Return to the game: PSVR “foot handle” controller released VR world free move

The controller is currently priced at $119, has been officially licensed by Sony, fully compatible with the previously sold PS VR kit, supports more than 20 games, will support more than 30 models at the time of sale, the footsteps control the game by rotating and tilting The movement and steering of the character.__
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The currently supported game lineup is as follows:__

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  • UltraWings
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  • The Wizards
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  • DWVR
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  • Pirate Flight
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  • Sairento VR
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  • Red Matter
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  • Nature Treks VR
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“VR Half Moon Talk” No. 28: Vive Focus launches six-degree-of-freedom handle, and the small party displays the consumer version to open the reservation.

Recently, FaceBook officially announced the release information of its flagship VR all-in-one OculusQuest at its OC5 conference. With its precise tracking and six-degree-of-freedom (6DoF) handles, it was no match. Vive Focus, the high-end representative of the current market-oriented one, is not to be outdone. It announced its own six-degree-of-freedom handle information at the World VR conference in Nanchang, and provided a developer kit application. Interested developers. You can submit your application by clicking here .__
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Focus six degree of freedom handle demo__
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At the Eco Conference in May 2018, Vive Focus also introduced a software-based six-degree-of-freedom handle solution that is limited to its own computing power, and is not ideal, and only supports a single controller. From the information given by the World VR Conference site and subsequent XRDC conferences, the Vive Focus will support a pair of six-degree-of-freedom handles, and an additional module will be added to the head display. The handle itself will use ultrasonic and inertial (gyroscope and accelerometer) tracking to capture the user’s hands. The tracked field of view can reach 180 degrees horizontally, 140 degrees vertically, and a maximum distance of 1 meter. Support for the six-degree-of-freedom handle will greatly enhance the playability of Vive Focus in the game. Of course, it should be noted that the previous Vive Focus consumer version was officially sold only in the mainland, the official price is $700; recently also in the form of enterprise version landing in the European and American markets, priced at 600 US dollars.__
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Further, people often want to complete more natural finger gesture tracking in VR scenes, not just relying on buttons. At present, there are two main ways to realize finger gesture recognition. One is to learn from the motion capture scheme in the field of video and television, so that users can wear corresponding sportswear and gloves, such as the domestic manufacturer Novo, and the other is a separate external The camera (the camera) is used for motion capture, and the user does not need to wear peripherals such as Leap Motion. Then these programs have some drawbacks more or less, such as the inconvenient wear of the clothing, third-party peripheral identification is not sensitive.__
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Return to the game: rumors that Nintendo will test the first VR NS first party this year

Starting with Virtual Boy, Nintendo seems to be involved in this immersive experience. According to the well-known breaking person Emily Rogers, Nintendo may be preparing to install VR functions for NS. Earlier, Emily broke the switch before the Nintendo Switch was released, including memory capacity, no camera, CPU, etc., and her various explosives almost proved accurate.__

Based on multiple sources, we (Nintendo World Report) believe that Nintendo may release the first VR-related news as early as this year, and will probably allow some traditional first-party games to support VR in the near future.

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Previously, we reported on the participation of Nintendo as an observer in the “VRM Alliance”. The alliance is dedicated to promoting the RMTF2.0-based VRM file format to the virtual reality 3D model standard format, which is operated and promoted in a more simplified, free and open source manner. To the world. This technology has broad applicability and prospects. __
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SONY Sony is studying the “hand tracking” technology for VR, the future may not need to spend money on the handle

Despite the limitation of performance, the experience of PS VR is not bad. I believe that many players have not yet had the courage to try the VR version of Resident Evil 7. Recently, Sony Mutual Entertainment applied for a hand tracking technology for the VR field in the United States . This technology confirms the position of the hand and captures the movement of the hand by wearing the device. Maybe one day we no longer need extra spending to buy the handles. In addition, Sony has applied for a VR patent for local multiplayer.__
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The hand tracking technology is implemented by a wearable device that configures a rotatable camera. The specific method is to use a camera of a plurality of wearable devices to capture a one-handed image, and after both hands are worn, the motion of both hands can be captured, and the captured image is converted into a data stream and sent to the host device. Moreover, the processed image data generates interactive elements in the virtual environment generated by the VR, and feedbacks the hand motion in real time. The experience of VR emphasizes the sense of immersion, and the somatosensory sticks and handles used in PS VR are naturally better than direct manipulation with both hands. Instead of adopting a Xbox Kinect gesture capture solution, Sony turned into a wearable bracelet, which has advantages for hand movements and even linear force recognition.__
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However, this only represents the official entry of the technology into the exploration of practicality, the specific launch time is still unknown.__
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11K Ultra HD panoramic VR video, $20000 super high price! Insta360 TITAN camera release

The annual CES show is currently being held in the United States, and Insta360, a manufacturer dedicated to the development and production of 360° panoramic cameras, has released a heavyweight product, the Insta360 TITAN. This top-of-the-line flagship VR video is extravagantly equipped with up to eight M4/3 format sensors and lens imaging modules, supporting up to 10560×5280, 30p stitching panoramic video! At present, this top panoramic VR camera has already started booking, and the overseas offer is as high as 14,999 US dollars.__
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The biggest feature of this product is the eight M4/3 format CMOS sensors in the middle of the spherical body, and the F3.2 fisheye lens with 200° viewing angle. Larger CMOS image sensors for better image quality, dynamic range, dark light noise control and color depth help also make this top-of-the-line panoramic VR camera capable of shooting up to 10560×5280, 30p stitched video at 8K It can also support a frame rate of 60p under specifications.

“VR Half Moon Talk” No. 27: Oculus Quest Machine

Oculus Quest, code-named Santa Cruz, made its debut at the 2016 OC3 conference.__
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After two years of development, the current configuration is the Qualcomm Snapdragon 835 processor, equipped with a second-generation Fresnel lens with a monocular resolution of The 1600*1440 OLED display has an angle of view of 95 degrees and a refresh rate of 72 Hz. It provides a pitch adjustment and bone conduction audio transmission function, and even has a built-in fan to discharge the high frequency Snapdragon 835 in time. Six degrees of freedom means that the wearer can move up and down, left and right, and freely turn the head, while the three-degree-of-freedom head, such as the Oculus Go, can only track the rotation of the head and cannot support the movement of the body. Whether the head display and the handle support six degrees of freedom is an important criterion for judging the performance of the VR head.__
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Pitch adjustment__
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Compared with other VR all-in-ones, Quest’s four ultra-wide-angle cameras that support markerless tracking are prominently displayed in the front corner of the head, which means that the tracking method used is inside-out, no external Sensors; Oculus calls it Insight Tracking technology, and claims that the technology is more advanced than the current “Room-Scale” tracking technology used in high-end VR headsets, even supporting multi-room leaps and experiences, up to nearly four hundred levels. The space of the area. Since the integrated machine has a built-in processor and a battery, it is not necessary to connect the PC in use, it is wireless, and it is very convenient to deploy and use. At the OC5 conference, Oculus also demonstrated the application of “stage scale” through the VR shooting game “Deadand Buried”, which proves that Quest has the common positioning ability, and several Quest users can play freely in the same venue. In addition, Quest also has a multi-room virtual wall Guardian system that senses obstacles in the current environment through real-time scanning and projects them into the virtual world to prevent the experiencer from colliding outside during use. Of course, such a “luxury” camera array also has the potential for mixed reality (MR). Oculus also demonstrated a piece of MR content, showing an interactive scenario based on See-Through technology. It is reported that Quest will also officially welcome MR in the future. stand by.__
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CES 2019: HTC launches next-generation VR head-mounted VIVE Cosmos and upgrades VIVE Pro

Although VR has entered a cooling-off period after 2016, HTC is still able to attract consumers and public opinion in this field. At this year’s CES 2019 show, HTC exhibited its latest VR head-mounted VIVE Cosmos and an upgraded version of VIVE Pro VIVE Pro Eye.__
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VIVE Cosmos is a small form factor, but it is not a VR all-in-one. It also needs to be connected to a PC, but VIVE Cosmos is easier to use than VIVE and VIVE Pro because it does not require a base station. Positioning, the wearer can be positioned only by scanning the surrounding environment with the camera at the front of the head, which greatly reduces the threshold of the VR experience.__
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In terms of weight, VIVE Cosmos is also lighter than VIVE and VIVE Pro, and it is closer to VIVE Focus, but it can get the picture processing performance on PC. According to HTC officials, they will also cooperate with mobile phone manufacturers in the future. VIVE Cosmos can be connected to mobile phones in addition to PCs. One device can be used in multiple scenarios, such as at home or on the go.__
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VIVE Cosmos is also equipped with a separate handle. As a PC-class VR head display, the handle interactivity is definitely better than the touch version on the head display. But the handle has a new design, the appearance is more compact, and the weight will be lighter, suitable for long-term holding.__
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With the release of VIVE Focus, HTC has gradually drifted away from V’s SteamVR. Although VIVE Cosmos will still support SteamVR content, the way to enter is through the VIVE Reality System platform, which will be developed by HTC itself. Host more VR resources besides SteamVR, so that users can watch or play some lighter VR content when using mobile phone connection in the future.

VR Half Moon Talk No. 29: HTC Releases New VR Head Display, Ministry of Industry and Information Technology Issues Document to Promote VR Industry Application

From the information revealed so far, it is speculated that Vive Cosmos should use the Inside-Out tracking principle, which can be confirmed by the features of the four cameras on the front and side of the distribution head, and the aperture on the handle. The Inside-Out tracking mechanism is widely used in high-end all-in-ones including HTC’s own Vive Focus and Microsoft’s MR head display. It is quite good in terms of actual use effect, and a large number of experiencers can maintain 80% of the positioning ability.  __
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Currently, top VR head-ends such as HTC Vive and Oculus Rift have independent external positioning systems. For example, Vive uses Valve’s Lighthouse technology to continuously scan the user’s actual space, head and handle with a pair of independent laser base stations. The receiver can determine the position and displacement by the phase change of the laser signal to achieve precise positioning. Inside-Out uses the camera on the head to scan the environment, establishes the corresponding model and performs its own positioning. For the somatosensory handle, it often needs to be illuminated by its own light.__
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Camera recognition. However, since the camera on the head is often unable to cover the user’s 360-degree environment, the typical Microsoft HP’s MR head has two cameras on the front. This configuration is easy to bring up when the handle needs to be displaced.__
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When the arrow is ready to pull the bow, the handle is temporarily out of the tracking range of the camera, and can only rely on its own inertial positioning, which is prone to jitter or loss and cause the user to play. In addition to the two cameras on the front side, Vive Cosmos also has cameras on both sides, totaling four, which can alleviate the embarrassing situation of the handle tracking to a certain extent, and of course contribute to its own positioning.

VR half-month talk about the 30th: talk about the VirtualLink interface of the big one, the new HoloLens may be released within 2 months

When deploying VR head-mounted display, in addition to preparing a high-performance PC, the connection of various types of wires is also a big problem. In the common top-level VR head-mounted display, in addition to the additional tracking system that requires power, the head-end display itself also has the need to supply and transmit data, often through two or three lines.__
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For example, HTC Vive is connected to a PC through a stream box, using an HDMI cable to transmit video and audio, and a Type A-shaped USB cable for data interaction, while the stream box itself requires a power cord. The Vive head display itself is connected to the stream box through a relatively thick “three-in-one” with three interfaces at both ends. According to user feedback from these two or three years, this three-in-one line is the most One of the parts that are easy to return to factory for repair.__
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The Microsoft’s MR head-end uses the Inside-Out tracking method, which does not require additional tracking on the one hand, and directly connects the PC to the power supply and data transmission via HDMI+USB on the other hand, so it is generally considered to be superior in rapid deployment. HTC Vive. Friends who pay attention to interface iteration should note that the three-in-one of power supply, data exchange, and audio and video transmission is currently used by USB-C on the newly introduced hardware.__
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Therefore, major players in the VR field such as Valve, Microsoft, Oculus, NVIDIA and AMD reached an agreement in 2018 to form the VirtualLink Alliance, using high-bandwidth USB-C as the standard interface for next-generation VR head-ends, aimed at standardizing and simplifying connections. HTC subsequently announced its participation in the alliance.

Create a virtual world in the real world: Microsoft Microsoft released HoloLens 2 MR headsets, Azure Kinect motion capture camera

At last night’s MWC show, Microsoft showed us their new generation of hybrid reality device HoloLens 2 and depth sensor camera Azure Kinect. The Hololens 2 has been greatly improved compared to the previous generation, including a more immersive experience and a more comfortable wearing experience. Azure Kinect follows the Kinect technology of the past home consoles, building AI vision solutions with multi-microphones and depth-of-field cameras.__
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These two products are currently mainly used for commercial use, and it is too early for consumers to really use mixed reality for entertainment. In terms of price, Hololens 2 is priced at $3,500, and Azure Kinect is priced at $2,988.__
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Compared to the HoloLens 1 generation, Microsoft has more than doubled the perspective of the HoloLens 2 while maintaining the industry’s leading density of 47 pixels per angle. Its new display system allows HoloLens to achieve significant performance improvements at low power. With the new TOF depth sensor, combined with built-in AI and semantic understanding system, HoloLens 2 can manipulate holograms directly with gestures. The HoloLens 2 also includes an eye tracking sensor for easier handling. Microsoft’s lightweight carbon fiber materials, new thermal guide technology, and the size and shape of the people’s heads make the HoloLens 2 comfortable to adjust to almost anyone.__
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Azure Kinect continues Microsoft’s past Kinect technology to adapt to more commercial scenarios with outstanding depth of field recognition and object recognition. It has a best-in-class depth sensor, a high-definition 4K camera and a microphone array of 7 microphones. Microsoft claims that Azure Kinect can be used in the medical field to prevent patients from falling down in hospitals.__
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