Meta Showcases Future of VR With 3 New Prototypes

Every so often Meta hosts an “Inside the Lab” roundtable where it showcases early technology it’s currently working on, usually on a very specific research field. Today’s was Inside the Lab: Passing the Visual Turing Test focusing on a very important part of a virtual reality (VR) headset’s hardware, the display. Trying to tackle a range of challenges, CEO Mark Zuckerberg, Chief Scientist of Reality Labs, Michael Abrash and several others unveiled three prototype headsets currently being developed.

Meta - Butterscotch Prototype
Meta – Butterscotch Prototype. Image credit: Meta

Prototyping quite often relies on trying to solve a singular problem, be that resolution, weight, size, durability, clarity or any number of other issues. Whilst the Meta Quest 2 does offer a good VR experience, it’s by no means perfect, with areas that can always be improved upon.

Butterscotch

Ensuring a user’s eye sees the best image possible is of utmost importance and Meta is trying to solve that in a number of ways. The first VR prototype shown was Butterscotch, looking like a heavily modded Oculus Rift.

This was built to address VR resolution, more specifically providing retinal resolution in VR. With 60 pixels per degree (ppd) being the benchmark – one which TVs and mobile phones have long surpassed – so that the headset can depict the 20/20 line on an eye chart. “This is the latest of our retinal resolution prototypes, and it gets us to near retinal resolution in VR — 55 pixels per degree. And that’s two and a half times the resolution of Quest 2,” says Abrash on Butterscotch.

While you might expect this to have been achieved via a new panel this wasn’t the case because: “there are currently no display panels that support anything close to retinal resolution for the full field of view of VR headsets today,” Abrash continues. “So what the Butterscotch team did was they shrank the field of view to about half that of a Quest 2 and developed a new hybrid lens that would fully resolve the higher resolution.”

Meta Reality Labs Eye Chart Comparison
Meta Reality Labs Eye Chart Comparison. Image credit: Meta

As you can see from the above images, Butterscotch does achieve excellent clarity but it’s still a bulky, far from a finished prototype.

Starburst

Even bigger and bulkier than Butterscotch is Starburst. With fans on the top and a pair of side handles, Starburst is Reality Labs’ prototype HDR VR headset. Yes, you read that right, this is what High Dynamic Range in a VR headset currently looks like.

HDR will be a crucial addition as it helps to increase that sense of realism and depth to an image. To do this VR headsets need lots of light to play with, with brightness referred to as nits. Meta’s peak brightness goal is 10,000 nits but as TVs have yet to achieve this number – Samsung’s 65Q9 range can hit 2,000 nits in HDR – that goal is still a way off. When it comes to current VR levels the Quest 2 maxes out at 100 nits.

Meta Starburst Research Prototype
Meta – Starburst Research Prototype. Image credit: Meta

Packed into the Starburst prototype is a bright lamp behind the LCD panels. This helps Starburst reach an impressive 20,000 nits, creating what is likely one of the first 3D HDR VR displays. You probably wouldn’t want to use it for long though: “to be clear, [Starburst is] wildly impractical in this first generation for anything that you’d actually ship in a product. But we’re using it to test and for further studies so we can get a sense of what the experience feels like,” says Zuckerberg.

Holocake 2

As the last two headset prototypes look many years away how about something which looks slightly more production-ready. Described by Zuckerberg as: “the thinnest and lightest VR headset that we’ve ever built,” the Holocake 2 certainly looks the part of a futuristic device and it’s already capable of running PC VR games!

That might be impressive in a prototype headset but what’s even more remarkable is Holocake 2’s thin profile. VR headsets are thick because the displays and lenses need to be a certain distance apart so that your eyes can properly focus on the imagery. To achieve this slim design Meta has developed two new technologies; a flat holographic lens and polarized reflection.

Meta - Holocake 2 Research Prototype
Meta – Holocake 2 Research Prototype. Image credit: Meta

When it comes to the holographic lens Zuckerberg explains: “Holographs are basically recordings of what happens when light hits something. So just like a holograph is much flatter than the thing itself, holographic optics are much flatter than the lenses that they model, but they affect incoming light in pretty much the same way. So it’s a pretty neat hack.”

As for the polarized reflection, this method of optical folding reduces the space between the display panel and the lens. Both of these technologies have been combined with specialized lasers rather than LEDs as the light source. There’s only one problem, finding a laser with the performant size and price that you need for consumer VR headsets. “We’ll need to do a lot of engineering to achieve a consumer viable laser that meets our specs — that’s safe, low-cost, and efficient and that can fit in a slim VR headset,” Abrash notes. “As of today, the jury is still out on finding a suitable laser source.”

Meta Reality Labs Lens Comparison
Meta Reality Labs Lens Comparison. Image credit: Meta

If any of these prototypes look familiar its because Butterscotch and Holocake were teased by Zuckerberg and CTO Andrew “Boz” Bosworth in 2021. No sign of the Meta Quest prototype previously mentioned.

Mirror Lake

Finally, there’s Mirror Lake. This isn’t even a prototype at this stage merely a research concept the Display Systems Research (DSR) team at Reality Labs rustled up. This is pie-in-the-sky thinking, coming up with a ski goggle-like form factor combining all the varifocal (Half-Dome) and eye-tracking and other tech Reality Labs has been working on.

Meta - Mirror Lake concept
Meta – Mirror Lake concept. Image credit: Meta

And there you have it, all the prototype VR headsets Meta has currently revealed and the challenges it’s trying to solve. While Holocake 2 might be on the near horizon the next headset from Meta is Project Cambria, expected to arrive later this year. For continued updates on the latest Meta VR devices, keep reading gmw3.

Meta Reveals VR Headset Prototypes Designed to Make VR ‘Indistinguishable From Reality’

Meta says its ultimate goal with its VR hardware is to make a comfortable, compact headset with visual finality that’s ‘indistinguishable from reality’. Today the company revealed its latest VR headset prototypes which it says represent steps toward that goal.

Meta has made it no secret that it’s dumping tens of billions of dollars in its XR efforts, much of which is going to long-term R&D through its Reality Labs Research division. Apparently in an effort to shine a bit of light onto what that money is actually accomplishing, the company invited a group of press to sit down for a look at its latest accomplishments in VR hardware R&D.

Reaching the Bar

To start, Meta CEO Mark Zuckerberg spoke alongside Reality Labs Chief Scientist Michael Abrash to explain that the company’s ultimate goal is to build VR hardware that meets all the visual requirements to be accepted as “real” by your visual system.

VR headsets today are impressively immersive, but there’s still no question that what you’re looking at is, well… virtual.

Inside of Meta’s Reality Labs Research division, the company uses the term ‘visual Turing Test’ to represent the bar that needs to be met to convince your visual system that what’s inside the headset is actually real. The concept is borrowed from a similar concept which denotes the point at which a human can tell the difference between another human and an artificial intelligence.

For a headset to completely convince your visual system that what’s inside the headset is actually real, Meta says you need a headset that can pass that “visual Turing Test.”

Four Challenges

Zuckerberg and Abrash outlined what they see as four key visual challenges that VR headsets need to solve before the visual Turing Test can be passed: varifocal, distortion, retina resolution, and HDR.

Briefly, here’s what those mean:

  • Varifocal: the ability to focus on arbitrary depths of the virtual scene, with both essential focus functions of the eyes (vergence and accommodation)
  • Distortion: lenses inherently distort the light that passes through them, often creating artifacts like color separation and pupil swim that make the existence of the lens obvious.
  • Retina resolution: having enough resolution in the display to meet or exceed the resolving power of the human eye, such that there’s no evidence of underlying pixels
  • HDR: also known as high dynamic range, which describes the range of darkness and brightness that we experience in the real world (which almost no display today can properly emulate).

The Display Systems Research team at Reality Labs has built prototypes that function as proof-of-concepts for potential solutions to these challenges.

Varifocal

Image courtesy Meta

To address varifocal, the team developed a series of prototypes which it called ‘Half Dome’. In that series the company first explored a varifocal design which used a mechanically moving display to change the distance between the display and the lens, thus changing the focal depth of the image. Later the team moved to a solid-state electronic system which resulted in varifocal optics that were significantly more compact, reliable, and silent. We’ve covered the Half Dome prototypes in greater detail here if you want to know more.

Virtual Reality… For Lenses

As for distortion, Abrash explained that experimenting with lens designs and distortion-correction algorithms that are specific to those lens designs is a cumbersome process. Novel lenses can’t be made quickly, he said, and once they are made they still need to be carefully integrated into a headset.

To allow the Display Systems Research team to work more quickly on the issue, the team built a ‘distortion simulator’, which actually emulates a VR headset using a 3DTV, and simulates lenses (and their corresponding distortion-correction algorithms) in-software.

Image courtesy Meta

Doing so has allowed the team to iterate on the problem more quickly, wherein the key challenge is to dynamically correct lens distortions as the eye moves, rather than merely correcting for what is seen when the eye is looking in the immediate center of the lens.

Retina Resolution

Image courtesy Meta

On the retina resolution front, Meta revealed a previously unseen headset prototype called Butterscotch, which the company says achieves a retina resolution of 60 pixels per degree, allowing for 20/20 vision. To do so, they used extremely pixel-dense displays and reduced the field-of-view—in order to concentrate the pixels over a smaller area—to about half the size of Quest 2. The company says it also developed a “hybrid lens” that would “fully resolve” the increased resolution, and it shared through-the-lens comparisons between the original Rift, Quest 2, and the Butterscotch prototype.

Image courtesy Meta

While there are already headsets out there today that offer retina resolution—like Varjo’s VR-3 headset—only a small area in the middle of the view (27° × 27°) hits the 60 PPD mark… anything outside of that area drops to 30 PPD or lower. Ostensibly Meta’s Butterscotch prototype has 60 PPD across its entirely of the field-of-view, though the company didn’t explain to what extent resolution is reduced toward the edges of the lens.

Continue on Page 2: High Dynamic Range, Downsizing »

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