sensory experience. Because this kind of experience is very real and incredible, it is also called Spiritual Technology. The following video is a good example of what it means to wear VR.

This technique was first proposed by Lanier, the founder of the VPL company in the United States in the 1980s. In 1993, the technology was extremely hot. However, due to technological ambiguity, it gradually began to be forgotten until Oculus was faced with 20 books. With billion-dollar sky-high acquisitions, people discovered the huge profits of the market and began to scramble into it.

FOV:

We can see a parameter FOV (field of view) on both the cheap handset VR and the expensive PCVR. In the optical instrument, the lens of the optical instrument is used as the vertex to measure the object's image. The angle formed by the two edges of the largest range of the lens is called the field angle. The size of the field of view determines the field of view of the optical instrument. The larger the field of view, the larger the field of view and the smaller the optical magnification. In layman's terms, target objects beyond this angle will not be captured in the lens. In the display system, the angle of view is the angle between the edges of the display and the viewing point (eyes).

In terms of VR experience, the larger the FOV, the less likely to be dizzy, and the more immersive (this can be experienced in some first-person shooter shooting games), so when purchasing PCVR, we You can choose some big FOV products, but this is not applicable to mobile VR, because if your VR device's vision is too wide and the screen size of the phone is too small, you will find the border of the phone during the experience. Reducing immersion, so when buying a mobile phone VR product must be optimistic about their mobile phone size and FOV size of the device before buying (above, we also prepared a common mobile phone screen size fit FOV angle).

Object distance and interpupillary distance:

Object distance and interpupillary distance are also common adjustable devices when we purchase VR products. This is actually a very good explanation. The so-called object distance adjustment is to adjust the distance between the screen and the eyes, also called nearsightedness/farsightedness adjustment, suitable for different spectacles. User. The interpupillary distance adjustment is to adjust the distance between the two eyes, the main role is to reduce ghosting, to see the top of the movement has in fact fully understood.

Refresh rate and number of frames :

In addition to the above-mentioned ones, the refresh rate is often mentioned when purchasing the headline, and once the refresh rate is involved, the product has its own screen, at least it is not a mobile VR product. The so-called refresh rate is the display refresh rate per second, 60Hz refers to the display refresh 60 times per second; the number of frames refers to the number of images per second transmitted by the graphics card, can also be understood as the number of refreshes per second graphics card (play LOL When the FPS in the upper right corner shows the number of frames, the more powerful the graphics card is, the higher the number of frames, the better the picture stability, the more straightforward it is, the screen determines the refresh rate, and the graphics card determines the number of frames.

But because we still need to use the display to transmit the eyes to us, if the number of frames exceeds the refresh rate of the screen, the refresh rate is based on the screen refresh rate. For example, if you use the GTX 970 graphics card to play LOL, the maximum number of frames will go to 400+, but the display refreshes. The rate is only 60 Hz, and the refresh rate we see with our eyes is only 60 Hz. But once the performance of the graphics card is too bad and the number of game frames is too low, the picture will appear stuck, and in this case, it is more likely to be dizzy. For VR devices, 60 FPS is the minimum standard for playing games, so the minimum refresh rate for heads-up display should not be lower than 60 Hz.

Location tracking function:

In addition to these common noun information mentioned above, there are some unpopular terms mentioned in some news, such as location tracking. Common mobile VR products generally do not have this function, and can only be simulated by a simple gyroscope, resulting in a location Inaccurate and different from what we did in the same way in real life, the immersion of the product experience is poor, and it is prone to dizziness (the above video can also see the difference).

If you have previously noticed the dismantling of the HTC Vive or the dismantling of the Oculus Rift, you will find that there are some small components on the surface of these devices. Among these components, the Oculus Rift is an infrared emitting device with an infrared sensor camera on the head. Precise positioning, and those on the Vive are photosensitive elements, with the laser positioning device for precise positioning. In addition to these hardware, the precise position tracking function also requires a high-performance CPU for fast calculations, so that the data can be transmitted to the graphics card at the first time, allowing the graphics card to render the image at that position and then output it to the display. Steps that are slower will result in imperfect experience, so general mobile VR does not have this feature due to performance limitations and portability considerations.

Eye tracking:

Eye tracking is also called eye tracking. For the first time, we know that this technology is also used by a crowdfunded VR device called Fove. It uses an infrared camera to receive the reflected light from the eyes to determine the position of the eye, and eye tracking can be used. The VR device brings three functions. The first is assisted positioning, which increases the accuracy of head positioning; the second function is to control the interface; the third function is to reduce the dependence on the graphics card. This point we have to explain, normal In this case, the graphics card will render all the screens in the direction we are looking at. After using eye tracking, we will only focus on the point we are gazing at in the screen, and other places Blurring, this will effectively reduce the graphics card requirements. Of course, some people say that this can protect their eyesight. We are not so sure about this, and we don't comment too much on it.

Because the product is controlled by the eye, we don't need us to raise our hands. Therefore, some people think that this is a design to reduce immersion, which is why many manufacturers do not fully develop this function.

to sum up:

These are basically some of the VR terms that are currently common in the market. As far as stuns and delays are concerned, these nouns that basically know what they are looking for are completely unnecessary to explain. They are like near-eye square displays and microlens array display technologies. Words are too small. If you have just emerged, we will prepare an article on advanced VR technologies in the later stages to help you understand them further. Due to space constraints, we will not repeat them here.

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