The Eulogy for Slot-in VR

At Facebook’s Oculus Connect 6 VR developer’s conference the company’s technical leader John Carmack gave a talk about Gear VR and the failings of slot-in VR. While I agree with many of his assertions about Gear VR and slot-in VR, he only touched on a few issues that slot-in VR had that ultimately doomed the technology before it ever had a chance of taking off. I personally used nearly every version of the Gear VR and Google Daydream, so I am very familiar with the pitfalls of the technology and why standalone VR seemed like the correct solution years ago.

Smartphone Thermals

Fundamentally, smartphones are poorly designed for VR.

Yes, they can pretty much do anything for 5 minutes without any issues, but short 5-minute VR experiences are not enough to support an entire industry and thus, longer experiences are needed. The problem is that slot-in VR is fundamentally limited to no more than about 30 minutes of usage, which is when most headsets will start to throttle the device or warn that performance is no longer acceptable for VR. With each generation of slot-in VR, they got closer and closer to 30 minutes of continuous usage, but I assume that’s probably possible with something like a Note9 having more surface area to dissipate heat and a more power efficient system on a chip. Speaking of the SoC, one of the biggest problems that smartphones had for VR is that nearly all smartphones and their thermal designs are specifically designed for bursty workloads, not sustained ones. Over time, SoCs and the GPUs in them from Qualcomm and ARM got better at sustained workloads, but that was never a stated goal until VR happened. Even so, running the SoC at full bore for 30 minutes heated up the device significantly and that paired with having the display at nearly full brightness and running 100% of the time resulted in some very poor thermals. Having the SoC so close to the display because of the tightness of a smartphone design only made thermals worse because both components got hot and heated up one another. Only recently have we seen devices like these gaming phones with improved cooling and active cooling, but even so, gaming is going to give the device better cooling because it isn’t locked inside of a VR headset without much airflow.

Ease of Use

There were some good things about slot-in VR, for example with Daydream, you could simply open up the headset and place your phone inside and close it up and the headset would recognize the phone and vice versa and it would work relatively reliably. However, carrying around a headset with you everywhere that you took your phone was problematic and standalone does not solve this problem, but it also improves the experience even more by adding 6DoF and two controllers, so it is almost an entirely different class of experience. There were also compatibility issues between versions of Gear VR and which smartphones fit in which and their USB connectors. This was less of an issue for Daydream and more of an issue for Gear VR, but at a certain point even Daydream looked silly with some larger sized phones. Audio quality also suffered as phone speakers weren’t a great sounding solution and using headphones adds complexity. Dust was also an issue for me because every time you opened the headset to put the phone in, you introduced more dust and I found bits of dust to be very distracting in darker scenes with small bright light sources like text. Another killer problem that slot-in smartphone VR had was the ‘case’ issue, which is that smartphones are very fragile devices so most people have their phones in cases and most VR headsets weren’t designed to accommodate. That means taking your phone out of its case, which in some cases results in dropping your phone as you remove it from the case and try to transfer it into the VR headset.

Content

While I expect that lots of content from slot-in VR headsets will waterfall into standalone headsets like the Go and Quest, there’s no denying that the 3DoF nature of the Gear VR limited what kind of content could be viewed optimally. The best content for these headsets would be 3D 180 or 360 content, which has struggled to take off. I have seen some amazing 360 and 180 content as well as 3D 180 content, but the reality is that there aren’t enough headsets out there yet to entice content creators to aggressively pursue the format. As such, many of the standalone headsets had limited content experiences, partially limited by what kinds of controllers they utilized. The Gear VR and Daydream headsets both had coarse 3DoF controllers, which were great for navigating menus, but not necessarily great for gaming or social interactions. Having Google and Facebook segment the markets with their own content ecosystems didn’t help the situation either, but now Daydream appears as good as dead and mobile VR developers are mostly focused on Quest.

Never Meant to Be

I think I realized slot-in smartphone VR was dead around the time the second generation of Google’s Daydream rolled around and I had realized that while they made many improvements, there were still some fundamental issues that simply hadn’t been addressed. I’ve been advising companies to focus on standalone, and I’m glad I did. That said, I do believe that VR headsets that are powered by a smartphone via USB Type-C cable are a much more viable alternative to slot-in VR and should still deliver a high-quality experience. It would also speed up the ability of the VR headsets to gain access to 5G networks and faster SoCs.

Currently, the Snapdragon 855+ in devices like the OnePlus 7T and ROG II phone are scoring about 7,100 points in 3DMark’s Slingshot Extreme graphics test, while devices like the OnePlus 5T (running the same OS version) with a Snapdragon 835 is only getting 3800, slightly more than half. This is relevant because the Oculus Quest has a Snapdragon 835 which is a little more than half the performance of the fastest Android phones available today. That means a phone from today connected to a VR headset via cable would most likely consume less power and generate less heat than anticipated due to not needing to run very fast and probably still have better graphics than an Oculus Quest or Mirage Solo. Phone batteries have also grown, which should also handle prolonged usage better than previous generations.

Overall, slot-in smartphone-based VR headsets were a great way to start the growth of mobile VR. While nobody can for sure say they know what the future holds, it is pretty certain that smartphone slot-in VR is done and gone and Oculus killing Gear VR is probably the final nail in that coffin.

The post The Eulogy for Slot-in VR appeared first on UploadVR.

Samsung’s Galaxy Note 10 Doesn’t Support Gear VR

Samsung’s recently announced Galaxy Note 10 phablet does not support its Gear VR mobile VR headset.

The Samsung Gear VR is a smartphone-based VR headset. Like Google Cardboard and its plastic derrivatives, users slot in their smartphone which acts as the display and computer. Unlike cardboard, however, it features a dedicated gyroscope and accelerometer, and runs the same Oculus Mobile platform and store as the Oculus Go.

The Galaxy S10 series still supports Gear VR. We don’t know, though, if next year’s Samsung phones will continue to support VR.

We reached out to Samsung, and the company told us “We remain committed to innovating in VR and AR to deliver incredible new experiences to our consumers.”

Daydream Dropped Out

Gear VR’s direct competitor, Daydream, is also facing a questionable future. Google hasn’t updated the device or meaningfully updated the system software in over a year. Worse, the stream of content has slowed down to the point where the store hasn’t featured a “New & Updated” category since 2018. Google even dropped its own movie service from the platform.

The recently released Pixel 3a doesn’t support Daydream either, with Google saying this is due to the hardware not being up to task.

Is Smartphone VR Dead?

Smartphone-based VR created a lot of problems. The time it takes to slot in and out the phone, and the fact the user’s phone is unusable while docked into the headset, makes people less likely to want to use VR on a regular basis. A Gear VR session could also end after a matter of minutes, depending on device and conditions, due to the phone’s processor reaching its thermal limits. Smartphones pack all of their components into an incredibly small space. While Samsung improves its passive cooling design almost every year, there are physical limitations which can’t be overcome packing VR into a device designed first as a phone.

oculus quest oculus go

Standalone VR headsets, though, incorporate the screens and computing hardware and are designed for better cooling. Despite standalones with roughly the same graphical limitations as smartphone VR, Oculus CTO John Carmack claims that the standalone Oculus Go sees Rift-like retention levels, whereas Gear VR’s was much lower. Facebook also makes the Oculus Quest standalone with a pair of hand controllers for gaming. Facebook’s VP of Special Gaming Strategies Jason Rubin recently questioned whether Oculus Go’s “media use case” is “worth expanding upon, doubling down upon, continuing with?”

The post Samsung’s Galaxy Note 10 Doesn’t Support Gear VR appeared first on UploadVR.

Google Kills Movie Rental And Purchasing On Daydream VR

Google Kills Movie Rental And Purchasing On Daydream VR

Google has removed Google Play Movies & TV from its Daydream VR platform.

Play Movies & TV is Google’s portal for renting and purchasing movies and shows. It’s available on Android, iOS, Web, and Roku. Before this month it was also available on Daydream, Google’s VR platform for high-end Android smartphones and Lenovo’s standalone headset.

Daydream users will still be able to watch their rented movies through their Library in the YouTube VR app. However the UI isn’t exactly designed for this, and browsing and purchasing movies they’ll now need to use their phone or computer.

This news comes as part of a trend of Google winding down investment in the Daydream platform. Last month, Google’s head of VR told CNET that the company would not be releasing a Quest competitor this year. Samsung stopped supporting Daydream with its Galaxy S10, and Google’s own recently released Pixel 3A doesn’t support Daydream either.

Google has gained a reputation for starting and quickly abandoning new platforms and products, but it’s disappointing to see the company seemingly take this approach to virtual reality.

Oculus Video

Facebook’s competing Oculus Go headsets offers movie rental and purchasing in VR through Oculus Video, although only in the USA. This feature was removed from the PC VR Rift platform, with Facebook claiming the Rift is used primarily for gaming.

The recently released Oculus Quest room scale standalone hasn’t gotten movie rentals yet, but it seems to be planned for future.

Let us know what you think of this news, and Google’s trend as a whole, in the comments below!

Tagged with: ,

The post Google Kills Movie Rental And Purchasing On Daydream VR appeared first on UploadVR.

Four Great Daydream Exclusives No One Will Ever Play

Some 30 months ago, I bought a Google Pixel. It was probably the first high-end phone I’d ever bought. But I didn’t pick it up for the flashy camera, sleek design or crisp HD screen. Those were all added bonuses to the main draw of this device for me: Google Daydream.

Fast forward to today and I’ve just shelled out for my next phone: a Pixel 3a. It’s also Google’s first phone that doesn’t support Daydream. I had no hesitation in picking one up.

Daydream was intended to be Google’s big VR push, throwing its hat into the ring against Facebook, Valve and Sony. It had a lot of promising features, like a low-cost VR viewer designed to be comfortable and accessible and a motion controller that moved mobile VR input forward. Most importantly, though, Daydream was designed to work across a broad range of Android devices, opening floodgates and getting VR content onto the heads of hundreds of thousands, if not millions of people.

Sadly, that didn’t really happen.

A Dream Dies

One way or another, Daydream just never really took off like we’d hoped it might. What was initially intended to be a wide range of VR headsets from varying manufacturers ended up being just one device from Google itself. Games from major developers and publishers launched to paultry sales figures not even a fraction of their usual standards. Today the platform’s storefront is still pushing apps that arrived on launch day and obscuring its list of new arrivals.

Most damaging of all though is the arrival of Pixel 3a, a phone designed to reverse Google’s slowing smartphone sales. The lack of Daydream support, paired with recent executive comments about switching focus to services over hardware, feels like the inevitable admission of defeat. And my heart bleeds for it.

I really did have a soft spot for Daydream. In its early days, Google seemed to be making strides in developer relations; it even got EA to release the only full VR game it’s ever launched. But, as I’ve said before, the platform became home to some of VR’s most obscure gems. These were games and experiences from creators that were really thinking outside the box. Many of the best projects, like Virtual-Virtual Reality and Eclipse: Edge of Light, went on to live new lives on other platforms.

But for every game that made the jump, there are two or three that didn’t. In fact, I’d argue there’s enough worthwhile Daydream-exclusive content out there that you should pick up a cheap headset provided you already have a compatible smartphone. Let’s take a look at some of them.

Untethered

One app that always comes to mind is the bizarrely lovable Untethered. It was as quirky as VR gaming gets, a VR series from the makers of That Dragon, Cancer that casts you as various inhabitants in a small town in Oregon. In its first episode, you were a radio DJ that could use your voice to progress the story. I remember feeling pretty lost in the experience as I explored its impressively interactive environment. It was one of the first VR apps that presented a living, breathing world, no matter how small. It broke down important barriers in immersion.

Sadly, Numinous last year confirmed the third episode was on hold after the company lost funding mid-development. Not surprising given Daydream’s slow uptake, but no less heartbreaking. Maybe one day we’ll get to see the conclusion the series deserves.

Blade Runner: Revelations

Daydream was also home to some significant tie-in games. Blade Runner: Revelations, for example, was launched as a showcase for Daydream’s lone standalone headset, the Lenovo Mirage Solo, and used Google’s Seurat framework now seen in Vader Immortal. Set between the events of the two films, you play a detective doing what everyone seems to do in this universe; hunting down rogue androids named Replicants.

What made Revelations interesting was its focus on investigation and clue-finding. There were action-packed moments, but the game was really interested in creating tension between you and the subjects you interview. It’s also one of the best-looking VR games you can find on mobile hardware.

So Let Us Melt

One of the prime examples of just how under the radar many of Daydream’s games have flown. The Chinese Room is a beloved UK developer best known for games like Everybody’s Gone To The Rapture and Dear Esther. Many would assume the developer hasn’t made another game since then. Quite the opposite in fact; its next storytelling epic is only available on Daydream.

So Let Us Melt is very different from the studio’s other narrative-driven games, though. It’s a far-flung sci-fi epic that takes you on a historic tour of the future. It’s an experience about companionship and nurturing relationships to enjoy what fosters from them. It’s also inherently weird and wondrous, with imagery and music you won’t soon forget. There’s still a part of me that hopes So Let Us Melt lives again on other platforms. It deserves to be seen.

Shattered State

Supermassive is another developer you might be surprised to learn worked on Daydream. In fact, it did so quite recently; Shattered State only launched on the platform late last year. It might be the best example of how obscure the platform has become, seemingly getting less than 100 installs since launch.

Don’t let that deter you from seeking it out, though. Shattered State is like a self-contained episode of Homeland, 24, or any other high-octane political thriller. You play as the director of an intelligence agency in a recently-established country. As a terror threat unravels you have to make tough decisions and watch them unfold right in front of you. It’s simple, daft and rightly involving. A guilty pleasure of a VR experience if there ever were one.

The post Four Great Daydream Exclusives No One Will Ever Play appeared first on UploadVR.

Daydream & VR Nowhere to be Seen at Google I/O

If you’ve felt that Google has been quiet about their Daydream VR initiative for a worrying amount of time, you aren’t alone. Their annual developer conference, Google I/O, this week is the latest opportunity for the company update the world on their VR ecosystem, but there’s little more than silence.

Following the muted launch of the first Daydream standalone headset last year (the Mirage Solo), Google has had very little to say about their once sky-high Daydream ambitions. A total lack of anything Daydream related at Google I/O this week only further shows that the company has shifted its interests elsewhere.

The first (and so far only) standalone Daydream headset, the Mirage Solo, launched in 2018 to a muted response. | Image courtesy Lenovo

The event’s opening keynote didn’t mention Daydream once in its two hour span. The Google I/O schedule doesn’t have a VR category this year, let alone a single session with a description mentioning “VR,” virtual reality,” or “Daydream.” In the press area of the event, a ‘Made by Google’ kiosk showed off the company’s hottest hardware, but excluded any Daydream headsets. Officially, Google has no news to share about Daydream at I/O this week.

Google’s second and latest Daydream View headset (which works with some Android phones) was released in 2017. | Photo by Road to VR

Instead, Google’s focus has clearly shifted toward augmented reality, and it isn’t hard to understand why. VR’s primary use-case on a mobile operating system like Android is entertainment. But beyond operating an app store which can host entertainment content, Google itself isn’t an entertainment company. They hoped VR developers would flock to the Daydream platform because of its (potential for) scale, but Google perhaps underestimated the chicken-and-egg problem of needing quality content to attract users to the platform before developers would see it as a viable option (especially in the face of other platforms like Gear VR which boasted a vastly larger install base).

AR, on the other hand, is very much focused on utility rather than entertainment. And it’s here where Google has a real advantage, specifically because the company’s core competency revolves around identifying, organizing, and surfacing information.

SEE ALSO
The 3 Biggest Challenges Facing Augmented Reality Today

It’s one thing to be able to convincingly track a 3D object against a backdrop of the real world so that it feels like it’s part of your environment—do that well and you can build some cool apps, but mostly ones that don’t actually leverage the power of AR to mix the real world with the virtual world. For AR to really reach its potential, a system needs to understand the world of the user so that AR applications can do things that are more useful than just manipulating 3D objects against the backdrop of the real world.

That’s what Google thinks it can do best—and where the company is now focusing its efforts, while choosing to pull back on ‘Daydream’ as a brand and product.

The post Daydream & VR Nowhere to be Seen at Google I/O appeared first on Road to VR.

Google Not Releasing Oculus Quest Competitor, Pixel 3a Doesn’t Support Daydream

google daydream

In an interview with CNET, Google’s Head of VR & AR revealed that the company will not be releasing an Oculus Quest competitor this year.

Additionally, the company told The Verge that the new Pixel 3a $399 smartphone will not support the Daydream platform.

No Oculus Quest Competitor

Google’s Clay Bavor told CNET that the company’s focus in VR “is much more on services and the bright spots where we see VR being really useful”. The company is seemingly instead researching the next generation of VR and releasing their current apps on PC VR and Oculus Quest.

“On the hardware devices side, we’re much more in a mode of R&D and thoughtfully building the Lego bricks that we’re going to need in order to snap together and make some really compelling experiences”

Last year, just one week after the Oculus Go shipped, Google and Lenovo released the Lenovo Mirage Solo $399 standalone headset. The headset featured positional tracking, but the controller (like Go’s) was only 3DoF, acting as a laser pointer.

By all available indications the Mirage Solo did not perform well in the market. This is likely because despite being twice the price of Go, it lacked the positional controllers needed to get ports of PC VR games like Oculus Quest is getting.

Back in December Google released a 6DoF controllers dev kit for the headset, but the company hasn’t shared any plans about bringing these to consumers.

Google is now describing the Mirage Solo itself to CNET as a “dev kit”, for AR as much as VR thanks to the recently released passthrough mode and SDK.

The company’s lack of Quest competitor may be the reason behind bringing Tilt Brush, Job Simulator, and Vacation Simulator to the Oculus Quest.

No Daydream On Pixel 3a

At Google IO today the company announced Pixel 3a– a $399 midrange addition to the Pixel lineup. Google told The Verge the phone does not support Daydream.

Daydream View is similar to Samsung Gear VR but runs Google’s store and services and works across multiple Android manufacturers.

Google’s explanation for this lack of support is “resolution and framerate”. Given that the display panels have the same resolution as other Daydream-certified devices, this likely refers to the Snapdragon 670 SoC used in the device. Unlike the 800-series Snapdragon chips, the 670 is a midrange chip with a CPU and GPU that is weaker than even the original Pixel 1.

Samsung started supporting Daydream View with the Galaxy S8, however the recently released Galaxy S10 doesn’t support the platform at all.

Daydream’s Future Isn’t Looking Bright

With no Quest competitor on the horizon, no support for Daydream in Google’s affordable Pixel range, and Samsung no longer supporting the platform- Daydream’s future is not looking bright.

Google has gained a reputation for starting and quickly abandoning new platforms and products, but it’s disappointing to see the company seemingly take this approach to virtual reality.

Google’s expertise in computer vision, ownership of Android and creation of Daydream made it the prime potential competitor for the Oculus Quest. With this not happening any time soon, few companies remain with the resources to deliver a true Quest competitor at the same price.

Tagged with: , , ,

The post Google Not Releasing Oculus Quest Competitor, Pixel 3a Doesn’t Support Daydream appeared first on UploadVR.

Lenovo Mirage Solo Update Adds Camera Passthrough To The Daydream Standalone

Lenovo Mirage Solo Update Adds Camera Passthrough To The Daydream Standalone

The latest update to the Lenovo Mirage Solo adds a passthrough mode. The Mirage Solo is the first standalone Daydream headset, launched in May last year for $399. Daydream is Google’s Android-based VR platform.

Passthrough refers to seeing the real world while inside a VR headset via cameras built into or mounted on it. The feature was first announced back in September, and has now finally shipped to users.

GIF from Google

The option can be found in the Beta section of the Settings, and is described as “Allow headset to use camera see-through mode for safety graphics and in experimental apps“. There are no “experimental apps” which seem to use the passthrough mode yet.

Passthrough For Safety

The first VR headset to offer passthrough was the Samsung Gear VR. The phone’s rear camera could be activated from the settings, however its low field of view, lack of stereo and latency made it impractical. The HTC Vive in 2016 shipped with a similar kind of passthrough built into its Chaperone boundary system, so when you step near the edge it activates.

Google’s new passthrough system is also activated by leaning out of the play area. But unlike earlier passthrough systems, Google uses the two cameras and computer vision to enable depth perception. Passthrough techniques are also expected on the upcoming Oculus Quest and Rift S headsets.

Stereo-correct passthrough that activates when you move outside the play area is a great addition to VR, and could be an essential feature of all headsets in the future. Users who enable this on their Mirage Solo should be able to enjoy VR without worrying about situational awareness as much. Perhaps this is a stepping stone to a Mirage Solo successor from Google — a competitor to Facebook’s Oculus Quest?

Tagged with: , , , ,

The post Lenovo Mirage Solo Update Adds Camera Passthrough To The Daydream Standalone appeared first on UploadVR.

Walmart Is Selling A $30 SteamVR Headset And $80 Standalone

walmart vr headset

US retail giant Walmart is selling a range of ultra low price VR headsets.

SteamVR Headsets

Three models of the SteamVR headset are listed. A 960×1080 per eye model for $20, a 1280×1440 per eye model for $30, and a 1440×1440 per eye model with IPD adjustment for $45.

Like most other PC VR headsets they connect to your PC via HDMI and USB. But unlike other PC VR headsets, they do not feature 6DoF positional tracking. That means you can rotate your head, but not move around.

The cheaper models run at 60Hz, whereas the $45 model is claimed to run at 90Hz. They all use cheap, small lenses so don’t expect a wide sweet spot or good sharpness.

All three models come with a USB gamepad, so in theory you can play any SteamVR game which doesn’t require tracked controllers- as long as your PC is capable.

Standalone Headsets

Two models of the standalone headset are listed. One uses a 1080p screen for 960×1080 per eye, the other has the same 1280×1440 per eye resolution as Oculus Go.

The headsets run a modified Android OS. The app store is called Nibiru– used by various Chinese mobile headsets. Therefore the content available won’t come close to Oculus or Daydream.

They’re powered by a low end chipset from 2014. That makes them significantly less powerful than other standalones. Stunningly, the GPU in the chipset is actually an overclocked variant of that used on the iPhone 4S back in 2011. If you think normal mobile VR graphics are bad, you probably don’t want to use these headsets.

You control the headsets with buttons built onto the top. Or if that gets tedious, you can pick up a remote for $20 extra.

You Get What You Pay For

While we haven’t tried them ourselves yet it’s hard to recommend buying these headets given their likely quality. They’re a great example of how low the price of VR could get if too many compromises are made. Hopefully buyers of these headsets realize that they don’t represent what VR truly has to offer.

Tagged with: , ,

The post Walmart Is Selling A $30 SteamVR Headset And $80 Standalone appeared first on UploadVR.

Google I/O 2019 Developer Conference Set For May

Google I/O 2019 Developer Conference Set For May

We’re coming up to developer conference season once again, and Google’s now dated I/O’s 2019 return.

The event will take place at the Shoreline Amphitheatre on May 7th – 9th. CEO Sundar Pichai confirmed the news via a tweet late last week. That just leaves us to speculate what will be announced at the show.

I/O will no doubt be a curious event for VR and AR. Google didn’t even mention the former at last year’s show despite launching its Lenovo Mirage Solo Daydream headset around it. AR continues to be an area of interest for the company as it grows its ARCore platform, though. Expect to see plenty of AR workshops and panels at the very least.

As for VR, it is possible we get some Daydream updates. We’re mostly interested to see if the six degrees of freedom (6DOF) controllers being sent out to developers get turned into an official product. We’re also wondering if there might be any new Daydream hardware or apps to talk about. Otherwise, you can expect the usual Android updates and more from the show.

I/O won’t be the only major developer conference in May. Facebook’s F8 event gets underway on April 30th and wraps up on May 1st. We’re expecting a fair bit more on the VR side from that one, including launch information for Oculus Quest.

UploadVR will, of course, be covering the show in full. Check back for the latest updates.

Tagged with: , , ,

The post Google I/O 2019 Developer Conference Set For May appeared first on UploadVR.

Developers Now Receiving Google’s Experimental 6DOF Controller Kits

As applications for the Lenovo Mirage Solo 6DOF controller dev kits come to a close recently, it appears Google has begun sending out its first wave of units, an experimental hardware add-on for Lenovo’s Mirage Solo standalone headset that brings optical positional tracking to a pair of purpose-built controllers.

Alex Coulombe, the creative director and co-founder of VR startup Agile Lens, was one of the firsts to publish a few snaps along with his initial impressions of the dev kit; the headset already boasts 6DOF headset tracking but was matched with a single 3DOF controller (rotational only) at launch in May.

According to Coulombe, the 6DOF controller kit is about as plug-and-play as we would have hoped, saying “[i]f you don’t have the faceplate plugged in, everything is normal. As soon as you plug it in, the controllers just appear (sometimes at the wrong place for a moment). From there you can go about your business naturally like in any desktop 6DoF experience.”

The dev kit also features backwards compatibility with standard Daydream apps that use the 3DOF controller, Coulombe says.

SEE ALSO
Valve Promotes Latest Knuckles Controller from Prototype to Dev Kit

Putting it through its paces, Coulombe found the optical tracking system’s breaking point, but concludes it’s “not a big problem, [there are] few applications I can imagine where you’d really need to cross your hands over each other.”

Cubic VR founder Haldun Kececigil also received a unit, posting a brief look at the dev kit still fresh in the box and stating eagerly that tracking was so far “flawless” since the latest update.

Where the 6DOF controller dev kit will eventually will lead, we’re not sure. Healthy speculation: Google isn’t gearing up to mass produce the add-on itself, but rather seed its developer community with the tools to develop full-fledged 6DOF content for a headset yet to come, possibly one that will directly compete with Oculus Quest, which has been confirmed to launch sometime early 2019.

So far Google has been mum on the details, so at this point we just can’t tell.

The post Developers Now Receiving Google’s Experimental 6DOF Controller Kits appeared first on Road to VR.