Whether it's doing products as a service, or as a platform, today's VR industry is like an ever-expanding black hole, swift and hungry to devour all the material it encounters to enrich itself.
First of all, the benefits in this process are obvious. The expansion of multi-faceted and multi-domains has made the VR industry increasingly adopt an emerging identity and gradually penetrate into all aspects of human life and accept it for the general public; but at the same time, The development of too fast and unrestrained and unselected has also caused many vulnerabilities and shortcomings in the current situation of the industry. The phenomenon of overcharging and shoddy is even more helpless.
As for how to control this beast that is running faster and faster? The author thinks that the best way is to put a reins on it and let it run in the prescribed circle, so that it will not let it out of control and out of the box.
This kind of constraint from the outside world can be the laws and regulations formulated by the relevant departments, but also from the supervision of public opinion, but the most direct and most obvious is a rigorous, fair and objective industry evaluation standard.
As early as the beginning of November, Digi-Capital proposed a copy of the VR industry's core VR head-mounted device from the perspective of mobility, vision, immersion, ease of use, flexibility, wearability, purchasing power, etc. The normative benchmark indicators for comprehensive product evaluation.
However, unfortunately, as a world-renowned professional business consulting organization, although Digi-Capital has aroused strong repercussions in the industry on the scale of the future VR market “will reach 150 billion US dollarsâ€, it has been widely used by the VR industry. Quoting and agreeing, but this time it has been planted a little, and the standards it proposed have hardly disappeared in the industry.
Recently, Futuremark, the world's leading provider of performance testing and services for personal PCs and portable device providers, also announced that it will release a VR version of its evaluation software, VRMark, in June 2016 to help people better. Understand the relevant evaluation of VR, and show the public a more scientific normative reference standard.
Prior to that, Futuremark had already launched a new 3DMark version of VR rendering metrics via Steam - although the VR version does not support multiple graphics cards, it will not produce a rating result.
Although we don't know whether the evaluation standard given by Futuremark can be recognized by the majority of VR enthusiasts, it is certain that with the further development of the VR field, in the future, such relevant normative standards will surely emerge in an endless stream.
So, for the majority of VR enthusiasts, what kind of VR head-mounted device can really let us fall in love? In this regard, the author will combine his recent experience with two well-known VR head-mounted devices in China to come up with his own views.
First, the author believes that an excellent VR head display must first meet the basic aesthetic needs of people in appearance.
We don't talk about Google cardboard. The reason why it is popular and sought after by some people is largely due to its special ancestor status and its own marketing strategy, but in this era of "seeing people face" For VR, a field with cutting-edge Internet technology, a relatively "frustrated" appearance is clearly not likely to be popular.
Second, it is convenient to use.
The "convenience" mentioned here must allow the experiencer to feel from the beginning of wearing it. Too much trouble or even a person's uncertainty may often cause the experiencer to generate bad negative emotions from the first step; The cumbersome process is even more frustrating. After all, in this era of “plug and playâ€, the simplicity and convenience are already embedded in people’s minds, which can provide a more intuitive way for the experiencer to operate. Undoubtedly will give it a big bonus.
Third, use comfort when using.
Speaking of "comfort", everyone first thought of the devil "stun" of VR equipment, but the author believes that in the case that everyone can be dizzy can not be effectively avoided, equipment manufacturers must pay more attention to products The comfort of wearing it itself, don't let the so-called "ergonomics" become an empty talk, whether it is effective to reduce the weight of the device itself, or let the device itself more closely match the face organs Do something better.
Fourth, the actual running effect of the VR head display.
In fact, this is the worst evaluation, because the effect of VR experience is not only a problem at the hardware end, but the impact of the advantages and disadvantages of the software will be more vivid. Compared with the PC-side VR device that relies on its own accessories to complete the projection work, the VR mobile device that mainly relies on the smartphone to project images may have a larger fluctuation in this aspect.
However, with reference to VR's most important "immersion" element, whether it is mobile or PC, excellent position tracking, perfect audiovisual experience, broad field of view and higher resolution will undoubtedly determine whether VR head display can be welcomed. The decisive factor.
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