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卡马克点评:VR射击游戏《Space Shooter》

约翰·卡马克的App Reviews应用点评已经回归,他对刚刚登陆App Lab的街机射击游戏《Space Shooter》进行了评价。他提到应用可以分为执行反馈和设计反馈两个方面。在执行方面的反馈中,他指出启动屏幕应该更多地关注游戏本身,而不是开发工作室;用户界面应保持在适当的尺寸,避免过于靠近用户;在UI中使用控制器指针而不是用户的注视方向;注意处理文本显示条纹等。在设计方面的反馈中,他认为游戏的核心玩法需要足够有趣,避免只有一维的运动范围;街机游戏可以作为设计参考;躲避机制可以以声音或部分伤害效果辅助;敌人数量可以增加而不是吸收大量伤害;提供Power Up和不同的游戏节奏等。他还建议增加排行榜和更多互动来提升游戏体验。总的来说,他提供了关于《Space Shooter》的详细反馈和建议。
卡马克点评:VR射击游戏《Space Shooter》

扎克伯格:将为Quest 1带来Air Link无线串流功能

Facebook旗下的Oculus在最新版本的Quest头显上推出无线PC VR串流功能Air Link。从4月份的v28版本开始,Quest 2用户已经可以使用Air Link进行无线串流。现在,根据马克·扎克伯格的消息,Quest 1用户也将很快获得Air Link的支持。除了Air Link的支持,新的v30版本还将扩展Infinite Office功能以及多任务操作。根据社区消息,v30版本还将允许用户将游玩空间的边界设置为长达15米的任意方向,相较之前的版本可以实现更大的游戏空间。目前尚不清楚Air Link的支持是否将与v30版本一同发布,或是将单独发布。
扎克伯格:将为Quest 1带来Air Link无线串流功能

克服双折射图像伪影,Kopin发布突破性全塑料Pancake光学元件

美国高平电子(Kopin)近日宣布成功开发出具有突破性能的全塑料Pancake光学元件,已申请了三项与其相关的专利。相比其他光学设计,全塑料Pancake光学元件可以以更薄的形状参数提供优越的放大图像质量,特别适用于视场在50度到100度之间的产品。与以往的设计不同,该光学元件使用了非球面透镜,在降低组件重量和厚度的同时提高了图像质量。该光学元件的工作原理是反射光线,并需要精确控制光的偏振态以避免图像伪影,而该元件几乎没有双折射,这得益于其专有的非球面光学透镜设计。首款全塑料Pancake光学元件P95是为1.3英寸的2.6Kx2.6K OLED微显示器进行了优化,能提供95度的视场。该公司首席执行官表示,这一突破代表了VR市场的一个里程碑,全塑料Pancake光学元件与双栈OLED微显示器结合,可以实现时尚、轻便、紧凑的高性能XR头显产品。高平电子计划将该光学元件独立提供或与其OLED微显示器模块一起推向市场。
克服双折射图像伪影,Kopin发布突破性全塑料Pancake光学元件

七鑫易维正式发布Droolon F2最新注视点渲染方案!

NVIDIA has maintained a good partnership with Qixinyiwei, from the early MRS (Multi-Res Shading) to VRS (Variable Rate Shading), and now VRSS (Variable Rate Supersampling). Qixinyiwei has launched corresponding gaze rendering solutions. On June 8th, Epic Games introduced gaze tracking gaze rendering for the first time in Unreal 4.27 Preview. Gaze rendering is a new graphics computing technology that reduces the computational complexity by lowering the resolution of the area around the gaze point, significantly improving GPU performance and providing a more enjoyable visual experience for players. Currently, this feature is only available on Windows platforms using DX12 and VRS Tier 2 GPUs. The latest VRSS 2 version of gaze rendering technology compared to NVIDIA's early gaze rendering technologies (VRS, VRSS 1) can oversample the VR gaze point area, resulting in a clearer rendering quality in the center of the user's vision and greatly enhancing the smoothness of high-quality graphics. It provides a more immersive experience for VR device users, especially on high-resolution devices. Additionally, VRSS 2 does not require any additional work from content developers, as all gaze rendering-related tasks are completed by NVIDIA and eye-tracking technology providers. This represents a deeper collaboration between Qixinyiwei, HTC, and NVIDIA, enabling all VR content on HTC's Vive Pro 2 with Qixinyiwei eye-tracking and NVIDIA VRSS 2 GPUs to achieve gaze rendering. In addition to performance improvements, it is worth mentioning that VRSS 2 achieves gaze rendering without requiring extra work from content developers. All gaze rendering-related tasks are completed by NVIDIA and eye-tracking technology providers. This means that as long as users use Vive Pro 2 with Qixinyiwei eye-tracking and NVIDIA VRSS 2 GPUs, all VR content on the device can benefit from gaze rendering. According to reports, HTC's new VR products have achieved a field of view of 120 degrees, while the Pimax 8K X product has achieved a field of view of 200 degrees (diagonal, horizontal field of view is about 170 degrees) and a resolution of 8K per eye. Combined with the news that Apple's upcoming new product is rumored to have a resolution of 8K per eye, it is clear that meeting the demands of VR users with high resolution and large field of view will be an inevitable trend in the future. Based on the physiological characteristics of the human eye, a horizontal field of view of 200-220 degrees requires a PPD (Pixel Per Degree) of 60 to match the retina's resolution. Therefore, a VR headset with a resolution of approximately 12K per eye is required to truly meet the human eye's requirements. Facing such high-resolution demands from users, without gaze rendering, no GPU will be able to handle the computational requirements. This is particularly true for VR all-in-one devices, where the rendering capability of mobile chips is already limited. It is almost impossible to run AAA-level VR content on current VR all-in-one devices. Therefore, eye-tracking and gaze rendering will become standard configurations for VR products in the future, enabling high-resolution and large field of view experiences with limited computing power. In addition to gaze rendering in the VR and AR fields, Qixinyiwei is also collaborating with domestic internet giants on Cloud XR, based on cloud-based gaze rendering and gaze streaming technology, to compress rendering latency and transmission bandwidth, thereby enhancing the user experience of Cloud XR. In the future, Qixinyiwei will continue to focus on gaze rendering technology and provide better solutions and smoother and more natural experiences for VR/AR headset enterprises, VR/AR content developers, and VR/AR users.
七鑫易维正式发布Droolon F2最新注视点渲染方案!

卡马克点评!开发者现在可以提交VR App请卡马克点评建议

OC大会是指Oculus Connect大会,而约翰·卡马克是虚拟现实领域的著名人物,以直言不讳的点评闻名。尽管卡马克已经离开OC并成为Facebook Reality Labs的执行顾问,但他仍然关心虚拟现实的发展。Oculus宣布卡马克将继续进行App Reviews,并以博文和视频的形式为开发者提供应用开发建议。他将给开发者的应用程序提供真诚的反馈,包括设计技巧、技术修复和改进体验方面的建议。虽然这只是个人意见,但以往的开发者反馈显示卡马克的建议非常有用,并对应用的整体体验产生了重大帮助。开发者可以通过填写申请表格来请求卡马克对他们的项目进行点评和建议,但需要耐心等待。此外,开发者还可以通过Twitter向卡马克询问关于VR应用开发的一般性建议。
卡马克点评!开发者现在可以提交VR App请卡马克点评建议

Virtual Desktop与高通合作,研发同步空间扭曲SSW,为Quest 2带来更高质量无线串流

Virtual Desktop的开发者Guy Godin最近发布了名为"Synchronous Spacewarp"(SSW)的beta版功能。据介绍,Virtual Desktop的SSW类似于Facebook的"Asychronous Spacewarp"(ASW),但两者的区别在于异步空间扭曲的插值发生在PC端,而同步空间扭曲则发生在头显端。这意味着SSW功能能够支持任意GPU,并且不会对PC性能产生影响。此外,Virtual Desktop恢复了PC VR流式传输功能,用户可以利用该功能直接访问Steam VR和Rift内容库。另外,Virtual Desktop还与高通合作,利用高通XR2的运动估计能力实现了头显端的插值功能。目前,SSW功能仅支持Quest 2头显。虽然SSW还不完美,但可以期待开发者进一步优化该功能。Virtual Desktop目前提供了SSW功能的beta版本,用户可以在Quest Store页面下载测试版。
Virtual Desktop与高通合作,研发同步空间扭曲SSW,为Quest 2带来更高质量无线串流

Niantic宣布研发“变形金刚”AR手游

Niantic, the AR game studio behind Pokemon Go, has announced its next project, an AR experience based on Transformers called "Transformers: Heavy Metal." The studio expects the game to launch globally in the second half of this year and have a limited release in select countries soon. Niantic has collaborated with Seattle-based studio Very Very Spaceship for the project, although not much information or teaser videos have been released yet. The basic description of "Transformers: Heavy Metal" states that players will join the Guardian Network, a group of human defenders, and fight against the Decepticons. Players can choose between single-player mode or team up with friends to explore hidden areas on Earth, collect resources, and engage in turn-based battles with the Decepticons. Niantic is best known for its AR game, Pokemon Go. The company has also developed other AR projects such as Ingress, Harry Potter: Wizards Unite, and Pikmin AR in collaboration with Nintendo.
Niantic宣布研发“变形金刚”AR手游

微软混合现实报告:81%的零售业机构在使用MR解决方案

据《映维网》的报道,混合现实(XR)正在改变零售业。通过XR技术,客户可以直观地选择和定制产品,并在任何环境中试用和交互。根据微软和Hypothesis发布的《混合现实智能:零售领域版本》报告,81%的零售机构目前正在使用头显解决方案实现XR应用,并有望在未来12-24个月增加使用率。98%的机构认为XR解决方案对于未来的成功至关重要,并计划继续或增加对这项技术的投资。报告还指出,在头显的应用中,大型企业预计增长率最高。XR在零售领域的主要应用包括培训和模拟、设计和布局优化。然而,与现有软件解决方案的兼容性问题、数据安全担忧以及预算和部署方面的问题是影响XR在零售业推广的主要障碍。报告建议零售机构访问微软官网获取更多相关信息和报告。
微软混合现实报告:81%的零售业机构在使用MR解决方案

2021年5月PlayStation VR游戏下载排行榜TOP10

XM2 Pursuit,一家位于澳大利亚的创新影视公司,最近推出了一种全球首创的无人机摄影设备,名为Raptor. 这款设备可以与虚拟现实(VR)技术相结合,为电影、电视和游戏制作提供了全新的拍摄体验。Raptor具有全景、360度摄影以及实时数据传输和操控等功能,可以实时将影片中的无人机镜头映射到VR头戴设备上。这种技术创新为制片人和导演提供了更多的创作自由和灵活性,并且可以更加容易地呈现场景和视角的变化。此外,通过实时数据传输和操控功能,影片的拍摄过程可以更加高效和方便。Raptor还具备防撞技术和防抖技术,在无人机飞行过程中保证了拍摄的稳定性和安全性。XM2 Pursuit希望通过这款创新设备推动虚拟现实和电影制作的融合,为XR行业带来更多的可能性和创新拍摄方式。

2021年06月14日Oculus、Steam最新VR游戏畅销榜

《映维网》公布了最新的畅销VR游戏榜单,包括Steam平台、Oculus Quest平台和Oculus Rift平台的最热门游戏。Steam是PC VR内容平台,Oculus Quest是一体式6DoF移动VR平台,Oculus Rift是另一款PC VR头显。榜单中的游戏都是实时变化的,括号内的价格表示促销前的原价。文章还附有Steam VR游戏TOP 10、Oculus Quest VR游戏TOP 10和Oculus Rift VR游戏TOP 10的榜单图片。
2021年06月14日Oculus、Steam最新VR游戏畅销榜