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"If you talk about it, you can't avoid mentioning VR, even if you're considered out of the loop, it's still relevant today. Despite the fact that insiders might glance at the door while outsiders seem preoccupied, since VR is ultimately meant to serve mostly amateur users better, our perspective as laypeople still holds some significance.
Let’s cut straight to the chase—why are we willing to shell out money for VR products? Not only does this include the cost of the headset, which can easily reach 4000 RMB, but also the additional expenses for compatible PCs and VR resources. Why do we do this? It’s not just to experience the legendary “interactive system simulation using multi-source information fusion to create an immersive 3D dynamic visual and physical experience.†What we’re truly after is a full 360-degree immersive experience without any blind spots. This is VR's greatest appeal and advantage—you can virtually go anywhere and fully immerse yourself in the experience. It’s a pretty appealing concept when you think about it.
So, what exactly does the 'immersion' effect of VR products mean? Let’s hear from users:
A netizen named 'nore' shared, "I spent most of the day using Samsung GearVR, and in a nutshell, the experience was surprising and shocking. Worth it to start with, and I’m looking forward to upgrades." He went on to say that the 3D stereoscopic effect was excellent, offering a strong sense of immersion. Though there was a slight blind spot due to the limited size of the Note4's screen, the overall effect was still immersive, akin to being inside a pair of windproof glasses. The Note4's 2K resolution screen made the visuals quite detailed, though some pixelation was noticeable but acceptable.
Another netizen, 'too serious,' commented, "Don’t expect to play games like GTA5 with VR devices. Watching the city or natural landscapes for a while is enjoyable, but prolonged gaming requires significant willpower. The experience of 'compatible' games is still inferior compared to those tailored specifically for VR, which fully utilize the device’s features. Immersiveness and issues like motion sickness remain challenges."
Netizen 'yvlo' humorously remarked, "We’re currently using VR like people used phones in the 1970s."
'Combane' noted, "True immersion isn’t just about attaching a display to your head—it’s about the related sensing and feedback technologies, which are still underdeveloped. Right now, it’s more of a novelty than a revolution."
Netizen 'AndySun' added, "There are still many hurdles to overcome with current VR equipment. Most devices are confined to the visual level, with some adding stereo sound. Imagine playing a game with a VR helmet where all controls are still on a keyboard and mouse. It’s just good for neck exercises!"
'Oz01' mentioned, "It takes a while to feel dizzy and nauseous."
The netizen ‘Drought Out of Sichuan’ shared, "The Storm2 I bought was exciting at first. It could show panoramic images, videos, and some games offered a sense of immersion. Eventually, I tried using software to project my computer screen onto my phone to play games. Playing high-resolution Unreal Engine 3 games was impressive, but long sessions made me dizzy."
'BrianMaek' chimed in, "The new experiences are indeed remarkable."
User ‘shulanglei’ pointed out, "The screen pixels are too coarse, and distant text isn’t clear. Sighted users might feel unfocused. My Note5 plus the helmet limits head mobility. Moving with the controller brings motion sickness, leading to headaches after prolonged use. Looking aside without turning your head reveals a blurry outer edge. The low nose bridge characteristic of Asians means eyelashes often touch the lenses, causing fogging when too close. Playing for a while gets hot, with poor airflow around the eyes, leading to heatstroke-like feelings over time."
After reviewing these reflections, we see that VR products offer cool, immersive effects, yet cause discomforts like dizziness and nausea.
How do industry experts view the future of VR products and VR movies?
At the 6th Beijing International Film Festival’s "Film Market" industry dialogue, Ding Liang, senior vice president of Huaqiang Culture and Technology Group, frankly stated, “From a technical standpoint, VR data processing capabilities are improving, and technological levels have significantly advanced, but standardization remains incomplete.â€
Xu Fei, CEO of Beijing Spotlight Technology Co., Ltd., noted that both hardware and content fall short of providing a comfortable user experience. "Audiences watching VR videos often feel dizzy within 10 minutes, a common issue currently."
Industry insiders acknowledged that VR technology "has a long way to go but is progressing rapidly," aiming to compete with the 2D flat-panel and 3D stereoscopic movie markets. Li Jie, senior vice president of United First Group, stated that in 2015, 70% of global VR investments focused on hardware. Content and software development will follow suit in the near future. "Within three to five years, issues like dizziness must be resolved," Li Jie said.
Liu Jun, director of the Scientific Informatization Department at the Beijing Film Academy, emphasized that true "immersive" experiences require not only creating realistic scenes but also adjusting visuals based on the audience’s eye movements. High-definition pictures demand precise and quick calculations, which current technology struggles to achieve.
However, others see potential in VR’s bottlenecks. Chen Yuetian, Investment Director of Innovation Factory, noted, "Issues like dizziness can be addressed through increased computing power, enhanced sensor sensitivity, and developing low-power, high-refresh-rate screens. Hardware still holds vast opportunities for growth, with promising prospects for VR-related operating systems, tools, and social platforms."
Liu Jun believes VR will carve out its niche in natural and humanistic settings, interacting with audiences in innovative ways.
It’s worth noting that at the recent unveiling of the International Clerk of Animation Games, Journey to Success CEO Shi Wei’an expressed his thoughts on VR/AR: "VR is currently in its pioneering phase. Users are not optimistic—buying a device for hundreds of thousands only to feel good or dizzy after a few uses leads to disappointment. Bridging this gap is what we all need to address together, such as improving software to prevent dizziness and enhancing hardware for better user experiences."
Therefore, if you aim to enter the VR industry, enhancing the "immersive" experience is key. You fuel the innovation, and we’ll wait for the breakthroughs!"