E3 2017: Wireless VR With DisplayLink and Intel Is What We’ve Been Waiting For

E3 2017:  Wireless VR With DisplayLink and Intel Is What We’ve Been Waiting For

Companies developing VR headsets are racing toward wireless six degrees of freedom. This means you can move in any way and your experience in VR matches what you would expect. Headset freedom seems to be virtually solved either using external sensors like Rift and Vive, or using inside-out tracking pursued by Google, Microsoft, Intel and Facebook.

These inside-out solutions are a great step forward for ease of use. It is much easier to get in and out of VR because there’s no setup involved, making it quick to move from one room to another. While Microsoft is shipping inside-out headsets that still tether to a PC for high-end rendering, this type of tracking is also a pathway to standalone systems that put everything needed for VR into the headset itself.

There’s a major limitation to these inside-out solutions though — controllers and input. We have yet to use compelling controllers that offer six degrees of freedom for your hands with an inside-out headset. Microsoft is planning a promising solution with a pair of light-up controllers that can be accurately tracked as long as they are in the view of the sensors on the front of the headset.  This could be a sweet spot for Microsoft, but we are skeptical inverse kinematics and the sensors inside the controllers themselves can be used to provide experiences as compelling as what’s available with the HTC Vive or Rift with three sensors.

Which brings me to the most impressive and compelling VR experience I’ve ever had. 

Here at E3 2017 I tried a pair of wireless VR prototype add-ons that worked with the HTC Vive. My favorite was the DisplayLink prototype wireless add-on which sat at the back of my head. This balanced the weight of the unit in such a way that I didn’t notice it. Also, unlike TPCAST, this position would move it out of the way of headphones. Another wireless unit I tried with Vive in Intel’s booth at E3 (in the video above) positioned it on the top of the head like TPCAST, and its loose fitting meant that even slight movements right or left would swing the unit from one side to the other on top on my head. This was very distracting.

But the DisplayLink prototype disappeared snugly on the back of the head. The moment I realized there was no noticeable lag, and I had the freedom to walk around a large room, I suddenly lost myself in a virtual world in a way I’d never before experienced. It might seem slight, but the wire between a Vive or Rift and the PC rendering a world at 90 frames per second is a huge impediment. When it is gone, you are never going to go back.

“I think once you’ve tried it without a wire, there’s no way you’d ever want to use it with a wire. The wire is like there’s a dog barking in the background. You can kind of tune it out but it’s still there. And when it stops barking you go ‘suddenly I’m here’,” said Graham O’Keeffe, CEO and Chairman of DisplayLink. “I think it is going to 100 percent attach rate. I don’t see why you would even consider having a wired VR system anymore.”

DisplayLink set up Longbow, one of my favorite games, and I found a grin stretching across my face the moment I realized there was no noticeable lag and I could walk around a large space with complete freedom. After a year and a half of fighting with wires every time I wanted to move around a virtual world, I was free from that nagging reminder. No more remembering to step over it, or to turn in a way that doesn’t tangle up my body.

I loosed arrows with complete freedom for the first time in my life and lit them on fire behind me without even looking at the flames. I moved with speed and ease from wall to wall, not worrying whether I was tangled up. I nocked the arrows on my bow and fired them into the incoming stick-men one after another after another. It was the best I’ve ever felt in VR and a joy to experience.

O’Keeffe might be selling some of the silicon chips that make this experience possible, but I have to agree with him. Everyone is going to be going wireless as soon as they can. No specific timeline has been provided, but I’m hoping by CES 2018 we’ll get consumer-facing announcements from a variety of companies providing this tech.

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Hands-on: DisplayLink XR Wireless VR Tech is Top Notch, Lighter Than it Looks

At E3 2017, DisplayLink is touting their ‘XR’ wireless solution to eliminate the tether on VR headsets. Our hands-on with their reference device revealed a robust solution with impressive quality and unnoticeable latency.

DisplayLink is but one of a handful of companies now working to create the highly sought after solution to make tethered VR headsets wireless. Founded in 2003, the company has a relatively long history of creating the tech behind cable-free computer products, like wireless docks and video adapters.

For VR, the company is developing what it calls DisplayLink XR, and it’s developed a wireless VR reference device for the HTC Vive to show what it can do. In accordance with their business model, DisplayLink won’t ultimately bring this device to market themselves, they will work with device manufacturers who want to productize it as an adapter or build the tech directly into future VR headsets.

Photo by Road to VR

The DisplayLink XR solution comprises both hardware and software. Software running on the computer rendering the VR experience compresses the raw VR video feed using the company’s proprietary compression tech, which is then transmitted to the headset over a 60GHz WiGig link. The transmission is picked up by the receiver on the user’s head, and DisplayLink’s custom chip quickly decompresses the data in time to feed it to the headset’s display. Here at E3 2017 I got to try the solution for myself.

The DisplayLink XR head-mounted receiver reference unit looks big, but it’s actually much lighter than its size implies. When I slipped the Vive on my head with the unit attached I was surprised at the light weight, especially considering that the battery is mounted right there in inside of it. With the placement on the back of the head, the unit also balanced out the front-heavy Vive (in this case used with the standard strap rather than the Deluxe Audio Strap, but they support that too) which made the headset feel more comfortable by relieving some weight from the front of my face.

In the square booth space in which I was playing, the transmitter was mounted at the very top of the wall, about 8 feet off the ground. 60GHz wireless technology (like WiGig, the type used in this reference device) is notoriously prone to occlusion since the frequency doesn’t penetrate objects very well. Mounting the transmitter up high is likely going to be essential for achieving peak performance for any 60GHz-based wireless VR solution (though it should be noted that DisplayLink XR is link-agnostic, so as long as the bandwidth is available, it could make use of any wireless tech).

Photo by Road to VR

The game I played was ROM: Extraction which has enemies coming at you from all angles and also encourages you to duck behind cover; additionally the environments are very dark, and there’s lots of high-contract particle effects—it’s an excellent stress test for the compression as most compression algorithms struggle greatly to delivery high quality imagery in these scenarios.

With that said, I was impressed to find crisp imagery inside the headset, even when enemies exploded right in front of me filling most of my view with fast moving particles. I didn’t notice any glaring banding or blocky color artifacts as I played. I also opened the SteamVR menu to see how the compression dealt with text and menu imagery; I was happy to find that it looked as sharp as I’d expect it from a tethered Vive.

My play session with the DisplayLink XR reference device lasted for about 10 minutes (so not a long-term test by any means) and involved twisting, turning, ducking, and shooting. Through it all, I didn’t once see the image cut out or notice any stuttering. The latency felt spot-on; from latency alone, I doubt I’d be able to confidently tell the difference in a blind test between DisplayLink’s solution and a direct tether.

The only time I was able to ‘naturally’ spot some visual evidence of a wireless solution was when I faced the receiver opposite the transmitter, and then tilted my gaze up such that the received moved down (on the back of my head), causing my head to be directly between the transmitter and receiver. Even in these moments I didn’t lose the visuals; the dynamic compression kicked in and briefly reduced the quality of the video feed—resulting in what looked like a lower resolution version of the scene—and then very quickly snapped back to full quality once I moved out of that position.

Photo by Road to VR

Even when I seriously stress-tested the system by covering the antennas with my hand as best I could, I never lost the image completely, though I was able to get it to stutter a decent amount. For real usage though, it seems quite robust against quick occlusions like swinging your arms around your head, and I was very impressed with the quality throughout.

Continued on Page 2: Today and Tomorrow’s Specs »

The post Hands-on: DisplayLink XR Wireless VR Tech is Top Notch, Lighter Than it Looks appeared first on Road to VR.

DisplayLink XR für kabelloses VR vorgestellt

Lange wird es nicht mehr dauern und wir werden uns fragen, wie wir damals Virtual Reality mit Kabeln genießen konnten. Der TPCast wird bereits im asiatischen Raum ausgeliefert, Intel und HTC möchten auf der E3 eine weitere Lösung vorstellen und nun präsentiert auch DisplayLink den XR für kabelloses VR.

DisplayLink XR für kabelloses VR vorgestellt

DisplayLink XR wird auf den WiGig (Wireless Gigagbit Alliance) 60 GHz Standard setzen und laut dem Unternehmen soll eine Übertragung von einem 4k Videosignal bei 120 Hz kein Problem darstellen. Somit dürfte das System auch bereits für zukünftige Virtual Reality Brillen gerüstet sein, dann aktuell würde auch eine Übertragung von 1080 x 1200 Pixel bei 90Hz ausreichen, um die HTC Vive oder die Oculus Rift mit Daten zu versorgen.

Tom’s Guide konnte bereits einen Prototypen ausprobieren und das Magazin sagt, dass das Bild extrem scharf und die Latenz extrem gering sei. Der Tester sagt sogar, dass er keinen Unterschied zwischen dem Bild der HTC Vive mit Kabel und dem Bild der HTC  Vive mit dem DisplayLink XR sehen kann.

Ähnlich wie beim TPCast muss für den Betrieb ein Transmitter an der VR-Brille angebracht werden. Leider wirkt der XR aber aktuell noch sehr klobig und es bleibt zu hoffen, dass am Design noch etwas nachgebessert werden kann. Preislich wird der DisplayLink XR in einer ähnlichen Liga wie der TPCast spielen, denn das Produkt soll zukünftig für 249 US-Dollar angeboten werden.

(Quelle: Tom’s Guide)

 

Der Beitrag DisplayLink XR für kabelloses VR vorgestellt zuerst gesehen auf VR∙Nerds. VR·Nerds am Werk!

Visions of a Wireless Future: TPCast vs. DisplayLink on HTC Vive

It seems like every month a new wireless solution is announced for the HTC Vive, such as Intel’s recently revealed WiGig, but at present there’s only two that look set to arrive with consumers in the near future: the TPCast and DisplayLink. VRFocus has been hands-on with both of these devices, weighed-up the pros and cons of each, and deduced the value of each proposition.

The time spent with both devices has been offered to VRFocus by way of pre-release editions of the devices, and therefore some changes may come into effect before the official western launch (TPCast is now available in China). However, both devices were very near their final version, and as such the commentary below has significant merit.

 

HTC Vive TPCAST

TPCast

The first wireless adapter announced for the HTC Vive head-mounted display (HMD), the TPCast was birthed through HTC’s own Vive X Accelerator programme. The initial announcement of the device caused a significant stir amongst the virtual reality (VR) community, however it’s since been several months and a western release has been slow to follow.

For a device with which the ultimate goal is a wireless solution, the TPCast actually adds a considerable amount of new cabling. It is essentially a transmitter of course – a very low latency one at that – that removes the requirement of the HTC Vive being directly tethered to a PC. The device clips onto the HMD’s headstrap adding some considerable weight, but sits well directly on top of the user’s head.

The video delivery of the TPCast is near-flawless. Using several VR titles – including a pixel-perfect sniper videogame – there was no noticeable drops in framerate or colour compression. However, the transmitter for the device does have a limited scope and could well cause some issues in both these regards if not positioned with a direct-and-clear line-of-sight, similar to the HTC Vive’s own lighthouse units.

And this brings us to the next aspect of the device: audio. The quality of the audio is not in debate – it’s arguably as good with the TPCast as with a wired connection – however because the TPCast is mounted atop the head using overhead headphones causes some difficulty, potentially limiting your options to earbuds.

 

DisplayLink

The DisplayLink wireless adapter, developed by UK USB specialists DisplayLink, offers a more compact design than the TPCast. Despite having received far less attention than the TPCast, the DisplayLink device is actually a very competitive design; achieving a similar quality of visual and audio fidelity with a far less complicated set-up.

The DisplayLink does however seem to have a different approach to battery operation. Two editions of the device have been shown, one with a pocket-mounted battery (similar to the TPCast) and another in which the battery was inserted into the device itself. This latter option does add considerable weight of course, but does make the DisplayLink a much more versatile option when sharing a single HMD with multiple users.

Furthermore, the DisplayLink mounts on the rear of the HTC Vive’s headstrap, meaning that the TPCast’s potential headphone issue is a non-entity. However, the device does require a repositioning of the HMD on your head for comfort, which may take some getting used to.

 

Obviously, both devices have their flaws. The TPCast is a complicated set-up but balances well on the head against the HTC Vive’s weight. The Display Link is slightly less comfortable, but a better form factor gives it leverage. Ultimately, a lot of HTC Vive owners will make the decision based upon release date and price, for which VRFocus will keep you updated with all the latest information for both devices.