I’m going to do an academic report on the issues, restraints
and limitations of VR (headsets). Be that technical limitations like the kind
of hardware that just isn't yet powerful enough to run an immersive experience,
or just factors that restrict consumers from properly using the headsets, such
as motion sickness.
·
Technical limitations
·
General issues with US and VR
·
Cost restrictions
·
Development issues
My report will go into lengths about a specific issue, and
it will also cover the resolutions and fixes that could be made, and whether
it’s just temporary (such as costs and the barrier to entry for a decent
experience, and how it’s likely to go down as hardware becomes more
affordable/powerful). I will also look into the problems that are not likely to
be resolved such as the fact that players/users can’t stand up and move around
easily without losing balance. I will look into what issues like this will mean
for VR, and how it would restrict users to a very static experience.
I’m looking at why VR needs very powerful hardware:
·
Needs to be 60+ Frames per second to make the
imagery smooth to enhance realism and prevent motion sickness.
·
Needs to be a high resolution to keep the image
crisp as jagged lines, screen door effect and low detail are very noticeable on
VRHS.
·
Assets and geometry needs to be high quality
because the detail of assets and game props are very noticeable in games when
using VRHS.
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