Antilatency’s new OpenVR Makes Tracking System SteamVR Compatible

Antilatency

Since the rollout of its tracking solution in 2019, Antilatency has continued to improve the system adding support for Oculus Quest earlier this year. Today, the company has announced the launch of a new OpenVR driver which adds compatibility for SteamVR headsets.

Antilatency

Available as a free download off the Antilatency website, the driver allows the Antilatency system to override SteamVR tracking. The driver supports the Alt tracker which can be used with a socket, for head, leg and object tracking. It also works with Antilatency’s hand-worn Bracer for use as a controller, ideal for videogames like Beat Saber.

“We have received a large number of requests from our customers to integrate our tracking system with SteamVR. We are now ready to present the first version of the driver. It is easy to install and use. We made a demo video with Beat Saber to show how accurate and stable the tracking works with complex mechanics,” said Antilatency in a statement.

While most modern VR headsets do come with tracking systems of their own, Antilatency’s system is designed for location-based entertainment (LBE) venues that may have awkward requirements. The Alt tracker is paired with a modular flooring system whose shape and size can be customised.

Antilatency - Alt

As the video below demonstrates the tracking solution can keep up with demanding rhythm-action titles which have become highly popular in VR arcades.

Antilatency is still selling its introductory Dev Kit for $350 USD which includes 10m2 of flooring, a tracker and then the various sockets for attaching to headsets, hands and peripherals. As previously reported this does mean full-body tracking can be achieved on a wide variety of headsets.

For further Antilatency updates, keep reading VRFocus.

Watch: Antilatency’s 10-Person, Full-Body Tracking System

A new video from Antilatency shows a system that uses full-body tracking in VR on 10 users simultaneously, allowing them to interact with virtual representations of each other. The system positionally tracks each person’s feet, head and hands.

The system uses Antilatency’s ‘Bracer’ and ‘Tag’ tracking devices, which are small radio sockets that can be added onto existing HMDs to provide additional tracking capability. At CES 2019, these devices were used to turn the Oculus Go, a 3DoF headset, into a 6DoF headset with increased tracking capabilities and multi-user support.

In January, Antilatency expanded support for these custom tracking peripherals to include the Oculus Quest, providing new tracking options for location-based VR experiences using the mobile headset.

In this new video, Antilatency uses two Bracers on user’s hands and two Tags on user’s feet to provide a total of five tracking points, when including positional data of the headset.

The video shows an experience where 10 users are all interacting at once, with five points of tracking each, allowing for a deeper sense of immersion and realism for the user’s VR avatars. Antilatency says the session used Pico G2 headsets, with the trackers using a proprietary low-latency radio protocol. To avoid confusion and interference, each user has their own radio channel in the 2.4Ghz range to communicate between the tracking peripherals and the headset.

After receiving and processing the user’s tracking data locally, each headset then shares this information with all of the other headsets across a 5Ghz WiFi network to sync up each user. A PC was added into the system to create the demonstration video and visualise the whole experience, but otherwise would not be needed.

You can read more about Antilatency’s tracking peripherals here. 

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Antilatency Announces Oculus Quest Support, SDK, Custom 6DoF Controller

VR tracking company Antilatency has announced a slew of new hardware and updates to their tracking systems, including support for the Oculus Quest and a new software development kit (SDK) for easy implementation. The company’s custom tracking solutions now offer a ceiling set up, alongside a custom six degrees of freedom (6DOF) controller, ideal for enterprise solutions and implementation at location-based VR experiences.

Tag antilatency Vr

We previously tried Antilatency’s technology at CES 2019, where the tracking system turned the Oculus Go into a 6DoF, multi-user VR experience. This tracking technology operates via a small external “Tag” device, pictured above, which is mounted to the headset. Support for the Tag peripheral has expanded to include the Oculus Quest, which provides “full-body tracking, where head and foot tracking is performed by Antilatency trackers, and hand tracking is done by the native controller tracking of Oculus Quest.” The custom tracker device, which works with the Antilatency system, would likely connect to the Oculus Quest’s USB-C port.

Quest support comes alongside the addition of the new Antilatency SDK, which allows for “more flexible configuration of the system for various use cases” and improves upon previous iterations of the technology. This works hand-in-hand with the new ceiling set up option for tracking, which uses the same technology as the previous floor-based system with infrared lights, except it now uses markers and wires placed on a suspended ceiling rig. Antilatency admitted that the ceiling option is not as mobile or flexible as the floor mat option, but will allow for situations where objects are placed on the floor in the playspace, or when real walls are present that also co-exist in the virtual world.

Bracer 6dof tracker antilatency

Antilatency is also introducing a 6DoF controller called ‘The Bracer’, pictured above, which is “ultra-light” and mounted to the user’s wrist, allowing your hands to be used to grab objects without having to hold a controller of any kind. This would work in situations where the user wants to hold an external peripheral, such as a gun, without compromising tracking.

All of these new software and hardware updates position Antilatency to be implemented at an enterprise level, both in training situations and location-based experiences. You can read more on the Antilatency website.

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Antilatency’s SDK v.1.0 Adds Full-Body Tracking for Oculus Quest

Last year positional tracking company Antilatency launched its hardware and software system based around its tracking module ALT, designed for location-based entertainment (LBE) venues. Antilatency recently updated its software development kit (SDK) to version 1.0.0, in the process adding support for Oculus Quest.

Antilatency

The SDK update allows for full-body tracking of an Oculus Quest user, where the head and foot tracking is performed by Antilatency trackers while the hand tracking is still done via the headsets’ normal controller. As the video below demonstrates, an Antilatency tracker is attached to the front of the headset while another two are attached to the lower portion of each leg, thus allowing LBE venues to make use of the popular device.

Other software updates added to v1.0.0 include:

  • a redesigned radio protocol with improved bandwidth, crosstalk protection, connection procedure, and maximal radio packet size.
  • an environment generator for defining the most effective IR pattern for your area.
  • custom areas in the environment editor for creating compact desk setups, setups with a smaller size, or with a different proportion of the marker locations inside a linear pattern, etc.
  • an update system for getting the last version of firmware for all your Antilatency devices.
  • a device tree in DeviceNetwork for checking the hierarchy of devices connected to a host and getting all the information for each socket or tracker.

Antilatency

It’s not only the software Antilatency has improved. Several hardware elements have been such as the Bracer, a lightweight VR controller which attaches to the hand around the palm. The Bracer allows a hand to be tracked whilst leaving your fingers free to interact with physical objects. Additionally, the Bracer can recognize grab and drop gestures.

Antilatency’s system works in conjunction with adjustable floor tiles to track a player. Now there’s a new ceiling setup for locations that can’t use the floor system. The tracking technology remains the same, but the setup consists of separate active markers and connecting wires placed above a suspended ceiling. This does mean it’s not as mobile as the floor setup.

The Antilatency Dev Kit is available for $350 with all the additional components available depending on requirements. For further updates on Antilatency’s tracking solution, keep reading VRFocus.

Antilatency Launches Tracking System For Location-based VR

Antilatency Launches Tracking System For Location-based VR

Antilatency’s positional tracking system for location-based VR is available for order.

We last tested Antilatency’s tracking system at CES 2019 paired with Oculus Go and it provided a pretty solid room-scale experience, albeit with an empty scene. The website for Antilatency lists a range of prices for commercial multiuser options. A developer kit is available starting at $350 with additional add-ons available to connect different accessories and HMDs, like the Pico G2.

Antilatency’s system uses an optical inertial tracking module with an ultra wide field of view. The unit mounted on a headset or accessory can identify its location relative to infrared lights which can be embedded in expandable floor mats.

We’ll be curious to see how this solution fares in the market against a range of other systems rolling out in 2019. Valve’s latest 2.0 SteamVR Tracking system could have large-scale uses while many location-based VR attractions still employ expensive OptiTrack cameras for the system’s reliability. Headsets based on Microsoft’s tracking technology, like the HP Reverb, could see use in some attractions reliant on PCs while the Oculus Quest standalone might work in some installations. For instance, here’s Oculus Quest being shown in an arena setting at last year’s Oculus Connect developer’s conference:

There are a wide range of possible use cases for large-scale VR installations and Antilatency’s approach might offer benefits in some configurations. We’d have to test it extensively, though, to get a better sense of how the system handles occlusion with various scenarios and accessories — and what use cases it might fit well.

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Antilatency’s Miniature VR Tracking Solution Goes on Sale

During CES 2019 Russian technology startup Antilatency showcased the latest version of its tracking solution for location-based entertainment (LBE), dubbed ALT. This week the product has gone on sale, aiming to offer a cost-effective solution to virtual reality (VR) tracking in a miniature package.

Antilatency - Alt

The entire system is based around the small ALT tracker which is powered by a USB cradle and the customisable IR floor mats. The tracking module is fitted with onboard image processing, IMU, and a 240-degree field of view inside a metal housing to track the IR layout; a set of reference bars which forms a specific pattern of active IR markers. The reference bars are connected to each other and fixed with foam floor mats.

Antilatency has designed its tracking solution to cover most VR arcades needs. The flooring system works out at $250 USD per 10 square meters while the ALT module with the USB cradle retails for $100. There are several other accessories to make ALT highly adaptable, with a range of cradles such as TAG for $35 which can be attached to a gun peripheral for example. TAG is wireless, with a built-in 300mAh and a USB-C socket. Also available is the Bracer, a wireless 6DoF hand module for $35 with built-in battery.

All customers need are the ALT modules which can then be hot-swapped between the various cradles depending on requirements.

Antilatency

“We are fans of VR and are sure that the only limit to the creation of new worlds should be the mind. Our team wants to constantly push the limits of what’s possible. And we’ve developed a positional tracking system with the minimum of tech restrictions,” said Roman Vdovchenko, Antilatency marketing chief in a statement. “Our system isn’t only able to track a high number of targets on a large scale. It’s an out of the box solution which provides stable tracking of anything, without any limits or additional requirements. Do you want to immerse 200 users into a VR environment at the same time, while they are running, having their whole body tracked, and allowing them to see each other? Why not? It can be a (virtual) reality!”

Interested VR companies can buy a DevKit for $350 to get started and then build from there as needed. VRFocus will continue its coverage of Antilatency, reporting back with the latest updates.

AntiLatency Could Offer the Unrestricted VR Freedom You’ve Been Looking for

There are quite a few companies working on the issue of tracking users whilst they’re in virtual reality (VR). These range from already available systems for both consumer and enterprise use, like those found on Oculus Rift and HTC Vive, as well as newer inside-out tracking on upcoming devices such as Oculus Quest. During CES 2019 Russian company AntiLatency showcased its take on the industry, demoing a tracking solution that was modular. To find out more VRFocus spoke with CEO and co-founder Andrey Desyatov.

AntiLatency

The AntiLatency positional tracking system uses a small swappable tracking device called ALT, which attaches to headsets, arms, hands, peripherals, basically anything that you might want tracked in conjunction with active infrared markers placed on reference points to create an IR pattern. In comparison, the HTC Vive Tracker is much larger, heavier, but doesn’t need the markers due to the external lighthouse sensors – it’s not as easily scalable as AntiLatency.

Designed to be used with mobile headsets like Oculus Go – which it was being demoed with – the ALT module weighs in at only 12 g, has a 2ms latency, takes 2000 positional measurements per second, has a 240-degree field of view (FoV), is completely wireless and has a max tracking area of 10,000 m2.

It’ll also support multiplayer, with no actual limit any number of users can employ the system in the same environment, each using different headsets if they so choose.

 

 

AntiLatency

In the interview, Desyatov goes into more detail regarding AntiLatency’s features, revealing it can also be used for augmented reality (AR). By attaching the module to a device like a tablet, users without a VR headset can view and walk around the digital environment.

Having been founded in 2016, AntiLatency first won an international startup grand-prix hosted by GoTech that same year, going on to raise $2.1 million USD of investment in 2017. ALT is already available to pre-order, with the module retailing for $100 each, whilst the IR floor is $25 per square meter. Shipments will then begin in March 2019.

VRFocus will continue with its coverage of AntiLatency as its tracking system begins to find its way to market. For further CES 2019 interviews, keep reading VRFocus.

CES 2019: A Recap of the Latest VR & AR Tech

Last week was CES 2019 – as if you didn’t know already – the biggest technology event in the world, held in Las Vegas every year. It’s a week where companies from around the globe showcase their latest wares, from early prototypes to products that’ll be available over the course of the next year. VRFocus was there to check out the very latest in virtual reality (VR), augmented reality (AR) and mixed reality (MR) gadgets and gizmo’s, so here’s a little round up of what was on display.

For those who say VR is a dead gimmick then they’ve obviously not been to CES and its dedicated VR & Gaming area in the South Hall. The place was packed with interesting innovations, from new headsets, to tracking solutions and much much more. There was also the Sands Convention, playing host to even more booths, with the Eureka Park area, in particular, a bewildering array of small booths showcasing a myriad of different ideas, like being in the beating heart of the tech industry.

It was in these hallowed halls that VRFocus came across companies like Ximmerse and its AR headset, or better known Pimax with its 5K Plus and 8K head-mounted displays (HMDs). FinchShift was proudly demoing its new wireless 6DoF controllers, and Qualcomm had its prototype headset on display. AntiLatency is a company working on positional tracking that can be attached to a range of devices, while 3dRudder was at the show to demo its new foot controller for PlayStation VR.

On the AstroReality booth the company displayed its new AR education tech for learning about the solar system, then we had a play with Orqa’s upcoming FPV.One headset designed for drones. Away from the show VRFocus went hands-on with The VOID and Ralph Breaks VR and saw the Hurricane 360 VR ride. Pico was on hand with is new enterprise-focused G2 4K standalone headset, and Blueprint Reality displayed its latest MR video making software MixCast Moments.

Ralph Breaks VR
Image Credit: ILMxLAB

There’s even more than that so check out the video below for VRFocus’ recap. We will be bringing more in-depth write-ups of the tech on display, so check back every day for more exciting VR and AR news.

CES 2019: Antilatency Turns Oculus Go Into 6DOF Multiuser VR

CES 2019: Antilatency Turns Oculus Go Into 6DOF Multiuser VR

I’ve tried Antilatency a number of times and the startup’s CES 2019 demo was the best yet.

The demo was like a smaller scale version of the impressive multi-user Oculus Quest “arena” setup we enjoyed so much at Oculus Connect 5. At CES, Antilatency employed Oculus Go and a small add-on to track the headset as well as gloves, a tablet and a controller. Antilatency’s tracking system uses infrared lights in the floor with the headset add-on featuring a super wide angle module to see the lights.

For comparison, a much larger tracked space is below in the video of the Quest arena from OC5. Lines on most surfaces in the arena made the environment more visible to Quest’s sensors.

Antilatency Alt Tracker

Antilatency is selling a kit for around $250 to track a headset up to around 5×5 meters. The integration of foam flooring with the lights is custom. Antilatency might be a lower-cost alternative to Optitrack, Vicon or SteamVR Tracking for location-based VR installations. Antilatency representatives said they are working with around 10 pilot projects. One project tracks five people with two hands each over hundreds of square meters, according to the company.

Antilatency “tag” to bring objects into a virtual world.

This solution could be particularly well-suited to an installation like Alien: Descent by Pure Imagination and Fox. In that experince, Gear VRs and quality floor haptics provide the sense Aliens are attacking you and a friend. The creators used OptiTrack sensors with Gear VR. The visual fidelity and easy setup of an Oculus Go combined with Antilatency tracking might make for a compelling alternative.

Antilatency claims its hardware adds only 2 milliseconds of latency while taking 2,000 position measurements per second. I tried it at CES with two players and a single hand controller per player, along with a tablet tracked as well. Everything seemed extremely accurate and, yes, low latency. I can’t say how it would perform in a real world scenario though. Added latency might only be perceptible in a complex virtual world with voice chat, more players or other additions not in the CES demo.

Occlusion

The interlocking foam design of the flooring shown at CES felt solid underfoot for steady walking throughout the tracked space.

“Alt” tracker can come with different cords to connect to different kinds of headsets.

The ultra wide field of view “Alt” sensor sees the lights built into the flooring and plugs into the USB port on Oculus Go. The interlocking foam design of the flooring shown at CES felt solid underfoot for steady walking throughout the tracked space.

The company says the system can come with different connectors for different VR headsets. Even with the lights momentarily blocked from view, the hardware appeared to track accurately. This is important in crowded multi-user setups where players can block the view of the lights in more ways. Again, though, this was a highly controlled demo with an empty virtual world. We’ll be curious to see if any of the pilot projects using Antilatency are confident enough in the quality of their systems to open publicly and start charging admission.

We’ll provide updates on Antilatency and other location-based VR entertainment throughout 2019.

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Best VR Hardware Of E3 2017

Best VR Hardware Of E3 2017

Now that it’s all said and done it’s easy to see that E3 2017 just wasn’t a huge showing for VR hardware. Microsoft didn’t even mention VR at all during the reveal of the Xbox One X even though executives have suggested the system will still support it.

That said, we did try out some really cool stuff located around the Los Angeles Convention Center.

Runner Up: CaptoGlove

The CaptoGlove was quickly funded when it started its funding campaign on Kickstarter and it is easy to see why.

The wearable allows users to interact with hand gestures, it is low profile, it is comfortable, and it is incredibly functional with many customization options across VR and non-VR experiences. You can use one or two gloves to control movement, actions (including shooting), and driving with inputs measured across the entirety of your hands and we got a chance to try it while piloting a military helicopter.

The simulation took place in DCS World, a grueling simulation experience, so the chopper flew realistically and responded to even the most subtle movements. Once I got my bearings with the glove, which I was wearing while mimicking the action of holding a helicopter’s control stick, I flew closer to the ground and between buildings. The accuracy and response time allowed me to maneuver deftly, an impressive feat in DCS World for sure. The creators of the tool have plans to add haptic sensors to the base glove in the future, so we could be witnessing an affordable and functional new step for immersive input in VR.

Runner Up: Antilatency

We’ve seen Antilatency at the last few VR-focused conferences, but at E3 we saw the latest iteration of the startup’s tracking system and it was both quite solid and might be very useful for certain applications.

Previously, the company used strips across the floor with lights on them and a tiny camera that attaches to the front of a Gear VR to track a wireless headset throughout a large space. The problem was that it would be easy to step on the strips, or annoying to have to remember to step over them.

At E3, however, the company embedded the lights into inexpensive foam flooring and covered a much larger space with the tracking technology than we’ve seen attempted previously. The system tracked a pair of Gear VRs in a 3.6 meter by 7.2 meter space and showed a concept of a two-player game in which the space was divided in half and each player could stay within their region.

The next step for the startup is to take the tiny camera used on the headset and apply that technology to a 6 degrees of freedom hand controller. The company recently raised $2.1 million and is moving to San Francisco.

Best VR Hardware of E3 2017: DisplayLink Wireless Vive

Being completely untethered in a wireless VR headset with 6 degrees of freedom hand controls running at 90 frames per second is pure joy.

We tried out a pair of wireless accessories for Vive at E3, but the one from DisplayLink seemed to get everything right. It fit snugly at the back of the head and balanced out the weight so it didn’t even seem like it was there. The receiver’s position would also keep it out of the way of over-the-head headphones. Two fins on the top are the antennas so it can make a better connection with an overhead transmitter too.

We only had about five minutes with the unit but didn’t notice any additional latency or loss in visual quality. We absolutely cannot wait to see companies turn these types of units into consumer products as we think everyone that owns a Vive is likely to want something like this.

Getting rid of the wire is such a freeing experience nobody is going to want to go back to a wired headset.

What were some of the best hardware announcements and demos you saw at E3 2017? Let us know down in the comments below!

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