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가상현실 주도하는 OLED 초고해상도 경쟁 시작됐다.

최근 VR 기기 set 업체들과 OLED panel 업체들이 mobile 기기보다 뛰어난 해상도의 OLED가 적용 된 VR 기기와 VR 기기용으로 제작 된 초고해상도 OLED를 선보이며 이목을 집중시키고 있다.

지난 CES 2018에서 공개 된 VIVE PRO가 최근 신제품 발표회를 통해 국내에 공식 런칭되었다. VIVE PRO는 전작인 HTC VIVE의 448ppi 보다 78% 향상 된 615ppi 해상도의 OLED가 탑재되었다.

<HTC VIVE Pro, Source: vive.com>

뿐만 아니라 최근 OLED panel 업체들도 VR 기기용 초고해상도 OLED를 다수 선보이고 있다. 지난 SID 2018에서 LG Display는 Google과 공동 개발한 1443ppi VR기기용 OLED를 공개했다. 기존의 OLED는 538ppi 수준이었으나 LG Display는 WRGB + CF 방식을 적용하여 UHD(3840 x 4800) 해상도를 구현했다.

<SID 2018에서 공개 된 LG Display의 1443ppi OLED>

Samsung Display도 SID 2018에서 1,200 ppi 해상도의 2.43 inch OLED panel 2개로 제작된 VR 기기를 전시하였다. RGB OLED가 적용 된 이 VR기기는 전년도 858ppi 보다 해상도가 더욱 더 향상 된 OLED가 적용되었다.

Sony도 지난 5월 4,032ppi의 VR 기기용 micro OLED인 ‘ECX339A’의 상용화를 발표하였다. 크기는 0.5 inch로 240fps까지의 프레임 속도 지원도 가능한 것으로 알려졌다. 양산시기는 2018년 11월이다.

VR 기기는 눈과 디스플레이 사이의 거리가 매우 짧기 때문에, 해상도가 낮으면 디스플레이의 픽셀 무늬들이 격자 형태로 보이는 ‘모기장(Side door effect)’ 현상이 나타난다. 이로 인해 눈의 피로를 가중시키며 현실성을 떨어뜨리기 때문에 panel 업체에서는 고해상도 OLED 개발에 집중하고 있으며 Sony나 Facebook(Oculus VR) 같은 set 업체에서도 고해상도 OLED를 VR 기기에 적용하고 있다.

최근 들어 Set 업체 뿐만 아니라 OLED panel 업체들도 다양한 방식으로 기존보다 더욱 더 업그레이드 된 고해상도의 OLED와 VR기기를 다수 선보이고 있어 향후 더욱 더 높은 해상도의 VR용 기기가 상용화 될 수 있을지 귀추가 주목된다.

The competition for ultra-high resolution of OLED that led virtual reality was started.

Recently, set makers are introducing VR devices with higher resolution OLED than mobile devices, and OLED panel makers are focusing attention on developing ultra-high-resolution OLEDs designed for VR devices.

VIVE PRO, which was unveiled at CES 2018, was officially launched in Korea through a new product presentation. VIVE PRO is equipped with 3K resolution and 615ppi OLED, which are upgraded 78% from 448ppi of the previous HTC VIVE.

<HTC VIVE Pro, Source: vive.com>

In addition, OLED panel makers has introduced a number of ultra-high-resolution OLEDs for VR devices. In SID 2018, LG Display unveiled an OLED for 1443ppi VR device, jointly developed with Google. The resolution of conventional OLEDs was at 538ppi level, but LG Display accomplished UHD (3840 x 4800) resolution by applying WRGB + CF.

<LG Display’s 1443ppi OLED, introduced in SID 2018>

Samsung Display also exhibited VR devices made with two 2.43-inch OLED panels at 1,200ppi resolution in SID 2018. The resolution of this VR device, applied with RGB OLED, is much higher than the previous year’s 858ppi.

Sony also announced the commercialization of ‘ECX339A’, a micro OLED for 4,032ppi VR devices, in May. It is also possible to support a frame rate of up to 240fps at 0.5 inches in size. The mass production schedule is November 2018.

Since the distance between the eyes and the display is very short, a VR device shows a ‘side door effect’ in which the pixel patterns of the display are displayed in a lattice form when the resolution is low. As this problem increases eye fatigue and diminishes the reality, panel makers are focusing on high-resolution OLED development, and set makers such as Sony and Facebook (Oculus VR) are applying high-resolution OLEDs to the VR devices.

Recently, not only set makers but also OLED panel makers have introduced a number of high-resolution OLED and VR devices, which have been upgraded more than ever before. Attention is growing whether higher resolution VR devices will be commercialized in the future.

[KVRF2016] Even KVRF 2016, OLED leads VR industry

Korea VR festival 2016 (below “KVRF2016”) which can confirm present and future of virtual reality (VR) and augmented reality (AR) industry was opened from October 6 to October 9 at Nuridream Square of Sangam DMC.
In this event, 79 companies including global enterprises such as Samsung Electronics, Sangwha Planning, Oculus, Sony Co., etc. participated in, and new technology of each company was able to be checked on because approximately 157 booths were prepared in common production center, outdoor center, and business center.

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<VR Simulator using a huge robot arm of Sangwha Planning>

While interests in VR and AR are enlarged due to recent Poke’mon GO, many spectators visited this place with keen attention, each company shows off various interactive-typed contents such as roller coaster, paragliding, Sokkuram experiencing etc as well as game contents including FPS, sky jump etc accordingly. .Besides, this event did not simply limited to games such like Eye-tracking linked with cognitive concentration training system was displayed by BIOTECH, and VR goggles for military simulation by P&C Solution, and also demonstrated a fact that VR industry could be multiply applied to whole fields such as education, health, army etc.

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<VR 4D Simulator for Roller Coaster experiencing by MGAME Corp.>

One of interesting thing during observation was that AMOLED panel was used to majority expensive HMD (Head Mounted Display) devices. From Sony Playstation VR whose release is scheduled on 13th to Samsung Gear VR and Nibiru, a Chinese enterprise among Chinese companies, applied Samsung AMOLED. According to common opinions of company officials, they clarified AMOLED application due to issues relevant to response speed called Latency, even though there were BLU (Back Light Unit) and contrast problems which belonged to fundamental matters of LCD.. Latency indicates delaying time owing to inter-computer connections in on-line games frequently, but the reason is derived from limitations of implementing occurred delaying speed with LCD whenever moving user’s eyes, even though visual reality should quickly invoke new images too according to movement of user’s head in VR. No matter how the product has excellent computing power, AMOLED application is essential to make the delaying time shown in the screen to ‘0.’

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<VR product series of Playstation whose release are planned soon>

Interests in VR have been heightened such like a lot of enterprises and business start-ups in the exhibition hall were boasting their VR technology and VR café was opened in Gangnam, Korea first etc., but there was a realistic saying that even profit model could not be set up properly because related regulations on VR were vague yet and standardization in domestic was not clear as well. Business models and VR industry participation by enterprises become to be different according to legal regulations, so government should provide suitable assistance and methods to make systematic profit platform so that VR industry could strengthen global competitiveness.