NextVR released the latest technology improvements to bring new levels of quality and capacity to VR video content

NextVR is a virtual reality broadcaster focused on sports and entertainment content, which previously released the latest broadcast technology at the International Consumer Electronics Show (CES). In parallel with the new, more powerful, higher resolution virtual reality helmet, the improvements in NextVR technology bring new levels of quality and capacity to VR video content.

NextVR Releases Latest Technology Improvements Bringing New Levels of Quality and Capacity to VR Video Content

The attitude of high-end VR users to 360 video content is usually very bad. Because 360-degree video is easy to capture on inexpensive hardware, a lot of low-cost content is captured or has a bad effect. Compared to high-resolution, high frame rate and highly interactive virtual reality games, many high-end headphones users are accustomed to, 360 video content is often overlooked, considered to be a common highly compressed, non-horizon, non-stereo, It seems to have appeared every time.

On the other hand, NextVR is one of the few companies that is pushing the limits of production and playback quality. It is currently approaching a level of quality and functionality that can be called "VR video" rather than the usual "360 degree video." With higher-resolution headphones on the market, the company's latest pipeline improvements will enable high-end headsets to see the true potential of VR video.

As a company that created compression and live broadcast technology for 3DTV content, it was originally established in 2009. With the sharp decline in the 3DTV market, it turned its attention to NextVR and raised more than $100 million in venture capital.

NextVR Releases Latest Technology Improvements Bringing New Levels of Quality and Capacity to VR Video Content

NextVR co-founder David Cole holds one of the company's camera modules

NextVR focuses on the entire pipeline from capture to broadcast to viewing, and anywhere in between. Last month, with co-founder David Cole talking about the company's latest developments, it's clear that NextVR's role goes far beyond film or video content. Cole explained how the company built its own camera and built its own compression, transmission and playback technology, which made NextVR essentially different from the 360 ​​videos that filmmakers shot on GoPro and put them on YouTube. on.

NextVR focuses on the entire process from capture to broadcast to viewing, and anywhere in between. Last month, co-founder David Cole said that the company's latest developments, it is clear that NextVR's role is far more than film or video content. Cole explained how the company built its own camera device and built its own compression, transmission and playback technology, which made NextVR essentially different from the 360 ​​video that filmmakers shot on GoPro and projected on YouTube.

It is this end-to-end approach that allows the company to break through the boundaries of virtual reality video quality, and its latest developments show that this is a huge hope for the medium that the minimum standard content expects.

Improve quality

The company's first major improvement was the dramatic increase in video quality that could eventually be achieved with higher resolution headphones (in the bundled category), with more powerful processors breaking through the previous decoding bottlenecks (in the mobile space) ).

Cole said that in the best case of 8 Mbps bandwidth, the company can now flow 20 pixels at 8.5 pixels per degree. Keep in mind that this is also stereo and 60 FPS. The company plans to launch a device that supports this high-resolution playback earlier this year (we can only understand Windows VR headsets), but I saw a preview version running on Samsung's Odyssey VR headset, counting Rift and Vive (1 , 440 & TImes; 1,600 and 1,080 & TImes; 1,200) and other headphones.

NextVR Releases Latest Technology Improvements Bringing New Levels of Quality and Capacity to VR Video Content

Watching videos from the company's sports content library (including football, basketball, and even monster truck rally), the quality improvement can be said to have left a deep impression on us. Higher resolution not only makes the details more prominent, but also greatly enhances the stereo effect, as sharper images create sharper edges, making stereo depth more visible.

This enhanced stereo effect makes the overall look look better, especially in finer detail, such as the soccer goal net being clearly separated from the scene behind it. Due to insufficient resolution, fine details like the web sometimes seem to be connected to the world of the scene behind, rather than being apparent at their own independent depth.

The 60 FPS lens looks much smoother than the 30 FPS lens often seen from 360 content, and it also allows some decent slow motion; in the example we can watch a huge monster truck crash in awe. On a slope in front of you, slowly made a complete reversing. In another scene, a monster truck made a sharp turn in the vicinity, sending detailed clumps and clouds in the direction of the person. This is a good example of image quality, stereo and slow motion, just like really thinking that something is flying to us.

Live volume video

In addition to improving quality, NextVR also adjusted their pipeline capture and playback to let the viewer's perspective move through the video (rather than rotate). The extra dimension is huge for immersion because it means the scene will react to your movements in a more natural way. Although VR video content is generally static, even the little tricks you do while sitting still must be reflected in your view to maintain a high level of immersion. So while NextVR's capacity solution won't allow you to walk around the room without breaking the scene, it still has a big impact on what's sitting.

NextVR Releases Latest Technology Improvements Bringing New Levels of Quality and Capacity to VR Video Content

NextVR co-founder David Cole told us that the company's capture and playback methods are well suited for capacity playback without delay, as one of their key value propositions is the live broadcast of virtual reality content.

Since the company is using stereo orthogonal projection, Cole explained that the pixels of the scene are projected onto the 3D grid and transmitted to the host device, and the new frames required for position tracking are generated locally and displayed at the refresh rate of the headphones themselves ( It means just like rotating tracking, even if the picture is 60 FPS, you will see 90Hz tracking on the 90Hz headphones). Each transmitted frame is basically the shape of the built-in scene, so when you move the head to view the object and reveal the things behind it to show what you couldn't see before, you don't have to wait for the server to send a new frame with your The location of the headset update (this will introduce significant delay).

At the user experience, the user can move through and figure out what is going on in different parts of the location. As Cole described, it does not feel delayed (beyond the inherent delay of the headset).

The company said that starting this year, it will launch capacity to watch videos, first on-demand content, followed by live broadcast.

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