January 10, 2025

These 7 problems need to be solved behind the virtual reality

Recently, the topic of virtual reality has been talked about in the fields of science and technology, entertainment, and even adults. Even at this year's SXSW, virtual reality has become the focus of the conference. Whether it is San Francisco or Silicon Valley, many technology companies have vowed to make a big difference in the field of virtual reality.

However, if you calm down and look at it, we need to think about it. Is the prospect of virtual reality really as broad as we think? The speed of change in the field of technology, look at the 3D TV in previous years will know. Behind this year's virtual reality technology is beginning to prosper, there are still seven facts worthy of our consideration.

1, the process will not be smooth

After several years of development, virtual reality has begun to enter a rising period, but in fact many people do not know, this concept has been seen a long time ago, and has also fallen into a trough. First, the expectations of ordinary consumers for virtual reality technology are much higher than those that can be achieved by existing technologies. For example, the Cardboard that Google is favored by many people, when we have experienced it for a while, it will be very easy for us to be thrown aside. At the higher end, whether it is HTC Vive, Oculus Rift or Sony PlayStaTIon VR, although the technology is quite complicated, there is still a lack of full-resolution display devices for users. At present, virtual reality products rely on consumer curiosity rather than real purchase demand.

2, various problems of the helmet

Almost all of the mainstream virtual reality devices are in the form of very bulky helmets that are not only heavy, but also not comfortable to wear. In addition, they are also very expensive. Faced with overwhelming marketing momentum, many people are likely to be disappointed after spending hundreds of dollars, both visually and on the auditory effect. For example, Gear VR-based devices based on smartphones are not as effective as they are; while products such as HTC Vive are still subject to cables, and these are the main reasons that affect immersive somatosensory.

Although these technical problems will be slowly solved over time, such as higher resolution, lighter helmets and wireless technology, no one can give a big answer as to how many years of development. There is also a digression, that is, long-term games are really very physically exhausted, so virtual reality seats that interact with the content of the game will be more promising.

3. Most virtual reality is not real virtual reality.

Although we can see the three-dimensional content, in fact these contents are not pure. Most of the images are synthesized from 360-degree 2D images, not a true immersive visual experience. As time progresses, stereo camera technology will gradually evolve and true light field camera technology will mature. These will put forward higher production requirements for real virtual reality, including twice the bandwidth of the captured signal and more powerful virtual reality shooting and signal processing. In addition, for many people, long-term immersive experience, still feel tired.

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