vive schematics lcd panel made in china
BOE will invest 29 billion yuan ($4 billion) in the 600,000 sq. meter factory, according to Sunday"s announcement, with an eye toward expanding into markets for new technologies, such as panels for virtual reality (VR) devices, and a new type of high-end panel called mini-LED.
Asian makers of liquid crystal display (LCD) screens are rushing to set up production bases in China, which is expected to become the world’s biggest LCD TV market within a few years.
Samsung, the world’s No.1 LCD maker, has sought Chinese approval for its 7.5-generation LCD manufacturing facility in Suzhou, Jiangsu province, requiring 2.6 trillion won ($2.35 billion) investment. [ID:nSEO131216]
LG Display has also signed a separate deal with the Chinese city of Guangzhou, Guangdong province, for a $4 billion, 8th-generation panel plant. [nSEO152959]
BEIJING (Reuters) - A joint venture between Hon Hai Precision Industry Co, known as Foxconn, and Sharp Corpplans to build a 61 billion yuan ($8.8 billion) factory in China to produce liquid-crystal displays (LCDs).
Sakai Display Products Corp’s plant will be a so-called Gen-10.5 facility specializing in large-screen LCDs and will be operational by 2019, the company said at a signing event with local officials in Guangzhou on Friday. It said the plant will have capacity equating to 92 billion yuan a year.
Global LCD output was hit this year by the closure of a Samsungfactory that accounted for 3 percent of the market, as well as factory stoppages in Taiwan after an earthquake in March.
China’s largest LCD panel maker, BOE Technology Group, began construction on its own Gen-10.5 plant in Hefei in December last year, with production scheduled to begin in 2018.
In May Shenzhen China Optoelectronics Technology Co, asubsidiary of TCL Corp, announced that it would begin construction on a 50 billion yuan LCD plant in Shenzhen.
The Chinese company TCL announced two tiny new LCD displays featuring impressive resolutions and striking pixel density per inch. If the displays are equal to their description these LCD panels will enable smaller and higher-resolution standalone VR headsets.
The first is a 2.1-inch LCD panel. Incidentally, the same size as HTC Vive FLOW, currently acting as the smallest display size on the market. However, where the FLOW delivers a resolution of 1600×1600, the new display prototype from TCL features a 2280×2280 resolution with a 120 Hz refresh rate.
Even more impressive, TCL showcased this first display in a standalone VR HMD: illustrating that such a small-sized LCD panel could enable powerful standalone virtual reality headsets to be created.
TCL plans to make a big splash in the virtual reality industry with its upcoming LCD displays. Both TCL displays have impressive resolution densities and sizes, enabling crystal clear VR HMDs to be developed for a lower price than if OLED display engines are employed.All in all, with such high resolutions and pixel densities, cramped into such small form factors, TCL may power the next generation of stand-alone virtual reality headsets.
HTC has officially revealed the Vive Focus, its all-in-one VR headset. As previously announced, the Vive Focus runs on a Qualcomm Snapdragon 835 chip and uses inside-out positional tracking. It should be the first standalone six-degrees-of-freedom VR headset to see release, though HTC isn"t saying exactly when it"ll be available.
The Vive Focus uses a somewhat simple-looking three-degrees-of-freedom controller with a similar trackpad to the larger Vive devices. The headset"s design is unusual, taking cues from both PlayStation VR and HTC"s own Vive Deluxe Audio Strap, and it comes in a bright shade of blue. HTC hasn"t given a lot more away about the Focus" other specs, like its screen resolution.
HTC has only announced plans for the Vive Focus in China just yet, and even then there aren"t any details on pricing or a release date. If you were holding out for that Vive-branded standalone Google Daydream headset, meanwhile, there"s bad news — HTC and Google have cancelled their plans to bring it to the US.
Today at CES 2018, HTC revealed the Vive Pro. It isn’t the ‘Vive 2’—and the original Vive will continue to be sold alongside it—but, in many ways, it raises the bar for PC VR headsets.
First and foremost is the headset’s improved display, which offers 78% more pixels with a 2,880 × 1,600 resolution (1,440 × 1,600 per display). This makes a big difference in clarity of the VR world. With the original Vive’s 2,160 × 1,200 resolution it’s relatively easy to see sub-pixels (the little red, green, and blue dots that mix together to make white, and every other color you see). Looking through the lenses of the Vive Pro, not only have the sub-pixels disappeared, it’s challenging to even make out whole pixels.
If you hear people saying that the Vive Pro still has quite visible screen door effect (SDE), I would bet that they are actually talking about aliasing and mura.
Aliasing is what happens when you don’t have sufficient pixel density to convince your eyes that a perfectly straight line is perfectly straight, when it’s actually made up of the jagged edges of pixels—this effect is exaggerated at a distance since fewer pixels are available to render more distant objects. Anti-aliasing techniques can go a long way to hide aliasing, so how much you notice the aliasing vary depending upon the application, but it’s still there in the Vive Pro.
The good news is that the mura-correction on the Vive Pro appears at least as good as that of the original Vive (which is pretty good). However, it’s still there, and, perhaps, now an equal or slightly larger contributor to the clarity bottleneck than SDE.
The result of greater pixel density—which brings less aliasing and less noticeable individual pixels—and solid mura-correction makes a big difference in the clarity of the virtual scene when looking through the Vive Pro. With every step forward like this, we’re getting closer to feeling like your head is really in another place (that fleeting feeling of Presence).
When I put my head in the Vive Pro for the first time, standing in the finely rendered Driftwood environment, I couldn’t help but marvel at a new level of closeness to the virtual world; our heads are so close to pushing through the window screen and out into the virtual world.
But the increase in resolution isn’t the only thing that makes the Vive Pro feel like a substantial improvement over the original Vive. The headset is also more comfortable, easier to use, and supports even better tracking.
Let’s start with comfort. The new strap on the Vive Pro feels like an improved version of the Deluxe Audio Strap (an optional accessory for the original Vive). Yes, it’s undeniably bulky, but some subtle changes make it more comfortable, and the Vive Pro comes standard with this new strap.
The new head mount on the Vive Pro functions roughly the same as the old one—with a knob on the back to tighten the headset to taste—but a change to the design of the padding structure on the back of the head feels, at least in my 20 minutes or so of testing it side-by-side with the DAS, to increase comfort by more gently cupping the area just under the crown of the head, rather than gripping tightly against the crown like a vice (as the DAS seems to do). It also feels easier to find the comfort sweet spot compared to the DAS.
The struts that connect the display housing to the back of the strap are also further away from your temples and help make the headset feel more ‘open’ on the sides rather than totally encompassing your head. Along with what feels like better balance, the Vive Pro feels less obtrusive on your head.
The new headphones also feel less likely to accidentally flip from the extended position into the on-ear position while you’re in the middle of putting on the headset (and irksome annoyance). Note: if you were following our HTC CES 2018 Press Event liveblog earlier, we reported that the Vive Pro has removable headphones—we’ve since confirmed that they’re actually permanently attached. [Update: After varying reports from HTC, the final word is that the headphones are detachable.]
4. #Press the LCD glass side of the panel, if the vertical lines disappear or reappear, it can be judged that the cause of poor contact, OM checking should be able to find the poor contact.
The above is the full text of LCD screen failure repair guide, we hope it is helpful to you. If you need to buy LCD and find a reliable LCD supplier, we suggest you to read our other great blog – How to find a reliable LCD supplier.
Founded in 2014, VISLCD is a professional LCD supplier. We provide LCD modules, touch LCD and customized LCD in various sizes with stable quality and competitive price. Welcome to contact us for any LCD demand, thank you.
The company confirmed today that pre-orders for the headset, which runs on its new Vive Wave platform, will start on December 12th, with first shipments expected in January 2018. You can pre-order from the official Vive website. You can check out a new trailer of it below.
As for pricing, there’s a standard ‘Almond White’ edition of the device that costs ¥3,999, which works out to $604.49. Yes, that’s slightly more expensive than the $599 price of PC-based Vive in the US, but it’s important to remember that that headset costs $820.57 in China, so it’s possible that it could be significantly cheaper if it ever did come to the west.
Vive Focus boasts its own inside-out tracking solution allowing your head to move through virtual space in any direction, but with a three degrees of freedom (3DOF) controller that’s used more as a pointer. It’s also got a 3K AMOLED display with a 75Hz refresh rate and a 110 degree field of view (FOV).
At the same time Vive Focus was announced, Google confirmed that its own standalone VR headset made in partnership with HTC had been cancelled. The device was similar to the Focus but would run on Google’s Daydream platform. A standalone headset from Google and Lenovo is still on the way.
Different displays use different types of TCONs. In this article we will be talking about TCONs for the IT market: LCD (Liquid Crystal Display) notebook PCs and monitors.
An LCD panel has millions of Red, Green, and Blue (RGB) liquid crystals that are used to block a white backlight when electrical voltage is applied to them. High voltage signals to each individual pixel control how much of the backlight to block. A white display means nothing is being blocked. A black display means all three colors are blocked at maximum effort.
TCONS direct the high voltage driver chips that move the color filters and are usually found on a circuit board that sits below the glass panel (Fig. 1).
eDP connections are fast, use few wires, and are flexible for size, bandwidth and adding features eDP provides all panel connections in one plug, including power, data, and control signals. This is Analogix’s specialty.
While the GPU is responsible for transforming mathematical equations into individual pixels and frames, a TCON takes the individual frames generated by the GPU, corrects for color and brightness, then sends out parts of the image to each individual driver at the panel’s specific timing.
The human eye has an incredible dynamic range. That means we can see both very dark images and very bright images, at the same time. However, neither camera sensors nor display panels can display that range. Your camera generates HDR images by using images from multiple exposures to combine the brightest and darkest parts of the picture. This increases the contrast (dynamic range) between light and dark, pulling out details from darkened or washed out areas.
HDR accurately maps real world color and luminance to a display panel. VESA DisplayHDR™ standard specifies HDR quality, including luminance, color gamut, bit depth, and rise time.
Display panels have difficulty displaying a wide range of brightness. Normal sunlight can reach 10,000 nits, but the backlight on most notebooks today is around 250 nits
VESA DisplayHDR requires the panel to meet minimum brightness, contrast, and color. No panel can reach 10,000nits of natural light. The brightest a 250nit notebook panel can produce is 250nits and any image above 250nits is washed out. Also, no details from 250 nits to 10,000nits can be seen.
The HDR400 specifications require a dimmable backlight which helps with both producing darker blacks and lowering the power consumption. Tone mapping is used to map the whole range of 10,000 nits down to what the panel can handle, so the details can be seen. Tone mapping does not increase the brightness of the panel; it only makes the details visible.
VESA DisplayHDR600 Requires local dimming. No LCD panel can reach the VESA DisplayHDR600 requirement of 6000:1 contrast ratio. However, this can be overcome with local dimming.
For example, a 750:1 contrast panel requires 8 different backlight power settings to reach 6000:1 contrast ratio. However, unless there are thousands of separate regions, local dimming always produces halos around the bright areas. In order to reduce the halos, the following are recommended:
Monitors can use a direct backlight with many regions. An extra layer of liquid crystal can be used to dim the backlight at a specific location but this often results in a panel that is too thick for a notebook.
Notebook backlights use LEDs on the edge of the panel to reduce panel thickness. These can be on 1 side, 2 sides, or all 4 sides. Each edge adds to cost and bezel size.
Global Dimming Power Savings - Figure 6 shows a 15.6” UHD panel with 400nit maximum brightness. Figure 7 shows a comparison of backlight power consumption values between 400nit, 50nit and, respectively 5nit.
The primary goal of color management is to obtain a good match across color devices; for example, the colors of one frame of a video should appear the same on a computer LCD monitor, on a TV screen, and as a printed poster. Color management helps to achieve the same appearance on all of these devices, provided the devices are capable of delivering the needed color intensities. Color management cannot guarantee identical color reproduction, as this is rarely possible, but it can at least give more control over any changes which may occur.
A PC in HDR and SDR modes use different color gamut but the same screen. Dual-panel phones and notebooks need the color of the two sides to match perfectly. Graphic artists for web sites, movies, video games, etc., need to know what they are creating looks the same on their screen as on their customers’ screens.
As panels improve, the color space of new panels may exceed the color space from Windows. This results in displays which look oversaturated. There is a trend towards low blue light or “night shift” panels, while still retaining color accuracy for the other colors. Today, low blue light panels are created by measuring each individual panel, then hoping that the yield is high enough.
Analogix’s Advanced Color Blocking (ACB) technology is used to create consistent image quality across different panels and change color space for different usage modes (Fig. 8). It allows for 3D color gamut rotation in the optical color domain rather than the RGB domain and color space change on the fly, such as color mapping of BT.2020 source to sRGB or DCI-P3 panels. It includes LUT shadow registers and hardware transition calculations (to smooth changes).
Color conversion in the TCON can dynamically and continuously adjust the incoming signal from the GPU for a low blue light color space. This way, no individual panel measurement is needed and yields should increase. While this can also be done by the GPU itself, that takes GPU bandwidth and 500x more power.
Panel Self-Refresh (PSR) – frame buffer in a TCON can maintain a display image without receiving video data from the CPU. For a still image, this allows the GPU to enter a low-power state and the eDP main link to turn off. Allowing the GPU to power down between display updates will save significant power and extend battery life.
Panel Self-Refresh with Selective Update (PSR2) is a superset of the panel self-refresh feature and it allows the transmission of modified areas within a video frame with obvious benefits when watching a movie or playing a game. PSR2 identifies when only a portion of the screen is static, which is a selective update. In PSR2, when the full screen is static, the refresh rate can be lowered for further power savings as done by Intel Low Refresh Rate (LRR). Intel LRR lowers the refresh rate by changing pixel clock or by changing vertical blank depending on the scenario such as idle, playing video, browsing, etc. All Analogix TCONs support Intel LRR.
In-Cell Touch embeds the touch function in the display itself, the panel including all the touch sensors, controllers, and needed processing. This simplifies the production process and reduces weight and reflection by removing the cover glass. It also allows for thinner bezels as there is no need for daughter cards and no separate wires for touch, as well as lighter devices as the cover glass is removed.
Analogix has pioneered the in-cell touch notebook panel TCONs. About 15% of notebooks support touch and we expect the touch attach rate to increase as more active pen support is introduced.
This year"s South by Southwest (or SXSW) event kicks off today (March 11, 2022) in Austin, Texas and runs until March 20. HTC is at this show, and not just to underpin its pivot away from smartphones. Its comparatively relevant VR-industry arm VIVE is presenting some of its latest applications or partnerships that might make hardware such as the Focus 3 even more useful or powerful in the future.
They include BEATDAY in 3D, VIVE"s purpose-built metaverse space for concerts. The company will lay a demo of this platform on for SXSW 2022 attendees, thereby giving them a glimpse of its upcoming venue environment, as well as an NFT avatar to save as a souvenir. It is rated for an improved experience and reduced perceived physical limits thanks to "the latest volumetric capture technology".
BEATDAY"s inaugural time-slot will go to the Taiwanese indie outfit Amazing Show, and will roll out on the Focus 3 thereafter. VIVE has also announced that it is getting into VR movies, starting with the new "immersive" animation The Sick Rose, produced in collaboration with the TurnRhino Original Design studio.
The partially interactive film blends traditional Taiwanese dough-figure art with stop-motion techniques and VIVE"s technology, and sees its North American debut at SXSW. Besides that, VIVE has announced an expansion on another current partnership it has with the healthcare-tech group MyndVR.
MyndConnect is a next-gen platform intended to address isolation in senior citizens by allowing them to interact with family members in a metaverse environment. "Elastic Content", on the other hand, comprises HTC VIVE"s latest in-car entertainment portfolio, created in conjunction with the company holoride and accessible via Focus-series glasses while riding in vehicles.
These new assets are all now part of what HTC calls its "VIVERSE vision", and are slated to join the OEM"s range of VR products, slated as open, secure and safe for the consumers and commercial entities that might be interested in it.