The future of VR- of games

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The future of VR- of games 

Stream services, such as Netflix or Amazon Prime, use large popularity. But the next wave of digital medias is inevitable, namely, cloudy games. A computer game is started on a server in a cloud. Players get access to the server through the internet connection and get audio / video stream on the personal device. Players no longer need to have a powerful playing device; instead they simply need the rapid internet connection able to pass the large volumes of data from a cloud with a subzero delay. Cloudy technologies can heave up VR- of playing the new level. However, requirements to the carrying capacity still remain high. A fluid virtual display requires to 10 times of the greater calculable productivity for the generation of sufficient amount of pixels and sufficient amount of shots in a second. The traditional transmission of video easily gets along at this task.

Dieter Schmalstieg, head of Institute of computer graphics and sight in a technological university in Graz, Austria, and his command, worked out a new method exposing breach potential for the unimpeded use of virtual reality. Their method named "stream transmission of atlas of shading" can provide impressive virtual reality at considerably less of bits in a second, transferrable on a network. Dieter Schmalstieg explains: "We do not give stream video, and geometrically coded data that will be decoded on the headset of VR and transformed in an image". Dwell, caused by the transmission of signal, storage or treatment of packages of data, - compensated by the system. It is "physically impossible to delete all delays. But our encryption allows to forecast correct images in advance. A physical delay is compensated as a result, and an user perceives no delays", - Dieter Schmalstieg talks. There are only insignificant errors in pixels from wrong prognoses - but it too small, that users could perceive them. In practice it is important to have the opportunity to integrate NT in an existent infrastructure.

For this purpose researchers use the ordinary compression of video of MPEG for encryption and communication of data. Possibilities of decoding of MPEG already exist in the headsets of VR. Shading Atlas Streaming can be used therefore, not inlaying means in a new equipment. Stream reproducing of Atlas usually applicably to all areas related to three-dimensional data and virtual headsets. Researchers work with the American producer of microcircuits Qualcomm above the commercial use of results of the researches.

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