$2.1M Seed Funding Secured By Antilatency

It may not be close to the $400m investment announced earlier today by developers of the Unity Engine, Unity Technologies. But another virtual reality (VR) company has cause to celebration today after it became the latest to reveal seed funding success. 

Antilatency, which works with positional tracking for movile VR, announced it had received over two million dollars in funding in its latest fundraising efforts from IIDF VC. Funds that will be used to help bring it’s mobile VR and augmented reality (AR) solution to market the Anti-latency tracker (ALT). Which will also be at not only the forthcoming CES Asia event but this year’s Electronic Entertainment Expo (E3) both of which will be next month. A demo was first shown at VRLA earlier this year.

According to the copany, which operates in both America and Russia, ALT “allows [the] user to walk around with mobile VR as opposed to existing solutions which only work with head rotations.Other benefits include movement prediction with compensation of rendering lags, wide tracking zone, multi-user mode, and outdoor functionality.”

“Inspired by the idea of a perfect tracking system, we’ve spent over two years of research on hardware, software, math algorithms, and industrial design. Today our team is testing early prototypes and our dream is close to coming true.” Explained Antilatency CTO Petr Sevostianov. “Virtual Reality powered by our tracker gives a miraculous sense of complete freedom, without wires and dizziness. And now we want everyone on the planet to be able to experience the same virtual reality as we do.”

A comparison infographic on ALT’s capabilities, according to Antilatency.

IIDF also explained, via representative Ilya Korolev their reasons for investing: “Virtual and augmented reality is a cutting edge niche demonstrating the capabilities of advanced technologies. As the global number of active virtual reality users is forecast to reach 171 million by 2018, the industry needs the solutions to improve the user experience. We are happy to support Antilatency in bringing innovative ALT: Anti-latency tracker to the market.”

VRFocus will be bringing you more details on the ALT as it and Antilatency continues their journey.

Hands-on: Huawei VR is the First Third-party Daydream Headset

Frank He goes hands-on with Huawei’s first Google Daydream compatible headset at CES 2017, one which takes cues from both the Samsung and Oculus engineered Gear VR and its closest stable mate, the Daydream View headset.

Huawei’s Daydream compatible VR headset, into which slots a Huawei Mate 9 Pro or Porsche Design Mate 9 smartphone, was shown off to the public at CES, and I’ve had the pleasure of trying it myself.

The headset looks a lot like Samsung’s Gear VR with similar features, but runs on Google’s new VR platform, Daydream. Despite the exterior, the headset still has a lot of similarities with Google’s headset in terms of the visual experience. I’ll compare Huawei’s VR headset to Google’s and Samsung’s, with an emphasis on Google’s Daydream View as the software is the same, making it much more comparable. What I can say immediately is that it took some of the good things about the Gear VR and applied them to Google’s Daydream platform.

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Build

huawei daydream vr headset (1)The headset feels very much like the Gear VR. It’s made out of plastic, has a focus dial on top, has detachable facial foam, a proximity sensor, a touchpad, and a direct connection to the phone (compared to Daydream View’s ‘fit any phone’ approach). On these fronts, it eschews some of the characteristics found on the Daydream View. The View however does feel a lot lighter and a bit more portable, but it also lacks the aforementioned focus dial, and the proximity sensors so that the phone can rest when you aren’t wearing the headset.

That said, the model Huawei demonstrated at CES did not include a functional touchpad or proximity sensor. Given that the Daydream controller is a requirement for all Daydream apps, it isn’t clear if the touchpad will be enabled for Daydream use, or if it’s there to make the headset also compatible with other VR platforms (like those that the phone would likely use in China).

Visuals

huawei daydream vr headset (4)

The FOV seemed slightly larger on Huawei’s VR headset when compared with the Daydream View, but it seems to exhibit more warping and distortion around the far edges of the lens. Other than that, the visuals were mostly the same. Chromatic aberration, resolution, head rotation tracking, and brightness all seemed the same to my eyes. So with that said, if you know the difference between the Daydream View and the Gear VR, Huawei’s new device will fall toward the Daydream end of the spectrum.

Comfort

While the Daydream View is lighter, it is built with some relatively hard foam padding. The foam used in Huawei’s VR headset on the other hand had a very soft feeling to it, but at the same time the headset was quite heavy. If the Daydream View had softer foam, it would be the preferable option for comfort, but as they are, which ends up being the most comfortable for long term use may depend on the individual’s facial structure.

huawei daydream vr headset (3)Light leakage has been a clearly noted negative on the Daydream View, but I found that it’s not a problem on Huawei’s VR headset, with perhaps a bit of light reflecting off of the lenses from the outside.

As for battery life, heat, and other aspects related to usage with time, I can’t judge much from my short demo, but it does seem like it would perform better at least in terms of heat, because Huawei’s VR headset uses a direct attachment like the Gear VR without any lids keeping the heat inside, whereas you have to close a lid on the phone with the Daydream View.

With those differences in mind, and especially with the ability to tune the focus, Huawei’s VR headset comes across as a very competent alternative to Google’s Daydream View, working on the same software platform, but it’s compatibility is restricted to Huawei’s Mate Pro 9. Price and availability remain unknown at the moment, but if done right, the headset has the potential to introduce VR to even more people as one of the first Daydream compatible headsets from a third-party.

The post Hands-on: Huawei VR is the First Third-party Daydream Headset appeared first on Road to VR.

Hands On: PiMAX’s 8K Headset Proves that High FOV VR is Coming

Frank He goes hands on with PiMAX’s ludicrously high-spec 8k, 200 degree FOV prototype at CES and find the company has some innovative solutions to some of the substantial challenges driving a headset like this poses.

While there were many perhaps questionable Chinese VR headsets shown off at CES this year, Pimax’s new 8K, 200 degree prototype actually stood out from the crowd. Moreover, Pimax perhaps even showed both some of the potential that high spec headsets might provide along with the challenges associated with getting the details right. Not only was I able to give the new headset a try, I was also able to learn more about how exactly they intend to address the significant challenges behind powering a headset that boasts a 3840 x 2160 per eye resolution.

The exterior of Pimax’s new prototype bears some resemblance to Starbreeze’s 210 degree StarVR headset (and the InfinitEye before it) but uses a PlayStation VR (PSVR) style mounting mechanism. Each of the headset’s displays (one per eye), are placed at a canted angle, just like StarVR’s. In terms of heft, the Pimax unit didn’t seem that much heavier than the PSVR upon use, although as ever, it’s hard to judge this accurately given that it was just a short demo. One thing’s for sure though, the bulky shell makes it look heavier than it actually feels.

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pimax 8k (2)The headset’s resolution was probably the best thing about the headset. Whilst inside, I couldn’t discern individual sub-pixels no matter how hard I looked – whereas with the Rift or Vive I can. It took some effort to even discern individual pixels. The result was that it felt like I was looking at a slightly textured surface or film, similar to the current headsets, but much sharper and transparent. I can imagine I wouldn’t be distracted by the resolution.

The FOV (Field of View) was also impressive, feeling close to the aforementioned StarVR’s. Of course, the ultra-wide FOV was beneficial to peripheral awareness, but in terms of actual added immersion, I’m not sure if there was much of a real benefit. There were however a few issues which perhaps hindered this. Issues include low brightness from the displays, weird inconsistent warping or geometric distortion when getting farther away from the center of the lenses, an inaccurate distortion profile in general, a low binocular overlap (the volume of FOV that overlaps between both eyes), and a very little bit of ghosting and/or smearing in motion. All of these issues unfortunately formed a barrier against proper immersion in the game. The low binocular overlap seemed to be the biggest immersion killer alongside the warping/distortion, whilst the low brightness the smearing were slight – far beyond that found in the Oculus Rift DK1 of course. It’s uncertain whether more time to play around with the IPD adjustment and time to get used to the distortion would have improved the experience.

Pimax are also using fresnel lenses in this new headset, but interestingly, the ‘godray’ artifacts usually associated with these type of optics were actually very subtle. It’s entirely possible however that the low brightness of the displays may have played a part in that.

So alas, presence was non existent for me. However, playing Lucky’s Tale and Radial-G: Racing Revolved on the headset (most likely done so using the Oculus to SteamVR wrapper ReVive), I could see how, once distortion was reduced and that binocular overlap increased, it might truly represent a new jump in visual quality for VR.

pimax 8k (1)All that aside, how exactly do Pimax expect people to drive 2 sets of 4k displays at higher enough refresh rates needed for good, low latency VR? Enter ‘Brain-warp’. Brain-warp is a technique where you render and display an image to one eye only, and then render and display for the other eye, in a sequence such that one eye is seeing an image and the other isn’t at any given moment in time. This way, they’re actually rendering a single 4K image at 120 times a second, but the user perceives it as a complete 8K image at 120Hz. How? Because that frequency is high enough that we don’t perceive that one eye is blind while the other isn’t, at least for a tiny fraction of a second. It’s like raising one hand to one eye, lowering that hand and raising your other hand to your other eye, and doing that very very fast – so fast that you simply don’t notice it.

brain-warp-pimax-1
Pimax’s ‘Brain-warp” rendering technique illustrated

Brain-warp is a neat trick then, but not without its downsides and clearly there’s still a huge amount of power needed to drive the displays in this headset. To output 4K at 120Hz, they say you’ll need at minimum an NVIDIA GTX 980 but that’s assuming Async Timewarp is also in play helping resolve dropped frames. Their actual recommended specification however is either dual GTX 1070s, or one GTX 1080.

Another caveat here is that brain-warp also requires “very accurate synchronous fine tuning” according to them, and results in a “ghosting” artifact that appears during motion. That artifact wasn’t very distracting to me in the demo, but it may be more distracting at higher brightness levels or other scenarios.

Pimax say they’re using custom LCDs in their headset in order to drive the display’s response time down and to achieve low persistence. My experience with the headset was that it didn’t exhibit the smearing associated with typical LCD HMDs, but to a smaller extent than you might expect. As such, they staate that this prototype can achieve a the motion-to-photon latency of 18ms.

They still have yet to demonstrate positional tracking and motion controllers, both of which they’ve announced. Valve has of course now opened up their Lighthouse tracking tech for it to be used by anyone on anything. But the company is also working on an inside-out tracking solution which could potentially be included with their system or ‘hacked in’ later by keen tinkerers. It’ll be interesting seeing which route Pimax pick, given the fact that they already supporting SteamVR.

As this was a prototype, there’s no release date yet, but they have announced that the company will take to Kickstarter with the new device. At their Gearbest storefront at least, the price is listed as $599 – but this may well be subject to change.

The post Hands On: PiMAX’s 8K Headset Proves that High FOV VR is Coming appeared first on Road to VR.

War die CES 2017 ein Reinfall?

Wenn man sich durch verschiedene Webseiten aus dem Bereich Technik wühlt, dann liest man häufig, dass Virtual Reality auf der CES 2017 nur wenig überzeugen konnte. Der Grund wird häufig bei den unausgereiften Gadgets gesucht, denn von diesen gab es einige auf der CES 2017 zu sehen. Doch sollte man dies als schlechtes Zeichen für VR deuten? Hat sich überhaupt etwas verändert?

Deshalb war die CES 2017 ein Reinfall

Mit VR-Nerds sind wir seit drei Jahren im Virtual Reality Bereich aktiv und wir treiben uns auch stets auf den wichtigen Messen rum. Wenn man nach VR Produkten sucht, dann findet man bereits seit ca. 2 Jahren sehr viele unausgereifte Systeme und ein paar kleine Perlen. Das mediale Interesse war aber vor zwei Jahren deutlich geringer und somit wurden auch keine Produkte ins Rampenlicht gezerrt, die dort eigentlich nichts verloren haben. Auf der diesjährigen CES wurde aber aus jedem Gadget eine große Story gemacht und wir sind uns sicher, dass nur ein Bruchteil dieser Erfindungen jemals an Konsumenten ausgeliefert werden wird. Während also vor wenigen Jahren diese Produkte  einfach noch ignoriert wurden, hat sich das Blatt mit der Veröffentlichung der ersten Virtual Reality Headsets für Konsumenten gewendet.

Durch diesen Umstand werden Leser auch mit Infos zu Produkten überschwemmt, die entweder nicht relevant sind, absurd scheinen oder bestehende Systeme nachahmen und daran scheitern. Wir möchten nicht abstreiten, dass es eventuell auch mehr VR Zubehör auf der CES 2017 gab als auf den letzten Veranstaltungen, aber ob es prozentual mehr unnötige Entwicklung gab, wagen wir zu bezweifeln.

Dass im Bereich VR viel experimentiert wird, ist gut und dass nicht jedes Produkt sinnvoll sein kann, liegt in der Natur der Sache. Genau diese Experimentierfreudigkeit lieben und schätzen wir und es bleibt zu hoffen, dass sich die Entwickler nicht den Mut hierzu nehmen lassen, denn auch auf der CES 2017 wurden hervorragende Systeme vorgestellt, die wegweisend für die Entwicklung von VR sein werden und ohne diesen Mut eventuell nicht entstanden wären.

VR-Nerds brauchen also den Kopf nicht in den Sand stecken, auch wenn die Medienlandschaft gespalten ist.

Die CES 2017 war kein Reinfall!

Selbst wenn es vielleicht keine Ankündigung eines geheimen Produktes gab, so wurden auf der CES 2017 einige Produkte vorgeführt, auf die wir uns definitiv in diesem Jahr freuen sollten. Der TPCAST hat bewiesen, dass kabelloses VR bereits in diesem Jahr möglich sein wird, Lenovo hat das erste Virtual Reality Headset für Windows 10 vorgestellt und auch die Designs der weiteren Headsets für Windows 10 wurden präsentiert. Besonders auf die Headsets für Windows 10 sollte man ein Auge werfen, denn diese Headsets könnten Virtual Reality in einer guten Qualität erschwinglich machen. Das Headset von Lenovo wird beispielsweise nur ca.300 US-Dollar kosten und bietet eine bessere Auflösung als die Oculus Rift und die HTC Vive. Spannend bleibt aber die Frage, mit welchen Controllern wir die Headsets für Windows 10 verwenden sollen. Wir hoffen, dass Microsoft sich nicht die Butter vom Brot nehmen lässt und uns noch in diesem Jahr mit einem Konzept für einen passenden Controller überraschen wird.

Lenovo VR

Das erste Windows 10 VR Headset von Lenovo

Doch nicht nur diese Neulinge auf dem VR-Terrain versprechen ein tolles VR Jahr 2017. Auch HTC wird mit dem Deluxe Audio Strap die Erfahrung mit der HTC signifikant verbessern und mit den Vive Trackern für eine Flut an Custom-Controllern sorgen. Auch wenn diese Erfindungen nach einem kleinen Wurf klingen, könnten diese Systeme die Vive zur wichtigsten VR Plattform für Arcades und Heimanwender machen.

Weitere Projekte, die auf der CES gezeigt wurden, könnten ebenso zu spannenden Entwicklungen führen. Nolo beispielsweise hat ein System vorgestellt, welches Mobile VR Systeme mit Positional Tracking ausstatten kann und den Headsets getrackte Controller spendiert. Um das System zu erhalten, ist auch kein besonders tiefer Griff in die Tasche nötig, denn das System soll bereits für unter 100 US-Dollar angeboten werden. Auch wenn es in diesem Jahr autarke Headsets mit Inside-Out Tracking geben wird, so könnte das Produkt von Nolo die bestehenden Virtual Reality Systeme kostengünstig erweitern. Außerdem soll das Nolo System auch für Steam VR geeignet sein und könnte somit eine günstige Alternative für die Headsets für den PC darstellen.

NOLO

NOLO soll Mobile VR mit Positional Tracking und trackbaren Controllern erweitern

Im Bereich 360 Grad Kameras gab es einiges auf der CES 2017 zu entdecken. Neben Kameras mit beeindruckenden Spezifikationen hat Intel auch gezeigt, was mit dem System von Hype VR bereits heute möglich ist. Intel zeigte auf der CES 2017 ein begehbares Video, welches in 360 Grad und 3D abgespielt wird. Diese Entwicklung sollte jedem Journalisten mehr als nur ein „WOW“ aus der Feder locken, denn mit dieser Technologie lässt sich Virtual Reality mit der echten Welt verschmelzen und wir können vielleicht in naher Zukunft selbst entfernte Orte im eigenen Wohnzimmer besuchen.

Allein die hier genannten Produkte und Technologien zeigen, dass die CES 2017 sicherlich kein Reinfall für Virtual Reality war. Wir haben vielversprechende Virtual Reality Headsets gesehen, wichtige Erweiterungen für die bestehenden Systeme erleben dürfen und eine Revolution im Bereich der 360 Grad Videos in Aussicht gestellt bekommen. Was will man mehr?

Der Beitrag War die CES 2017 ein Reinfall? zuerst gesehen auf VR∙Nerds. VR·Nerds am Werk!

Upload Throws High-Flying VR Party at CES 2017

Upload Throws High-Flying VR Party at CES 2017

2016 is over. That in and of itself is a relief, and hot on the heels of the new year was the Consumer Electronic’s Show in Las Vegas. At CES, entrepreneurs, innovators and brilliant minds from around the world invade the Nevada desert, bringing their best and brightest inventions along for the ride. It’s a time where we celebrate new ideas, and no industry is more receptive to fresh thinking than virtual and augmented reality.

2016 was a big year for the world of immersive tech, but for things to really take off 2017 needs to be even bigger. To celebrate a year of advancement, and to usher in a brand new era of progress, Upload and Audi partnered together to throw a VR party in the sky.

The extravaganza was held on the top two floors of the Palms Resort and Casino and each floor had its own unique energy. The View featured a custom designed stylish lounge (pictured below). Guests were able to enjoy a cocktail while listening to eclectic & relaxing DJs – including live-violinist Lapa and Emancipator. Both floors had killer musical performers and virtual reality demos from some of the industry’s hottest creators.

These demos included an HTC Vive machine gun, the Audi Car Configurator, the Audi Le Mois Mixed Reality Experience and a winner from MSI’s recent VR Jam Contest. The top floor also had…well just take a look for yourself:

Yes, that is a human woman that has somehow come to the decision that gravity no longer applies to her. Through a combination of gymnastic excellence, and perhaps witchcraft, this professional aerialist was able to perform high above the crowds, all while wearing an HTC Vive VR headset.

The night also included heartfelt remarks from Upload’s co-founders, Will Mason and Taylor Freeman, and Audi’s Marcus Kuhne.

Last year during CES, Freeman and Mason announced the launch of the Upload Collective — a San Francisco coworking office that now houses over 40 VR/AR companies. At this year’s event the pair had another bit of significant news to share.

“We are thrilled to announce our second coworking location is opening in Los Angeles this spring! The 20,000 square-foot space in Marina Del Rey will serve as an immersive reality hub in the heart of the entertainment industry’s backyard. Partnering with a variety of entertainment, tech and media companies, Upload LA is on track to serve the community in a big way – offering resources and education in this technology like never before.” Freeman said.

Marcus Kuhne spoke about Audi’s commitment to equip dealerships with complex and ambitious VR applications, including the Audi Car Configurator. Audi is acting as an accelerator for the establishment of industrial VR.

Altogether it was a night to remember and one that represented the commitment of companies, both old and new, to the exciting world of virtual reality. Upload would like to thank our presenting sponsor, Audi and Partner Sponsors, Technicolor and NextVR for all of their support on this project.

We can’t wait to see what new things we have to celebrate next year!

See you there.

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Intel’s Project Alloy Round 2: RealSense Hand-Tracking and Optimized Software

Intel’s Project Alloy Round 2: RealSense Hand-Tracking and Optimized Software

During last week’s CES conference in Las Vegas one of the largest and most unforgettable booths on the sprawling show floor belonged to Intel.

The chip manufacturer occupied a two story main booth, a stage and bleacher for keynotes, with demo stations scattered around as well. Housed inside this labyrinth was Intel’s prized pig for this year’s conference: Project Alloy. The self-contained virtual reality headset makes use of Intel’s vision technologies to create a wireless, inside-out positionally tracked headset. Our initial hands-on report of project Alloy was only part of the story, and we came back for a second demo with a different Alloy prototype.

The difference between the Project Alloy headset we tried originally and this new version is the software inside. A member of the Alloy engineering team told us the second headset we would be trying is the unit they themselves work on every day. The “Mk. II,” as we will refer to it for the remainder of this story, was said to include more software optimization than the other demo units inside the booth. We were told the experience we encountered in our first Alloy demo was not optimized properly to show off the headset’s true potential.

Let There Be Hands

This new experience was essentially a developer testing ground. Inside, there were grids and cubes an engineer would use to gauge how colors and assets are rendering inside the headset. The virtual room also included two spinning golden cylinders. These cylinders are where we tried out the Mk. II’s built in RealSense hand-tracking.

Alloy’s many built-in sensors allow for real world objects, such as hands or other people, to be visualized once the person comes close enough to you. This feature is heavily dependent on light. Inside our dimly lit demo room my hands looked a bit ghostly through the headset. My hands appeared as a densely packed point cloud, but in the dim light some of these points were missing. The area in which the hands appear is also smaller than the overall field of view of the headset itself, which means there’s only a small rectangle of space that you hands or other people can appear inside.

However, the tracking of these ghostly hands was excellent. I could chip away at the spinning gold tubes with an entire hand, two fingers, one finger, etc. with precision. I only tried the hand tracking briefly and haven’t tried a comparable sculpting demo with Leap Motion, but Intel’s controller-less VR hand tracking showed some of the smallest movements of my finger resulting in notable change in the shape of the tube.

Tracking and Performance 

Our biggest problem with the original Project Alloy demo was the performance of its inside-out positional tracking. That initial experience had a good amount of drift. The Mk. II was said to be running a “new low latency compositor and better prediction algorithms” to create a more solid experience. We were able to walk across the room, duck down to the ground, lean in toward objects, and jump into the air without noticeable latency. Importantly, though, the second demo was performed in an open room with fewer people in it while the first demo included a physical object in the center of the room that was mapped onto the virtual experience. No similar point of reference was seen in the second demo.

The biggest problem we encountered in Mk. II was curved visuals. A cube, for example, would noticeably stretch when you turned your head. We were told this was due to the image correction needing to be fine tuned, and that it could be solved in future builds.

Conclusion

Keep in mind that Alloy is not hardware Intel is planning to manufacture and sell itself. Instead, the plan is to develop it into a workable state and then license the technology to outside manufacturers that will turn these ideas into a product. We’ve seen two demos from Intel that show different pieces of a very complicated puzzle which needs to come together for a self-contained headset to be ready for the market. We still remain skeptical it will all come together with the polish needed to make it a successful consumer product this year, and hope to be pleasantly surprised.

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Qualcomm’s New Mobile Tech Unlocks Impressive Inside-Out Tracking

At CES 2017 Qualcomm unveiled its Snapdragon 835 processor and along with it a solid focus on the mobile VR market. We got a chance to test that new focus by going hands on with Qualcomm’s latest reference hardware and find impressive inside-out tracking using just the phone’s onboard sensors.

Qualcomm’s processors and chips power perhaps the majority of smartphones today, and the company often creates reference hardware designs to demonstrate and provide guidance to their OEM partners when developing these next generation devices. At CES 2017, the company showed off a mobile VR experience powered by reference hardware sporting their latest Snapdragon 835 platform.

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Qualcomm Positions New Snapdragon 835 Mobile Processor Toward AR and VR

The experience featured a tie-in with the new Power Rangers movie, due for release this year, and while we could talk about that, it’s the tracking technology that deserves the most attention. I was able to try it out, and I can say that it may, potentially, represent a breakthrough development for the VR industry.

The demo experience was prominent at Qualcomm’s space on the CES show floor, but anyone walking by may have been fooled into thinking that the experience was primarily about Power Rangers, not realizing that a hugely important development in technology was also being demonstrated. The company had several small demo areas, each complete with a VR headset and each with space enough to take a few steps around whilst inside the experience.

The headset units themselves comprised the reference Snapdragon 835 phones mounted inside third-party Cardboard-style “passive” headsets. From the front of the headset you could see the reference phone’s rear camera sensors. We have no details on these just yet, but as you can see from the images, the phone is packing more than just a single RGB sensor. We’d hazard a guess that, similar to Asus’ ZenFone AR, also announced at CES this year, Qualcomm’s reference device also sported additional depth sensors.

qualcomm mobile vr inside out tracking ces 2017 (7) qualcomm mobile vr inside out tracking ces 2017 (6)
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Putting on the HMD and headphones, there was also a focus knob that the headset, pretty standard stuff. Paying little attention the content at hand, I began looking around to test the positional tracking. The view changed as my brain expected it to. Then I began quickly moving and leaning my head around to further test the system, and it managed to keep up, although perhaps not as quickly as systems like SteamVR’s Lighthouse or Oculus’ Constellation. It felt very slightly behind in positional tracking, but for rotational tracking, it was just as good as any of the PC VR headsets.

qualcomm mobile vr inside out tracking ces 2017 (2)I explored as much and as far as I could within the small demo area, and it held tracking throughout the entire volume, from standing to crouching. There was a railing that was slightly reflective, so I tried going really close to it in an attempt to freak out the tracking, and it stayed stable until I was around a foot away, where it began to hiccup. Throughout the whole demo however, there were only a few instances where the view would drift a touch or perhaps became “floaty”.

Knowing that it this was inside-out tracking powered by the phone’s front-facing camera sensor array, I tried waving my hands around the front of the headset, yet the view stayed stable for the most part, right up until I put my hand right in front of the camera to keep it from seeing anything. Unsurprisingly, my virtual world view would stay stable for a second before positional tracking was lost completely.

Despite some flaws, the tracking performance demonstrated by Qualcomm was extremely impressive, especially considering that the entire positional experience was tracked by an onboard camera array, all powered by a mobile phone. Overall, the quality of the tracking felt similar to that of Sony’s PlayStation VR (PSVR). But unlike the PSVR, and most other VR headsets with positional tracking, you don’t have to mount external cameras, or laser base stations. What’s more, have could have a potentially unlimited play area to walk around in.

qualcomm mobile vr inside out tracking ces 2017 (3)The positional tracking forms part of Qualcomm’s reference design, so partner OEMs utilising the company’s SoC’s (System on Chip) will have the ability to take advantage of it. This means that we may very soon see this level of positional tracking in mobile VR headsets at last. More than that though, Qualcomm’s advances here may also have implications for other areas of virtual reality, augmented reality, and beyond.

All of that said, my demo was (as ever) best case scenario and we should bear that there may still myriad other limitations. How will the system deal with differing lighting conditions and environmental make up. We don’t have definite knowledge of how reflective surfaces and different kinds of light in the environment may affect tracking. However, talking with a representative at the booth, solid colors and reflective surfaces were in fact cited as problematic. To what degree, we’ll have to see, but the representative did say that the system detects edges and corners. Further, we don’t yet know how demanding this kind of mobile-powered computer vision is and how quickly it would drain battery life.

Still, even with some these potential limitations in mind, it’s possible that this development could be considered a real breakthrough. If it really does work this well and OEMs are quick to adopt (as well as willing and able), then we’ll get the fabled positional tracking we’ve always hoped for in mobile devices quite soon. If rumors are true, then we may even see it powering the Samsung Galaxy S8, due for release later this year.

The post Qualcomm’s New Mobile Tech Unlocks Impressive Inside-Out Tracking appeared first on Road to VR.

Hands-on: Panasonic’s 220 Degree VR Headset Uses Crazy Fused Lenses and 4 Screens

At CES 2017 Panasonic showed off a new VR headset prototype with a 220 degree FOV derived from four displays and a rather unique set of lenses. I was able to try the headset myself, and while it seemed that there’s certainly still work to be done, there might be some merit to their method.

The headset—which is actually quite compact for the provided field of view—uses four individual displays (two per eye) each at 1600×1440, for a total resolution of 6400×1440. In order to add peripheral vision, they’re using two lenses which are fused together to make one lens per eye. The lenses seem to be a combination of traditional aspheric and Fresnel optics.

The horizontal field of view was among the widest I’ve seen in any VR headset, including StarVR, but the vertical field of view was lower, almost distractingly so. In addition, the physical fusion between the lenses was imperfect, resulting in high distortion and warping along the vertical seams where they met. If I made sure the IPD and tilt were adjusted right, and viewed a VR scene without moving my head, they almost seemed to vanish, but immediately became noticeable and distracting again once I began to move my head. The distortion profile for warping the image to match the lenses also appeared slightly wrong (or perhaps is just very difficult to achieve with fused lenses like this), which prevented me from being immersed. There was also some latency to the head tracking which further threw things off, but as a prototype headset I wasn’t too concerned about the head tracking latency.

panosonic vr headset 220 degrees (4)

With that said, the horizontal field of view was still interesting to see, and unlike other high FOV headsets I’ve tried, like the StarVR and Pimax 8K, this headset actually had a decent amount of binocular overlap (the regions of your vision which both eyes can see), meaning that it didn’t feel as much like I had a blinder in between my eyes. That may be one of the advantages to their approach, not to mention achieving a fairly compact form-factor.

panosonic vr headset 220 degrees (2)Getting a high FOV without extremely expensive and complex optics, optics with many artifacts and even more distortion, and other problems, has shown to be a challenge. High FOV headsets that use only two screens like the StarVR and Pimax 8K have shown that distortion and artifacts are harder to deal with at such a high FOV, and that binocular overlap is challenging to get higher. Since they’re probably already pushing the panels as physically close together as possible, the only way to increase binocular overlap would be to increase the magnification of the lenses, which could then mean increasing the intensity and amount of artifacts and distortion. Without a more novel approach or breakthrough in optics, it’d be hard to get around those problems.

That’s where Panasonic’s approach might help. By using two displays are differing angles, it’s easier to create higher magnification optics, but since they’re not using displays that actually bend, they have to fuse the separate displays and optics together, which then results in problems of distortion and warping that this prototype has demonstrated. If they can somehow fuse the optics together perfectly without the distortion at the seam, and without a visible physical seam in the display itself, then it might just be a viable solution to high FOV VR, but that’s a big “if”. In the future it may be easier to develop such a system with a curved display instead of two individual displays per eye, but that’s likely to bring its own challenges.

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The Panasonic headset also had an interesting mounting system which didn’t use any over-the-head straps, but rather some folding arms which clamped behind your head. It didn’t seem exceedingly comfortable, but as Panasonic says this headset is intended for enterprise purposes, it’s likely designed to go on and off the head quickly. We’d also guess the same reason for the choice of bone-conduction headphones, which vibrate near your ear to produce sound rather than going on or over your ear. That would leave the user’s ears wide open to hear colleagues outside of the headset.

panosonic vr headset 220 degrees (1)Panasonic’s goals for this headset so far are in the business, training, education, medical, and professional markets. The company says they’re to ship in 2018, but it’s clear there’s much more work to be done between now and then to make this headset more than a prototype.

The post Hands-on: Panasonic’s 220 Degree VR Headset Uses Crazy Fused Lenses and 4 Screens appeared first on Road to VR.

Up Close With Sennheiser’s $1,700 VR Microphone

Here’s a close look at Sennheiser’s new AMBEO VR microphone in all its glory as demonstrated at last week’s CES 2017 in Las Vegas. It’s the company’s first step into VR audio and it’s just received wide release for a cool $1700.

One of the most respected audio companies worldwide, Sennheiser is best known for its high-end headphones and microphones, which it’s been producing now for over 70 years. So when a company like Sennheiser launches a product for for the immersive media and VR space, people tend to take notice.

sennheiser-logoThe AMBEO VR Mic is the company’s first foray into 3D audio and is an effort by Sennheiser to make the recording device as transparent as possible – that is, present the user with a convincing reproduction of a 3D soundscape.

The device was actually unveiled at last year’s CES, but only became widely available last November, for the princely sum of $1700. For that you get the AMBEO VR Mic itself, a set of balanced XLR cables, Rycote suspension mount, Foam wind shield and access to the company’s proprietary A-B format encoder. It’s this last item which gives a peek at how Sennheiser’s VR audio ambitions are not ending at just the hardware. “For us, Ambeo is the umbrella … for different types of immersive audio configurations,” Sennheiser Co-CEO Dr. Andreas Sennheiser told Digital Trends at CES last year. “And that is from the recording side, to the processing side, to the playback side. There’s playback in 9.1, there’s playback over headphones, there’s recording with VR mics which capture the sound from the signal source, and there’s recordings which capture the sphere differently. Ambeo is a stream of different technologies and configurations which, in the end, should do nothing less than raise the hairs on your back.”

Below is a close up look at what $1700 buys you and you can check out the technical specification of the mic of after the gallery.

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Sennheiser AMBEO VR Mic Specs

Dimensions 215 x 49/25 mm (L x D)
Frequency response 20 Hz to 20 kHz
Max. sound pressure level 130 dB(A) for 1 kHz
Transducer principle Pre-polarized condenser microphone
Weight 400 g
Microphone connector DIN12M, use enclosed adapter cable to convert to 4x XLR3M Polarity: Pin1 (GND), Pin2 (+), Pin3 (-)
Pick-up pattern 4x cardioid, in A-format arrangement (1: front-left-up [FLU], 2: front-right-down [FRD], 3: back-left-down [BLD], 4: back-right-up [BRU])
Nominal impedance Approx. 200 O
Min. terminating impedance 1000 O
Equivalent noise level 18 dB-A as per IEC 61672-1 / 27 dB CCIR as per CCIR 468-3
Power supply 4x phantom powering (P48) as per IEC 61938 (48 ± 4 V), 7 mA each
Sensitivity 31 mV/Pa (-30 dBV)
Matrix reference Center of the capsule holder
Mixing to B-format W = FLU + FRD + BLD + BRU / X = FLU + FRD – BLD – BRU / Y = FLU – FRD + BLD – BRU / Z = FLU – FRD – BLD + BRU

The post Up Close With Sennheiser’s $1,700 VR Microphone appeared first on Road to VR.

Pimax 8K VR Headset Not Yet Ready For Primetime, But 4k Model Impresses

Pimax 8K VR Headset Not Yet Ready For Primetime, But 4k Model Impresses

Several weeks ago, we published a story about a company called Pimax. The scrappy startup was announcing its CES 2017 lineup and this year that included an 8K (4K per-eye) resolution, 200 degree field of view virtual reality headset. The implications of an HMD that powerful would be highly disruptive to the current VR industry, where resolution and FOV are two of the most difficult problems to solve and scale. We had the chance to try the Pimax headset for ourselves on the show floor at CES and what we found was a device that did have promise, but fell far below the mark of being a Vive or Rift-killer like we were promised.

Form Factor

The Pimax 8K is wide. It’s much wider than any other VR headset on the market today and is reminiscent of the Star VR headset that has moved quietly underground for some time now. The outer limits of the headsets horizontal plane extend a few inches past your head on either side and the overall visor curves in at an angle towards a central point. This makes the entire unit much more curved than either the Rift, Vive, or PSVR. The emphasis here is clearly on prioritizing that big FOV over a sleek or overtly comfortable design.

Fit

The 8K headset fits fairly well on the face and is surprisingly light for such a large headset. The ergonomics are sacrificed a bit however in favor of a wider FOV. The weight all seems to rest on the bridge of your nose and the end result is a new red mark to rival the infamous Oculus oval. The 8K is still in active development, however, so comfort levels could still be increased.

Performance

This is the big question: does the Pimax 8K deliver on the promise of a revolutionized display with industry changing resolution? The short answer is: no.

The long answer is that the Pimax HMD has a lot of promise but stumbles in a few unforgivable areas. The first is a complete lack of positional tracking. The Pimax representatives on site assured me that positional tracking would be added in by this spring, but for now you’re limited to head tracking only which is a far cry below what it will take to unseat the current kings of the VR hill.

The second problem is brightness. All the pixel density in the world doesn’t amount to much if they can’t be properly illuminated. The Pimax undoubtedly has the largest FOV of any VR headset I’ve ever tried, and there was some extra crispness to the image from what I could tell, but its screen was simply too dark to enjoy any of those innovations. The Pimax team took my findings to heart and said that a brighter backlight is expected to be incorporated into their next prototype.

Finally, Pimax headsets do not use OLED displays, instead they have chosen to use software algorithms to aggressively optimize more common LCD screens. They call this technique “brainwarp” and it does work. The LCD images moved with my head movements with less latency than one would expect with little to no bloom distortion (pixels that change color too slowly and cause a blurry image) at all.

Conclusion

The Pimax 8K headset was one of my great hopes for CES 2017 but, unfortunately, it’s still a bit too immature for the big leagues. The company will be launching a Kickstarter and raising additional funding soon and perhaps the extra capital can help them overcome some of these issues and create a more fully realized product. Until then, it’s like they say: if something seems too good to be true, it probably is.

Bonus: A New Challenger Appears

Also at the Pimax CES booth was their older, 4K model. This unit provides 2K resolution to each eye and also employs brainwarp software optimization. Whereas the 8K design was wide and bulky, the 4K edition was lightweight and very similar to the Oculus Rift’s form factor.

The LCD displays inside provided a crisper image than anything I’ve seen in VR personally. This model could have also benefited from a brighter backlight, and there was still no positional tracking, but I felt that the Pimax 4K gave me my best look yet at what a higher resolution future for VR could look like.

Pimax is an innovative and exciting company and while none of their products are ready to come out of the oven just yet, I for one am very excited to see what they can do with just a bit more cooking time.


Image Credits: Pimax, Golem, VRNerds

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