The main reason for VR as a hot spot in today's society is the wide application, novelty of products, virtualized scenes, and information visualization requirements that attract people. It can be said that it is a slogan, but this vent is not so easy to fly with the wind.
At present, VR devices are widely used in the market, but the level of these devices is not uniform, the experience is not perfect for the user, and the 5-minute product experience is likely to cause dizziness, fogging, etc. It is considered to be the general status of domestic VR products.
VR is indeed a marginalized, cross-border industry with high technical thresholds. There may be a long way to go to make VR products.
The content is the key to determine the success or failure of VR equipment. Although the application scenario is very rich, the lack of content is also a problem that the VR industry is not tepid. There are few companies that do content on the market and do a good job. It is also the beginning of the industry, and people's consciousness has not yet been cultivated.
There are two main reasons for the lack of VR content: First, the standard is not uniform, and the state has not yet formulated relevant regulations. Giants such as Microsoft, Facebook, and Sony are investing heavily in VR, with the goal of setting VR industry standards ahead of time. Industry standard setters are often the biggest beneficiaries.
Second, capital is hesitant. At present, VR content is in the forefront of dawn. The lack of content makes it move in a sub-health state. Perhaps as VR equipment matures, content issues may be solved.
The enterprise transformation is difficult, and the promotion is difficult because it does not find the beacon station, the outdoor advertising space is sent to the whole network marketing promotion, the products are promoted in all directions, the brand is promoted, and the exposure rate is maximized!
To be a good VR, you need to have those high-end technologies.
First of all, the most influential VR device experience should be display technology. From 2D to 3D, 1080P to 4K to the current 8K is not the ultimate goal of VR devices, the number of frames of the picture must not be less than 90, otherwise it will produce dizziness, Frustration, VR visual experience is very bad, so the more demanding display technology will enrich the VR device experience.
Secondly, the hardware, currently known as the VR device CPU / GPU, etc., can not meet the needs of VR devices, secondly, the graphics card, memory requirements are very high, so that the hardware is also a VR flaw. (VR devices need to achieve a 3D visual experience, the original image needs to be rendered twice, one eye at a time. This part of the extra computing power consumed naturally has its source, it can come from the CPU or GPU of a powerful PC. It can also come from an extra computing unit mounted on the headset.)
Finally, the content, there are only two ways to do VR device content, the first is 3D modeling, the second is field framing, and both of these situations require designers, programmers, and photographers to work together, so do VR The cost of content is very high. You can also imagine that the cost of a 3D animation is basically similar.
The above is the VR equipment needs and elements that Xiaobian brings to you, I hope to give you some inspiration, and give more comments to Xiaobian!
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