VR panorama industry will break out in 5G

5G is the fifth generation mobile communication technology. Earlier this year, US telecom operator AT&T announced that it will launch 5G services in the US in 2018, which means that the 5G era will come. The VR industry, which is closely related to 5G, has also ushered in new vitality and is expected to achieve leapfrog development. As a disruptive technology, 5G will change the way people live, work and play, especially in virtual reality, autonomous driving, immersive 4K video and other scenarios. In the VR industry, there has always been a saying that "5G will change the VR experience." Today, ARinChina invited Mr. Yao Bo, a senior practitioner of ARVR, to chat about 5G and ARVR~

ARC: Recently, China Mobile Zhejiang Company held a 5G experience meeting to showcase the application of 5G in telemedicine, industrial internet, AR/VR, holographic call and other fields. What are the advantages of 5G networks compared to 4G?

Yao Bo: Compared with 4G network, 5G network has great advantages. It realizes the interaction of different places through 5G holographic VR, which brings convenience to corporate meetings and teaching interactions, and can greatly expand the business boundary of operators. In order to ensure the experience of VR communication, a network with large bandwidth and low latency is required. The downlink bandwidth of the application occupies more than 300 Mbps, and the delay needs to be controlled within as short as 20 ms. Currently, only the 5G network can support the application of the wireless VR.

In addition, compared to 4G networks, 5G data throughput has increased 10 times, communication capacity has increased 100 times, and latency is one tenth. There is no doubt that 5G can help a large number of VR/AR companies increase productivity and change their business models.

ARC: What are the advantages of 5G for AR/VR?

Yao Bo: The advantages of 5G for AR/VR are mainly reflected in three aspects: greater capacity, lower latency and better network uniformity. Some applications rely more on one component than others, but supporting hardware, software, and networking is critical to applying all AR and VR applications to the same network.

It is well known that VR is unacceptable for display delay and extremely sensitive to the fault tolerance of transmission. In the VR experience, VR technology has very high requirements on images, resulting in a very large "volume" of related pictures and videos. Current mobile communication technologies are not yet able to meet such high standard transmission requirements. After the arrival of the 5G era, the barrier of VR in transmission will be opened, and the problem that plagues VR technology on the mobile side will be solved.

In addition, although 4G networks are more than adequate for the original AR and VR applications, the introduction of 5G can enhance the existing experience and allow these applications to benefit mainstream users. 5G networks will not only enhance these application experiences, but will also become a requirement for more existing AR and VR application instances.

ARC: It is reported that the 2020 Tokyo Olympic Games will use the 5G+VR live Olympics. What do you think?

Yao Bo: Naturally, I am looking forward to it. Those who are concerned about the PyeongChang Winter Olympics may find that at the Winter Olympics, the Internet of Things, self-driving, artificial intelligence, and VR showcase the technology and make the audience refreshed. It is called "the world's first 5G Olympics." It can be speculated that after two years of preparation and polishing, the 5G+VR technology will be more perfect, and the Tokyo Olympic Games will inevitably bring more exciting experiences to the audience. Perhaps in the future, we will see a new explosion of VR video.

ARC: Can 5G technology really drive the development of AR/VR? How realistic is the current reality?

Yao Bo: If 5G wants to really serve ARVR, it is urgent to solve two problems. The first is the application site problem. Generally, ARVR is used in fixed and indoor use, and is rarely used in mobile. Two important features of mobile cellular networks: mobile, wide coverage. In terms of ARVR, mobile cellular networks are not specially adapted. ARVR requires a small coverage (maximum no more than the campus, usually indoors or buildings).

The second is the cost issue. Lte has actually reached the Shannon limit. The 5G high bandwidth and high rate are obtained by taking the bandwidth, which is not the spectrum efficiency. When it comes to coverage, the high speed of 5G comes from high frequency, and the high frequency indoor coverage is poor. Therefore, at this stage, 5G still needs time to improve. If the ARVR is fired in 5G in the future, it must find a way to reduce costs.

ARC: What do you think will happen to the future development of 5G+VR? After the arrival of the 5G era, will VR make a major breakthrough?

Yao Bo: 5G+VR is very promising in the future. In the 5G era, VR may let users enter a world that is exactly the same as reality through VR. You can play games, go shopping, socialize, shop, and of course, perceive. It will not be mature enough, but it is definitely no problem visually. Personally feel that when the 5G arrives, the VR panorama industry may usher in a full-scale outbreak, and now, it is a good time to enter the VR panorama.

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