- 3D Blu-ray playback
- 360-degree videos and photos
- display resolution
- Eye Relief
- first-person-view game
- fixed foveated rendering (FFR)
- FPV glasses (First-Person-View glasses)
- God rays
- haptic feedback
- HDMI (High-Definition Multimedia Interface)
- IPD (Interpupillary Distance)
- Large Virtual Screen
- orientation tracking
- play area
- positional tracking
- room-scale VR
- screen-door effect
- standalone VR systems
- sweet spot
- USB (Universal Serial Bus)
3D Blu-ray playback
ability to watch the content of 3D Blu-ray disks in 3D very much like in 3D IMAX
360-degree videos and photos
when you watch a 360-degree movie, you can see the panorama all around you. 360 degree photos are a static version of the same experience.
every display consists of pixels – tiny “bulps” packed densely next to each other. The bigger the resolution, the greater number of those “bulps” and the better quality of the visuals.
driving or piloting remote controlled vehicles
roughly speaking a distance between the eyes and lenses of the headset
a game in which you see the world through the eyes of the character you control
fixed foveated rendering (FFR)
the image just in front of your eyes has better quality than at the peripheries. The effect is created by software and has nothing to do lenses and resolution of the display.
FPV glasses (First-Person-View glasses)
a head-mounted screen displaying a video signal transmitted from a camera installed on- board the remote controlled vehicle
God rays in the context of VR is an artificial glow around bright objects, especially when they happen to be on a dark background.
a mechanism responsible for faking the sense of touch by applying vibrations or forces to the user
HDMI (High-Definition Multimedia Interface)
one of the standards of transmitting audio-visual data between the source and a display
head-mounted display. For example PSVR, Oculus Rift or HTC Vive headset.
IPD (Interpupillary Distance)
distance between centers of the pupils of the eyes
Large Virtual Screen
It is a large screen in the virtual world. The screen is flat or curved and can be placed in various types of scenery. It is useful for watching movies and playing regular games on a large screen.
an electronic circuit board which is one of the main components of a personal computer
VR system knows which direction the object being tracked (e.g. the headset) is facing and how much it is tilted
area within which tracking of the headset and controllers works optimally
VR system knows where in space the object being tracked (e.g. the headset) is.
If this feature is absent, you are placed in some arbitrary location within the VR world
and the system tracks mainly a direction you are looking along.
VR mode able to track the player in any pose, anywhere in a big, designated area
every display consists of pixels – tiny, densely packed “bulps”. If their density is not big enough, you can see every pixel individually.
standalone VR systems
they don’t require neither a console nor a PC. All the processing happens inside the headset.
a technique thanks to which it is possible to see images in 3D. Its principles are described here.
The image you see on the display of a VR headset is sharp only within a sweet spot area around the center – that is, when you look straight ahead.
all objects from the real world, which can be tracked by the VR system to propel their counterparts in the VR. Those include representations of: pistols, shotguns, bats, rackets etc.
USB (Universal Serial Bus)
one of the ways of the communication between computers, gaming consoles and other devices. The signal is transmitted over the cable and through the standardized plugs and sockets. USB can be also used for charging batteries or as a source of power.