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Home https://server7.kproxy.com/servlet/redirect.srv/sruj/smyrwpoii/p2/ Technology https://server7.kproxy.com/servlet/redirect.srv/sruj/smyrwpoii/p2/ The "human eye" section of the VR is an attitude if you know where to look

The "human eye" section of the VR is an attitude if you know where to look



Photo: Alex Kranz (Gizmodo)

VR is still in its infancy. On TV on television before color or computer, before they got their own. It's easy to forget that there are so many headsets (and cardboard boxes). But the Varjo VR-1, the sleek headset, is designed for professionals who make content that you use one day, is a great reminder that we are still in the early days of this technology. This is one of the first VR headsets that provide a super high pixel per inch that can be enjoyed by your eye.

Varjo is a Finnish start-up company that produces the best available VR headset. Initially, it was planned to create a VR headset with a camera on it so that it could function as an AR headset, and Varjo plans to release a module for the VR-1, which will do it this year. However, when Varho began to showcase his technology to potential customers in the business sector, he said that these customers, at this time, wanted to get higher resolution, not AP. Thus, Varjo has doubled to create a VR headset with "human eye resolution," which is a fantastic way to say that the pixels on the display are so small and dense that they are invisible to the human eye.

display with enlarged eyepieces. Located on the head and is well oriented, the headset gives you an idea of ​​the 3D space, but thanks to the enlargement of the element, it also emphasizes each pixel on the display. Varjo reduces the effect with the hybrid display "Bionic". The external display is the same as the HTC Vive Pro – AMOLED with a resolution of 1440 x 1600 on each eye.

The headset and its box. Cables are connected to a box that connects to the computer using two USB-C cables.

The other end of the box. Power is supplied via two USB-C cables.

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This is extremely high, but this is nothing compared to the central display of 1920 x 1080 microlyd claimed at 3000 pixels per inch, which the company says in a viewfinder for high-end camcorders from companies such as Sony. Although the individual pixels do not disappear completely, they are smaller than any headset I've tried before, and the result is a vivid window to the future of the VR. With the distraction of giant pixels gone, the content of the VR looks more realistic. No shaded edges or fuzzy text. Everything is crisp and clear, like video games played on a high-quality 4K TV.

In addition to the super high pixels per inch, the Bionic display, found in the Varjo VR-1, has a pixel. at a figure of 60 degrees, where she receives the requirement of "permission of the human eye". The PPD display is a number that should take into account the viewing distance when discussing the pixel density of the display. It is calculated using the following formula: 2dr tan (0.5 °) . d is the viewing distance, and r is the resolution of the display (available calculators if you want to skip math). The IPhone XS, viewed from a distance of 10 inches, has a PPD of 82.6, while the 4K TB viewed from the four legs has a PPD of 55.7, but a PPD of 67.5 when viewed with a few meters.

Photo: Alex Cranz (Gizmodo)

Human eye with 20/20 vision should not be able to identify pixels with PPD 60 or higher. Thus, the PPD 60 VR-1 should mean virtually invisible pixels, which means that no ugly reminders that you carry on the displays are missing a few inches from the eyeballs.

In practice I have not found VR-1. It's quite magical that the lower PPI of the external display distracted, and in more than one demonstration process, there was a distinct difference in how the two displays processed the material. The Varjo spokesman told me that it was connected with the low-resolution source that was designed for the HTC Vive Pro or the lower-resolution display. So, the display with a fantastic center with a high PPI revealed shortcomings in programming. In one demonstration, the display vehicle was fundamentally different on two displays, while in the flight simulator the stars looked normal on the external display, but disappeared on the display with high resolution

. with impeccable. Unity has support for higher resolutions, so the stars and thoughts were the same on both displays.

The screenshots provided by Varjo of the same content on the VRJ VRO 1 and Vive Pro headset are a good example below.

Yes, the difference is indeed that sometimes happens.

But I discovered that I do not see the difference, and it makes sense if you consider customers who are intended for Varho: VR designers, engineers and content makers. This is a reference display designed to provide the widest possible image now, so the content will not need to be re-configured manually to display a higher resolution in the future. Getting the best out of what's currently popular with a consumer headset (HTC Vive Pro), along with the best of features, professionally means that the content maker just needs to look sideways to see what their audience will see, and then look ahead and design that they want to see their audience ultimately.

It seems like video editors will put a large 4K TV on the wall to see how the content will look for all of us, but we have a $ 30,000 guide to see the content they want .

And when you think that the Varjo VR-1 price tag feels a little less astronomical. Varjo says VR-1 will retail for $ 5,995 – almost $ 6,000, with an additional annual license of $ 995. The spokeswoman of the company stressed that after my eyes broke my head, the VR-1 is not designed for you or me. It is designed for professionals who develop all the things we use. This is a reference monitor, not a 4K TV.

But this is still interesting, because it means that technology can really improve. Once, when the prices went down, we could show how wonderful the headset we can afford, and an hour with the Varjo VR-1, I can confidently say that I'm excited about the future. A good display makes a difference in virtual reality.


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