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Virtual Reality Buyers Guide
Virtual Reality (VR) headsets are an alternative to a monitor, creating immersive experiences whether you are playing a flight simulator, training for a complex operation at work or exploring a new product design.
Standalone VR offers great flexibility as the headset is wirelessly connected directly to the Internet and an app store or similar where VR applications can be accessed. No external device is required to create the VR environment (although a smartphone or tablet is needed to initially set-up the headset on first use), so costs are kept to a minimum. There are however some limitations - as all the compute power resides in the headset, there can only be limited processing power, storage capacity and quality of image may suffer if the wireless connection isn’t consistent or fast enough.
When it comes to PC-powered VR the experience is mostly determined by the graphics card (GPU) with higher-spec models delivering smoother frame rates and better visual quality. There will also be likely much greater processor power and storage within a PC, to make more complicated VR environments function well, and access to many more VR-ready PC applications rather than an app store. The down side is that this enhanced experience needs to be tethered (using an HDMI or DisplayPort cable) to the PC to provide the higher quality experience. Costs will also be higher. It is worth mentioning that multiple VR headsets can be supported by a particularly powerful PC - either in the same environment or using virtual machine (VM) software to create multiple concurrent user experiences.
Although these approaches are different, the latest VR headsets offer both options - being able to operate without a PC, but having the ability to be connected to one via an additional cable to create the more powerful environment. This approach provides the best of both VR worlds.
More recently, some VR headsets have started to add support for mixed reality. This works by passing through the feed from front-facing stereo high resolution cameras to the headset’s screens, enabling you to see the real world combined with a virtual overlay.
How VR Works
VR headsets simulate environments realistically enough to fool the human brain into accepting them as reality. From a scientific standpoint, that all begins by understanding how our brains interpret the things we see to develop a mental picture of the world around us.
For example, when we see the sky, it tells us which direction is up. When we see objects we can identify, we can use their size relative to one another to judge distance. We can also detect light sources by picking up on the shadows cast by the objects around us. VR designers use those conventions to create virtual environments that conform to our expectations of reality. When they do, the result is a seamless experience that we interpret as real. The experience works due to a number of interacting components as explained in the tabs below.
Headset Display
The VR display is created by sending video signals to the headset display. VR headsets tend to use two LCD displays - one for each eye - with lenses placed between your eyes to focus and reshape the picture for each eye and create a stereoscopic 3D image by angling the two 2D images to mimic how each of our two eyes views the world ever-so-slightly differently. These two images and goggle-like wraparound nature of the headset combine to increase immersion by delivering a wide field of view. VR headsets deliver up to a 120 degree field of view, which is wide enough to mimic reality, although for the resulting picture to be at all convincing, a minimum frame rate of around 90 frames per second (fps) is recommended - this keeps the movement fluid and without stutter that could cause motion sickness.
Head Tracking
Head tracking means that when you wear a VR headset, the picture in front of you shifts as you look up, down and side to side or angle your head. A system plots your head in terms of your X, Y and Z axis to measure head movements forward and backwards, side to side and shoulder to shoulder, otherwise known as pitch, yaw and roll. There are a few different internal components which can be used in a head-tracking system, such as a gyroscope, accelerometer and a magnetometer. Headsets may also use LEDs or cameras inbuilt to the front plate to help track 360 degree motion as you move. Head-tracking technology needs low latency to be effective - 50 milliseconds or less is needed so you don’t detect the lag between when you turn your head and when the VR environment changes.
Hand Tracking
To interact with a virtual environment you need some way of inputting into it - this can be done with the usual suspects such as keyboard, mouse, joystick or gamepad or hand-held controllers. Typically, greater input and flexibility is gained when using controllers as they allow features such as haptic feedback offering a sense of touch or texture within the VR space. Controller or hand actions allow the user to interact with the VR environment created - opening doors, selecting or manipulating items or selecting from menus. The level of control needed will very much depend on the use case of the VR environment.
Room Tracking
So far the elements we’ve looked at relate to use of VR with the user in a static position. However, it is possible to define a space to move around in to create a much larger VR environment. This can be done in two ways - firstly by drawing your space when using a standalone headset thus defining arbitrary boundaries of your VR environment. Alternatively, external sensors (called base stations) connected to the PC to create the boundaries of your space can be used. These then not only define the boundaries of your VR space, but also act to track your movement with. It is worth mentioning that the base stations are likely to either require wall mounting or need additional stands to create the ideal environment.
Audio
Most headsets include some kind of spatial or 3D audio capabilities - that is to say that they contain speakers or have headphone like extensions that delivers sound in line with your head movement to make the VR environment as realistic as possible. It is also possible to connect external earphones or headphones to the headset too, if this is your preferred choice.
VR Headset Specifications Explained
Here’s what’s important to look out for when browsing all the different available VR headsets.
Resolution
As with a computer monitor, resolution is king. Resolution is the number of pixels (the tiny dots that make up the image) that the screen for each eye possesses - it is shown as a number for screen length and a number of screen height.
The higher the resolution the sharper the image will appear, especially text and fine details.
FOV
FOV stands for Field Of View. It is closely related to resolution, and like aspect ratio for monitors is the measure of how much you can see of the virtual world. FOV is shown as a number in degrees.
Like with ultra-wide monitors with a very large aspect ratio, a VR headset with a high FOV will create a more immersive experience.
PPD
PPD stands for Pixels Per Degree, and is the measure of how many pixels are visible per one degree of your FOV. Not all manufacturers specify PPD, but you can calculate it using the formula shown above:
For example, a headset with a horizontal resolution of 2,448 and a 120° FOV has a PPD of 20.4.
A higher PPD will reduce the screen door effect, when the gaps between pixels become visible, making fine details and text appear much clearer.
Refresh Rate
Refresh rate is the frequency at which each screen redraws the image per second and is measured in hertz (Hz).
A faster rate of refresh (higher Hz value) will help to reduce eye strain, which is particularly important as the screens in a VR headset are much closer to your eyes than a computer monitor. It will also make for a smoother experience, so is particularly important when gaming.
Use cases for VR
Although there is an ever-growing list of applications that are capable of taking advantage of VR technology, here are a few examples of how it can be integrated into a wide variety of industry sectors.
Gaming
Whether using a static set up in a flight or racing simulator or using a room-scale interactive environment in a first-person shooter game, VR adds a level of realism that cannot be matched by even the best monitors. An increasing list of simulators and games are VR-ready for the best possible experience.
Manufacturing
VR is increasingly being used to visualise products to spot potential design flaws or advantages prior to prototypes being made. This allows organisations to tweak designs or make multiple versions and get feedback before expensive materials are used to create real physical versions.
Training
Whether industrial, transportation or military-based, VR is being employed to create environments where evacuations, safety procedures or military engagements can be carried out without the risk of real-world injury or the expense of deploying people and machinery.
Sales
Being able to create an exact virtual replica of a fitted kitchen or a car interior can prove to be a powerful sales tool, as the customer gets to experience exactly what the final product will be like rather than guess. It also makes changing colour schemes and fabric finishes changeable in an instant making comparisons very easy.
Medical
VR can be used to create 3D interactive models of organ systems or entire bodies from computer scans, so students can understand exactly how things fit together, and surgeons can better understand where a problem may lie, helping to plan a procedure prior to the actual operation.
Architecture & Design
The ability to walk around a virtual building at the planning stage is invaluable in ensuring that all the systems can be made as cost-effective and compatible as possible. Understanding how a space will function prior to building it can deliver the optimal results for any given construction project.
VR Equipment
As we’ve seen there are a number of components that make up a VR system - we’ll run through them in the tabs below to make sure you’re aware of all the considerations and don’t forget any vital parts - including a PC to power your entire VR experience, if you’re not choosing a standalone headset.
Headset Kits
Usually the headset and controllers are supplied in a kit with a number of other accessories such as charging cables, adapters and batteries plus elements like a glasses spacer to move the headset away from the face slightly to accommodate a spectacles wearer. Additional nose pads or face pads will be available to enable some customisation of the headset fit too. It is worth looking at the battery life of a headset as this is likely to be the limiting factor of how long a VR gaming or working session can be. A standalone headset will also likely use more battery too, as all the processing of images and connectivity is occurring in the headset unit. A PC based system will offload much of this power demand to the PC itself. If longer sessions are regularly required then additional back-pack style battery packs can be added to provide more power.
It’s also important to note that if you’re going to use VR in a commercial environment - meaning a business rather than home use, a commercial licence may be needed for the VR headset. Check the usage licensing of any headset you are considering purchasing, or contact our VISUALISATION TEAM for further information and advice.
Accessories
If you are wanting to take advantage of a PC to power your experience then an additional cable will be required to feed the video signal. This will usually need to be several metres long to allow enough freedom of movement. You may also require external base station sensors, link boxes, stands and additional cables to create room scale VR environment. Should you need to transport your VR kit from place to place, carry cases can also be purchased to securely and safely transport the headset, controllers and cabling around as required.
It’s also important to note that if you’re going to use VR in a commercial environment - meaning a business rather than home use, a commercial licence may be needed for the VR headset. Check the usage licensing of any headset you are considering purchasing, or contact our VISUALISATION TEAM for further information and advice.
Desktop PC or Laptop
While a standalone VR headset is powered by a smartphone, a PC-based system requires a powerful desktop PC or laptop. For a good VR experience we recommend the following minimum specifications.
To save checking all these compatibilities Scan offers a range of 3XS VR PRO GAMING PCs pre-specced, fully built and ready to go - these cover a variety of budgets but each guarantees that you’ll have a great VR experience.
It’s also important to note that if you’re going to use VR in a commercial environment - meaning a business rather than home use, a commercial licence may be needed for the VR headset. Check the usage licensing of any headset you are considering purchasing, or contact our VISUALISATION TEAM for further information and advice.
Ready to Buy?
Browse our selection of VR solutions to find the perfect fit for your setup.
Here are some common questions and answers to help you find the information you need.
Virtual Reality, often just shortened to VR, is an alternative to a monitor, creating immersive experiences whether you are playing a flight simulator, training for a complex operation at work or exploring a new product design. VR comprises a headset with two screens, one for each eye, with built-in motion tracking, so as you move your head in the real world so does your perspective in the virtual world.
No, although you can get PC-powered VR headsets, you can get entry-level VR headsets that connect to your smartphone.
Yes, although you can get standalone VR headsets, the best VR experiences are on PC.
VR has quite demanding system requirements. For a good VR experience we recommend the following minimum specifications.