Oculus Rift, "virtual reality" still can not be realistic enough

Source: Internet
Author: User

Virtual reality has always been a hot topic in science and technology industry. Cardboard released on GoogleI / O, Samsung's upcoming VR Gear and Sony's Project Morpheus also indicate that more and more giants are starting to get involved in the industry. Facebook's $ 2 billion acquisition of Oculus, a head-mounted virtual reality device, in March of this year has given the industry a boost and the devices that appear only in science fiction movies seem to have come to life. But from the Oculus Rift's actual performance point of view, there are still some distance.

Oculus Rift consumer products market has been around for some time now, the network can also a large number of evaluation reports, from many feedback point of view, the main problems of its products are still the following:

1, the resolution problem

In the feedback of many users, the most mentioned is the definition of the image. Engineering version of the Oculus Rift image is particularly serious lattice, although it does not affect its excellent 3D effects, but after all, the experience is a big difference. Later Oculus upgrade the screen a bit, the resolution reached 1080P, but this problem has not been really resolved.

Why do you say this, but also depends on the working principle of Oculus Rift. To be clear, the Oculus Rift projects two different parts of the same screen into both the left and right eyes of a person, and does not utilize 100% of the screen due to human eye limitations. Some enthusiasts conducted calculations, probably only about 70% of the screen was really utilized, which means that each eye can actually see only about 35% of the screen area. Coupled with the need to simulate the human eye to observe the true picture, we must maintain a sufficient distance between the image and the human eye, which means that 35% of the area has to enlarge several times. As a result, even 1080P screen in the actual use of the process can still see the obvious pixels, and people see the real picture of the gap is still considerable.

Continue to improve the screen pixel is feasible? Not to say it is impossible, but it will bring about a series of new problems, which will be mentioned below.

2, refresh rate problem

Admittedly, the fluency of the Oculus Rift is quite high with quality control. The report from multiple players shows that the Oculus Rift performed quite well when watching certain videos and playing official-specific demos. However, we should also note that the resolution of the video or the game is not very high, which should also be related to the Oculus Rift own hardware and output device hardware limitations.

Image refresh rate is a very important factor affecting the virtual reality equipment, if you want to make Oculus Rift truly large-scale commercial products, is bound to have to make the product can play high-definition video, and play high-quality dynamic game Maintaining a sufficiently high refresh rate is a fairly challenging challenge for today's hardware capabilities.

3, motion tracking problem

As a head-mounted 3D device, Oculus Rift there is a major technical difficulties need to break through, that is, motion tracking issues. When a person wiggles or swings his head, the device needs to detect the movement of the head in time and adjust the display angle in response to a real presence. Currently, the Oculus Rift does this by using a motion-tracking sensor in a helmet, and although the tracking speed has been greatly improved, it is clear that it is far from consumers' expectations. Many product buyers in the course of the show have sometimes said that the picture will not keep up with the head movements, which will bring significant dizziness and discomfort.

Michael Abrash, Oculus Rift's chief scientist and virtual reality expert, also said that real-time tracking is a very difficult issue to solve in virtual reality. Although the Oculus Rift is almost the best in the industry today, there is still a long way to go before the real virtual reality demands. In tracking the real-time, positioning accuracy, etc., all rely on innovative technologies and solutions to solve. Of course, Michael Abrash also expressed optimism that the real virtual reality technology should be able to achieve civilian use within two years, but in reality still requires a large number of scientists to solve the existing problems.

4, ecological issues

Virtual reality is a big game, it is very difficult to play Fun Oculus company. Oculus Rift is just a display output device, it also depends on the use of a lot of content, such as images, such as games. Virtual reality is a completely different innovation from previous display technologies, and the way it presents content is completely different from what it used to be. This determines whether the game is Ye Hao, video Ye Hao, you need a new set of creative ways to provide content producers. The Oculus Rift can only be a momentary plaything, not a real consumer-grade product if it is not delivered to consumers with sufficient quality.

In response, Oculus needs to provide developers and content creators with more complete creative support, including development kits, immersive imaging equipment and mechanisms. Only when enough players to join the game to form a complete ecological chain, the virtual reality market can be truly detonated.

Oculus is clearly aware of this problem, in June this year, Oculus CEO Erica said it will follow Google as an open platform to attract more hardware vendors to cooperate. I believe in content creation Oculus should have a corresponding strategy, perhaps we will soon see new progress.

As long as these issues are not resolved, the Oculus Rift is still far from the real civilian market and the reality of virtual reality is still not realistic. Of course, Daikin Lord Facebook's participation let us see the hope of an early arrival, and let us wait and see.

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