Computex Taipei Showcases Virtual Reality
One of Asia’s biggest tech shows has recently showcased new hardware that will enable virtual reality games to produce more life-like experience with the beauty of transporting a user into different spaces through computerized head and hand gear.
At Computex Taipei, about 30 brands of not-yet-released PCs and processors produced specifically for virtual reality games went on display.
Latest Hardware for VR Launched at Computex Taipei
During the show, close to 130,000 tech industry visitors tested the new hardware designed to support headgear that blocks surrounding images and displays virtual three-dimensional images instead. With the new technology, exhibitors foresee growing potentials for virtual reality.
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Improved User Experience
So far in the industry, only eight companies, including Sony, HTC, and the Facebook-owned Oculus Rift, are ruling the market. Until now, users are being weighed down by wires and heavy headsets, but participants at the annual Computex Taipei tech show believe that resolution could be improved upon and user’s motions could be more lifelike.
According to Huang Jen-hsun, CEO and co-founder of Nvidia, a bouncing ball in virtual reality should deflect off a table, not go through it. This week, the company unveiled a speedy, high-memory graphics processing unit called Pascal.
“It has to be much more elegant. Connected by a wire—it has to be solved. The resolution has to be much higher. The physical world does not behave according to the laws of physics and the environment you’re in is not beautiful enough,” Huang told a news conference.
“We’ve always been a computing virtual reality company. The amount of work that we have to do to create a virtual environment, to behave according to the law of physics, to look real, we’re a decade away,” Huang added.
Virtual reality is becoming less expensive with a projection worth of $15.89 billion by 2020 after taking off last year and growing at a compound annual growth rate of 63.18 percent, according to a report from the research firm called Marketsandmarkets.
The United States is the world’s top VR market, followed by China. By the end of this year, the Chinese market should reach 5.5 billion Chinese yuan ($835 million).
“In order to try for an increase in profits, the branded developers will actively seek bigger shares of the high-end and let their gaming desktop PCs link with VR,” says Ian Wang, an analyst with Taipei-based tech research firm Market Intelligence & Consulting Institute.
Soon, virtual reality games will run on laptops or smartphones. VR games generally run on desktops due to their power and components. However, Acer recently developed laptops with enough power as well as gaming components and a fan-cooling system.
Also, ARM Holdings has created a specialized processing unit for smartphone virtual reality, which will be available from next year.
“In terms of a VR experience, you’re talking about higher frame rates to keep it more real,” says marketing and strategy vice president at ARM, Nandan Nayampally. “You’re talking about increased resolutions because now it’s not just a screen. You’re looking about how you’re reducing latency for the experience to stay much more realistic. Then finally, of course, how do you actually simplify so that it doesn’t seem tacky, how do you get rid of jagged edges. So in terms of an experience it becomes much more full-on.”
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