Explore the astounding 20-year evolution of the past and present of VR/AR products

From the Oculus Rift to the PlayStation to the Vive and Hololens. The story of these VR/AR products in their respective development processes is a microcosm of this age – there are people of this era who have the tendency of technological and commercial changes in this era.



Even the most skeptical and calmest people cannot ignore the madness of the current VR/AR. The carnival that spread from the technological circle to the industry’s final imagination that sweeps the public’s imagination is changing the way we interact with the world in an unprecedented manner. Most of the traditional perceptions of Internet and business.

What is truly staggering is not the turbidity and chaos under the muddy sands of this wave of dragons and fishes. It is only that the technology has evolved from its original whimsical horizon to an amazing reality. It has only taken 20 years and is short-lived. We are not even enough to learn to update our knowledge and understanding of the world. It may be that our understanding and judgment may be wrongly distorted.

In this not-too-long process, the 90-year-old boy who has natural interest and talent for technology, the mythical figure who once played the game, the youngest billionaires in the world, and even the entrepreneurs who have saved PC games have grown up. Engineers who immigrate to Brazil in the United States, they all play key roles in key moments, not to mention the big companies involved.

We are in an unprecedented era of dramatic changes from Oculus Rift to PlayStation to Vive and Hololens. The story of these VR/AR products in their respective development process is a microcosm of such an era - there are people of this era, there is this era The trends of technology and business change.

Oculus: Three Out of Tongtian Lu

I have seen five or six products that made me feel that the world will change: Apple II, Netscape, Google, iPhone, and Oculus. -Chris Dixon

In 1992, the 22-year-old Carmac developed a new 3D game engine, the Doom engine, for the production of Doom. This year, New Yorker Zuckerberg, born in 1984, will be followed by him. The dentist's father taught the Atari BASIC language, and in Long Beach, Southern California, Palmer Luckey was born.

At this point, three people born and raised in different generations will not realize that their fate will be implicated in the obsession and persistence of VR technology for more than two decades.

When he was in school, Rachie spent most of his free time on picking up gamepads and making money by repairing the iPhone. Then he invested his money in the purchase of high-powered laser equipment and game computers. He just upgraded the computer. It took Ritchie tens of thousands of assets. The GBC and the virtual worlds of "The Matrix" and "The Game King" filled him with the curiosity of the virtual world.



VR920 lenses only support 640X480 resolution

In 2007, Vuzix launched the iWear VR920, a VR device that only costs $399 for Windows XP and supports popular games such as "World of Warcraft" and CS. In 2008, eMagin introduced the Z800 3DVisor for $1,499. Bought these two devices. Through government auctions and private resales, he spent more money to take the opportunity.

However, the results did not satisfy him. The high contrast of the full-thinness LCD used in the lens caused the picture display quality to be cracked. The delay caused by the long head tracking response time caused the lag to feel uncomfortable each time he turned his head. The worse problem is that The scope of the lens is too small, and Rachie can see the edge of the screen every time - in his opinion, what he does "is not rubbish, but it is far from being 'virtual reality'".

Ratchie decided to seek help from others. In November 2010, at the Meant to Be Seen forum, he announced his first prototype VR test product PR1. This rough product was equipped with a 6-inch screen and only supports 2D. Requires 0.9 kg of post-bandage to keep the glasses balanced. Later, while browsing a copy of the Fujitsu Superbook, he noticed that the applicable display area was 121 mm wide, which was approximately twice the distance between the two eyes of the person. Thus, Rachie reduced the two lenses to their original size. Half the size, so it looks like there is a 3D effect. In September 2011, Rudge launched PR3. In 2012, he also released PR5 with a 270-degree field of vision. At this time, he has become a celebrity on the MTBS forum.

In April 2012, Rachel, who served as an administrator of the MTBS forum, announced the upcoming sixth-generation devices and will launch crowdfunding on Kickstarter. In addition to technical issues, he also asked for help designing logos and how to use Kickstarter. Promotional videos are advertised.

At the same time, John Carmack, the creator of id software, which has made 3D game ideas deeply rooted, such as "Quake" and "Doom", is also working on his own. Similar research, and he happens to be a member of MTBS and has been paying attention to Raki's products, then he secretly asked Rachel whether the latter can spare their spare devices and always look at Carmac as an idol. Chi did not hesitate to immediately send the product to Texas - when the two did not sign any confidential treaty and agreement, and Rach hands only two product prototypes.

After getting the prototype, in addition to using thermal glue to add dynamic sensors, Karmak also used his predistortion technology in Doom 3 to write new code to improve image distortion caused by the magnifying glass of the original product. In terms of distortion, Raki knew that he was ecstatic about this, but Carmac's ambition was more than that. He asked Rachel if he could get the product on E3. At that time, only 20-year-old Rach immediately said, “You are the first No problem to anyone."

Afterwards, Karmak took advantage of his connections and reputation to help promote VR, Rift, and Ritchie through various opportunities. At one moment, this young man and Rfit became one of the hottest people in the entire scientific circle.



From left to right are Nate Mitchell, Vice President of Oculus Products, Lage and Brendan Iribe, Photography: DAN WINTERS

In June 2012, Rach and Brendan Iribe founded Oculus, and then they launched the Oculus Rift crowdfunding campaign on Kickstarter, then Cicbury, the artistic director of Epic Gmaes. Cliff Bleszinski and Vavle founder Gabe Newell also came forward to endorse Rift. Initially, it set a target of $250,000. However, only on the first day of the project's launch, Oculus raised $410,000 of the 1,668 fund raisers. Eventually, Oculus received a total of 9,522 people in 243 months in a month. Millions of funds.

Prior to E3 2012, id software announced that the upcoming Doom 3 BFG Edition will be adapted to headset virtual reality devices. In this session of the E3, Carmac also demonstrated a Ruggie prototype based on Rift's prototype to run his own software.

Later, Oculus found Nirav Patel, an engineer who had studied dynamic tracking through gyros, accelerators, etc., at Apple to improve the capture and feedback of the user's head movements. At the same time, they changed the display from the LCD. Become AMOLED, reduce the response time and dynamic blur of Rift. Through the small camera of the peripherals, the reference point is no longer needed, Rift can track the movement of the head device by itself.



Karmak YouTube on the "Dawn of Mobile VR" Keynote Speech at 2015

In 2013, Oculus presented the prototype of the first HD device at the E3 conference. Without doubt, this product shocked all the audience present. At CES and GDC (Game Developers Conference), Oculus also caused an unprecedented frenzy. . Shocked by Oculus to more than just players and spectators, Kamak also joined Oculus as the CTO this year, and eventually left the id software he had founded.

Now is a special moment. I believe VR will usher in drastic changes in the next few years. Now everyone who works hard for this is a pioneer. - Carmac said this when joining Oculus.

The developers of the mainframe game Gears of War and online game EVE Online are eager to join the future of VR described by Oculus. The impact of Oculus on the industry is not limited to the gaming industry. The Game of Thrones, the company's Framestore for visual effects, and Alfonso Cuarón, the Gravity director, also eagerly visited the Oculus headquarters.



Zuckerberg on the 2016 MWC

In the end, the young Zuckerberg shot.

In February 2014, he used the latest Rift prototype product for the first time, and it had a strong rise. Ruggie could not even believe it when he first heard it. Prior to the negotiations, even Mitchell, the vice president of Oculus's products, had never thought of how to combine Facebook's News Feed with VR, but after several meetings, Zuckerberg conceived of VR - he thought it was not only A game tool, but also an increasingly mature communication platform - successfully convinced Oculus, by April, Facebook finally acquired the establishment of less than 2 years at a price of 2.2 billion US dollars, in fact, even a formal product is not available Oculus.

Although Oculus’s acquisition was met with protests and protests from supporters of a large number of Kickstarters, including Minecraft developer Markus 'Notch' Persson.

"Every VR product can fail. No one will lend money to Oculus because they all know that we will fail. We will certainly go bankrupt. We will certainly owe hundreds of millions of debts." Raki understood. The development of VR cannot rely solely on the enthusiasm of the user and not on the logic of business.

In July 2014, Oculus began the development of the Development Kit 2. By February 2015, more than 100,000 DK2s and Gear VRs partnered with Samsung entered the market. In May 2015, Oculus announced that the consumer version of Rift was officially launched in the first quarter of the following year. In June, the company stated that due to the rapid changes in the VR industry, it has begun to develop the next generation of Rift products, and will After the release of the Rift 2 to 3 years later. In the same year, CCP announced that Rivet’s exclusive shooting game EVE: Valkyrie will be bundled with the pre-selling version of Rift.

Over the past two decades I have written more than two million lines of code. Now, I'm going to start with a blank sheet. However, it is obvious that I am helping to create a future. - Carmac summed up his journey from the game to VR.

PlayStation VR: Sony Returns for Twenty Years



Yoshida Shohei announces Murphys plan

After Oculus was acquired by Facebook, many users claimed that they would turn to support Sony's Project Morpheus because of disappointment. At the GDC in March 2014, the president of Sony Computer Entertainment Global Studios Yoshida Shohei Announced the plan.

VR will be the next revolution in PlayStation that will change the future of the game.

Yoshida Shohei had great expectations for VR at the time. This was not a desperate move by Sony, a company that had been trapped in a loss trap and had to sell the Tokyo office building to rescue the sick. As early as the 1990s, this Japanese company, which was then extremely popular, had already entered the field of VR.



The earliest Glasstron PLM-A35 complete equipment

In 1997, Sony introduced Glasstron, which simulates the viewing area of ​​a 52-inch screen within a distance of 2 meters. The two lenses have a resolution of 180,000 pixels and are specially adapted for players of the game "MechWarrior 2". From the perspective of this device, it is possible to switch between cockpit and battlefield. Although Sony continued to improve and introduced the PLM-S700E with a lens resolution of up to 1.5 million pixels in 1998. However, in the current technology and market environment, VR was undoubtedly too advanced. In the end, Sony's earliest attempts at VR ended in the end.

It was not until 2011 that Sony had re-launched the HMZ-T1 and launched T2 and T3 in succession in the following two years. Around the same time, Anton Mikhailov, an engineer at Sony Computer Entertainment R&D, secretly led the team into the Murphys project, even dating back to 2009, when PS Move was at Sony's VR. In the blueprint - Anton called it "VR wand disguised as a motion controller."

Murphys plans to focus on independent third-party game developers and consumer markets from the beginning.

"The most exciting thing about being a pioneer in VR is that it attracts a lot of users. Maybe it's less for big developers, but independent developers are excited enough. PlayStation has recently been compared to independent developers. It's no accident that you are friendly.” Anton believes that VR games will enable a large number of third parties and independent developers who have taken the lead in consuming it.

At the same time, Anton also clearly identified the products of Murphys as a "consumer-grade device". In 2014, the reason why the market did not drop out of the product was because at the time they did not Find ways to reasonably control the cost price.

In fact, at the 2014 GDC, in addition to the popular Murphys project, Sony also announced a nearly forgotten game trailer posted on the 2012 GDC, which was very dismal in sales. In "Datura", an interactive game, players use two PS Moves and the head-mounted device HMZ-T1 to track head movements and perform operations on their hands. In 2013, Evolution Studios had secretly combined the Sony Murphys product with the PS4 racing game DriveClub, but the results were not optimistic. The fate of the PS3 in promoting the 3D game in 2011 is as good as it was in the end. In the end, two potential innovations have been obscured by the immaturity of technology and markets.

However, in November 2013, the PS4 came out, then sold 18.7 million units in fiscal year 2013 (April 1, 2013 to March 31, 2014), which overtook Nintendo as the best-selling host for the first time since fiscal 2005. On the one hand, with the introduction of new CPUs and GPUs, the performance of the PS4 is almost 10 times more than that of the PS3. These favorable conditions allow Sony to realize that VR is likely to usher in technological and market breakthroughs.




Murphy project prototype

At this GDC, Sony R & D engineer Richard Marks also stated that in addition to developing "content seeds", Sony is also developing the native tools, engines and distribution channels for VR game content on PS4. At the same time, it also cooperates with companies including Epic Games and Crytek. And CCP's EVE: Valkyrie reached an agreement with Sony to announce the launch of the Rift exclusive game and will launch the PS4 version.



Anton introduces Murphys to the audience in the GDC in 2014

Anton sees the “feeling of presence” as the killer of the Murphys plan, and in order to achieve this goal, he must work hard to shorten the response time and improve the user experience of the frame rate. Sony has long been displaying and audiovisual. The accumulation of technology has played an important role in solving these problems. At the same time, DualShock 4, PlayStation Move and PlayStation Camera have the advantage of seamless connection with VR in hardware.




Changes in the sales volume of each host 24 months after the sale

As PS4 continued its siege in the mainframe market, in September 2015, Sony formally named the Murphys project as PlayStation VR, and Ito Yakang, PS product division’s business minister, stated that the new name would “ "The new experience from the PlayStation is directly demonstrated." Subsequently, the PS4 exclusive horror game "Until Dawn" and other announcements will become exclusive games for the PalyStation VR. At the 2016 GDC, Sony announced that it will formally release their VR products in October.

Up to now, there have been more than 32 games supporting PalyStation VR monopoly. However, everyone knows that games like “Until Dawn” and “Ark: Survival Evolved” are not enough to support Sony's VR game building, at the same time, the technical and user experience defects make Sony's ambition and confidence in VR still face enormous challenges.

At this GDC, PSVR engineer Chris Norden made it clear that he would not allow games under 60 frames to enter the PSVR platform. In fact, games that support 1080P resolution and can run at 60 frames on the PS4 There are currently 39 models, and this allows the PlayStation to have a new room for improvement in functionality to accommodate future VR hardware needs - although in general, the PlayStation console has a life cycle of approximately 6 to 7 years, and sales in January of this year It has been less than three years since the PS4 has reached 35 million units.



Comparison of performance of PS 4 and NEO

In 2016, rumors of Sony's development of a new generation of PS consoles were finally implemented as PS NEO. PS4 games released after October will all have built-in PS mode and NEO mode. One of the rumours accompanied by NEO is that the new console upgrade will be applied to PS VR games. In that case, game developers will have more room to play in VR.

At this point, it has been nearly 20 years since Sony released its first VR product.

Vive: Going Together



Valve's VR device "New York Times" developed in 2012

In 2012, while Gabri was chanting for Oculus, Valve was also developing its own VR device. However, this clunky ugly product apparently had no match with the game at that time was clearly not likely to arouse market interest, so Valve's VR attempt was not made public until 2014.

We believe that augmented reality and virtual reality will be the most significant ideas in the coming years.

- In 2013, engineer Joe Ludwig said that.



Valve's first appearance of VR product Reddit

At the time, the fledgling Oculus was working with Adhesive Games and id Software, but the two companies apparently could not compare with the ever-changing Valve, and Oculus provided the developer kit to Valve, while the latter provided Team Fortress 2 (Team Fortress 2) VR mode for testing. At the same time, Valve is also developing its own hardware device. At the 2014 Steam Dev Days event, Valve first secretly announced its own VR prototype product to some developers. At the event held in Boston in June, Valve The VR product was only made public for the first time.

At this point, Valve paid attention to VR to place it in the beta version of the client to provide more users with VR attempts.




VTC announced by HTC

Valve did not hold Steam Dev Days in 2015 to focus on the GDC and said that it will announce its Steam VR at the conference, but, surprisingly, this year's MWC in Barcelona - just before the GDC One day - HTC announced without warning the VR product developed in cooperation with Valve: HTC Vive, this device lens resolution of up to 1200 x 1080 and refresh rate of 90 frames, HTC said Vive is the first to reach the "room size "Vision" VR device.

In February 2016, HTC Vive began pre-sale, and the device sold for RMB 6,999 in the first 15 minutes with sales exceeding 15,000. So far, there are 187 games on Steam that support Vive and Oculus.

In 1996, Microsoft's veteran employee Gabe and his partner Mike Harrington resolutely set up Valve. In 1997, Wang Xuehong and others founded HTC.

Twenty years later, two companies with almost completely different situations and directions eventually came together because of VR.

Microsoft HoloLens: Can Elephant Dance?

Technology can help me to interact with people, environments, and objects in the world more, better, faster, and cheaper. - Gifman



Development version of Microsoft Hololens

At a Windows 10 conference in January 2015, Microsoft announced Windows Holographic and Hololens, which was secretly conducted under the name of Project Baraboo.

Let us temporarily set aside time back six years ago.

In 2009 E3 Microsoft announced Project Natal, users no longer need the controller, the host can feedback by capturing the player's actions and even voice. Microsoft has always used the name of the city to name the program. This time, Natal was named not only by the birth of Brazil’s Alex Kipman, who proposed the idea of ​​the entire product, but also paid tribute to his country and Latin In the article, natal means “being born.” Shane Kim, then vice president of strategy and business development at Microsoft’s gaming division, also placed high hopes on hosting the “next generation of home entertainment”.

In June 2010, the plan was officially named Kinect. In November 2010, Kinect was born and achieved unprecedented success. Its sales exceeded 8 million in the first two months alone.

At this time, Gifman’s mind came up with a newer and bolder idea. This is a concept that he had already produced in 2007 to Microsoft. “Kinect is just the first step.” In the opinion of Jipman, Kinect Compared to nothing more than a small witch. This is the origin of the Baraboo project. The few people within Microsoft who are familiar with the project sometimes call Project Baraboo directly.



Hololens Brings New Game Experience to My World

At the time of Microsoft's Natal plan, Persson established Mojang, his little game company. In 2011, the little-known Swedish company launched the sandbox game "My World," which has made the world so huge. In September 2014, Microsoft acquired the company for $2.5 billion.

Terry Myerson, executive vice president of Microsoft’s Windows and Device Group, once commented: If you want to play a holographic version of “My World,” you can only play on Hololens. Satya Nadella, Microsoft’s CEO who took office last year, realized that the possibility and potential of the combination of this game and Hololens was at a minimum. At least in his mind, VR/AR represented by Hololens The impact and value is like "the first time you use the mouse and keyboard to operate Excel on your computer."

Water hose repair with Hololens

Hololens can not only build a digital model in real time by scanning the environment and simulate the game environment to achieve augmented reality. The external light is reflected by the “light engine” in the device for millions of reflections. Defrauding the brain and successfully building a hologram, Hololens can also simulate the physical environment - at this point, Microsoft has worked with NASA on the Mars expedition for a long time.

Although the Hololens developer’s version was announced as early as 2015 at a price of $3,000, Microsoft still has not announced the price and time-to-market of an ordinary user's version until the February 2016 TED talk on Jeep. Man thinks that Hololens is not mature enough and can't directly face consumers. In his opinion, this product “when we say 'good' can be listed immediately, but it will be a long process.”

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