Technical Report CSI-0023

A Review of Virtual Reality Headsets for Virtual and Augmented Immersive Reality Applications

A. Johnson and L. R. F. Odiam and K. A. Hawick

Archived: 2017

Abstract

Virtual reality is a growing platform in which more and more developers are turning towards. With numerous purpose built headsets being developed alongside several headgear devices for mobile phones. This technical note looks to investigate the reported refresh rate of the most recognizable of these headsets, the Oculus Rift and HTC VIVE as well as Microsoft's mixed reality headset, the HoloLens, in order to determine how accurate these values are. An N-body simulation is developed in the Unity game engine and then built to each headset that then will record the frame rate once per second before a new object is instantiated into the virtual world. Finally, the results from these tests will be averaged for each headset and compared against each other in order to conclude what the real world refresh rate capabilities of each headset are, and how robust each headset is when rendering a large number of objects with each object performing several calculations every frame.

Keywords: virtual reality; augmented reality; immersive reality; head-mounted devices.

Full Document Text: Not yet available.

Citation Information: BiBTeX database for CSI Notes.

BiBTeX reference:

@TechReport{CSI-0023,
        Title = {A Review of Virtual Reality Headsets for Virtual and Augmented Immersive Reality Applications},
        Author = {A. Johnson and L. R. F. Odiam and K. A. Hawick},
        Institution = {Computer Science, University of Hull},
        Year = {2017},
        Month = {July},
        Number = {CSI-0023},
        Type = {Computational Science},
        Keywords = {virtual reality; augmented reality; immersive reality; head-mounted devices.},
        Owner = {kahawick},
        Timestamp = {2017.07.16}
}