Jensen Huang auf der CES 2019: “Über vier Millionen verkaufte PC-VR-Brillen in den letzten Jahren”

Auf der CES 2019 kündigte Jensen Huang, CEO von Nvidia, auf einer Pressekonferenz unter anderem die neue RTX-2060-Grafikkarte des Unternehmens an. Während seiner Präsentation gab er jedoch ebenso interessante Einblicke über die weltweiten Verkaufszahlen von VR-Brillen – eine Information, die von den großen Herstellern gerne einmal vorenthalten wird.

CES 2019 – Jensen Huang über die Verkaufszahlen von PC-VR-Brillen in den letzten Jahren

Nvidia legt mit der neuen GeForce-20er-GPU-Serie mit integriertem VirtualLink-Konnektor sowie den neuen RTX-Laptops einen guten Grundstein für die nächste Generation von VR-Brillen. Die neue Hardware wurde auf der Nvidia-Pressekonferenz auf der diesjährigen CES 2019 vorgestellt. Während der Präsentation gab es neben den Neuheiten allerdings auch weitere Einblicke in den VR-Markt. So sprach Herr Huang nebenbei über die bisherigen Verkaufszahlen von PC-VR-Brillen:

Innerhalb der letzten Jahre wurden insgesamt vier Millionen PC-VR-Brillen verkauft.”

Eine solide Zahl, die durchaus plausibel erscheint. Schließlich steigert sich die Anzahl an VR-Nutzern auf Steam kontinuierlich und auch die beliebte PlayStation VR (PSVR) feiert stetig Erfolge. Wie sich diese Zahl genau zusammensetzt, bleibt dabei leider verborgen. Entsprechend ist es nicht möglich Rückschlüsse über die exakten Verkaufszahlen der HTC Vive, Oculus Rift, Windows-VR-Brillen oder anderer Hardware zu ziehen. Ob auch erste Modelle, wie die SDK1 oder SDK2 der Oculus Rift mit einbezogen wurden, ist ebenso unbekannt.

Dennoch verweist dies auf eine positive Zukunft der Virtual Reality. Der Markt scheint stetig weiter zu wachsen und neue Hardware, wie die High-End-XTAL-Brille für Gamer wird derzeit entwickelt. Auch autarke Brillen, wie die Oculus Quest, Vive Cosmos sowie die neue Pico G2 stehen bereits in den Startlöchern. Diese versprechen einen einfacheren Zugang in die virtuellen Welten und somit das Erschließen einer völlig neuen Zielgruppe.

(Quelle: Upload VR)

Der Beitrag Jensen Huang auf der CES 2019: “Über vier Millionen verkaufte PC-VR-Brillen in den letzten Jahren” zuerst gesehen auf VR∙Nerds. VR·Nerds am Werk!

HTC Confirms Vive Cosmos Will Support OpenVR/SteamVR

HTC might have given a first look at their new Vive Cosmos headset today, but they weren’t ready to offer many details. The headset is said to be compatible with tether to a PC, but the company also teased that it could be powered by a smartphone too, all under the ‘Vive Reality System’ platform. That’s left some questions about whether or not the headset will interface with SteamVR.

While the Vive originated from a deep partnership between Valve and HTC, in recent years HTC has made moves to be less reliant on Valve’s SteamVR ecosystem. Both the Vive Focus and now the Vive Cosmos have ditched the SteamVR Tracking technology in favor of optical inside-out tracking, and HTC has been focusing heavily on building out its Viveport content platform to pull users away from the SteamVR content library.

SEE ALSO
Viveport Infinity to Bring Unlimited VR Game Downloads to Subscription Members

So when HTC started talking about the ‘Vive Reality System’ (“a completely reimagined way for people to experience the virtual world—encompassing the total user experience from the moment a headset is put on to how content is interacted with,”) and didn’t mention Steam at all, it seemed like they were setting up the headset to be the start of their own, all inclusive ecosystem.

Executives were notably hesitant to talk about SteamVR compatibility for Cosmos when asked, but after some pressing, HTC has confirmed to Road to VR that Cosmos will be OpenVR compatible. Still the company company said it isn’t ready to talk about the “exact implementation.”

OpenVR is Valve’s open API that acts as the interface between VR hardware and software built against the OpenVR API. SteamVR is a runtime that implements OpenVR, which means that it’s interoperable with any OpenVR compatible headset. Because Cosmos is confirmed to support OpenVR, we know it’ll be able to run SteamVR too.

Image courtesy HTC Vive

And even though Cosmos will technically support SteamVR, it sounds like HTC doesn’t want that to be the default condition. The company plans to launch the Vive Reality System alongside the headset, and with it they want to have end-to-end control of the entire customer experience.

Details are still thin on the ground, but from our conversations with the company, we’re getting the sense that the plan is for Cosmos to run the Vive Reality System out of the box, instead of SteamVR. The Vive Reality platform itself could be built as an OpenVR-compatible runtime, allowing HTC layer in its own functionality in place of SteamVR—like the Viveport store, social services, and the default homespace, ‘Origin’, which they talked about today.

They could also potentially expose any OpenVR applications (including those from Steam) from within Vive Reality, effectively allowing users to access their SteamVR content through Vive Reality, though perhaps only if the content doesn’t explicitly rely on any Steam services (like social frameworks) in order to function.

The goal for Cosmos, it seems, is for HTC to make SteamVR optional, but not required, while Vive Reality stands in as the defacto platform.

For now, HTC doesn’t want to get into details, so we’ll have to wait to hear more about how it all comes together by the time Cosmos and Vive Reality launches later this year.

The post HTC Confirms Vive Cosmos Will Support OpenVR/SteamVR appeared first on Road to VR.

HTC Teases Smartphone Capability With Vive Cosmos

Vive Cosmos is HTC’s newly unveiled PC VR headset that’s slated to release sometime this year. While it’s a tethered device meant to support PCs at launch, HTC teased that it could also be driven by a smartphone.

At its CES 2019 unveiling, a trailer (linked below) prominently showed Cosmos beside the outline of what appears to be an HTC U12+, pointing to the company’s intentions to eventually support mobile devices in addition to PCs.

Afterwards, HTC Vive America GM Dan O’Brien announced that they’d have more to share leading up to Cosmos’ launch, including “the kinds of form-factors it can expand into.”

An HTC spokesperson later confirmed with Road to VR that Vive Cosmos definitely has “additional ambitions” beyond its function as a tethered PC VR headset.

At this point it’s unclear how smartphone connectivity could be handled technically. HTC is staying mum on specs, although we speculate that Cosmos will likely connect to PCs via the VirtualLink connector, a new USB Type-C format that meets the data and power requirements of current and next-generation VR headsets.

Image captured by Road to VR

HTC’s U12+ is a Snapdragon 845 device that supports DisplayPort over its USB-C. It’s not so far-fetched that the company could certify its current and upcoming flagship smartphones to drive the headset’s graphics similar to the way Samsung does with Gear VR. Although less likely, HTC could also certify a wider swath of smartphones from various manufacturers such as Google does with Daydream.

Note: conventional DisplayPort over USB-C can push 4K resolution at 60Hz. Depending upon the final resolution of the headset, which we still don’t know, that could be a higher number.

SEE ALSO
HTC: Vive Cosmos is Not a Successor to the Original Vive

Again, HTC hasn’t put any specs on the table at this point, so it’s uncertain if the headset has Wi-Fi connectivity on-board either. However if it does, the company could go an entirely different route by letting smartphones stream VR content via Wi-Fi to Cosmos. That will invariably introduce additional latency, which is a major factor that a more direct connection would mitigate.

We’re hoping to learn more about Vive Cosmos in the coming months before dev kits head out in early 2019. Moreover, we still need to try it out, as the company didn’t allow demos at CES 2019.

The post HTC Teases Smartphone Capability With Vive Cosmos appeared first on Road to VR.

HTC: Vive Cosmos is Not a Successor to Original Vive

Today at CES HTC revealed its latest headset, the Vive Cosmos. While the headset is in many ways an evolution from past learnings, the company says it isn’t designed to succeed the original Vive.

While the original HTC Vive launched way back in April of 2016, HTC says that it continues to see strong sales. Today the company unveiled its latest tethered headset, Vive Cosmos, but it isn’t designed to be a ‘Vive 2’.

HTC says its original Vive headset is still going strong. | Image courtesy HTC

With four headsets now in its stables—Vive, Vive Pro, Vive Focus, and Vive Cosmos—HTC is attempting to appeal to range of different users.

Speaking to HTC’s GM of Americas, Dan O’Brien, we learned that the Cosmos is primarily designed to draw new customers into VR, specifically those who haven’t pulled trigger on a headset purchase because of the complexity associated with many of today’s headsets.

O’Brien said that 85% of would-be VR purchasers are citing setup complexity as their roadblock to purchase. HTC is tackling that by putting an inside-out tracking system on Cosmos, which means user’s won’t need to set up any external beacons for tracking, and the headset is expected to connect to the host PC by a single cable. The company is also putting a heavy emphasis on comfort and minimal weight for Cosmos—presumably other areas they’ve identified as keeping customers from purchasing—and further introducing a new software experience called the Vive Reality System to tie everything together.

But the headset isn’t a replacement for the original Vive, O’Brien said. HTC plans to continue to the original Vive product line alongside Cosmos. Another HTC executive wouldn’t say ‘Vive 2’, but did say that the company has plans for a proper successor to the original Vive.

SEE ALSO
HTC Announces Vive Pro Eye Headset With Integrated Eye-tracking

O’Brien broke down the positioning of the company’s four headsets. Vive Pro (and the new Vive Pro Eye) are really focused on enterprise. The original Vive is for enthusiasts who want the precision of SteamVR Tracking, and are looking for a high-end experience. Cosmos is being positioned more as a comfortable headset designed for ease-of-use and flexibility. Meanwhile, Focus represents the company’s standalone effort.

Photo by Road to VR

Put that way, HTC’s four headset strategy seems pretty tidy, but how consumers view the array of devices might not be so cut and dry, especially depending upon the price of Cosmos (which so far HTC isn’t talking about—not even saying if it will represent an ‘entry-level’ price point).

There’s still a lot of questions about the headset, including the fact that Cosmos could one day run from a smartphone, or perhaps lower-end PCs—something which HTC heavily teased but wasn’t ready to talk about. The company plans to begin sending out developer kits for Cosmos soon, with the eventual launch coming later this year, so we expect to hear much more in the coming months.

The post HTC: Vive Cosmos is Not a Successor to Original Vive appeared first on Road to VR.

Hands-on With HTC Vive Pro Eye at CES 2019

On many occasions, VRFocus has discussed eye-tracking technology and how it can be merged with virtual reality (VR) headsets to provide an even more immersive experience for users, whilst reducing the computational power needed via foveated rendering. Yet none of the main headset manufacturers have embraced the technology, that is until today with HTC Vive unveiling the Vive Pro Eye. VRFocus was there for the announcement and went hands-on with the headset so you could get a better look.

HTC Vive Pro Eye image2

Essentially an upgraded HTC Vive Pro, the eye-tracking isn’t some modular add-on for the current headset that users will be able to buy. The eye-tracking sensors are built in around each lens, helping provide optimal tracking in a viable form factor. To this end, the HTC Vive Pro Eye will be primarily focused on enterprise customers rather than the general videogame buying public, and will likely have a suitable price tag to match when it arrives in Q2 2019.

When it comes to eye-tracking for enterprise use, it will allow businesses and developers to gather more data about their training environments, help optimize computer and VR performance, and offer product design and research groups even greater levels of feedback.

When looked at from a gameplay perspective eye-tracking is great for player engagement, whether that’s with another human player or an NPC (non-player character). Where eye’s look and how they behave are intrinsic parts of everyday communication, enabling you to understand if someone is happy, sad, or if they’re lying to you. Being able to put what may be small insignificant gestures into a VR experience could make all the difference when trying to attain proper immersion.

HTC Vive Pro Eye

For the unveiling at CES 2019, VRFocus’ video producer Nina got to demo the headset, with HTC Vive using a flight simulator to showcase the eye-tracking properties of the device. Whilst only a brief look at what the HTC Vive Pro Eye can do, it’s great to see the headset maker continuing to innovate and improve the device.

Check out the hands-on video below, and for further updates from HTC Vive and CES 2019, keep reading VRFocus every day.

Viveport Infinity to Bring Unlimited VR Game Downloads to Subscription Members

HTC is bringing a new tier to Viveport Subscription. Announced today at the company’s special CES event, Viveport Infinity will let subscribers download any of 500+ participating games whenever they want without limit.

Up until now, Viveport Subscription members could only download and play five VR titles per month. With Viveport Infinity, the company is letting users to (presumably) upgrade to be able to download an unlimited number of games available through Viveport Subscription.

Members will be able access Viveport Infinity across “all current and future Vive devices” in addition to the Oculus Rift and devices integrated with Vive Wave, the company’s open platform that allows third-party devices access to Viveport.

There’s no pricing available yet, although Viveport Infinity is slated to launch on the company’s ‘Vive Day’ on April 5th this year, so we’re sure to hear more about it in the coming months. HTC says it will be available for a monthly fee.

As it stands now, Viveport Subscription is available with a monthly fee ranging from $6.66 to $20 per month depending on the length of time you choose.

The post Viveport Infinity to Bring Unlimited VR Game Downloads to Subscription Members appeared first on Road to VR.

HTC Vive’s Subscription Service Goes Unlimited With Viveport Infinity

One of the core features of HTC Vive’s online retail platform Viveport has always been its subscription service, allowing gamers to pay a monthly fee to access five virtual reality (VR) titles per month. Today, as part of the company’s extensive CES press conference HTC Vive revealed Viveport Infinity, the platform’s first unlimited subscription service.

Viveport Infinity

“Today, we’re announcing our next step in Viveport’s evolution with Viveport Infinity,” said Rikard Steiber, President, Viveport in a statement. “When we first launched our Subscription service, we gave consumers the ability to try 5 titles a month. Now with Viveport Infinity, we’re offering our members the best value in VR content with 100x more choice, all at one low price.”

Viveport Infinity takes the videogame cap off, allowing members to delve into Viveport’s ever-growing library of VR experiences with unrestricted access, helping save them money in the process. Members can download and play any of the 500+ titles in the Viveport Infinity library with no restrictions.

The beauty of this service is that gamers will now have open rein to try VR experiences they may have avoided, or just not bothered with before. Whether that’s a short indie title or a bigger release that maybe didn’t hasn’t had amazing reviews but still seems worth a playthrough.

Viveport Infinity

Viveport Infinity isn’t available just yet, HTC Vive will be launching the service as part of its annual Vive Day celebrations which take place on 5th April. You’ll be able to access Viveport Infinity across all current and future Vive devices as well as the Oculus Rift and other devices in the Wave Eco-system.

If you’ve not tried the Viveport Subscription then all new members get a 14-day free trial, after which they can sign up. HTC Vive hasn’t quoted a price for Viveport Infinity’s monthly membership, that’ll probably be revealed in April.

HTC Vive certainly hasn’t disappointed today, revealing the HTC Vive Pro Eye, a new enterprise-focused headset with integrated eye-tracking, the Vive Cosmos with inside-out tracking, and the Vive Reality System. Expect to see plenty more VR news coming from CES 2019 as the week continues, with VRFocus on the ground covering as much as possible.

CES 2019 Roundup: New VR Headsets, Controllers, Graphics Cards, And More

CES 2019 Roundup: New VR Headsets, Controllers, Graphics Cards, And More

Now that the 2019 Consumer Electronics Show (CES) is in full swing it can be tough to keep track of everything. Each day is jam-packed full of announcements and as we get the time to go hands-on with everything we’ve got impressions and news stories coming out extremely quickly.

As a result, collecting everything in one place is super handy! You can let this article serve as your one-stop shop for links to everything we’ve written about CES 2019 to date. We’ll try to keep it updated within 24 hours of a story posting, but you should check the CES tag or the UploadVR homepage for real-time updates on all current CES stories.

Headsets

Controllers

Graphics Cards

Software

Other

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The post CES 2019 Roundup: New VR Headsets, Controllers, Graphics Cards, And More appeared first on UploadVR.

Vive Reality System Will be Vive Cosmos’ new VR Portal

The HTC Vive press conference at CES 2019 has certainly been memorable thanks to the unveiling of the Vive Pro Eye and the Vive Cosmos headsets. As part of the latter’s announcement, HTC Vive has revealed the Vive Reality System, designed as a new portal for users to enter virtual reality (VR) worlds.

Vive Reality System

Designed by HTC’s Creative Labs, the Vive Reality System encompasses the total user experience from the moment a headset is put on to how content is interacted with.

Explaining more about the system, Drew Bamford, VP, Creative Labs, HTC Vive said in a statement: “Our philosophy has always been focused on developing great products and experiences that create a natural and effortless bridge from the real world to the virtual world and with Vive Reality System we set out to reimagine Vive’s core software experience to meet these needs. The tools and environments that make up Vive Reality System aim to make spatial computing accessible to everyone, wherever their journey into immersive worlds takes them. We want VR to feel less like launching apps and instead like stepping between worlds.”

The system is still in development, with HTC Vive saying that it ‘includes both operational and experiential elements’ designed to impact its entire portfolio. From the looks of these first images, the Vive Reality System has similarities with both Oculus Home and SteamVR Home, both of which are aiming for a realistic and welcoming home environment.

Vive Reality System

Eventually, the Vive Reality System will power all of HTC Vive’s hardware products, with the first being Vive Cosmos which is slated for launch by the end of 2019. Vive Cosmos is a consumer-focused device that’ll be PC powered whilst providing inside-out tracking for ease of use and setup, hopefully enticing more consumers into VR.

There’s still lots VRFocus doesn’t know about the Vive Reality System. As more details surface in the coming months, we’ll keep you updated on the latest announcements.