Valve is developing the next generation of VR optical lens
valve software company is a technical partner in the development of htcvive, providing VR hardware manufacturers with "new core components", including optical lenses "designed to support the next generation of indoor virtual reality"
earlier this year, valve began to license its innovative steamvr tracking technology for free. This technology is crucial to htcvive, which allows people to explore the whole room while completely immersing themselves in the virtual world. Earlier this year, we saw that LG adopted this technology on the prototype, and HTC is introducing a large number of accessories into VR on this basis. At the same time, valve is preparing to develop second-generation technology to make the cost of tracking the entire site cheaper
at present, valve seems to plan to win more manufacturers for VR head display. They have broadened the selection of components and added new optical lenses. Its release shows that it will use both LCD and OLED display manufacturers. Although both vive and Facebook's oculusrift use OLED panels, some low-cost Microsoft head displays launched at the end of 2017 still use LCDs that are less persistent than those expected to exceed one third of total sales by 2017. In addition to accepting LCD with "customized hardware and software manufacturing solutions" like Microsoft, valve seems to provide manufacturers with another option
valve "drives the concept car based on the 2013 model year" fusion "and sends out optical lenses suitable for LCD and OLED display technology, and uses them in the head display compatible with steamvr". Combined with valve software, The lens is designed to "pair with several ready-made VR head displays to achieve the highest quality VR visual experience. These optical solutions currently support a field of vision between 85 and 120 degrees (the specific value depends on the head display). This lens is designed to support the next generation of indoor virtual reality, which can optimize the user's sensory tracking experience and image clarity, including the highest working temperature, stress level and environmental impact, and reduce stray light."
for those unfamiliar with it, Microsoft and valve are implementing VR head display tracking technology in different ways. Microsoft's "inside out" solution is more convenient, because it does not need external hardware facilities, but when users exceed the field of view of the built-in sensor of the head display, it cannot fully track the movement of the hand. Valve "outside in" technology usually requires two boxes to be installed on the wall, but it allows the head display to track the entire area and objects. Even if you put your controller behind your back. Therefore, while valve technology needs more settings, it can also be promoted and used across many virtual worlds. Valve tracking may provide a more real and reliable solution. To be clear, this is just a speculation. We still need to stress test Microsoft's controllers to understand the frequency of situations beyond the tracking limit