F-35 Pilot: The AR Helmet’s Field Of View Is Too Narrow

In an interview with aviation magazine Hush-Kit, an anonymous F-35 pilot complained about the field of view of the jet’s AR helmet.

The F-35 is a multi-decade project by the United States & its global military allies to replace legacy “workhorse” aircraft like the F-16, F/A-18, and Harrier with a high tech multi-role stealth fighter with three variants.

AR helmets have been added to some previous fighter jets in mid-life upgrades, but F-35 was designed with it in mind from the start. As well as overlaying icons for friendly & enemy vehicles, the helmet can fuse the input from the six high resolution infrared (IR) sensors embedded in the aircraft, allowing the pilot to look through the airframe, or see in IR at night. All for the low price of $400,000.

The F-35 is the first modern fighter jet without a physical heads-up-display (HUD) in front of the pilot – the helmet overlays a 360° virtual HUD instead.

https://www.youtube.com/watch?v=a31GXbUtNUM

But according to the anonymous pilot Hush-Kit interviewed, the helmet’s AR field of view isn’t as wide as it needs to be:

The technology of the helmet is great, but I’d take a HUD any day. It all comes down to physics – you can only shrink things so much before they start to become degraded, and HUDs have bigger optics than helmets…currently.

While the pilot doesn’t use the phrase field of view – most people still aren’t familiar with it – it’s obvious that’s what’s meant by “bigger optics”, and the same issue is mentioned again at the end of the interview:

The sheer amount of situational awareness I gain from this aircraft and its displays is like nothing I’ve experienced before. The off-boresight helmet is much more accurate than legacy JHMCS systems and I find it clearer to read (although I still want a wide-angle HUD for flight and fight-critical data!).

The narrow field of view is the main flaw with almost all augmented reality technology today. Tech giants & optics suppliers are investing billions of dollars in the aim of inventing new optical & display technologies to overcome this, but there’s no clear answer yet.

Collins Aerospace, the contractor for the helmet, lists the field of view on its website as 30°x40°. That’s roughly the same as Microsoft’s HoloLens 2 and Magic Leap One.

augmented reality hololens 2 field of view

Theoretically, it’s already possible to get a wider field of view in a helmet form factor. Leap Motion’s helmet-sized Project North Star platform claims a 100 degree field of view. Keep in mind though the F-35’s helmet must be able to operate continuously in almost any environment, including under heavy g-forces and even after the aircraft takes some damage. Technologies deployed in the military also need to go through years of verification.

Still, if a $400,000 helmet can’t achieve a wide field of view, this might suggest the consumer AR glasses we all want are much further out than some of the hype suggests.

HTC Vive Cosmos Elite And External Tracking Faceplate Review: Too Little Too Late

Here’s what we think of the new-and-sort-of-improved HTC Vive Cosmos Elite and/or Cosmos External Tracking Faceplate.

Last year HTC released yet another entry in its line of VR headsets named the HTC Vive Cosmos. Now, the company revamped it with a new model that includes an external tracking option and debuted an add-on to the original to enable the same new feature.

I’ve written reviews of lots of VR headsets over the last four years, but I can definitely say I’ve never reviewed a situation quite like this. Never mind the fact that HTC already offers a confusing number of different VR headsets (such as the HTC Vive, HTC Vive Pro, HTC Vive Pro Eye, HTC Vive Focus, HTC Vive Cosmos, and even more), the Cosmos is also the first modular VR headset I’ve seen, adding yet more variations. This should be a key feature of the Cosmos, but right now it just adds to the confusion.

Since we already had an external tracking faceplate sent to us for the original Cosmos, and already had the original Cosmos from our review last year, HTC just told us to review them together as the Vive Cosmos Elite because it’s essentially the same thing.

Read Or Watch Our Original Vive Cosmos Review!

So, after reading this review you might still have a lot of questions, such as: How is the comfort? How are the lenses? What are the specs? How is Vive Origin? What about Viveport? All of those questions and more I already answered in my original Vive Cosmos review. You should read that review as well to get the full picture here. The only thing that doesn’t apply is all of the commentary from that review on its inside-out tracking and new Cosmos controllers — the rest is identical.

Read the original Vive Cosmos review here for our full analysis.

cosmos elite package includes

What Is The Vive Cosmos Elite?

The Vive Cosmos Elite is, literally, identical to the HTC Vive Cosmos other than the fact that it uses external tracking via lighthouse base stations (like the original Vive headsets, the Index, and Pimax headsets) rather than the camera-based inside-out tracking that is built onto the front of the original Cosmos, Windows MR headsets, Oculus Rift S, and Oculus Quest. When you buy a Cosmos Elite, you’re buying a Cosmos, but they’ve switched the front faceplate to the external tracking instead of the inside out tracking on the original. And changed the color to black. That’s it.

The specifications are exactly the same as the Vive Cosmos otherwise. The Cosmos features a 1440 x 1700 pixel per eye display (compared to 1080 x 1200 pixels per eye in the original Vive and 1440 x 1600 pixels per eye in both the Vive Pro and Valve Index) which gives it a sharp image. However, the sweet spot of the lenses feels incredibly small in the Cosmos unit we received for review, meaning if you move your eyes very much inside the headset things can look blurry. The Index on the other hand has a large sweet spot and wide field of view.

The refresh rate is 90 Hz for the Cosmos with a claimed 110 degree field of view, meaning that on paper it’s got a solid foundation. Compared to the original HTC Vive especially, it’s a good upgrade.

For $899 you get the Vive Cosmos Elite headset, two base stations for opposite corners of your room to enable roomscale tracking, and two Vive wand controllers just like the original Vive controllers that released over four years ago. Or, HTC recently announced, you can get just the headset itself without base stations and controllers for $549 — an option created for those looking to upgrade from the original Vive or switch from the Vive Pro.

vive cosmos external tracker on headset

What Is The Vive Cosmos External Tracking Faceplate?

Simply put, the External Tracking Faceplate is an add-on you will be able purchase (for $199 startin April 30th, 2020) for an existing HTC Vive Cosmos that allows it to be tracked by SteamVR lighthouse base stations.  The idea is that you should have the flexibility of switching face plates to have either inside-out tracking, plus new Cosmos controllers, or external tracking with Vive wands or Index “knuckles” controllers. It’s the only VR headset on the market with that sort of adaptability.

It’s a bit of a bummer that the new Cosmos controllers don’t include some sort of add-on to enable external tracking as well. Instead, if you decide to use the external tracking face plate, your new Cosmos controllers are useless. You’d need to switch to Vive wands or Index controllers (we recommend Index controllers if possible.)

original vive cosmos product art shot

Comparing To The Original Vive Cosmos

Using a Cosmos with external tracking (aka a Cosmos Elite) is a vastly superior experience to the original Cosmos inside-out system.

Compared to the Oculus platform, where Insight tracking via Rift S and Quest is extremely comparable in quality to the Rift camera external tracking format, the Cosmos camera-based tracking was a disappointment. It performed poorly in low-light conditions and can lose track of controllers quickly if they’re out of view from your headset. Make no mistake: SteamVR powered by lighthouse base stations is, without a doubt, still the best VR tracking platform on the market from a pure quality and accuracy perspective. They’ve patched the inside-out system to be a bit better now, but it’s still not as good as SteamVR tracking.

But purchasing a VR headset is about much more than just the tracking quality. In virtually all other aspects such as the platform, the comfort, the lens quality, the controllers, and the price, the Cosmos + external tracking and/or Cosmos Elite are hard to justify.

Previously, I found it difficult to recommend a Vive Cosmos to anyone. At $699 it was just too hard of a sell given the way it stacked up against the significantly lower price of $399 for the Oculus Rift S. Coming in at $899, the Cosmos Elite is once again an extremely hard sell compared to the superior Valve Index full package that’s just $100 more at $999. There is a cheaper version of the Cosmos slated to release in the future, called the HTC Vive Cosmos Play, but there’s no word on when exactly.

However, as of the time of this writing, no Valve Index products are expected to arrive to new buyers sooner than 8 weeks from April 1st, 2020, at the earliest. That means June, 2020 as a best-case scenario if you bought something this week.

As a result, if you currently have an original HTC Vive, I could certainly see how the Vive Cosmos Elite headset by itself is an attractive prospect. It costs $50 more than just a Valve Index headset, but you get a slightly higher resolution display plus the potential to eventually purchase an inside-out tracking face plate and new Cosmos controllers if you decide to swap into an inside-out ecosystem instead of using base stations.

Note: Currently HTC does not offer an inside-out tracking add-on to purchase for the Cosmos Elite, they only have plans to offer an external tracking add-on starting April 30th to purchase for the original Cosmos. But, it stands to reason, the inside-out face plate may become available for purchase individually in the future to allow for the inverse upgrade path.

htc vive cosmos elite external tracker attachment

Vive Cosmos Elite/External Tracking Faceplate Review Final Verdict

I said all of this in my original HTC Vive Cosmos review and it all still applies today for the Cosmos Elite: “Technically speaking the Cosmos is far from a bad device. The resolution is very near the top of the market, it features a comfortable halo strap design…and comes with a great value in its Viveport Infinity subscription. But it’s just too little too late.”

The one major caveat here now is that, if you currently have a first generation HTC Vive and are looking to upgrade the headset and don’t mind using Vive wands (or have Index controllers / plan on getting Index controllers), and also don’t want to wait on an Index, then the Vive Cosmos Elite headset by itself for $549 isn’t a bad purchase. Especially considering the possibility of being able to switch to inside-out in the future if you’d prefer. Plus, wireless is already possible on Cosmos — it’s not yet on Index. All that said, if you’re in that specific original Vive owner group and don’t need wireless yet and have the patience to wait an extra month for shipment, we’d certainly recommend paying $50 less for the Index headset on its own.


Final Score: :star: :star: :star:  3/5 Stars | Pretty Good

vive cosmos elite pro con list review box

You can read more about our five-star scoring policy here.


The HTC Vive Cosmos Elite is available for $899 as a full package including two Vive wand controllers and two lighthouse base stations for tracking, or as a headset only for $549. Check out the official website for more details.

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Community Download: Does The VR Market Need A New Samsung Odyssey?

Community Download is a weekly discussion-focused articles series published (usually) every Monday in which we pose a single, core question to you all, our readers, in the spirit of fostering discussion and debate. For today, we want to see what you think about the new Samsung Odyssey patent and whether there is a place for it in the current VR market.


Samsung is no stranger to virtual reality. The Gear VR was created in partnership between Samsung and Oculus and delivered a mobile VR experience that was powered by Galaxy smartphones.  Since then they’ve also released the Samsung Odyssey and Odyssey+ PC VR headsets. In terms of comparative quality, the Odyssey line is often regarded as one of the best Windows VR devices on the market.

Just recently a new design patent was spotted by 91Mobiles that appears to show a design for a new, more brightly colored style of VR headset from Samsung. According to the images, we can also clearly see two front-facing cameras, similar to the current Windows VR line of devices, as well as two side-facing cameras which should help with tracking volume and accuracy.

You can read more about the patent, the design itself, and what we think of the news in our report on it here. In the meantime, it raises the question of whether or not there is a place in the market for this kind of headset from Samsung at all. Does the VR market need a new Samsung Odyssey?

Let us know what you think down in the comments below!

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Our Six Best Hands-On And Feature Pieces From Oculus Connect 6

Well, it’s been a week since Oculus Connect 6 and by this point you’ve probably seen all the major pieces of news and all of the talks that are available online.

However, in the whirlwind of headlines last week, you might have missed some of our meatier pieces that gave a deeper look at the games and services announced. So for your convenience, we’ve summarized and linked our six best hands-on and feature pieces from Oculus Connect 6 below.

Facebook Horizon’s Social Future Built Around Real Identity And Blocking People

facebook horizon oc6 talking avatar

Ian tried an early version of Facebook Horizon while at OC6. He also asked Meaghan Fitzgerald, head of product marketing for AR/VR content at Facebook, and Eric Romo, product director at Facebook, some questions about the game. He covered moderation, Facebook integration, hand tracking and much more. It’s probably the best look we’ll get at Horizon before the beta next year.

Hands-On – Medal of Honor: Above And Beyond Is A Welcome Return To A Series Long-Forgotten

medal of honor vr mixed reality aiming respawn

David was so excited to share his hands-on with Respawn’s new VR Medal of Honor game, and it’s easy to see why. He called it “an authentic and welcome return for the long-forgotten franchise,” and went into great detail about the levels he played, the gun mechanics and some areas he hopes get improved before release.

Analysis: Facebook Isn’t Playing Games With Its Finger Tracking For VR

Quest Finger Tracking

It was one of the biggest announcements of OC6: finger tracking for Quest. There’s still a lot more to be revealed by Facebook regarding the functionality but Ian played around with a demo last week, and outlined his thoughts on what he saw.

The Room VR Hands-On: Mysterious Puzzles And Impressive Visuals

After a long history of mobile games, The Room is coming to VR. David snuck in a quick hands-on with the game while Tatjana talked to Barry Meade, Co-Founder and Director of Fireproof Games, about the upcoming title. 

Solaris: Offworld Combat – First Details And Trailer For The Rift/Quest Crossplay VR Shooter

solaris offworld combat featured image hero art

Solaris: Offworld Combat, the next VR Shooter from the Firewall Zero Hour devs was first revealed in our E3 VR Showcase. However, this year during OC6, we shared some exclusive new details about the game, which is coming to Rift and Quest next year, and PSVR at some point after that.

Star Wars: Vader Immortal Episode II Review: ILMxLAB’s Difficult Second Album

Vader Immortal Episode II Review

Vader Immortal Episode II released during the first day’s keynote. Thousands of miles away from OC6, Jamie quickly jumped into a full play through of the hotly-anticipated second chapter and gave his thoughts on how it stacks up compared to Episode I.

Those are our biggest hands-on and features pieces from OC6. What are you looking forward to most? Let us know in the comments below. 

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OC6 The Room VR Hands-On: Mysterious Puzzles And Impressive Visuals

This week at the Oculus Connect 6 (OC6) conference in San Jose, CA I got the chance to try out a brief demo of The Room VR: A Dark Matter from Fireproof Games, a newly announced entry in the long-running puzzle series.

The Room VR was announced during OC6 and they had two demo pods with Oculus Quest headsets set up for attendees to try out. During my demo Tatjana did a short interview with Barry Meade, Co-Founder and Director of Fireproof Games, with me playing in the background.

You can watch the interview here:

My demo took place mostly inside the London police station you can see in the gameplay footage sprinkled throughout the interview as well as in the trailer (embedded below) as I was tasked with trying to figure out what’s going on with some new evidence at the station.

If you’ve ever played an interaction-heavy puzzle-based game in VR before, the flow of The Room VR will be very familiar. I basically spent my time teleporting between various nodes in the police station that each had a bunch of objects and items for me to tinker with. For example, near the front was a project that I could use to flip through slides that had evidence and historical details, or I could go to the evidence locker and retrieve items.

Similar to the mobile line of The Room games, or even just physical Escape Rooms and VR-themed Escape games you might have played, it’s just as much about interpreting the objects you’re given as it is filling in the blanks. One of the key puzzles in the demo was figuring out which evidence locker had the item I needed to break into a safe. The safe I was trying to open was overrun by the titular “dark matter” and made it impossible to open normally.

Over at the evidence locker I can see that someone was arrested for safe cracking but their storage number is erased — naturally. So if I look down the list I could tell that each number was listed sequentially and the letter associated was (spoilers) assigned to the criminal’s last name. After realizing that I grabbed the item, opened the safe, and then used that item to solve another puzzle later on.

What stood out to me most though is that this demo was running on an Oculus Quest and it looked absolutely great. Visually all of the environments were sharp, I could go out on the balcony outside and look over the city at nighttime, and all of the physical interactions felt really, really good.

I didn’t get a sense too much of what the narrative is about exactly, but it certainly has a strong mysterious flavor that should hook existing fans of the genre.

We’ll be keeping an eye on Fireproof Games and The Room VR for more details as the months move on. The Room VR is slated to release within the first few months of 2020 and is coming to every major VR device included SteamVR headsets, Oculus Rift via Home, Oculus Quest, and PSVR. Check out the official website for Fireproof Games for more details.

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OC6 Hands-On: Oculus Link Basically Turns Your Quest Into A Rift S

This week at Oculus Connect 6 (OC6) Facebook announced that later this year the Oculus Quest will receive the ability to connect directly to a PC to run Rift games via a new feature called Oculus Link coming this November.

You read that correctly. With a single USB 3 cable you can turn your Quest into a Rift S, with one less tracking camera, or unplug it to have it function normally like a Quest. It’s the best of both worlds — in theory.

Oculus Link quest hands on oc6

The premium USB 3 cable from Oculus is expected to cost $79, but theoretically others should work if they are of the correct specification. I wasn’t able to speak with anyone about those specs or options.

Earlier today we got the chance to try out the feature for ourselves across a handful of games. Ian and Tatjana both tried Asgard’s Wrath, as did I. In Ian’s demo he noticed a burst of visual artifacts for a fraction of a second just once when glancing backwards quickly, but didn’t spot any latency issues and couldn’t replicate the artifacts. Tatjana noted that if she moved quickly or turned her head quickly there were “definitely noticeable” framerate drops specifically with one of the in-game menus.

For me, I did notice some artifacts but only when shaking my head very quickly and you can spot some very minor compression if you’re used to a standard PC VR headset or are a videophile. Controller tracking worked just as well as I expected, only dropping when my controllers were obstructed behind my back. I could also shake and move my hands very rapidly without issues. I did not notice any fixed foveated rendering like you often see on normal Quest games.

To be perfectly honest though? It felt extremely close to using an actual PC VR headset. Like, I’m being totally honest here. The best compliment I could pay this feature is that it made me feel like I was using a Rift and that’s almost entirely the case.

But let’s not be dishonest: this is not identical to using a Rift or Rift S, but generally it felt basically about the same and I think most people won’t notice much difference.

Specifically, the Rift S does have a different fit. It uses a halo-style headstrap that many people find more comfortable. However, it also doesn’t include mechanical IPD adjustment so there’s still a trade off. But then on the flip-side the refresh rate is 80Hz instead of 72Hz like Quest.

In terms of resolution, the Quest actually has the Rift S beat out of the gate with 1440 x 1600 pixels per eye on its OLED display compared to 1280 x 1440 pixels per eye on fast-switching LCDs for Rift S. Plus, the OLED on Quest offers deeper blacks and more color contrast, so it edges out Rift S a bit overall — especially if it’s got a PC powering the visuals instead of just the Quest itself.

Once Oculus Link launches, personally, I probably won’t be recommending anyone buy a Rift S anymore. For the same price ($400, plus the cable if you don’t have a capable one already) you can get a Quest with the capability to function as a separate standalone device. When you factor in how many games already have cross-buy functionality on Rift Home and Quest Home, it’s a no-brainer.

Plus, Facebook confirmed to us that Oculus Link will let your Quest work directly with SteamVR as well so you’re getting access to the entire PC VR library seamlessly. It looks like even Viveport will work too.

From what we’ve seen a Quest via Link is not going to entirely replace the Rift. If you’re used a PC VR headset much you can absolutely spot the difference. But for most users that just want to play games and don’t need the best tracking and the best performance, it is certainly far above the “good enough” bar in my book. And if we’re being totally honest here anyway: If you want the best performance and tracking you should probably get an externally tracked headset like the Valve Index anyway.

Oculus Link

For more on OC6 check out our recap of what’s happened so far so you don’t miss out at all. Let us know what you think down in the comments below!

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OC6: Echo Arena On Oculus Quest Is A Capable Port Of An Excellent VR Game

Back at E3 2019 earlier this year we learned that Ready at Dawn was working on an Oculus Quest port of its zero-gravity VR disc sport, Echo Arena, and would be bringing it over to the standalone VR headset in “all its glory.”

Yesterday, at Oculus Connect 6 (OC6), I got the chance to try it out for myself on Quest for the first time and I can confirm that it’s certainly a capable port of the popular game, but certainly not a perfect translation.

Generally speaking, the game runs great on Quest. The developers describe it as still being in “alpha” but for all intents and purposes it seems far more feature complete than most alphas I’ve tried. Everything works already. All the controls are the same allowing me to reach out  with my hands and use wrist thrusters to glide around the arena, I can push off of objects, boost with the left stick, brake with the right, use the grip buttons to grab the disc or environment, and use the triggers to punch and block.

Like I said, this is definitely Echo Arena. It’s all here. But it’s just not quite as good, which shouldn’t be a big surprise.

a-player-on-the-orange-team-floats-in-the-echo-arena-waiting-for-an-opening
This screenshot is captured from the PC version.

For starters, you can tell it’s downgraded visually pretty clearly. I haven’t played Echo Arena in months but I could still spot some differences. The lightning system seemed less remarkable specifically and I am pretty sure I could spot a tad of fixed foveated rendering around the edges of my display. Character models were lower quality as well, even in terms of the differences between my avatar and the avatars of other players. For example, my hands were articulated with individually animated fingers, but other players appeared to have a smudged glove for hands, basically.

Those are pretty minor differences when you’re in the heat of a match though and don’t actually matter. But since the Quest only has four front-facing inside-out cameras in the corners of the headset face plate, the tracking volume is much smaller than the original Rift and smaller than the Rift S. Specifically, when reaching above my head, down around the back of my waist, or behind my back.

In most VR games you usually keep your hands out in front of you, but in Echo Arena that isn’t really the case. You’ll often grab a piece of the environment without looking at it directly or hold onto the wall, then turn to look towards the disc before pushing off and launching yourself. That action was sort of hit or miss on Quest. The same goes for reaching behind my hand to wind up a throw/pass or flicking it backwards to toss. The action usually worked okay, but it often forced my arms and hands to get all distorted, which was a bit jarring.

echo arena image 2
This screenshot is captured from the PC version.

To be clear though: Echo Arena on Quest, from what I’ve seen so far, is absolutely capable, playable, and quite good. I would definitely play this version and would personally recommend it to Quest owners from what I’ve played. Not having to worry about wires is reason enough to make Echo Arena on Quest one worth keeping on your radar because it feels great to spin around without issues. That being said, it just isn’t as good as on PC VR, but that should have been expected anyway.

There is still no release date for Echo Arena on Quest, so stay tuned for more once we know!

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OC6: Oculus Are Bringing 50+ Popular Go Apps To The Quest

Speaking during the keynote at Facebook’s Oculus Connect 6 (OC6) earlier today, Oculus Hardware Product Manager Stephanie Lue said that “Oculus Go has been an entry point for many people who then upgraded to Quest.”

As a result, after many requests from users, today Oculus announced that 50+ popular Oculus Go apps will be made compatible and available to use on the Oculus Quest platform.

Unfortunately, they didn’t provide any specific details on which Oculus Go apps will be made available, so keep an eye out for more details on those at a later date.

Additionally, in the same segment of the keynote, Lue announced that users who own paid Oculus Go apps with Oculus Quest equivalents will be eligible for free upgrades. From now until the end of the year, if you own a paid app on the Go ecosystem that already exists on the Quest, you are eligible for a free upgrade from the Go version to the Quest version of the same app.

However, unlike a cross-buy system, the offer will not last forever. You only have until the end of the year to take advantage of the upgrade system, so make sure you grab the free Quest upgrade for any eligible Go apps that you own as soon as you can.

Oculus also announced today that you’ll be able to play Rift games on the Quest if you a VR-ready PC via a tethered cable. All in all, it’s been a good day for owners of the Quest.

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Benchmarking Snapdragon 845 And Testing A New Qualcomm Reference Headset

Snapdragon 845 VRDK

Last week, Qualcomm invited me onsite to benchmark their latest Snapdragon 845 SoC and platform. This new Snapdragon 845 was originally unveiled at the company’s big event in Maui late last year. With the new Snapdragon 845 there are many improvements to the GPU performance, with a focus on VR and AR applications.

The new Snapdragon 845 brings a completely new generation of GPU architecture into play while still remaining on the 10nm process node. I spent some time comparing the new Snapdragon 845’s performance against the leading smartphones so that you can get an idea of how much of an improvement this really is. Additionally, it will help you get an idea of what kind of performance levels the new Snapdragon 845 VR and AR HMDs might have when they release this year.

Snapdragon 845 Performance

I ran many tests, but for the purposes of XR, I’m going to just include GeekBench 4, GFX Bench and AnTuTu. Each of these represents a different part of the SoC’s performance and AnTutu represents whole system performance.

As you can see from AnTuTu, the Snapdragon 845 is approximately 30% faster than the previous generation and the iPhone X. This has a lot to do with the fact that AnTuTu gives graphics performance a considerable amount of weight, but also CPU and other functions including UX and memory. In fact, the Snapdragon 845 development device that Qualcomm provided for testing has slower memory than some other commercial devices and is around the same form factor as the other devices tested rather than a thick development device that has excessive cooling. More on cooling later.

For GFX Bench, we are looking at purely graphics performance. The red bar represents raw GPU performance independent of the display, while Manhattan performance shows OpenGL ES 3.0 performance based on the installed display on the device. Do keep in mind that GPU performance is extremely crucial for AR and VR and that’s why this is such an important benchmark and maximum theoretical performance increased nearly 30% on GFX bench over the Snapdragon 835 and could translate to significantly improved framerates and more consistent latency.

GeekBench 4 is the CPU benchmark that everyone loves to look at when comparing smartphones, as you can see here, the Snapdragon 845 is without a doubt the fastest among the Android bunch by a noticeable amount, but Apple still takes the cake with their A11 processor inside of the iPhone X. However, when it comes to AR and VR, GPU performance is still more important than CPU even though you still can’t be a slouch when it comes to CPU either.

Snapdragon 845 in XR

In addition to the Snapdragon 845 performance, Qualcomm also showed their latest Snapdragon 845 VR development kit, which is an update to the Snapdragon 835 version released last year for partners to build from. This new version appears to incorporate the use of a 3-DoF controller with the possibility of a 6-DoF possibly coming down the road. They still support eye-tracking with the Snapdragon 845 development kit hardware, but it hasn’t been integrated yet in software so we may still be waiting on that.

In addition to having increased performance of between 20% and 30%, the Snapdragon 845 also features a power reduction of about 20%-30% when running at the same performance as the previous generation. That means you can stream videos in 4K 360 at 20%-30% less power or get more battery life out of the same battery size or reduce battery size and still get the same battery life. That’s why the Snapdragon 845 is such a great chip for XR. I was already pretty excited for some Snapdragon 835 devices last year, but once I knew how fast Snapdragon 845 would be, I immediately changed my mind and had my eyes set on the Snapdragon 845. I suspect that some companies also had the same frame of mind and that’s why companies like Facebook haven’t explicitly stated what SoC is inside of the Santa Cruz prototype, even though we know it is Qualcomm.

Disclosure: My firm, Moor Insights & Strategy, like all research and analyst firms, provides or has provided research, analysis, advising, and/or consulting to many high-tech companies in the industry cited in this article, including AMD, Intel, Peraso, Qualcomm, and others. I do not hold any equity positions with any companies cited in this column.

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PlayStation VR Review: The Future of Console Gaming Has Arrived (Nov. 2017 Update)

PlayStation VR Review: The Future of Console Gaming Has Arrived

November 2017 Update: It’s been over a year since the PSVR originally released to the world and in that time a ton of awesome games (here is our list of favorites) have released that take full advantage of the power of VR. This week, on November 17th, 2017, Sony is releasing a brand new CUH-ZVR2 model of the PSVR headset that’s almost identical to the first one, but has a few key differences.

First and foremost the processing unit that plugs into your PS4 both looks different and acts a bit differently than the original model. While plugged in it will now enable HDR pass-through, which means you won’t have to unplug your processor unit and PSVR any time you want to use HDR with your 4K TV. This was a big headache for me personally since I have a PS4 Pro and couldn’t have HDR access and PSVR access all at once.

For review purposes, Sony sent us the upcoming Skyrim VR PSVR bundle, which includes the new headset, new processor unit, a PS4 camera, and two PS Move controllers. This particular bundle also has the new PSVR demo disc physically in the box, but you can get all of the demos for free on the PSN Store too. You can see some unboxing photos here:

The only other major differences with the new PSVR model are mostly cosmetic. The button to slide the visor in and out is on top of the headset now, instead of on the underside. You plug headphones into the bottom of the PSVR’s base instead of into the inline box on the cord near your chin. This is nice because it gets the cords out of the way a bit. Volume and mute buttons are also on the underside of the PSVR headset now, too. And the last noticeable detail that’s changed is that the cord is no longer in two parts. Previously, you’d connect a short cord from the PSVR to a longer cord that connects to the processor unit. Now, with the new model, it’s just one long cord from the headset to the processor unit. Other than that, it’s the same headset.

It runs the same software at the same quality level with the same lenses and padding as far as we can tell. If you already have a PSVR it’s not worth upgrading but if you’re in the market for one I’d recommend grabbing one of the new bundles that includes it already. Other than that, you can see the rest of our review below for our thoughts on the hardware itself!

Original Review: Did you know that the PlayStation was born from a botched business deal with Nintendo? Sony and Nintendo were all set to release a collaborative game system known as the SNES-CD back in the 90s as an add-on device for the Super Nintendo. The deal went south, we were eventually treated to Zelda-based nightmare fuel via Nintendo’s replacement deal with Philips instead, and Sony eventually went on to create the PlayStation as a result. The best-selling console of this generation, the PlayStation 4, which has moved well over 40 million units since release in 2013, was all made possible by the Big N’s change of heart over 20 years ago. Funny how that works out, isn’t it?

Sony helped usher in the era of disc-based console games on the PS1, added DVD-playback support to the PS2, built the PS3 using the now-dominant Blu-ray disc format, and is once again at the forefront of technology with their rapid adoption and ferocious endorsement of virtual reality. Next week, the PlayStation VR headset (formerly known as Project Morpheus) will release to the world on October 13th and tens — perhaps even hundreds — of thousands of gamers will have their hands on a device with the power to transport them to fantastical worlds never before possible, all from the comfort of their tried and true PlayStation 4 game consoles. No beefy, expensive PC required.

Timeline of PlayStation hardware since 1995.

That may seem a bit long-winded, but that was intentional. The “Reviewers Guide” for the PlayStation VR headset Upload received from Sony a week ago includes a timeline (shown above) of the console manufacturer’s history, including blips for not only the PS1-PS4, but the PlayStation Eye Camera, the Move wands, and more. It’s been a long time coming and now Sony is finally putting all of its wacky peripherals to use in one immersive experience.

The PS VR headset is admittedly weaker in power than its higher-end competitors, the Oculus Rift and HTC Vive, but its also more affordable and is squarely focused on the established marketplace of PlayStation 4 console gamers. A defined market with ease of access shouldn’t go understated.

Now that we all know of what’s inside the box, it’s time to see how it all shakes out once it’s actually on our faces.

The standard, core PS VR unit box.

Table of Contents

Setup

Ergonomics and Design

Display and Optics

Sound

PlayStation Camera Tracking and Controllers

The Games

Other Features and Topics

Greatness Awaits

Here’s what’s inside. Click here for our full unboxing.

Setup

The PlayStation VR is relatively easy to setup. For the sake of simplicity, I’ll assume you already own a working PlayStation 4 that you use on a semi-regular basis if you’re reading this review. If you don’t and you’re woefully unaware of how home video game consoles work, let me break that down for you: you plug it into the wall, then into your TV. Probably into your modem or router directly as well. That’s pretty much it.

Back of the PS VR Processor Unit.

Once your PlayStation 4 is up and running, it gets a tiny bit more complex. Inside the PS VR packaging you’ll find a little breakout box, called the Processor Unit, that looks like a miniature PlayStation 4. One end of this unit you’ll plug it into your TV — essentially moving the HDMI cord from the back of your PS4, to the back of this device. Then you’ll also hook the device to your PS4 using another HDMI cord.

From there, you just plug the unit into the wall for power, then plug the headset into the other side to complete the connection. All of the cords are labeled clearly and it’s a simple system. The most complicated part is just making sure your cable management is good, since all of the added wires can lead to a lot of clutter. I set my breakout box directly on top of my PS4, but you’re free to place it somewhere else if you’d prefer.

Size comparison between a standard PS4 (right) and the PS VR Processor Unit (left.)

It doesn’t stop there, though, as you’ll also need a PlayStation Camera for the headset to function at all and the core unit packaging does not include one. A different, more expensive bundle does, or you can purchase one separately. If you don’t have one already, it just plugs into your PS4 system directly and sits on top of your TV. It’s relatively hassle-free overall. The box includes detailed instructions for setup if you get confused and there are already videos online.

Following that assortment of wires and cables, you can finish the setup process with a bit of software bootup. Click through the prompts on your screen and you’ll eventually start the calibration process. This is where things can get a little tricky, as Sony actually recommends sitting approximately 5-feet away from the camera with up to 5-feet of space behind you. This is partly to ensure you don’t hurt yourself by moving around blindly, but also partly due to the necessities of the camera to make sure it doesn’t get confused trying to keep up with your movement.

After all that, you’re good to go. The PlayStation 4 will handle updates, so downloading and installing new firmware isn’t necessary.

Front-facing view of the PlayStation VR headset.

Ergonomics and Design

When compared to the Oculus Rift and the HTC Vive, the PlayStation VR looks similar at first glance. There is a large hunk of material on the front that obscures the face of the user almost entirely, delivering a design that’s reminiscent of science fiction literature and films from years’ past. Sony continued that lineage — especially considering its original Project Morpheus moniker — and even made sure to include some fancy LED lights right on the headset itself.

However, the biggest difference between this and other headsets on the market is that it’s based on a headband design, rather than a strap that clamps the unit to your face. In the case of the Rift and the Vive, you’ll use a combination of velcro straps to tighten and loosen the headset to your face, with a cushion covering you that can often be difficult to get just right. As someone that wears glasses, it’s often uncomfortable and frustrating to use those headsets for more than a few minutes. I’ve discovered ways to make them feel comfy, but it’s not always easy.

In the case of the PS VR, you simply place the ring of the headband on top of your head, slide the back part downward so it sits on your cranium at an angle, with the forehead pad gently resting atop your face. The material feels similar to a reptile’s skin, but it’s much softer and glossier. It also doesn’t soak up sweat as easily. Press the button on the back to loosen and tighten, twist the nob to fine-tune, and then press the button underneath the headset to slide the actual lenses closer or farther away from your eyeballs. That’s it.

That all adds up to one of the most comfortable and easy to use VR headsets created to date. The simple sliding of the lenses makes it beyond easy to peak out from the VR world to check your phone, inspect your surroundings, or just let your face breathe a bit. Much easier than having to unstrap or rip off the other headsets on the market.

A quick look at the insides of the PlayStation VR headset.

In terms of comfort, long sessions were never an issue for me as long as I put the headset on correctly. Since the headset weighs about 12.9oz, if you don’t slide the back part down and keep it adjusted on your face, the pieces at the back where the two halves connect can press against your temples and become uncomfortable.

But that wasn’t an issue if I, as I said, put it on correctly. It never bothered my neck, despite the fact that it’s incredibly top heavy like other headsets.

I did notice that the lenses tended to fog up more frequently than the Rift or Vive, which is likely due to the fact that when not in use, the headset got cold while unplugged from my game console. It didn’t sustain a constant warm connection. But since it comes with a microfiber cloth and the sliding lens design makes it so easy to reach up and wipe the lenses, it didn’t really bother me much. After about 5 minutes of use, fogging stopped being an issue.

A close look at the lenses of the PlayStation VR headset.

Display and Optics

The PlayStation VR uses a single 5.7” 1920 x 1080 resolution full-color OLED RGB display split between two eyes to deliver stereoscopic 3D content. The display refreshes at a rate of either 90Hz or 120Hz, depending on the application itself, with a latency of less than 18 milliseconds.

That’s the nitty gritty details, but what you really want to know is what it’s like to actually use. In my experience, the visual fidelity was great. Obviously, you can tell a difference between the clarity of the PS VR when compared side-by-side with the HTC Vive or Oculus Rift, but the difference is, overall, not very dramatic. Objectively, the PS VR is a lesser experience, but subjectively, it didn’t equate to a noticeable impact on my entertainment.

That being said, there are areas that present a downgrade in terms of overall resolution and FOV. The Oculus Rift and HTC Vive both feature a 2160 x 1200 display with a 110 degree field of view (FOV,) whereas the PlayStation VR is only 1920 x 1080 with a 100-degree FOV. To put that more plainly, the Rift and Vive both have more pixels in their screens and a wider area for viewing content. That means sharper images and less black space on the outskirts of the viewing area. Clearer imagery and larger vision add up to increased immersion.

After spending time in the PS VR, the decreased FOV and lower resolution stopped bothering me, but coming from the higher-powered headsets initially, it was apparent enough to point out.

The HTC Vive (left) and Oculus Rift (right.)

Depending on the application, resolution become a bit of an issue. When playing DriveClub VR on the provided demo disc for example, I had a lot of trouble reading the gauges on my car’s dashboard. Even if I leaned in to get a closer look, the numbers were fuzzy and it was difficult to decipher. The same goes for street signs I passed during a car chase scene in The London Heist on PlayStation VR Worlds. None of these things were really necessary for my enjoyment of the game’s in question, but the lack of fidelity was relatively obvious.

At the end of the day, when I wasn’t examining aspects of games to see how their clarity holds up and I instead decided to focus on playing the games and having a good time, my eyes glossed over the inefficiencies.

Side view of the PlayStation VR headset.

Sound

While the concept of virtual reality may seem like a primarily visual experience, the truth is that sound is just as important in delivering an immersive piece of content. Through the usage of audio cues in games, developers can get you to turn in certain directions, or video producers can make you feel even more immersed in a space than ever before. The sound of the wind at your back, howling beasts in a distant direction, and more are powerful tools at the disposal of content creators.

The power of 3D spatial audio is impressive and while it seems similar to just surround sound generally, when paired with an immersive 360-degree digital world that reacts to your head’s movement, it feels like you’ve truly been transported somewhere else.

And as an added bonus, the headphone jack on the PlayStation VR’s inline button unit is quick and easy to use. Just plug any headphones you have — whether they be the pre-packaged earbuds, or a comfy set you have lying around — and the 3D audio is baked in. The Processor Unit and headset itself transmit the 3D audio signal, so all you need to do is plug some headphones in. The inline unit also lets you power on and off the headset, as well as adjust the audio at the press of a few buttons. That is, as long as they’re wired. Wireless audio signals don’t carry 3D audio well.

Finally, yes — the PS VR does have a built-in microphone. The sound clarity is great when playing multiplayer games and it delivers a crystal-clear sound to your headphones of choice.

The lights on the headset and controllers are how the PlayStation Camera keeps track of everything’s location.

PlayStation Camera Tracking and Controllers

The bright lights might seem distracting at first, but rest assured you won’t even notice they’re there when you’re inside the headset. The PlayStation Camera, while having a normal lens, can’t accurately track your movement based on its vision alone. Instead, it tracks the LED lights found on the front and back of your headset, as well as the ones on the top of the Dualshock 4 controller and the PlayStation Move wands.

The camera sits at the top of your television and should be pointed directly at the center of your playspace, squarely on the headset itself. That orientation helps the camera establish your location in relation to the rest of the environment.

Ultimately, it gets the job done for the most part, but is a far cry from the Vive’s lighthouse base stations, or even the Rift’s tracking cameras. Simply put, the PlayStation Camera is dated and likely wasn’t created necessarily with VR in mind. After an hour or two of play, I noticed my orientation started to ‘drift’ to one side, causing me to slowly shift my seating position. After removing my headset, I noticed I was facing at an approximate 25-degree or so angle to the left of where the camera actually was located. It’s like the entire VR experience was slowly shifting over-time.

The PlayStation Camera.

Additionally, it had trouble keeping up if I turned around while standing or in a swivel chair. Some games, such as Job Simulator or even Batman: Arkham VR, encourage standing, so I wasn’t exactly pushing the device outside its limits. If I had my back turned to the camera, it tracked my headset fine, but would occasionally lose track of the controllers while obstructed. This happened if my hands were out in front of me and not to my sides — it seemed like my body was shielding the camera’s signal. I’ll be curious to see how — or if — Sony can address that at all.

To be clear: these bumps in the road weren’t frequent and they didn’t actively disrupt my ability to play games. The Vive and Rift have tracking hiccups all the time, so this is far from an isolated issue.

Placing those unfortunate concerns aside, everything worked well when it needed to. When I was sitting upright, in the middle of my room, in normal conditions holding a controller in my hand for gameplay, the PS VR experience was at its best. The more sophisticated I tried to get — using motion controllers, moving around, turning, etc. — the less accurate the tracking became over time.

An interrogation scene from The London Heist in PlayStation VR Worlds.

The Games

As they always say, software sells hardware. The PS VR headset, as impressive and nifty as it is, is frankly quite useless without software to use. Luckily, we’ve been promised approximately 50 titles to be released with PS VR support before the end of the year and we’ve been counting down to the release of the headset, highlighting a different game each day, for almost two full months in our article series.

The analysis in this section of this review will be light, as you can read the specific game reviews for more detailed thoughts, but this will provide an overview of the general landscape. We also haven’t had the ability to go hands-on with every launch title, but we do have an opinion piece about the headset from the POV of a hardcore console gamer’s perspective you should check out.

Cover of the PlayStation VR demo disc.

The Demo Disc

The demo disc is a forgotten art in today’s game industry, but Sony didn’t follow that trend. Instead, for US consumers, they’ve packed in over two dozen short demos to give you a varied and robust taste of what the headset has to offer. Headsets in other territories come with fewer demos. On this demo disc, you can take flight in the cockpit of a space fighter in EVE: Valkyrie, get behind the wheel of some of the world’s fastest cars with DriveClub VR, fire away at enemies in your tank with Battlezone, and even experience the torturous Kitchen demo from Capcom.

While it’s not saying much, it wouldn’t be an understatement to rank this as perhaps one of the best demo discs ever created. There is a tremendous amount of variety and enough content to keep you busy for literally hours on end just to see everything the disc has to offer. If you fall in love with something on the disc, going to the full game’s store page for a quick purchase and download is just a single button away. This should be the starting point for all new PS VR owners.

The Playroom VR will also be a free download for anyone to grab off of the PlayStation Store, but it wasn’t playable yet as of the time of this review.

Promotional image for PlayStation VR Worlds.

PlayStation VR Worlds

If you get the launch bundle that includes the headset, camera, Move controllers, and PlayStation VR Worlds, you’re in for a treat here as well. This bundle game contains five short experiences that are each a step above being ‘demos’ but not quite worthy of being released as fully independent titles. The London Heist is an excellent action-packed adventure that features heavy violence, first-person shooting, and a gripping interrogation scene. Dangerball is just like playing Pong, except your face is the paddle. VR Luge is one of the most intense racing games I’ve played in VR yet, rocketing you down busy streets as you dodge and weave between vehicles. Ocean Descent lets you get up close and person with a shark and, finally, Scavengers Odyssey is part mech-combat and part space shooter.

As stated, each of these games on their own wouldn’t warrant much, but as a package, it’s a deeper dive into what more complete games and experiences could look like. If the Demo Disc is your introductory course in what the PS VR can do, consider this your intermediate course before you graduate without training wheels.

What About the ‘Actual’ Games?

There are a lot of games coming to PS VR this year — remember, we said around 50 — and we frankly haven’t had time to play them all yet. In fact, many of them haven’t even been provided to media yet for review. As of the time of this writing, we at UploadVR have only been provided review copies of Allumette, Batman: Arkham VR, PlayStation VR Worlds, Battlezone, Harmonix Music VR, Job Simulator, SUPERHYPERCUBE, Tumble VR, Until Dawn: Rush of Blood, Wayward Sky, and Thumper. Heavy hitters like RIGS, Robinson: The Journey, EVE: Valkyrie, DriveClub VR, and more haven’t been provided as of the time of this publication.

However, we’ve played the listed games quite a lot. In fact, if you’re reading this right now, then many of our reviews for those PS VR games are live and you can see them either at the hyperlinks above, or by visiting the site’s Reviews tab.

Suffice it to say that if you’re interested in getting a PS VR, then yes, we think that the launch lineup of games is strong enough to warrant the purchase. And if you already have the required PlayStation Camera and/or optional Move controllers with your PlayStation 4 now, then that decision should be even easier to make.

Other Features and Topics

The analysis doesn’t stop there. In addition to playing dedicated PlayStation VR games like the ones mentioned above, you can do a whole lot of other stuff inside Sony’s flagship headset as well. For example, Cinematic Mode lets you access anything else on your PS4 within a private cinema. This is great for watching movies on a large, virtual screen, or playing non-VR games inside the headset. The PS VR will also function perfectly fine while others in the room are using the TV for something else.

And whilst you’re inside VR, everyone else around you can still see what you’re seeing if they want, albeit on a downgraded, flat, 2D screen. This is nifty so that everyone else in the room doesn’t feel completely left out. Plus, some games such as The Playroom VR or Tumble VR, utilize this feature for local multiplayer.

You’ll also be able to share and stream content that you’re seeing inside the PS VR headset using your PS4’s built-in Share button functionality.

Greatness Awaits

The PlayStation VR headset is far from a perfect device. Tracking has its issues with the dated PlayStation Camera and Move controllers and the visual fidelity is lower than that of its primary competitors, but what it lacks in technical prowess it makes up for in accessibility, affordability, and a streamlined focus on quality content.

This may not be the most technologically advanced headset on the market, but for console gamers that want a taste of the power and potential of virtual reality, it’s hard not to recommend what Sony has created. I don’t think VR will completely replace traditional video games, but it’s a format that is finally matured enough to stick around.

With PlayStation VR, the future of console gaming has finally arrived.

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