What are the problems that a good VR gaming experience needs to solve?

Speaking of the hottest VR games during the Spring Festival, it will definitely be the psvr version of Resident Evil 7. As the orthodox sequel to the super IP "Resident Evil" in the history of the game, Biochemical 7 has gained the attention of many players and media since its release, and its psvr version has truly achieved the same content as the standard version, rather than like most The VR version of the 3A game is just a "VR game" attached to the original. Dange believes that super IP plus 3A level production, biochemical 7 psvr version is definitely the pinnacle of current VR games, no one.

But although this VR game is unprecedented, it is not perfect. On the one hand, it must be said that the biochemical 7psvr version does have a serious sense of dizziness; on the other hand, the horror-themed VR game is too strong for many players to be discouraged. Through the observation of this game, today Dan Ge wants to talk about the following topic: If you want to let players enjoy a good VR gaming experience, what problems VR hardware manufacturers and CP need to solve. Here are some of Dango's personal conclusions.

Sitting position

The first point required for a good VR gaming experience is the correct "posture". Debates about the way VR games operate, Dange has heard a lot of opinions last year. However, Dane’s more than 20 years of gameplay is a judgment. Sitting posture is the only way to make the player experience more comfortable. It is also the only option for players to play for a long time.

In general, whether it is a one-time consumption of console games or PC stand-alone games, or PC online games or mobile games that require multiple purchases, the game time determines the size of its business value. If the player spent 300 yuan to buy a console game, it was found that the game time was only two or three hours, and the result would obviously not satisfy the player. The same situation is more obvious in online games and mobile games. How long the operator can keep the player in the game basically determines how much profit can be obtained from the player.

The game time is so important, then the way to extend the player's game time is naturally very important, but one obvious thing is that the standing operation is not conducive to the player's long-term play. During the Spring Festival, Dange and a number of game players made exchanges. As a result, everyone agreed that good games still require everyone to sit and play. The reason is simple. Most of the players are otaku (or housewives). Standing for more than 15 minutes, the physical strength is basically overdraft, and then the interest in the game is plummeting.

Therefore, Dange thought of the once-popular somatosensory game. Both Nintendo's Wii and Microsoft's Kinect used to take the somatosensory game as the main selling point, and they also got a short time sensation and praise. But for a long time, most players still sit back on the sofa, pick up the handle and the mouse to continue their sitting game life.

Therefore, the first condition of a good VR gaming experience is not to violate the player's long-standing use. Don't use health and weight loss as a slogan for VR games, because the same tricks have proven to be ineffective on Wii and Kinect, and VR is no exception. VR may be able to help fitness enthusiasts exercise better, but it is difficult for players and otaku to leave the sofa.

More comfortable head display

After saying "posture", the next problem to be solved is the comfort of the head. At present, almost all VR heads have different degrees of defects in terms of comfort, and the direct result is that it is difficult for users to wear them for a long time, because wearing them for a long time will be uncomfortable. For improved comfort, Dango believes that at least three aspects need to be improved.

The first is a lighter and more reasonable load-bearing design. All the things that are worn on the head must be lighter and more comfortable, even the helmets used for snoring. The VR head is more comfortable to achieve, the first problem is the weight, this needless to say. In addition, it is also important to improve the weight-bearing design of the head display. The psvr is the best in this respect in the three heads. It enhances part of the comfort by focusing the weight on the back end of the head instead of the front screen. However, this is obviously not enough. In order to make players comfortable to wear for a long time, hardware manufacturers may need to come up with more imaginative design.

The second is a softer material that is guaranteed to be used for a long time without damaging the skin. Last year, Dange read an article saying that after using Oculus Rift, the user would leave a red circle on his face, which is caused by the long-term fit between the head and the facial skin. If the player wants to use the VR headset for a long time, this problem must be solved, and Google's mobile VR headset should be considered the best. The mobile VR headline called Daydream View provides fiber material, which not only solves the weight problem of the head display, but also has less damage to the user's skin, but is this the best choice? Dan Ge believes that there must be a better solution. Perhaps VR hardware manufacturers need to learn more from glasses manufacturers, clothing manufacturers and even medical device manufacturers. Maybe there will be better discoveries.

The third is lower radiation and lower eye damage. Many friends who have experienced VR games have reflected with Dange that after playing VR games for a period of time, the eyes will be discomfort to varying degrees, which involves several links, such as screens, lenses and VR content. In the current use of VR equipment, the user is very close to the screen, so it will inevitably increase the eye fatigue, how to develop a clearer, lower-radiation VR head display, also in the VR hardware A big problem in front of manufacturers. However, Dange believes that with the advancement of technology, the damage of the VR head to the user's eyes should be lower and lower.

Richer content

The last problem that a good gaming experience needs to solve comes from the content. The current number of VR games is quite large, but there is not much quality content, and most of the content is not complete. How to make VR games more fun, Dan Ge feels that at least three points deserve the attention of CP.

The first point is the integrity of the game. From the player's point of view, if a VR game ends only after a while, or if it is more like a demo, then the experience must not be good enough, let alone pay for it. In this regard, Dan Ge believes that Biochem 7 developer Kapukong has made a perfect demonstration: at the same time develop a standard version of the game and VR version, the advantage is that even if the VR version does not make money, the standard version may be profitable. Of course, the premise is that the quality of the game is good enough. At present, many CP teams are desperate to develop only VR games. The result is that it is difficult to survive when the VR user base has not yet reached the threshold. In contrast, it is not as good as the standard version and the VR version, and some companies that Dange knows are doing this. The standard version of the game developed is a profitable possibility as an independent game, and the development of the VR version can be Let the team accumulate relevant experience so that it can make a difference when VR is truly large-scale.

The second point is the networking PVE and PVP. In addition to working hard on the game time, CP can also make a fuss about the game mode. From a global perspective, whether it is console games, PC games or mobile games, networking and e-sports are trends. Under the guarantee of game quality, PVE and PVP can effectively improve the player's stickiness. For example, in the host game and PC game's new year's "Call of Duty", Dango knows that many players only play their network mode, but they are indifferent to their plot mode. The benefits of the networking model are also needless to say. Last year, Dange also saw several fairly good networking VR games, such as 51VR's "Code 51" and the conductor's VR's "original sin". When multiple players play online, Dange found that even the little friends watching the battle were elated, which may be the charm of connected games. Dange believes that in 2017, there will be more CPs to start making VR games with or exclusive networking mode, and players will enjoy the fun of networking in VR.

The third point may be different from the idea of ​​many people, is the production of non-FPS games. For this, Dan Ge thinks this way: First, the rise of any platform requires multiple types of games; secondly, most of the current VR games are FPS, so if CP continues to work hard in this area, it may face huge Homogenization competition; again, there are indeed a number of players who are not flustered with FPS games, or are naturally fainted by 3D. Maybe other types of games can please these players, and Dange does see some good non-FPS type VR games; Finally, FPS will inevitably bring a sense of dizziness, making other types of games may be an option to avoid dizziness at this stage.

Conclusion

The above is the big problem that Dan Ge needs to solve in the good VR game experience. After all, VR games are also a kind of video games after all, so many regular VR games of video games should also be observed. For example, the best posture for long-term play is sitting posture, FPS is born with some people will be dizzy, most girls prefer Casual games and more. Finally, whether it is a hardware vendor or a CP, perhaps everyone needs to think more about how to make users more comfortable, not more VR.

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