When it comes to the number of platforms that Unity Technologies support with their ever-developing Unity engine, they are, to put it mildly, rather prolific. From older videogaming platforms like Nintendo’s Wii U console and the Nintendo 3DS, to both Google head mounted displays (HMDs), Microsoft’s Hololens, the PlayStation VR, the Oculus Rift and Samsung Gear VR. It even provides support for both Apple’s ARKit and Google’s ARCore augmented reality toolkits.
It’s a fact they are also very proud of.
“We provide access to the greatest number of build targets, and we’re always adding support for the most desired and relevant platforms.” Explained the firm on their official blog. “When important new devices enter the market, we want to ensure we have day-one support for you.”
As such, they are always looking to for the next platform to come, and in the case of this year’s Game Developer Conference (GDC) four new platforms were announced as being added to the mix going forward. The first was, in many ways, perhaps both the most and least surprising, Magic Leap and its Magic Leap One HMD.
Magic Leap
Announced in the same week as Unreal Engine was revealed to the supporting the mysterious headset which continues to beguile investors everywhere. Unity revealed that among other things a Technical Preview for Magic Leap’s creator portal. As Unity themselves put it, “Unity believes the world is a better place with more creators in it, and platforms such as Magic Leap will unleash new forms of creativity which we can’t wait to see.”
Google Play Instant
Revealed yesterday during the Google Developer Day, a traditional GDC Day One event, the new service from Google is being rolled out to developers some time later this year. Trialled with partners in a closed Beta at the end of 2017, Google Play Instant involves the creation of a short demo of an app or videogame that can be near instantly loaded. Giving users a quick taste of what the software entails and inviting them to download the full version. ‘Instants’ are made available by an additional Try Now button added to store pages. You can find out more here.
Oculus Go
Unveiled last year at Oculus Connect 4, and being released this Spring, the standalone HMD neither requires a PC to run it nor a compatible smartphone in order for it to function. Unity has confirmed that developers will be utilising the same workflow methods that they currently employ when developing for the Samsung Gear VR, which is made in partnership with Oculus.
Google Daydream Standalone
Also adding to the existing range of headsets comes support for the line of Google Daydream Standalone HMDs, which in this instance means the Lenovo Mirage Solo – something that VRFocus went hands-on with earlier this month. As with the Oculus Go this is somewhat utilising the support already in existence for its predecessor, adding 6 degrees of freedom (6DoF) support on to the existing Daydream platform.
VRFocus spoke to Unity further about their continued push across immersive platforms following their GDC keynote speech and you’ll be able to see what they have to say on the site very soon.
Lenovo’s Mirage Solo standalone VR headset, which was announced last year and fully revealed back in January, is set to launch on May 5th, priced at $400, Lenovo tells Road to VR. The standalone headset is set to compete with the likes of the Oculus Go and Pico Neo.
Update (3/16/18, 1:26PM PT): Lenovo has confirmed to Road to VR that the Mirage Solo will launch on May 5th, priced at $400. Back when the headset was revealed in January, the company said they were hoping to drive the price down to a “more mainstream price point than the [$400] we shared,” but unfortunately it seems they weren’t able to do so ahead of launch.
Original Article (3/16/18): According to a product listing on retailer B&H’s website (spotted by Ubergizmo), the Lenovo Mirage Solo is expected to launch on May 11th [see update above], priced at $400. The Mirage Solo is a standalone headset (meaning it has everything on board for VR, and doesn’t rely on a docked smartphone or host PC), and it’s based on Google’s ‘Daydream’ Android VR ecosystem. The headset’s purported launch date is just a few days after Google’s annual I/O developer conference which runs from May 8th to 11th.
From time to time we see retail product listings pop up with launch dates for new products; sometimes they’re right and sometimes they’re wrong—we’ve reached out to both Lenovo and Google for comment on the purported launch date of the headset [see update above].
Back in January we got a good look at the Mirage Solo at CES 2018. We found the headset to have strong fundamentals, but wondered about the $400 price point, especially for a VR experience that still feels ‘casual’ compared to desktop and console headsets. The Mirage Solo will have to compete with the soon-to-launch Oculus Go standalone headset, which lacks positional head tracking, but is also half the cost of the Solo’s purported [confirmed] $400 price point.
From all the announcements and news reports in 2017 it seemed fairly certain that 2018 would be the year of the standalone headset, a virtual reality (VR) head-mounted display (HMD) with all the tech built in, no need for phones or long trailing wires. It may only be March but as yet nothing has arrived, sure the Vive Focus has launched in China but that’s no good when you’re in Europe or the US. But it looks like there won’t be to long to wait for the Lenovo Mirage Solo, as a new pre-order listing notes an expected release date of 11th May.
B&H Photo has now listed the Lenovo Mirage Solo for $399.99 USD, via Ubergizmo, with expected availability being 11th May 2018 – for North America at least. While Lenovo had already spoken about a $400 price point, an actual release date had never been specified, merely ‘mid-2018’. While the date is certainly no confirmation from Lenovo itself, B&H is a big enough retailer for it to be correct. Plus there’s the added timing of Google’s annual I/O developer conference which runs from 8th to 10th May, 2018.
The Lenovo Mirage Solo will be the first standalone headset using Google’s Daydream platform, with built-in ‘WorldSense’ inside-out tracking technology that allows wearers to wander around without bumping into things. Additional specs include: 4GB of RAM, 64GB of storage, a 5.5-inch LCD display with 1280 x 1440 pixels per eye with a 75Hz refresh rate, 110 degree field-of-view (FoV), approximately seven hours of battery life, all run by a Qualcomm Snapdragon 835 processor.
During CES 2018 VRFocus got its hands on the headset for a brief look at the design, finding it to be well made and comfortable, although the constrained surroundings of the event did limit the testing of the WorldSense technology.
As mentioned, the Lenovo Mirage Solo isn’t the only standalone headset that’s going to hit the market in 2018. Oculus Go is reportedly launching in ‘Spring 2018’, although that doesn’t have inside-out tracking and will retail from $199. Then there’s Chinese company Pico, with its Goblin headset currently on the market and its flagship product, the Pico Neo supporting Vive Focus’ Vive Wave platform. Whatever happens, as further details on the headsets are released, VRFocus will keep you updated.
Standalone headsets represent an enormous leap forward for VR technology, with companies like Google, Facebook and HTC early to market.
An all-in-one VR headset, or standalone, puts everything in the headband needed to convince you that you’re in another world. It is a single integrated piece of hardware, like a phone or tablet.
The first VR headsets available to consumers require multiple pieces to work. This includes Rift, Vive, Gear VR, Daydream View, Cardboard, PlayStation VR and Windows-based VR headsets. In contrast, a single piece of hardware purpose-built for VR, and VR alone, means VR is always ready to transport you. Standby modes will be common, keeping these headsets ready 24/7.
Standalones are wireless. It is helpful to understand, however, not all wireless VR headsets are standalones. Some systems beam information wirelessly from nearby PCs or consoles, and others use wired packs that clip to clothing or slip in a pocket. Some dreamers hope a true standalone with processor, graphics, display, storage and tracking all in the headband will offer additional modes to be more flexible. So maybe you could use a battery pack for longer durations in VR, or maybe you’d use a nearby PC wirelessly for more visually impressive virtual worlds.
The first standalones vary considerably. Some only let you sit down or stand in place. Other all-in-one VR headsets let you move around more but are limited in terms of collision detection or hand controls. Eventually a system will combine great hand controls with safety features like object avoidance, but for now here’s an overview of what we know.
Oculus Go ($200)
Features: Seated or standing only, single hand controller that lets you point but not reach, LCD display, Snapdragon 821.
We haven’t gotten to try this headset yet, but the incredible starting price is the standout feature. A leaked photo seems to hint at another major selling point — a robust content library brought over from Gear VR with more than 1,000 apps, games and movies.
Lenovo Mirage Solo ($400)
Features: Walk-around freedom within a small space, no collision detection, single hand controller that lets you point but not reach, LCD display, Snapdragon 835.
This Google-powered system adds movement freedom to Daydream apps but limits that freedom to a diameter of 1.5 meters. Everything fades to black when you step outside that space. I tried the Lenovo Mirage Solo very briefly at CES and it was nice to be able to move around. But what content works well when you can move your head around freely, but not your hands?
Vive Focus ($635*)
Features: Walk-around freedom in a 2 meter space and the option to turn the safety barrier off for larger spaces, no collision detection, single hand controller that lets you point but not reach, OLED display, Snapdragon 835.
I also tried Vive Focus briefly at CES and its visuals were impressive enough to make ducking projectiles a fun and comfortable experience. If you use Focus with a MicroSD card and lots of storage, it could work well as a private movie theater for folks who travel by plane or train frequently. This also might be a common use case for Mirage Solo and Oculus Go.
*Local taxes included in the price of the Vive Focus.
Oculus Santa Cruz (TBD)
Features: Walk-around freedom, two point and reach hand controllers, collision detection unknown, display unknown and chipset unknown.
This prototype headset, shown at Oculus Connect 4, is so far the best standalone experience I’ve tried. Facebook’s careful placement of cameras allow the device to occasionally see when the controllers are in awkward positions. This reduces the number of times when you might lose tracking on your hands. Oculus says it will deliver developer kits in 2018.
Pico Neo ($750)
Features: Walk-around freedom with a default boundary set at 0.8 meters and the option to expand, two point and reach hand controllers, LCD display, Snapdragon 835. Pico claims a safety boundary can also be added at the application level with collision detection.
We reviewed the earlier Pico Goblin, and while it was the first broadly available standalone it also lacked a large, well-known content store like Oculus Home or Steam to back its efforts. Pico Neo aims to again be first, this time offering two point and reach controllers in a consumer standalone. In our hands-on time at CES, we found a crisp display, but we are concerned about the quality of the controller tracking. Pico Neo will also have access to the Viveport-powered Vive Wave store, and others, to supplement content concerns for users.
Even to those who only lightly follow the virtual reality (VR) industry it should be fairly clear that 2018 will see a change – or should that be addition – to the norm, with standalone headsets due to make their rise into the market. It was a natural synergy that was always going to take place, smartphone power inside an easy to use, all-in-one body that needed no wires. Last year Google made plans with HTC and Lenovo on two different headsets that would use the search giant’s Daydream platform. As we now know HTC eventually went off on its own, creating Vive Focus, while Lenovo stuck with Google, building the Mirage Solo in the process. During CES 2018 VRFocus got to spend some time with the headset to see how the partnership panned out.
First impressions upon seeing the Lenovo Mirage Solo are good, with Google’s Daydream reference design proving to be well made and relatively compact. What’s instantly noticeable is the PlayStation VR style head band, placing most of the weight on the forehead with an adjustment wheel on the back to ratchet the whole thing tight. It’s a system that’s been proven to work very well, providing a comfortable fitting for even long durations of gameplay.
Whilst this is true with the short amount of time VRFocus spent with the headset, due to its all-in-one design the device isn’t the lightest of head-mounted displays (HMDs). Sporting all that battery and processing power means the Lenovo Mirage Solo clocks in at 645g, while PlayStation VR weights 610g, HTC Vive is 470g, and Oculus Rift comes in at 470g.
The overall design of the Lenovo Mirage Solo is that of simplicity, with a clean form factor that features a couple of buttons on the right hand-side. Inside, the headset has a Snapdragon 835 processor, 4GB of RAM, 110 degree field-of-view (FoV) and sports a resolution of 2,560 × 1,440 – so very similar to that of smartphone VR headsets. The actual image quality is equally on par, if not slightly better than smartphone brethren, with decent clarity and sharpness provided by the lenses. Where the Mirage Solo shines however is with its inside-out tracking thanks to the two forward facing cameras.
Using a technology developed by Google called WorldSense, users can wander around fully tracked within the virtual world without the need for external sensors or cameras. In the dark, limited space demo area the tracking performed admirably, with little noticeable latency or moments of uncertainty. Whilst this will certainly aid immersion, the headset only comes supplied with the basic Daydream 3 degrees-of-freedom (3DoF) controller. This really only gives you the flexibility to point and select objects and items in menus and experiences.
Lenovo Mirage Solo’s menu will be instantly familiar to anyone who’s tried Daydream, as it utilises the same design configuration. One benefit is access to Daydream’s ecosystem which is attracting more and more developers.
So the overall headset works very nicely, the question is would you spend almost $400 USD on one. Lenovo has already said the Mirage Solo will retail for under that price, just not how far under. That puts it in the same price range as Oculus Rift and PlayStation VR, way above Samsung Gear VR, and still significantly more than Oculus Go. Whilst the latter two are wireless, they don’t feature inside-out tracking, and the two high-end units can produce better visuals they just need external processing. This puts the Mirage Solo in a grey area that was once black and white, mobile VR or tethered VR.
CES 2018 is the most exciting showcase of innovative technology every year. With over 170,000 attendees and over 3,900 exhibitors, there has to be some virtual reality (VR), augmented reality (AR) and mixed reality (MR) here, right? Today, VRFocus is doing a Post CES #XR event Review at the Realities Centre in London, UK bringing some of the companies together for those that couldn’t attend the main event. However if you aren’t attending the Post CES event, VRFocus has put a little recap together. From head-mounted displays (HMDs), VR platforms, VR content, 360 cameras, AR, audio, and MR to accessories to accompany new immersive technologies, you’ll find a sizable list in the run down below.
Big Announcements at Press Conferences
Before CES even started VRFocus attended the Nvidia press event, where the company showcased its latest technology in autonomous cars. The biggest trend by far at this year’s CES, was how both VR and AR are being used to help ensure the safety of future cars, but also testing autonomous cars in environments that otherwise could not be controlled. Nvidia announced AutoSim, a VR simulator for self-driving cars as well as Drive AR, software that gives drivers information about what is around the car. All this information will be featured on the windscreen or dashboard screen. Think Google Maps on your heads-up-display (HUD).
It was HTC Vive that really stole the show that day after its initial Twitter tease of a HMD with new resolution, announcing the new HTC Vive Pro and Wireless adapter. The promise of no screen door effect and going untethered? It was a big day for VR lovers around the world. To add a cherry on top, the HTC Vive Pro will feature two microphones for noise cancellation capabilities and it’ll work with both 1.0 and 2.0 base stations.
With the announcement of the HTC Vive Pro, Dell revealed at its press conference a partnership with HTC Vive to make it easier for consumers to get a full VR package with their desktop by allowing customers to purchase both the VR-Ready Dell Inspiron Gaming Desktop and an HTC Vive.
With no new Oculus Rift being teased or showcased, VRFocus managed to catch up with Kopin, showcasing the Elf VR headset. With a pixel density of 2,940 PPI, dual 2K resolution, 120 Hz for each eye, and a promise of smaller, lighter size and no screen door effect, Kopin is making ambitious promises for VR applications in the future. The Elf VR HMD is not yet available for consumers, but Kopin has said to keep an ear out for news just before the Electronic Entertainment Expo (E3) 2018.
Pico Interactive showcased its standalone headsets Pico Goblin and Pico Neo CV. Both headsets will be compatible with the Vive Wave platform, giving Pico customers access to 400 titles from the Vive owned store. A taster perhaps of what other standalone headsets might be such as Oculus Go and Vive Focus. The Pico Goblin is retailing for $269 USD and the Pico Neo CV can be pre-ordered for $749 on Pico’s website.
Lenovo also demonstrated its standalone device, Lenovo Mirage Solo. The headset utilises the Qualcomm Snapdragon 835, has 4GB RAM, with 110-degree field-of-view (FoV). The headset also uses Google’s WorldSense technology for inside-out tracking and comes with a wireless Daydream controller. The HMD is set to be released in Q2 this year.
Zeiss VR One Connect is now also compatible with Steam VR. Supporting both iOS and Android, the Zeiss VR One will need two wireless three degrees of freedom (3DoF) controllers that are linked via Bluetooth to enjoy full VR. The Zeiss VR One Connect is set to be available at major US retailers in the spring of 2018 at $129. No details on an international launch date are currently available.
Then there was Timescope’s terminal, which wasn’t what one would call “true VR”, in the sense that it’s not room-scale, you are not able to teleport or physically pick up objects with controllers – but still a form of new VR for public spaces. From the age of seven, members of the public are able to use the Timescope terminal to then see into the past or future of certain locations. All 3D content is as historical accurate as possible, with historians and engineers that have worked hard on making the terminals suitable for everybody – including people wearing glasses.
VR Platforms, VRContent, Training and Social VR
It might become easier to start a platform when making numerous amounts of VR content, and trying to find a solution to distribute the content to their clients and audience. This seems to be exactly the case for Jaunt, Ikonospace Art and Serious Factory.
Jaunt has created the Jaunt XR platform, which gives clients an easy way to distribute large amounts of VR content. With a media manager, player engine and intelligence suite to track information of how users interact with 360 content – its biggest benefit is that it allows all 360, VR films to be distributed across various VR HMDs.
Ikonospace is a small Dutch start-up company that use VR to create virtual art exhibitions. The platform would enable any artist around the world to build, create, digitise and finally curate their own art exhibition. CEO and Co-Founder Joris Demnard, personally comes from a family that specialise in curating and putting together art exhibitions. With simple design tools, one can create a building, decorate the interior and then place their art in it.
Serious Factory have a special toolkit that enables users to create social scenarios. Think of it as directing a social space where you can control the characters interactions, facial expressions, reactions and create the perfect social training scenarios. The platform allows for full customisation of characters from ethnicity, outfit, and interactions to the 3D environment where the interactions would take place. The final scene also has a point system, which would allow recruiters to see in which category users failed in or excelled in.
Fibrum is the largest Russian developer for VR games and applications, having dipped its toes into e-sports as well as creating the Fibrum Pro HMD. Fibrum now focuses on a platform called Desirium, a mobile VR app and platform that’s similar to Jaunt’s app, where the company can host 360-degree and VR content. You can download the app on Google Play, App Store, Google Daydream or Samsung Gear VR for a free trial period now.
VRFocus got into the grind of CES with Black Box VR, a new concept that combines gaming with gym workouts. Instead of getting bored at the gym, trying to make your exercise routine more interesting by listening to your ‘Gym Workout Session 1’ playlist on Spotify or attempting to enjoy the visual images on the TV screen, you’ll soon be able to dive into a HTC Vive headset (accompanied with special trackers on each arm) and carry out various work outs through Black Box VR. Several Black Box VR gyms will be opening on the West coast of the United States, to make your average gym workout more interesting.
Anybody who’s been trying to use VR for exercise will have heard of Sprint Vector, Survios’ action-packed multiplayer VR title. Survios announced several Sprint Vector tournaments and that it would be coming to various VR arcades soon, which can also be experienced in California.
Serious VR takes things very serious indeed, specialising in VR training and performance data focusing on industrial companies such as defence, metal and automotive sectors. The plan is to change manuals and e-learning into an information schedule to implement VR for training processes. The benefits of immersion that VR offers seem be very cost-effective and more efficient than conventional training for industrial companies at the moment.
French company Light and Shadows use both VR and AR to provide solutions to major industrial enterprises, having created various devices and training applications for companies that are looking for ways to train or operate in VR. With a background in 3D environments, they showcased a training simulation that combined leap motion with the HTC Vive. Using just your hands, VRFocus managed to pick up mechanical and industrial pieces in a factory.
All in all, VR companies exhibiting at CES showcased various platforms that wanted to be cross-platform friendly and were looking to have users create and generate their own content in order to boost their platform. For the most part, it seems like these platforms are oriented at large industrial companies looking to train staff or employees, whether it be in factories or in social situations. With it comes a lot of responsibility to create easy-to-use toolkits, quick production work flows as well as the tools to create the best immersion. For the most part, it has been HTC Vive that’s been the winner when looking at how companies are using the HMD to help introduce VR to the masses.
360 Cameras
There were only two cameras that really showcased what 360 VR could offer in the future. Besides Sony and Zeiss’s previously mentioned, it was Chinese company Pisoftech and Kodak that offered 8K capabilities. Lenovo also dips into VR, but uses 180 degrees instead.
Pisoftech has a background in mass surveillance and data. They decided to venture into the realm of hardware when they saw that the products their clients were making could be more efficient if they made it. The Pilot Era camera can shoot 8K and has the capability to stitch internally. In other words, no need for an external device or software to stitch for you anymore. It’s quite big as well, 61mm x 61 mm x 159mm and weighs around 565g, however it may be worth it if you don’t want the hassle of stitching your images and if you want 180 minutes of battery life. 8K comes at a huge price though, its estimated price is at £3,000 GBP, not exactly affordable for the average consumer. The product is expected to be available on Amazon in April 2018.
What Pisoftech offer in 8K internal stitching, Kodak makes up for in size. Showcasing two brand new cameras that as of yet have no name, Kodak is also dedicated to creating 8K VR footage but in stereoscopic 3D VR. The first to be shown is the three-lens 8K PixPro 360 camera that is able to film at 30 frames per second (FPS) or 4K at 60FPS, potentially even at 120FPS. A waterproof version is said to be released around the same time to enable underwater filming. Half the size of the Pilot Era camera, this camera does not offer internal stitching but is very small and could potentially last a long time if combined with external batteries.
The second camera shoots 4K 30 FPS and can fold out and do 3D stereoscopic 180 images. It was designed specifically to please the push YouTube and Google are making into 3D on their platforms. You can also tether the cameras together and make a full 360 3D unit, if you were to have three of them. When speaking to Kevin Kunze, he mentioned that the three-lens 8K camera would be $1,000-$2,000 cheaper than other 8K cameras on the market and both cameras would hopefully be coming out in Q4 this year.
Lenovo hasn’t exactly created a 360-degree camera but instead opted for the Lenovo Mirage Camera. The device enables users to capture VR video in broad 180-degrees from its two front facing lenses, which can then be viewed on the Lenovo Mirage Solo HMD (mentioned in the HMD section).
It really depends on what you’re looking for when it comes to cameras, 8K, size, weight, price or the effort of stitching. It’s interesting to note that both Lenovo and Kodak have created VR 180 degree cameras due to the push that Google have made for this content on the YouTube platform. Lenovo’s Mirage Camera for example natively integrates VR 180 images and videos onto both YouTube and Google photos.
Augmented Reality
AR was a big buzz word when it came to autonomous cars. Nvidia showcased this with their Drive AR, but it was WayRay that really got people on the show floor queuing up to have a try.
WayRay, is a Swiss developer of holographic AR navigation system for connected cars. They showcased NAVION, the world’s first ever holographic AR navigator, and the advanced version of the AR Infotainment System for cars. Placed on a dashboard, NAVION shows directions, trip details and display real-time indicators for things like pedestrians, POIs or alerting to hazards exactly where the driver needs them to be — on the road ahead — with no headgear or eye wear required. NAVION works hands-free and responds to the simple voice commands or to unique hand gestures.
Hololampon the other hand depends on interactions with your hands. Tracking individual faces, it’s able to change and alter the perspective of holograms to appear 3D. This can include anything, from food to architectural buildings. The holograms can be interacted with as well, so you can choose to change the colour of a room for example by tapping on the hologram.
AstroReality takes 3D printed objects and then uses their AR app AstroReality to help inform users about planets. AstroReality showcased how this was done by using 3D printed planets such as Mars, Earth and the Moon for example at CES. They hinted at working on other 3D printed objects and AR for other uses cases such as Dinosaurs, Rocks and other things. They’ve been very popular with astrologists, space-enthusiasts and classrooms.
uSens has not only partnered with Pico interactive on hand-tracking for mobile VR, but has managed to find a way to bring AR to almost all Android phones with the uSensAR app. uSens also announced a partnership with Chinese technology firm Spreadtrum, and uSensAR will be bringing AR camera effects to the Spreadtrum SC9853 chipset platform which will be in “hundreds of millions” of smartphones in 2018.
AiFishowcased the Wonderlens app which remarkably manages to capture individuals from their phones or tablets to anywhere they want without the need for green screen. This is all done in real-time as well, so no need for Chroma keying or masking – it’s all done on your phone or tablet. For those who aren’t filmmakers – this is remarkable and ground breaking technology at the tips of your consumer fingers and should definitely be tried (it can be argued that Wonderlens is actually MR). AiFi also showcased Holo Messenger turning you into a hologram which then gets projected in a personal video message to friends and family. Founded by former Google and Apple engineers, AiFi is currently working on the advanced checkout-free shopping experiences in the US. Apparently they’re doing Amazon Go, but on a much larger scale in US retail stores.
XXII is a French company that has taken the profits made in VR and AR and have gone into Artificial Intelligence (A.I.). Its created various escape room VR experiences and have now gone into smart retail, where the system uses sensors to analyse customers. They use AR to show and explain how their smart retail AI can be used. Similar, but smaller in size to AiFi it looks like the combination of immersive technologies and A.I. are proving to be a great combination for selling products.
The feedback VRFocus was getting from exhibitors was that AR was the first step to bring VR into the mass market. AR was an easier and less drastic way of introducing the technology to consumers. The buzz around autonomous cars and AR definitely looks like a new exciting possibility for future entertainment – right there on your dashboard. Stepping into an autonomous car in the future, will possibly be like stepping into a theatre. The combining of AI with both VR and AR can be very interesting, but is just at the start. Booth AiFi and XXII are blurring the lines and we could potentially see various interesting outcomes from both companies if they were to apply it in new and exciting ways.
Audio
Audio is equal, if not more important when it comes to feeling immersed. You can hear a mistake a lot quicker than seeing a mistake. If audio doesn’t quite work the way it does in real life, it breaks the immersion for many people. Besides vTime’s partnership with DTS, Dirac and Noveto aim to help create more immersive environments for both VR and AR.
Some tech needs to be experienced first hand, VR is certainly one while Noveto’s audio tech is another. The company showcased what it called ‘virtual headphones’, named Sowlo, projecting sound into your ear like a pair of headphones. The system tracks the users’ ears as well, so even if you turn your head a certain degree, the sound and volume would stay the same. Noveto demonstrated this for a conference call and interior of car use cases, explaining that the days of ‘headphones’ would soon be over. The system works with no need for any accessories on the user at all, no headphones, cables or added accessories. It just needed you and your ears.
Swedish company Dirac launched Dirac VR last year, a 3D audio platform for VR. This year at CES Dirac showcased the next iteration of the Dirac VR platform. The audio rendering of a virtual environment showcase how the location and volume level of the audio adjusts as the head rotates with a VR headset. In other words, if you move your head, sounds bounce off the walls the same way they would if you were doing this in real life.
Noveto’s Sowlo has the potential to not only change the way users interact with audio for VR, but also for everyday use cases. It has the potential to really enable social VR and really alter the way we can experience audio as a whole. Dirac’s experience in audio means that the re-creation of environments will create more immersive and realistic sound environments. Both look very promising to enhance VR worlds through means of audio.
Mixed Reality
There was not too much MR that VRFocus saw on the show floor at CES. Luckily the company that did showcase MR are doing something that could revolutionise the future of public health care. Making it more efficient, quicker and potentially lifesaving.
Exelus, a French telemedicine solution company has created a comprehensible mobile diagnostic platform using Microsoft’s Hololens. Partnering with Holoforge, they’ve created Nomadeec. It’s focused on delivering and providing the most accurate information as efficiently and quickly as possible between healthcare providers. Designed for nursing homes and out-of-hospital care facilities, it would allow nurses, care assistants, night watchmen and doctors to communicate with one another. Nomadeec is currently being used in France and could be a glimpse of what future healthcare methods healthcare providers will be using in future.
The last part of this recap is dedicated to accessories that are made to enhance your VR experience or can be used by developers to help develop and create new VR content.
When it comes to untethered VR, or VR without wires and cables that attach you to a laptop or desktop, HTC Vive users can rejoice at the announcement of the HTC Vive Wireless Adapter. However TPCast are also providing another option. The TPCast 2.0, which according to TPCast will utilise the latest generation of ultra-low latency codecs and upgraded real-time data control protocol. This will allow the company to deliver high quality video with low latency and real-time transmission at a range of distances. TPCast’s General Manager for Americas Udi Yuhjtman confirms that regardless of which HTC Vive HMD you’re using (Vive or Vive Pro), you’re able to use the TPCast 2.0 for both.
Feeling and Touching in VR: Gloves and Haptic Feedback
French company Go Touch VR uses haptic feedback to create the illusion of touch, except you don’t need to wear a glove. So no matter what size your hands or fingers are, you will be able to feel haptic feedback. It’s probably important to note, that long fingernails do not work with the system. By wearing small devices at the user’s fingertips, the units provide pressure on the fingers, allowing for multiple haptic feedback sensations. The VRTouch Developer Kit began selling in October 2017 and has since sold to several companies that include BMW.
Dutch start-up company Sense Glove is also seeking to find a solution for haptic feedback. However instead of putting items on your fingers, you need to put on what looks like a very complicated exoskeleton of a glove. It not only provides haptic feedback though, but force feedback as well. This was demonstrated at CES by having users trying to crack an egg and various other circular objects. The idea is to help the user feel the shape and density of virtual objects.
BeBop Sensors showcased their newly announced BeBop Sensors Marcel Modular Data Gloves that allow for either 6 or 9 degrees of freedom with a sensor sub-frame latency at 120 Hz. The data glove uses smart fabrics, with sensors tracking force, location, size, weight, bend and twist.
TreeTech is a Dutch company that realised that PC gamers were moving to the couch with VR and Steam Link box. So they created the PO!NT Controller, a modular game controller that brings the keyboard and mouse shortcuts to a controller. TreeTech also create custom module controls, and can be approached by developer for custom experiences. They will start producing the PO!NT controller in Q3, and on the market in Q4 retailing at $149.
Jamzone is a Dutch company that’s created a videogame to help train users to learn and cope with stress. Stressjamuses a special waistband that measures heart rate variability to read your body’s state of mind. So in other words it knows when you are calm or stressed. Stressjam then takes you on a guided journey where you can only complete certain tasks by making yourself calm or stressed. Jamzone want to use it for B2B purposes and want large companies to use it to help prevent stress, burnout and depression in their employees by training them to control their stress levels in VR.
VRFocusstumbled upon the Yaw VR Motion Simulator which makes VR more like a Cinema 4D experience. The Yaw VR offers full 360 degrees swivel, tilts, shakes, spins and motions that make you feel like you’re in real life. You can pre-order the Yaw VR and it is compatible with the Gear VR, Oculus Rift and HTC Vive for £629 if you get an Early Bird version.
On a special note, Pico Zense, AiFi and various other companies seem to be working on depth sensing technology at CES. The ability for VR or AR headsets to recognise the location around them could change and alter the way we interact with digital objects as well as pave the way forward for mixed reality content. All in all, it’s clear that there are numerous exhibitors who are looking for new solutions to solve problems in the fields of VR and AR.
Conclusion
CES 2018 showcased untethered VR without the need to link to a PC or laptop, trying both the HTC Vive Wireless Adapter and TPCast 2.0 was very strange in the sense that the usual ‘safety net’ or umbilical cord that kept you grounded to the sense of existing reality was gone. However with Oculus’s Santa Cruz and HTC Vive’s Wireless Adapter coming to the market – TPCast may struggle to stay relevant by the end of the year. The most common trend amongst HMD manufacturers such as Kopin or Zeiss One and VR content producers such as Jaunt, Fibrum, Ikonospace or vTime was that they wanted to be cross-platform and enable user generated content. This means that users need access or full customisation to what they’re creating in VR, but also make VR a much more accessible platform. It was very refreshing to see Timescope take VR outdoors and to public places where numerous tourists, and anybody from the age of seven is able to experience a location in a new way. It just goes to show that no matter which HMD you have, it’s all about content.
With regards to 360-degree cameras the trend is looking to get higher quality resolution and bumping up the cameras to 8K. It’s then just a matter of size, prize, weight and intent. There’s a definite trend towards using 3D 180 degree cameras for YouTube and Google’s sake, as is seen in Lenovo Mirage Camera – although not many except the Lenovo Mirage Solo seem to be discussing being a platform for the 3D 180 degree video or image content that would be created with the cameras. The foldable Kodak camera seems to try and combine both stereoscopic 180-degree 3D as well as full 360-degree filming – but at what cost? Stitching is still a massive problem when it comes to creating 360 content, but is paying $3,000 worth the price for not having to stitch?
When it comes to AR, the autonomous cars were the winners. AR on the dashboard or windscreen were two of the biggest hypes at CES when Nvidia and WayRay discussed them. Not only would information become easier, but it seemed like a natural progression having all this information accessible. Within five years, it will be expected that every new vehicle should have AR integrated in it. This means that in some sense AR will have reached the general consumer population to a certain degree. uSens as well as AiFi do deserve a special mention. uSens not only showcase impressive finger tracking, but uSens AR would also bring AR to cheaper android phones – especially in China opens up the AR market to various new types of content, users and market. No longer will AR be something only iPhone users can afford, but something that is for everybody. AiFi is one to watch with regards to how they are using A.I. with AR and VR. Though Wonderlens and Holo Messenger seem like small quirky apps, the technology behind it really showcase the intelligent sensors and software created by AiFi that enable them to go into the mass smart retail market.
When it comes to audio, it’s clear that vTime is trying to address immersion through realistic audio. It’s great to see a company such as Dirac who have built custom made audio for various locations and applications intently try and create a realistic audio as possible for VR. It was however Noveto that really blew VRFocusout of the water. Not only could this revolutionise the way users interact with audio as a whole, but it would also enable various users to go into a public space without the need to wear headphones on their VR headsets to enjoy an experience. No unnecessary wires, hygiene problems or headphones that aren’t suited to your specific ear shape.
There was only one real contender that truly showcased a working platform and model that is revolutionising the healthcare industry, and that is Nomadeec. A small thing such as enabling hands-free care whilst giving real time data back to the hospital as well as being able to call a doctor regarding the patient can be life changing and perhaps even life saving for patients that need immediate care. Though Nomadeec would be implemented in large business such as care homes or out of-hospital care facilities, it’s clear to see the potential of it as Nomadeec roles out. Hopefully Nomadeec will be brought to more countries and have a quick as well as immediate positive impact on patients in need. The only barrier to entry then becomes the price as well as training of staff the use the expensive Microsoft Hololens.
And last but not least, accessories. Now it’s hard to say which glove or accessory was the best at CES. When we reached BeBop Sensors it was nice to see something that felt complete, I personally was unable to use Go Touch VR because I have long fingernails and my colleague Peter demoed the Sense Glove. However after much discussion VRFocusconcluded that when it comes to being prepared for consumers, BeBop Sensors was the closest to being ready. Go Touch VR and Sense Glove both felt like early prototypes which needed several iterations whilst BeBop Sensors was almost there, had haptics on the fingers, was small and worked for both myself and Peter who have very different hand sizes.
A personal favourite of mine was Stressjam. This was probably because of how drastic and immediate of a change was asked from me whilst at CES in my state of mind. When I came out of Stressjam, it had a similar effect to how I felt when I used Noveto’s Sowlo system. Personally, I also believe that being able to control stress is a very healthy and useful ability for a population that suffers a lot from stress, depression and other illnesses as a result of that. It would be great to see VR implemented in a healthy and fun way that is not only associated with shooting zombies, scary horror VR videogames or training simulations.
Finally one thing that was most prominent from the whole show, was the continuous showcasing of VR experiences by using HTC Vive. Almost every single experience used the headset, from Black Box VR to training simulations that combined it with magic leap. Another thing that was noticeable was the incredible number of Asian or Chinese people at CES. It’s very clear that China is a huge market to be tapped, and it will be interesting to see more Chinese VR and AR tech coming out of the continent as well as seeing how HTC Vive will fare in the Eastern market.
The revelation of a Google Daydream exclusive Blade Runner videogame was one of the biggest announcements for virtual reality (VR) at CES 2018, Las Vegas, earlier this month. Seismic Games has partnered with Alcon Media Group and Google for a unique perspective on the Blade Runner franchise, and VRFocus endeavoured to find out more about Blade Runner: Revelations direct from the source.
Following CES 2018, VRFocus spoke with Trey Watkins, Creative Director at Seismic Games, about Blade Runner: Revelations. How did the project start? Where does it lay within the Blade Runner franchise? How is VR used to create a unique Blade Runner experience? The answers to these questions and more follow in the question and answer session below, and VRFocus will keep you updated with all the latest details on Blade Runner: Revelations.
VRFocus: How does Blade Runner: Revelations tie-in to the Blade Runner movies?
Trey Watkins [TW]: Blade Runner: Revelations takes place shortly after the first movie in the events surrounding the time of the Blackout and Prohibition. Gaff & Holden both anchor the Blade Runner unit as this new tale of a Replicant conspiracy unfolds. As this is a story-based game I’ll leave the rest for you to discover once we launch.
VRFocus: Can you tell us more about the player’s character, Harper?
TW: Harper is an experienced Blade Runner but serves as a noir vessel for the player’s own decisions. The role of Harper adapts to the player’s choices and allows for distinct alliances and outcomes through the unfolding story. In the demo revealed at CES, the player was teleported between pre-determined ‘hotspots’ and able to interact with a small amount of items.
VRFocus: What other gameplay mechanics will be included in Blade Runner: Revelations?
TW: Blade Runner: Revelations will include a variety of gameplay mechanics including: exploration, character interaction/conversations, shooting, object discovery and VK & Esper investigations.
VRFocus: Why did you opt to build a Google Daydream experience over a PC based HMD?
TW: Alcon & Seismic strongly believe in the broad appeal of the mobile VR platforms. Using Seismic’s skill in bringing cutting edge 3D experiences to mobile, we felt we could push the Daydream platform to deliver a PC level experience in an untethered VR platform that is extremely accessible to millions of players.
VRFocus: Will Blade Runner: Revelations come pre-installed on the Lenovo Mirage Solo?
TW: Blade Runner: Revelations will be a featured launch title on the Levovo Mirage Solo platform.
VRFocus: Is Blade Runner: Revelations exclusive to the Lenovo Mirage Solo, or will it be available for other Google Daydream compatible HMDs?
TW: Blade Runner: Revelations will also be available in the Google Daydream store.
VRFocus: How did the partnership with Alcon Media Group and Google for Blade Runner: Revelations come about?
TW: Alcon & Google had been discussing the exciting opportunity of bringing the Blade Runner universe to life on Daydream VR and we were fortunate to be on the very short list of developers capable of realising this exciting vision. The three-way partnership showed great promise from the beginning and we are excited to be launching this in collaboration with Alcon & Google.
VRFocus: Seismic Games acquired Grue Games for AR/VR projects in 2016. Is Blade Runner: Revelations related to this purchase? Can we expect more VR from Seismic Games in the future?
TW: Blade Runner: Revelations leveraged the talents of both Grue & Seismic developers in the new merged Seismic team. You can be certain that Seismic remains dedicated to delivering both an amazing Blade Runner VR game as well as continuing to stay at the leading edge of development, as the VR genre blossoms.
Following on from previous coverage of the Enterprise approach for VR, and VRFocus columnist Kevin Williams, looks at the latest deployment of VR into the classroom and education structure revealed during the largest education and training event in Europe.
Many of my regular followers will be familiar with the coverage I gave last year of The British Educational Training and Technology Show (BETT). So, it was with much interest that a returned to BETT 2018 to see how this initial interest in virtual reality (VR) technology was impacting the scene.
The BETT event filled London’s ExCel exhibition and convention centre, with a multitude of the latest technology learning and teaching aids – ranging from electronic whiteboards, smart teaching tablets, new 3D printing platforms, and the latest in machine learning applications to track pupil and student advancement.
Regarding VR in the classroom, the deployment of the immersive technology was still trying to define its offering – but was a force for good. The biggest presence on the mammoth show floor was from AVANTIS, building on last year’s presence, promoting their ClassVR platform. ClassVR offers a tough, self-contained head mounted display (HMD) designed for education. The unique headset featuring a see-through camera, and the ability to wireless communicate.
The company’s large booth saw a lot of interest, with AVANTIS running a special enclosure that represented a World War I trench. An illustration of how the VR platform can be used as a learning experience that fits into the national syllabus. The ClassVR system offered in a multiple eight-unit case for class teaching.
Another exhibitor that demonstrated their classroom ready VR platform was Redbox VR – offering their own ruggedly designed headsets, but in this case favouring a smart phone, rather than self-contained approach. The company having partnered to support the Google Cardboard standard for teaching (Google Expeditions). This partnership has resulted in a robust offering, with learning supported by a large content library.
Google’s educational aspirations (Google for Education) were on display, with the company coming to BETT 2018 with a big booth promoting more their educational support content and smart apps than their hardware. But that was also looking at their curriculum and classroom advantage. The company did not have many Cardboard HMDs on their own booth, but were promoting their latest augmented reality (AR) tools, and how their Google Maps application married to class-based learning – Google Expeditions comprising some 700 experiences.
One of the largest of the exhibitors on the show floor with a strong VR presence was Microsoft Worldwide Education, heavily promoting their Windows Mixed Reality offering in this sector of education. A wide selection of Windows Mixed Reality partners supported the booth with their headsets, including the HP VR1000, Acer AH101 and Dell Visor. Microsoft also promoted their Hololens AR solution, offering a comprehensive immersive platform solution, supported by a class-based VR and AR curriculum.
These headsets were seen across the BETT 2018 show floor – a concentrated effort by the manufacturers to support a Enterprise approach to VR, rather than focusing, as other headset developers, on a mainly VR gaming-related business approach.
On the Acer booth the company presented several of their educational endeavours, along with putting the Acer AH101 VR headset through its paces with a number of experiences.
Asus was also at the event, partnering up with Intel showed their Asus HC120 VR headset, tied into their virtual classroom demonstration, allowing for the immersive environment to be displayed in real-time to other classmates.
Dell Technologies (also in partnership with Intel and Microsoft) had a comprehensive education presentation across their product range, promoted as part of their “Virtual Futures” initiative. Their Dell Visor VR headset in its educational colours, going through its paces as a teaching tool allowing pupils to “delve” inside their subjects, with VR-based learning.
Another of the supporters of the Windows Mixed Reality standard, Lenovo (once again in partnership with Intel) demonstrated their commitment to the VR learning opportunity, showing their Lenovo Explorer headset. But pride of place was also given to the new Lenovo Mirage Solo – freshly launched at CES that month, the Mirage supports the Google Daydream initiative.
The brand-new Lenovo Mirage Solo integrates Google’s WorldSense 6DOF positional tracking, as well as supporting a controller. Feeling more like a self-contained mobile VR application. It could be seen that Google’s Daydream has been slow out the blocks, though Lenovo were not shy in promoting their association.
Another of those supporting multiple approaches to offering a complimentary immersive solution to the educational sphere was HP. Along with their Windows Mixed Reality support, seen on the Microsoft booth, HP presented a selection of other VR solutions including an HTC Vive Backpack VR offering.
Along with HP, many other exhibitors during BETT 2018 had HTC Vive room-scale setups on their booth demonstrating the application and opportunities that this approach had to offer. With regards Oculus VR, they were only seen on two booths, such as presented by Sensory Guru, who presented their Sensory VR – offering a wide variety of the latest VR platforms for deployment in special needs and educational services for inclusive classroom engagement.
Another exhibitor that has placed a considerable global effort into the promotion of a virtual classroom experience was VEATIVE Labs – the Singapore based operation presented a classroom application using their VEATIVE All-in-One headset, as well as a wide curriculum of specially created immersive content for students with teacher control built in. The company is also able to support other headsets, but with the VEATIVE solution is able to quickly adapt schools to the learning process.
It is the creation of this immersive content to best illustrate the power of VR learning that was also on display at this year’s BETT, with exhibitor HumanEyes Technologies demonstrating the VUZE VR camera, able to offer VR video and VR photo creation, perfect to be displayed in an educational approach.
While ClickView, provider of an online platform of curriculum-mapped videos for students, was branching beyond their conventional video content to specially created 360’ experiences building on the interactive education roots – with the ability for the teacher to build into the content questions and help shape the immersive learning approach.
The appearance of HMDs in the educational landscape seemed to have stabilized at BETT 2018. With more practical solutions being promoted, rather than a feeling of just riding on the popularity of the tech trend. A novel approach seen at BETT was from exhibitors Rapid Electronics – along with their self-assembly programable robots and drones, the company also promoted their Airgineers VR googles, offering first-person view from their camera on their drone. The special wireless single offering a unique perspective, and is being employed in drone racing competitions. More an immersive display than true VR, it still offers a compelling experience – like the Live-Drive RC system reported in our IAAPA 2017 coverage.
And in conclusion it is the constant hunt for the next leading immersive technology trend that will shape the market that drives our attendance at the Enterprise industries events. BETT 2018 may have given a tantalising glimpse of the next trend on the horizon. Seen on a number of booths, the latest in projection systems – such as from Immersive Interactive, who presented a platform that can offer a immersive projected environment that is also interactive.
Projection based immersive experiences obviously benefit from the ability to have multiple users immersed in the same experience, and does without the need for cumbersome HMDs and restrictive motion tracking. Though only now gathering momentum it is an interesting technology to keep in sight.
That is the conclusion of our coverage of BETT 2018 – we saw a lot of promise for VR, but also saw a powerplay by Windows Mixed Reality towards being able to control the high-ground of VR application, while developers such as AVANTIS start to see their VR platforms deployed into real-world locations. Next Years’ education event will prove to be where the reality of this tech’s benefit for immersive learning will be revealed.
There will be more from Kevin Williams and The Virtual Arena very soon, here on VRFocus.
Virtual reality (VR) has enormous potential for education. The typically boring and static environment of the traditional classroom can be transformed with the proper application of VR, taking students closer to the source material, and outside of the classroom completely with fascinating digital field trips.
Now, Lenovo have announced that their Lenovo Mirage Solo with Daydream, the world’s first standalone Daydream VR head-mounted display (HMD), will be used in Lenovo’s new Virtual Reality Classroom. Lenovo’s goal here is to give teachers the tools they need to provide a robust and content-rich learning experience.
Lenovo’s concern for a good, reliable teaching experience is clear. The HMDs come with a 110 degree field of view, motion tracking, and even Daydream wireless controllers that come equipped with can be easily cleaned with alcohol wipes.
The HMDs can be controlled and directed by a Lenovo Tab 4 PLUS tablet, allowing a teacher to take full control of the subjects students are viewing, to ensure a shared experience is had throughout the classroom.
Educators willing to adapt to the new technology will have an 18 month warranty to ensure everything works correctly throughout and all devices are in good working order. Teachers will also get monthly webinars to highlight concerns, share experiences and talk about best practices.
The kinds of content you can expect to see in Lenovo’s VR Classroom include Jane Goodall Wild Immersion, and Google Expeditions VR field trips. With more than 700 trips included in Google Expeditions already, and Wild Immersion taking students to Africa, Asia and the Amazon, there’s already so much for students to experience, and Lenovo promise more in the future. Of course, the Daydream app store has hundreds of apps for teachers to choose from, too.
The VR Classroom has tested and customised content from Scholastic, so educators can feel comfortable investing in the new technology, if they have the money. For more information on the kinds of content available, pricing and more, check out Lenovo’s blog. The future of education is incredibly bright with VR involved, and we hope to see more VR content enhancing education in the near future. When it happens, you’ll read about it first on VRFocus.
As always, CES 2018 was a big week for the entire VR industry, but there’s no question as to what headset stole the show: the Vive Pro. HTC’s enhanced SteamVR device has our mouths watering at the thought of its 3K display, integrated audio and improved design and we can’t wait to revisit games like L.A. Noire and Fallout 4 with it. But there was another headset announced last week that didn’t steal quite as many headlines, Google and Lenovo’s Mirage Solo, and I’m just as excited about that.
At first glimpse, the Mirage Solo might not seem as interesting as the Vive Pro; though the headset has six degrees of freedom (6DOF) inside-out tracking, the single hand controller still only supports basic pointing and tilting, while the Qualcomm Snapdragon 835 processor won’t be able to generate anywhere near the same level of visual fidelity as a high-powered PC. But there’s one good reason the Mirage Solo is probably my most anticipated standalone VR headset on the horizon: Daydream.
Last year, I wrote about how Daydream’s library was quickly becoming a home for some of VR’s best obscure gems. The Daydream View may not be as talked about as the Oculus Rift, PlayStation VR, or even the Gear VR, but Google has partnered with some amazing talent to grow a compelling library on the platform. Truly, I’d list Eclipse: Edge of Light, Virtual-Virtual Reality and Untethered as unmissable experiences that anyone searching for quality VR content should check out.
The trouble is that the technology supporting Daydream hasn’t always been the best way to experience VR itself. The first generation pairing of the original View headset and Pixel phone was plagued with problems from an odd fit to excessive screen door effect. The Pixel 2 and new View make for a much-improved set, though it’s still not perfect. The Mirage Solo, though, boasts several improvements that make me excited to go back and rediscover some of my favorite VR experiences.
On paper, there’s the display. Pixel 2 has a usable 1080 x 1920 screen, but the Mirage Solo will present the clearest way to experience Daydream yet with a 2560 x 1440 LCD screen. There are also added conveniences, like not having to readjust a smartphone inside the headset to make it perfectly aligned with your lenses or draining your handset’s battery while it’s in use. I haven’t tried it on for myself, but I’m also hoping that it makes for a better fit than either Daydream View headset.
And then there’s the WorldSense tracking, which will finally allow you to lean into virtual worlds just as we can on Rift, Vive and PSVR. The 3DOF controller may still be a hindrance, but I can’t wait to revisit Eclipse’s alien world and be able to inspect its intricate environments in greater detail than before or jump back into Lola & the Giant with the ability to lean down itno the world.
If I have a concern, though, it’s for the device’s future. Anyone that jumps into Daydream now will find enough content to last them a good few months, but what comes after that? There’s a promising new Blade Runner game on the way and Google keeps YouTube topped up with 360-degree content, but what’s in store for later is anyone’s guess. We often don’t find out about big releases until they’re upon us, and the company would do well to give fans a few more reasons to pick up a Mirage Solo in the coming months especially with the hefty $400 price tag.
Still, Daydream deserves a better stage and a bigger audience (0r, rather, its content library does) and the Mirage Solo represents a chance for the platform to boost its market share (big games like Gunjack 2 have only sold between 5,000 – 10,000 copies according to Google Play). Ultimately, the smart money is on Oculus’ $200 Go as an early standalone success story, but I’m rooting for the Mirage Solo and the many developers that deserve more customers.
The Lenovo Mirage Solo will be releasing in Q2 2018 for $400.