What virtual reality headset should I buy?

This purely depends on what you want to do.  Intro level to VR for gaming can be easily achieved using a PlayStation VR system, whereas pro gaming experiences can be achieved using Oculus or HTC VIVE.  (HTC VIVE, however, requires a good deal of space).  For touring VR experiences such as business apps etc you can opt for Oculus Quest, a very good standalone device.  Whatever you do, don’t using one of those google cardboard devices and think you are experiencing true VR.  Find your local VR arcade and pop in to see if you enjoy experiences.

What virtual reality headset works with Xbox?

Currently none, there are whispers about VR support for the Next Gen Console “Project Scarlett” but nothing has been confirmed.

What virtual reality games are available?

There are a great many games and dems available, take a look at STEAM (https://store.steampowered.com/) and you can view availability there.

How Virtual Reality works?

Weirdly enough, VR works the same way as “Reality” every day you take in information through your senses (sight, hearing, smell, touch etc) and you experience the world around you.  In Virtual Reality, we essentially create alterantive worlds and experiences using the same technology as is used in computer games.  However, when we encompass your senses using such things as headsets, haptics and add in other 4D effects, we can convince your mind to accept the virtual world you experience.  

How do virtual reality headsets work?

VR headset work by placing 2 high resolution LED screens directly in your line of vision, (1 for each eye). To create a truly immersive virtual reality there are certain prerequisites - a frame rate of minimum 60fps, an equally competent refresh rate and minimum 100-degree field of view (FOV) (though 180 degrees is ideal). The frame rate is the rate at which the GPU can process the images per second, the screen refresh rate is the pace of the display to render images, and FOV is the extent to which the display can support eye and head movement.  If either of these doesn’t work as per the standards the user can experience latency i.e. too much time gap between their actions and the response from the screen. We need the response to be less than 20 milliseconds to trick the brain which is achieved by combining all the above factors in the right proportion. Another issue that needs to be catered here is to prevent tearing (cybersickness) resulting due to the inconsistency between the frame rate and refresh rate. If the GPU’s fps is more than the screen refresh rate then the image can become distorted. To counter this issue, we limit the framerate to the monitor’s refresh rate this done using a tech called Vertical Sync (VSync).  Check out this BLOG for more information https://www.newgenapps.com/blog/how-vr-works-technology-behind-virtual-reality

Email: info@atmosvr.co.uk
Direct:   0121 514 2279
Atmos VR Ltd

iCentrum | Faraday Wharf | Holt Street | Birmingham | West Midlands | England | UK | B7 4BB

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