Ready Player Cix: How One Rogue is Revolutionizing Mixed Reality

Ready Player Cix: How One Rogue is Revolutionizing Mixed Reality

Several years ago, in a warm Los Angeles court room a young man stood with his hand on a bible. His right hand was raised and his mouth was repeating a solemn oath. Once he was finished speaking, his name would be officially changed. He walked into the court [real name redacted] but would leave freer, fresher and more focused with his brand new identity: Cix Liv.

A few months before that fateful day in court, Liv had his identity stolen. Financial institutions told him in no uncertain terms that he had one of two choices: freeze all of his accounts while they sort out the problems, or get a new identity. This second option was likely more of a joke than anything else, but Liv took it to heart. He decided to use this theft as a chance to reinvent himself, a chance to forge that identity he wanted not the one anyone else had chosen for him. Liv knew exactly where to find this new identity. He had been keeping it for years now in a world separate from our own — World of Warcraft.

Cix the Rogue on the World of Warcraft start screen

Cix was originally the name of a character from the immensely popular MMORPG World of Warcraft. Here was an identity that Liv had been pouring hours of time, intent and skill into for years. Cix was not a random name bestowed by well meaning parents. Nor did it carry a lifetime’s worth of memories and experiences, not all of them wonderful. Cix represented everything Liv wanted from his new persona: freedom, individuality and, most importantly, a personality that would guide his life in the real world going forward.

Human Cix

As we chat at the Upload offices in San Francisco, Liv explains to me how the rebranding of his life connects to his current work in virtual reality.

Originally from Minnesota, Liv reflects that “I always told my friends one day I would just get in my car, drive to San Francisco and start a company. Three years ago I pulled that trigger.”

Even before he changed his name “LIV was always a brand I was building since my early teens.” Today, the young company currently consists of Liv and his fellow co-founders: Pierre Faure (CTO) and AJ Shewki (CMO). Their team may be small but their goals are anything but. In this gold rush era of relatively cheap and easier to produce VR content, LIV has decided it is going to delve into the vastly more complex and expensive world of VR hardware. Their goal is to create “a full stack, deployable content creation platform consisting of custom hardware and software with one goal: to make Mixed Reality accessible to the masses.”

Mixed Reality is a term still in the process of being fully defined and contextualized. As the immersive industry grows and changes, the definition of MR will likely do the same. Today, MR is most often associated with the complicated process by which real life people can be overlayed into the digital world in order to create powerful visual representation of how a VR experience works.

For example, take a look at this video for Fruit Ninja VR:

It’s not bad by any means and it does what most VR videos do nowadays: shows you a first person perspective and highlights hand interactions as best it can.

Now take a look at this gif of the same game created using Liv’s unique MR platform.

By showing you a real human in action, digital situations can be understood and explained much more easily to those outside. MR is a powerful tool for the demonstration of VR, the problem is it’s very technical, very expensive and very specialized. Only a few studios in the world can pull something like what you saw above. LIV wants to change that. The team has created a simple, repeatable, portable MR studio that can be set up and deployed by just about anyone. It is named Cube.

The LIV Cube MR green screen fully deployed

LIV Cube is a “modular, seamless green screen designed from the ground up to capture studio quality Mixed Reality and experience room-scale Virtual Reality.” It measures 8x8x8 feet with a custom aluminum frame and weighs just 27 pounds. The entire thing can be set up in under an hour.

It takes more than a green screen to make MR run, however, and so joining LIV Cube on the front lines of mass-market MR is LIV Box and LIV Client. LIV Box is a custom-built computer designed by Liv himself. It is described by the company as a “future proofed, custom, hand assembled PC hardware pre-calibrated and configured to run the latest in VR experiences.”

The final piece of the puzzle is LIV Client. This is “software built to remove the incredibly complicated task of calibrating virtual cameras and capturing software to successfully run, record and live stream Mixed Reality.”

It’s not terribly difficult to set up a green screen or find a powerful computer if you know what you’r doing and are willing to commit time, money and patience to the task. What is complicated, often prohibitively so, is making sure MR works flawlessly every time. There is an insane amount of minute calibrations necessary to pull of a proper MR experience and for those without months of experience it’s simply too difficult to even attempt.

LIV Client, therefore, is the most valuable component of the entire LIV platform. With just a few clicks you can record reliable MR video or stream it to a live audience.

All together, the LIV system has the potential to revolutionize the way studios and corporations explain and demo their software to the world. Pre-orders for the LIV MR platform are beginning on March 30 and with a goal to begin the shipments in July.

Cix Liv changed his name in an attempt to seize control of his own identity in a world that wanted to define who he was. Now, he sees VR as a place where the rest of the world can do the same.

As he puts it, “in the digital world you choose your own identity and people don’t realize how powerful that is.”

Hopefully, with tech like this, they will soon.

Disclaimer: Cix Liv rents a floating desk at the Upload SF co-working space. His standing as a paying member had no influence on this article’s inception or its content. 

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How Valve is Taking a Nintendo-like Approach to Virtual Reality

How Valve is Taking a Nintendo-like Approach to Virtual Reality

Valve is building hardware for virtual reality, and it’s taking cues from one of the console industry’s brightest minds.

VR is still in its early stages in terms of revenues relative to the industry as a whole, but Valve is pushing virtual reality forward by following the method that legendary Nintendo designer Shigeru Miyamoto used in the development of devices like the DS handheld or the Wii motion-controlled console. Miyamoto, creator of the Mario and Zelda franchises, has repeatedly worked on hardware and software in conjunction with one another to ensure that the company’s games and systems take full advantage of their capabilities.

Valve’s prototype grip controllers. Photo by GamesBeat/Jeffrey Grubb

Valve wants to emulate that process with SteamVR.

“One of the questions you might ask us is, ‘Why in the world are you making hardware,’” Valve founder Gabe Newell said during a roundtable interview with several media outlets including GamesBeat last week. “We’re building three VR games. What we can do now is we can be designing hardware at the same time that we’re designing software. This is something that Miyamoto has always had. He’s had the ability to think about what the input devices and design of systems should be like while he’s also designing games. And our sense is that this is going to enable us to build much better entertainment experiences for people.”

Newell said that Valve isn’t suddenly looking to make a significant profit from hardware devices because the margins are typically not great on those kinds of products. Instead, he explained that in order to move VR forward, Valve needs to think about software and hardware developing in unison.

“It feels like we’ve been stuck with mouse-and-keyboard for a really long time,” said Newell. “The opportunity to build much more interesting kinds of experiences for gamers is there, we just had to expand what we could do. But it’s not about building hardware, it’s about making bigger leaps forward by working on these things together.”

All the senior members of Valve’s VR team acknowledged that its efforts could flop because they don’t know what’s going to work. But the company thinks that any potential failure could provide useful data for anyone else working in the space, and since SteamVR is open, someone else could swoop in with a successful idea that Valve couldn’t think of.

“The presumption is that when you’re trying to build something new, you’re going to have a lot of failures,” said Newell. So you want to be in a position so you know if something could work. If you’re not failing, then you’re probably not exploring the potential space.”

But Valve is determined to do that exploring, and Newell specifically points to Nintendo as an example of how to do this kind of experimentation.

“Because you can always be surprised,” said Newell. “Personally, I thought the DS was kinda stupid. I thought Sony was going to crush Nintendo in that generation of handheld devices. I was totally wrong. I hadn’t worked on it. I hadn’t tried to design any games for it. And clearly the DS ended up the winner.

“On the flipside, the first time I played Wii Sports, I was like, ‘Oh, my god — there’s so much potential here.’ But it turned out that Wii Sports pretty much nailed it, and that was it. And there was less innovation that I expected.”

So Newell is wary of his initial instincts.

“You can still find out that there was more or less [to an idea] than you thought,” said Newell. “And you find out by making a bunch of experiments and getting a bunch of other people to try things. And the assumption is that as we continue this ongoing evolution of game design, tools, and hardware, we’re going to find stuff that really creates game experiences that take advantage of the unique characteristics of VR.”

And so Valve will keep iterating on its hardware and software, and everyone will get to see if the company ends up with a success like the Nintendo DS or a flop like the Wii U. Either way, Newell and his team are prepared.

This post by Jeff Grubb originally appeared on VentureBeat. 

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The Void Upgrades Display, Aims For 20 Installations This Year

The Void Upgrades Display, Aims For 20 Installations This Year

If you wanted to see one of the most complete VR experiences available last year you would have paid for a ticket to Madame Tussauds in New York for around $50 and included the extra Ghostbusters: Dimension VR experience. You would enjoy catching ghosts with three other players moving freely around the virtual world alongside you.

What makes the experience so immersive is that it is a completely untethered multiplayer walk-around experience complemented by real-world effects, like heat or wind. So you aren’t tethered to a computer, you aren’t alone and when you walk up to a flame you can actually feel it. The experience is a product of The Void, a Utah-based startup.

If you try out the same experience in the next few months you’re going to see a much improved experience, according to co-founder James Jensen. That is because the Ghostbusters experience last year was, according to hands-on reports, initially put together using a modified Rift development kit 2 (DK2) combined with expensive Optitrack tracking. This allowed the system to be deployed in a large area. While the approach allowed The Void to deploy the Ghostbusters: Dimension experience relatively early, it came online as Oculus and HTC started shipping improved consumer hardware. As consumers started receiving headsets that displayed 90 frames per second using the highest resolution displays possible, The Void was using a headset with an older display that only showed 75 frames per second.

This meant that despite wearing a backpack that feels just like a Ghostbusters proton pack, and catching ghosts with three other players in a virtual world enhanced by impressive environmental effects, you could still get an experience at home that was superior in some respects. But 2017 is shaping up to be a big year for The Void as the startup looks to provide the ultimate “hyper-reality” experience. The startup’s newest “Rapture” unit features more pixels in front of your eyes and more frames each second smoothing out the experience. They have more than 100 people working at The Void now, though Jensen declined to discuss financial backing.

“We spent a good part of 2016 getting all of our equipment on manufacturing lines so that we could just pump this stuff out and install in locations worldwide,” said Jensen. “Each of our ‘stages’ can have an experience on it, so locations could have two or three stages at them. We’re hoping to install 20 stages this year.”

Jensen said they wanted to get their first location up and running quickly, which is why they launched using the hardware they did. They also needed to build a VR helmet for safety reasons that would let them get people in and out of a headset very quickly, according to Jensen. 

“Our HMD is actually a helmet because you’re walking around untethered in a space with multiple people…if you take a hit on the front of it then it acts like a bicycle helmet. It bounces off your forehead, there’s padding in here,” said Jensen. “If you look at those [business] models where people are just taking an at-home system and deploying it in a mall, if you really break it down on the mechanics of how long people are in the experience, how long it takes them to get out of the experience… then those businesses kind of fall apart. It’s all in the details of getting that equipment on, getting it off and providing an amazing experience for the end user.”

The unit notably also includes a detachable facial interface so you aren’t sniffing a previous wearer’s sweat when you put it on. Jensen also said their backpack computer should be around 1.5 pounds lighter and the headset should be half a pound lighter. Lights are embedded along the surface of the gun accessory and headset so they can be spotted by the Optitrack cameras for tracking. The Void showed the newest gear for the first time at an event in Los Angeles earlier this week where we tried on the vest and took the photos embedded throughout this article. The photo at right shows the facial interface being inserted, and you can see stickers over the lenses which look exactly like those included with the consumer Rift. I asked The Void if it is a consumer Rift buried under their modifications but they declined to comment.

With this upgraded hardware rolling out and more locations planned, it is looking more and more like The Void will be bringing the ultimate VR experience to a number of cities around the world this year. We can’t wait to check out what they have in store.

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The EXOS Glove Extends Touch With A Big Caveat

The EXOS Glove Extends Touch With A Big Caveat

Engineers are hard at work trying to find ways to make virtual experiences even more intimate for the participants, including Wolverine-like clawsexoskeleton gloves that tug on each finger and VR boots. Haptic devices want to let us feel our way through virtual spaces, giving realistic feedback as we touch different objects as well as grab, push, and pull with accurate gestures.

EXOS is a haptic controller that adopts an exoskeleton style that is meant to allow you to interact realistically in VR.

In development by Japanese startup Exiii, which has a goal of “expanding human possibilities through products”, the EXOS project is a glove powered by a combination of motors that work to recreate physical touch. For example, the motor can create resistance between the thumb and fingers when squeezing a virtual spherical object to give the illusion of touch.

Not all haptic devices find a balance between functionality and form-factor, but it looks like EXOS is aiming for a sweet spot. The glove itself doesn’t look too cumbersome, relatively speaking, but it does limit immersion to a point. While the thumb moves freely in the glove, the fingers are all attached to one joint which can limit just how intricate the feedback can get.

When it comes to haptics, the industry is still in very much a conceptual phase outside of using simple vibrations to simulate touch. Even if this device ends up getting trumped by others for VR games and experiences, Exiii claims its technology can be used to manipulate robotics or fo helping rehab patients.

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This VR Headset Charging Dock Helps You Organize Cluttered Desk Space

This VR Headset Charging Dock Helps You Organize Cluttered Desk Space

My home office isn’t the most organized place on the planet. To my left is my Blue desk microphone, which lets me record sultry smooth audio for stuff like this Resident Evil 7: Biohazard video review. To my right is a printer, but I have to unplug and move it off my desk if I want to set up extra Oculus sensors to use Touch. I’ve got my base stations set up in opposite corners of the room for the Vive. On the ground to my right, in a muddled heap, are the Vive headset, my audio headphones, the Rift headset, two Touch controllers, two Vive wands, and a bunch of cords.

Meanwhile, the living room is very nicely maintained. I’ve got the PSVR on a great Power A display dock with two Move controllers and a DualShock 4 (all charging) right next to the couch, the breakout box cord is stuffed into the entertainment center (where the PS4 Pro lives) when not in use. It’s very tidy. My PC area admittedly lacks that sort of organization, which is why this VR hardware display and charging dock from VRGE is particularly appealing.

We’ve seen a few different charging dock prototypes in the past, including from Nyko, but they lacked the polish, versatility, and sheer functionality of this offering from VRGE. You can tell from the video above and their Kickstarter page that they’ve mostly thought of everything.

You can order variations that are designed for either the Rift, Vive, or PSVR, and each edition has a spot to place the headset and its accompanying gamepads or motion controllers. The cord slides through the slit in the front, the headset rests in the middle, and the controllers stand on the sides. USB dongles are fed into the units for easy charging all in one spot.

Best of all is the creators even provide mounting hardware with each charging dock so you can neatly mount it on the wall next to your desk instead of taking up a big chunk of precious space. For a proper office or game studio it wouldn’t be as big of a deal, but at home, every inch of desk space feels like a rare commodity these days for me.

The folks at VRGE sent UploadVR two production prototypes, very similar to the ones shown in the video above, and I can thankfully report that it exceeded my expectations. It’s hard to judge build quality from a video, but the units were extremely sleek and attractive. They feel much weightier than they look, which is great considering they’re designed to support relatively hefty and expensive VR HMDs. The rubber feet on the bottom kept them still on my desk when not in use and the wall mounting process was very simple.

If you only have a single headset it’s a great choice if you’re not interested in a head bust for display. If you have multiple and want to wall mount your setups, then these are by far the best options available. As of the time of this publication, the Kickstarter still has 7 days to go and it’s sitting at just about half of the $30,000 goal with approximately $15,000 raised.

We don’t report on a lot of Kickstarters at UploadVR, but since this one is already such high quality and the production prototype feels close to a consumer product, we can’t help but recommend these charging docks.

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Mark Zuckerberg Teases Glove-Based Advanced Hand Tracking Research From Oculus

Mark Zuckerberg Teases Glove-Based Advanced Hand Tracking Research From Oculus

Mark Zuckerberg just posted to his personal account on Facebook a first-ever peek inside Oculus Research, a lab based in Redmond, Washington dedicated to VR and AR advancements.

The lab is headed up by Michael Abrash, who left Valve Software in 2014 to join Facebook/Oculus and lead this team exploring what’s needed to improve on the state of mixed reality technology.

In fact, the featured photo above shows gloves allowing Zuckerberg to “draw, type on a virtual keyboard, and even shoot webs like Spider Man.” Notably, the researcher’s hardware appears to use fairly expensive Optitrack cameras for the system rather than the buggy Oculus Sensor tracking system the company used for the consumer Rift.

Hand tracking is an incredibly difficult problem to solve in VR given the many quick and precise movements your fingers do that might be hard to spot using a camera, or a pain to calibrate using gloves. Developing software and an inexpensive hardware system that can track these movements accurately on anyone could push VR and AR forward.

Zuckerberg’s caption on this photo reads “When you manufacture really small pieces, you have to keep every surface clean to avoid defects. This clean room filters out particles 1000x smaller than a speck of dust,” giving a hint at the core manufacturing work they are doing to work on new technologies. 

“We’ve built labs that let us quickly make new kinds of lenses and devices to push the boundaries of virtual and augmented reality. The includes a Diamond Turning Lab that cuts metal with a gemstone quality diamond, and this 5-axis CNC milling machine,” his caption on the below photo reads.

Abrash has spoken publicly in the past to outline what the future holds for VR, and his work makes him one of the world’s leading experts on the technical constraints facing VR. Though this look inside his lab at Oculus Research is little more than a tease, it does offer us a new perspective on just how serious Facebook is in its ambitions for better VR and AR.

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You’ll Feel Insects Crawling In Koei Tecmo’s New VR Arcade Pod

You’ll Feel Insects Crawling In Koei Tecmo’s New VR Arcade Pod

Getting a top tier VR headset into your household is currently an expensive feat whether you’re interested in the full experiences the HTC Vive and Oculus Rift provide or even the slightly more accessible PS VR. Considering the price tag, one could be apprehensive or hesitant to try it out which is where experiences like VR arcades such as Zero Latency and CrtlV come into play. Koei Tecmo, the gaming company known for the Dead or Alive and Dynasty Warriors series, has unveiled a new futuristic looking pod that looks to bring a deeply immersive VR experience to arcades.

Called Sense, this installation is a VR pod like the previously revealed pod powered by AMD. As explained on the website, though, the patent-pending structure is going to stimulate multiple senses for a single player at a time with touch, smell, temperature, and even a mist function. It is described as “stylish and highly convenient” as the company will be looking for arcade owners to welcome this as part of their limited floor space. They also explain that multiple types of software can be used with it, no matter the genre, and it will come with three experiences with purchase (there’s an additional charge for more). The three games shown on the website thus far include a horror game, horse racing simulation, and what looks to be a chariot combat game.

Though haptic feedback is something many companies are looking to solidify in the VR industry, this pod has some interesting feedback features that the individual game descriptions reveal. The horse racing game is enhanced with wind and rain, the chariot game reproduces fire across the battlefield, and the horror game simulates falling insects and small animals scurrying across the floor through a touch function.

The pod is still in development but it will be interesting to see how accurate (or potentially messy) this experience will be once it starts to hit arcades.

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Developers Showcase Incredible Full Body Tracking With Vive

Developers Showcase Incredible Full Body Tracking With Vive

We have yet to see a solution for full body tracking that is affordable, easy to use, and can work in a wide range of VR experiences. That’s not keeping developers from forging ahead anyway though.

The prize for developers creating virtual worlds and implementing full body tracking is a more immersive experience overall. You’d have an experience in which your shadow on the ground, reflection in the mirror and arms and legs when you look down all accurately represent the movements of their real-world counterparts. Other companies specializing in motion capture, like IKinema, might also be able to put together products and services that are more accessible to a larger group of creators.

One method of tracking full body movement is by wearing a suit that takes a lot of time to put on and calibrate. A pair of videos released in the last few days, however, show how Valve Software’s promising tracking technology is usable for the same purpose.

We covered the first test by Steve Bowler at CloudGate Studio, developer of Island 359 [Early Access Review: 8/10], and now Bowler released a second experiment showing just how good the movement capture works with the HTC Vive when you have six points of data to collect. The first test didn’t track the hips, but now Bowler is putting a Vive controller in a tool belt at his waist in addition to the ones on his feet and his hands. When combined with the head’s position via the headset itself, these six points provide an incredibly realistic real-time body capture system.

Here’s Bowler:

We’re pushing to get an incredibly robust fullbody awareness commercial system out to our Island 359 players. It should scale with how many tracked points we see when they boot up the game, so that if players only have the HMD and Controllers, they should still be able to look down and see a torso, arms, and hands. If they own two trackers, they’ll have legs, and if they own three trackers, they’ll see even more robust body tracking. This way people don’t have to invest in trackers at any set level if they don’t want to, but places with a bit more capital like VR Arcades could offer the fully tracked experience easily, without a ton of complication. We’re also in the process of devising a “templating” system to make sure that the user doesn’t have to do any technical work to make the full body magic happen. Once we have the trackers, they should just be able to attach them to their shoes/belt, do a quick template check, and be playing with full body awareness.

Bowler is far from the only one attempting this. IKinema is also developing a solution for “low-cost, full body mocap from HTC Vive hardware.” The latest video from IKinema, embedded at the top of this post, uses six tracking points as well.

There is still a lot of work to be done before we’ll start seeing these types of solutions in a lot of VR games. HTC has just started distributing Vive Trackers to developers, which would provide a slightly more ergonomic solution for this sort of tracking than buying extra controllers. We’re also still waiting for revelations from hundreds of partners which are working with Valve’s SteamVR Tracking technology on what would likely include even more ergonomic solutions built for this specific purpose.

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Vive Tracker Includes USB Add-on To Connect The Additional Accessory

Vive Tracker Includes USB Add-on To Connect The Additional Accessory

HTC recently released a document (PDF) detailing how its upcoming Tracker is supposed to function. The small puck-sized unit is meant to be attached to a range of objects and accessories, bringing physical guns, baseball bats, phones, cameras and much more into virtual reality with you.

The Tracker holds enormous promise for extending 1:1 physical simulation to a wide range of activities. An example we saw at CES was a firehose, with the Vive Tracker attached to the end for a realistic firefighting experience.

The system could dramatically lower the cost for high-end simulation systems that look, sound and feel very much like the real thing. The device could potentially lower the cost of training so a wide range of professionals could practice their jobs using VR. The Tracker could also dramatically expand the types of games seen at VR arcades. Imagine, for instance, batting cages, but instead of mechanical arms throwing the balls, batters are swinging at virtual pitches.

Owners of the HTC Vive who have the headset in their homes already will also benefit from extra accessories as well. The Trackers should be compatible with the base stations and headset already in the homes of HTC Vive buyers. We’ve also confirmed with HTC that a Tracker can connect wirelessly through the headset in place of one of the existing Vive controllers. In addition, though, the Tracker will ship with a USB add-on that plugs into your PC to wirelessly connect the unit. This should make adding the Tracker and its related accessories relatively easy for most setups since you won’t have to disconnect your existing controllers to add the new piece. That said, if you did want to save the extra USB port on your PC and only use the new accessory, you could do so through the headset’s connection and leave out the traditional controller, according to HTC.

We can’t wait to see how these devices end up changing the VR ecosystem when it ships in the coming months. It is also notable, however, that Oculus is attaching its Oculus Touch controllers to the Rock Band guitar so that object can be tracked in VR as well. Could that be the first of many tracked Rift accessories?

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NOLO Phone-based SteamVR Project Fully Funded on Kickstarter

NOLO Phone-based SteamVR Project Fully Funded on Kickstarter

There’s no getting around that fact that the $799 price tag on the HTC Vive and cost of a high-end computer makes it difficult for many people to get into high-end VR. NOLO VR wants to change that with the help of your smartphone.

Similar to solutions from Ximmerse and others, Chinese company LYRobotix’s set of sensors and controllers that make up this new offering promise to enable Roomscale VR on mobile phones. NOLO, which you could theoretically use with a phone you already have and an inexpensive mobile headset, claims to be fully compatible with SteamVR. This mean you would have access to Vive’s entire content library, at least according the creators of this project.

NOLO consists of two position tracked remote-like controllers, a singular base station, and a headset marker placed on top of any smartphone-holding VR device. The marker can fit most mobile headsets, including Gear VR, Google Daydream and Cardboard. The base station is said to feature a 100 degree field of view.

The setup is said to be compatible with Android phones right now, with plans to integrate iOS later. The solution isn’t just for SteamVR, though, as it can also be used with native mobile VR games that are developed with the setup in mind, and LYRobotix says it is preparing an SDK that’s compatible with both Unreal and Unity Engines.

The mere promise for the kit alone has been enough to sell a lot of VR fans: NOLO has a fully funded Kickstarter campaign just one day after launching. The company had asked for $50,000 but, at the time of writing, has raised nearly $75,000 and still has well over 30 days to go. The campaign is offering early bird sets for $99, with limited quantities left.

It almost sounds too good to be true, and it might be. We haven’t seen this for ourselves and the wireless setup requires streaming from a PC over the Riftcat and VRidge apps, which display VR content on your phone but also come with the usual concerns about latency, which LYRobotix claims to keep under 20 milliseconds. If streaming to a smartphone gives you even more than a few milliseconds of delay between turning your head and the image catching up, it may be unplayable for many. There’s also only one base station included, so we wonder if occlusion could become an issue.

Still, we haven’t gone hands-on with the device ourselves, so we really can’t say whether or not it works at this point.

LYRobotix plans to ship the kit in May of this year.

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