2018 In Review: The Year Standalones Took VR And AR Everywhere

2018 In Review: The Year Standalones Took VR And AR Everywhere

A number of VR developers are quietly working on projects for this year and beyond, while 2018 saw 17,000 standalone $200 Oculus Go VR headsets purchased by Walmart and deployed at stores everywhere to train employees.

Also in 2018, the United States Army awarded Microsoft a contract worth nearly half a billion dollars to augment U.S. service members with enhancements in “lethality, mobility, and situational awareness” derived from the $3,000 HoloLens AR standalone headset.

Microsoft’s HoloLens as seen on the International Space Station.

Magic Leap One

Magic Leap reportedly lost out on the contract won by Microsoft.

The company launched its $2,300 Magic Leap One AR headset development kit in August after revealing earlier in the year it passed $2 billion in total investment, with a huge amount from Saudi Arabia. Magic Leap’s CEO Rony Abovitz suggested in our first face-to-face interview (you can read the entire transcript) that “big” players like Microsoft and Apple are going to spend ten times that amount investing in this technology. We don’t follow the logic, but he claimed those larger efforts will be “much more inefficient” compared to Magic Leap.

Magic Leap One first shipped to developers in August 2018.

China

U.S.-based companies like Facebook and Valve are partnering with China-based counterparts to either tap the vast market in that country or manufacture hardware. For example, Facebook shipped Oculus Go in the United States and elsewhere around the world as the identical Mi VR standalone from manufacturing partner Xiaomi shipped in China without the Oculus Store. Valve, meanwhile, partnered with a Chinese company to launch a version of its Steam PC games store tailored specifically for the Chinese market.

HTC’s Alvin Wang Graylin on the runway with a VR headset.

HTC Vive Focus

HTC launched its Vive Focus VR standalone first in China in 2018. The company also launched the Vive Pro and the Vive Wireless Adapter and these two very expensive pieces of PC VR hardware provided some of best VR experiences available in 2018, but only when they work right.

Valve

Valve shipped multiple iterations of its next-generation “Knuckles” hand controllers in 2018.

Valve’s Knuckles controllers developer kit.

Late in year, photos of a VR headset leaked featuring “Valve” on its exposed circuit board. If this finished head-mounted display is paired with the “Knuckles” controllers, and one or more Valve games, it could be exactly what the PC VR market needs for renewed growth.

Valve’s leaked head-mounted display.

The leak came as both HTC and Google started showing the Vive Focus and Mirage Solo standalone VR headsets featuring a pair of “6DoF” point-and-reach hand controllers. While we haven’t gone hands-on with these kits yet, we did try the upcoming $400 Oculus Quest extensively and came away pretty impressed by its tracking performance in highly controlled demos at Facebook’s Oculus Connect VR developers conference.

Transitional Year For Mixed Reality Technology

Overall in 2018, VR developed on private and public tracks.

While some companies shipped standalone headsets publicly, they did so with limited 3DoF pointer-only hand controllers which handcuffed many developers and buyers. Privately, some of these same companies secured new partnerships and worked on more compelling 6DoF developer kits that could spur software design for bigger launches ahead in 2019 and 2020.

Experimental 6DoF controller tracking faceplate for the Lenovo Mirage Solo.

This meant that in 2018 many innovative VR developers were gagged by non-disclosure agreements, acquisitions (like Microsoft or EA) and marketing timelines from funding partners like Facebook or Sony. Some developers closed up shop for lack of funding, too, but many of VR’s most innovative developers were relatively quiet throughout the year as they put their heads down, cut down costs as much as possible and built for the next generation of VR hardware which have fewer of the compromises that were necessary to ship headsets before 2019.

Controller tracking developer kit for Vive Focus.

With augmented reality, Google and Apple improved upon ARCore and ARKit technologies so phones understand the world better. For AR headsets, though, Magic Leap won’t ship two controller support for its AR headset until sometime this year while another long-time AR company called ODG is lining up an asset sale for patents.

VR Attractions Figured Out How To Grab Visitors

Companies like Dreamscape Immersive, Spaces and The VOID rolled out VR-based attractions in 2018 that set themselves apart from doomed efforts like IMAX and the StarVR headset it carried.

Terminator, Star Wars and our visits to both an alien zoo and a haunted world’s fair showed us just how far location-based VR attractions need to go to justify a $20 or $30 ticket. We also tried an experience based around the Alien franchise and an installation from Neurogaming that seemed to be military-grade in its overall execution. We’re still not convinced these types of locations will see enough foot traffic in the United States to cover the cost of their high-rent locations and costly operations, but that is why we were so impressed by the Dave & Busters roll out in 2018 of multiple VR attractions at more than 100 locations. For only $5 per person, up to four visitors to the restaurant chain can take a trip to Jurassic World together in a motion simulator wearing HTC Vive VR headsets.

We expect this drive to see what VR can do outside the home to continue in 2019, with a search for experiences that can draw people to pay for entertainment — or perhaps even training. In 2018 we drove both a Mario Kart in virtual reality and a real-life kart in mixed reality, but we haven’t yet taken control of a real-life airplane while wearing a VR headset.

Warning: Reality Filters Ahead

It is somewhat bad timing that Steven Spielberg’s big screen adaptation of Ernest Cline’s 2011 novel about a VR “OASIS” arrived during a relative lull in adoption of VR by home buyers.

The underlying message of that movie was one of warning — not just of addiction — but the way our drive to escape to virtual worlds could erode our desire to improve the real one. The movie depicted a world in which the global population was hooked on VR to such an extent corporations could use drones and AR to operate with impunity in the real world.

While that may seem far-fetched, it also speaks to concern around the role technology plays in our lives. Huge investigations in 2018 by the New York Times and other news organizations drew ire from Facebook’s executives for the overall depiction of the company’s business model and practices, while Facebook CEO Mark Zuckerberg appeared before Congress to answer questions from lawmakers about its role and influence.

When it comes to VR, leaders at Facebook spoke to me in stark terms about how important it is they handle personal data “right.”

“It’s an existential crisis for us,” said Max Cohen, head of product for the Oculus Platform, during a phone interview.

To bridge the gap between the future we could have from the one we will have, here’s what Jaron Lanier, one of VR’s true pioneers, said in 2018 about the risks related to how we use this technology:

Back in the ’80s when I had the first VR startup I was profoundly concerned with this question of this knife edge between technology going good or going bad. Like, to what degree is it about dreams and connection and to what degree is it about manipulation and trickery given that the technology is good for both those things. What makes it go one way or the other? Back then I had a belief about it, which is that if you just said the right things, if you got people excited about it on the right terms, then you could set it on a course where the good stuff would happen instead of the bad stuff. But…I came to decide that wasn’t true. I decided that ultimately the most powerful force is economics and what incentives people have in the system immediately that influence their actions. I don’t think creating a system with good incentives is all you need to do to have a pleasant world. There’s a lot of other factors on different levels. But having a bad economic system can definitely ruin a world.

To dive deeper into this subject we’d recommend picking up Experience on Demand by Stanford VR researcher Jeremy Bailenson, which debuted in 2018 and offers a good overview of the research surrounding VR, or read the report put together for Common Sense Media discussing guidelines for VR use by kids, or even check out my breakdown of the risks and benefits of eye-tracking.

Also ponder the following questions when considering the future of mixed reality: Is it possible to maintain a shared view of the real world that spans different government censorship regimes and propaganda campaigns when AR and VR filters are built and managed by faceless corporations? If that’s not possible, what does that mean for the world in which our kids grow up?

VR Developers Quietly Build For 2019 and Beyond

Though some VR developers in 2018 spent their time working on projects which were pushed quietly into 2019, like Owlchemy’s Vacation Simulator, others continued to iterate on their early access titles. H3VR, for instance, crossed 100,000 units sold over the course of two years because its creators are in a tight communication loop with fans and they deliver constant content updates.

Beat Saber, in comparison, sold more than 100,000 copies in just one month when its debuted in 2018, anchored by its incredible combination of original music and satisfying cuts. After its PC debut, the game went on to join Astro Bot, Tetris Effect, Wipeout Omega Collection, The Persistence, Moss, Firewall: Zero Hour, Deracine and more in delivering an incredible year of content on PlayStation VR headsets.

Rec Room kept its community together across all platforms in 2018 and, as a result, we saw all sorts of interesting creations, including an acting troupe which delivered an entire production of The Prince Bride performed entirely on a virtual stage.

Kite and Lightning’s co-founder Cory Strassburger took performance capture a step further with an Xsens motion capture suit and the iPhone’s face-sensing camera mounted on a helmet. He worked out a full-body motion capture system for a fraction of the cost of traditional pipelines.

The developers behind Quill, Tvori, Tilt Brush, Medium, SculptrVR, Blocks, Electronauts, EXA and other VR creation software delivered updates to make the tools more useful and powerful. Meanwhile, Colin Northway and Robin Stethem spent the year building an art museum and donation system to bring more attention to the artists building with these animation tools.

What Will Drive VR And AR Adoption In 2019 And Beyond?

Concept HMD shown by Michael Abrash at OC5.

We also saw some groundwork set down for the next generation of PC-based VR headsets in 2018. For example, the VirtualLink USB-C standard for VR headset cords was supported on some new graphics cards while Valve spent time developing tools so that games made for Windows can run without it on Linux. Meanwhile, the OpenXR standard achieved a milestone showing the same Unreal Engine content running on VR headsets with widely varying specifications.

Facebook was one of the more visible companies working in VR in 2018 as it underwent an internal transition that saw its former CEO depart the company, its research division rebranded to Facebook Reality Lab and a rewording of the mission of Facebook’s Oculus group to “defy distance.” Even with that visibility, Facebook seems to be filtering carefully what is made public — only talking about its Half Dome varifocal prototype in presentations and open-sourcing related research for “noncommercial purposes only.”

We also saw demonstrations of light field displays in 2018 while LG and Google showed an 18.1 megapixel panel. A true light field display could one day deliver a multi-user glasses-free experience like the Holodeck while the ultra high resolution display from LG/Google could be key to fully eliminating the sense that VR headsets only deliver a low-resolution version of reality. Both solutions are years from being feasible in a form factor you might encounter in the real world, but nonetheless showed promise.

The two key drivers of PC VR’s first generation, Facebook and Valve, are under increased pressure to deliver a substantial source of revenue from VR hardware and software. We know the Oculus Quest standalone is coming early in the year, and that Valve is building its own HMD, but beyond that we don’t have solid expectations for VR and AR in 2019. We believe that is partially because companies like Microsoft, Valve, Sony and Facebook are playing their cards close, bringing trusted developers into the fold and keeping them quiet until the time is right.

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Developers Now Receiving Google’s Experimental 6DOF Controller Kits

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

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

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

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

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

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

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

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

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

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Google’s Daydream 6DOF Controllers Now Shipping To Developers

Google’s Daydream 6DOF Controllers Now Shipping To Developers

The first unboxing video for Google’s 6DOF controllers hit the Web as the first wave of developer kits appear to be shipping out.

VR and AR developer Alex Coulombe posted the following video showing the complete contents of the developer kit, including AAA batteries and a charger for them as well as the controllers, the “tracking faceplate” and a cord to connect it to the Lenovo Mirage Solo standalone VR headset. The USB-C connector on the controllers is for “flashing” them, not for charging, according to a paper in the unboxing video.

We’ll update this post as hands-on impressions start to show up.

If Google is developing a standalone VR headset with the same controller tracking technology built into the headband, it is possible the company could provide robust inside-out tracking in a next generation system. Google’s investments in VR so far suggest its efforts have been focused on the unique capabilities of 6DOF hand controllers, and I think this kit could be a hint that the company is doubling down on standalone VR in 2019.

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Google’s 6DOF Controllers Shown With Trigger And Grip Buttons

Google’s 6DOF Controllers Shown With Trigger And Grip Buttons

New photos of Google’s developer kit for 6DOF controllers show the complete button design, including trigger and a “grip” button right next to it.

The controllers are part of a developer kit add-on for the Mirage Solo standalone VR headset. Google is currently accepting applications for the kit which comes with a faceplate for the headset that plugs into the side. The design uses inexpensive components to provide full freedom of movement for both hands.


Mirage Solo, which runs apps from the Google Play store, started shipping earlier this year with only a single pointer-only controller. This Solo controller is based on the capabilities and layout from earlier phone-based Daydream headsets. This controller, however, is extremely limited because of its 3DOF tracking.

The new developer kit for Mirage Solo relies on Google’s approach to optical tracking while the newly revealed buttons should bring the system closer to parity with similar controllers powered by technology from Microsoft, Facebook and Valve.

We hope the kits are a sign Google is committed to developing a low-cost standalone VR headset that can compete in the same class as Oculus Quest. It is odd the controllers have both a USB-C port and a battery cover and we’re curious how easy it is to press the “grip” button by mistake. This is an “experimental” developer kit, of course, so we assume they could improve before becoming a final consumer product. Google hasn’t committed to shipping a consumer headset based on its 6DOF designs, but the company’s teams are behind some of the most popular VR software requiring natural hand interactions — Tilt Brush, Job Simulator and Blocks among them. We wonder, of course, is this kit is just a hint of the company’s continued commitment to enabling high-quality VR experiences for lower cost and easier to set up hardware.

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Enjoy the Paintings of Vermeer Through Google’s AR Pocket Gallery

In virtual reality (VR) there are plenty of ways to enjoy art, with apps and experiences like the Smithsonian American Art Museum’s (SAAM) No Spectators: The Art of Burning Man on VR social platform Sansar, or how about Dreams of Dali for HTC Vive and Oculus Rift. Augmented reality (AR) on the other hand has been slow to catch up. Google is changing that this week with a new AR feature for its Arts & Culture app.

To mark the launch of its AR feature Pocket Gallery on the app Google and the Mauritshuis museum have curated all 36 of Dutch painter Johannes Vermeer’s works in one place for the first time. Vermeer’s masterpieces are scattered across 17 collections in seven countries with some now too fragile to travel, so there’s never going to be a possibility of seeing them together physically.

Pocket Gallery creates an AR exhibition that viewers can dive into to view paintings like the famous “Girl with a Pearl Earring” and the missing masterpiece “The Concert” which was stolen from the Isabella Stewart Gardner Museum in Boston 28 years ago. Shown lifesized, viewers can enjoy guided insights into the artworks and learn about his art through several expert stories.

Meet Vermeer - ARapp

The Google Arts & Culture app is available for iOS and Android, although you’ll need a compatible smartphone which supports either ARKit or ARCore to make use of the AR Pocket Gallery feature.

In a Google blog posting the company also notes that: “You can experience Vermeer’s work in a variety of formats—whether it’s an interactive coloring book on Instagram or an original series with YouTube Creators. To see Vermeer’s paintings hanging where they currently are, you can also check out Street View photography in galleries worldwide to navigate the halls of the Frick Collection (New York) and Rijksmuseum (Amsterdam).”

For further artistic uses of AR, keep reading VRFocus.

Google Is Exploring VR Shoes With Tiny Motorized Wheels

Google Is Exploring VR Shoes With Tiny Motorized Wheels

Alphabet’s Google has filed a patent application for a new approach to VR walking shoes. The shoes described use tiny motorized wheels on the bottom to subtly redirect the user back to the center of their room when they walk towards the edges. If done correctly, the user would feel as if they have an infinite VR playspace.

The approach is an extension of earlier ideas of “infinite redirected walking”, which used purely visual distortions in scale of the virtual environment to try and achieve the same effect through tricking the user’s eyes. The issue with those approaches however is that they still required a very large playspace of around 20×20 feet to be effective, and may only be effective in indoor virtual environments. By adding actual movement to the user’s shoes, the redirection can be both optical and physical. As you’re walking towards the edge of the room, the motors in the shoes will activate in the opposite direction when your feet touch the ground.

Until recently, the main approach to physically walking through large virtual environments has been omnidirectional treadmills (ODTs) such as Kat Walk Mini or Omni. ODTs are pretty great at providing a true feeling of walking, but their sheer size means they are expensive both to build and to ship. Many people wouldn’t be able to fit them through their doors, requiring “assemble on delivery” designs that are even more complex and costly.

A much more simple approach to VR shoes is that of the recently successful Cybershoes Kickstarter. Cybershoes approach is to have the player seated on a bar stool like chair and slide along a slippery surface with slippery shoes. Very simple rollers transmit movement data back to the PC, but they are not motorized in any way. The main advantage of Cybershoes is its significantly lower cost compared to alternatives.

The disadvantage of the Cybershoes, and the main problem Google’s approach seems to be tackling is that it only works seated. In Cybershoes you can’t go prone, you can’t crouch, you can’t sneak, and being seated detracts from the immersion if your character is supposed to be standing. A standing solution without having to install or strap into a full omnidirectional treadmill could potentially bring standing walking VR to regular consumers one day.

Questions remain about how much these kinds of shoes would cost, whether the motors could be reliable enough for a consumer product, and just how seamless it would actually feel to use. But if the approach described in Google’s patent application truly works, it could be a revolution for VR locomotion. We’ll keep you updated on any further patents or news from Google about innovative VR locomotion solutions.

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