The annual CES (Consumer Electronics Show) has become an important time node in the development of VR. As a new star on CES in recent years, VR is one of the hottest technologies. CES 2017 is about to open. Xiao Bian will lead everyone to recall the changes and progress of VR at CES in the past four years.
CES 2013 / 2014: Early days of VR
In 2012, the Oculus Rift was launched. Soon, Oculus demonstrated Rift's head-first prototyping at CES 2013. The subsequent release of DK1 achieved unprecedented success on Kickstarter. The news media's reaction to the product was generally very positive. However, VR was still in its infancy. A preliminary video of the evaluation website Test.com on the prototype of the Rift product gave us a preliminary understanding of the Rift DK1 that was almost completed. The original video of Test.com shows the castle scene developed based on Unreal Engine 3. This scene has almost become the iconic scene of Rift Coaster, the most famous VR program in the early days.
Prior to CES 2013, there had been media coverage of Oculus Rift, the most notable of which was the custom version of Oculus Rift presented by id Software co-founder John Carmack at 2012 E3, and the device was Rift. The inventor Palmer Luckey (founder of the future Oculus VR) personally sent him. However, CES 2013 was Oculus VR for the first time in the company as a whole before the public.
Oculus' Pre-DK1 prototype, CES 2013
After the success of Oculus, a large number of immersive technology startup companies emerged. At CES 2014, Oculus was robbed of a lot of limelight. Among them, the unique retro-reflective CastAR system (developed by Valve) allowed us to see the possibilities of augmented reality in the future. Avegent showed off their technically impressive personal media player Glyph, and PrioVR tried the entry level. Motion tracking/VR input system.
But Oculus is still the star of CES, they solved the two biggest technical flaws in DK1, and demonstrated the latest product prototypes. The Crystal Cove head integrated a set of infrared LED lights, a tracking camera that can be used for positioning, and a low vision residual screen. These improvements greatly enhance the user experience and provide a basic technology platform for the 2016 consumer-grade Rift. A few months after the closing of CES 2014, Facebook acquired Oculus VR for $2 billion.
Oculus Rift Crystal Cove, CES 2014
CES 2015: Consumer-grade VR is beginning to take shape
At CES 2015, the progress in the field of VR and AR was obvious, but with the fiery concept of VR, the huge economic interest has also attracted many opportunists who want to share a piece of glass.
The most notorious example was the legendary 3DHead system at the time. This product claims to use existing technology to provide a complete virtual reality experience without a lens. With the support of billionaire Alki David, this product took aggressive marketing measures (later proved to be misleading), and still used the "Oculus killer" slogan when it has angered the VR community. And these slogans were shot beside the Oculus booth. 3DHead is huge and resembles the alien head in HR Geiger. Although the appearance of 3DHead is not very attractive, and advertisements are also very poor, we still do our best not to make prejudgments. However, after trying 3DHead and interviewing James Jacobs (then COO), who looked sincerely, the result was clear: to say that 3DHead is a bad product, and 3DHead is a bad one. A downright scam. If you read an interview with James Jacobs, you will find that 3DHead is worse than expected.
However, in addition to the scandal, VR also showed a bright future. Oculus brought the latest product prototype Oculus Rift Crescent Bay. This product was shown at the Oculus First Developers Conference in September 2014 and Crescent Bay showed us how great this product will be released in March next year. It integrates high-quality headphones (with custom inline DACs and amplifiers), ultra-light structure, and rear infrared LED cluster and monocular camera for 360° position tracking and dual OLEDs Panels and Fresnel lenses. Unlike Crescent Bay's previous Rift device, this is Oculus's first product that looks like a consumer.
Oculus Rift Crescent Bay
At the 2014 IFA conference in Berlin, Samsung released the Gear VR, a mobile VR helmet that was designed to work with Oculus. The device needed to be used with the Galaxy Note 4. The performance was really impressive at the time. Subsequently, Gear VR also appeared at CES 2015. Because Oculus's CTO John Carmack was very mobile in the future of virtual reality, Oculus at the CES booth at the time also highlighted the device.
At CES 2015, a new challenger, Razer, also joined the battle. The vendor claimed to have avoided Oculus's patented technology, and unlike Oculus's closure, it open sourced hardware and software to developers. Razer's OSVR (Open Source Virtual Reality) platform is on-line with its first VR flagship device, the HDK (Harder Developer Kit) suite. This headpiece can be split and redesigned and then shared with the community. This kind of VR platform built on open source APIs was really like a clear flow at the time. Although there was a big gap with Rift, it was a refreshing attempt.
OSVR HDK Headset
What most people don't know is that Valve and HTC were working together to develop a virtual reality system, and this product will shake the VR industry just starting to become Oculus's first truly powerful competitor in the field of PC VR. In March 2015, at the MWC held in Barcelona, ​​HTC released the Vive Headphones powered by SteamVR and grabbed the limelight at the subsequent Game Developer Conference. Vive uses Valve's latest laser-based indoor tracking technology, "LightHouse," which, together with the motion controllers of the time, has achieved unprecedented accuracy in gesture input. With the addition of Vive, we have a clearer understanding of the future of consumer-grade VR products in the future.
HTC Vive (DK1), SteamVR handle, laser base
However, Sony, which released PlayStation 4-powered Morpheus (the predecessor of Playstation VR) in March 2014, missed the VR at CES 2015 due to its focus on more traditional consumer electronics lines. feast. If Sony was able to stick with Morpheus at the time, PlayStation VR would probably become one of the biggest hopes of the mass consumer market by the end of 2015.
In addition, Sixense also demonstrated the latest version of their STEM motion controllers. This company successfully caught up with the wave of VR in 2014 to fill the gap in the VR controller market. At CES 2015, the company also demonstrated controllers that integrate the IMU to solve drift and distortion in electromagnetic systems. This stunning device at the time attracted many supporters on Kickstarter, Sixense promised to ship at the end of 2015, but until now, this company has not yet achieved this promise.
CES 2016: Battle of Consumer VR Products
CES 2016 officially opened the prelude to the first year of VR. Many industry observers were expecting the arrival of the first generation of consumer-grade VR products in 2015. The hardware at that time had matured, and the signs of culminating in VR's rebirth, Oculus, supported this view. However, it turned out that until CES 2016, we can book the first consumer VR headline. On January 6, 2016, Oculus Rift officially began accepting bookings, expected delivery in March, and promised to give Rift an early free Kickstarter supporter with a free Rift. However, due to poor logistics management and shortage of parts, delivery of Rift was difficult and the date was delayed.
Consumer version of Oculus Rift
Throughout 2015, as Rift’s biggest competitor, HTC Vive has achieved phenomenal success both in public awareness and public relations. Its space-positioning technology and SteamVR motion handles that can be accurately tracked are examples of VR presentations worldwide, and its immersive interactive entertainment experience is also excellent. Obulus's hurdle is paying too much attention to the specific modes of siting and standing. Even more lethal is that Rift's kit does not include motion handles, making Vive the first to provide a complete VR solution and will room A scaled VR experience sells products to consumers. In any case, the release of Vive in April 2016 made the VR market a pattern of two camps led by Oculus and Vive, and it also became the beginning of battle between the proponents of the two factions.
Vive DK1 (left), Vive pre (right)
In order to make Vive more acceptable to the mass market, HTC seized the opportunity to show the public the many possibilities of Vive's final form. Prior to CES 2016, we had seen iterations of Vive's developer suite. In fact, Valve demonstrated the evolution of the hardware part at CES 2016. At the demonstration site, HTC showed the latest Vive Pre, compared to the previous one. The product, Vive Pre greatly enhances hardware performance. The Vive Pre is equipped with a new front-facing camera sensor that allows users to see the real world around them during use. The Vive Pre also features Mura correction, which minimizes ghosting between two OLED screens and is smaller than previous generations. Vive Pre was later confirmed to be the final retail version released in April. Although it is still far from the "major breakthrough" promoted by HTC, the speed of HTC is still exciting.
As for the VR input terminal, Virtuix showcased the Omni treadmill and a brand new FPS (first-person shooter) game. Although Omni's bulky and cumbersome, once you invest in it, you will be fascinated by this unique VR mobile experience. Similarly, Rudder VR also demonstrated the final product at CES 2016 and announced that it will be available for sale in 2016. In addition, Rink, an experimental input device, promised to develop an electromagnetic position input tracking controller for Samsung's Gear VR. However, the actual performance of its early product model was disappointing. After the CES conference, it was again There is no news of it.
At CES 2016, thanks to significant progress made by Sensomotoric Industries in gaze entry and recalcitrant rendering, eye tracking has finally come into play in virtual reality and was demonstrated at the Oculus Rift DK2. Eye tracking, the main selling point of the recently released FOVE headline, may be an essential feature of future consumer-level virtual reality products because of its obvious experience and performance advantages.
In addition, Oculus presented their tracking motion controller Touch for the first time at CES, but this controller was not officially released until the end of 2016.
The above can be regarded as a chronicle of CES on VR. CES is essentially a hardware-oriented show, so it rarely covers the significant progress made by developers and industry in the VR content industry. In fact, all important VR products have been released in retail versions, while Oculus, Sony, Valve/HTC are now focusing on the layout of the content ecosystem. The focus of this year's CES will not be the revision of the hardware, and more will be the look forward to the next-generation VR hardware technology. Perhaps we will see a lot of wireless VR products, advances in the field of eye tracking, and a series of input devices developed around VR. The fun of CES is unknown.
The off-grid inverter is an inverter used in off-grid solar power generation systems. Its main function is to convert the direct current generated by solar panels into alternating current to meet the power demand in off-grid environments, such as in remote areas, In camping, boats, or moving vehicles.
Main effect:
Converts the direct current generated by solar panels into alternating current to supply the power needs of homes, mobile devices, or other electrical appliances.
Off-grid inverters are usually equipped with battery energy storage systems, which store excess power so that they can continue to supply power when the solar panels cannot generate enough power.
Differences from On-Grid Inverter:
Connection method: Off-grid inverter is an inverter used in the off-grid system and does not need to be connected to the grid. They are often used in places where there is no access to the grid, such as remote areas, wild camping, or outlying islands.
Grid requirements: Unlike on-grid inverters, off-grid inverters do not need to meet grid requirements and standards because they are not connected to the grid. They can operate independently and can be adapted to different off-grid environments.
Self-sufficiency: The off-grid inverter is equipped with a battery energy storage system, which can store excess electricity so that it can continue to supply electricity when the solar panels are unable to generate electricity. This makes the off-grid system self-sufficient and not dependent on an external grid for power.
Application scenarios: Off-grid inverters are widely used in remote areas, camping, ships, mobile vehicles, and some special-purpose scenarios. On the other hand, grid-connected inverters are mainly used in home, commercial, and industrial photovoltaic power generation systems connected to the grid.
In general, the main function of the off-grid inverter is to convert the direct current generated by the solar panels into alternating current to meet the power demand in the off-grid environment and achieve self-sufficiency by being equipped with a battery energy storage system. In contrast, on-grid inverters connected to the grid are mainly used to integrate solar power into the grid, realize the interaction between solar power and the grid, and comply with the requirements and standards of the grid.
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