VR Headsets As Fast As Possible

Techquickie ·Techquickie ·2016-05-06 · 1,060 words · ~5 min read
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0:00 There are plenty of ways that people try to escape the sometimes underwhelming
0:05 reality of everyday life. Going to the movies, visiting the local watering
0:10 hole, or just sleeping until noon. But there's been a lot of buzz recently
0:16 about the idea of actually immersing yourself in a virtual world with a
0:21 virtual reality headset such as the Oculus Rift or HTC Vive. But even though
0:27 the concept of plugging a generalpurpose VR headset into a gaming PC is just
0:33 starting to take off, people have been sticking their heads into virtual
0:37 environments for quite some time. All the way back to
0:42 1962 when the world was introduced to the
0:45 Sensorama, a contraption that not only played 3D movies, but could tilt the
0:51 viewer's seat and even simulate wind and different odors. A few years later, a
0:56 headset called the Sword of Damocles came out. Man, they had better names
1:00 back then. Rift Vive, I want a Sword of Damocles. The name was because it was so
1:06 heavy though that it had to be suspended from the ceiling. Although it could only
1:12 display simple wireframe graphics, it was considered the first true VR
1:17 headset. Virtual reality NVIDIA games
1:21 didn't really start appearing until the 1980s when we started seeing arcade
1:25 games like Battle Zone that used a periscope viewfinder to immerse players
1:30 in the action and 3D glasses that were
1:33 available for consoles like the Sega Master System. 1995 brought us the
1:39 Nintendo Virtual Boy, the first mass marketed VR console. But although that
1:45 one was marketed as being a totally immersive experience, its underwhelming
1:49 monochrome graphics and difficulty of use made it one of the worst flops in
1:55 Nintendo history. However, other companies were working on PC compatible
2:00 headsets during this time, and the evolution of technology over the years
2:05 ultimately gave us the high-spec VR headsets of today. But then, how do they
2:10 work? Modern VR headsets show slightly
2:13 different images to each of your eyes to
2:16 fool your brain into thinking the 2D image on the screen is actually 3D. This
2:22 principle is called stereoscopy and is actually similar to how the screen on a
2:27 Nintendo 3DS works. To achieve a higher level of immersion, VR headsets use
2:32 special lenses to increase the user's field of view, as well as pixels with
2:37 very quick response times to reduce motion blur, meaning OLED screens have
2:42 become popular for headsets, which you can learn more about here. By the way,
2:46 unlike a monitor, which can deliver a perfectly enjoyable gaming experience at
2:51 60 frames per second, headsets have
2:54 higher refresh rates, typically around 90 Hz, and the high quality ones today,
2:59 which is important because lower frame rates, lower refresh rates, can be
3:03 disorienting in a VR context and cause motion sickness. Not what you want after
3:09 you've dropped several hundred bucks on a Rift or a Vive. Because though of the
3:14 high frame rate requirement and the headset resolutions that are well beyond
3:18 1080p, a high-end PC system is basically
3:22 a necessity. But beyond just graphics, VR headsets have sensors like gyroscopes
3:28 and accelerometers to allow for head tracking so that what you see will
3:33 change depending on where you're looking. Some headsets like the HTC Vive
3:38 even use separate external base stations and lasers to enable whole room tracking
3:44 so the system can detect the motion of your hands as well. So, as you can
3:49 imagine, these headsets don't exactly come cheap. Fortunately, other lowerc
3:55 cost VR solutions are becoming increasingly popular, such as Google
3:59 Cardboard, which isn't much more than a couple of lenses inside a cardboard box
4:04 with a slot where you can insert a smartphone. Developers have already
4:08 written quite a few apps for Cardboard, making it a way to enjoy VR on the cheap
4:12 if you don't have the coin for a gaming rig and a fancier headset. And although
4:17 this new generation of VR headsets is just now hitting the market, there's
4:21 already quite a bit of industry support, meaning that VR has the potential to
4:26 really shake up how we experience games on both PCs and consoles. Maybe one day
4:31 we'll even have VR Techquiki. I mean, after all, don't you want the experience
4:36 of feeling like you're in the same room as
4:39 me? Yeah, it's really not that exciting.
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5:15 desktop, a phone, or wow, I wonder what it'd be like if you viewed it in VR.
5:19 Okay, they probably haven't come to that yet, but uh if anyone can do it, I'm
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5:48 purchase. Squarespace, you should. What
5:52 should you do? I don't know, but you should do it. So, thanks for watching,
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