Head-mounted VR four hardware indicators: GPU wireless sensing battery

Trend Force estimates that the total number of wearable devices in 2016 will reach 105 million, of which 9 million will be VR devices. With Oculus Rift and HTC Vive coming onto the market, VR is entering a new era of consumer applications...

Head-mounted VR four hardware indicators: GPU wireless sensing battery

Tech giants are rushing into VR (virtual reality). With Oculus Rift and HTC Vive coming onto the market, VR has entered a new era of consumer applications. Trend Force's Extension Industry Research Institute estimates that the total number of wearable devices in 2016 will reach 105 million, of which 9 million will be VR devices. The game is the first to cut into the VR application category, providing players with a novel gaming experience. The VR device requires a higher level of hardware specifications, and uses GPU performance, wireless communication transmission speed, and sensing data calculation as the three key development points.

Extension industry analyst Chen Yingshu said that currently VR products are broadly divided into three categories: mobile VR, head-mounted VR, and stand-alone VR (Stand-Alone VR). As long as the mobile VR is equipped with a smart phone in a VR case, it can experience a virtual reality scene via the mobile phone, and its service content is mainly viewed, such as the Samsung GearVR. Head-mounted VR is a head-mounted display, supplemented by handles or gloves, and connected to computers for virtual reality operations such as HTC Vive, Oculus Rift, and Sony PS VR. An independent VR refers to a VR device that can operate independently without additional equipment. The effect and cost of the VR device will vary greatly depending on the components. At present, head-worn VRs are all wired designs. Until wireless transmission and battery technologies become more perfect, it is estimated that wireless 802 will be gradually fermented after 2017.

The three key developments in VR hardware are as follows:

High-efficiency GPU enhances the exquisiteness of the picture and the comfort of the game VR has extremely high requirements for screen calculation and processing. The GPU is the most critical component of the VR device, and its ability to compute has a decisive influence on the real-time rendering of the processed picture. In addition, in the VR game, the glare caused by the screen delay is the main problem. According to Chen Yingshu, the higher the display update rate and GPU computing power, the more effective it is to reduce the picture delay (less than 20 milliseconds) and enhance the comfort of the VR experience. Therefore, the GPU architecture and hardware specifications become the screen operation and user interaction. The important indicator of experience.

Looking forward to the 802.11ad technology solution, wireless headsets are becoming a trend. Currently, VR headsets are connected to the back-end computers in a wired manner. The wireless controllers are designed for wireless use. They still have the disadvantages of careless pull and restricted movement. If the VR headset is successfully wirelessized in the future, it will be the user's first choice under technology and cost-effective license. Chen Yingshu pointed out that the feasibility of adopting the 802.11ad technology solution for the realization of the wirelessization of VR headsets is relatively high. However, this is still in the research and development stage, and it is expected that the wireless display of the head-mounted display will take 1 to 2 years to gradually ferment. Although the 802.11ad bandwidth size is sufficient, the delay time is still up to 100 milliseconds, which is temporarily unable to meet the VR requirements. US chip company Nitero has announced that it will launch the relevant 60GHz wireless VR products in the second half of 2016, and it is worth paying attention to its picture delay performance.

The sensing components have strong requirements, and the sensing behaviors that rely on hardware and software integration to achieve VR experience can be divided into two categories, namely position sensing and motion sensing. The position sensor is mainly based on infrared light sensor, and the motion sensor is mainly accelerometer, gyroscope and magnetometer. The suppliers of motion sensor are STMicroelectronics, Invensas and Bosch. Chen Yingshu pointed out that the collection of sensing information needs to be coordinated with back-end software operations. When deciding on the number of sensors, a balance should be struck between maximizing sensing information and avoiding information interference.

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