AMD in-depth analysis: three big mountains to overcome in VR game VR gaming

When the screen between the audience and the player is broken, a new e-sports method is born; e-sports is already a global hot industry, but vr e-sports is still a field of fire, early at home and abroad. Some teams are clamoring for vr e-sports. In the vr industry, which is still in its early stages, vr e-sports is even more early.

Chu Hanjin, director of computing platform and program from amd vr, said that vr e-sports development still needs sufficient time for technology. Chu Hanjin said: "The elimination of vertigo, the presentation of human perception, the change of narrative style and the maturity of 3D real-time modeling technology are all challenges for vr. If vr is not mature, what about vr e-sports?"

Nowadays, O2O financing is very difficult.

why? Because there is not much technical innovation.

The game is very similar to O2O. Whether it is a PC-side tour or a mobile game, practitioners are puzzled: At present, there seems to be no good innovation content. The game field seems to have reached the bottleneck.

In the game, e-sports is the most eye-catching. E-sports, nowadays there is no innovation in technology, and the content is the same, it seems to have reached a period of easing.

At this time, virtual reality technology appeared, let us see a new turn.

After Facebook acquired Oculus for $2 billion, virtual reality began to be seen as "the next generation computing platform" overnight. Of course, it also began to become a new battleground for the Internet giant.

What does this phenomenon mean?

It shows that virtual reality products have shifted from niche to mass, to ordinary consumers, and have been marketized.

In this context, if esports is combined with virtual reality, what kind of chemical reaction will it produce?

Let us first analyze the nature of e-sports, and thus, it is clearer how virtual reality will change e-sports.

AMD in-depth analysis: three big mountains to overcome in VR game VR gaming

What is the nature of vr e-sports?

Have to say that the vr e-sports this wind, at the end of 2016, blew up.

The upstream and downstream manufacturers of vr e-sports began to flex their muscles and tried to occupy the pit ahead of time.

Practitioners are optimistic about vr e-sports, because vr e-sports will completely eliminate the screen between the player and the audience, truly breaking the gap between the two!

If we say that the initial stage of vr e-sports will be the fusion of vr live and vr games, bringing the live experience, then, in its advanced stage, it will be the integration of the audience and the players and the competitive scene. How should we understand vr e-sports?

The emergence of vr esports will subvert the existing competitive experience.

Let's see what is e-sports.

E-sports is a very young industry.

If you have seen the live game of "Knife 2", you will be shocked by that experience. Even if you haven't seen the live game, even if you watch the game through a small screen, you will be touched by the spirit of teamwork.

In my opinion, the essence of e-sports is a process in which a group of people (sports athletes) leads another group of people (the audience) to take risks and move toward freedom.

As an audience, when we follow the e-sports player's perspective and watch the game, it is equivalent to the process of the players' battles.

This is the essence of e-sports.

Why can vr subvert the traditional eSports experience?

Although esports is very hot and hot all over the world, all of us, both players and audiences, are far from ideal and immersive and participatory.

Why is this?

Because e-sports live depends on mobile phones, tablets, and computers, the audience is separated from the players by the screen, which is the screen that blocks the real interaction between the player and the audience.

In my opinion, e-sports is a sport that requires interaction between the audience and the players.

Why do many events make the stage and the seat a ring?

That is to enhance interaction, enhance participation and immersion.

The essence of virtual reality technology is to enhance the sense of participation and immersion.

Therefore, when virtual and e-sports are combined, it will inevitably subvert all previous e-sports experiences.

There are two levels here:

At the primary level, when the audience wears a virtual reality helmet, they come to the scene and watch the e-sports between the players.

At the advanced level, when the audience wears a virtual reality helmet, they can fully enter the virtual world of the player's battle.

Here, the past interactions have been completely subverted, which brings a new inner experience.

I have to say that until today, there is no other technology that can bring such a shocking experience like vr.

AMD in-depth analysis: three big mountains to overcome in VR game VR gaming

What are the three mountains that vr e-sports need to overcome?

So, is this road vr e-sports mature?

Unfortunately.

Chu Hanjin believes that a large user base is an inevitable factor in the e-sports industry. In addition to the technology needs, high-quality vr e-sports content is also the key to gathering a large user base. Chu Hanjin said: "Not all current hot e-sports games can be transformed into vr esports games, and there will be new e-sports content that is more suitable for vr."

Similarly, Walter Wang, head of HTC's e-sports business, views vr e-sports. Walter Wang also believes that it will take time for new technologies to replace traditional professional gaming games. Walter Wang said: "vr e-sports is far away from us, there is no killer application, no precision required for e-sports. Now the vr hardware device has no precision at all (for e-sports)."

Vr e-sports still needs a long way to go, because vr technology still needs ample time to develop, in addition, quality content and lower costs.

Only by conquering these three mountains can the mass base be generated, and the vr e-sports will be detonated.

Looking at the technical aspects first, the elimination of vertigo, the presentation of human perception, the change of narrative style and the maturity of 3D real-time modeling technology are the great challenges currently facing.

Technical challenge

● vertigo

When the sense of dizziness occurs, the first reaction of many people is to take off the helmet, so that the game will be fun and will not continue;

●Human perception

A very important aspect of virtual reality technology is to imitate human senses.

For example, in the real world, we need to perceive the balance of the body; in the virtual world, we can also sense the balance of the body. This will have a more realistic experience.

In the virtual world, all the players feel, whether it is the perspective or the feedback of the power, the audience can fully perceive, so that the distance between the audience and the player is naturally closer, which is called immersive;

●Changes in narrative style

for instance:

We are in the cinema, sitting on the left side of the first row, sitting on the right side of the last row, and seeing the same picture. The movie is slowly unfolded by switching the lens.

But in the virtual reality world, because everyone presents a 360-degree panorama, everyone sees something different.

For vr e-sports, whether it is the vr live broadcast in the primary stage, or the virtual world of the vr real-time battle in the advanced stage (value note: a little round, here reiterated the two forms of vr e-sports participation, do not understand can refer to the previous understanding In these two stages, the narrative method has changed completely from the original.

The maturity of 3D real-time modeling technology

This is also very difficult, but it is very important.

3D real-time modeling can reduce costs on the one hand, and combine the film and vr industries on the other hand.

After talking about the technical problems, let's talk about the two issues of content and cost, which is the key to gathering users.

Quality content

In the game industry, a typical phenomenon is that many domestic game companies are emphasizing water flow, but it is difficult for us to see domestic game companies and go to the international stage to share the experience of game production. To put it bluntly, there is still no quality content to support, plagiarism, and rampage have become the norm.

As far as vr e-sports is concerned, there is still a need for a good game to support the industry and even break out. We should not gamify vr, but vrize the game so that it can infect the audience;

Cost reduction

For example, the game "Dooms of Doom" is very mature. Why has DOOM recently upgraded a version?

Because users have previously played "DOOM", they need a graphics card of 2,000 dollars to play. The hardware cost is too high.

After the upgrade, the 1000-dollar graphics card can be played, and the user's use cost is greatly reduced, so that the number of users can become larger.

Of course, the cost reduction depends on the upgrade of hardware on the one hand and the upgrade of software technology on the other.

Although, the highest ideal state of vr e-sports, there is still a long way to go before it matures.

But for vr, e-sports is a good opportunity, it will greatly promote the development of vr.

It can be expected that the audience and the players interact in the same virtual world, where the audience and the competition are integrated.

Since vr is still in its infancy, practitioners need to adjust their mentality and remove conceptualization. They must cultivate user interest first, promote technology maturity, root player content, be a true tree planter, and so on.

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