Since 3D box glasses headset can be worn comfortably to allow us to freely enjoy the ultra-stereoscopic 3D gaming and video, it has swept the world, it is expected to become the latest hottest virual reality products during 2016. However, many people get dizzy when wearing such 3D box virual reality headset glasses, why?
Given the user experience, the sense of dizziness can be attributed to visual difference .
As far as the display device is concerned,what causes vertigo are generally be divided into two aspects of hardware and software, hardware part is unreasonable structure design, such as the distance between the glass and the pupil is not improperly, resulting in inconsistent images obtained by left and right eye;Large lens aberrations and distortion leads to severe picture distortion;picture updating made by incorrect image refresh frame rate does not reach the requirements on the human eye.The three-dimensional model is unreasonable, the parallax adjustment exceeds the tolerance range of the human eye, the stereoscopic image exists horizontal or vertical deviation which is not easy to form three-dimensional effects.So, what are any good solutions to these problems it?here we go!
In terms of hardware or software or a combination of both, primarily solve all these five issues:
1, improve the frame rate refresh
2, increase the resolution
3,reduce picture distortion
4, optimize head motion tracking
5, optimize content
Specifically, the hardware of these aspects which need to be improved are: GPU, sensors, displays, chip, an imaging lens, and the interpupillary distance（IPD）and the distance adjustment structure. Software, the image algorithm needs to be improved
Oculus uses aspherical to reduce image distortion, the resolution of the first generation of products is 720p, the second-generation upgrade to 1080p, they also adopted a series of actions for the decline in delays, the entire process the new image from the user inputting to completing has been compressed to control in less than 30 frames per second. At the same time, the company also use some software algorithm to correct the distortion. Currently, Oculus research focus has shifted from cuts in delays to tracking accuracy, image quality, resolution.
HTC vive reduce the delays in the image by improving the image refresh rate, refresh rate is 90 frames per second (but still not as good as Oculus) while achieving a more accurate head movement tracking through more sophisticated sensors designed .
Nvidia as a chip maker and Epic Games which is the developer on iOS action game named “Infinity Blade” series co-developed a “GameWorks VR” technology. GameWorks VR technology make the players see the game screen with a higher resolution central region through the Multi-Resolution Shading( abbreviated as MRS) “way, the area around the low-resolution form is displayed. This technique makes the game screen refresh rate greatly improved, lifting about 50%
The elimination of a sense of dizziness is not just the responsibility of virual reality vendor,the game developers also played a big role. On the one hand, the game developers cut the delays by improving the game frame rate abatement, as most of the modern game is about 60fps, with this level of conversion, when each figure transferred to GPU is 16.67 ms. If this rate can be increased by 1 time by game developers, then delay produced by this part would be halved. On the other hand, considering optimize game content, take the roller coaster for example, no matter how realistic it is, it would make you vertigo. This requires developers to make reasonable arrangements on the content.