Hands-on: Vive Focus 6DOF Controllers ‘Chirp’ & ‘FinchShift’ Tested Back-to-Back

Vive Wave is HTC’s open platform that offers interoperability between several classes of mobile VR headsets and accessories, something the company hopes will help unite a fragmented market. Although with greater choice in VR accessories comes the task of understanding the key differences between them. Enter FinchShift and Chirp, two different solutions to the same problem: bringing 6DOF controllers to Vive Focus.

As early entrants into the 6DOF standalone headset segment, both Lenovo Mirage Solo and HTC Vive Focus come with a single 3DOF controller in the box, making for a notable mismatch in how you move your head in room-scale space and how you move your controller (rotation only).

At CES last month, I got a chance to try out both of the officially supported 6DOF controllers for Vive Focus back-to-back, FinchShift from Finch Technologies and Chirp from TDK’s Chirp Microsystems.

Both controllers offer what you might call ‘casual-level’ input—neither match the precision of what we’ve come to expect from the current bar set by Oculus Rift and HTC Vive. Admittedly, it’s a very different playing field though, with power consumption at the top of the list, which is driving these companies to stay well away from Vive Focus’ optical tracking standard in pursuit of two approaches that are both basestation-free and light on computational & power requirements.

Chirp – Ultrasonics Showing Promise

The Chirp controllers are based on the company’s SonicTrack tech, which fuses ultrasonic and IMU sensor data to provide position and orientation tracking, giving the motion controllers a suitably wide tracking volume.

The company maintains its 180+ degree tracking volume extends to a maximum of 1.2 meters away (~4 feet), or well outside the average arm’s length of reach.

The system is essentially composed of two main parts, the faceplate receiver/emitter which plugs into Vive Focus’ USB port, and the controllers; both the controllers and faceplate house an array of the company’s CH-101 ultrasonic emitters.

Image captured by Road to VR

Calibration A pairing process was done beforehand by a TDK spokesperson, so I didn’t have a chance to find out what exactly needs to be done to get it ready (see update below). It was quick enough though, and was easily passed off to me for a hitch-free start that appeared to line up with my hands’ actual position.

The size of the tracking cone is difficult to substantiate in a single-player game where you can’t see what it looks like when you do inevitably lose positional tracking by putting your hands behind your back or covering up the emitters, although it’s clearly outside of the user’s in-game field of view by a large enough margin to not be noticeable.

Image captured by Road to VR

To that effect, I was actually able to shoot a gun from the hip when looking straight forward, showing that it’s large enough to accommodate holstering actions at the very least. The true test of the controller’s tracking volume invariably will come in social VR environments that use inverse kinematics (IK) to create full-bodied avatars so you can directly see when your controller leaves the positional tracking cone.

As noisy and chaotic as the show floor was, I was told there wasn’t really anything there that would throw off the controller’s tracking, as the company’s ultrasonic time-of-flight tech works well above even what even a dog can hear.

Image captured by Road to VR

It’s easy to see why HTC tapped Chirp as for its official HTC Vive 6DOF developer kit: it works reasonably well, is low enough latency for casual applications, and has pretty solid positional tracking, something I wasn’t able to break after spending a good amount of time in both a shooting and a sword fighting game. Jitter was more than what I’ve seen on Windows VR headsets, but much less than when I first saw Chirp when it was integrated into Pico Neo at CES a year ago.

That said, I was never thrown into something I play often like Beat Saber (2018) to really get a feel for the controller’s tracking latency, so just how it stands up to even PS Move or Windows VR headsets remains to be seen.

FinchShift – Full FOV, But Lacking Precision

FinchShift is slated to be sold by HTC soon as a part of an official 6DOF controller developer kit option, and has been certified by Qualcomm to work with their Snapdragon 845 VR Reference Design as well.

Like Chirp, FinchShift offers a basestation-less experience and 6DOF controller tracking, but that’s where the comparisons stop. As an IMU-based system that uses IK to approximate relative arm and hand position, FinchShift enjoys the ability to function with full 360 degree tracking—no faceplate required thanks to Bluetooth 4.2 wireless that sends data directly to the headset.

Image courtesy Finch Technologies

In fact, it’s such a low-power solution that Finch Technologies is promising upwards of 50+ hours of active operation time for the 100g (~3.5 oz) controllers.

The system includes two controllers and two armbands, the latter of which provides more tracking points so the IK system can do its job in estimating where your hands are in 3D space. Without the armbands, you’re left with a 3DOF controller which can be used for the same basic input as the one that comes stock with Vive Focus.

Image courtesy Finch Technologies

After a short chat about the company’s tech, I got a chance to try it for myself, strapping on the armbands and popping on the Vive Focus. Since calibration must be done on a person-to-person basis, I had to go through a brief set-up process which used Vive Focus’ on-board cameras to give me a visual guide so I could line my controllers up in the appropriate starting position. After trying several times to calibrate (more of the fault of the button mapping than the system itself), I was free to dive into my first VR app.

Note: FinchShift controllers feature white visual LED markers on the controllers, although these are only used to visually line up for initial calibration, and are not used for optical tracking on Vive Focus.

Image courtesy Finch Technologies

I was thrown into a drawing application similar to TiltBrush which gave me a good opportunity to see just how precise tracking was. Unfortunately, I wasn’t able to draw so much as a straight line, as considerable jitter and drifting prevented the controllers from matching my hands’ physical position.

The simple action of moving one hand from left to right and drawing a horizontal line resulted in a bumpy, jagged line. I repeated this process several times from several different angles, tracing my own arm at its side as a stable point, and putting my hands by my sides and raising them in attempt to draw a straight vertical line—simple stuff—but it always seemed the controllers were constantly doing their own thing.

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After noticing this, I asked to re-calibrate, but after going through the process again, I was left with the same result as before.

Moving on to a sword-wielding game similar to Fruit Ninja VR, it became clear to me that 1:1 precision was the definite weak point of FinchShift, just as it is in practically all of the controllers or motion capture suits that use IMU-based tracking and IK to approximate absolute position. Slicing the jumping enemies was easy because I was making quick, broad strokes that required much less precision.

What’s Next?

To be clear, Vive Focus is in a pretty strange middle ground. In China it’s sold as a consumer headset. Everywhere else it’s sold for enterprise users, although HTC isn’t stopping regular consumers from buying the $600 headset.

Now that HTC and Google are offering additional 6DOF controller options for their respective standalone headsets, my sneaking suspicion is the companies are playing a game of catch-up with content developers in the face of Oculus Quest looming in the near future, which promises 6DOF headset tracking and 6DOF motion controllers that work extremely well in our various demos with the device.

Further speculation: both Google and HTC are likely developing full 6DOF standalone headsets. Following a less than impressive launch of Lenovo Mirage Solo and Vive Focus, they’re taking the Frankenstein approach with these developer kit add-ons and using them as defacto 6DOF developer platforms. If my assumption is right, both companies need developers to start either adapting older VR apps, or building full 6DOF VR applications from the ground-up soon, otherwise both platforms could miss out on a glut of content suited to full room-scale interactions.

Again, neither company has announced definite plans to create respective devices capable of competing with Oculus Quest, although you can bet we’ll right there when they do.

Update (12:40 PM ET): Antony Vitillo of  VR/AR publication Skarred Ghost posted a helpful setup guide for the Chirp developer kit. According to Vitillo, what I saw at the booth was a simple pairing process, and not a bespoke calibration process. This has been corrected in the body of the article.

The post Hands-on: Vive Focus 6DOF Controllers ‘Chirp’ & ‘FinchShift’ Tested Back-to-Back appeared first on Road to VR.

Finch Technologies Interview: Bringing 6DoF Control to Everyone

Over the course of CES 2019 VRFocus saw some interesting and awesome technology for both virtual reality (VR) and augmented reality (AR) use. One company demonstrating a rather unique controller system was Finch Technologies, with its FinchShift controllers and FinchTrackers. So naturally, VRFocus had to sit down with CEO and Co-founder of the company Gary Yamamoto to find out more.

FinchShift

The whole purpose of FinchShift is to bring six degrees-of-freedom control (6DoF) to a wide variety of platforms, not just VR. The system has been designed to allow pure 360-degree, room-scale freedom with just a pair of controllers and a pair of armband mounted FinchTrackers, whether you’re using a basic Samsung Gear VR or headset slightly more high tech like HTC Vive Focus.

In VRFocus’ hands-on preview from last week we wrote: “From what VRFocus saw of FinchShift and the FinchTrackers, it looks to be one of the best systems yet to provide out-of-the-box room-scale control for a wide variety of VR and non-VR systems.”

Yamamoto explains that thanks to a combination of the FinchShift hardware and software the company developed, its able to accurately model a person’s entire upper body, to track it real-time in VR, all from four data points. In the future Finch Technologies plans to release a skeletal model for the lower body, all users would need are additional Finch Trackers.

FinchShift

He goes on to explain the different use cases wireless 6DoF controllers are suitable for, mentioning, in particular, the healthcare space for training purposes. This is one of the reasons why the FinchShift controllers have those additional lights on them, allowing headsets with cameras to perform even finer calibrations when setting up, for such tasks as simulating surgery.

Currently, the FinchShift controllers aren’t quite ready for widespread consumer rollout. You can order them from the Finch Technologies website for $249 – which includes the two FinchShift controllers and two FinchTrackers – but they’re more geared towards developer at the moment as the system does come supplied with the software development kit (SDK).

Check out the full interview with Yamamoto below, and for further updates on FinchShift, keep reading VRFocus.

Hands-on: 6DoF Tracker Free Control With FinchShift

When it comes to awesome immersive virtual reality (VR), one of the major factors VRFocus wants is freedom, complete wireless freedom to run around digital worlds to our heart’s content. And this is happening, not at lightning speed but it is still happening. But we’re not just talking about untethered headsets like Oculus Quest or HTC Vive Focus, it’s about freeing those last shackles like external sensors or tracking systems that lose a controller at a certain point. Which is where Finch Technologies comes in with its FinchShift controllers.

FinchShift

While tracking solutions like those found on Oculus Rift and HTC Vive are nice and accurate, you’re constrained to the room the sensors a located in. Which is why headsets like Windows Mixed Reality or Oculus Quest have inside-out tracking using cameras on the front to pinpoint where the controllers are and where the user is in the room (so you don’t bump into stuff). Again these have limits depending on where the lenses are and how many there are, so you might not be able to perform an action like grabbing an item from over your shoulder.

And what about devices like Oculus Go and Samsung Gear VR which don’t have any cameras on. They have 3 degrees of freedom (3DoF) control input, but that’s highly limiting when it comes to VR. During CES 2019 last week Finch Technologies showcased its solution, 6DoF, wireless controllers that don’t require additional cameras or wall mounted sensors.

This kind of feels like a fairy tale in its promise yet VRFocus found that the FinchShift controllers did exactly as described, supplying room-scale, 360-degree tracking with all the other fluff. This is achieved thanks to the latest IMU sensor technology by Bosch Sensortec. What this physically meant was a maximum of four parts to the entire system, depending on how much control you want. For example, the hand-controllers by themselves are in fact 3DoF, much like Oculus Go’s controller. The magic happens when users add the armband which also has the sensor tech inside. This instantly turns the 3DoF controller in 6DoF, on one arm, thusly for full immersive control, add another controller and armband – they’re actually called FinchTrackers – and you have full wireless freedom.

FinchShift

The demo Finch Technologies chose to use was very much like Fruit Ninja VR and incorporated the HTC Vive Focus, with a sword in one hand and a shield in the other, with the task being to slice up as many enemies as possible in the given time. Using all four units the system was calibrated by stretching your arms out straight and bring both controllers together.

The actual controllers themselves are very lightweight and comfortable to hold, with a really nice grip button nestled into the overall housing. The demo area was very small so swinging movements couldn’t be too outlandish. The videogame required a lot of very quick movements and while slower movements were accurately portrayed, there was some noticeable latency when wildly waving the sword around trying to hit a flurry of incoming opponents.

You may have also have noticed the white markers on each device. FinchShift actually has two calibration systems built in, the standard consumer version which VRFocus tried and found to be suitably accurate and then the enterprise-focused calibration which uses the markers. These are actually lights and can be used in conjunction with camera systems to fine tune the tracking calibration even further should a business need the increased accuracy for a particular use case.

FinchShift

From what VRFocus saw of FinchShift and the FinchTrackers, it looks to be one of the best systems yet to provide out-of-the-box room-scale control for a wide variety of VR and non-VR systems. It’s not cheap, with a full set costing $249 to pre-order. Yet new tech like this never is. It does on the other hand showcase what’s possible and what we all could be using in the next few years.

CES 2019: A Recap of the Latest VR & AR Tech

Last week was CES 2019 – as if you didn’t know already – the biggest technology event in the world, held in Las Vegas every year. It’s a week where companies from around the globe showcase their latest wares, from early prototypes to products that’ll be available over the course of the next year. VRFocus was there to check out the very latest in virtual reality (VR), augmented reality (AR) and mixed reality (MR) gadgets and gizmo’s, so here’s a little round up of what was on display.

For those who say VR is a dead gimmick then they’ve obviously not been to CES and its dedicated VR & Gaming area in the South Hall. The place was packed with interesting innovations, from new headsets, to tracking solutions and much much more. There was also the Sands Convention, playing host to even more booths, with the Eureka Park area, in particular, a bewildering array of small booths showcasing a myriad of different ideas, like being in the beating heart of the tech industry.

It was in these hallowed halls that VRFocus came across companies like Ximmerse and its AR headset, or better known Pimax with its 5K Plus and 8K head-mounted displays (HMDs). FinchShift was proudly demoing its new wireless 6DoF controllers, and Qualcomm had its prototype headset on display. AntiLatency is a company working on positional tracking that can be attached to a range of devices, while 3dRudder was at the show to demo its new foot controller for PlayStation VR.

On the AstroReality booth the company displayed its new AR education tech for learning about the solar system, then we had a play with Orqa’s upcoming FPV.One headset designed for drones. Away from the show VRFocus went hands-on with The VOID and Ralph Breaks VR and saw the Hurricane 360 VR ride. Pico was on hand with is new enterprise-focused G2 4K standalone headset, and Blueprint Reality displayed its latest MR video making software MixCast Moments.

Ralph Breaks VR
Image Credit: ILMxLAB

There’s even more than that so check out the video below for VRFocus’ recap. We will be bringing more in-depth write-ups of the tech on display, so check back every day for more exciting VR and AR news.

6DOF Controller FinchShift to Support Multiple Standalone Headsets via Vive Wave

Mobile VR motion controller manufacturer Finch Technologies today announced it’s working with Qualcomm and HTC to deliver its six degrees of freedom (6DOF) FinchShift controllers to a multitude of devices supporting Vive Wave.

Back in November 2018, HTC revealed that 15 hardware manufacturers had already adopted Vive Wave, the company’s open platform offering interoperability between several classes of mobile VR headsets and accessories—including HTC’s standalone VR headset Vive Focus.

An upcoming Vive Wave SDK release is said to include support for FinchShift, which will bring support for the controllers to a “wide range of devices and headsets and work with both iOS and Android operating systems,” Finch says in a press statement.

Image courtesy Finch Technologies

Qualcomm is also confirming FinchShift compatibility with its Snapdragon 845 VRDK, a standalone VR headset reference design that gained Vive Wave support shortly after it was revealed early last year. As Qualcomm’s latest VRDK, the headset essentially gives prospective manufactures a basis for creating their own headsets, and of course turn-key access to HTC’s mobile version of its Viveport app store.

FinchShift is a mobile 6DOF controller that lets users engage in room-scale experiences without the need of basestations or external sensors of any kind. A pair of FinchTracker armbands come along with the kit, providing additional points of tracking data.

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Unlike other motion controllers, which can rely on IR cameras or even ultrasonics to provide positional tracking, positional data is inferred from the system’s inertial measurement unit (IMU) sensors—something akin to what you might find in a 3DOF controller that ships with Oculus Go or Mirage Solo. Although Finch’s own sensor fusion algorithms and inverse kinematics are said to create a 6DOF experience that can track both parts of your body and hands naturally.

Image courtesy Finch Technologies

The controller and armband are said to offer up to 18 hours of active use and weigh less than 3.6 ounces for the controller, and less than 1.9 ounces for the armband.

The company is releasing their FinchShift controllers (available in touchpad or thumbstick varieties) and FinchTracker armbands via a developer kit directly through the company’s website; shipping is expected to begin this month. The entire kit and SDK costs $250, although the company is providing discounts on bulk purchases.

We haven’t had a chance to try out FinchShift yet, although the company will be at CES 2019, taking place January 8-12 in Las Vegas. We’ll have feet on the ground at CES this year, so check back soon for more coverage on all things AR/VR debuting at one of the world’s largest consumer electronics show.

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