Chapter 329: Solution
To put it simply, the picture is so realistic that you feel like you're there, and your body thinks you're doing a vigorous exercise or being in the middle of the picture, but you're actually sitting in your seat and not moving. Pen & Fun & Pavilion www.biquge.info
It's a self-preservation instinct, and most people can exercise to reduce dizziness, but it's impossible to actually move a distance.
On the other hand, the delay of VR hardware causes time async, when people turn the perspective or move, the speed of picture presentation cannot keep up, and in a full-view screen like VR, such a delay is caused by dizziness.
At present, the world's most advanced virtual reality equipment has a picture delay of more than 19.3ms, and if you want to really solve the problem of vertigo, you must reduce the delay to at least 10ms.
There are hardware problems involved in this, which even the leader in virtual reality technology, the famous Oculus company (which has been acquired by Facebook), cannot solve.
The principle is simple.
For example, it takes about 1ms for a holographic display device to first turn from the head to the time the sensor reads the data.
The data then needs to be transferred to the computer via a microcontroller.
Because their interfaces are different, just like the power plug of the air conditioner cannot be plugged into the socket of a small desk lamp, it needs some conversion work, and the single-chip microcomputer is responsible for such conversion.
It takes about 1ms for the data to go from the sensor to the microcontroller.
Because it takes 1 ms for the previous data to be generated, if the data is not transmitted to the microcontroller within 1 ms, then the subsequent data will be discarded.
The next step is to transfer the data to the PC via a USB cable.
The USB cable has a very high transmission rate, but the transmission is completely controlled by the host side (that is, the PC side).
In other words, if the host does not receive the data sent by the MCU, the data will be discarded.
In the case of HID mode, the host will always check whether there is any data transferred, and then store the data in memory, so this time is within 1ms.
At this point, the data has reached the PC's memory, and the entire hardware process has been completed. Due to data bandwidth, communication protocols, etc., it takes between 3 ms and 4 ms, and it is difficult to reduce it.
After the transfer is completed on the hardware, it is the process of software algorithm processing.
Due to the noise and drift of the analog signal itself, there is a lot of noise and drift in the data after it is converted to a digital signal.
Sophisticated digital signal processing methods are required to filter out this noise and drift.
In this way, the 9-axis data from the sensor becomes the quaternion rotation data for the head rotation required to render the game.
Processing this data is generally less than 1 ms.
When rendering, simply multiply this rotating quaternion by the coordinates of the camera to get the direction of observation, which can be used to render the scene.
Through special algorithms (e.g. Time-warp, currently the fastest algorithm), the image obtained from previous data processing is used to complete the actual displayed picture.
Thanks to the Time-warp algorithm, we can largely ignore the latency of rendering the scene.
When the scene is rendered, it also needs to be de-distorted and de-dispersed. These processes typically take 0.5ms of GPU time.
To be on the safe side, set this time to 3ms to ensure that the GPU will be able to de-distort and de-distort before the next frame is ready to be transmitted to the display, that is, before the next V-sync signal comes.
Then it's time to transfer the image to the display.
As mentioned earlier, at 75Hz, it takes 13.3ms.
Is that the end of it?
No, there is also the time when the monitor will display the image.
Since LCD display is a physical process in which the crystal is rotated by an electric field, the traditional LCD display takes 15~28ms to respond.
The latest OLED technology has reduced this time to about 6ms.
In this way, it takes at least 19.3ms to complete the display.
The technical reserve of matrix digital in holographic display is not as good as Oculus, and naturally there is no way to solve this problem from the physical level.
Fortunately, Yang Lin still has a matrix system in his brain.
Yang Lin found that although there was no way to solve the latency problem 100% in hardware, there was no problem in reducing latency within an acceptable range through software optimization.
After the engineers of Matrix Digital completed the preliminary compilation of the source code of "Jianghu OL", Yang Lin re-optimized this set of source code in his brain in binary language.
Through algorithm optimization and built-in small GPU cache chips in holographic glasses, the delay of "Jianghu OL" on matrix glasses has been successfully shortened to less than 10 milliseconds.
This is also a limit for the human body to experience vertigo, and once it is below this threshold, there will be no VR vertigo problems.
Of course, if you put other games that are not optimized on matrix glasses, the latency will probably be higher than that of holographic display devices developed by companies such as Oculus.
……
Liu Yiwei is not a professional technician, so he naturally does not understand what matrix glasses that solve the problem of vertigo mean to the VR industry and even the entire Internet industry.
But as a veteran online game enthusiast, he has enough vision to judge the quality of a game.
In less than an hour, he found that his once passion for gaming was starting to burn again.
If "World of Warcraft" is a five-star work in his eyes, then with the blessing of many new technologies of Matrix Digital, "Jianghu OL" has completely exceeded the standard of star evaluation.
Liu Yiwei never thought that the game could be played like this.
"Jianghu Online" does not have a clear hierarchy system, and the main task of players in the novice village is not to level up, but to complete various tasks, learn various basic martial arts and life skills, and lay the foundation for entering the various sects in the future.
But when doing the plot task, Liu Yiwei found that the previous game experience could not be applied to this game at all.
In the village, you won't find any NPCs with question marks on their heads waiting for you to pick up your quest.
Every NPC in the village lives a life of sunrise and sunset, and they will not stay in one place, farmers will go to work in the fields around the village, pharmacists will also go to the surrounding mountains and forests to collect medicine, and blacksmiths will occasionally go out to dig some rare ores.
You can only get a quest if you intervene in the plot at the right time and talk to NPCs.
What surprised Liu Yiwei even more was that although every building in the village could be entered, it did not mean that players could break into NPCs' homes unscrupulously.
He has seen the tragic story of a player who insisted on breaking in after being warned by a villager NPC, and was killed by that NPC in an instant.
(To be continued.) )