How to build The Void form VR theme park?

Together, the way is just three. The second major trend is that there will be a full VR theme park in the future. It will have its own IP. On the basis of IP, it will show an oversized scene that always wears helmets most of the time, and even thousands of flats. Tens of thousands of flats, in this space so the concept of online games can come in, including the concept of traditional theme parks can also come in. Q2: How can VR theme park be profitable? How about the secondary consumption ratio of users of VR theme parks at present? How to improve the secondary consumption level? What are the main difficulties for users to save money? Wang Rui: In fact, the current VR theme The profitability of parks and experience halls is less optimistic. It mainly collects the dividends brought about by the freshness experienced by users for the first time, and there is almost no possibility of second-time consumption. Including TheVoid, its secondary consumption ratio will not be very high, because it shows more of a technical strength than a complete sticky game content. In my opinion, there is a problem that is limited by the characteristics of the two core TheVoids that can be expressed before and other experience halls cannot be represented. The first is that the scene is large enough to have a unified world view, and the second is the scenario. Have a good natural interaction experience. When the scene is big enough and there is a unified worldview, we can bring in some of the concepts of online games. We can put many people playing, socializing, copying and upgrading in a big enough scene; when you have a natural interaction Experience will not let people quickly remove the equipment, or there is a strong sense of discomfort in the scene. In fact, it is these two characteristics that have not yet been achieved. We will see that the current VR theme park is difficult to attract secondary consumption, and not limited to how to make interesting games in the current interactive mode. For example, in the 2048 game, many friends are playing, but can this game form a category? I think it can't be. With VR games limited by current interactive methods, is it possible that there will be explosions in the future? I think it is possible, but it will not result in a category. I don’t think so. How to make VR games form a category, this is the ultimate means of making money, rather than relying on one or two explosives, and now there is no explosives. So we said that if you want to make money in a brand new industry, the most effective way is to bring in the existing experience. So, I always said to bring online games to VR games. Some friends would say that this is a completely new field without a whole new way of thinking, but also use traditional thinking and it is boring. It's really boring, but this is how we think about the most direct way to make money. I just want to think of ways I can bring the concept of traditional games. Q3: The VR theme park is really hot, but the content is still a problem. How to create a differentiated experience? Wang Rui: Why is the content of VR games so limited? Common types of tower defense gun battles, haunted houses, and the escape of the room These game forms that do not seem to be related to VR are put into helmets. In fact, the content is subject to the current mode of interaction itself, so there is no explosive content that can experience differentiation. The fact that the VR theme park is really hot means that the VR experience shop is very hot. This area is now a Red Sea. All the experience shops are just two purposes. One is to verify some of the latest technologies. There may be companies with technical strengths behind them; the other is to make a quick money, or to listen to someone else's argument, to purchase some equipment. See if there is room for making money. This kind of fire seems to me to be watery. In the end, there should be some quality products that survive, but there is still a process of thinking. Why do we have repeatedly stressed in the question that VR should have a consistent site and world view, and must have a consistent interaction and environmental experience. This is actually liberating the constraints on content development. You can allow players to move around on the field, use some obstacles to guide, and use natural interactive methods to play games. I think that under these premise, the content developer's thinking can be released, Vive's space is only so small, can only be used in some very uncoordinated way to entertain. Including why there aren't some big VR games now, because the venue is so big, how to guarantee a two-hour experience is a problem. For example, playing a large RPG such as the Elder Scrolls, Paladins, and Paladins, if the venue is so small in total, it's easy to get bored when the player is teleported. There are enough venues to bring this concept to the table, including the concept of online games. They are based first and foremost on a scene that is sufficiently grand, a world view that is sufficiently grand, and a sufficient view of the world of enemies and companions. To include this, I think it is still necessary to return to what we mentioned first. The biggest feature of VR theme parks is that they are big and only large enough to bring these features in. The content developers have targeted them. Under the current conditions of constraint, I think the problem of content is still the problem of hardware and interaction. The content is either the premise of the king or the hardware and interactive experience. Q4: The millimeter-level accuracy of optical capture ensures that the player is in the world. The accuracy and stability of the position and posture in the game also ensure the accuracy and stability of the picture the player sees and thus guarantee the quality of the VR experience. Global Sensing Solution If you do not use optical tracking, how to ensure the accuracy and stability of the display? Wang Rui: First of all, when we say millimeter-level accuracy, there are two problems, that is, whether it is in the virtual space and the real space. The difference in precision, or when you repeat to go to a place where the difference in repeatability, the discussion of this precision is sometimes very vague, so the discussion of the millimeter can be put aside first, because the definition is still not very clear. When we talk about global sensing, UWB, or optical positioning schemes, the essential problem is that when we identify a person's movement in space, it needs an absolute reference frame in space, a mark in the absolute reference frame. Point, this is an essential core of space positioning requirements. We say inertial sensors do not perform accurate space motion because it can only ensure the accuracy of the angle. If the displacement can only be calculated by the speed, there will be errors. If this error is not corrected by absolute position, it will become more and more biased. Drifting more and more. The optical scheme is used to avoid zero drift. That is, each step of the input error is corrected by the absolute reference system. The reference point of this absolute reference frame is from the camera positioning. When we say that we use global sensing, for the same reason, every point on the floor is a sufficiently accurate point in the absolute reference system. When we step on the ground, we can also use this point to correct the drift and get very accurate positioning. And the repeatability is very high, and it can even be said to be close to zero. Q5: In 2016, it was honored as the first year of VR. How should the VR industry develop in 2017? There are three main viewpoints: 1. The interaction, spatial positioning scheme is incomplete, or not at all; 2. The hardware conditions are not perfect. Under the conditions, the content is very developed; 3. The experience of egg chairs and the like is completely unreasonable. At the end of the 16th, I feel that all these points are still being said. In retrospect, the development of VR in 2016 was very rapid, and the development of interactive devices, spatial positioning solutions, head-up solutions, and game content had a lot of development. Now many people have also put forward the slogan that the content is king. Basically, the hardware is in place. It depends on the content. But because of this slogan as a guide, many people now look at VR with a slightly pessimistic attitude - isn't the hardware available, and how haven't you seen the killer content? Is this industry simply unreliable, VR? At best, it is a projector. It is not a mistake to engage in this industry in this case. This is a pessimistic view that many people have. In my opinion, it is precisely because its premise is that there is a problem. It is not yet time for everything to be ready for content. Now many game and video content developers have encountered many problems. It is precisely because the entire system for VR interaction is not yet sound. The relevant standards have not yet been established. I think the content can be discussed now, but it is still too early to say that it is an outbreak. What will happen in 2017? I think that the various knowledge and products accumulated in 2016 will be degraded to the best of them. What is left behind is what the users and developers really need. These things will gradually develop the industry. cornerstone. VR is not a call, it is a go, and its development process is a process to go to the extent of prudence, and we believe that many inappropriate concepts will be abandoned, leaving the benign products will move forward. The rapid development of this industry is what we expect and we need to work for. ">
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How to build The Void form VR theme park? From Baidu VR

In 2015, the first publicity video for The Void, the VR theme park, was released on YouTube and suddenly received millions of hits. Many people were amazed by the shock experience they displayed, and even some readers commented on the Xiaobian report that the experience is willing to pay a month's salary.

The Void is shocking because it creates a world of virtual reality combined with reality. The user is in a large space and sees a virtual game scene in front of him. It feels so real because the game character he sees is another real person. The wind and rain he feels are not only visual. The perception, but also the physical feelings.

So what kind of investment is needed to create such a world? From technology, products, to content and operations, this is a brand new thing.

In this open class, we invited Wang Rui, the CTO of MANAVR, to answer all the questions about this VR theme park.

Guest introduction

Wang Rui Array, graduated from Tsinghua University, full stack engineer, is dedicated to exploring the various possibilities of virtual reality and human-computer interaction.

Virtual reality industry practitioner, currently co-founder & CTO of Mystic Valley MANAVR.

In 1997 as an early member to participate in the core development of open source graphics engine OpenSceneGraph, this engine is a world-class VR engine that was used in NASA aviation research. Author of "OpenSceneGraph 3.0 Beginner's Guide" (English) and "OpenSceneGraph.3.Cookbook" (English), as a master class monograph, was selected into the United States Army and Navy Graduate School textbooks. Compile the "OpenGL Programming Guide" of the Hongbao book.

Developed CNC machine tools and Digital Earth, and it is also a well-known network fiction writer.

The following content is organized from public lectures.

1. What is the difference between The Void form VR theme park and general offline experience store?

I think that using one of the simplest terms can explain the difference between The Void and general experience shops, that is, "big." The “big” here is not just the difference in size between space, because now we can see thousands of square meters of VR experience shops everywhere, but it may contain dozens of different display content. The Void emphasized its uniqueness from the very beginning, that is, the consistency of the scene.

The word consistency is a little abstract. For simple explanation, it contains two meanings. First, The Void theme park is a complete and consistent scene in the entire space; Second, The Void is complete and consistent in the environmental experience.

The Void covers an area of ​​200 square meters in Salt Lake City's first experience center. It describes the same thing as a whole. The earliest promotional video was an adventure in a spaceship. Then the entire experience hall was a haunted house. They also made it clear in the promotional video.

Many VR experience stores nowadays are putting an egg chair, a tank, and an HTC Vive experience area. Together with a VR suspension bridge, they get a 40-square-meter multiplayer experience space, although the first two months May be a good customer traffic, but sales are not optimistic about the back.

This way of stacking content is not much different from the previous arcade hall. Its charging mode is similar to that of the arcade hall. For example, it charges according to the project, or is a game card. It costs 120 yuan for an hour. But nowadays VR games are far less sticky than previous games, like Street Fighters. And now people's tastes are also very slim. Really open a street tyrant's shop may not make money.

Going back to what I just said, The Void is not only a world view of a consistent game but also a complete and consistent experience of the environment. This constitutes the essential difference between The Void and a variety of large-space multiplayer positioning experience or arcade-style experience. For example, Zero Latency is also a 200-400 flat space and is based on the same worldview. Its reputation is also not Small, but it's actually different from The Void.

For example, the actual space of Zero Latency is completely emptied, there can be no wall, there can be no support column, you can run inside, but in fact do not dare to run. The content of the game, the same way, can not have walls and supporting columns, it may be that you are in an open space, there are zombie out of the trees in all directions. Otherwise, you see a wall, you can't touch it, or go straight through. This is very contrary. I experienced some room escape experience as an obstacle. I went to the wall first to go outside to see if there were ghosts, but this violated the original intention of doing VR games, and it was also encountered by many people who did content. A difficult problem.

The concept proposed by The Void is "environmental interaction", that is to say, the virtual and realistic space environment is unified. You can prop up the bulkhead of the spacecraft in the virtual scene, because in reality there is really a wall. You can also open a door in the virtual space, because there is really a door in the real space (but there is a problem that the former person opens the door, and the latter person needs to have the staff close the door before the next person opens). For example, here is a touch screen. You can really touch a panel when you reach out. In reality, this may be just a piece of wood, but what you see is a touch screen. This constitutes a very good user experience process.

Through the design of these walls, columns, and gates, it is also very easy to guide the user's behavior, rather than being overwhelmed in a solitary scene. Many people play a large number of multi-position positioning experience, can not run up and dare not move, that is, standing and shooting. Because the average person's mode of thinking is like this, you see a big scene with nothing. Subconsciously think that you don't want to tamper with, because there may be hidden dangers around. I think this is a natural reaction to human psychology.

Key points:

The main and most significant difference between The Void VR theme park and the general VR experience shop is that The Void is "big."

The main experience is that, first, The Void is a complete and consistent scene across the entire space

Second, The Void is complete and consistent in environmental experience

The current large VR experience stores have no difference in the way they pile up content with the previous arcade halls.

2. What are the main technologies needed for VR theme parks?

Still clinging to the core differences that have just been said, the first is that the Void scene world view is the same; the second is its environmental experience virtual space is the same. Based on these two core differences, we will talk about its main technology.

First of all, in order to ensure that the scene is large and uniform, we need accurate enough space positioning technology; in order to ensure a true environmental experience, we need to support the natural interaction process.

These two points also constitute the core technology of The Void type theme park—spatial positioning and natural interaction.

There are many spatial positioning schemes. The accuracy, cost, difficulty of maintenance, number support, and anti-jamming ability are all different. If you want to go deeper, you will not necessarily finish one week. So here are just a few of the most basic requirements:

1, can support a large enough space and the corresponding positioning accuracy;

2, can support a sufficient number of experience;

3, can adapt to the irregular shape of space;

4, easy to implement and maintain, cost control.

The Void has been using optical capture positioning solutions until now. To be honest, it is difficult to adapt this solution to various real-world scenarios. Understand the optical positioning program should know, in fact, in the ceiling of the scene, to mount the camera on the horizontal frame, the cost is very high, the water is very deep.

What is to be determined by spatial positioning? First, the head, then the hands, and the human hands are the minimum requirements for interaction. If there is an unlimited game, the hand interaction is minimal. Further, the foot tracking is also important. To see yourself walking, crouching and jumping, these are the minimum natural interactions that are needed in The Void experience space.

And in the large space multiplayer game experience, people see your virtual character should be your real action, you jump up, he can see, say hello to him, he can see. Therefore, if the ultimate experience is to include a systemic motion capture system in this system, this is what we are doing.

The Void uses large-space optical positioning. Capture captures the location of your hands and guns in space through optical Mark points. Another option is to track your hands with Leap Motion. We have adopted a different scheme. We identify the person’s position in space by paving the floor. Through motion capture, including inertial capture, the person’s posture is established. It can be said that The Void is in the sky and we are doing it differently. Engage on the ground.

ManaVR Multiplayer Space VR Experience

We control this system called the global sensing system. The goal is to deceive one's own brain and express the process of natural interaction and limb movements in the virtual world. At the same time, there is a real spatial orientation and interaction with the virtual scene.

In addition to the core technologies, there are several technical issues that must be noted. The first is to provide each player with a "high-performance mobile computing device." Simple is a PC backpack, and there is a mobile device that has enough computing power to carry computing requirements. In short, there can be no one line dragged behind. This is an experience. It is not safe.

The second is to ensure low latency network data transmission. Because The Void game emphasizes a multiplayer experience, another player watching you during the interaction process should be smooth and natural, unable to glide or drop frames. This has a high demand for real-time scheduling on the game server side, which is not needed in general online games.

Another important technical concept of The Void is to provide a global interactive experience through external devices, such as near the crater, blowing hot air, or spraying water towards the player. This technique is not magical. There have been a lot of stage projects before. It does not have a clear specification and is completely customized according to the game story. Therefore, it will not be repeated here.

Key points:

The core technologies are: enough accurate spatial positioning technology and natural interactive solutions

The basic needs also include: First, it can support a large enough space and the corresponding positioning accuracy; Second, it can support a sufficient number of experience; Third, can adapt to the irregular shape of the space; Fourth, It is easy to implement and maintain, and the cost is controllable.

Two technical issues: One is to provide each player with a "high-performance mobile computing device," and the other is to ensure low-latency network data transmission.

3. What are the different technical solutions?

At present, we can see that the technical solutions for building an experience hall or theme park can be roughly divided into the following categories:

First, VIVE games, dynamic seats, and some simple combinations of props and content.

Second, large-space multiplayer game programs, usually only use the spatial positioning of this core technology program, the specific principles include but are not limited to optical positioning (passive Marker), PSMOVE class active optical positioning, UWB positioning, LightHouse class positioning, full The room's two-dimensional code positioning, SLAM (Inside-out) positioning, relying on the mouth [sound] positioning and so on.

The third is the plan of the universal treadmill.

Then there is The Void's own plan, using the self-developed VR head display and backpack system, OptiTrack optical positioning program, focusing on interaction between the virtual and real environment, and a complete game logic flow. In fact, it does not have much hard technology innovation, but there is a fundamental difference between the concept and the first few.

The fourth is the ManaVR parallel universe universal sensing system solution mentioned above.

4. What are the solutions for multiplayer and wireless and what are their advantages and disadvantages?

I understand this problem as two unrelated parts. First, the multiplayer game problem in the space positioning program; Second, the wireless transmission problem of game scene data.

Multiplayer solution

At present, the most popular and stable is the optical positioning of passive Marker points, such as OptiTrack, Vicon, Motion Analysis and so on.

The principle of optical positioning is easy to understand. A sufficient number of cameras are set in the space, and a highly reflective Marker ball is affixed to the human body. The infrared LED array mounted on the camera illuminates the ball and reflects it on the camera screen to form a bright picture. As long as the same Marker can be observed by at least two cameras at the same time, it can measure its position in space.

Obviously, if there is a blind spot in the venue that cannot be seen by two cameras at the same time, the positioning will fail; and the more Marker points the same camera sees, the more likely it is that the positioning will be confused. And for irregularly shaped space, the difficulty and cost of implementation are very high, because each camera is expensive, and the area where dead space may be formed in an irregular site will greatly increase. In the case where the number of people participating in the game is too much or too dense, the problem of inaccurate recognition may also arise.

Another solution is UWB, UWB positioning scheme. Multiple sensor devices are installed in the space, and then the player wears a tag that emits a UWB pulse signal and is received by at least two sensors. The sensor calculates the space of each tag by the time difference of the signal arrival, and the pitch and heading angle of the signal arrival. Absolute position. In theory, it is fast, penetrating, resistant to multipath interference, and supports thousands of tags at the same time.

Most other solutions have similar problems, such as: limited space for support, low positioning accuracy, limited number of supported experiences, 1 person mainly, 2 people are technological innovations, and 4 people have firecrackers; the shape of the supported space Most of them are rectangular and must be completely empty. It is difficult to guide gamers. In addition, implementation issues and operational stability issues will not be repeated.

Wireless solution

The second question is the wireless transmission of game scene data. I do not want to go too deep here, because it is more like a specific topic of online game development. But we can choose an interesting point to illustrate, that is, wireless VR helmet solution.

HTC VIVE has just announced the start of pre-sales of their wireless helmets. Based on the TPCAST ​​wireless two-way transmission protocol, the delay is expected to be within 30ms. This low-latency wireless image transmission solution is still essentially a WHDMI standard and uses a 60 GHz band signal, so the attenuation of the signal is very fast and it is almost impossible to pass through a wall. And because the picture codec itself may take time, the delay is also difficult to achieve less than 20ms. And WHDMI program for low delay transmission of baseband signals, it is not a narrow channel but a very wide channel, resulting in multi-machine work Interfering with each other is doomed and cannot be played by many people at the same time. And the high frequency attenuation is fast, suitable for families and not suitable for experience hall.

Key points:

At present, the most popular and stable is the optical positioning of the passive Marker point, but the optical positioning is more likely to have dead corners, the more Maker points, the greater the possibility of positioning confusion

UWB UWB positioning solutions have problems of coexistence and mutual interference

HTC uses a wireless two-way transmission protocol based on TPCAST. The attenuation of the signal is very fast and it is almost impossible to pass through the wall.

5. How to choose or develop special effects, accessories and controllers?

Some equipment can be purchased from Taobao, how to properly place them in the game scene, is the focus of the VR theme park. For example, in the virtual space approaching the window, feel the cold wind blown by the electric fan; or the spaceship in the game lands, provoking dry ice smoke around the player.

In fact, in the combined situation of virtual reality and reality, there will be a lot of needs to collect user interaction signals in the real scene through sensors. Such sensor devices mainly include: displacement sensors, angle sensors, acceleration sensors, pressure sensors, flow sensors, sound sensors, temperature sensors, magnetic sensors, brightness sensors, color sensors, and the like. If we combine the values ​​of multiple sensors, make up each other's weaknesses, fill in the blank data and response intervals, and then calculate a more accurate correlation value, we often say that Sensor Fusion, AuraxTM Hern nine-axis inertial sensors and inertial motion The captured core algorithm is also reflected here.

In addition, we can also choose to use Leap Motion as a virtual touch screen, identify players’ facial or sports trends based on Kinect or CV recognition methods, and use RFID to do proximity object recognition (for example, hold the door handle, Pick up weapons on the table, etc.) These interactive devices and methods are often common tools used by the new media interactive display industry, but when combined with the VR theme, it is enough to rejuvenate the renewal.

Key points:

Some special effects tools may be easier to purchase on Taobao

How to properly place the equipment in the game scene is the key to consider in VR theme parks

6. How to develop and set the software background and terminal?

The software development of multiplayer VR games is essentially the development of online game software. Therefore, such as the establishment of a message/event system, the sharing of data objects among multiple machines, the processing of delays and data consistency, and the related topics of the architecture of these online game systems are also considered in VR network games. Of course, with excellent game engine support such as Unity and Unreal, we can save a lot of effort to implement these back-end architectures ourselves, but there are still several areas that need attention.

1, game data transmission strategy.

2, how to represent the attitude of other players in the eyes of a client.

3, when the LAN games and exhibition hall layout are often encountered, it is the central control system.

Key points:

The software development of multiplayer VR games is essentially the development of online game software.

We need to consider: the transmission strategy of game data, how to represent the attitude of other players in the eyes of a client, and the central control system

7. How to obtain content? Can you convert existing consumer-level content to large-space content?

The Void type of game experience can be said to be highly customizable, and it is necessary to fully integrate the virtual scene with the actual environment in order to achieve the best results. Therefore, traditional VIVE or Oculus game content is difficult to directly copy into the large space. However, game modes that can achieve all-natural interactions and environmental interactions also have a great deal of room for third-party developers, rather than being limited by limited interactive means.

Of course, if the large space is a completely empty rectangular field, it is entirely possible to remap the coordinates of the space directly and then replace the interactive handles of VIVE; another possibility is to replace the "teleport" feature of the VIVE game, which really lets The player walks to the desired location, but this has very high demands on the game logic and the design of the space. Only the scene resources can be directly converted.

If you want to complete the game development of The Void type by yourself, be aware of the issues in addition to the changes in the interaction methods mentioned earlier, network data communication, and player attitude. Also consider a special game logic processing, that is, the player's death and Resurrection mechanism.

Key points:

Traditional VIVE or Oculus game content is difficult to directly copy into large spaces

In addition to changes in the way of interaction, network data communication and problems outside the player's posture, players' death and resurrection mechanisms must also be considered.

8. What issues need to pay attention to the location, engineering, operation, and maintenance of VR theme parks?

First of all, compared with traditional theme parks, VR theme parks have their main advantages in terms of low decoration costs and the rapid replacement of interactive content. Of course, the immersive sense brought by the VR game itself is also one of its main values.

If you choose to combine with traditional theme parks in depth or build VR experience spaces in scenic spots, this profit model that guarantees passenger flow and repurchase rates is predictable, and it avoids the complex problems of self-operating, but it is simply divided into ticket revenues. mode. Another possible model is the combination of specific planning museums and science and technology museums, but this is more to the needs of toB or toG.

The difficulty of installation and maintenance depends directly on the core technology used by the developers themselves.

Key points:

The difficulty of installation and maintenance depends directly on the core technologies used by developers themselves

Optical positioning requires professionals to participate in site measurement and installation

9. How to formulate cost budget, pricing and promotion strategies?

The cost of renovation of VR theme parks is much simpler than that of traditional parks because it does not require very complicated interiors and soft furnishings, and the style of space is well documented. Therefore, the cost we need to discuss mainly comes from equipment, content development and human resources.

The device is also the hardware product corresponding to all the technical elements mentioned earlier: heads-up, PC backpack, positioning system, natural interaction (such as motion capture) system, stage and interactive facilities, and network equipment of the entire site.

Key points:

The cost mainly comes from equipment, content development and human resources.

Equipment refers to hardware products that correspond to all technical elements

10. What other application scenarios are available besides VR theme parks?

Military training, industrial simulation, film and television production, high-risk industry training, etc.

Audience Q&A session

Q1: What is the relationship between VR theme parks and traditional theme parks such as Disney now and in the future?

Rui Wang: I went to attend a meeting before. At that time, I was the Vice President of Huayi Brothers and proposed that there are three different combinations of VR and theme parks:

1. VR the traditional theme park, such as a roller coaster to wear a helmet;

2, new VR experience items, such as the new VR room escape experience;

3. A theme park that fully integrates VR concepts.

For example, The Void has an experience hall for the Ghostbusters this year. This museum is primarily a wax museum, so it is a traditional display. In this museum, The Void not only provides a large space VR experience, but also provides a combined experience with traditional exhibition space.

This is actually a trend that is slowly going on. It is the gradual integration of VR and traditional theme parks. The three ways are just mentioned.

The second major trend is that there will be a full VR theme park in the future. It will have its own IP. On the basis of IP, it will show an oversized scene that always wears helmets most of the time, and even thousands of flats. Tens of thousands of flats, in this space so the concept of online games can come in, including the concept of traditional theme parks can also come in.

Q2: How do VR theme parks profit? How about the second-time consumption rate of VR theme park users? How to improve the secondary consumption level? What are the main difficulties for users to save money?

Rui Wang: Actually, the profitability of current VR theme parks and experience halls is not optimistic. It mainly collects the dividends brought about by the freshness experienced by users for the first time, and there is almost no possibility of second consumption. . Including The Void, its secondary consumption ratio will not be very high, because it shows more of a technical strength than a complete sticky game content.

It seems to me that there is a problem that is limited by the characteristics of the two core The Voids that can be expressed while other experience rooms cannot be represented. The first is that the scene is large enough to have a unified world view, and the second is The scene has a very good natural interaction experience.

When the scene is big enough and there is a unified worldview, we can bring in some of the concepts of online games. We can put many people playing, socializing, copying and upgrading in a big enough scene; when you have a natural interaction Experience will not let people quickly remove the equipment, or there is a strong sense of discomfort in the scene. In fact, it is these two characteristics that have not yet been achieved. We will see that the current VR theme park is difficult to attract secondary consumption, and not limited to how to make interesting games in the current interactive mode.

For example, in the 2048 game, many friends are playing, but can this game form a category? I think it can't be. With VR games limited by current interactive methods, is it possible that there will be explosions in the future? I think it is possible, but it will not result in a category. I don’t think so. How to make VR games form a category, this is the ultimate means of making money, rather than relying on one or two explosives, and now there is no explosives.

So we said that if you want to make money in a brand new industry, the most effective way is to bring in the existing experience. So, I always said to bring online games to VR games. Some friends would say that this is a completely new field without a whole new way of thinking, but also use traditional thinking and it is boring. It's really boring, but this is how we think about the most direct way to make money. I just want to think of ways I can bring in the concept of traditional games.

Q3: The VR theme park is really hot, but the content is still a problem. How to create a differentiated experience?

王锐:为什么VR游戏的内容这么受限,常见的各种各样的塔防枪战、鬼屋、密室逃脱,这些看起来和VR没有关系的游戏形式,放到头盔里。其实内容是受制于目前的交互方式本身,所以没有一个能够体验差异化的爆品内容出现。

VR主题公园很火其实是说VR体验店很火,这个领域现在是一个红海。所有的体验店,无非有两种目的,一种是验证一些最新的技术,背后可能是有技术实力的公司;另外一种是想赚一笔快钱,或者听了别人的说法,购置一些设备看有没有赚钱的空间。这种火在我看来是有水分的,最终应该会有一些精品存活下来,但还是要有一个思路转变的过程。

我们为什么一直在问题中反复强调VR要有一个一致性的场地和世界观,要有一个一致性交互和环境体验。这其实就是解放了内容开发受到的约束,你能够让游戏者在场地中运动起来,能够用一些障碍去引导,能够用自然交互方式去进行游戏。我觉得有这些前提下才能够将内容开发者的思维放开,Vive的空间只有这么小,只能用一些很不协调的方式去娱乐。包括现在为什么没有一些大型VR游戏的诞生,因为场地就这么大,如何保证一个两小时的体验,是个问题。

比如玩一个像上古卷轴、仙剑奇侠传这样大型的RPG,如果场地总共就这么小,总是瞬移的话玩家很容易就厌烦。有足够大的场地,才能把这种概念带入进来,包括网络游戏的概念,它们首先也是建立在有一个足够恢宏的场景,足够恢宏的世界观,足够多的敌人和同伴世界观。要囊括这一点,我觉得还是要回到我们最初提到的,VR主题公园最大的一个特色就是大,只有够大,才能把这些特色带进来,内容开发者才有的放矢。在目前约束的条件下,我觉得内容的问题还是硬件和交互的问题,内容为王前提还是硬件和交互体验要做到极致,

Q4:光学捕捉的毫米级精准度优势保证了玩家头显在世界中的位置和姿态的精确与稳定,这也保证了玩家所看到画面的准确与稳定进而来保证VR体验质量。全域传感方案如果不采用光学追踪头显,如何保证头显内画面的准确与稳定?

王锐:首先,当我们说毫米级精度时是两个问题,就是究竟是虚拟空间中与现实空间中精度的差异,还是当你重复走到一个地方重复精度的差异,这个精度的讨论有时候是很含糊的,所以毫米级的讨论可以先放到一边,因为定义都还不是很清楚。

当我们讲全域传感、UWB或者是光学定位方案时,本质的问题在于当我们去识别一个人在空间里的运动时,需要它在空间中的一个绝对参考系,绝对参考系中的一个标记点,这是空间定位需求一个本质的核心所在。我们说惯性传感器做空间运动不准确,因为它只能保证角度的准确性,位移只能通过速度去推算的话,会存在误差,而这个误差没有绝对位置去纠正的话,就会越来越偏,越来越漂。

用光学的方案去避免零漂移,也就是每走一步输入的误差都会被绝对参考系去纠正,这个绝对参考系的参考点来自摄像头定位。当我们说用全域传感时,同理,地板上的每一个点就是绝对参考系下一个足够精确的点,当我们踩在地下时同样可以用这个点去纠正漂移,得到非常精确的定位。而且重复的精度是非常高的,甚至可以说是趋近于零的。

Q5:2016年被誉为VR的元年,那么2017年VR产业究竟该如何发展呢?

主要有三个观点:

1、交互、空间定位方案不完整,或者根本没有;

2、在硬件条件不健全的条件下,内容很发展;

3、各种蛋椅之类的体验过程是完全不合理的。

现在到了16年底,我觉得当时说的这几个点还是都说中了的。

回过头来看,2016年VR的发展是很迅猛的,从交互设备、空间定位方案、头显方案、游戏内容都有很长足的发展。现在很多人也提出了内容为王的口号,基本就是硬件都到位,就看内容了。

但是正因为有这种口号做引导,现在很多人看VR会持稍微悲观的态度——不是硬件都具备了吗,怎么还没见到杀手级的内容,是不是这个行业根本不靠谱,VR充其量就是个投影机,这种情况下从事这行业是不是个错。这是很多人有的一个悲观的观点,在我看来其实恰恰是它的前提是有问题的,现在还没有到一个万事俱备内容为王的时候。

现在很多游戏和视频内容开发者遇到很多问题,正是因为整个针对VR交互的体系还没有健全,相关的标准还没有建立,我觉得现在谈内容可以,但要说爆发,还尚早。

2017年会如何发展,我觉得把2016年积累的各种知识、产品,去其糟粕取其精华,最后留下来的是真正为用户、开发者所需的东西,这些东西会构成行业逐步发展的基石。VR不是呼之即来,挥之即去的,它的发展过程就是一个去粗存精去伪存真的过程,我们相信很多不恰当的概念会被摒弃,留下来的良性产品会奋而前行。这个产业能够飞速发展,是我们所期望的,也是我们需要为之而努力的。

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