Read the technical principle of 120 Hz refresh rate of PS VR

For Sony's many PS players, the emergence of PlayStaTIonVR undoubtedly ignited further purchases. The high image quality and power consumption of PS VR games also test the performance of the PS host. Therefore, the high hardware requirements of virtual reality technology have also led to its further update iteration. PS VR opened an appointment for mainland China on July 28, 2016, and sold out in just a few hours, making people have to admit Sony's great appeal. In just four days, on August 2nd, PlayStaTIon China's official Weibo@PlayStaTIon China released Weibo, announcing that it is actively preparing for the second round of appointments and will open as soon as possible.

Does Sony PlayStaTIon VR really rely on the appeal of the PlayStation console to drive sales? The answer is obviously no.

In the officially announced PlayStation VR detailed configuration, one parameter clearly dominates the current three mainstream virtual reality head-ends – the refresh rate is 120Hz, which is 30Hz higher than HTC Vive and Oculus Rift. In the parameters of the virtual reality, this data determines the strength of the vertigo, so consumers once again said that "Sony Dafa is good."

Refresh rate and number of frames

The refresh rate means that the graphics card will display the signal output, and the speed of the screen refresh, such as 60Hz, is the output of the signal to the display 60 times per second, which is determined by the screen.

The number of frames refers to the speed at which the picture changes. 60fps means that 60 pictures are generated per second of the graphics card, which is determined by the graphics card.

The two complement each other, that is, when the number of frames and the refresh rate can be high and can be synchronized, a good virtual reality experience can be achieved. To make a simple analogy, it is like a flipbook that the graphics card can tell, and the screen can keep up with the speed of flipping the book, so that you can read a book well.

By solving the refresh rate, the picture rendering delay can be effectively reduced, the delay can be reduced, and the picture can be changed to follow the user's brain movement to the greatest extent, and then the stun can be relieved.

For PlayStation VR, as a game console manufacturer, even by sacrificing resolution to greatly improve the refresh rate to ensure game fluency, it is determined by Sony's concept of "providing a better virtual reality experience for players." Relatively speaking, HTC Vive and oculus rift are more of a task for a broader VR solution.

What are the advantages of the 120Hz refresh rate of the virtual reality head?

I believe that all readers who have experienced vr glasses will have this feeling - dizziness.

Dizziness is known as one of the major obstacles affecting the development of virtual reality. At present, the mainstream heads on the market have not fundamentally solved this problem.

There are many reasons for vertigo, the physiology of the human body, the refresh rate of the head and the number of frames, the quality of the VR application, etc., will cause dizziness. At present, it is only the screen refresh rate that human beings can effectively achieve.

"Frame rate is an important proposition in the game industry, and the rise of virtual reality has increased the importance of it. HTCVive and OculusRift frame rate is 90hz; GearVR is 60hz; PSVR is strong, three different modes, the highest The frame rate is 120hz. What is the significance? In simple terms: high frame rate, low latency, can effectively reduce the symptoms of vertigo. High-end equipment manufacturers set the industry standard at 90hz, while the mid-end GearVR only has 60hz.

Therefore, in the game experience, the PlayStation VR has no retreat, you must let yourself be the best of the three heads, or it will be embarrassing.

Another difference between PS VR is that it uses a horizontal screen to split the picture into two. The above-mentioned head display uses two vertical screens. That is to say, compared to the mobile binocular screen, Sony will take a slightly different mechanical means to deal with IPD (double eye spacing).

Compared to other mainstream heads, Sony's head-mounted screen resolution is lower than HTCVive and OculusRift. Perhaps you think that it will bring more serious screen window effects (especially in the old generation prototype), but it is not entirely true. Sony Dr. Richard Marks said: Not every 1080p resolution screen is the same. The PSVR screen contains three sub-pixels and pure RGB colors per pixel; while some displays do not cover the RGB full color gamut, so there are fewer sub-pixels per pixel. The frame rate of PSVR is also very high. In fact, the biggest impact is optical lenses. It took a lot of effort for the designer to properly match the lens and screen field of view.

Is the 120Hz refresh rate of the PlayStation VR true or false?

There is an old saying in China: It is true that it is true and false. It is the most appropriate to describe the 120Hz refresh rate of the PlayStation VR. PlayStation VR is enabled by Asynchronous Reprojection to achieve 120-frame game display. Note - it is auxiliary, technical person, how can it be said to be fake?

The PlayStation VR screen actually supports three display modes:

Native 120hz

PlayStation VR does have a true native display refresh rate of 120hz, but this mode requires developers to do a good job of optimizing the application, or the application itself is not very demanding, and this situation is often unlikely of.

Native 90hz, a new model supported by new firmware later

The refresh rate of 90hz is the same as the refresh rate of htc vive and Oculus Rift. It must be a compromise made by Sony to help developers better and more actively produce content for PlayStation VR. When developers find that their application can easily exceed 60Fps, but it is difficult to reach 120Fps, you can choose the 90Fps compromise. This is a loophole for developers and a set for Sony. Retreat.

Native 60hz, converted to 120Hz by Asynchronous Reprojection

Native 60Hz, 120Hz through asynchronous re-projection technology. Shantou is very full, so it attracts everyone's attention, but instead pays attention to the two display modes. Of course, this method must have its flaws, otherwise Sony does not need to introduce two other models.

Implementation of Asynchronous Reprojection

In the process of using the application, the function of rendering the picture is very large and time consuming. The virtual reality head display has a very high requirement for delay. If it takes too long to render on the screen, the screen will be skipped to the synchronization of the current frame when it is sent back to the display on the head display, and it will jump directly to the next frame, and the user will faint. The darkness of the sky.

The 1000hz sensor of the PlayStation VR provides new location information every millisecond. Asynchronous Reprojection uses the feature that the picture is almost very close between every two frames, and uses the least amount of function consumption to generate a picture corresponding to the current human eye position. The user can see the last frame of the distorted and latest position data before the next frame refresh to temporarily correspond to the header data.

The so-called asynchronous, is to separate the above thread and image rendering processing thread, is to separate this thread from the image rendering thread. Because if these two threads are executed sequentially, Reprojection is delayed because the screen rendering may not be completed, but the frame synchronization is fixed at a fixed moment, then Asynchronous Reprojection loses its meaning. That is to say, the so-called asynchronous re-projection means that one frame is real, and the next frame is generated based on the distortion of the previous frame.

Although asynchronous re-projection effectively solves the problem of insufficient frame rate, it is not perfect, and this method has its own drawbacks.

Editor's conclusion

The 120Hz high refresh rate of the PlayStation VR is the result of its product positioning. It does not mean that the other two heads are technically weaker than Sony. On the contrary, Oculus's technology accumulation on asynchronous re-projection is stronger than Sony's, and HTC has repeatedly emphasized that it will enhance the use of asynchronous re-projection.

However, it must be acknowledged that the 120Hz high refresh rate of the PlayStation VR is very obvious in the effect of the game experience. After all, Sony has applied the technology to the product.

For developers, asynchronous re-projection is a way to take care of the user's brain to understand the real world when the machine performance can't keep up and the application picture is stuck. If the developer can do the optimization well enough, it is the real Dafa to use the native 120Hz directly.

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