A Guide To VR: Difference between revisions
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Head Mounted Displays are the most common and in many ways the most practical way of experiencing virtual reality (See: [[#A note on CAVEs]]). As the name suggests, Head Mounted Displays (HMDs) are display devices worn on your head, like a helmet or goggles. They typically obscure your view from the real world entirely and feature one display for each eye to project a stereoscopic image onto. Tracking is either done inside the device, or via an external tracking system. Below is an extensive list of considerations for choosing a head mounted display to use for your VR applications. | |||
Head Mounted Displays are the most common and in many ways the most practical way of experiencing virtual reality. As the name suggests, Head Mounted Displays (HMDs) are display devices worn on your head, like a helmet or goggles. They typically obscure your view from the real world entirely and feature one display for each eye to project a stereoscopic image onto. Tracking is either done inside the device, or via an external tracking system. Below is an extensive list of considerations for choosing a head mounted display to use for your VR applications. | |||
==Display== | ==Display== | ||
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==Audio== | ==Audio== | ||
===Speakers=== | ===Speakers=== | ||
Many of the modern head mounted displays come with their own audio solutions, either through built-in speakers or flip-down headphones. | Many of the modern head mounted displays come with their own audio solutions, either through built-in speakers or flip-down headphones. Some allow you to plug in your own headphones, but not all head straps are compatible with wearing circumaural (over-ear) headphones. Bluetooth headphones may be supported as well, though often Bluetooth adds a noticeable delay, making it less suitable for real-time applications. | ||
===Microphone=== | ===Microphone=== | ||
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====External vs Inside-out==== | ====External vs Inside-out==== | ||
====Lighthouse==== | |||
====IMUs==== | ====IMUs==== | ||
===Degrees of Freedom=== | ===Degrees of Freedom=== | ||
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===Update Rate and Latency=== | ===Update Rate and Latency=== | ||
===Hand Tracking=== | |||
===Trackables=== | ===Eye Tracking=== | ||
====Foveated Rendering==== | |||
===Additional Trackables=== | |||
==Usability== | ==Usability== | ||
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=Comparison of Current Devices= | =Comparison of Current Devices= | ||
==Advice== | ==Advice== | ||
=Notes= | |||
===A note on CAVEs=== | |||
While this page is focused on head mounted displays, there are alternative VR technologies available. One of the most prominent examples is a projection-based system like a CAVE (a recursive acronym for Cave Automatic Virtual Environment), where a stereoscopic image is projected onto one or more walls, usually in a cube- or dome-shaped room. The main benefit of this system is that users can still see their own body and other people or physical objects that are brought into the room (making it more of a Mixed Reality experience than true Virtual Reality). However this benefit is somewhat negated by the fact that the room needs to be dark in order for the projected image to be bright enough to see. Furthermore, projection-based systems tend to be significantly more expensive than modern head mounted displays, have a more complex setup, and require a dedicated room. In the opinion of our [[Erik van den Berge|VR Lab Manager]], these systems only have a narrow application (e.g. driving simulators with an actual car) and should otherwise not be considered for VR. | |||