• Assembling a computer for virtual reality (VR). VR glasses for a computer - an overview and capabilities of modern glasses What kind of computer is needed for htc vive

    Game Preview and Impressions

    It's no secret that the theme of virtual reality (Virtual Reality, abbreviated - VR) will be key this year. And most likely in the next few years. In order to be convinced of this, it is enough to look at which companies among the leaders of the IT industry are currently investing in developments and products related to this area, moreover, billions of dollars. These are Google, Sony, Microsoft, Samsung, Facebook, Nvidia and many others.

    In our report from Mobile World Congress 2016, we talked about the fact that VR was in the spotlight at this exhibition. And, in particular, the HTC Vive helmet aroused particular interest. Alas, we didn’t manage to get to know him then: due to the huge excitement, all 15-minute sessions of working with the helmet were scheduled even before the exhibition, so we had to admire the appearance of the product lying under the glass, and also watch the lucky ones who managed to test the novelty.

    After returning to Moscow, we tried to negotiate with the Russian office of HTC about the opportunity to try the helmet, but to no avail. Meanwhile, the commercial release of HTC Vive took place abroad. True, now only pre-order is available with shipment in June 2016. And the helmet is not delivered to Russia, and even the approximate release date for HTC Vive is not reported. Of course, “gray” offers have already appeared with more than double the wrapping, but nowhere is it indicated that the helmet is in stock - everywhere “on order”.

    However, our desire to get acquainted with the helmet turned out to be stronger than the circumstances :) We were met by Nvidia (thanks to Irina Shekhovtsova!). The leading GPU manufacturer is now actively engaged in the topic of VR, and in the Moscow office we found a demo copy for us, with the help of which we were able to evaluate both the gadget itself and several future game projects for it. And besides, representatives of Nvidia told us about their work on the topic of VR.

    In this article, we will share with you the information received and impressions from the projects we saw, as well as tell you more about the helmet itself. Of course, this cannot be considered a full-fledged test, and as soon as we get a helmet in our hands, we will definitely return to this topic, but at this stage, any information about the HTC Vive is valuable, so it seems important to us to tell you everything we could find out.

    Package contents and design of HTC Vive

    The first thing that strikes the helmet is its configuration. Unlike simple devices like Samsung Gear VR, where there is nothing in the box except a helmet and any small things, HTC Vive is a bit like a home theater: you get a lot of components that need to be properly connected. So the set includes:

    • The helmet itself
    • Two identical wireless controllers
    • Connector through which the helmet is connected to the computer and power
    • Two cubes called "base stations"
    • Headphones and other small things

    It is connected as follows. The helmet is connected to the connector with three cables: HDMI, USB and power. Connector - to an electrical outlet, as well as to a computer, HDMI and USB cables. Further, under the ceiling in the corners of the room, two base stations should be hung diagonally. These are emitters of infrared rays that determine the position in space of your helmet and controllers. These base stations look like miniature tweeters, and you can guess that this is something else only by the absence of speakers. However, infrared rays become visible through the camera.

    It is recommended to hang these base stations at a distance of about three meters from each other. Then they will completely cover the area of ​​the square whose corners they represent. But there is no big problem if the distance between them is larger, just then dead zones are possible in the space between them.

    Controllers are no less interesting in this set. They are made of plastic and have an unusual shape. Why this round hole at the end - no one could explain to us. There was an assumption that for a full-fledged experience while watching VR porn (hussars, be silent!).

    However, this is far from the only interesting detail of the controllers (although the most inexplicable). More importantly, there is a trigger, a round pad button, and several other buttons. And all this can be used in different ways depending on the game. For example, in the game Arizona Sunshine, pressing the round button allows you to reload the gun, and in one of the demos, you can use it to teleport to the selected area of ​​the location.

    Of course, the main use of these controllers is shooting weapons (pistols, etc.). Dreamed of shooting with two hands, like action heroes? With HTC Vive, this dream becomes a reality. Virtual-real :) One of the most amazing moments is when you, being in a helmet, can examine your virtual gun in detail by turning it at any angle - as if it were a real object. At the same time, some cognitive dissonance occurs: your palm feels one shape (albeit similar to a gun, but still not quite identical), and your eyes see something different. An interesting feeling.

    Another valuable quality of the controllers is the built-in vibration motors for feedback. This takes the realism one step further. For example, when inserting an arrow into a bow and spreading your arms to shoot, you feel how the bowstring is stretched. That is, vibration motors create a very believable tactile sensation.

    Note that the controllers are exactly the same, but one is perceived by the system as left, and the other as right. If you wish, you can easily change them in your hands. And this can be useful not only for left-handers, but also, for example, in those projects where you have a shield in one hand and a pistol in the other (depending on the game situation and personal preferences, it can be more convenient to hold the shield in your right hand or left hand).

    On the surface of the controllers, you can see a number of small round depressions - such "dimples". These "dimples" are just what you need in order to receive infrared rays from base stations. On them there is a positioning of controllers in space. The same "dimples" (only a much larger size) are on the helmet itself - for the same purpose. It looks funny: such a bumpy surface - like the Moon with craters.

    One of the key differences between the HTC Vive and the helmets that we tested before is the presence of its own screen. If Samsung Gear VR, as well as even simpler Homido, Fibrum, Smarterra helmets use the screen of a smartphone that you insert into them, then nothing needs to be inserted into HTC Vive. It has its own display, providing an image with a resolution of about 1080p to each eye. This is more than even smartphones with a 2560×1440 display can offer. Therefore, the image in the HTC Vive is less grainy, the grid is not as clearly visible as in the above helmets. It is clear that when smartphones with even higher resolution appear, then the HTC Vive will not have an advantage here, but so far the only smartphone with a declared resolution higher than 2560 × 1440 is the Sony Xperia Z5 Premium, which, according to the manufacturer, has 3840 × 2160, but in reality this is not entirely true (see our investigation!). Therefore, so far the picture in the HTC Vive is the best of all that we have seen in VR helmets. Still not ideal, but already enough so that you can think about what is happening in the frame, and not consider the pixels.

    Another important point is the wide viewing angle. In many helmets, there is a feeling that you are looking through a kind of window, that is, on the left and right, the field of view is slightly obstructed by the walls of the helmet. The HTC Vive didn't have that feeling. You put on a helmet - and immediately find yourself in another reality, where nothing bothers you and almost nothing (except, first of all, tactile sensations) reminds you of the illusory nature of all this.

    As for tactile sensations (now in a negative way), they really are, and this is still one of the main problems of helmets. The HTC Vive is one of the heaviest VR devices out there. Yes, it has a well-thought-out system of fitting and fixing the straps so that it fits snugly on the head, and contact with the face does not cause discomfort thanks to the foam padding. In addition to this, there is a lever on the helmet that allows you to adjust the distance between the lenses, choosing the optimal value for yourself. And everything would be fine, but already after 15 minutes of being in a helmet, your hair is wet (especially at the forehead and temples), and after another 15 minutes your face begins to get tired. If at this moment you take off your helmet, you will experience relief. In addition, the cables from the helmet, which touch either your neck, or back, or shoulder (depending on where the hub is located, to which the helmet is connected) get in the way a little. In general, the time of a comfortable stay in HTC Vive varies from 15 minutes to half an hour for beginners and probably no more than an hour for seasoned ones.

    Game and Demo Impressions

    So far, there are big problems with content for VR helmets and HTC Vive. Although the HTC Vive is formally already available for sale, it cannot be said that, along with the helmet, the user can immediately purchase any full-fledged serious games at the level of those with which new consoles are usually launched. However, there are already a lot of various demo scenes, small games and other entertainment for HTC Vive, that is, we can fully evaluate the mechanics, graphics capabilities and other aspects.

    Access to content for HTC Vive can be obtained using the popular gaming service Steam. A special section is available there, where you can open a list of projects specifically for HTC Vive. At the time of this writing, there were 189 items on this list. Of these, 161 are games, and the rest are demos, benchmarks, and other programs. Of these 161 games, 125 are available for download, the rest will be released in the future (some projects have a release date, some have only coming soon or a release month).

    As for prices, most games cost 400-500 rubles, although there are cheaper ones (up to 79 rubles) and even completely free ones.

    Since we didn't have much time, we decided to try several completely different projects in order to understand what the HTC Vive is basically capable of and how its hardware capabilities can be used in different genres.

    Arizona Sunshine

    This zombie shooter set in the Wild West is due out in 2016. In the meantime, several small scenes are available to us, where we use a pistol to shoot back from the undead crawling on us.

    From the point of view of mechanics - nothing special, but the most striking thing is the graphics, really worthy of a large project. It would hardly be so impressive in the traditional version - with a picture on the monitor, but when you can look up and see the blue sky and flying birds, down - and glide your eyes over the scorched Arizona land, take a step left and right, then there is a completely different feeling.

    A short demo video will help you evaluate the effect of presence.

    Speaking about the mechanics, we note that the reloading of weapons here occurs precisely with the help of a round button on the controller. That is, after every six shots with the trigger, we need to remember to reload the clip.

    Space Pirate Training

    A very impressive game is Space Pirate Training. We are on the deck of a spaceship and we are being attacked by enemy drones. They shoot laser beams at us, but we can shoot back, and with two pistols at once.

    In addition, we can replace one of the pistols with a shield that can be used to protect against drone shots. But that's not all! To dodge the laser beams, the player must crouch, bend down and move around the room. And this is where one of the key features of the HTC Vive comes into play: tracking the player's position in space.

    cloudlands

    Another interesting VR project is the Cloudlands mini-golf game. True, this is not quite a classic golf in terms of location (instead of a large field there are various ingenious buildings), but the essence of the game is the same: you need to roll the ball into the hole with a club.

    We control the stick using one of the controllers. Moreover, the behavior of the stick in space exactly corresponds to the movements of the controller. And this is another clear proof that helmets like HTC Vive are superior to Samsung Gear VR and similar solutions - in principle, such a game would be impossible there.

    As a minus, we note that the graphics here are simpler. Even much easier than in Arizona Sunshine. And it reminds us that just because a game is made for the HTC Vive doesn't mean that the graphics are of the highest quality. Although the performance required here is no less (we tried both games on the same configuration).

    Valve The Lab

    Perhaps one of the most interesting demo scenes for HTC Vive is The Lab by Valve. Here we are in a certain factory, where a conveyor is moving, there are tables with some papers and objects, mountains of boxes lie ... On one of the tables you can find a bow and arrows. Once equipped, you can fire your bow by pulling the string with one controller and aiming the bow with the other.

    You can shoot anywhere, there is no specific target (that’s why it’s a demo, not a real game), but the most difficult thing is to hit objects on a moving conveyor (you need to shoot a little ahead), and the most fun is to destroy mountains of boxes. However, the fun doesn't end there. A robotic dog runs under your feet, which you can pet or throw some object at - everything is incredibly realistic!

    In addition, you can approach the tables (or teleport to them), take various objects from them, somehow interact with them (for example, toss and catch a ball or launch a quadcopter). Despite the lack of a specific task, this demo is incredibly addictive precisely with the feeling of unlimited freedom and realism in interaction with objects. Well, archery is, of course, an interesting experience, which, obviously, cannot be repeated in this form on simpler helmets.

    HTC Vive hardware requirements and Nvidia development

    Obviously, displaying a 360-degree picture, and even with Full HD resolution for each eye, is a task that requires quite serious hardware performance of the PC to which you connect the helmet. According to Nvidia, VR games require seven times more computing resources than conventional 3D games, when compared to projects with a similar level of graphics. At the same time, the refresh rate of the picture should be at least 90 fps for a comfortable game.

    • GPU: Nvidia GeForce GTX 970 or AMD Radeon R9 290
    • CPU: Intel Core i5-4590 or AMD FX 8350;
    • RAM: 4 GB or more;
    • Video output: HDMI 1.4 or DisplayPort 1.2

    The key configuration element is, of course, the GPU. The computer we tested the helmet with had an Nvidia GeForce GTX 980 and the picture was absolutely smooth.

    Nvidia developed the GeForce GTX VR Ready label specifically to identify computers suitable for VR. The presence of such a sign on the device means that its capabilities are sufficient for comfortable use of HTC Vive and Oculus Rift helmets. Of the laptops, only a few MSI gaming models from the GT72S 6QF and GT80S 6QF series have received this marking so far (you can find an overview of one of these models on the site).

    However, Nvidia's efforts are aimed not only at consumers of the final product and the development of graphics chips, but also at facilitating the task of the creators of games and helmets. The VRWorks SDK has been released for them. This software suite introduces technologies that enable more efficient use of graphic resources in VR and also helps the PC system correctly recognize the helmet when connected. VRWorks is reportedly integrated into Unity, Unreal Engine, and Max Play game engines, and is also supported on HTC Vive and Oculus Rift headsets.

    Among the technologies available in the VRWorks SDK, two are worth noting: Multi-Res Shading and VR SLI. Multi-Res Shading allows you to save resources due to the fact that in full resolution (Full HD) only that part of the picture that the user sees, that is, which is in the frontal plane, in front of the eyes, is drawn. Accordingly, what is behind or on the side is rendered at a lower resolution, due to which the load on the GPU is reduced.

    VR SLI, on the other hand, allows you to use a bunch of two video cards in such a way that one of them draws a picture for one eye, and the other for the other. Thus, the performance of each of the video cards can be used to the maximum.

    I must say that now Nvidia is very actively working on the topic of VR and sees it as the future for the entire gaming industry. Representatives of the company interact with developers and are ready to assist them in optimizing games for VR, Nvidia also works closely with HTC and Oculus. In general, although Nvidia itself does not produce helmets or content for them, the efforts made by the company in the field of VR are very significant, and this once again convinces us that the era of VR has already arrived, since the combined efforts of so many industry leaders simply cannot but give an impressive result in the end.

    Preliminary conclusions

    HTC Vive is currently perhaps the most advanced virtual reality helmet that allows you to get the most complete picture of the possibilities and prospects of VR. True, we have not seen the latest version of the Oculus Rift, but sales of the commercial version will begin only in August, and then not everywhere. Russia is not even in the foreseeable plans yet (as well as the Russian office of Oculus), so it is almost certain that HTC Vive will first enter our market, and only then Oculus.

    True, HTC Vive is more expensive: $800 versus $600 for Oculus. But the Vive has slightly lower system requirements (4 GB of RAM, not 8 GB, and does not need three USB 3.0 ports). On occasion, we will definitely compare the commercial versions of Oculus Rift and HTC Vive, but for now we can say for sure that this is a completely different level of VR experience than in helmets with smartphones inside. The picture is better, the games are better, plus you have a significantly expanded arsenal of interaction with game objects thanks to controllers and tracking the position of the helmet (the gyroscope and accelerometer in smartphones cannot provide such accuracy).

    The main problems are the complexity of the installation (installation of the helmet will be akin to assembling a home theater for the user, that is, it is much more difficult than with the same smartphone helmets), high performance requirements (in particular, the inability to play with laptops, except for a few very expensive and massive models), and finally, physical fatigue when wearing a helmet for any length of time. And, of course, there is a problem with the content, but here the situation will gradually change, and in six months the picture should be completely different.

    In general, like any innovative technology or a new class of devices, at this stage, the HTC Vive is, of course, the lot of enthusiasts and those who want to look into the future. But we no longer doubt that this is indeed a window to the future.

    In conclusion of the article, we suggest watching our video review of the HTC Vive virtual reality helmet:

    Understanding the VR platform

    Rift And Vive are fundamentally different platforms in terms of the experience they provide. Vive has partnered with SteamVR to provide native VR support for older Valve games, along with an open API for developers. With a price tag $800 Vive will be more expensive than 600$ Rift, but the Vive, however, will have a richer bundle: two proprietary controllers, plus two stations for tracking the user's body movements. Rift, on the other hand, is only for tracking head movements.

    Assembling a computer for VR is not some extremely difficult task, but you should understand that for full immersion and high-quality pictures you will need powerful hardware! It will not be superfluous to understand the graphic requirements of this platform.

    First, imagine that each lens in a VR helmet is a separate display.
    The Rift and Vive have two, one per eye.
    Both models have resolution 2160×1200(or 1080×1200 on the display), with a refresh rate of 90Hz. Remember these numbers it is important.

    The story doesn't end there. The helmet also renders the so-called " eye buffer(eye buffer)" with a resolution of 1.4x from 2160×1200. This way we get the true render resolution in 3024×1680, or 1512×1680 for each eye. The purpose of the eye buffer is to compensate for helmet lens distortion. A render resolution of 3024x1680 and a refresh rate of 90Hz creates a need for 457 million pixels per second. It's a lot.

    Going further, the helmets also need to render two slightly different scenes per frame in order to provide the correct parallax and depth cue. This process is called " stereo rendering"- it significantly increases the need for CPU and GPU power, compared to rendering on a regular monitor.

    In the worst case scenario, compared to a normal monitor, stereo rendering doubles the need for GPU power in VR. Certain graphics operations such as physics simulation and shading scheme rendering are not duplicated, but the overall rendering itself is done on a per-display basis. Let's be clear: rendering a scene at 1512x1680 resolution on a VR headset will require more graphics power than rendering a scene at 3024x1680 resolution on a computer monitor.

    So how do you determine the exact graphical need of a VR platform? If you're familiar with gaming benchmarks, here are some easy comparisons:

    VR PC Power Requirements

    First, let's put stereo rendering aside and focus on the number of pixels.

    1080p(1920×1080) 60Hz is the standard resolution for modern games. So it turns out that the number of processed pixels in this resolution is 4 times lower than in a VR helmet at 90Hz.

    Another comparison: games on the VR platform have the number of processed pixels almost similar to games on a 4K 60Hz monitor - about 90%. Think how many gaming computers can run the same Witcher 3 or Fallout 4 in 4K 60FPS?

    For clarity, let's take a look at the table with the values ​​of the number of processed pixels in each case:

    • 124 megapixels/sec: 1080p monitor @ 60Hz
    • 457 megapixels/sec: Rift/Vive @ 90Hz
    • 498 megapixels/sec: 4K monitor @ 60Hz

    Now add to this the amount of computer power spent on stereo rendering, and you realize that VR games increase the load on your hardware by about twice, or 100% (depending on what happens in the game, the value can vary between 0%-100% / 1x-2x). It will be easy to conclude that you will need a computer to play most games on the Rift or Vive. more powerful than for playing at 4K 60FPS on a regular monitor.

    Do not despair. In the next chapter, we will discuss why you can still immerse yourself in the world of VR without buying a supercomputer.

    Framerate (frames per second, FPS) is the number of frames (images) your PC produces per second.
    Gameplay at high FPS feels bland and very fluid, while at low FPS it turns into a slideshow.
    As you may have guessed, the higher the FPS, the better, but in this case, the demands on the hardware also increase.

    The refresh rate of your monitor (in Hz) determines the maximum amount of FPS you will see.
    Most standard monitors have a refresh rate of 60Hz, which means that your maximum frame rate will not exceed 60FPS, even if your PC is capable of more. For Rift and Vive, the maximum frame rate is 90 FPS. This value, according to the developers of games for Rift and Vive, is minimal or recommended for a positive gaming experience. If you can still ignore the occasional stuttering and FPS drops on a regular monitor, then on a monitor attached to your face, this experience is unlikely to be pleasant.

    In a guide called Best Practices, Oculus advises developers to aim for FPS above 90 to avoid the aforementioned issues. " Your game must run at an FPS equal to or higher than the Rift refresh rate, with V-Sync and no buffering". Lags and FPS drops lead to strobe and blurring of the picture, which spoils the entire gaming experience. In reality, the frame rate indicator rarely stands still, it is unstable. FPS drops in games are common, so if you want to hit a stable 90FPS, your computer should be able to average 100+FPS in a given game.

    pic: Sanic 06 for the Oculus Rift

    Looking at the bare numbers, you can seriously worry about your PC's ability to consistently perform in VR games. In theory, of course, playing today's VR titles will require a lot of computing power. In addition, do not forget that in order to maintain smooth gameplay, the computer will need to constantly maintain 90FPS. With the advent of VR, the problem of maintaining a high and stable FPS is more acute than ever.

    Do not despair, as there are positive aspects to this problem. You can comfortably play VR titles without destroying the contents of your wallet!

    The two most important components for playing VR games are an NVIDIA GTX 970 or AMD R9 390 level graphics card, and an i5-4590 level CPU. Modern and more smart analogues of these components are NVIDIA GTX 1060 3GB or AMD RX 570.

    GTX 1070 somewhere around 60% more powerful than the GTX 970, so it more than covers the minimum assembly requirements.

    The modern analogue of the Intel i5-4590 CPU is the i3-8100.

    All VR games for the consumer version of the Rift will be optimized according to the official specification. It is very unlikely that All games will give out 90 FPS at maximum settings on this hardware, but at an “acceptable” level of graphics quality they are required to give out the coveted FPS. Everything will depend, again, on the level of graphics in the game. In all cases, if your PC isn't capable of 90 FPS at your desired graphics settings, you will inevitably have to lower them to get that notorious 90 FPS.

    In reality, this means that VR games will not have a graphics level that matches the level of requirements for computer hardware. Developers shackled by Rift/Vive framerate requirements will be forced to forget about high resolution textures, fancy special effects and detailing. As a result, you get a smooth VR experience, sacrificing picture quality, which, by the way, is unlikely to impress you much.

    By the way, Oculus or Vive VR game stores are not the only way to enjoy a freshly bought virtual reality helmet. There are plenty of games that weren't developed exclusively for VR, but for which there are many fan-made VR mods. Some developers are releasing official VR mods for their creations originally developed for PC. Unfortunately, this does not mean that they will give good performance on the recommended official specification. To play such titles, you will need a computer much more powerful than the recommended one.

    In addition, software developers are constantly striving to reduce the graphical needs of VR headsets. One of the promising technologies in this area is Multi-resolution shading(NVIDIA), which reduces the number of rendered pixels for the eye buffer (eye buffer), which the user will never see anyway. Progress in this area gives hope that in the future the graphic requirements of VR helmets will be much less.

    Now let's take a look at each component of the VR assembly one by one.

    Accessories overview

    Having dealt with the requirements of VR for computers, let's take a closer look at which PC components affect the performance in VR games the most. All components are listed in order of their importance to performance.

    GPU


    Your graphics card is naturally the key component of the build. In this situation, the problem of stable 90 FPS becomes quite acute. Traditionally, 3D graphics on a PC has fairly soft hardware requirements, and a figure of 30-60 FPS is quite adequate.
    VR has completely different requirements, they are much tougher, since any loss of frames is visible to the naked eye.
    As a result, the GPU power reserve becomes a key factor in choosing a video card, since it will compensate for all system and content flaws.

    As we mentioned, Oculus developers will recommend at least an NVIDIA GTX 970 or AMD R9 390 (or 290) as a starting point, but a wiser decision would be to choose a more powerful graphics card with more power headroom so that the FPS is stable at 90 frames per second, or, in more demanding games, you could choose higher graphics settings.

    CPU


    Oculus has also issued an official recommended processor requirement of an Intel i5-4590 or equivalent (we recommend a modern i3-8100). When playing on a regular monitor, you can make compromises in terms of choosing a processor, but in VR games this trick will not work: bottlenecking from a weak processor will be a common thing, especially in poorly optimized games.

    If you are the proud owner of a more or less recent quad-core processor that came out in the last four years, maybe even six, you don't need to do anything.

    Apart from the i3-8100 or the similarly performing Ryzen 3 1300X, there is an ideal processor for VR on the market - Intel Core i9-9900K. It has eight cores, high clock speeds, and an efficient architecture. It has excellent per-core performance (a plus for most games), as well as just monstrous multi-threaded performance (a plus for some games, as well as for content creation).

    RAM


    For most desktop games we recommend 8GB, the same goes for VR.
    The dudes at Oculus also recommend a minimum of 8GB, and Internet experts are in complete agreement with them. If you plan to edit video or render graphics in addition to games, we recommend adding another 8GB of RAM. In all other cases, 8GB will be enough. Installing it is easy, so adding another module in the future will not be difficult.

    Until now, the Oculus Rift VR virtual reality helmet required a very powerful computer, costing from $ 1,000. But now, as reported, users will be able to connect the gadget to mid-range gaming systems - at a price of about $ 500.

    Oculus has announced the launch of a new feature that lowers the minimum PC system requirements for Rift virtual reality glasses.

    In a nutshell, we recall the characteristics of the helmet: these are two OLED displays with a total resolution of 2160 × 1200 pixels with a refresh rate of 90 Hz, a built-in speaker system with support for surround sound, an accelerometer, a gyroscope and a magnetometer. A separate compact sensor with a height of about 15 cm in the form of a cylinder placed on a stand is responsible for tracking changes in the position of the head in space.

    However, the Oculus Rift developers added support for the new Asynchronous Spacewarp (ASW) feature to the VR headset, which lowered its system requirements and allowed VR games to be played at half the frame rate. Thus, games in virtual reality glasses can be played even at 45 frames per second, which means that they can be run on weaker computers.

    This is what games using Asynchronous Spacewarp look like at 45Hz compared to 90Hz:

    Asynchronous Spacewarp works on the principle of interpolation and allows you to add non-existent frames if the fps drops below 90 frames per second. The principle of ASW is as follows: the system compares the last two rendered frames, determines the movements between them and extrapolates the scene components to create new synthetic frames. Due to this, synthetic frames are close to fully rendered frames, which they replace.

    And here you can see how the third frame (Frame generated) is added based on interpolation from the previous two frames:

    So, if the PC can't deliver more than 45 fps, Oculus technology compensates for the lack of frames, which reduces rendering time, as well as reduces the feeling of nausea and motion sickness (especially with fast head movements, when the picture does not keep up with human movements). Despite this, the company still encourages developers to optimize games for 90fps without relying on AWS.

    Users can now enjoy a computer with an Intel Core i3 processor, 8 GB of RAM and an AMD Radeon RX 470 or NVIDIA GeForce GTX 960 series graphics accelerator.

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    QUESTION:

    What are the system requirements for Werewolves on HTC Vive?

    ANSWER:

    HTC Vive minimum requirements:

    Supported OS: Windows® 7 SP1, Windows® 8.1 or later OS, Windows® 10
    CPU: Intel® Core™ i5-4590/AMD FX™ 8350 or better
    RAM: 64GB+ RAM
    Video card: NVIDIA GTX 970 / AMD R9 290 or better
    Video output: HDMI 1.4 compatible video output, DisplayPort 1.2 or newer
    USB Ports: 1x USB 2.0 or better
    Multiplayer: broadband connection at 256 kbps or faster
    Free hard disk space: 7GB
    Supported Peripherals:
    -Vive headset
    - Vive controller

    Uplay + HTC Vive: Werewolves Within for HTC Vive on PC must be downloaded via the Steam app. After the download is complete, launch the game from Steam. You will be prompted to sign in to your Ubisoft account. After logging in, the Steam and Ubisoft accounts will be linked to each other and the game will be activated in the two apps.

    Supported video cards at the time of the game's release:
    - NVIDIA GeForce GTX 970, GTX 1060 or better
    - AMD Radeon R9 290 or better

    Note: Notebook versions of these maps may work but are not officially supported.

    Virtual reality devices have become very popular in the gaming industry. Most major electronics manufacturers are represented on the market by their devices. The developers don't stop there. As a result, every year the world is provided with another digital device that incorporates all modern mobile technologies.

    At the exhibition of innovative products, the Korean company HTC introduced the HTC Vive Pro to the world, an updated virtual reality helmet. New screens amaze with their image quality and more fully immerse in the virtual world.

    Advantage of HTC Vive Pro in the market

    The main differences between VR Vive Pro and the original HTC ViVe are the following changes:

    1. Image as close as possible to 4K;
    2. Built-in headphones and microphone;
    3. Wireless connection;
    4. Dual front camera.

    Immediately after the presentation at the exhibition, company representatives did not voice information about the price of the Vive Pro model. However, it is assumed that with the release of a new helmet from HTC, there will be a decrease in the cost of the previous version of the device. At the same time, it is also known that the former device will not leave the mobile device market and, together with its "younger brother", will be available for purchase at official points of sale.

    Review of the HTC Vive Pro virtual reality helmet

    Below is a review of htc Vive Pro from HTC.
    The updated helmet is a ready-made system from the box for immersion in the world of virtual scenes. This is a complex that includes a device for image transmission, sound reproduction and recording, input of visual information. And many other mobile technologies, which will be discussed below.
    According to the developer, the updated virtual reality helmet received a dual front camera, which increases the effect of a three-dimensional image, and also allows you to more accurately track the movement of a person.
    A fresh look at the design of the project is in line with current trends in the field of smart devices. Thanks to the use of shades of blue, the device sparkled with new colors. At its first sight, the device, as they say, pleases the eye with its elegance.
    To improve user immersion in the world of virtual games or 360 videos, the design of the face pad has been redesigned. It is necessary so that daylight does not pass to the eyes, thereby creating the effect of presence in the game. The designers have thought of all the details: the overlay is made of high-quality foam rubber with a material finish. The versatility of the design allows the helmet to be used effectively by people with all face shapes. The nose pad is made in the shape of a petal. It also increases the versatility of using the Vive Pro.
    The SteamVR Tracking 2.0 system has improved a lot: the movements are smoother, the shifts are gone. The developers have improved the system. The area of ​​helmet use in motion has increased. Improved and the definition of its location. However, developers have something to strive for.

    The new version of the helmet has received an ergonomic design for mounting the helmet on the head. This makes it much more comfortable to use for a long time. The absence of wires for connecting to a PC is another big plus for developers. This feature is implemented as an additional device announced along with the helmet. The Vive Wireless Adapter is designed with Intel technology. This will reduce the delay of pictures and actions and improve overall performance. It will be available to buyers in the summer of 2018.
    Now the gamer will not be bound in their actions. Many outdoor games will become available. Developers will quickly respond to this, and there will be many new games and applications tailored to these devices. Immersion in virtual reality will acquire new colors and details. The image will become more realistic.
    In the updated version of the helmet, the developers have pleased users with built-in headphones that support 3D sounds. It is possible to adjust them to a specific location to achieve the best sound transmission. Audio playback complies with the Hi-Res Audio standard. This is a modern standard that is used in almost all headphones designed for gamers.
    Some users may think that HTC Vive Pro has become heavier than its "big brother". This is due to the presence, as mentioned above, headphones, as well as a lithium-ion battery. This is a logical result of not using wires to connect the machine to a personal computer.

    Specifications for HTC Vive Pro

    For fans of the exact below is a description of the characteristics of the HTC Vive Pro.

    • Type of electronic device: HTC VR Vive Pro helmet
    • Display module: 2 AMOLED displays
    • Diagonal: 9 cm
    • vive pro resolution: each module is 1440 x 1600. Total is 2880 x 1600
    • Refresh rate: 80-100Hz
    • Viewing angle: 100-120°
    • Sound: built-in headphones with 3D support
    • Presence of a microphone: yes
    • Connection interfaces: USB - C 3.0; Bluetooth 4.1; DP-1.2
    • Sensors
      • SteamVR Tracking positioning function;
      • body orientation sensor;
      • proximity sensor;
      • g-sensor;
      • IPD sensor - setting the distance of the lenses to the user's pupils;
    • Ergonomic options
      • adjustment of the interpupillary distance;
      • distance from eyes to lenses;
      • the location of the headphones;
      • headband adjustment.

    System requirements for the HTC Vive Pro helmet

    • Processor: AMD FX 8320 or equivalent from Intel;
    • Video card: NVIDIA GeForce GTX 1060 or equivalent from AMD;
    • Connection interface: USB 2.0, HDMI, DP1.2;
    • The amount of RAM: At least 4000 MB;
    • Operating system: Windows 7 SP1, 8.1,10.

    Currently, there are computers that are optimized to work with HTC's Vive Pro. Manufacturers of components of such computers are the world's leading brands: MSI, Nvidia, HP, AMD. The developers have run a lot of tests to get the best virtual system performance on these computers. Also, when using the Vive Pro virtual helmet on such computers, no additional settings are required. The user will feel the whole effect of being in the virtual world.

    These computers include:

    1. From MSI, the GE62, GT73, and VR ONE series gaming laptops are a special edition that works seamlessly with the Vive Pro.
    2. From Nvidia, the GeForce GTX is a series of top-end graphics cards that get the most out of VR technology.
    3. From HP - HP OMEN, a computer tuned for maximum performance. Perfectly integrates with VR systems. Aimed at the future development of this segment of the gaming industry.
    4. From AMD - Innovative LiquidVR technology for VR gaming that delivers photo-realistic, high-resolution, real-time graphics at high frame rates.

    Game room

    The ability to use HTC Vive Pro in dynamic games is characterized by the requirements for the location of the gaming area. The minimum area of ​​such a zone is 3 sq.m. Base stations, thanks to which the player is positioned, must be installed at a distance of no more than 5 meters from each other. The room should be cleared of unnecessary items. Corners and pointed objects, if possible, be removed or isolated from accidental contact. Create conditions for safe movement while using a helmet. You can use the helmet both sitting and standing, the position does not affect the image inside the helmet.

    Instructions for working with HTC Vive Pro

    When buying a new Vive Pro, the first thing you need to do is go to the official website, in the initial setup section. Here is a link to this page. From there, you need to download the latest version of the VIVE setup app. The download contains instructions for using this program, setup applications for working with a PC, the Steam program and the VIVE Home VR experience application.
    Also, while downloading, it is recommended to watch a video tutorial that shows how to install VIVE correctly. The video is in English, but there are Russian subtitles, if you do not have them, you just need to enable this function in the settings of the web video player.

    For the initial setup, you must have an up-to-date version of the Microsoft .NET Framework on your computer, a high-speed Internet connection, a mounting kit, and a drill with a drill of a certain diameter.
    Then decide how the HTC virtual helmet will be used: in a standing position or with movement around the room, and adjust the room accordingly.

    To use the standing or sitting only option:

    • Select items accordingly Set up the room; (Standing position only)

    To use the "walk around the room" option:

    • Launch the SteamVR app on your PC.
    • Select items accordingly Set up the room; (Room scale)
    • Complete the helmet setup according to the prompts on the screen.

    Connecting the helmet to a PC

    Connecting the HTC Vive Pro helmet is done by attaching all the necessary components:

    • It is necessary to connect the wire from the power supply to the communication module, plug the power supply into the socket.
    • Using an HDMI cable, connect the communication module to the computer's video card;
    • Using a USB cable, connect the module to the computer;
    • Connect the triple cable on the Vive Pro helmet to the corresponding ports on the communication module.

    For reliable fastening of the module, there is a layer of glue on one of its surfaces, which must be glued to the installation site.

    Software installation

    If there is no need to set up the Vive Pro, then the developers recommend downloading the following software to the device owner: application - setup VIVE software version 1.8, this application weighs extremely little - 54 MB. The download includes: VIVE desktop app installer (with phone module), VIVE Home VR experience software, and Steam gaming platform client. Applications require an up-to-date version of the Microsoft .NET Framework and a stable high-speed Internet connection to work correctly.

    Configuring HTC Vive Pro settings

    The following parameters of the Vive Pro helmet system can be customized by the user:

    1. Language change;
    2. Automatic start when turned on;
    3. Control panel changes;
    4. Change desktop background;
    5. Connecting the helmet to a smartphone;
    6. Setting up phone notifications;
    7. Setting up the SteamVR positioning system.

    Helmet package

    The HTC VR Vive Pro Headset comes with the following devices:

    1. VR helmet with 3-in-1 cable and audio cable, built-in headphones, face pads (the second one is spare, for a narrow face), lens cleaning wipes;
    2. Wireless adapter;
    3. Communication module with power supply and HDMI, USB cables, mounting platform;
    4. Vive Pro controllers with power supply, two straps and micro-USB cables;
    5. Base stations with power supply, mounting kit (4 self-tapping screws with dowels), synchronization cable;
    6. Also included is documentation for the helmet: user manual, warranty card, etc.

    Helmet content and games

    There is a platform of software and game content Viveport Arcade. It provides a large number of digital products using VR technologies. To date, more than 1,000 games have been implemented on the Viveport Arcade site. Their categories are varied. There is an opportunity to play each game with an hourly payment of 2 US dollars / hour. In the future, payments will be developed, but the main goal for each user to try to play different games will remain.
    Viveport Arcade regulates app content. It is also possible to manage content directly from the helmet.

    conclusions

    As a result of all of the above, we can determine that the HTC Vive virtual reality helmet will be one of the devices that users are looking forward to. Viva pro has a number of advantages over other devices in this mobile product market. Realistic immersion in the virtual world for Vive Pro users is possible only with the purchase of this helmet. This acquisition will be ideal in terms of price / quality ratio, as the developers have put high technical characteristics into this device.

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