At present, some VR experience hall equipment on the market can be roughly divided into three categories: entry-level mobile phone box, which is basically used to watch movies; The more common head wearing all-in-one machine is basically separated from mobile phones. It is also OK to watch movies and play somatosensory games; High end PCs are connected to VR experience hall equipment, which is mostly suitable for players who like large-scale VR games.
The evaluation index of VR experience hall equipment is nothing more than starting from these three points: eye feeling, body feeling and resource richness.
Including clarity, which is mainly determined by resolution; FPS is the number of game frames. When the game is running, the number of frames per second is the same as that of video. The larger the FPS, the smoother the video on the screen. If it exceeds 100fps, the difference in human eye recognition can be almost ignored; There is also a visual angle, that is, players can clearly observe all the contents on the screen from different angles. Generally, the VR experience hall equipment can have a visual angle of about 100 °, while the human eye can have a visual angle of 220 °. Naturally, the larger the visual angle, the better; And pixel density. The greater the pixel density, the less obvious the sense of granularity.
Of course, there are also the comfort of wearing, whether the headgear has a sense of pressure on the face, whether the pupil focus is correct, whether the inappropriate can be transferred, and whether it is friendly to the short-sighted partners, as well as the air permeability of the eye mask sponge. If it is airtight, it will be uncomfortable if the sponge is filled with sweat at one time; Positioning mode: generally, the base station is used for positioning. The base station transmits signals to the VR headset for positioning, and the accuracy depends on the transmission frequency.
There is also a positioning from the inside out, 3DOF and 6DOF headsets. Generally, 6DOF headsets are better. The most intuitive thing is the game experience of squatting, moving forward and backward.
3-Dof headsets
3-Dof headsets allow us to track rotational motion but not translational.
6-Dof headsets
6-Dof headsets allow us to track translational motion as well as rotational motion.
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