Did the VR era really come? Turn over two mountains first

There is a well-known story in the "Lie Zi Tang Qiao" story, titled "Yu Gong Yi Shan." The problem of Yu Gong came from Wangwu and Taihang, which hindered the road ahead and moved it. The VR industry is now experiencing the same problems as Yugong.

The next hurdle that the technology industry is struggling to pursue is VR, which has become a consensus in the industry.


Global manufacturers such as Google, Samsung, Sony, Facebook, Microsoft, and HTC have begun to test water VR. At home, a number of vendors, led by storms, have begun crazy launches of VR hardware products. Even some of the traditional mobile hardware manufacturers like Huawei Companies such as Xiaomi, ZTE, and Coolpad have also launched their own VR glasses products.

When everyone considers 2016 to be the first year of VR and begins to make preparations, VR's "Wangwu and Taihang" has become the first problem that participants in this industry have to face.

Wang Wu - Content is king

All content-based products are empty under the premise of no content output. This is the famous Internet philosopher "The Egg".

When all people began to realize that VR will become the "future," an entire industry chain will be brought up.


The first thing that started was the porn industry. It goes without saying that what satisfies people's original nature is often the quickest to be accepted quickly. However, few people think that the porn industry can promote the entire VR ecology.

After all, porn is not on the table.

So people hope that games and movies can quickly help VR get on track.

HTC's Vive has announced the creation of a joint VR game platform with Steam, and Steam has developed a program called SteamVRDesktop Theater Mode that allows current games to support VR devices through conversion.

At the same time, Sony is also planning to introduce a PS host that is more adaptable to the PSVR version. It is rumored that the current PS4 host has insufficient display performance and supports VR games with higher resolution and higher dynamic frame number.

In addition, Gearbox, Bully Entertainment, and Untold Games, the world-renowned game development companies, have announced that they will be involved in VR games.


But when the experiencer really experienced the VR game, the situation of polarization appeared. The experience of computer-side VR products led by HTC Vive has been excellent enough, both in the synchronous refresh rate, the number of dynamic frames, and the design of the game scene, and they all have the strength to compete with traditional games. However, the relatively low resolution of the graininess, the limited area of ​​use of 3 × 3 square meters, a limited free connection line, and a gaming computer with a price of over RMB 10,000 have increased the cost of the experience.

While mobile VR devices headed by Samsung Gear VR have no excessive concerns in terms of freedom, usage scenarios and costs, the poor performance of mobile phones leads to poor perception of the game, serious graininess caused by screen resolution, and battery life. Other issues are plaguing devices such as mobile VR.

So the game is not a very good VR content development solution in the short term. What about the movie?

In the past few weeks, Wanda Cinemas has brought Disney's VR film "Fantasy Forest" to more than 40 Wanda Studios across the country, trying to attract fans to focus on VR through VR filming and other early adopter experiences. Meanwhile, Zhang Yimou Directors such as Guo Jingming also announced that they will shoot VR movies.

It is true that VR watching videos can bring unprecedented freshness to users. However, after the freshness, no one can truly understand that, apart from the freshness brought by immersion, VR can meet the user's rigidity. demand.

From 2D to 3D to IMAX, although the viewing mode has changed again and again, it is still the user's viewing habits. If users use VR to make the movie “3D space”, the user’s habits are broken. The result is hard to predict.


The second difficulty comes from the shooting costs. Traditional movies can be captured using ordinary cameras. A VR movie requires professional VR cameras, circular lighting, matrix recording equipment, etc. The cost of a full set of equipment is much higher than a camera.

The American Film Society has pointed out that VR is currently only suitable for shooting short films, because even if it is a short film, the production cost will be as high as tens of millions. Someone once tested video clips for ten minutes. Without any so-called “Hollywood” special effects, the cost is more than one million. Imagine if a two-hour Hollywood blockbuster, I’m afraid the light production fee will cost more than a billion yuan. Obviously a movie company can't afford it.

When all the new technologies are just commercial, the costs are high and scary.

Taihang - how to solve the transmission?


The second big mountain seems to come more directly and urgently. Just as mobile phone battery technology hinders the development of smart phones, transmission problems have become the biggest obstacle to VR's progress.

Due to the immersive nature of VR, the "basic" resolution such as 1080P can no longer meet the existing VR devices. 2K is a solution to the problem, and 4K has just become the consensus of many participants in the VR industry chain.

You can imagine a world map folded into an earth. When a flat 1080P image is bent into a sphere in the visual range of 5-8 centimeters, the number of pixels in the visible range decreases and the graininess increases sharply. This is why the 4K battery-powered and non-optical resolution is starting to appear on mobile phones.

Imagine that a 1080P Full HD uncompressed movie has a capacity of about 20-40GB. If it becomes 4K, the capacity may exceed 200GB.

Excuse me, how can a 200GB movie be played on a mobile phone? The memory capacity, hardware decoding capability, and battery life are not enough to complete such an arduous task. Therefore, it is obviously unrealistic to put a movie on a mobile phone to experience VR.

Long distance transmission? Any technology currently in commercial use, including the now mature 802.11ac and LTE Cat6, is not enough to meet such a high transmission rate. Some people hope to send short-distance transmissions to 801.11ad, but at present this technology is quite immature and it is still not enough for commercial use.

Hardware is not off, slow transfer rate, this is the biggest obstacle before moving VR.

Is the non-mobile VR much better?


It is true that VR devices supported by computers or game consoles are not comparable to the mobile VR in terms of graphics processing capabilities, data computing speed, and transmission experience. However, another problem has arisen. The length of the cable limits the space for user activities. At the same time, after you wear VR glasses, there is no ability to screen the outside environment. You are very likely to play VR. Eyes and glasses were mixed with a dog to eat.

However, as far as the current situation is concerned, the VR experience using cable-driven computers or game consoles is much better than mobile VR. Until the wireless transmission technology is sufficient to meet the rapid development of VR, wired VR is still better.

For VR, two big mountains are right in front of them. Judging from the current situation, this is a problem that the entire VR industry must face. Fortunately, the VR industry is not alone, and there is no need for children and grandchildren.

Rome was not built in one day. As Youku Tudou Senior Vice President Li Jie said at the 2016 China VR/AR Industry Summit, it takes at least 9-10 years for the VR industry to mature. It is still early to talk about its future now.

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