OculusRift, it's a long way from reality.

Source: Internet
Author: User
Keywords nbsp virtual reality real shine solve

Virtual reality has always been a hot spot for the scientific and technological community, and the upcoming Gear VR of Samsung and the Project Morpheus of Sony, announced by Google I/O, cardboard the growing number of giants starting to dabble in the industry. Facebook, which spent $2 billion in March this year to buy a Oculus virtual reality device, has injected a strong pin into the industry, and only the devices appearing in sci-fi movies seem to have come to life. But from the actual performance of Oculus Rift, there is still a distance.

Oculus Rift consumer products to launch the market has been for some time now, the network can also be a large number of evaluation reports, from the many feedback, its products are mainly the following problems:

1. Resolution problem

In the feedback of many users, the most mentioned is the problem of sharpness of the image. Engineering version of the Oculus Rift image lattice is particularly serious, although it does not affect its excellent 3D effect, but after all, the experience is a big cut. Later Oculus upgraded the screen, the resolution reached 1080P, but the problem has not been a real solution.

Why do you say that, it also depends on the working principle of Oculus Rift. To be clear, Oculus Rift is projecting two different parts of the same screen into the left and right eyes of the person, and is not using 100% of the screen due to eye-view limitations. Enthusiasts have been measured, probably only about 70% of the screen is really used, that is, each eye can actually see only about 35% of the area of the screen. Plus, to simulate the human eye to see the real scene, we must maintain a sufficient visual distance between the image and the human eye, that is, the 35% area will be magnified several times. As a result, even the 1080P screen in the actual use of the process can still see the obvious pixels, and the real picture of the gap is still quite large.

Is it possible to continue to improve the pixel of the screen? It's not that it's not, but it's going to bring a whole new set of problems, which is also mentioned below.

2, refresh rate problem

It is undeniable that the fluency of Oculus Rift is quite high in the case of quality control. Reports from multiple players show that Oculus Rift performed pretty well when watching specific videos and playing some official demo. But we should also note that both video and game resolutions are not very high, and this should also be related to the hardware limitations of Oculus Rift hardware and output devices.

Image refresh rate is a very important factor affecting virtual reality equipment, if we want Oculus Rift to become a truly large-scale commercial products, it is bound to allow products to play high-definition video, as well as playing high-quality dynamic games to maintain high enough refresh rate, This is a fairly high challenge for current hardware capabilities.

3. Motion Tracking problem

As a head-and-wear 3D device, Oculus Rift still has a major technical hurdle to break, and that is the motion tracking problem. When a person twists or swings the head, the device needs to detect the head movements in a timely manner and respond to the adjustment of the display angle to give the person a real sense of telepresence. At present, Oculus Rift through the helmet-mounted motion tracking sensor to achieve this function, although the tracking speed has been greatly improved, but it is clearly a distance from the expectations of consumers. Many product buyers in the use of the process have said that sometimes the screen will not keep up with the action of the head, which will bring obvious dizziness and discomfort.

Oculus Rift's chief scientist, virtual reality expert, Michael Abrash also said that real-time tracking is a very difficult problem to solve in virtual reality. Although Oculus Rift is now almost the best in the industry, there is still a long way to go before the real virtual reality demands. In the tracking of real-time, positioning accuracy and so on are dependent on innovative technology and solutions to solve. Of course, Michael Abrash also expressed optimism that the real virtual reality technology should be in 2 years to achieve civil, but in reality still need a large number of scientists to solve the problem.

4. Ecological problems

Virtual reality is a big game, rely on Oculus a company is difficult to play. Oculus Rift is just a display output device that relies on a lot of content, such as video, games, for example. Virtual reality is a completely different innovation from the previous display technology, and its content is different in the past. This determines whether the game or the image, need a new creative way to provide content to the creator. If there is not enough quality content to provide to consumers, Oculus Rift will only become a one-time plaything, rather than a real consumer-grade products.

In this context, Oculus needs to provide more complete authoring support for developers and content creators, including development kits, immersive photographic equipment, and mechanisms. Only when enough players have joined the game to form a complete ecological chain can the virtual reality market be truly detonated.

Oculus is clearly aware of the problem, Oculus chief executive Eriby said in June this year that it will follow Google as an open platform to attract more hardware vendors to co-operate. It is believed that the Oculus should also have a corresponding strategy in the content creation, perhaps we can soon see the new progress.

As long as these problems have not been resolved, Oculus Rift distance from the real civil market, virtual reality is still not realistic. Of course, the involvement of the big gold Lord Facebook gives us a chance to see the day ahead, and let's wait.

Author Introduction: The South, senior Internet research experts, critics, Baidu Hundred, Sina Genesis, Tiger Sniff, Eric, titanium media and other dozens of mainstream media special columnist. The organization plans too many enterprise network comprehensive marketing, the social media marketing dissemination case, the micro-letter marketing vertical portal Large Micro Association (daweixie.com) founder, the micro-credit experience type marketing expert.

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