Foldaway Haptics is Making a Thumbstick for VR Controllers That Pushes Back

Switzerland-based Foldaway Haptics is building a haptic joystick with force feedback. The impressive device, which can push back against your finger in any direction, could bring rich feedback to VR controllers at reasonable costs.

Over the years we’ve seen some really awesome haptic tech, like the HaptX glove that offers compelling tactile sensations and force-feedback on all five fingers. But it’ll take something simple and low cost to have any chance of finding its way into the consumer VR space which is currently dominated by controllers—which are rapidly converging on thumbsticks as the primary input mechanism (aside from motion).

That makes Foldaway Haptics’ solution quite interesting. The company is building what’s effectively a tiny three legged platform than can move and tilt in any direction. They’re adapting the mechanism to function as a joystick which offers force-feedback. At CES 2019 this week the company showed off a prototype VR controller with the mechanism built-in.

I tried the prototype running with a Vive headset and a small demo game that Foldaway built. In the game I saw a miniature cartoon farm in front of me at waist height; a few different animals were running around on the ground. When I reached out to grab an animal, I pushed down on the thumbstick to ‘grip’ the animal between my hand and my thumb. Upon grabbing the animal, the thumbstick became stiff (letting me know that I had successful grabbed something).

Each animal had somewhat different haptic properties. The pig, for instance, was a little bit ‘squishy’, allowing me to push my thumb down on the stick a bit. The penguin was ‘harder’ so the thumbstick resisted my thumb much more. If I squeezed too hard, the force-feedback would give out and the thumbstick would bottom out until I let go (I expect this is to protect the motors and mechanism from damage).

Co-founder Marco Salerno told me that the current prototype is capable of pushing back with two newtons (about the force of two apples resting on your hand), though they could feasibly push upward of 15 newtons with some different design tradeoffs.

Beyond force-feedback just in the up and down direction, the joystick can also tilt itself against your finger rather than just pushing back. This allows directional information to be conveyed to you through touch, which is a big deal because the simple vibrating haptics in any consumer controller (VR or otherwise) cannot convey arbitrary directional information.

A concept of what a it could look like with the haptic mechanism hidden within the controller. | Image courtesy Foldaway Haptics

The ‘platform’ of the mechanism of course didn’t feel quite like a traditional thumbstick because of the way that it pivots differently and because of its shape. However, Salerno says that the current prototype is designed to show the mechanism, but a more mature design could replicate a thumbstick much more closely in both look and feel.

The feedback offered by Foldaway is still largely an abstraction, just like vibration, but even if it’s not explicitly ‘realistic’, it can offer much richer information about the virtual world, which has the potential to add to immersion.

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In describing the Foldaway thumbstick, Salerno told me that the mechanism is effectively a tiny “robot,” in the sense that it can be directed to execute precise movements and also use the force from the user as input to inform its motions . The mechanism, he said, is fundamentally designed after a ‘delta robot’, but the company’s innovation is the ability to make it very small while maintaining a wide range of motion, achieved through an “origami-like” construction.

Photo by Road to VR

According to the Foldaway website, Salerno holds a Ph.D in robotics and worked for three years as a researcher at the Reconfigurable Robotics Lab at École Polytechnique Fédérale de Lausanne, a Swiss university. Salerno’s co-founder, Stefano Mintchev, holds patents for “foldable systems,” and also worked as a researcher at the same lab as Salerno.

Salerno told me that Foldaway has received around $500,000 in grants and is in the process of raising a $2 million seed investment.

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CES 2019: New Qualcomm Reference Headset Could Hint At Vive Cosmos Specs

qualcomm vr headset reference design

At CES 2019 Qualcomm was showing off a new VR headset reference design with dual 2160×2160 LCD displays. Interestingly, the headset was being powered by a smartphone reference device via a USB-C cable.

Does that feature remind you of anything? Earlier this week, HTC announced Vive Cosmos at their pre-CES special press event.

As well as being a PC VR headset, HTC mentioned that Cosmos might connect to “other devices”. Their announcement video showed a silloute of what looks like a HTC smartphone- seemingly hinting that will be the “other device”.

To be clear, Qualcomm isn’t a consumer facing company- they sell chips and licence technology to consumer OEMs. HTC has utilized Qualcomm’s technology in the past. The Vive Focus standalone is based off Qualcomm’s VR835 reference design and licences Qualcomm’s positional tracking technology.

HTC’s website claims the Cosmos contains the company’s ‘sharpest screens yet’. It also states they have an RGB subpixel layout. Given that most OLEDs are PenTile rather than RGB, this makes LCD the most likely candidate for the Cosmos’s screens. And if they’re the ‘sharpest yet’, they’d have to be higher resolution than the Vive Pro, right?

So these 2160×2160 LCD panels in the Qualcomm headset, using the same unique feature as the Cosmos, may not be a coincidence. It’s very possible this headset isn’t just the basis of the Cosmos’ connectivity, but also contains the panels the Cosmos will use.

HTC has been tight lipped on any details about the Cosmos, but we’ll keep you updated on any further hints or announcements about this interesting headset.

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Exclusive: DisplayLink Demonstrates Foveated Compression for Better Wireless VR

DisplayLink has been building out its wireless VR compression technology for the last few years, eventually finding its way into the recently released Vive Wireless Adapter. But VR headsets are inevitably moving toward higher resolutions—as we’ve seen this week at CES 2019—making it increasingly harder to make them wireless. Luckily DisplayLink has a few tricks up its sleeve to boost compression efficiency without impacting latency, one of which they demonstrated exclusively to Road to VR this week at CES 2019.

Many readers of Road to VR will be familiar with the concept of foveated rendering: since our eyes only see in high fidelity within a few degrees of the center of our field of view, it’s possible to achieve higher quality (or more efficiency) by rendering lower quality imagery in the peripheral regions and higher quality in the very center. Eye-tracking then can be used to make sure that the high quality region always stays at the center no matter how you move your eye. Done right (with good eye-tracking and smart rendering algorithms) this can be completely invisible to the end users.

DisplayLink is using this same concept, except for compression instead of rendering. Compression is critical to wireless VR because you need to be able to send high resolution imagery at high framerates over a wireless connection that sometimes experiences sudden drops in bandwidth due to the imperfect nature of wireless connections.

Maintaining smooth visuals is key to preventing freezing and stuttering which would hamper any wireless VR experience. To maintain consistency in the imagery, DisplayLink has designed their compression technology to be able to respond to changes in bandwidth on the fly—even in the middle of a frame—so that if, for instance, a user’s hand briefly blocks an antenna, the system can apply more compression to make sure the image can fit over the reduced bandwidth.

Beyond just maintaining consistent imagery under situations of reduced bandwidth, there’s also the need to be more efficient with compression so that larger frames for future headsets with higher resolution can fit in the same available bandwidth.

Both reasons are why DisplayLink is developing foveated compression which takes advantage of eye-tracking data to understand where to compress the frame the most and where to leave it sharp. In doing so, the company claims some pretty huge gains in compression efficiency.

Photo by Road to VR

Using a Vive headset equipped with Tobii eye-tracking, DisplayLink showed me a demo using their wireless adapter reference design. Initially the adapter was set to use the same amount of bandwidth available in the Vive Wireless Adapter to get the image to the headset. Then they turned on foveated compression and cut the available bandwidth down to 1/3.

To my eyes the difference between the full bandwidth image and the 1/3 bandwidth image (with foveated compression) looked effectively identical. Even as I raced my eyes around the scene in an effort to catch the edges of the more highly compressed regions, I was wasn’t able to see anything more than a fleeting glimpse of a slightly blocky region in my peripheral, and this is as I was actively trying to spot any visual artifacts.

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Even when I asked them to switch rapidly back and forth between full bandwidth mode and 1/3 bandwidth mode with foveated compression, it was difficult to spot any meaningful differences between the two. Had they handed me the headset from the start with foveated compression enabled (without telling me), I don’t think I’d have any idea it was happening, and that’s exactly how it should work.

Photo by Road to VR

There’s a few caveats of course: this was a proof of concept demo and I only got to see one piece of content (just standing around in the SteamVR home area). So I don’t know if this foveated compression approach will be valid for all or even most content. It’s possible that it won’t work so well with more complex colors, contrast, and lots of motion. The demo I saw was also on the original Vive, which has a fairly low resolution compared to what else is out there. Higher resolution (like the Vive Pro Eye, which DisplayLink plans to support, and even better lenses) might make it harder to hide the foveated compression.

However, the foveated compression is fundamentally based on DisplayLink’s existing compression technology, which works pretty darn well for today’s VR headsets, so I wouldn’t be surprised to find the the foveated approach works well too.

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CES 2019: DisplayLink Showing Wireless Adapter Reference Design For Oculus Rift

CES 2019: DisplayLink Showing Wireless Adapter Reference Design For Oculus Rift

At CES 2019 DisplayLink is showing off a reference design for a wireless adapter for the Oculus Rift.

The company first showed off wireless VR all the way back at E3 2017. The prototype, in cooperation with Intel, became the official HTC Vive wireless adapter in 2018.

There already is a wireless adapter on the market for the Rift- the TPCast. But the HTC Vive adapter powered by DisplayLink seems to have less issues and an easier setup, so this could be a welcome addition to the Rift.

Of course, the main issue with all existing wireless VR adapters is price. Both the TPCast and HTC adapter sell for around $300. This is almost as much as the entire Rift package price- now $349.

The fact DisplayLink powers the HTC adapter raises the tantalizing possibility that the company could be working with Facebook to make this an official adapter. There’s no indication of this however, and Oculus co-founder Nate Mitchell told multiple journalists at Oculus Connect 5 that they had “no plans” for a wireless adapter.

Facebook has however patented some interesting techniques for wireless VR, such as a positional tracking guided directional beam. Perhaps the company is waiting for these ideas to become feasible to want to put their name on a wireless solution.

Hopefully at least one manufacturer takes on DisplayLink’s reference design. Any competition in the wireless VR space is welcome.

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HTC’s Prototype Vive Focus Controllers Look Strangely Familiar

When it comes to designing a controller for a virtual reality (VR) head-mount display (HMD) which features inside-out tracking, there’s one design that’s proven to be almost universal. If you follow VR news with any regularity you’ll know what this design looks like. Commercially seen for the first time in conjunction with Windows Mixed Reality (WMR) headsets, at CES 2019 this week VRFocus came across the prototype pair of controllers for HTC’s standalone headset, Vive Focus.

Vive Focus is the company’s standalone headset that’s currently only available in China. While the headset has 6 degrees of freedom (6DoF), the supplied controller is only 3DoF – much like the Oculus Go controller.

But HTC Vive has been working on a 6DoF version, which AMD had on demonstration with an HTC Vive Focus to showcase its ReLive livestreaming technology.

With the big tracking hoop over the knuckles that has become synonymous with inside-out tracked controllers (WMR, Oculus Quest, HTC Vive Cosmos), the rest of the design isn’t exactly anything special. As you can see from the images, there are trigger and grip buttons underneath, whilst on top, there was a touchpad and two unmarked, side by side buttons, one raised, one indented, most likely for Home and Menu buttons.As they were being demoed by AMD, specs weren’t available, or how far through development these prototypes were. They felt comfortable enough, not too light and unwieldy. One important issue is that of tracking, especially in frantic titles like Space Pirate Trainer. This certainly didn’t seem to cause an issue for the prototypes, not once was the tracking lost that one of the flying robots couldn’t be shot at. Yet, Space Pirate Trainer really only has the action concentrated in a 180-degree arc, how well they’d hold up in a 360 title is another matter.

This is down to the Vive Focus’ two front-facing cameras doing the tracking, providing a reasonably wide tracking area. These definitely lack the style and flair for the recently announced HTC Vive Cosmos controllers, which have a lightning style design around the hoop for tracking purposes.

These are just prototypes, however, so VRFocus will be keeping a close eye on development as Vive Focus looks towards a western launch.

CES 2019: AMD präsentiert neue Grafikkarte Radeon VII ohne VirtualLink-Konnektor

Auch AMD stellte auf der diesjährigen CES 2019 eine neue Grafikkarte namenns Radeon VII vor, die neben der neuen GeForce RTX 2060 (und weiteren Modellen der GeForce-20er-Reihe) nächsten Monat erscheinen soll. Im Gegensatz zum Konkurrenzmodell von Nvidia ist in der neuen AMD-GPU allerdings kein VirtualLink-Konnektor integriert.

AMD – Neue Grafikkarte Radeon VII auf der CES 2019 vorgestellt

Auf einer Keynote von AMD auf der CES 2019 wurde die neue Sieben-Nanometer-GPU Radeon VII vorgeführt. Die neue Grafikkarte tritt in direkter Konkurrenz mit der neuen GeForce-Reihe und soll laut Lisa Su, CEO von AMD, mit der RTX 2080 mithalten können.

So besitzt die neue GPU 3840 Streamprozessoren, 60 Compute-Units und einen 16 GigaByte HBM2-Speicher. Der Boost-Takt soll bei 1800 Mhz liegen. Im Vergleich zur Radeon Vega 64 soll eine deutliche Leistungssteigerung spürbar sein. So schneidet die Hardware laut AMD in Vergleichstests mit der hauseigenen GPU in den Titeln Battlefield 5 um 35 Prozent besser ab, während in Fortnite eine Leistungssteigerung von 25 Prozent entsteht. Im Vergleich mit der neuen Nvidia GeForce RTX 2080 sei die neue Grafikkarte in puncto Performance auf Augenhöhe. In manchen Fällen wird diese sogar übertroffen.

AMD-Radeon-VII-GPU-CES-2019

Image courtesy: AMD

Allerdings gibt es ein deutliches Manko für VR-Nutzer, denn die neue Radeon VII erscheint ohne den neuen VirtualLink-Standardkonnektor für VR-Brillen. Der neue USB-Typ-C-Anschluss verbindet hochauflösende Screens, Kamera und Sensoren in vier integrierten DisplayPort-Spuren in einem Kabel und überträgt in einer Signalstärke von 27 Watt. Dies legt den Grundstein für zukünftige Generationen von VR-Brillen und sorgt zusätzlich für einfachere Konnektivität.

Ein unerwarteter Zug von seitens AMD, denn das Unternehmen zählt zum Konsortium zur Einführung des einheitlichen Standards. Somit wird der neue Konnektor vermutlich erst in der nächsten GPU-Generation mit Codename Navi Einzug finden. Laut AMD sollen noch dieses Jahr weitere Informationen dazu veröffentlicht werden.

Weitere Informationen zur neuen Radeon VII sowie die gesamte Keynote findet ihr hier:

Die neue Radeon VII soll ab dem 7. Februar für 699 US-Dollar erhältlich sein.

(Quellen: AMD | Upload VR | Video: AMD YouTube)

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DisplayLink Showing 60GHz Wireless Adapter Reference Design for Oculus Rift

Connectivity company DisplayLink is showing a reference design for a 60GHz Oculus Rift wireless adapter at CES 2019.

DisplayLink created the DisplayLink XR wireless adapter reference design that would go on to become the Vive Wireless Adapter. The unit pairs DisplayLink’s compression technology with Intel’s 60GHz WiGig tech, enabling enough bandwidth for a pretty compelling wireless experience on the Vive that’s unmatched by WiFi solutions.

The Vive Wireless Adapter | Photo by Road to VR

Now the company is showing off a Rift-compatible version of the adapter, both as a proof of concept and a reference design that could be the foundation for another company to further develop into a retail product. The reference design could also be adapted for headsets other than the Rift.

For the wireless Rift adapter, the unit accepts the Rift’s USB and HDMI inputs, and sends them wirelessly to the host PC, while also powering the headset. The battery in this unit is built into the adapter itself, though in the case of the Vive Wireless Adapter, the battery is a separate component which goes on your belt or in your pocket.

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