Virtual Reality is growing very fast from the past five years by taking significant steps using the advances in PC graphics and display technology. It is a good sign for the improvement of virtual technology in the state. But the customers of the regular VR users are excepting the fluid immersion Wi-Fi VR.
The Siggraph 2019 convention in Los Angeles says that wireless technologies in the next generation are missing the link for the evolution of VR. As the present generation, wireless VR hardware demands fluid immersion technology.
Siggraph 2019 Shows Why Wireless VR
Many new offers Siggraph is using the third party Virtual Reality headsets. These types of displays include Intel and many numerous small companies. All these headsets connected with cables, especially to take advantage of the computer’s horsepower.
The reason for this connection is the companies are mainly concentrating on cutting-edge graphics. These will always want all the bandwidth and responsiveness that a wired connection can deliver.
Among all these displays at conference AMD has is different from their “Ray Tracing and Wireless VR” Demo. There a first-person with a dual-handed shooter that streamed from a full tower PC. The representative of AMD noted that PC equipped with two new Radeon graphics, unlike the usual one. There is a wireless router that dedicated to having interrupts streaming connectivity to the VR Headset.
Siggraph Shows Wireless VR Demands 5G Or Wi-Fi 6
It was very underscoring that they are using the 802.11ac, which is Wi-Fi 5 for both headset and router. PC tinkers are using these connections at home to stream games to headsets such as Oculus Quest. But they have shut down one streaming apps as wireless streaming on the platform will deliver a Laggy experience.
When I keep this AMD headset, I can notice the lag between my motions and happenings in the headset. It is the key issue that kept me from hitting the regular and earlier moving targets in Space Pirate Trainer game. There is one thing that you experience sub-par wireless VR performance on a home computer. With a shared internet connection, single graphics card, and wireless head connection which you can afford.
The test on AMD rig with a dedicated router, dual video cards and modern headset of cost $500 conclusively confirm that Wi-Fi 5 delivers plenty of bandwidth. It is the blocking point for an otherwise fluid VR experience.
With mobile communication, the 5G Key selling point is a sudden reduction in latency. Such connections between serving and receiving devices will be under the right conditions. Even the computer doing rendering at home, a laptop free Virtual reality Headset should benefit from levels of Pixel-level detail and responsiveness. These are achievable on a physical tethered connection presently. A headset with own 5G stream with own computing abilities will work even better.
Wireless Virtual Reality Demands 5G Or Wi-Fi 6
The Wi-Fi 6/802.11ax standard effectively involves the previous Wi-Fi modules. These use the same wireless spectrum to deliver higher bandwidth to even more devices at a time. It is excellent they provide all graphic detail realistic VR needs, but whether the lag is good, it regards up in the air.
There are also reports that Wi-Fi 6 can cut Latency by 75% when compared with the Wi-Fi 5. But the engineers are still working on a standard that can match 5G millisecond-level responsiveness. It will be soon if Wi-Fi 6 routers or special one based on millimeter wave-based cousin 802.11ay will become the basis for non-cellular wireless VR headsets.
These days many discussions of completely wireless, high-fidelity VR streaming are theoretical. User can already stream 360 degree and stereoscopic content for nearby computers or over the internet. But like the days of 2D video, it is pixilated if not hugely artifact and lag.
But in Siggraph, it is evident that both content creators and computer graphics hardware developers are very ambitious. They are trying hard for Virtual Reality more than present technology offering. They are waiting for wireless technology to catch and delivering it.