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Owasetyhini Usebenzisa Vr Goggles Ngaphandle

Ukuntywiliselwa okuguquguqukayo: Iindlela zamva nje kunye nokuqonda kwi-VR Hardware

Isiqulatho
● Intshayelelo
● Isishwankathelo semarike
● Iindidi ezahlukeneyo kunye neempawu zazo
● Izinto ekufuneka uziqwalasele xa ukhetha iimveliso
● Umqukumbelo

intshayelelo

Owasetyhini osebenzisa iLaptop yekhompyuter ene-VR yentloko

I-hardware ye-Virtual Reality (VR) iguqula indlela amashishini kunye namashishini asebenzisana neendawo zedijithali, ukubonelela ngamava okuntywila. Njengoko imakethi isanda ngokukhawuleza, iqhutywa kukuhambela phambili kwetekhnoloji kunye nokwanda kwezicelo kuwo wonke amacandelo, ukuqonda iintlobo ezahlukeneyo zeenkqubo zeVR kubaluleke kakhulu. Eli nqaku liphonononga imeko yangoku ye-VR ye-hardware market, ihlalutya kwiimpawu ezicacileyo zokungantywiliseli, ukuntywiliselwa ngokupheleleyo, kunye ne-semi-immersive VR, kwaye igxininisa ingcamango ephambili yokukhetha iimveliso ezifanelekileyo. Fumana ulwazi malunga neendlela ezibumba ikamva leVR kwaye wenze izigqibo ezinolwazi zokuphucula ubunakho bokwenyani.

ubenemboniselo Market

Ukusebenzisa i-headset yenyani eyinyani

Izinga lemarike kunye nokukhula

Imarike yehardware yeVR ifumana ukukhula okubonakalayo, kuqikelelwa ukuba iya kufikelela kwi-17.9 yeebhiliyoni zeedola ngo-2029, kunye nezinga lokukhula lonyaka elihlanganisiweyo (CAGR) le-9.35% ukusuka ku-2024 ukuya ku-2029. Ngokutsho kwe-Statista, i-China ikhokela imakethi ngengeniso eqikelelweyo ye-2.9 yeebhiliyoni zeedola ngo-2024, ebonisa umahluko omkhulu wengingqi kumandla entengiso. Eminye imimandla ephambili ibandakanya i-United States kunye neendawo ezithile zaseYurophu, apho amazinga okuthathwa kwabantwana nawo aphezulu.

Abaqhubi abaphambili

Isiseko somsebenzisi we-hardware ye-VR kulindeleke ukuba ikhule kakhulu, ifikelele kwi-167.2 yezigidi zabasebenzisi ngo-2029. Oku kwanda kwabasebenzisi kuhamba kunye nokunyuka kokungena kokungena, okuqikelelwa ukuba kukhule ukusuka kwi-2.1% kwi-2024 ukuya kwi-2.5% ngo-2029. Ukongeza, ukudityaniswa kweVR kumashishini ahlukeneyo afana nemidlalo, ukhathalelo lwempilo, imfundo, kunye nolonwabo kuqhuba imfuno. Njengoko itekhnoloji yeVR isiya iphucuka ngakumbi, izicelo zayo ziyanda, ziqhubela phambili ukukhula kwemarike.

Ezi ndlela ziqaqambisa ubume obuguquguqukayo bemakethi yehardware yeVR, ekhula ngokukhawuleza ukuhlangabezana neemfuno zabathengi kunye neshishini. Ii-headsets ezikwizinga eliphezulu ezineziboniso eziphezulu zokubonisa, ukulandelwa kwentshukumo okuphuculweyo, kunye nojongano lomsebenzisi olucacileyo luba semgangathweni, luphucula amava omsebenzisi ngokubanzi. Umdla okhulayo kumava antywilayo kuwo onke amacandelo ahlukeneyo ugxininisa ukubaluleka kokuhlala unolwazi malunga nophuhliso lwamva nje lwe-VR hardware.

Iintlobo ezahlukeneyo kunye neempawu zazo

Umntu Onxibe Ibhokisi Emnyama Ebhala Kwibhodi Emhlophe

I-VR engagxiliyo

I-VR engantywiliseliyo ibandakanya ukunxibelelana nendawo ebonakalayo kusetyenziswa izixhobo zemveli zokufaka eziqhagamshelwe kwiiPC, iilaptops, okanye ii-smartphones. Ezi nkqubo azifuni ii-headsets ze-VR ezikhethekileyo okanye izilawuli, zizenza zifikeleleke kakhulu. Iimpawu zobugcisa ziquka ukusetyenziswa kweziboniso eziqhelekileyo kunye neeperipheral ezifana nekhibhodi, iigundane, kunye neepads. Ukusebenzisana ngokuyinhloko ngokusebenzisa izikrini ze-2D, kwaye indawo ebonakalayo ilawulwa ngokulawula ii-avatars okanye abalinganiswa ngaphakathi komdlalo. Imizekelo iquka imidlalo efana neHlabathi yeWarcraft kunye neDota 2, apho abadlali bazibandakanya kwihlabathi elintsonkothileyo elinesisombululo esiphezulu segraphics kunye neemekobume ezineenkcukacha, kodwa bahlale bezazi iindawo ezibangqongileyo.

I-VR epheleleyo

I-VR entywilayo ngokupheleleyo ibonelela ngamava abanzi kunye nayinyaniso. Ixhomekeke kwihardware ephucukileyo enje nge-headset ye-VR enesisombululo esiphezulu, iigloves ze-haptic, iisuti zokubamba intshukumo, kunye ne-omnidirectional treadmill. Ezi nkqubo ngokuqhelekileyo zisebenzisa iziboniso zestereoscopic ezinamazinga aphezulu okuhlaziya (kaninzi yi-90Hz okanye ngaphezulu) ukubonelela ngokubonakalayo okugudileyo nokufana nobomi. Ukulandelela intshukumo kuphunyezwa kusetyenziswa izinzwa ezifana negyroscopes, iaccelerometers, kunye nemagnetometers ezidityaniswe kwi-headsets kunye nezikhululo ezisisiseko zangaphandle ukulandelela iintshukumo zabasebenzisi ngexesha lokwenyani kwidigri ezintandathu zenkululeko (6DoF). Olu seto luvumela unxibelelwano oluchanekileyo kunye nokusingqongileyo okubonakalayo, okwenza kube yinto efanelekileyo kwizicelo ezifana nokulinganisa uqeqesho lwezonyango kunye namava okudlala okuntywila okufana neNdawo yeMidlalo yoMdubuli oyiVimbayo.

Semi-immersive VR

Iinkqubo ze-VR ze-semi-immersive zidibanisa imiba yokungantywiliseli kunye ne-VR epheleleyo, enikezela ngomgangatho ophakathi malunga nokuntywiliselwa kunye nokufikeleleka. Ezi nkqubo zihlala zisebenzisa ii-headset ze-VR ezizimeleyo, ezibandakanya iziboniso ezakhelwe ngaphakathi kunye nezinzwa, ukuphelisa imfuno yeekhompyuter zangaphandle okanye ii-smartphones. Izixhobo ezifana ne-Oculus Quest kunye ne-HTC Vive zibandakanya iiprosesa ezidibeneyo, i-OLED enesisombululo esiphezulu okanye izikrini ze-LCD, kunye nokulandela umkhondo wangaphakathi kwi-cable-free experience. Ezi ntloko zentloko zixhasa i-3DoF okanye i-6DoF yokulandelela, evumela abasebenzisi ukuba bahambe kwaye basebenzisane ngaphakathi kwendawo echaziweyo. I-VR ye-semi-immersive isetyenziselwa ukhenketho lwezemfundo olubonakalayo, ukubonwa kwe-real estate, kunye nemidlalo ephakathi, ukubonelela ngokulinganisela phakathi kokunxibelelana okuntywilayo kunye nokulula kokusetyenziswa. Ii-headsets zihlala ziza kunye nabalawuli ababambe ngesandla ababonelela ngengxelo ye-haptic, ephucula imvakalelo yokubamba kunye nokunxibelelana ngaphakathi kwendawo ebonakalayo.

Izinto ekufuneka ziqwalaselwe xa ukhetha iimveliso

Inkwenkwe Enxibe iiGoggles eziMnyama neziMhlophe

I-Standalone okanye i-PC-powered VR?

Iinkqubo ze-VR ezizimeleyo zixhotyiswe ngeeprosesa ezakhelwe ngaphakathi, ukugcinwa, kunye neenzwa, ukubonelela ngesisombululo esisodwa esiphelisa isidingo sezixhobo zangaphandle. Ezi nkqubo zihlala zisebenzisa i-Qualcomm Snapdragon chipsets, ezibonelela ngokulinganisela phakathi kokusebenza kunye nokusetyenziswa kwamandla. Umgangatho wokuboniswa kwi-VR ezimeleyo inokwahluka, kunye nezigqibo ezivela kwi-1440 x 1600 pixels ngeso ngalinye ukuya kwi-1832 x 1920 pixels ngeso ngalinye. Ezi nkqubo zihlala zixhasa iinketho zokuqhagamshelwa ngaphandle kwamacingo njenge-Wi-Fi 6 kunye neBluetooth, iququzelela ukudityaniswa komthungo kunye nezinye izixhobo.

Ngokwahlukileyo, iinkqubo ze-PC-powered VR ziphakamisa amandla aphezulu okusebenza kwe-desktop GPUs, njenge-NVIDIA RTX 30 series okanye i-AMD Radeon RX 6000 series, ukuhambisa izisombululo eziphezulu (ukuya kwi-4K ngeso ngalinye) kunye namazinga okuhlaziya adlula i-120Hz. Ezi nkqubo zifuna i-HDMI okanye i-DisplayPort uxhumano kunye ne-USB interfaces ukudibanisa i-headset kwi-PC, iqinisekisa ukuhanjiswa kwedatha ye-bandwidth ephezulu kunye namava e-VR aphendulayo.

Ukuboniswa kweseti yentloko kunye nokulandelela

Umgangatho wokuntywila we-headset ye-VR ichaphazeleka kakhulu bubuchwephesha bayo bokubonisa kunye nobuchule bokulandelela. Ii-headsets zanamhlanje zihlala zisebenzisa i-AMOLED okanye iiphaneli zeLCD ezitshintsha ngokukhawuleza ezinoxinano oluphezulu lwepixel (ngaphezulu kwe-800 PPI) ukunciphisa isiphumo socango lwesikrini kunye nokubonelela ngemifanekiso ebukhali, edlamkileyo. Umzekelo, ii-headsets ezinesisombululo se-2160 x 2160 pixels ngeso ngalinye ziya zixhaphaka, zinika ingcaciso ekhethekileyo. Amaxabiso okuhlaziya abalulekile, kunye nee-headsets ezininzi eziphezulu ezixhasa i-90Hz ukuya kwi-144Hz ukuqinisekisa ukunyakaza kwamanzi kunye nokunciphisa ukugula okuhambayo. Itekhnoloji yokulandela umkhondo idibanisa abenzi boluvo abaninzi, kubandakanywa ii-IMUs (iiYunithi zoMlinganiselo we-Inertial) ezibandakanya iigyroscopes, i-accelerometers, kunye ne-magnetometers, ukuhambisa umkhondo ochanekileyo we-6DoF. Ezinye iisistim eziphucukileyo zisebenzisa izinzwa zendlu yokukhanya yangaphandle okanye umkhondo wangaphakathi-ngaphandle ngeekhamera ezidibeneyo ukwenza imephu yendalo kunye nokulandelela indawo yomsebenzisi ngokuchanekileyo ngexesha langempela.

Ukulandelela isikali segumbi kunye nokuseta

Ukuphumeza i-VR yomgangatho wegumbi kufuna ukusetwa ngononophelo kwezixhobo zokulandelela ukuze abasebenzisi bakwazi ukuhamba ngokukhululekileyo ngaphakathi kwendawo ebonakalayo echaziweyo. Izikhululo ezisisiseko okanye abenzi boluvo bangaphandle, njengenkqubo yokukhanya ye-HTC Vive, ikhupha imiqondiso ye-infrared ukulandelela iseti yentloko kunye nezikhundla zabalawuli ngaphakathi kwegumbi. Ezi nkqubo zixhasa iindawo ukuya kuthi ga kwi-10 x 10 yeemitha, ezivumela ukunyakaza okubanzi kunye nokusebenzisana. Abasebenzisi kufuneka baqinisekise ummandla ocacileyo ongenamiqobo kwaye bathathele ingqalelo isilingi-inyuswe okanye ibekwe eludongeni isivamvo sokhuselo olululo. Ezinye izicwangciso zisebenzisa i-algorithms ephucukileyo kunye ne-sensor triangulation ezininzi ukugcina ukuchaneka kokulandela umkhondo, nokuba umgca wokubona omnye uvalwe okwethutyana.

Umsindo kunye nonxibelelwano

Umgangatho olungileyo womsindo wesithuba uyimfuneko kumava e-VR antywilayo ngokwenene, anee-headsets ezininzi ezibandakanya izithethi ezidityanisiweyo ezihambisa iaudio ye-3D, idala isandi sesandi esijikelezileyo. Itekhnoloji efana ne-ambisonic audio kunye ne-HRTF (iNtloko eNxulumene neNtsebenziswano yokuTshintshela) isetyenziselwa ukulinganisa izandi eziyinyani ezilungelelanisa ngokuguquguqukayo kunye neentshukumo zentloko yomsebenzisi. Abalawuli abaphathwa ngesandla, njenge-Oculus Touch okanye i-Valve Index controllers, bafaka amaqhosha amaninzi, izinti ze-analog, kunye ne-capacitive sensors zokubona ukunyakaza kweminwe kunye neentshukumo. Iinkqubo zeempendulo zeHaptic phakathi kwaba balawuli zisebenzisa iimotor zokungcangcazela kunye nezinzwa zokunyanzela ukubonelela ngeemvakalelo ezibambekayo, ukulinganisa ukuthungwa kunye neempembelelo ngaphakathi kokusingqongileyo. Iiglavu eziphezulu kunye neesuti zokubamba intshukumo nazo ziyafumaneka, ezibandakanya izinzwa ezilandelela iintshukumo zesandla kunye neminwe ngokuchaneka kwe-sub-millimeter, okwenza unxibelelwano oluneenkcukacha eziphezulu zezicelo zobungcali ezifana neprototyping ebonakalayo kunye noqeqesho lwezonyango.

isiphelo

Indoda kunye noMfazi kwi-VR Goggles kunye ne-Headphone

Imakethi ye-VR yehardware ikhula ngokukhawuleza, iqhutywa yinkqubela phambili yetekhnoloji kunye nokukhulisa umdla wabathengi. Ukuqonda iintlobo ezahlukeneyo zeenkqubo zeVR kunye nezinto ezibalulekileyo ekukhetheni iimveliso ezifanelekileyo kwenza ukuba amashishini kunye nabathengi benze izigqibo ezinolwazi. Olu lwazi lunceda ekwandiseni amava enyani kuzo zonke izicelo ezahlukeneyo, ukusuka kumdlalo ukuya kuqeqesho lobuchwephesha. Njengoko imakethi iqhubeka isanda, ukuhlala unolwazi malunga nophuhliso lwamva nje kunye neentsingiselo kuya kubaluleka ekwandiseni amandla obuchwepheshe beVR.

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