MWC 2019: folding wrist phones, 5G and quintuple cameras – 8 standout gadgets

Also unveiled in Barcelona: Microsoft’s Hololens 2 and phones with folding screens

The annual mobile technology jamboree in Barcelona has revealed the latest exciting developments that will feature in phones, tablets and watches over the next 12 months. From folding handsets and ultra-sophisticated cameras to brick-like smartphones with a very long battery life – here are eight of the most notable products from Mobile World Congress 2019 this week.

Samsung’s $2,000 Galaxy Fold changes the smartphone game

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MWC 2019: folding wrist phones, 5G and quintuple cameras – 8 standout gadgets

Also unveiled in Barcelona: Microsoft’s Hololens 2 and phones with folding screens

The annual mobile technology jamboree in Barcelona has revealed the latest exciting developments that will feature in phones, tablets and watches over the next 12 months. From folding handsets and ultra-sophisticated cameras to brick-like smartphones with a very long battery life – here are eight of the most notable products from Mobile World Congress 2019 this week.

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Vive Focus Streaming On 5G Is A Fun, Flawed Glimpse Of The Future

HTC Vive 5G Hub

If I had a penny for every time I’ve heard the term ‘5G’ in the past 48 hours. At MWC 2019 you were in constant earshot of someone telling you why it was the future. The same was true for the past two shows, mind you, but this year the buzzwords are actually materializing into something tangible. HTC Vive was one of the companies to prove that.

Vive was showing its newest headset, the Focus Plus, streaming content via its new 5G hub this week. HTC had its hub positioned at the top of a booth, much like you’d have a Vive base station. Locked away in a cupboard below was a huge box of wires that I was told simulated a real 5G network. To showcase its potential? What else other than Superhot VR?

Of course, all of this has to be taken at HTC’s word. They told me that, of all the companies at MWC, they were one of (if not the) only ones to be simulating a “real” 5G network. While others have Wifi networks specced to 5G standards, HTC bought equipment it says enabled a real 5G connection. They showed me a big box with lots of wires that they said was very expensive. Still, I have no way of knowing just how close that network gets to what 5G will really be like when it’s out in the wide world.

What I saw was a shaky foundation for something hugely promising. I was able to fight my way through Superhot’s first level on a standalone VR headset. The experience was streaming from a PC elsewhere on the booth. The very fact that any of it worked at all was kind of amazing. The idea that someone could have that experience by streaming off of a PC elsewhere in the world could drastically lower the barrier to entry for premium VR. Well, it could one day at least.

As great as it is, though, Superhot probably wasn’t the best choice of demo. It’s not the most visually-intensive PC VR game, for starters. You also can’t scrutinize tracking too much before getting a bullet in the head. But perhaps that was the point; when I played the game with the emergency it demanded everything largely worked well. Like many of you, I know Superhot’s levels like the back of my hand by now. I was shooting and punching my way through them just as I do on Rift, Vive or PSVR.

But it was when I slowed down and zeroed in on specific features that the cracks began to show. If I purposefully turned my head as fast as possible, I’d have a black screen for a split second before the experience caught up. If I made snap movements with my arms, I could notice the small amount of latency. At one point I spotted the visual fidelity drop down to a faintly fuzzy quality, much like when a YouTube or Netflix video dips in quality to keep the stream going. The hub’s position also didn’t allow for a full 360 degrees of tracking – turning away from it caused controllers to disappear.

I was told that’s more to do with environment than it is tech, though. If the hub had been positioned directly above me or I’d had a wall behind me it would have apparently worked with 360 degrees. Again, HTC’s words, not mine.

Again, none of this drastically affected my performance in the game. It just felt like I was playing something inferior to the native PC VR or even PSVR experience. The fact that Superhot is already running on Oculus Quest (and quite well, for that matter) suggests native experiences will still be the best way to experience standalone VR for the foreseeable future. There’s still work to be done and HTC knows that. We won’t know just how viable 5G VR streaming is until networks are finally supporting it but with

To quote every marketing executive in Barcelona right now, this demo was billed as an early glimpse of the future and in that respect I came away feeling positive. 5G might be where HTC’s Viveport subscription comes into its own. The idea of instantly jumping from one high-fidelity VR experience to another no matter where I am is exciting. We’re just not there quite yet.

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NextVR and Qualcomm to Demo 5G 6DoF VR Streaming at MWC19

Love it, hate it, understand it or don’t, VRFocus is talking about the next step in wireless communication, 5G. You may have only just got used to 4G, but its bigger brother has been in development for quite a while, and Mobile World Congress 2019 is overflowing with 5G talk. That’s because companies like Qualcomm have been making some serious investments in the technology, the Snapdragon 855 Mobile Platform being the big reveal today. Also getting in on the action is immersive sports and entertainment broadcaster NextVR, announced broad support for the emerging 5G ecosystem and partnering with Qualcomm.

NextVR

For the event in Spain, NextVR will be demonstrating a new stereoscopic, ultra-high resolution, video experience called  Fearless on Qualcomm’s booth. Fearless is designed to play on a 5G enabled handset powered by the Qualcomm Snapdragon 855 Mobile Platform and features six-degrees-of-freedom (6DoF) streaming.

The video follows three professional cliff divers as they jump from an 85 feet high cliff near Koko Head on Oahu island, Hawaii. Viewers will be able to move about within the experience, with the ability to step to the edge of the cliff face and look down at the ocean below.

“The Snapdragon 855 Mobile Platform with 5G will enable XR viewers to transform how the world connects and communicates,” said Patrick Costello, Senior Director, Business Development, Qualcomm Technologies, Inc in a statement. “By leveraging 5G to offer premium immersive experiences, NextVR is evolving their content platform to deliver realistic immersive experiences for consumers with XR viewers.”

Qualcomm

“NextVR is completely committed to supporting 5G and the new product category of AR and VR devices known as XR viewers. The increased resolution, high bandwidth, and streamlined form-factor of XR viewers connected to 5G handsets allow us to deliver an ultra-realistic immersive experience,” said David Cole, NextVR CEO.

In addition to Fearless, NextVR will demonstrate a prototype of its new augmented reality (AR) portal on the nReal Light, a pair of ready-to-wear mixed reality (MR) glasses. Whilst being able to see the show floor, guests will also see a stereoscopic portal in front of them which opens into content experiences (e.g. a basketball court or concert venue). For further updates about what NextVR is up to, keep reading VRFocus.

Qualcomm’s new Snapdragon 855 Mobile Platform Will Provide AR/VR Experiences Over USB Type-C

It has already been an interesting start for immersive technologies at Mobile World Congress (MWC) 2019 this week, with Microsoft announcing the HoloLens 2 and HTC revealing plans for wireless VR streaming with a new 5G home hub. Continuing that 5G theme is Qualcomm Technologies, announcing its strategy to deliver the next generation of mobile VR experiences to USB Type-C connected 5G smartphones.

Qualcomm

This will be achieved via the new Qualcomm Snapdragon 855 Mobile Platform, with the next generation of 5G connected smartphones able to provide even richer augmented reality (AR) and virtual reality (VR) experiences through XR headsets.

While companies like Oculus and HTC are going down the standalone headset route with the likes of Oculus Go and HTC Vive Focus, Qualcomm still envisions a world powered by smartphones offering high-resolution displays and inside-out Six Degrees of Freedom (6DoF) tracking.

Combining 5G’s high data rates and low latency with USB Type-C, devices like the Acer OJO head-mounted display (HMD) or the nreal light AR glasses will help to expand the ecosystem whilst providing further bundle deals for consumers.

And to help in this endeavour Qualcomm has also announced an expansion of the HMD Accelerator Program (HAP) to include and help pre-validate components and performance between smartphones and XR viewers.

Qualcomm“Our HMD Accelerator Program has been a critical catalyst for ecosystem partners ranging from component suppliers and ODMs, to bring quality standalone XR headsets to consumers,” said Hugo Swart, senior director, Product Management, Qualcomm Technologies, Inc. “Building upon the momentum of this program, we will extend it to XR viewers and compatible smartphones, starting with smartphones enabled by the Snapdragon 855 Mobile Platform. In collaboration with ecosystem stakeholders, we are working towards the common goal of transforming how the world connects and communicates by offering premium, immersive experiences over 5G.”

“Acer is enabling a XR headset with high-resolution displays and 6 degrees-of-freedom positional tracking for Snapdragon 855-based smartphones. We’re ready to work with smartphone OEMs and operators worldwide to deliver the 5G + VR experiences,” said Andrew Chuang, General Manger, Presence Computing, IT Product Business, Acer Inc.

2019 may be the year 5G devices start to appear, but the wireless technology isn’t available just yet. Actual coverage isn’t expected until 2020 at the earliest. For further updates, keep reading VRFocus.

Qualcomm Snapdragon 855 Phones Can Power AR/VR Glasses Over USB-C

qualcomm xr viewer 5g companies pico acer

Technology giant Qualcomm sees a range of AR and VR eyewear in 2019 which can be powered over a USB-C wire by phones running its Snapdragon 855 chipset.

The silicon technology giant is planning to “pre-validate components and performance between smartphones and XR viewers.” Qualcomm is planning to work with partners to implement “a new easily recognizable XR viewer performance and compatibility badge icon.”

Qualcomm is working with a variety of partners to try and enable a collection of AR and VR devices and services.

The company revealed a number of partners it is planning to work with including Acer, nreal and Pico. Overall, the goal is to enable a series of headsets — both AR and VR — that are capable of robust tracking with a phone wired to the headset or glasses. It is very likely this is the plan for HTC’s Vive Cosmos and would allow the headset to operate with an upcoming phone over USB-C connection. We’ll of course have to wait and see what HTC reveals.

We will be curious to see how this effort plays out over the course of the year. Qualcomm leaders seem to think the company’s efforts here will help a number of AR and VR headsets come to market in 2019. There are some notable omissions from its partner list, though, including some of the biggest tech companies working in this area like Google, Samsung and Facebook. In addition, standardization efforts like OpenXR are due for major announcements in 2019. It is unclear how systems working with Qualcomm’s chips will operate within the broader movement toward standardization.

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Qualcomm Debuts Snapdragon X55 Modem For Slimmer, Faster 5G Smartphones

qualcomm qtm 525 5G modem

Backed by early 5G networks in the United States and South Korea, the first 5G devices are already in customers’ homes and hands — home routers and hotspots powered by Qualcomm’s first-generation 5G modem, the Snapdragon X50. With roughly 30 devices slated to use the X50 this year, Qualcomm today announced its sequel, Snapdragon X55, to kick off a “second wave” of faster, slimmer, and more capable 5G products around the end of 2019.

When Qualcomm announced Snapdragon X50 back in 2017, 5G was still theoretical — standards weren’t finalized, pocket-sized devices hadn’t been tested, and regulators didn’t know which radio frequencies they would allocate to the cellular services. Since then, all of those pieces have fallen substantially into place, revealing a need for smaller and more power-efficient chips, as well as broad support for lots of different radio frequencies.

Snapdragon X55 addresses those issues. Unlike the X50, which required a separate LTE modem, the X55 uses a single chip to support every cellular generation from 2G through 5G, as well as “virtually any” radio frequency in “any region” of the world. It uses the latest 7-nanometer manufacturing process, shrinking from 10-nanometer scale, which combined with other component improvements will cut energy consumption, allowing second-wave 5G devices to have smaller batteries.

The X55 will also be noticeably faster than its predecessor. In 5G mode, it offers a top download speed of 7Gbps, up from the X50’s roughly 5Gbps peak, plus a 3Gbps top upload speed. When on 4G networks, it can download at up to 2.5Gbps, which is 25 percent faster than the company’s standalone X24 LTE modem. In addition to supporting both millimeter wave and sub-6GHz frequencies, it can operate in a 5G/4G spectrum-sharing mode so carriers can offer both types of service on the same radio frequencies.

Above: Qualcomm’s Snapdragon X55 5G modem.

Image Credit: Qualcomm

Simultaneously, Qualcomm is rolling out its third-generation 5G antenna, the QTM525, specifically designed to fit inside smartphones thinner than 8mm. QTM525 is millimeter wave-specific, but goes beyond its predecessor by adding 26GHz support to the prior 28GHz and 39GHz bands. That will enable it to work on the fastest 5G networks currently planned for North America, South Korea, Japan, Europe, and Australia — a wide swath of territories.

Two related new components may sound even more obscure, but they’re equally important: the QET6100 5G Envelope Tracker and QAT3555 5G Adaptive Antenna Tuning Solution. In short, the QET6100 enables a 5G device to efficiently use a 100MHz chunk of radio spectrum at once, offering faster speeds and longer battery life, while the QAT3555 lets the device work on radio frequencies all the way from 600MHz to 6GHz, with greater power efficiency and a 25 percent smaller package. They enable the Snapdragon X55 to be the first modem capable of using these new radio features.

Collectively, the new parts will enable the second wave of consumer and enterprise 5G products to “meet the expectations that people have with regards to their smartphones and devices today,” Qualcomm said, which effectively means smaller, faster, and longer-lasting. The company expects that the new parts will be used in everything from phones to hotspots, fixed wireless routers, laptops, tablets, automotive applications, and enterprise devices.

Snapdragon X55 will be shown off from February 25-28 at the Mobile World Congress, alongside numerous 5G demos, including “boundless XR,” an enhanced ultra-reliable low-latency communication (eURLLC) test with 99.9999 percent reliability, and 5G cellular vehicle-to-everything (C-V2X) demos. The new modem is sampling to customers now, with the other components sampling in the first half of 2019. Initial products based on the second wave parts are expected to become available by the end of the year.

This post by Jeremy Horowitz originally appeared on VentureBeat.

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AT&T to Demonstrate Cloud-rendered SteamVR Content Streamed Over 5G

AT&T, one of the world’s largest telecom companies, this week announced plans to demonstrate cloud-rendered VR content streaming over a 5G network. The company says its 5G Lab, which is exploring use-cases for 5G and edge networking, will host the demonstration next month which will show SteamVR content rendered in the cloud and sent over a 5G network with low enough latency for a full 6DOF VR experience.

Next-gen ‘5G’ connectivity technology aims to deliver a leap in bandwidth and latency compared to existing mobile connections and a majority of in-home internet connections. While the increased bandwidth stands to enhance static content like 360 video streaming to VR headsets, the addition of ultra-low latency could potentially open the door to fully interactive VR content that’s streamed to a headset from the cloud instead of being locally rendered on a powerful PC.

To that end, AT&T says it has developed a proof-of-concept demonstration that renders SteamVR content in the cloud and delivers it to a VR headset quickly enough to stay within the critical latency thresholds necessary for a visually comfortable VR experience.

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The company says that the demonstration will use a “5G 39GHz mmwave radio connected to a GPU-accelerated gaming server,” and will also rely on the use of ‘edge computing’ (ensuring that the VR content is rendered and server from a datacenter as physically near to the user as possible to minimize latency).

While cloud-rendered VR content has been discussed at length for its many potential upsides (mainly: lowering the barrier to entry for high-end VR content), there’s still many pieces of the pipeline that need to come together to make it work well and reliably, as AT&T notes:

Separating the [render] server and [VR] display by a wireless network means introducing new confounding factors into the pipeline, such as encoding and decoding delays, transmission delay, packet loss and jitter.

This is especially challenging because networks and media streaming protocols weren’t optimized for real-time, interactive content. These experiences have different requirements than static, file-based media, so we can’t treat them the same way. Plus, the content capturing, rendering and display processes in 3D gaming engines were not originally designed to be hosted in the cloud.

In order to democratize access to 3D experiences, we need to merge elements of the two models and redesign the process from the ground-up. That means in addition to optimizing the performance of our network, we must work with our technology partners to reimagine and re-architect how these applications are designed and implemented.

AT&T is setting the bar somewhat low for this initial proof of concept, saying that it targets a “3K resolution” (which we expect to mean total, rather than per-eye) and a 75Hz refresh rate, which is in line with today’s mobile VR headset specs, but questions remain about the future scalability of such technology to higher resolutions and higher frame rates for future headsets.

Still, there’s been a lot of buzz about VR cloud rendering, but so far we haven’t seen any complete and compelling demonstrations of the entire pipeline in action. AT&T’s upcoming proof of concept could definitely show that VR cloud rendering over 5G is a viable pathway to high-end VR—or reinforce skeptics who say it won’t happen for a variety of reasons.

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AT&T, Ericsson & Intel to Showcase ‘The Power of 5G’ with Batman AR/VR Experience Soon

Mobile World Congress (MWC) is gearing up next week in Barcelona to play host to the latest and greatest in mobile technology, including the presumed Microsoft HoloLens 2. Today AT&T, Ericsson, Intel and Warner Bros. announced that they’ll be showing off a new implementation there of their combined efforts to bring 5G to location-based AR/VR venues using a new Batman experience.

Late last year the companies created a proof-of-concept demo running at the University of Southern California campus in Los Angeles, where students got a chance to experience what they call “a context-aware, mixed-reality experience” designed by USC’s Mobile & Environmental Media Lab.

Now fully kitted with a bonafide Batman experience to its name, the setup is said to let MWC-goers “see how Batman defeats DC Super-Villain The Scarecrow in an action-packed immersive experience using a digital model of their encounter.”

While not much is known at this time—including exactly which AR/VR hardware the companies are using—the experience is said to include a fully integrated 5G network powered by Ericsson Radio Base Stations and enabled by Intel Xeon Scalable processors and the Intel 5G Mobile Trial Platform, allowing expo visitors to “interact in the environment while being mobile.”

With the experience the companies hope to show off “a way forward for lightweight mixed reality devices,” a press statement says.

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The collaboration between AT&T, Ericsson, Intel and Warner Bros. (with DC) is slated to demonstrate 5G’s capabilities, such as low latency, high bandwidth, fast scalability, and also how it will provide “a faster network and the flexibility for enabling an enhanced, multi-user mixed-reality experience.”

While it could be more bluster than muster at this point—we’ve seen 5G-powered setups in the past that did little more than deliver high-speed internet to backpack-mounted computers—the fact that Warner Bros. is eyeballing the out-of-home immersive entertainment sector using the technology could be a sign of greater implementations.

“At Warner Bros., we look forward to continuing to explore the power of 5G to deliver high-quality location-based entertainment experiences to our fans,” said Justin Herz, exec. vice president of Warner Bros. Entertainment’s digital product, platform and strategy division. “It is by working closely with partners who are leaders in 5G that we can develop compelling immersive user experiences that will break through to a mass audience and bring our most iconic characters, such as DC’s Batman and The Scarecrow, to life.”

The demonstration will be available in both the Ericsson booth (#2O60 in Hall 2) and Intel booth (#3E31 in Hall 3) in Fira de Barcelona, taking place February 24 – 28 in Barcelona, Spain.


We’ll have feet on the ground in Barcelona next week, so check back soon for breaking news and all things AR/VR.

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