DisplayLink: Referenzdesign eines Drahtlosadapters für Oculus Rift vorgestellt

Auf der diesjährigen CES 2019 präsentierte DisplayLink das Referenzdesign eines neuen 60-GHz-Drahtlosadapters für die Oculus Rift. Das Zusatzmodul soll ebenso für andere VR-Brillen adaptierbar sein.

DisplayLink – Referenzdesign eines Drahtlosadapters für Oculus Rift vorgeführt

HTC veröffentlichte bereits eine Drahtloslösung für die HTC Vive und HTC Vive Pro, welche eine kabellose VR-Nutzung ermöglichtDisplayLink war an der Entwicklung dieser Drahtloslösung beteiligt, denn die Technologie basiert auf dem gleichnamigen XR-Modul, einem WiGig-60-GHz-Standard zur Übertragung eines 4K-Videosignals. Nun präsentierte das Unternehmen auf der CES 2019 eine neue Variante des Adapters für die Oculus Rift.

Der bisherige Prototyp nutzt dieselbe WiGig-Grundlage und ist mit dem USB- und HDMI-Anschluss der Rift kompatibel. Dennoch handelt es sich dabei bisher nur um ein Referenzdesign, die Anpassung an andere VR-Brillen wäre also durchaus noch möglich. Im Gegensatz zur bereits veröffentlichten Vive-Version ist der Akku im neuen Adapter direkt in der Hardware verbaut und muss nicht separat am Körper getragen werden.

Mit dem TPCast ist übrigens schon ein ähnlicher Adapter käuflich zu erwerben. Ob der neue DisplayLink-Adapter diesen in puncto Performance und Komfort übertreffen wird, bleibt zunächst abzuwarten.

(Quelle: Road to VR)

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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.

SEE ALSO
Eye-tracking is a Game Changer for VR That Goes Far Beyond Foveated Rendering

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.

The post Exclusive: DisplayLink Demonstrates Foveated Compression for Better Wireless VR appeared first on Road to VR.

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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E3 2018 Roundup – Sony’s Positioning of VR, New PSVR Titles Hands-on, Ready at Dawn Interview & More

Following the wave of pre-show announcements and conferences, here’s a final roundup of all our E3 2018 coverage. Vive Wireless Adapter news, Wolfenstein: Cyberpilot platforms clarified, Ready at Dawn interview, and we go hands-on with Astro Bot Rescue Mission, Trover Saves the Universe, Blood & Truth, Megalith, Beat Saber, and Firewall: Zero Hour.

Hands-on With Astro Bot Rescue Mission

Image courtesy Sony Japan Studio

Featuring the cute bots first seen in The Playroom (2013), Sony Japan Studio’s upcoming platformer Astro Bot Rescue Mission uses similar controls and gameplay mechanics as any other 3D platformer, but it has been created from the ground up with VR in mind. Our hands-on time at E3 2018 left us impressed and wanting more; the title launches exclusively on PSVR in the Fall. The game is one of many PSVR titles shown at Sony’s E3 booth.

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Vive Wireless Adapter Launches Late Summer

Photo by Road to VR

HTC’s official Wireless Adapter for the Vive was first announced earlier this year, and made an appearance at the DisplayLink booth at E3 2018. An HTC spokesperson confirmed that the device was on track for a late summer launch. They also said that up to three Wireless Adapters could used in the same space without interference, with an ideal range of up to six meters from the transmitter.

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Trover Saves the Universe Hands-on

Image courtesy Squanch Games

Announced at Sony’s main E3 2018 showcase, Trover Saves the Universe is an action platformer presented with the unique comedic style of Justin Roiland, creator of Rick and Morty. Our hands-on time revealed a game with more ‘serious’ platforming than you might imagine, and plenty of fourth-wall breaking gags along the way.

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Wolfenstein: Cyberpilot Confirmed for PSVR and Vive

Image courtesy Bethesda

This standalone VR experience initially revealed at the early Bethesda E3 2018 showcase has now been confirmed to launch on PSVR and HTC Vive sometime in 2019. The game takes place two decades after the events of Wolfenstein II: The New Colossus (2017); you can check out the new trailer here.

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Sony’s VR Announcements Were on the Sidelines at E3

Photo by Road to VR

Following Microsoft’s more traditional (and VR-free) E3 presentation, Sony’s event got off to an unusual start, switching venues and generally avoiding the ‘on stage’ style of delivery. But perhaps more surprising was the distinct lack of PSVR information within the main showcase. Aside from Trover Saves the Universe and a brief montage, the focus was entirely on non-VR, blockbuster titles. In this article we consider the significance of this decision.

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Hands-on With the Latest Preview of PSVR Exclusive Blood & Truth

Image courtesy Sony

VR action shooter Blood & Truth left a great first impression when we tried the game in October, so we were keen to take an updated look at E3 this year. Fleshed out from the ‘London Heist’ experience in PlayStation VR Worlds (2016), Sony’s London Studio has been given more time to fully realise their vision. The new demo also impressed, and introduced a new ‘bullet time’ mechanic.

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First-person MOBA Megalith Hands-on

Image courtesy Disruptive Games

Launching as a timed exclusive on PSVR later this year, Megalith is a first-person arena brawler employing many familiar mechanics of popular MOBAs like Dota 2 (2013) and League of Legends (2009), with different heroes to choose from, each with unique abilities. Our hands-on left us keen to see the final game, as it has potential to deliver fun co-op brawling. The demo featured free locomotion plus ‘snap turn’, with other options being investigated.

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First Look at Beat Saber on PSVR

Image courtesy Hyperbolic Magnetism

We’ve enjoyed many hours of Beat Saber on PC VR systems via the game’s Early Access program on the Steam and Oculus stores, but this was our first try with the PlayStation VR version, which is set to launch later this year. This fast-paced VR rhythm game naturally benefits from motion control tracking accuracy, and we were pleased to find that the Move controllers were largely up to the task, but players will want to make sure their tracking setup is set up perfectly to avoid frustration.

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Firewall: Zero Hour Hands-on

image courtesy First Contact Entertainment

This four-vs-four, objective-based shooter from First Contact Entertainment is shaping up well, delivering team-based multiplayer action similar to series such as Counter-Strike and Rainbow Six, but in an immersive style (particularly when played with the Aim controller) that PSVR users have been waiting for. The game is due to arrive some time in 2018.

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Ready at Dawn CEO Talks Echo Combat, Commitment to VR

Image courtesy Ready at Dawn

We caught up with Ready at Dawn CEO Ru Weerasuriya on the E3 show floor to talk about the upcoming Echo Combat open beta, and the studio’s commitment to the medium. By the time the game launches, Weerasuriya says they intend to add “more functionality, potentially more modes, but more ways to play.” He said that the studio was “currently exploring a lot of ideas” to move the VR medium forward in the long term.

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The post E3 2018 Roundup – Sony’s Positioning of VR, New PSVR Titles Hands-on, Ready at Dawn Interview & More appeared first on Road to VR.

E3 2018: DisplayLink’s Booth Showcases Wireless VR With Gatling Guns

E3 2018: DisplayLink’s Booth Showcases Wireless VR With Gatling Guns

Chipmaker DisplayLink partnered with HTC for quite the demonstration of wireless VR at E3 2018.

DisplayLink is powering HTC’s upcoming official wireless adapter for the Vive Pro and Vive. At E3, a pair of the adapters were shown wirelessly connected to Vive Pros alongside four of the 2.0 base stations tracking both headsets in a space roughly 25 feet by 15 feet. In addition, a giant physical display served as a backdrop to the co-op Serious Sam experience players tried, complete with gigantic physical Gatling guns players held to mow down virtual enemies.

Hands-on: Vive Wireless Adapter Shows Strong Performance Ahead of Summer Launch

After revealing the Vive Wireless Adapter earlier this year, the company confirmed this week at E3 2018 that the device is on track to launch by late Summer, and offered up some details on the device’s battery and operation. I went hands-on with a near-final version and came away impressed.

Update (June 20, 2018): After some technical difficulties were sorted out at DisplayLink’s E3 booth, I got to go hands-on with a near-final version of the Vive Wireless Adapter and came away impressed.

The adapter was being shown paired with a Vive Pro, along with a big gatling gun controller custom-made to work with Serious Sam VR: The Last Hope (2017). While the chosen demo was something of a best-base-scenario for the adapter (players are stationary, the virtual scene is very bright, particle effects are minimal), at least in this case the performance was very impressive, showing sharp visuals that looked indiscernible from what would be seen on a wired headset, along with perfect tracking, also not noticeably different than what I’m used to seeing on a wired headset. While I had noticed some slight latency back when I tried the Vive Wireless Adapter at CES at its introduction earlier this year, this time around I didn’t see any added latency. When I asked about the latency in the CES demo, DisplayLink said there may have been an issue with that demo relating to the lighting in the room, which has caused them issues in the past.

In addition to no noticeable latency, the system was also very robust in my demo—I didn’t see a single frame drop, tracking issue, or any other major artifact from the Vive Wireless Adapter, which bodes well for consistent performance. The only artifact I was able to spot was a slight blockiness in the view when quickly rotating my head back and forth, but I had to look very carefully for this and I think it will go unnoticed by the vast majority of users.

I’m still interested to see how the Vive Wireless Adapter holds up in more challenging situations (highly active games, scenes which are more difficult for compression, etc), but from my experiences thus far, it appears to be shaping up to be a promising wireless solution, even for the higher resolution of the Vive Pro.

Original Article (June 12, 2018): Showing off the Vive Wireless Adapter with the Vive Pro at the DisplayLink booth at E3 2018, an HTC spokesperson said that the unit is nearing production readiness and is on track to launch by late Summer. The battery that will ship with the unit, powering both the adapter and the Vive headset, is the QC 3.0 Powerbank that HTC presently sells as an accessory; its expected to offer two to three hours of battery life, and take about one hour to reach a full charge. Since the power output on the battery is a simple USB port, it seems likely that users could use any off-the-shelf powerbank, but the company hasn’t confirmed that capability just yet.

Vive Wireless Adapter with the original Vive, as seen at CES 2018 | Photo by Road to VR

HTC also said that up to three Vive Wireless Adapters can be used in the same space without interference issues (each requiring their own transmitter, by my understanding), and that the ideal range of the system is up to six meters from the transmitter.

The price of the Vive Wireless Adapter hasn’t been confirmed, but the ~$300 pricetag of the third-party TPCast wireless solution gives us a rough hint of where things might fall. Granted, HTC is likely to target the Wireless Adapter mostly at less price conscious commercial and enterprise users, and thus we may see a more premium price, much like the Vive Pro.

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7 Companies Aiming to Cut the Cord on High-end VR Headsets

At the DisplayLink booth the company is showing off the Vive Pro with the Vive Wireless Adapter, and a custom-built gatling gun controller made to show Serious Sam VR: The Last Hope (2017) at the booth. Today, the first day of E3, they were having some technical issues with the gun and so I haven’t yet had a chance to go hands-on with the latest version of the Vive Wireless Adapter, but expect to soon. [See update above]

I did however have a chance to speak with DisplayLink’s Andy Davis, Director of Marketing, and ask him about my CES hands on with the Vive Wireless Adapter where I noted impressive robustness, but a bit of latency too (which was surprising because I didn’t see such latency on an earlier reference design that I tried). Davis told me that either the game or the room’s lighting may have been impacting the latency at the CES demo, and he didn’t believe that the adapter was part of the issue. Further, he said that the current setup at E3 shouldn’t have any issues with lighting, so I’m looking forward to giving it another go to find out how it handles under more controlled conditions. [See update above]

Update (6/12/18): An HTC spokesperson reached out to say that the originally quoted figure of a maximum of six wireless adapters functioning together in one space was stated in error, and that the maximum supported in one space is three. This has been adjusted in the article above.

The post Hands-on: Vive Wireless Adapter Shows Strong Performance Ahead of Summer Launch appeared first on Road to VR.

DisplayLink Show Off Multiplayer Wireless At CES 2018

It seems you just cannot escape wireless virtual reality (VR) at this year’s International Consumer Electronics Show (CES).  The 2018 show held in Las Vegas has been throwing up all kinds of news updates in relation to cutting the cords for VR and enabling users to go untethered.  In fact, we’re practically falling over stories about it.

DisplayLink XR - Logo

The biggest is, naturally enough, the reveal by HTC during their press conference of their offcial solution to the problem of freeing the HTC Vive head mounted display (HMD) from the terror of the cord.  There’s also been two new standalone headsets announced, Xiaomi’s Mi VR Standalone which will be the dedicated Chinese market equivalent of the Oculus Go and feature power by the Qualcomm Snapdragon. This was then followed by another reveal as QIYI unveiled their own take on the technology, the QIYU-II. There has also been a trio of announcements from TPCAST and also one from DisplayLink.

But it’s DisplayLink we’re back with now because they’ve also been showcasing at CES 2018 just how wireless can be enjoyed in a multiplayer setting. In a demo area at CES users can try out a game of Racket:Nx, a virtual racket ball videogame, and see the difference that it makes. People around the area can also see the virtual arena the players are in thanks to mixed reality which uses the latest DisplayLink XR codec and reference designs.

Racket Nx screenshot

“VR opens so many new opportunities for business, enterprise and gaming. We cut the cord last year and now we’re showcasing VR in an untethered, multi-player virtual arena. DisplayLink continues to push the boundaries for immersive solutions and this demonstration highlights the considerable benefits for collaborative work, whether it’s designing a new workspace, engaging clients on a product vision, or exploring virtual worlds with a friend. Multi-user VR (MUVR) using DisplayLink’s XR codec combined with 60GHz wireless connectivity provides the very best immersive VR experience.” said John Cummins, Senior Vice President Sales and Marketing. “

“We’re very excited about DisplayLink’s wireless solution, not just for Racket: Nx but for VR in general. The freedom to move, spin and act without any concern for cables is physically and psychologically liberating – Racket: Nx has been waiting for this technology for a long time! VR is about to get that much more immersive, uninhibited, and accident free.”

VRFocus will have more news from CES very soon.

 

Vive Wireless Adapter Builds on DisplayLink & Intel Partnership

DisplayLink has revealed the company’s input into the recently announced Vive Wireless Adapter. Building on the success of the DisplayLink Wireless VR prototype revealed a year ago, the company subsequently partnered with Intel Corporation to develop the latter’s WiGig technology into a wireless virtual reality (VR) adapter. Now, that adapter has been redesigned under a subsequent Vive and Intel partnership, and is set to launch later this year as the Vive Wireless Adapter.

Intel HTC Vive WiGig

The HTC Vive Wireless Adaptor uses the DisplayLink XR codec and Intel’s 802.11ad WiGig products to eliminate the cable which connects the head-mounted display (HMD) to a PC, thus creating an unhindered VR environment. Connectivity runs over the 60GHz frequency band, eliminating concerns of interference with existing Wi-Fi networks, while the DisplayLink XR codec ensures high fidelity graphics even as bandwidths dynamically change.

“Wireless VR is a top feature request for Vive owners and intenders today, and it demands the highest level of performance,” said Daniel O’Brian, GM US, HTC Vive. “The promise of VR is met when users can run, jump, duck and dive in a fully immersive, cable-free environment. We’ve brought the best partners together in DisplayLink and Intel to make wireless VR an impressive option for customers this year.”

“We’re stoked to release the first wireless VR solution with Vive,” said John Cummins, Senior Vice President Sales and Marketing at DisplayLink. “From our first public demonstrations last year, users were in awe of the experience and eager to see a product come to market.”

The Vive Wireless Adaptor enables VR users to easily convert an existing HTC Vive headset and the upcoming Vive Pro into a wireless solution simply by replacing the existing cable to the headset with the HTC Vive Wireless Adaptor and adding a wireless card into the PC.

Vive Pro and Vive Wireless AdapterVRFocus has been following the progress of DisplayLink’s work in the field of wireless VR for some time, speaking with the company at Mobile World Congress (MWC), Barcelona, last year and subsequently at the Electronic Entertainment Expo (E3) in June 2017. Now the product is consumer ready, and will ship as the Vive Wireless Adapter later this year. VRFocus will continue to keep you updated with all the latest details on the Wireless Vive Adapter

VR Headsets to see Mass Adoption of WiGig for Wireless Solution

Virtual reality (VR) has been steadily growing over the past few years, with the consumer head-mounted displays (HMDs) becoming available and new technologies pushing the boundaries of the experiences coming to the medium. However, one of the major hurdles to mainstream adoption remains the cables high-end devices have connected to either a PC or PlayStation 4 console. This may well change soon thanks to the likes of TPCast and DisplayLink, and a new report suggests that future HMDs will likely adopt WiGig technology for wireless narrowcast.

HTC Vive TPCAST

Wireless connectivity is increasingly important for VR users to have better experience, and ABI Research forecasts that almost 84% of tethered VR HMDs will have wireless connectivity using WiGig in 2022. A wired connection between the HMD and PC’s or consoles can restrict the freedom of movement for users, and while mobile and standalone devices run without the need of a cable connection, processing power is limited compared to tethered VR devices. In addition to TPCast and DisplayLink, chipset developers such as Intel, Qualcomm and Peraso are working together with hardware manufacturers to add wireless connectivity using WiGig in tethered VR devices.

Development of Cloud VR applications are expected to be another driver of wireless connectivity in VR HMDs, with the recent announcement of HTC partnering with Dalian Television and Beijing Cyber Cloud to test cloud VR service highlighting a potential future. Much like Cloudgine’s physics engine technology, rendering is done in cloud servers which allows users to access VR applications from anywhere without the requirement of a high-end PC.

“A high data rate and low latency connectivity are required for Cloud VR applications. WiGig which can provide up to 7 Gbps connectivity will play important role to support high bandwidth applications for indoor use,” stated Khin Sandi Lynn, industry analyst at ABI Research. “High capacity, low latency 5G networks will be essential for deployment of Cloud VR applications for mobile and standalone VR devices.”

ABI Research forecasts that 5G connectivity will be available in VR HMD starting from 2020 and over 2.6 million VR HMDs will support 5G connectivity in 2022. These findings are from ABI Research’s Connectivity in VR report.

Of course, the standalone HMDs in question are Oculus VR’s Santa Cruz, expected to launch late in 2018, and Google & Vive’s forthcoming device currently believed to be known as ‘HTC Vive Focus’. This collaboration was originally stated to be releasing in 2017 at Google I/O back in May of this year, however there has been little information concerning the HMD since. VRFocus will of course keep you updated with any further details on Santa Cruz, the HTC Vive Focus and other wireless VR HMD technologies.

Best VR Hardware Of E3 2017

Best VR Hardware Of E3 2017

Now that it’s all said and done it’s easy to see that E3 2017 just wasn’t a huge showing for VR hardware. Microsoft didn’t even mention VR at all during the reveal of the Xbox One X even though executives have suggested the system will still support it.

That said, we did try out some really cool stuff located around the Los Angeles Convention Center.

Runner Up: CaptoGlove

The CaptoGlove was quickly funded when it started its funding campaign on Kickstarter and it is easy to see why.

The wearable allows users to interact with hand gestures, it is low profile, it is comfortable, and it is incredibly functional with many customization options across VR and non-VR experiences. You can use one or two gloves to control movement, actions (including shooting), and driving with inputs measured across the entirety of your hands and we got a chance to try it while piloting a military helicopter.

The simulation took place in DCS World, a grueling simulation experience, so the chopper flew realistically and responded to even the most subtle movements. Once I got my bearings with the glove, which I was wearing while mimicking the action of holding a helicopter’s control stick, I flew closer to the ground and between buildings. The accuracy and response time allowed me to maneuver deftly, an impressive feat in DCS World for sure. The creators of the tool have plans to add haptic sensors to the base glove in the future, so we could be witnessing an affordable and functional new step for immersive input in VR.

Runner Up: Antilatency

We’ve seen Antilatency at the last few VR-focused conferences, but at E3 we saw the latest iteration of the startup’s tracking system and it was both quite solid and might be very useful for certain applications.

Previously, the company used strips across the floor with lights on them and a tiny camera that attaches to the front of a Gear VR to track a wireless headset throughout a large space. The problem was that it would be easy to step on the strips, or annoying to have to remember to step over them.

At E3, however, the company embedded the lights into inexpensive foam flooring and covered a much larger space with the tracking technology than we’ve seen attempted previously. The system tracked a pair of Gear VRs in a 3.6 meter by 7.2 meter space and showed a concept of a two-player game in which the space was divided in half and each player could stay within their region.

The next step for the startup is to take the tiny camera used on the headset and apply that technology to a 6 degrees of freedom hand controller. The company recently raised $2.1 million and is moving to San Francisco.

Best VR Hardware of E3 2017: DisplayLink Wireless Vive

Being completely untethered in a wireless VR headset with 6 degrees of freedom hand controls running at 90 frames per second is pure joy.

We tried out a pair of wireless accessories for Vive at E3, but the one from DisplayLink seemed to get everything right. It fit snugly at the back of the head and balanced out the weight so it didn’t even seem like it was there. The receiver’s position would also keep it out of the way of over-the-head headphones. Two fins on the top are the antennas so it can make a better connection with an overhead transmitter too.

We only had about five minutes with the unit but didn’t notice any additional latency or loss in visual quality. We absolutely cannot wait to see companies turn these types of units into consumer products as we think everyone that owns a Vive is likely to want something like this.

Getting rid of the wire is such a freeing experience nobody is going to want to go back to a wired headset.

What were some of the best hardware announcements and demos you saw at E3 2017? Let us know down in the comments below!

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