VR basis-the principle is actually very simple we earth people can see the three-dimensional scenery, is because the eyes can be independent to see things, that is, the left eye can only see the left eye scenery, and the right eye can only see the right eye scenery. Because there is a gap between the two eyes, resulting in a slight difference in the angle of view of the two eyes, so that the two eyes to see the scene has a little bit of displacement. But God has given us a gift that allows the brain to skillfully blend the images of the two eyes to create a space-feeling stereoscopic visual effect. Because there is only one computer screen, and we have two eyes, but also must let the left and right eye view of the image separately separate, in order to have stereoscopic vision. At this point, you can use 3D stereo glasses, so that the Parallax continues to show on the screen. By wearing 3D glasses, let the left eye see the view of the left eye, the right eye to see the image of the right eye. Coupled with the physiological characteristics of the human eye vision, you can see the real stereoscopic 3D image.
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The General VR content is the same image as the left and right two screens, as shown in. But after careful observation, it is not difficult to find the left and right two chart differences. There is a universal black magic: In the absence of 3D glasses, if your "cross-eyed" skills to achieve the level of perfection, then the VR screen close to your cross-eye-ding dong, "glasses-free 3D" Come on!
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At present, VR content is mainly divided into films and games, the main difference is that the game needs to interact with the film. (3D dizzy People basically say goodbye to these things) simply put, a normal 3D game/movie, as long as the left/right format, you can become VR games/Movies. The content after this article will focus on VR games, designed for everyone to comb the idea, and then step by step to achieve the final achievement: Take you to pack B to fly with you! VR Games-everything you don't know and you need to know about VR games, we all know what it's about, but we can't figure out exactly how to define it--it can't be stopped anyway! Who is refreshing the new concept of various VR games, and who in the Amway VR game the capital "pure stupid" to move? It is better to calm down the heart to see what the VR game features, from different dimensions of the category, so with people blowing B heart also bottom son. The first thing you have to say is that the most egg-ache in VR game-interaction. Interaction for the general game is very simple and clear: PC game Direct Mouse keyboard, hand-operated touch screen control, home machine handle or body sense. No matter what the platform, players have developed a habit, eliminating the basic control of the cost of education. And the interaction of VR game is still in the non-forming stage, the way is divided into two categories: there are peripherals and no peripherals. (Here want a comparison chart, helpless material less, PS capacity Limited) non-peripheral VR game, is now through the "look" to achieve interactive. Switch between different items by bobbing; Stare at an item for a period of time to confirm the selection. Some sightseeing games such as "Tuscany Dive", when you bow down will find a walking icon on the ground, stare to switch the walk/stop state. There are some dungeon games that will bow down to the view map function, as long as your head low to a certain extent, the map will pop out. Many horror games also require you to turn your mind to a specific area to trigger a "scary" element. Based on this mode of manipulation, a little thought can be thought of a very funny play: neck movement-like the NDS game finger paddling screen, draw a pattern to interact, the only difference is that you want to take the center point of the visual field as "pen". I experience the game is not many, so far has not seen such a great work, I hope that the domestic developers add strength, make a "Chinese knot" VR game to crowdfunding it!
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Game interactions with peripherals are only for certain types of operations such as handles, tracking devices, running devices, and so on. The handle is usually Bluetooth handle, mostly used for mobile, belonging to the combination of traditional control and VR game. The handle is actually the simplest interactive peripheral, but the problem is that it's hard to get used to. Many first-person home-machine games are adjusted from the perspective of the remote lever, while the VR game needs to turn the head to achieve. How this interaction experience is still waiting for the players to experience and give a conclusion. Tracking devices, such as Oculus Touch, interact by simulating in-game simulations after capturing hand movements. This type of device is generally used in household equipment, suitable for large-scale action games. At present, such devices are not officially online, but it is certain that it does solve many of the non-peripheral requirements of a lot of rigid interaction, such as the "Chinese Knot" above the compilation will be much easier. Similarly, the running device is not mature, some need to wear specific shoes, and some need to be confined to a circular space. I just want to say that this kind of interaction is not fair to fat people ... All in all, the pain point of the VR game interaction is that the interactive experience of the headless is poor, the interaction of the peripherals is tiring or the hands and feet are hectic. Many people actually experience VR games, with glasses will consume a lot of energy to adapt to the virtual scene and get all kinds of information, just press a button so simple interaction can not be reconciled. In addition, many peripherals are really inconvenient, regardless of installation, debugging or use, you can know how much damage this will do to the lazy player. This is like a DotA player it is willing to play in the game for a long time a variety of fine control, but the computer on the good "steam-registered account-Update the game-Pray the server does not crash" is really complex, a "forget, lazy play, or the mobile phone play a certain next game bar" may be a lot of older players true portrayal. Second, use the correct dimensions to divide the VR game into categories:
- From the game form to be divided into the app and the web;
- From the application is divided into mobile and home;
- From the production process is divided into high modulus, low modulus and voxel;
- The game experience is divided into immersion and painting.
Apps and Web I'm sure some people will be happy to see this category-what? The web is also engaged in VR, too unreliable! It is not reliable I put the back in detail, and Webvr is real, it is the Firefox and Google geeks out of the east. Gu Mingsi, the VR game packaged into an application, whether it is a computer or mobile phone, it belongs to the category of the app. In contrast, the VR game on the Web page to browse, also do not distinguish between computers and mobile phones, or even any network access to the use of devices, which belongs to the category of the Web. Of course, what is said here is that the Web is non-running Shikun HTML5 game, the use of plug-ins like Flash does not discuss the meaning of this. At present, we see 99% of VR-related articles on the Internet are the content of the app. This is the media widely popular information, but also the mainstream research and development direction of domestic manufacturers. Since in the VR game the content of the app is already very rich, this article does not waste too much, the following content will be detailed about the unknown Webvr. The difference between mobile and home mobility and home is like the difference between a handheld and a home machine, because the device itself is completely two things. Home VR games typically use a Oculus-like full-covered helmet with a self-display. In order to use the corresponding peripherals, it is also necessary to free up 4-6 square meters of space for installation and commissioning. The Mobile VR game uses the easy-to-use equipment of the eye class to display the mobile phone holder on top, which can be experienced at any time anywhere. Mobile VR game glasses are divided into 4 types: eye mask, small glasses, carton glasses and mobile one machine.
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Gearvr
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Storm Little Magic Mirror
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Cardboard
high modulus, low modulus and voxel the classification of high modulus, low modulus and voxel is not confined to the category of VR games. They are common in 3D games, and they all have mature representative works. High modulus: That is, higher polygon, more polygons in the model, used to achieve a variety of realistic and fine scenes and characters, rendering out of the picture makes people feel very real. Common single-machine masterpiece is basically this kind, no longer one by one example. At present, most of the home VR games are high modulus, is UE4 production, the game volume is not 35 GB are embarrassed to greet people. And now a lot of domestic VR game manufacturers, almost exclusively are in the production of high-modulus games, even China's crowdfunding project H are ready to take UE4 to engage in high-modulus. Have no domestic developers pinch to sweat, we pursue so high, can hold?
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Low modulus: Relative to the high modulus, the model has fewer polygons, the style looks more cartoon, but with light and shadow, the effect is good, the screen looks very unique. This looks relatively "humble" practice in two times there is a market, like the "3D Custom Maid" series of games, all kinds of cartoon character Cos model, has long been played by the majority of players bad. Compared with the high-modulus, the same level of display objects in the game, low-modulus saving resources, less computation, more efficient operation.
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Voxel: Voxel, the whole 3D world is not a triangle drawn out, but a small cube built. The best masterpiece is "My World", as well as the earlier years more famous stand-alone FPS masterpiece "Delta Force". We can understand it as the pixel art in 3D, although the common game techniques (such as lighting, color mixing, post-processing, etc.) can be applied, but the resolution is not high, will always make people feel "rough", and can not express sharp edges, more difficult to effectively deal with deformation. At present, the domestic game in the voxel aspect of the application is almost zero, at least the majority of investors in the eyes of the full view of this rough content. I hope that the younger generation to work hard, such as the production of Chinese-made Voxel VR game day, remember to burn a copy to the author.
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Why focus on the production process of VR game to distinguish it? Because the VR game needs "simultaneously" renders the left and right two pictures, from the sense angle, the rendering pressure and the computation amount all doubled. A realistic and sophisticated 3D game can be 60 frame rate on the computer to run, then the left/right format of his frame rate may not be smooth running. In VR games, if there is a lag, the experience is pretty bad. It's kind of like a real-world person communicating with you, and suddenly the whole rhythm slows down and it feels weird. Therefore, if a VR game project using high-modulus can not pass the stress test, then try low-modulus or voxel. Sometimes we also need to think over and over whether the game to bring the player XX experience, never conform to, by those seemingly high forcing lattice content misleading. The prospect of VR games is not clear, I would rather believe that the future of China-made VR is a demand-specific but unique game. immersion and painting This classification is actually very well understood, VR games are usually divided into first-person view and third-person view. Immersive game is the first view of the show, will play the role of the protagonist, a lot of people's interaction is "face to side." This experience is immersive and immersive. In contrast, a picture-based game is shown in a third-person perspective, essentially looking at what the protagonist has done and interacting from a bystander perspective.
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Have Vr/ar Project outsourcing business Welcome to contact Us
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Virtual reality outsourcing company-VR game What you don't know and what you should know Webvr