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                EXECUTIVE EDITOR- MR SUMIT

History of Virtual Reality

Let’s start with the fastest primer in VR history. VR was created in 1965 by Ivan Sutherland - he did the "Ultimate Display", which was a tool that covered the interior rooms of the fence in the room. The military simultaneously researched and invested in VR simulation and flight training.





The VR industry continued to evolve over the next few decades, but the appeal was limited only to highly aspiring engineers and first-time adapters due to the cost of materials, as well as empowering computers. Even in the early 90's, the price tag on a virtual reality device was more than $ 50,000. The high cost of entry, in fact, meant that it was still out of the question for the average consumer. Final Display


PALMER LUCKEY OCULUS RIFT CHANGE THE GAME

Fast forward 40 years with Palmer Luckey (founder of Oculus Rift) building his first 18-year-old VR model to his parents in the basement. Luckey eventually produced a product to be known as the Oculus Rift. The Oculus announcement was closely followed by tech insiders, developers, and early adopters, all of whom had been in a hurry to hear this new threshold in VR development. It wasn’t long before heavy metals like Facebook, Google, and Samsung realized and began investing heavily in VR in the hopes of producing the first consumer-friendly device. Facebook strongly believes in the Oculus Rift and acquired the company for about $ 2 Billion in March 2014. Facebook founder Mark Zuckerberg said he sees the purchase as "a long-term bet on the future of the computer." TODAY'S CUSTOMER'S CHOICE The current set of VR products drives the gamut in price and accessibility. You can get your feet wet with a Google product (Cardboard appropriately). Cardboard is less expensive, about $ 20.00. It is easily accessible for items such as cardboard, biconvex lenses, a few pulls, Velcro, and a rubber band. Instead of a built-in display like Oculus Rift, this product is powered by any Android phone running 4.1 or higher (just slide your phone to "headset"). Compiling yourself, following Google's step-by-step instructions with photos.

Google Cardboard





Facebook's Oculus Rift

Given the current pace of innovation it is considered safe bet that the Hardware and Facebook software for Oculus technology will definitely get better in the coming months. The consumer model, although not currently available, is expected to be released in mid-2015. The display offers a decent resolution of 960 × 1080 per eye with a refresh rate of 75Hz. The unit also features a gyroscope, accelerometer, magnometer and an infrared camera for tracking by head and position. Applications run on a computer connected directly to the headset via an HDMI and USB cable.

Oculus Rift






Samsung's Gear VR Innovator Edition


Samsung saw an opportunity to enter the VR mix and partnered with Oculus. They have released a headset that looks like the most convenient device for buyers to date. And it is a very expensive method, coming with a mrp of $ 200 headset + $ 750 (off-contract) of the phone needed to enable it. Unlike Google Cardboard, the Gear VR only works with the Samsung Galaxy Note 4, so if you're lucky enough to have your own you can save yourself a significant amount of money. The headers themselves are very well designed and very accurate. There is a switch volume, touch pad, and "back" button to the right of the headset that can be used to easily navigate the VR experience and applications. The top of the headset has a focus wheel that is used to adjust the focus to the correct width of your eyes. Two strips hold the unit firmly in your head which closes your view to the outside world to enhance the concept of immersion. Also, the absence of any cords that stabilize the computer helps to make the experience enjoyable and portable. No need to remove the unit from your head to download or modify apps ... all can be done via the Oculus home menu or the Samsung app library after initial setup and configuration. There are a few fun and useful apps installed out of the box like Oculus Cinema - for watching movies and videos in visual cinema, Oculus 360 Photos - for seeing panoramic images, and 360 Videos - for seeing the panoramic videos. Samsung recently launched a market called Milk VR which is YouTube VR.

Samsung Gear VR


We've found that most of the apps available now are heavy graphics and information can be downloaded quickly without a good graphics card. It is important to note that experiences involving 3D graphics and fast motion can quickly irritate other people due to the level limit or GPU limits and the so-called "judge" (where images are rotated, strangled or distorted otherwise), so it is actually the developers' job to create. a “luxury” experience aimed at reducing the judge. Without the hassles - when used in conjunction with a computer with a high GPU, the result is an immersion concept 10 years ago that would have seemed impossible. Oculus developer site currently lists both PC and Mobile SDK which includes integration of Unity and Unreal game engines. The PC SDK is designed for the Rift DK2 where-as the Mobile SDK is designed for Oculus-enabled devices running mobile phones.

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