You may all know: 2016 is the first year of VR. In this year, you may be able to see all kinds of VR products and their surrounding areas. Many users think that they are early adopters. However, after all, they are still at the initial stage. The experience of VR is not very good: apart from fluency and sensitivity issues, the largest The problem is of course the definition of VR. This is also the first point that many users have tried after VR. In fact, most of the current mobile VRs on the market, including VRs connected to PCs, look very vague. What is the problem?


Always pretends to be true, but full screen "big fruit"


"What's so cool," "too real," "just immersive," ... Every VR experience report on the Internet is tempting and frustrating. It feels as if you have put on a VR headset and you have entered the fantasy world. Everyone is an adult. After experiencing VR devices for the first time, in fact, apart from the initial freshness, it is actually the same thing. Of course, there are exceptions to the experience of high-end Tyrannians such as the HTC Vive. However, most of the low-cost VR devices that use the mobile phone display as the display end have always been a pain point. Obviously, there is a high-definition, uncoded slamming action movie. On the girl's skin, the “big granules” (lattice crystals) that are detached from the skin appear to be very difficult to accept. The VR has its own “mosaic” display effect. Immersive.

VR glasses are not clear mobile phone pot

Tucao back to Tucao, brake action movies still insist on appreciation. VR device display is not clear nothing more than two major reasons: First, the source quality; second is the mobile phone screen. Here we do not discuss local self-contained equipment (HTC Vive and the like). The old driver said that they wanted to download the 1080P Full HD action movie absolutely no problem, then it can only be a cell phone problem. Why is the source of the film 1080P, the old driver's mobile phone screen is also 1080P, except in the VR device looks like 540P? This has to start with the principle of VR glasses.


Most smartphones today are standard with 1080P Full HD screens. On the surface, they are far more than the resolution of the retina screen, but they are magnified many times on VR glasses. Whether it is the Samsung Gear VR, the Google Cardboard or the LG VR, optical lenses are used to magnify the content on the screen. If the resolution of the mobile phone screen is not high enough, the pixels are quite obvious in the process of zooming in, so it is easy to feel the lattice. . Plus VR content is synthesized by the left and right parts of the image, so the single-eye resolution to halve, that is, the actual 2K resolution content, play out only 1K effect, is actually more than half of the picture pixel loss.

Principle and 3D display, the most representative is the Nintendo 3DS, after opening the 3D effect, just like playing a mosaic, the user experience greatly reduced. Therefore, in order to see VR glasses clearly, the higher the screen resolution of the mobile phone, the better. At present, the highest resolution mobile phone is the Sony Z5P. What about its actual experience? Let's take a look.

What is the experience with the Sony Z5P 4K resolution?


There are two main differences between viewing a mobile phone screen with a mobile phone VR and watching the mobile phone screen on the hand: The first is that there is a convex lens on the VR, which will enlarge the screen of the mobile phone and make it easier to observe the pixels. Second, because the distance between the mobile phone and the human eye is getting closer, the pixels will look bigger in the human eye. Back to the above topic: What does the Sony Z5P look like?

Why choose Sony Z5P?


First of all, Xiao Bian is not the navy, not secretly or not to say: Sony Z5P does represent the highest level of current mobile screen. I believe that most of the current users just want early adopters for VR, and the need to connect PC VR such as Oculus, PS VR and HTC Vive overall solution is too expensive, there are indeed many users with high demand in this regard, and the relatively low price Mobile VR is very likely to be a cost-effective option for everyone to experience VR (although the Sony Z5P is very expensive to sell).

In terms of the second resolution, the 4k resolution mobile phone is used as the "display" of the VR, and even better than the three VRs using the PC in terms of the resolution value, it is also a VR display device with the resolution currently on the market.


In addition, in order to solve the problem that the 4K source is not popular, the Sony Z5P also supports the image quality up-scaling technology (for VR has a certain bonus), and uses the “multiple-striping element” and “wisdom-worse-difference” methods to put non-4K. The video is raised to 4K resolution. This technology is similar to the original DVD signal output through 1080P resolution, and can upscale the current mainstream 1920×1080 physical resolution signal source to 4K Ultra HD resolution. However, upscaling from 2K to 4K resolution is not a simple task of copying pixels. Instead, it requires vertical and horizontal four-dimensional color operations in adjacent pixels to generate more color transition information through simulation calculations. Shows more detailed images, so that the original 1080P signal source can be improved in image quality.

After excluding the issue of film source and application resolution compression, we did a set of comparative tests. In order to simulate the habit of using VR for most of the daily users, I used a 1080P phone (Sony Z3) for comparison:


(Note: The picture does not fully reflect what the naked eye sees)


4k screen Sony Z5P is not clear what is clear? Answer: clear, but not without thorns: look at the words can also see some of the pixels in the picture, not very obvious. If you are playing a VR panorama movie, you can easily overlook their existence.


From the big picture can see the difference between the two, Z3's pixels are more obvious, the area is relatively large, and the details of retention, clarity is not as good as 4k screen Sony Z5P, the overall smear will be more apparent, this is mainly because VR convex lens amplification.


If you take a closer look, the blurring of the 1080P screen is very serious. Although we can't see such a small area when we actually watch VR, the gap between the two is relatively large. Undoubtedly, the effect of 4K screen watching VR will be more exquisite, the human eye will feel a stronger sense of reality, the viewing effect will be even better. In addition, under the influence of slag quality resources (1080P panorama video), low-resolution screen effects tend to be even worse.


Interested friends can actually use a convex lens or a magnifying glass to compare the general difference between the two. But before trying to compare, you must know: Sony Z5P because of power consumption, and not every application will use 4K resolution, only a few applications support 4K output display. The actual test results show that most applications such as Storm Mirror APP do not support 4k display, and will appear with serrations. Only a few applications such as Google Cardborad, Lingjing, iQiyi VR and Storm Video support 4k display output.

16k is perfect: the road to Retina VR is still long

Although Reina display has been implemented as early as the iPhone4 era, along with the development of mobile phones with 2k and 4k resolution screens, the human eye has observed that the presence of screen pixels has become more and more difficult. However, the emergence of VR has completely changed the high ppi phone back to the original "primary school children."

The current VR device with 4k resolution is already on the road, but I am very sorry that it cannot yet be “unrecognized by the naked eye”. According to AMD's latest VR standard: 16k resolution is considered perfect. Because human eyes have a 120-degree field of view in the horizontal direction and a 135-degree field of view in the vertical direction, the pixel limit of the human eye in this field of view is 116 million pixels, and the closest to this figure is 16K resolution. (128 million pixels).


Excluding the 16K screen, AMD believes that refresh rates above 90Hz and delays within 20ms are also basic requirements for implementing an immersive visual experience.

So VR is not only focused on the resolution issue. Although it is difficult to create a high ppi screen, the more challenges we face are the increase in image resources, sensors, and CPU/GPU performance. VR wants to be perfect, it is estimated that there is still a long way to go. AMD also expects that by 2020, the hardware level may reach the perfect VR immersive experience requirements.

Peel Mask PCB 

Peel able masks are used in order to protect selected solder holes against plugging during mass soldering or to protect carbon elements and gold plated contacts during mass soldering.  Peel able masks are screen printed.


Requirements

• The peelable mask must adhere sufficiently well to the PCB so that it does not peel off when handled correctly.
• It must be able to endure a two to three time soldering process without peeling off, but must remain detachable.
•After soldering of the PCB, the peelable mask must be able to be detached – preferably in one piece. In case of metallized holes, no mask 
   residue must be left in the drill holes or on the surface of the PCB. In the case of non-metallized drill holes, however a certain amount of residue 
   can remain.
• The peelable mask must be able to resist conventional solvents such as chlorinated and fluorinated hydrocarbons, isopropanol, conventional 
   fluxes and similar.
• Particular requirements: The roughness U of the edge of the mask can be 0,5 mm from the tip to the base (left figure 
   below). 

Peelable Solder Mask

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