Watch: New Look At Magic Leap 2 Headset & Controllers

A video shared by Magic Leap earlier this month gives us our most comprehensive look at the design of the company’s upcoming Magic Leap 2 AR headset yet.

It shows us almost every angle imaginable of the headset and its controllers.

As reported in late January, the Magic Leap 2 specs suggest it will be a best-in-class AR headset, aimed at the enterprise market. Compared to the Magic Leap 1, it’s lighter in weight, twice as powerful and features an eye box that is twice as large. This is just the tip of the iceberg — you can read more spec specifics here.

We had previously seen photos of Magic Leap 2, but this new video gives a full 360 degree overview. Plus, it gives a clearer look at the headset’s accompanying controllers. As reported earlier this month, the controllers feature cameras on the sides, used for onboard inside-out tracking.

We had seen some unofficial pictures of the controllers at the time, but this new video gives us our first official look. The two cameras are present on the sides, but you can also see what looks to be a trackpad on the top of the controller.

This style of inside-out tracking, using cameras on the controllers themselves, is being employed by other companies as well — leaked images from last September suggest that Meta will use a similar onboard camera design with its controllers for Project Cambria.

Magic Leap 2 will target enterprise markets on release, but specific pricing info and release window details have yet to be revealed.

Top 10 Features We’d Love For Apple’s Mixed Reality Headset

All reports and rumors point to a mixed reality headset on the horizon from Apple. But what Apple features do we want to see supported on this upcoming headset?

Credit to The Information for the mockup drawing of Apple’s headset, featured above in the cover image of this article. 

While initially thought to launch this year, it now seems that Apple’s unannounced mixed reality headset could be pushed to a 2023 launch. Nonetheless, last week we assessed how Apple’s key competitive advantage will be its long history of software and operating system development, matched with an extensive feature set and intuitive, integrated design.

This week, we’re going to run through our list, in no particular order, of existing Apple features that we’d love to see support on the company’s mixed reality headset. Apple is all about parity and integration across its ecosystem of devices, so it’s fair to expect that it will leverage many existing features (and the familiar branding behind them) to bolster the user experience of its headsets.

Keep in mind — some of the features listed below are fairly safe bets, while others might be further down the pipeline or simply more speculative/hypothetical in nature. Here’s our list:

AirDrop

AirDrop is one the best features across Apple’s ecosystem and it would make perfect sense on a headset. 

People mostly use AirDrop to share photos between phones, but its functionality extends well beyond that – you can use it to send links to a secondary device, share contacts, send files between devices, and much more. Integrating AirDrop into Apple’s headset would allow users to quickly share content with each other and between their existing Apple devices and the headset. This would come in handy when trying to send your headset a link from your phone, for example, or when trying to quickly transfer a VR screenshot or video recording across from the headset to another device. 

iCloud

iCloud support seems like a no-brainer, if not near guaranteed, inclusion on an Apple headset. Like other Apple devices, this would seamlessly sync content between all devices as well as back up your headset to the cloud in case it needs to be reset or you upgrade to a new headset in the future.

Likewise, this would allow system-level integration with iCloud Files, allowing you to access the same files from your headset, phone and computers at all times. It would also sync your VR screenshots, videos and app data across all devices, providing another easy way to access content you create in VR from another device at any time. 

Sidecar

Sidecar is one of Apple’s recent features allowing an iPad to operate as a mirrored or second display for a Mac computer. It works wirelessly and remarkably well, in my experience, providing users with an easy two-monitor setup while on the go.

We’d love to see Sidecar’s functionality extended with new features for the mixed reality headset. Instead of using another device as a second monitor for a computer, it would be awesome to see Sidecar add support for using an iPad, iPhone or other Apple device while in mixed reality. Perhaps something similar to Horizon Workrooms’ remote desktop, allowing iPads and iPhones to be tracked, represented and usable in mixed or virtual reality.

Pushing the idea even further, it would be cool to see Sidecar allow an iPad or iPhone to work as customizable peripheral accessory for mixed reality — a physical device that you could pick up and interact with, tracked by the headset, displaying some kind of custom content while using the headset.

FaceID

FaceID remains one of the most reliable and fast methods of face-recognition on the smartphone market. As VR avatars get closer to photo-realism, user authentication and authorization is going to be increasingly crucial. While we don’t know what sensors to expect in Apple’s first-generation headset, it would be great to one day see FaceID adapted for VR using face tracking sensors to verify the owner of the headset. It would be equally useful as a way recognize different users on one headset, allowing the headset to automatically switch profiles for each. 

iMessage

Apple’s now-infamous blue bubble iMessage system is standard among Apple users. Much like how users can send Facebook Messenger messages on Quest 2, it would only make sense to see iMessage supported on Apple’s headset.

Facetime & Memoji Support

On existing Apple devices, Facetime now supports audio and video calls. Being able to accept audio Facetime calls while using Apple’s headset would be great, but it would also be fantastic to see Facetime expanded with additional made-for-VR functionality. One option would be to add a new option for VR calls, allowing headset users to talk and interact with each other on call in 3D virtual space with personal avatars. Apple’s Memoji system seems like a natural system to use for VR avatars in these instances, akin to Meta’s recently updated avatar styles.

SharePlay

SharePlay is a newer feature, only recently launched as part of iOS 15. Tied together with Facetime, it lets users sync up video and audio content with each other, so they can watch/listen together at the same time. The obvious next step for SharePlay would be allowing headset users to join a SharePlay session together in VR cinemas or home environments, similar to Horizon Home.

AirPlay with VR Casting Support

One of Quest 2’s best features is the ability to cast your view from VR onto a computer, TV or other Chromecast-enabled device, so that others can follow along. It would be remiss of Apple not to include a similar feature at launch for its own headset, and AirPlay would be the obvious way to do it.

AirPlay works similarly to Google Cast, allowing you to share your screen or content with other AirPlay-enabled devices. Being able to seamlessly share your view in VR to a Mac computer, iPhone, iPad, Apple TV or other device would be fantastic.

2D iOS App Support

One of Meta’s big 2021 Connect announcements was expanded support for 2D apps, like Instagram and Dropbox, coming to Quest 2. However, the app selection is still quite small and still expanding. Apple has a slam dunk opportunity to one-up Meta instantly here, by adding support to run all, or at least most, existing iOS and iPad OS apps in 2D on its headset.

The headset is rumored to feature one of Apple’s proprietary processors, perhaps on par with the M1 Pro chip. This should, from a tech perspective,  make it a possibility for native 2D iOS/iPad OS apps to run on the headset.

This could even work similarly to how iOS app support worked on the iPad at launch. Some apps had iPad-specific designs and features at launch, but many didn’t. To this day, iOS apps that don’t have iPad-specific support can still be run on the system — instead of a native iPad app, you simply use the app as it’s designed for iOS, but scaled up and enlarged to fit as much of the iPad’s screen as possible. Developers can choose to add support for a native iPad version of their iOS apps, which will automatically run instead of the iOS version, once implemented.

A similar approach could be taken for 2D iOS and iPad OS apps on Apple’s headset — supported at launch, but mostly running the same iPhone and iPad versions you’re used to. Developers could then choose to add headset-native versions of the apps over time, which would take full advantage of the platform.

Apple Wallet/Apple Pay

Entering details like a card number while in VR is a huge hassle and switching quickly between real life and VR to enter some text into your headset is never fun. If implemented, Apple Pay would remove the need to enter any card details in your headset and would use automatically suggest cards that are already stored in your Apple Wallet.  Having this connected functionality in VR would be a huge time saver, allowing new headset owners to purchase experiences in a hassle-free way just by linking their Apple account. 


What features do you want to see on Apple’s upcoming headset? Let us know in the comments below. 

Year In Review: All VR/AR Hardware & Game Reviews From 2021

This year has seen some absolutely incredible games release for VR and AR platforms, alongside a smattering of new hardware releases as well.

As the year comes to a close, we’re looking back at some of the biggest stories and releases of 2021 and we’ve compiled all of our reviews from 2021 in one place.

Read on for the breakdown of UploadVR’s 2021 game and hardware reviews – we’ve highlighted some of the biggest releases in bold and included video reviews for some titles as well.


January – March

Mare Oculus Quest Review: A Breathless Beauty Of A VR Game
Read Here

Battlescar Review: An Explosive Must-See
Read Here

Hitman 3 VR Review – A (Mostly) Clean Kill
Read Here

Yupitergrad Review: Innovative VR Platforming That’s As Much Hard Work As It Is Fun
Read Here

Contractors Quest Review: VR Gets An Approachable Call of Duty-Style Shooter
Read Here

Ryte: The Eye of Atlantis Review: Watered-Down Myst
Read Here

Vanishing Grace Review: A Cozy Firewatch-Lite To Drink In
Read Here

Terje Haakonsen’s Powder VR Early Access Review: A Fine Winter Sports VR Game
Read Here

A Wake Inn Review: Tedious Pacing Overshadows Immersive Design
Read Here

Angry Birds VR: Isle of Pigs Review – A Shooting Success
Read Here

Crashland Review: A Deliciously Creepy If Overly Tough VR Critter Killer
Read Here

The Climb 2 Review: Quest Gets A Real Cliffhanger
Read Here

Flow Weaver Review: Clever Time-Weaving Doesn’t Escape Boredom
Read Here

Hyper Dash Review: Dynamic And Intense Competitive VR Shooter
Read Here

Cosmodread Review: Roguelike VR Horror Where No One Can Hear You Scream
Read Here

Doom 3: VR Edition Review – A Serviceable Port Of A Game Never Intended For VR
Read Here

Zombieland VR: Headshot Fever Review — Slightly Off-Target
Read Here

April – June

Floor Plan 2 Review: A Henson-Esque Marvel
Read Here

Hand Physics Lab Review: Experiments In Joy And Frustration At Your Fingertips
Read Here

Carly And The Reaperman Review – VR’s Best Asymmetrical Co-Op Overcomes Its Scrappy Side
Read Here

Alvo PSVR Review: Surprisingly Rewarding Barebones Shooter
Read Here

Maskmaker Review – Wonderfully Intricate But Familiar VR Fairy Tale
Read Here

Wraith: The Oblivion – Afterlife Review – Solid Survival Horror For VR
Read Here

Star Wars Pinball VR Review: Making the Bump(er) to Hyper Space
Read Here

The Wizards: Dark Times Review – Action-Packed Magical RPG Adventure
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Demeo Review – A Social VR Masterclass In An Engaging Tabletop RPG
Read Here

Zero Caliber: Reloaded Review – Fantastic Gunplay Held Back By Design Issues
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Solaris: Offworld Combat Review – Sci-Fi Quake For The VR Age
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Puzzle Bobble VR Review: A Fun If Unnecessary Take On A Classic
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Carve Snowboarding Review – A Thrilling Take On An Addictive Sport
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ForeVR Bowl Review: A Great Take On A Sport That Isn’t Ready For VR
Read Here

Stones Of Harlath Review: Novel But All-Too-Brief Dungeon Crawling Throwback
Read Here

Larcenauts Review: A Slick, Rich Shooter For Competitive Play
Read Here

Sentenced Review: A Brilliantly Bloody Bit Of VR Theater
Read Here

July – September

Chess Club Review – Almost All You Could Ask For From VR Chess
Read Here

A Rogue Escape Review: Brilliantly Stuffy, Mercilessly Tough Puzzler
Read Here

Sniper Elite VR Review: Old Dog, New Tricks
Read Here

Sam & Max: This Time It’s Virtual Review – Light On Interaction, Heavy On Hilarity
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Tarzan VR Review: Lord Of The Fumble
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Winds & Leaves Review-In-Progress: A Peaceful Kind Of Progress
Read Here

Arcsmith Review – Enjoyably Bitty, Immersive Puzzling From Bithell Games
Read Here

Stride Review: Fast, Fluid VR In Need Of Much More Content
Read Here

Disc Ninja Review – A Good Shot That Works Best In Multiplayer
Read Here

Arashi: Castles Of Sin Review – Fun, Forgiving VR Stealth
Read Here

Yuki Review: Classic Shooting Done Right in VR
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Vengeful Rites Review: The Legend of Virtual Reality
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Fracked Review: A Shooter With Brains, Brawn And Unfortunate Brevity
Read Here

I Expect You To Die 2 Review: A Worthy Sequel Rich With Detail
Read Here

Traffic Jams Review: Manic Mayhem In Mostly The Right Ways
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A Township Tale Review: A Fascinating Glimpse Of A Future VR Great (Quest)
Read Here

Goliath Review: Effective, Innovative Account Of Psychosis On Oculus Quest
Read Here

Puzzling Places Oculus Quest Review: Stunning 3D Puzzles With Most Of The Right Pieces
Read Here

Star Wars: Tales From The Galaxy’s Edge – Last Call Review: A Much More Satisfying Second Half
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Star Wars: Tales From The Galaxy’s Edge Full Review: Bringing Balance To The Force
Read Here

The Walking Dead – Aftershocks Review: The Endgame Saints & Sinners Needed
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Rhythm Of The Universe: Ionia Review – A Gorgeous But Empty Adventure (PC)
Read Here

The Walking Dead: Saints & Sinners Review – The Best Zombie Apocalypse To Date (Updated 2021)
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Rainbow Reactor: Fusion Review – If It Paint Broke, Don’t Fix It
Read Here

October – December

Sweet Surrender Review: A Rock-Solid Roguelite With Room To Grow
Read Here

Jurassic World Aftermath: Part 2 DLC Review – Same, But Different
Read Here

Song in the Smoke Review: A Primal VR Survival Game With Real Majesty
Read Here

Loco Dojo Unleashed Review: VR’s Logical, Enjoyable Answer To Mario Party
Read Here

Lone Echo 2 Review: A Gorgeous But Glacial Swansong For The Oculus Rift
Read Here

Resident Evil 4 VR Review: An Incredible Way To Revisit A Classic
Read Here

Unplugged Review: Thrilling Air Guitar With Unmatched Hand Tracking Capabilities
Read Here

Spacefolk City Review: Laying Some Nice Groundwork
Read Here

Blade And Sorcery: Nomad Review – VR’s Best Combat Sim Is Still In-Progress
Read Here

Medal of Honor: Above And Beyond Oculus Quest 2 Review – A Great Port Of A Flawed Game
Read Here

Warhammer Age of Sigmar: Tempestfall Review – Sigmar’s Shame
Read Here

After The Fall Review: Frantically Fun Co-Op That Needs More Content
Read Here

Warplanes: WW1 Fighters Review – A Versatile Flight Sim That Delivers
Read Here


HoloLens 2 Review: Ahead Of Its Time, For Better And Worse
Read Here

Early DecaMove Review – A Little Device That Goes A Long Way For VR Locomotion
Read Here

Logitech G Pro Headset For Oculus Quest 2 Review – Comfortable, Clear And Routine
Read Here

VR Power 2 Review – Great Quest 2 Battery Extender For VR Marathons
Read Here

Forcetube Review: A VR Rifle Stock That’s Equal Parts Hassle And Immersive
Read Here

Varjo Aero Review: A Powerhouse Headset With Some Big Question Marks
Read Here

HTC Vive Flow Review: A Niche Within A Niche
Read Here

Nreal Light AR Glasses Review: A (Limited) Preview Of The Future
Read Here

VR Ears Review: Great Sound, With Issues
Read Here

 

Google Building An ‘Augmented Reality OS’ For A New AR Device

Google is hiring in several positions working on an ‘Augmented Reality OS’ for an AR device, as reported by 9 To 5 Google.

There’s a variety of open positions involved in building the software for this AR device, with the listing for Senior Software Developer, Embedded, providing a description of the team working on the OS:

Our team is building the software components that control and manage the hardware on our Augmented Reality (AR) products. These are the software components that run on the AR devices and are the closest to the hardware. As Google adds products to the AR portfolio, the OS Foundations team is the very first software team to work with new hardware.

The full job listing is here. Likewise, postings for Senior Software Engineer, Camera and Senior Software Developer Tech Lead, Input describe building software for an “innovative AR device.” The listings say that this OS team “is the very first software team to work with new hardware.” The nature of this device is unclear, but the operating system and new hardware angle seems to imply a dedicated AR device, such as a headset. Apple is working on a still-unannounced VR/AR mixed reality headset while Meta is preparing a higher end headset code-named Cambria, and we’d expect Google to be very interested in the AR product category.

Mark Lucovsky also revealed that he started a new position at Google this week. Lucovsky previously led the VR/AR operating system effort at Facebook/Meta, where he was reportedly building a new operating system for AR. He also worked as a Microsoft engineer for many years, where he co-developed Windows NT. He will now “lead the Operating System team for Augmented Reality” at Google.

Most of Google’s recent efforts in the VR/AR space focused on the AR — the company has gradually reduced its focus on VR, ending support for Daydream, shutting down Google Poly and open sourcing its art software Tilt Brush. With these new job postings, it seems Google’s focus is likely to remain squarely on AR for the foreseeable future.

Mario Kart: Live Multiplayer Now Works Splitscreen With A Single Switch

A new update for Mario Kart Live: Home Circuit brings splitscreen mulitplayer functionality, allowing players to use two physical karts with one Nintendo Switch console.

Mario Kart Live: Home Circuit released last year and brings the famous arcade racing franchise to your home, using a camera-equipped toy kart to turn your home into an AR Mario Kart course on your Switch.

Using a Nintendo Switch console, players can connect to the kart and control it using the Switch, mapping out an AR-powered course around your home using cardboard gates that can be placed around you on the ground.

One Home Circuit kit comes with the game, the kart and the required gates to map the course. Multiplayer was supported at launch, but only with multiple Switch consoles — each player would have to use their own Switch along with their own physical kart.

Now, with a free update, splitscreen multiplayer is supported, allowing two physical karts to compete against each other using just one Switch system. This means that a family with just one console can purchase two karts and play on the same system. In addition, the base Home Circuit kit is now discounted for Black Friday at multiple retailers, bringing the price of one kit down to $59.99 from $99.99.

There’s also some other additions in the 2.0 update, including a new Relay Race multiplayer mode, which allows 2-4 players to use one kart, taking turns controlling the kart via mid-race switches.

There’s a new Luigi Cup added to the Grand Prix as well, along with some new cosmetics and customization unlocks.

Check out our full review of Mario Kart Live: Home Circuit from last year.

Quest 2 Can Now Label Keyboards With AR In Passthrough

An update to Horizon Workrooms on Oculus Quest 2 adds the ability to overlay AR labels onto your tracked keyboard when using passthrough mode.

The feature is one of a few added in the Workrooms 1.1 update. As previously reported, the update includes support for M1 Mac models, but also introduces the AR keyboard labels, quicker connection to your computer via Oculus Remote Desktop, and “more intuitive whiteboard design” that lets you use your hands more.

quest ar keyboard label

You can see some photos of the AR keyboard labels spread throughout the article — on a flat 2D photo, they look hard to distinguish from the normal light-up keys on the MacBook Pro. However, the depth perception in VR makes the labels look just slightly elevated from the keys themselves.

quest ar keyboard label

This only applies to tracked keyboards (which currently only includes the Logitech K830 and Apple Magic Keyboards and laptop keyboard) when using the desk passthrough cut-out. If you’re just using the standard tracked keyboard in Workrooms without passthrough there’s no need for the AR labels — a 1:1 digital model represents and displays your keyboard in VR, matched to the position of your physical keyboard.

It’s only when using the passthrough desk cut-out feature that the AR labels come to life. This makes the passthrough cut-out feature much more useable, as you retain full visibility of your keyboard keys while also being able to see other desk accessories such as your mouse, drinks etc.

In a future update, Workrooms will get support for Zoom conference call integration and room customization.

Niantic Launches Pikmin Bloom, Harry Potter: Wizards Unite To Shut Down

Over the last week or so, AR mobile game developer Niantic has opened one door and closed another – Pikmin Bloom is now available, but 2019’s Harry Potter: Wizards Unite will be shut down in 2022.

Back in March, Niantic announced it was working on a Pikmin mobile AR title in partnership with Nintendo. As of last week, Pikmin Bloom began rolling out to several countries — it’s now available in almost all major markets, including Europe, Asia Pacific, Africa, Middle East, the US, Canada.

Like many other mobile AR games, Pikmin Bloom follows the rough framework and precedent set by Pokemon Go, Niantic’s first and most successful mobile AR title. However, Bloom takes a slightly different approach to the concept — Bloom is more idle, focused more on simply walking around than actively visiting locations or searching for something. The more you walk, the more pikmin you’ll obtain.

Overall, the game seems to markets itself more as a glorified pedometer with a few game elements thrown in. There’s also minimal AR content compared to other Niantic titles. In fact, the only true use of mobile AR appears to be when you send Pikmin to fight mushrooms, which can be viewed as an AR overlay similar to catching Pokemon in Pokemon Go.

In the same week, Niantic also announced that it will be shutting down its 2019 mobile AR game, Harry Potter: Wizards Unite.

Wizards Unite, the studio’s first game to follow in Pokemon Go’s footsteps, announced that it will close on January 31, 2022 in a post on the game’s website. The game will be removed from store fronts even earlier, from December 6 2021.

We weren’t huge fans of Wizards Unite, but it’s just one game of many — Niantic has announced and released a few IP-focused mobile AR titles in the wake of Pokemon Go, but so far none have managed to catch on in the same way.

Let’s hope that changes with Transformers: Heavy Metal, the next Niantic AR game set to release sometime this year.

Meta Announces AR Glasses Prototype Project Nazare

Alongside the reveal of the new Project Cambria VR headset, Meta (formerly Facebook) just gave a codename to its first pair of consumer AR glasses. Meet Project Nazare.

A demo video of Nazare showed some familiar AR experiences, like communicating with friends in virtual windows and even playing multiplayer with avatars appearing in the user’s living room. There was no actual picture of the hardware itself, but expect more information in the future.

Speaking about Project Nazare, Meta CEO Mark Zuckerberg described the glasses as the company’s “first full augmented reality glasses,” but also indicated that they are still a work-in-progress:

“There’s a lot of technical work to get this form factor and experience right. We have to fit hologram displays, projectors, batteries, radios, custom silicon chips, cameras, speakers, sensors to map the world around you and more into glasses that are about 5mm thick. So we still have a ways to go with Nazare, but we are making good progress.”

A Connect blog post says the Project Nazare glasses are “are still a few years out.

To watch the full segment from today’s keynote, check out the video embedded above — if it doesn’t start in the right place automatically, skip to 1:07:40.

Last month Facebook also released a pair of glasses in partnership with Ray-Ban named Ray-Ban Stories. However, these are not real AR glasses, and don’t even feature simplistic overlays. The Ray-Ban Stories’ main feature is its built-in camera and microphone for point-of-view photo and video recording.

True AR is shaping up to be a competitive market – Microsoft and Magic Leap already have full but compromised AR devices like HoloLens, which are bulky and have limited field of view. We also know that other companies like Apple are working on AR devices as well.

RoomMapper For Quest 2 Maps Your Surroundings For Mixed Reality

Developers interested in experimenting with mixed reality on Oculus Quest 2 can now use RoomMapper with Unity to explore designs mapped to your physical surroundings.

Developer Bob Berkebile just released RoomMapper for free and Unity developers can use it with Oculus Quest 2 as a $299 standalone AR and VR development kit with software that’s given “an extremely optimized model of the room.” Berkebile recognizes Facebook will likely make the “solution obsolete with their advancements to public access of Passthrough,” but the RoomMapper solution may help people explore mixed reality concepts and get started now with AR applications on Quest 2 that incorporate more about a physical environment. Videos Berkebile posted on Twitter have been shared widely showing virtual zombies moving down a physical hallway, or seeing things in the mirror which aren’t actually there.

Berkebile shared the following walkthrough video giving an overview of how the mapping system works, and the second half of the video really shows off how it can offer a kind of mixed reality playground.

“I immediately noticed that the experimental access to the passthrough composition on Quest 2 is extremely barebones; Oculus is taking this path carefully and I appreciate that,” Berkebile wrote to UploadVR. “I wanted to accelerate the communities’ ability by brining a solution for environmental mapping to them now. The solution presents a solid UX flow that walks a user through the necessary steps to measure, map, and align an extremely optimized model of the room. From there colliders are added, materials can be swapped, and suddenly your room has physicality within the AR/MR that the passthrough solution offers.”

Facebook is due to announce updates for its AR and VR technologies on October 28 with a keynote from Mark Zuckerberg and more planned throughout the day.

Army Shifts Testing Of HoloLens-Based AR Gear To 2022

The United States Army says it recently conducted a test of its Microsoft HoloLens-based AR platform and will move further testing of the hardware to 2022.

The Integrated Visual Augmentation System or IVAS is based on Microsoft’s HoloLens AR technology and the contract to supply the United Stated military with the technology represents a major vote of confidence in Microsoft’s platform and a key testing ground for the company to develop ruggedized AR tech. A report from Janes suggested the Army is “essentially doing a reset of” the program to figure “out what is the appropriate timeline and where is the technology.”

“The Army is fully committed to its partnership with Microsoft to advance specific technologies to meet operational requirements and maximize warfighter impact,” a press release from the Army states. “The Army conducted an Adversarial Electronic Warfare and Cybersecurity Test in September 2021, and plans to execute testing regularly throughout FY22. This decision allows the Army and Industry team to continue to enhance the IVAS technology platform ensuring Soldiers achieve overmatch in Multi Domain Operations. The Army intends to continue developing and fielding this revolutionary, first-of-its-kind technology in FY22.”

The U.S. Army provided a project timeline with May 2022 listed as the month for an operational test and September of 2022 for the first unit equipped with the hardware. Here’s the full timeline as provided by the Army:

Project Timeline:

  • OCT / NOV 2020: Soldier Touchpoint 3 (STP 3) & Distinguished Visitor Days
  • DEC 2020: Rapid Fielding Decision
  • JAN 2021: Vehicle Integration VE2 – Stryker & Bradley
  • FEB 2021: Cold Weather Test
  • MAR 2021: Production Award
  • MAR 2021: Tropical Weather Test
  • APR 2021: Soldier Touchpoint 4 (STP 4)
  • JUL 2021: OT Entrance Criteria User Jury
  • SEP 2021: Vehicle Integration VE3 – Bradley
  • SEP 2021: Adversarial Electronic Warfare & Cybersecurity Test
  • MAY 2022: Operational Test (IOT)
  • SEP 2022: First Unit Equipped (FUE)