New Google Daydream Revs Up Phone Performance for VR, & Brings Improved Comfort, Field of View

Today at an event in San Francisco, Google revealed the second version of their Daydream View VR headset which makes comfort improvements across the board, including new, custom lenses with a wider field of view. Interestingly, this passive device even makes your phone run faster for VR.

Although Daydream View is a passive device, from the beginning, Google has smartly designed it to do more than just hold your phone. The original device included an NFC chip to automatically detect your phone and launch it into VR mode when you put your phone inside. Capacitive bumpers on the headset allowed the phone to understand its orientation more precisely in relation to the lenses, and align the on screen display to match.

Google is continuing its approach to smart, passive design in the new Daydream View headset (FYI they aren’t calling it the Daydream View 2). The new version includes the same NFC chip and capacitive bumpers, but this time there’s a heat sink built into the front flap of the headset which passively cools the phone while it’s in use. What’s particularly cool is that, according to Google, phones actually run faster in the headset than outside of it, thanks to the bolstered heat dissipation. That means the phone can maintain peak VR performance for longer, offering a better, and longer experience overall. Google says that users will no longer have their VR sessions cut short by overheating issues.

On top of the heat sink which brings phones better performance, the 2017 Daydream View bumps the field of view by around 10 degrees thanks to new, custom designed Fresnel lenses. The lenses are notably larger when you actually see them inside the headset, and the view is clearly larger—now closer to what Gear VR offers—than the original Daydream View, which had a rather cramped field of view. Google says they used the immense power of their datacenters to simulate quadrillions of rays passing through various lens designs to find the ideal design.

image courtesy Google

It’s visually subtle, but the design has also seen a complete overhaul, specifically aimed at comfort. First and most obvious: Google has added a top strap to the headset to help better distribute the headset’s weight (it’s also easily removable for people who don’t want it). The facial interface (the foam the rests against your face) has also been made larger and softer. On the original, I found that the foam could create uncomfortable pressure points on my cheeks after long term use; Google says the new facial interface should solve that problem. They also say they’ve had hundreds of differently gendered people test the headset to ensure its fit across a wide swath of head shapes and sizes.

The 2017 Daydream View controller is, as far as we can tell, identical to the first. Now it stores away in a loop on the head strap, rather than inside the front cover.

The new Daydream View will be compatible with the same Daydream ready phones as the original (of which Google says there are now 15). It will be available for $100 ($20 more than the original) later this year.

The post New Google Daydream Revs Up Phone Performance for VR, & Brings Improved Comfort, Field of View appeared first on Road to VR.

New Daydream View Significantly Improves Comfort

New Daydream View Significantly Improves Comfort

Google is continuing its fabric-based VR headset with an upgraded design selling for around $100 that’s compatible with all existing Daydream-ready phones as well as the new Pixel 2 and Pixel 2 XL.

The original Daydream View had some comfort problems, with a design that didn’t fit many head sizes. I offered it to three women in my family and they all had trouble with the fitting. While the original View fit me, it also weighed heavily on the face and it was possible to look to the side and see out the edge of the headset to the real world beyond. While I can only speak to my own brief experience with the new headset design, I found it to be a significant improvement.

The new Daydream View adds a top strap like Gear VR that helps balance the weight. It also stores the controller in a loop in the strap behind the head, whereas the original stored it inside the headset when not in use. Inside the phone cradle is a heat sink meant to more efficiently dissipate heat from the phone so that it stays in peak performance for longer. Google claims that the heat sink will dissipate heat faster than if it were exposed to just the open air, like the Gear VR. So you can ideally stay in VR as long as you want. The new headset is also lighter, according to Google, and in my hands-on time I noticed none of the problems I had with the original version. I did note a different issue — small lines of light leaking in from what appeared to be edges of the phone. It could be due to the way the phone was positioned inside the Daydream View cradle.

Google said the new View should work on smaller head sizes but that it is still designed for people aged 13 and up. The buttons on the controller are also more pronounced. Google only had some 360-degree YouTube videos prepared for my hands-on time, but what I saw even streaming from the Web was surprisingly high quality. There was a version of WEVR’s The Blu, for instance, and I was impressed by how it looked compared to the HTC Vive version I’ve tried before. You obviously can’t lean around in the video, but it still looked very nice for a streaming video.

Google says the lenses on the new Daydream View offer a wider sweet spot.

One thing that blew me away about the Pixel 2 in the new Daydream View was the new front-facing speaker design on the phone. I cranked up the volume and it was super loud. I would’ve loved to give this more of a test because it was impressive to hear something so loud without wearing earbuds. I suspect these speakers can actually enhance immersion when paired with positional audio because the absence of earbuds would be one less reminder of the real world, but that will have to wait for a more extensive hands-on test.

The new Daydream View will start shipping Oct. 17.

 

 

 

 

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Google’s New Pixel Phones Are “factory calibrated and optimized for AR”, Now With 60 FPS Tracking

Google’s event today saw the unveiling of its newest smartphones, Pixel 2 and Pixel 2 XL. According to the company, the Pixel 2 camera has been “factory calibrated and optimized for AR.”

Google says its specially calibrated Pixel 2 camera enables robust tracking, even in low-light conditions, allowing the phone to track the environment and render AR objects at 60 frames per second (FPS).

Apple made a similar claim when they unveiled the iPhone 8 last month, saying that each camera is “individually calibrated, with new gyroscopes and accelerometers for accurate motion tracking.” The new iPhone line also boasts 60 FPS tracking.

image courtesy Google

Featuring a single 12.2MP camera with f/1.8 aperture lens, Google’s Pixel 2 nearly matches the same portion of the spec sheet as iPhone 8’s 12MP camera with f/1.8 aperture lens, putting the two on par in terms of AR rendering ability, at least on paper.

Google’s AR function, thanks to the ARCore SDK, is said to support “millions of devices” capable of running Android 7.0 Nougat and above. Apple, with its ARKit SDK, has also said they’ve pushed AR to “hundreds of millions of iPhones and iPads” capable of running its newest operating system iOS 11, which includes pretty much everything back to the iPhone 5s and even the 6th generation iPod Touch.

Pixel 2 is priced at $649 (64 GB) and $749 (128 GB), with its XL-sized bigger brother selling for $849 (64 GB) and $949 (128 GB). Pixel 2 is slated to launch October 19th, and Pixel 2XL on November 15th.

Only user reports will be able tell just how Google’s flagship Pixel 2 stacks up with Apple’s iPhone 8 as it takes the fight to the realms of augmented reality.

Pixel 2 Specs

Spec Category Pixel 2 Pixel 2 XL
Display Cinematic 5.0 inch display / Cinematic 127 mm display
FHD (1920 x 1080) AMOLED at 441ppi
16:9
2.5D Corning® Gorilla® Glass 5
Always-on display
Fullscreen 6 inch displayQHD+ (2880 x 1440) pOLED at 538ppi18:93D Corning® Gorilla® Glass 5 Always-on display
Size and Weight 5.7 x 2.7 x 0.3 inches
145.7 x 69.7 x 7.8 mm
143 gm
6.2 x 3.0 x 0.3 inches
157.9 x 76.7 x 7.9 mm
175 gm
Battery 2700 mAh battery

Up to 7 hours of go with 15 minutes of charge

*Approximate battery life based on a mix of talk, data, and standby use with always on display off. Requires use of included charger. An active display or data usage will decrease battery life. Actual results may vary, see website for details.

3520 mAh battery

Up to 7 hours of go with 15 minutes of charge

*Approximate battery life based on a mix of talk, data, and standby use with always on display off. Requires use of included charger. An active display or data usage will decrease battery life. Actual results may vary, see website for details.

Design Aluminum unibody with hybrid coating IP67 water and dust resistant

**Pixel has a water protection rating of IP67 under IEC standard 60529. Charger and accessories are not water resistant.

Memory 4GB LPDDR4x RAM
Display Characteristics 95% DCI-P3 coverage100,000:1, super contrast ratio True black levelFull 24-bits depth or 16.77 million colors 100% DCI-P3 coverage
100,000:1, super contrast ratio
True black level
Full 24-bits depth or 16.77 million colors
Storage 64 or 128GB
Processors Qualcomm® Snapdragon™ 8352.35Ghz + 1.9Ghz, 64Bit Octa-Core Adreno 540Security module
Rear Camera 12.2MP
1.4μm
Autofocus with laser + dual pixel phase detection
Optical + electronic image stabilization
f/1.8 aperture
Front Camera 8MP
1.4μm
f/2.4 aperture
Fixed focus
Video Rear Camera:
1080p @ 30fps, 60fps, 120fps
720p @ 30fps, 60fps, 240fps
4K @ 30fpsFront Camera:
1080p @ 30fps
720p @ 30fps
480p @ 30fps
Sensors Active Edge™ Proximity / Ambient light sensor Accelerometer / Gyrometer MagnetometerPixel Imprint – Back-mounted fingerprint sensor for fast unlockingBarometer Hall effect sensor Android Sensor Hub Advanced x-axis haptics for sharper / defined response
Charging USB Type-C™ 18W adaptor with USB-PD 2.0 18W charging
Ports and Slots USB Type-C™ USB
3.1 Gen 1
Single Nano SIM
Media Stereo front-firing speakers3 Mics Noise suppression
Connectivity Wi-Fi 2.4G + 5GHz 802.11 a/b/g/n/ac 2×2 MIMOBluetooth 5.0 + LENFC eSIMGoogle Cast
In box [GLOBAL]
USB Type-C™ 18W adaptor with USB-PD
C-C cable (USB 2.0)
SIM tool
Quick Switch Adapter
3.5mm to USB-C Headphone Adapter (aka Headphone Adapter)
OS Android Oreo
Hearing Aid Compatibility M4/T3 HAC rating
Google’s devices meet the hearing aid compatibility (HAC) requirements set by the Federal Communications Commission (FCC).
Security Updates Minimum 3 years of security updates**[US and GLOBAL] Pixel’s software and security updates for three years. See website for details.
OS Updates Minimum 3 years of OS updates**[US and GLOBAL] Pixel’s software and security updates for three years. See website for details.
Daydream Ready Daydream-ready: Built for VR to work with Google Daydream View headset.

The post Google’s New Pixel Phones Are “factory calibrated and optimized for AR”, Now With 60 FPS Tracking appeared first on Road to VR.

Latest Chrome Update Lets Google Daydream Users Easily Browse the Web in VR

We knew that Google was working on adding VR capabilities to its mobile version of Chrome since last year. Now with the release of Chrome 61, Daydream VR users can browse websites and also continue to enjoy the quick and easy VR experiences delivered via WebVR.

Chrome team member François Beaufort released the news on Google+, saying that the first set of VR features is now available to try out in Chrome 61, the latest stable build of the company’s mobile browser.

“So far this allows users to view and interact with any website in VR, follow links between pages, and move between 2D and immersive viewing for sites that support WebVR,” he said. Beaufort maintains the new VR Chrome function is “just the beginning for web browsing in VR so stay tuned, there’s more to come!”

Daydream’s VR Playstore, image courtesy Google

Daydream View headsets owners can try it right now by navigating to any site in Chrome and then simply putting the phone into their Daydream View headset.

WebVR was officially launched on a Daydream-accessible, stable branch of Chrome earlier this year, marking a major milestone in VR as the Daydream platform inevitably grows to include more devices.

Google’s Chrome browser joins Samsung Internet and the developer preview of Oculus Carmel as WebVR-capable Internet browser, both of which are exclusively run on Samsung Gear VR.

Current Daydream VR supported handsets include Google Pixel, Samsung S8/S8+, Samsung Galaxy Note 8, Asus ZenFone AR, Motorola Moto Z/Z2 Force, Huawei Mate 9 Pro, ZTE Axon 7, LG V30, and a pair of unnamed stand-alone VR headsets yet to arrive from Lenovo and HTC.

The post Latest Chrome Update Lets Google Daydream Users Easily Browse the Web in VR appeared first on Road to VR.

The Chinese Room Release So Let Us Melt for Google Daydream

Award-winning Brighton-based studio The Chinese Room – best known for Everybody’s Gone to the Rapture – has announced its first virtual reality (VR) title, a science-fiction fairy tale called So Let Us Melt for Google Daydream.

Featuring a story that spans ten million years, So Let Us Melt is about a living machine called Custodian 98 who, together with its sisters and brothers is given the task of making a world. Deep below the ice in Polar City, the sleepers are waiting whilst the Custodians create a paradise for them – living machines made to sculpt a perfect garden. Over these millions of years, 98 wakes and goes to work, alongside its friend Drone, to create clouds, tend the ecosystem, measure the rain, gently preparing the planet for the wakening. Until the day a new star is spotted in the sky and everything changes.

So Let Us Melt Screenshot04

So Let Us Melt is like an interactive animated film broken up into chapters which The Chinese Room said on its blog should last around 5-7 minutes each, coming in at about 1 hour and 15 minutes.

Dan Pinchbeck, Creative Director at The Chinese Room, said in a statement: “People have been telling us for the last couple of years we ought to be making a VR game, so we’re delighted to say we have… Daydream really feels like a great platform for us, as it’s got a broad appeal where you don’t need complicated, expensive kit to engage with really engaging and immersive stories. We’ve loved working on So Let Us Melt – we see it as like an interactive animated movie that starts with a simple science-fiction premise but really it’s all about universal human themes. This is a game about friendship, and parenthood, and what we leave behind, about being lost and getting found again. And fundamentally, it’s about a little machine that goes on a big adventure, and we’re really proud of it.”

The title is available today through Google Play for Daydream. For any further updates keep reading VRFocus.

Images Emerge Showcasing new Daydream View Headsets

Earlier today VRFocus reported on the Google announcement that the company would be holding a special event in October to launch the new Pixel 2 and Pixel 2 XL smartphones. Surmising that might not be all Google would be unveiling – leaning towards something Daydream related – its seems we might not have been too far off the mark, with images coming to light that showcase a slight redesign and new colours.

In an image attained by Droid-Life the new Daydream View looks a lot more clean cut, with a new fabric covering offering a more contemporary design. The most noticeable changes are the colours: Charcoal, Coral and Fog which also appear on the controllers. As for any internal improvements or upgrades, there aren’t any details just yet.

new-daydream-view-980x588

There does seem to be a jump in price however, increasing from the original price of $79 USD to $99.

Whatever Google does decide to announce VR wise during the event, VRFocus will bring you the latest details.

Google Sets Press Event For October 4, Pixel 2 And VR Updates Likely

Google Sets Press Event For Oct. 4, Pixel 2 And VR Updates Likely

Google just sent out press invites to an event on Oct. 4 where it is likely to reveal the Pixel 2 as well as next steps with its ambitions in VR and AR.

Last year Google launched Pixel alongside the Daydream View headset, bringing the Android ecosystem to a higher tier of VR hardware. It was the first major phone-based headset to make a simple motion controller a core part of the system, followed by Samsung’s Gear VR powered by Oculus. Daydream View, however, didn’t fit well.

Pixel featured an incredible camera paired with unlimited full resolution storage on Google’s servers. With Apple’s iPhone 8 and X already announced as well as and Samsung’s Note 8, the Pixel 2 has some high standards with which to compete. The recent announcement of ARCore means it is likely Google will also support the augmented reality platform with its latest handset. A headset upgrade beyond Daydream View wouldn’t hurt either.

We hope Google also reveals details on its standalone VR systems announced earlier this year. Those were expected to arrive late this year but we still don’t know the price or specific release dates, and now would be a great time to detail the all-in-one headsets that don’t require a phone or separate computer to function. These WorldSense-based headsets still offer tracking that lets you move in any direction in a virtual world.

The presentation kicks off at 9 am Pacific on Oct. 4.

Learn A New Language With MondlyVR, Now On Daydream

Learn A New Language With MondlyVR, Now On Daydream

ATi Studio’s MondlyVR, a language-learning app with voice recognition, is now available on Google Daydream.

Designed to help students speak their new language from day one, Mondly moves learners from books and flash cards to an immersive environment where they can speak and interact.

MondlyVR promises to teach 30 languages, ranging from those more commonly learned (like English, Japanese, Farsi, Mandarin, and Spanish) to languages usually only studied by native speakers and linguistics nerds (like Finnish and Hungarian.) The number of difficult languages for learners to choose from is impressive- 14 of the available learning choices rank among the hardest for native English speakers to learn.

The support for some languages is a bit shaky. I tried the Gear VR version and found the Spanish speech recognition to work quite well, considering my halting accent. However, things went downhill after we switched to a language we knew better- Japanese. The speech recognition itself was flawless, which makes sense, given that the limited number of syllables makes Japanese an ideal test case for computerized speech recognition.

However, MondlyVR couldn’t parse the language it perfectly transcribed. You can always see how the app interprets your vocalizations at the center of the screen. Using that text readout, we could confirm that the voice recognition software heard our speech correctly. For some reason, though, it wouldn’t accept the input as valid, no matter how many attempts we made. After the 15th time, I patiently explained to the conversation partner that we were from America, and she responded with, “I don’t understand,” and I gave up. If I had to guess, the trouble comes from the speech recognition of the software not exporting the perfect string for the rest of the software to interpret. Japanese has three writing systems, and if the parser writes a syllable using the wrong system, the lesson can’t proceed.

The theory of immersion behind MondlyVR is the perfect way to start learning, and it’s far less embarrassing to wade into the shallow end of a new language with a computer than have to embarrass yourself parroting scarcely-understood syllables back to a native speaker. We just wish all the supported languages worked equally well.

The new Daydream version is on sale for $4.99 for the rest of September.

The Guardian Launches VR-illustrated 360 Short Film ‘Sea Prayer’

Acclaimed author Khaled Hosseini’s short story inspired by Alan Kurdi—the three-year-old Syrian refugee who drowned in the Mediterranean Sea in 2015—has been illustrated using Tilt Brush for a unique 360 degree short film. Sea Prayer is the latest of several thought-provoking VR experiences from The Guardian VR team.

The seven minute piece is viewable on The Guardian’s website via a YouTube 360 video link, or on the native The Guardian VR Daydream app. The narration is accompanied by an illustration that slowly builds around the viewer, combined with spatial audio effects that help to focus the viewer’s attention in the most relevant direction. The artwork was created in-house by the Guardian VR team, in collaboration with VR artist Liz Edwards.

Image courtesy The Guardian

According to the press release provided to Road to VR, Sea Prayer claims to be “the first narrative animated virtual reality film created using Tilt Brush,” Google’s popular VR painting tool. The effect has similarities with the hand-illustrated, narrative experience of Dear Angelica (2017), a short film created by Oculus Story Studio using Quill, another creative VR app. Unfortunately, the conversion to 360-degree video, while vastly broadening Sea Prayer’s potential audience, has a detrimental impact on the quality of the image compared to the real-time brush-stroke rendering seen in Dear Angelica. Sadly it doesn’t appear that a real-time version based on the original Tilt Brush rendering is available at present.

SEE ALSO
This Impressive Short Film Was Drawn and Animated Entirely Inside of VR

Technical shortcomings aside, the effect of virtual brush strokes combined with a powerful story is profound. The presentation gracefully commemorates the second anniversary of the tragic death of Alan Kurdi, and raises awareness of the plight of refugees who continue to attempt these dangerous sea crossings to Europe.

“We’re delighted to have been able to work with UNHCR’s Goodwill Ambassador Khaled Hosseini to bring his incredibly sensitive imaging of a letter from a Syrian father to his son to life,” said Francesca Panetta, executive editor, virtual reality, Guardian News & Media. “Using Tilt Brush technology for the first time in this way, Sea Prayer explores a new immersive form – 360 illustrated narratives. We have worked with the best artists in this field to create a story that truly unfolds around the viewer, providing them with insight into the experiences that many migrants are forced to endure when making a dangerous escape from war.”

The post The Guardian Launches VR-illustrated 360 Short Film ‘Sea Prayer’ appeared first on Road to VR.

VRFree: Neues Video vom Schweizer VR-Handschuh [Update]

[Update] Gestern hat das Schweizer Start-up Sensoryx in Zürich erstmals seine VR-Handschuhe der Öffentlichkeit vorgestellt und ein neues Video veröffentlicht. Es zeigt das VRFree-System in Aktion und eine der Möglichkeiten der Tracking-Lösung für mobile und PC-VR-Headsets. In diesem Fall ergänzt VRFRee eine Samsung Gear VR, um auf der Straße eine Runde Minigolf in der virtuellen Realität zu spielen. Außerdem gibt es neue Details: Das System deckt ein Sichtfeld von rund 190 Grad ab, die Latenz liegt unter 35 Millisekunden. Das Tracking umfasst 6DoF, die Akkulaufzeit geben die Entwickler mit rund vier Stunden an.

Originalmeldung:
Im Wochentakt veröffentlichen die Schweizer Entwickler von Sensoryx erste Videos zu ihren VR-Handschuhen: VRFree kommt ohne Kabel aus und funkt seine Daten an ein Modul für die VR-Brille. Eine zusätzliche Installation von Sensoren im Raum ist nicht nötig, weshalb sich die Handschuhe auch für den mobilen Einsatz eignen. Die Entwickler versprechen ein äußerst präzises Tracking in Echtzeit und die vollständige Erfassung von Fingerbewegungen. Sensoryx will Adapter für die Oculus Rift, HTC Vive, Samsung Gear VR, Googles Daydream und weitere Brillen anbieten. Eine KickStarter-Kampagne ist ab Oktober geplant.

VRFree: Handschuhe für mobiles und stationäres VR mit genauem Echtzeit-Tracking

Am Wochende hat das Entwicklerstudio Sensoryx seine dritte Demo des VR-Handschuhs VRFree veröffentlicht. Im ersten nahm man virtuelle Bälle auf und warf sie durch die Gegend. Im zweiten Video spielt der Anwender auf einem virtuellen Piano. In der jüngst veröffentlichten Demo wird es dann ernst. Der Spieler greift zur Waffe und feuert durch die Gegend. In den Videos wirkt das Tracking sehr genau. Tatsächlich beschreibt der Entwickler Rolf Adelsberger von Sensoryx die Millimeter-genaue Erfassung als eine der vielen großen Herausforderungen. Eine andere war es, die Algorithmen zu entwickeln, um die Daten der verschiedenen Sensoren auszuwerten.

Laut Sensoryx wird das System in Zukunft auch den ganzen Körper tracken und erreicht durch die vielen Sensoren die gleiche Präzision wie stationäre Tracking-Systeme für die HTC Vive und Oculus Rift. Das soll in Echtzeit passieren, wobei VRFree  im Gegensatz zu anderen Systemen mehrere Fingersegmente scannt und ihre Bewegung im dreidimensionalen Raum vollständig erfasst. Die Daten übermitteln die Handschuhe drahtlos an den Adapter für das VR-Headset. Das Modul enthält zusätzlich eine Kamera für das Tracking.

Bereits im Oktober wollen die Entwickler über KickStarter erste VRFree-Systeme verkaufen. Sensoryx strebt einen Preis von unter 300 Euro für das komplette Set mit zwei Handschuhen an. Wer die VRFree selbst überstreifen und testen will, kann das zum Beispiel auf der Schweizer Innovations-Messe SIF in Basel am 16. November tun.

(Quellen: Sensoryx, VR-Nerds)

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