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Sci-Tech

Display Technology Strives for the Metauniverse

2022-09-26   

From 2018 to 2025, the global AR/VR silicon based OLED panel market scale and forecast (millions of dollars) "meta universe" concept has kept the popularity of VR head display products high. With the continuous development of VR technology, LCD and OLED, as the underlying display technology support, are also evolving. At present, the two are trying their best to compete for the meta universe. The mainstream position of LCD has not been shaken. Judging from the application of the current VR market, most VR headwear devices use LCD screens. According to IDC data, in 2021, the global VR head display shipments will reach 10.95 million units, of which Oculus alone will account for 80%. At present, only Sony Play Station VR uses OLED screens among the top 5 brands in the world. Major terminal manufacturers such as Oculus, Pico, HTC and Value have adopted LCD screens in their VR products, including Oculus Quest 2, HTC Vive and focus3, DPPI Ultra all-in-one, Pico Neo3 and Value index. It is worth mentioning that Oculus Quest 2 and HTC Vive, two popular products, have given up the OLED screen used in the first generation and switched to LCD. In fact, most of the early VR headworn devices used ordinary LCD screens, which were gradually replaced by OLEDs. "LCD technology has been very mature and can achieve very high resolution." Liu Tun, deputy general manager of CCID's Internet of Things Industry Research Center, introduced to the reporter of China Electronic News that, due to its slow response speed and other reasons, the user experience was poor, so VR products have not been really accepted by consumers. According to Liu Tun, the response speed of an ordinary LCD is only 1/100~1/1000 of that of an AMOLED. When a user wears a helmet and has a relatively large head rotation, there will be an irreparable smear. In practical applications, OLEDs respond faster than ordinary LCDs and can effectively avoid screen smear. As a result, around 2016, OLED technology tried to be used in VR devices and became the first choice of VR device manufacturers. However, VR products using OLED at that time also had a fatal disadvantage - the screen effect was obvious. Yang Tingting, general manager of display VR/AR BU of BOE Technology Group Co., Ltd., once told China Electronics News that glass based OLEDs are subject to the FMM (fine metal mask) process, and it is extremely difficult to achieve ultra small pixels. The low PPI (unit pixel density) leads to the obvious graininess of the screen, which affects the immersion and visual clarity of VR. It is reported that the OLED pixel density has not yet exceeded 1000PPI, about 600. Samsung Display once displayed 806PPI and 1200PPI VR OLED panels in 2018, but failed to achieve large-scale production due to lack of large orders. LCD image

Edit:Li Jialang Responsible editor:Mu Mu

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