VR head-mounted display equipment is very high now, and many companies have joined in the manufacturing of VR equipment. The current development of head-mounted display equipment is also very rapid, but it still faces some problems.
1, resolution
In order to improve the user's immersion and make the virtual world look more realistic and clear, the VR headset must have a higher resolution. The resolution of current VR headsets is still far from the level of human vision.
In this regard, the development and production of high-resolution displays is not the difficulty. The difficulty lies in how to equip high-resolution displays with corresponding computing power.
2, The thorny issues of weight, battery and heat
are calculated based on the exposed 4K OLED display and 8K for both eyes. The M2 processor has no problem in terms of computing power. If the user continues to play for 1-2 hours, the rendering of 8K for both eyes will be The minimum battery capacity is 10,000mAh, which is equivalent to the weight of a 300g power bank on the market, which means that the weight of the headset must be higher than 400g, which will put pressure on users to wear it for a long time.
3, wider field of view The horizontal field of view of the
class is approximately 200 degrees wide. Commercial VR headsets typically only provide a 100-degree horizontal field of view. In addition, we also have room for improvement in the vertical field of view. The wider field of view of
poses a huge challenge to lens technology, which can be manifested as image distortion at the edge of the field of view. The issue of computing power arises here as well. The wider the field of view, the more pixels the VR headset needs to display. This results in higher power requirements and more waste heat production.
4, Ergonomics
Most current VR headsets are slightly "bulky". For example, Quest 2 weighs more than 500 grams, and its device thickness (the distance it protrudes from the face) reaches 8 centimeters. Such a device will obviously not bring a good wearing experience to the user. The ideal VR device should be thinner and lighter.
Do you know all this?