Like the Oculus, Valve, and companies like Google are working on virtual reality (VR) technology, and now problems no longer depends on the problem of the VR-"can we do it?" Instead, now we are more likely to ask: "what can we do with it?"
For those of you who are willing to step up and create a new experience, this is an exciting opportunity. However, only the transition from still photography to film opens a door to new areas of creativity, transition to VR also requires an almost completely to rethink the process of content creation.
Content rendering
In the past couple of years, many people have experienced a VR content on different platforms, including the Oculus Rift, Samsung and Google Gear VR Cardboard, these platforms have proven, direct conversion of movies and games, in the VR experience is not very good.
VR is a new Visual medium, needed information has its own way of expression and narrative. As movie clips, camera and zoom, VR needs a new way to present a series of events, and cannot cause users to feel sick.
At present, though there is still a lot of improvement in content, but completely immersive VR experience gave the creator a certain room for manoeuvre. The stage now is the equivalent of early film period, simply showing a oncoming train can make the audience excited. Even if the hardware view, as well as low resolution limits, when consumers first experienced VR device, you can hardly find did not say "wow" people.
For non-gaming content, current model is the user to join in the middle of scenes, and users can enjoy a view in any direction, length and only a few minutes of content. Such scenes are brief enough, and does not cause nausea problems encountered by some users, and increase the likelihood of you will want to experience more than once.
In the film, clips, camera and zoom is rendered according to the Director of the film, viewers are guided step by step by the film. VR is more open, given the right of users to watch and where to watch, VR movies will have the option to limit the ability of users to look around, to ensure the integrity of the film?
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Answering these questions is not easy, because the prosperity of VR are not technology-related, it will need to rely on the collective wisdom of the community of product development, know how to use the new tool to accomplish great works
Technical constraints
Technology development continues to follow Moore's law, which we are able to predict future technology developed, it is coming years VR equipment is technically still an important reference to whether there is a limit.
Beautifully rendered scenes in VR than in normal rendering on the screen exactly the same scenario requires more hardware resources: equipment to render by the user each eye can see the scene and to eliminate the Vertigo host games, VR equipment of at least 75 FPS need to be rendered to the user screen, 30 FPS is the minimum requirement.
Mobile VR may also take a long time to achieve a perfect image results
Advocates of VR technology has a very prominent argument that mobile VR solution can be extended to the mainstream market (that is, smart phones insert the headset). Mobile GPU is rapidly growing mobile competition continued driving the screen resolution, and because of this, when you place the equipment on when people already see pixels again.
But resolution not only image quality factors, models, textures, shaders, and other factors come together to determine the image quality. Although game developers tend to pursue more realistic images, but sacrifices some of the details and in some cases to pursue higher frame rate makes more sense, and higher frame rate improves overall comfort.
Good news is, performance on the limit it will generate creative solutions. As we have seen in the last generation of game consoles, with limited resources, they create beautiful visual effects from cell shading is true to the level of detail rendering.
Eye-tracking technology is introduced in VR equipment, may be now in the case of restricted performance a more secure solution, it can meet the simple input function (choose blinked, staring at the menu to open the options, and so on), and at any given time to render more effective where the user can see without global rendering.
VR devices on PC-driven, performance may not be too much problem, but according to the Oculus of urine, to spread there is difficult. According to the Oculus themselves disclose, support its graphics card prices at around $ 600, it was a PC's price.
For mobile VR equipment, because there is no location tracking functions, may not enjoy a close look in game objects and looked around to see this rendering. And this will further affect the choice of game developers on the platform. They either Oulus the platform to develop a game, for the mobile platform to develop it again, or only Geld location tracking functions, but it may affect your gaming experience.
Errors
In the host PC and game, the traditional video game ported to VR device, seems to be to early VR platforms desire an inexpensive way for game content. But publishers and developers should be used with caution, especially when porting work done by an external team, because of the poor results may, and spent thousands of dollars buying equipment as a result, it has not brought the same valuable content, and abandon the whole VR due to an adverse experience.
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VR optimization means that you want the frame rate of the game enough to accept a value and control also needs to be reconsidered. Host and first-person shooter games on the PC side, player characters usually have a zero-degree turning radius, as long as you move the mouse or joystick to complete the role turned. In VR, a player's perspective must be controlled by their actual motion of the body.
Rendered cutscenes also has a basic problem. Traditional first-person games tended to by clipping pieces of CG, or take over temporarily from the player character, to talk about the game's story. In addition to this cacophony of transitional way, it will also break the players themselves into the game experience.
Another fundamental issue is how to dialogue with the avatars in the game? if you want to provide the perfect results, will have the perfect animation and voice acting, these are no ordinary team can afford.
Over the next few years, the commercialization of VR devices launched in the market will attract major film and game studios to invest more in this platform. As technology advances and market demand, the Studio should be able to come up with a better way to make and render content, although existing games and video card good enough, but from the point of view of VR and want to have a good experience, which was not able to completely copy.