Hands-on: Lenovo Mirage Solo – Strong Fundamentals, Questionable Pricing

At CES 2018 last week, Lenovo revealed the Mirage Solo, the company’s standalone Daydream headset. The new device has everything on-board, including inside-out positional tracking, which means it doesn’t rely on a smartphone or external computer to drive the VR experience. There’s many benefits of standalone headsets compared to smartphone shell headsets, but the Mirage Solo’s price point seems to position it in an awkward in-between segment.

Strong Fundamentals

The Lenovo Mirage is based on Google’s standalone Daydream reference design which we first saw last year. The headset, which is to be priced “under $400,” of course runs a restricted version of Android which directly presents the Daydream VR content store/ecosystem to the wearer (you can’t run any standard Android phone/tablet apps on the headset).

A Step Up

Photo by Road to VR

Coming from the Daydream shell headsets, the Lenovo Mirage is a step up in most regards. The optics offer a notably wider field of view, which Lenovo claims is 110 degrees (which would roughly match headsets like the PSVR, Rift, and Vive, if true). The resolution is 2,560 × 1,440, which matches the resolution you’d expect from Gear VR and most other Daydream Ready phones (single display, no IPD adjustment).

Because it’s standalone, not only will it not kill the battery life on your own phone while in use, but the battery can be made larger than what’s in a phone in the first place; Lenovo is targeting an ample seven hours of battery life for the Mirage, and we hope that they’ve been able to use all the extra space to design enough thermal dissipation that users will never again have to worry about overheating (which significantly reduces performance).

Unlike the Daydream shell headsets though, the Mirage Solo crucially adds inside-out positional tracking thanks to a pair of front-facing cameras which allows the headset to track its position while moving through 3D space. This makes the headset much more like high-end tethered headsets, however, the controller itself is still rotational-only tracking; it’s effectively paired to your head position, so it gets a bit of pseudo-positional tracking, but not the real deal.

Tipping the Scales

The Mirage Solo is quite heavy at 645g (1.42 pounds), for comparison: PSVR is 610g, Vive is 470g (555g at launch), and Rift is 470g. The ‘halo’ style strap has been proven to be fairly comfortable on the PSVR and other headsets, however Lenovo seems to have made almost no effort to counterbalance the weight by moving some of it to the back of the headband. It was comfortable enough in my 20 minutes using it, but long-term comfort remains to be seen.

Display & Lenses

Photo by Road to VR

Looking through the lenses, the clarity was quite good. As expected for an LCD display, there was almost no mura (color and brightness inconsistency between pixels), which helps a lot with clarity. The screen door effect was minimal and can be a little more or less apparent depending upon certain colors and brightness levels (darker hides it more, brighter tends to show it more). The lenses are indeed Fresnel, and the usual god rays are very apparent in high-contrast scenes. Despite the 75Hz refresh rate and LCD display, I couldn’t spot any ghosting/smearing. I also didn’t notice any flickering (which becomes more apparent with lower refresh rates than higher ones), though there’s a range of flicker sensitivity from one user to the next so your mileage may vary if you are particularly sensitive.

Clarity vs. Rendering Capability

Overall clarity is quite good, potentially class-leading among mobile headsets. The bottleneck to visual fidelity in this case may actually fall more on the rendering horsepower contained in the headset than on any optical or display parameter. High resolution rendering with heavy anti-aliasing is computationally expensive, and it must be used much more sparingly than what’s possible on tethered headsets.

Many of the experiences I tried on the Mirage would have looked significantly better if they had the budget for more anti-aliasing. That’s not to say that things looked bad through the headset, they actually looked quite good, but the graphics and limited anti-aliasing make for a distinct ‘mobile’ look. This means that visual fidelity is likely to range depending upon how skilled developers are when it comes to optimizing their applications to be capable of rendering at native resolution and with effective anti-aliasing, with the best looking titles still falling short of the type of AAA visuals possible on tethered headsets. Though to be fair, the same rule about developer optimization skill applies on tethered headsets as well.

Positional Tracking

The Mirage Solo’s inside-out positional tracking is the same WorldSense tracking that Google introduced for these standalone headsets last year. Using the on-board cameras, the headset is able to accurately derive its own position by observing the world around it (it doesn’t seem that the cameras will be usable for pass-through video). In my short initial experience with the headset, the tracking was entirely competent and I quickly felt comfortable enough to physically move around, taking several steps in either direction.

I didn’t spot any overt latency, but the positional tracking at a very fine level felt a little ‘sticky’, as in—when I kept my head still and then began moving it slowly, it would take just a moment before my virtual view started moving. It feels like this could be the result of tuning to reduce jitter (subtle, static jumpiness caused by the system’s inherent imprecision). It feels subtle enough that the majority of users won’t notice it, especially during typical gameplay (which is a little different from me staring at the floor trying to suss out the intricacies of the tracking system!). It remains to be seen how the system will handle particularly challenging tracking scenarios, like when surrounded by mirrors, windows, and direct sunlight.

The space where I was testing the headset was only about 8 × 8 feet (2.4 × 2.4 meters), and when I stepped a few feet away from the place that I set as the ‘center’, the view faded to black and told me to move toward the center location. For now, there’s no explicit boundary system that would allow you to trace a safe playspace within a room, only the ‘fade out’ feature. Lenovo didn’t mention whether or not the fade out distance would be configurable, but hopefully there will be some options made available at launch, as WorldSense is theoretically capable of tracking very large playspaces. Without a configurable boundary, the headset may be more difficult to use comfortably in smaller playspaces.

T-Rex Simulator 2018

Photo by Road to VR

One caveat to the otherwise quite good positional tracking is that the controller itself does not have positional tracking. It only has rotation sensors. Like other Daydream headsets, the controller is thus essentially fixed to your head position, and the rotation is used as input to move a pseudo-arm that rotates from a fixed point. While this feels like an ok compromise for mobile, seated VR (where the controller is primarily used as a pointing device) when you are using it standing up with positional tracking it feels like your arm is superglued to your torso down to your elbow, and you can only articulate your forearm from your elbow joint—that is to say… it feels weird.

What this means in practice is that if there’s a virtual object sitting on a desk in front of you, but your hand isn’t close enough to it, so you can’t simply reach your hand forward like you would in real life (or with other VR systems) in order to grab the object. You’d actually need to move your entire body forward to get your hand closer to the object. This could make for a great T-rex Simulator 2018 game, but it might otherwise relegate the controller to mostly pointing-oriented functions. If that’s the case, it means that the headset’s own 6DOF capabilities become less useful, since the application design is in many ways limited to what the hand-input is capable of.

Continued on Page 2: Questionable Pricing »

The post Hands-on: Lenovo Mirage Solo – Strong Fundamentals, Questionable Pricing appeared first on Road to VR.

Blade Runner: Revelations Receives Debut Teaser Trailer

At CES 2018, Las Vegas, Seismic Games  announced that it has partnered with Alcon Media Group to develop Blade Runner: Revelations, a new adventure experience built specifically for virtual reality (VR) based on the award-winning Blade Runner series. The videogame follows the critically acclaimed release of Blade Runner 2049 from Oscar nominated director Dennis Villeneuve, starring Ryan Gosling and Harrison Ford, and today sees the debut of a teaser trailer for the experience.

Blade Runner: Revelations screenshot

Blade Runner: Revelations is an all-new interactive story and full VR game set shortly after the original film and leading up to the narrative of Blade Runner 2049. Players will enter the shoes of Harper, a seasoned blade runner who winds-up deeo within a twisted replicant plot that threatens the delicate balance of Los Angeles in 2023. Searching for evidence to piece together this case, players will have access to their flying spinner, unique weaponry and the esper image reconstruction technology to try to solve the mystery.

Greg Borrud, CEO of Seismic Games commented, “Seismic Games continues to invest and focus on creating high production game titles that authentically engage and transform major IPs into compelling and expansive interactive experiences for the fans. Collaborating with Alcon Media Group, Google and Lenovo for Blade Runner: Revelations has been an absolute honor, and we can’t wait to hear what the fans and general VR users think as they explore the game.”

“It has been incredibly rewarding to see the Blade Runner universe brought to life with so much faithfulness and nuance in Blade Runner: Revelations thanks to our partners at Seismic Games, Google, and the cutting-edge technology from Lenovo and their upcoming Mirage Solo release,” said Andrew Kosove and Broderick Johnson, co-founders and co-CEOs of Alcon Media Group. “From the aesthetic and narrative details to the intriguing gameplay in the VR world, Seismic has set the bar in delivering a highly rewarding and immersive film-to-game experience Blade Runner fans will enjoy.”

Blade Runner: Revelations screenshot

Blade Runner 2049 is available now on 4K Ultra HD Blu-ray Combo Pack, Blu-ray 3D Combo Pack, Blu-ray Combo Pack, and DVD. Created in conjunction with Google, Blade Runner: Revelations is set to debut on the soon-to-be launched Lenovo Mirage Solo head-mounted display (HMD), an all-in-one device with support for Google’s Daydream platform. The official videogame trailer is featured in the Blu-ray edition of Blade Runner 2049, with the teaser edition available below. VRFocus will keep you updated with all the latest details on Blade Runner: Revelations and the Lenovo Mirage Solo HMD.

4 Most Important Stories From CES and What They Mean for VR in 2018

CES 2018 has come and gone, and with it, a pace has been set for what we can expect to see in VR in the next six months or so. If you weren’t following the day-to-day news, here’s a look at the top stories and what they mean going forward.

HTC Vive Pro

Photo by Road to VR

Perhaps the biggest reveal at CES 2018 was HTC’s Vive Pro. The new VR headset is essentially a complete redesign, notably with an improved screen (upgraded to 2,880 × 1,600 from 2,160 × 1,200), but a number of other enhancements as well. Check out our hands-on for a breakdown of everything the headset has to offer.

Set to be offered initially as a headset-only upgrade to existing Vive users in Q1, a complete package offering new controllers and base stations compatible with SteamVR Tracking 2.0 will be launched later in the year. The Vive Pro and original Vive are planned to be sold alongside one another. As a side note, HTC confirmed to us that the Vive Pro won’t ship with Valve’s ‘Knuckles’ controllers, a bummer for those hoping to finally get their hands on the anticipated controllers which were first revealed back in mid-2017.

HTC also announced an official, optional Vive Wireless Adapter which is planned for availability in Q3 with support for both the Vive Pro and the original Vive. See our hands-on here.

Pricing for the Vive Pro and Vive Wireless Adapter hasn’t yet been announced.

What It Means

The lack of pricing information leaves a big question mark over the impact that the Vive Pro and Vive Wireless Adapter will have in 2018.

The Vive Pro is a clear upgrade over the original Vive, with greater comfort and better visuals. Undoubtedly it stands to put pressure on Oculus who have suggested on a number of occasions that they don’t plan to release a successor to the Rift in 2018. While the Rift debuted back in 2016 with many of the conveniences that now come default with the Vive Pro (notably the rigid head strap with built-in audio), the Pro now has an unignorable lead in visual clarity thanks to its higher resolution screen.

My best guess is that the complete Vive Pro system (headset, base stations, and controllers) will debut at the $800 price point that the Vive had originally launched with back in 2016. If that’s the case, the headset may be in a difference price class entirely compared to the $400 Rift, which means the Rift would still be primarily competing against the Vive rather than the Vive Pro.

But when it comes to commercial and enterprise usage, the Vive Pro (assuming an $800 price point) now appears the obvious choice, especially thanks to SteamVR Tracking 2.0 which can track up to 33 × 33 feet volumes with four base stations. In these sectors, HTC is already believed to have a strong lead over Oculus, and the Vive Pro could cement that throughout 2018.

The big question is whether or not Oculus will introduce their own ‘Rift 1.5’ with an upgraded resolution to match the Vive Pro. With the original Rift and Vive believed to the using the same Samsung-made OLED displays, it seems likely that the new displays being used in the Vive Pro (also believed to be from Samsung) could be installed into the Rift without a major redesign, but, without a better understanding of the internals of the Vive Pro, it’s hard to say.

Lenovo Mirage Solo

Image courtesy Lenovo

At CES 2018, Lenovo debuted the first of the Google-inspired standalone VR headsets based on the Daydream ecosystem, the Mirage Solo. As a standalone headset, the Mirage Solo has everything built inside for a VR experience (display, battery, processing, etc), which means it doesn’t rely on a snap-in smartphone or external computer/console.

It’s also the first Daydream headset to debut with inside-out positional tracking (6DOF), though the controller retains only 3DOF (rotational tracking).

The Mirage Solo is set to hit shelves in Q2, though Lenovo is being cagey about the price. The company says it’ll be priced “under $400;” and while we’d usually assume they just mean $399, they told us “We’re working on driving down the price so that it’s accessible to more people, and we believe we can reach a more mainstream price point than the prices we shared.”

What It Means

From a performance standpoint, the Mirage Solo is definitely an upgrade over pretty much every mobile VR headset currently on the market. The addition of 6DOF tracking makes for a much better experience which feels much closer to high-end VR headset. There’s also a lot of advantages that come with a standalone design, like improved battery life (which isn’t shared with your smartphone), potential for much better thermal design (resulting in greater performance with less overheating), and more.

However, with the controller having only 3DOF (rotation only) tracking, input is going to be a bit awkward and limiting compared to what would be possible with a fully 6DOF standalone like Oculus’ Santa Cruz prototype which we saw late last year. It’s also unclear how many developers will develop games and experience which take full advantage of 6DOF tracking when the vast majority of mobile headsets currently in existence are only 3DOF. The 6DOF/3DOF split could create undesirable capability fragmentation, at least until the bulk of mobile VR headsets have 6DOF (which they hopefully will sooner rather than later).

Another major question is the price of the Mirage Solo and what it will mean for traction. Mobile VR is all about ‘causal’ and ‘convenient’, but $400 (or even $350) is a significant purchase for a dedicated gaming device. When serious gamers can pick up a 1TB Xbox One or PS4 for $280, the question must be asked—exactly what kind of casual gamer will be dropping $400 on a VR headset? And if they aren’t casual, they probably already own a PS4 or modern gaming PC, which means for about the same price they could easily nab a Rift or PSVR.

Oculus, on the other hand, plans to debut their standalone ‘Go’ headset soon with a much more ‘casual’ $200 price point. And while means the exclusion of 6DOF tracking, it may make more sense for the casual VR niche than a $400 headset like the Mirage Solo which has more features but still fundamentally provides a mobile VR experience.

Continued on Page 2: Xiaomi-branded Oculus Go & Pimax 8K »

The post 4 Most Important Stories From CES and What They Mean for VR in 2018 appeared first on Road to VR.

‘Blade Runner: Revelations’ for Daydream to Launch with 6DoF Tracking Support

A new adventure set in the Blade Runner universe from developer Seismic Games is coming soon to the Daydream mobile VR platform. The game is optimised for WorldSense, a new six degrees of freedom (6DoF) positional tracking system developed by Google, found in upcoming mobile devices such as the standalone Lenovo Mirage Solo.

Announced at Google I/O last year, the Mirage Solo is the first standalone mobile VR headset using the Daydream VR platform. Google recently revealed that it is also the first device to feature WorldSense, their new self-contained tracking system based on “years of investment in simultaneous localization and mapping,” that claims to deliver “PC-quality positional tracking.”

Alcon Media Group has partnered with Google and Lenovo to bring Blade Runner: Revelations to Daydream. Seismic Games, who acquired mixed reality specialists Grue Games in late 2016, have a history with major IP such as Skylanders and Call of Duty. The studio teased a potential Blade Runner connection in September.

image courtesy Lenovo

In this new narrative adventure, players assume the role of Harper, a seasoned Blade Runner who “unravels a twisted replicant plot that threatens the delicate balance of Los Angeles in 2023.” According to the press release, players will “search for evidence with the help of their flying spinner, deadly blaster, and esper image reconstruction to try to solve the mystery in an immersive VR environment.”

While the game will work on all Daydream devices, it is said to be “best experienced” on the Mirage Solo. WorldSense support means that players can “duck, dodge and lean,” as well as stepping “backwards, forwards, and side to side, unlocking new gameplay elements that bring the world of Blade Runner to life.”

“We’re working closely with developers to bring new experiences to the platform that take advantage of all these new technologies,” writes Clay Bavor, Google’s Vice President of Virtual and Augmented Reality. Blade Runner: Revelations is the first example of Google’s partnerships with developers to bring 6DoF-optimised games to mobile VR.

“It’s the most immersive way to access Daydream,” he says, noting the headset’s wide field of view (110°) and “advanced blur-free display”. The Lenovo Mirage Solo is due to launch in Q2 2018.

The post ‘Blade Runner: Revelations’ for Daydream to Launch with 6DoF Tracking Support appeared first on Road to VR.

Google Reveal Details on Standalone Daydream Headset

Standalone virtual reality (VR) headsets have a lot of appeal. You don’t need a specific type of, of expensive, smartphone and you don’t need to worry about time in VR eating up your phone’s battery. It’s also portable, so can be easily taken on a train or plane without needing cumbersome cables. Not surprising, then, that Google have gone down the standalone headset route with the reveal of more details on the Mirage Solo.

Google initially revealed plans for a standalone version of its Google Daydream at the Google I/O event in 2017. Since then, Google’s Vice President of Virtual and Augmented Reality Clay Bavor says the company has been fostering partnerships with other companies such as Lenovo and YI to not only create a new headset, but also new, portable and affordable ways to capture the important moments of people’s lives in 360-degrees with new pocket-sized VR cameras.

The Lenovo Mirage Solo will use a newly-developed technology google have named WorldSense. This builds on years of work Google have done into localisation, mapping and tracking to allow for inside-out tracking that Google claim is on a level with PC-based sensor tracking. WorldSense is said to allow for movements such as ducking, dodging, leaning and moving forwards, backwards or side-to-side in a strafing motion, allowing new gameplay elements to be added.

Google say that the Lenovo Mirage Solo will have a wide field-of-view and an improved display for blur-free images to minimise the ‘screen-door effect’. Google are also working with developers to bring new content to the platform, including a title based in the iconic cyberpunk universe of Blade Runner, titled Blade Runner: Revelations. Lenovo Mirage Solo users will also have access to the currently available Google Daydream catalogue of over 250 apps and videogames.

Also being introduced are the VR180 cameras, simple pocket-sized devices designed to be accessible to all users that allows anyone to capture three-dimensional images and videos in ultra HD 4K resolution. Those captured images or videos can then be viewed on Google Cardboard, Google Daydream or the Lenovo Mirage Solo.

The release date for the Lenovo Mirage Solo has not yet been revealed, but the first of the VR180 cameras, such as the YI Horizon VR180 and the Lenovo Mirage Camera, are expected to go on sale sometime in Spring 2018. Further information on Google’s VR projects will be here on VRFocus.

Lenovo Unveils Mirage Solo Daydream Standalone VR Headset

Lenovo today unveiled the first standalone VR headset in Google’s Daydream mobile VR ecosystem, the Mirage Solo. Revealed today at CES, the headset integrates Google’s WorldSense six degrees of freedom (6DoF) positional tracking alongside the headset’s 3DoF controller.

First teased back at Google I/O, Lenovo’s then unnamed headset was set to arrive with a similar 6DoF headset from HTC, however HTC recently scrapped plans to bring their headset to the West with Daydream support, instead releasing in China with a mobile version of the Viveport content store. Lenovo’s headset is the first and currently only standalone headset currently in the Daydream app ecosystem.

Clay Bavor, Vice President of Virtual and Augmented Reality at Google, says Lenovo’s headset marks an important shift for the Daydream platform, giving the user a “more immersive and streamlined way to experience the best of what Daydream has to offer without needing a smartphone.”

image courtesy Lenovo

There’s no definitive release date yet, but the headset is expected to hit shelves in Q2 2018. As for pricing, Lenovo says they’re working on reducing the price “so that it’s accessible to more people.” The company says the Mirage Solo will be priced “under $400.” While not explicitly stated, we’re reading between the lines here when we say it’ll likely have a $399.99 price tag, but that remains to be seen.

Mirage Solo is said to give users access to the entire Daydream catalog of over 250 apps and games, including Google apps like YouTube VR, Street View, Photos, and Expeditions. Notably, Google says a game designed for Lenovo Mirage Solo’s 6DoF capabilities based on Blade Runner 2049 (2017) called Blade Runner: Revelations will come to the headset as well. “We’re working closely with developers to bring new experiences to the platform that take advantage of all these new technologies,” the company says.

image courtesy Lenovo

Lenovo Mirage Specs

  • Dimensions (W x L x H) (mm) : 204.01 x 269.5 x 179.86 (inches) : 8.03″ x 10.61″ x 7.08
  • Weight: 645 g (1.42 lbs)
  • Color: Moonlight White
  • Operating System: Daydream OS
  • Processor: Qualcomm Snapdragon™ 835
  • Audio: Android N Pro Audio, 3.5 mm Audio Jack with Dual Microphones
  • RAM : 4 GB
  • ROM : 64 GB UFS
  • Card Slot : microSD Card; Up to 256 GB
  • Battery: 4000 mAh Li-ion Polymer (standby and general usage time TBA)
  • Display 5.5″ Resolution QHD (2560 x 1440) LCD, 75 Hz
  • Lens : 2 x Fresnel-Aspheric, 110° FOV
  • WLAN : WiFi 802.11 ac/n 2×2 MIMO Dual Band
  • Bluetooth: Bluetooth® 5.0 + BLE

What’s in the Box

  • Lenovo Mirage Solo
  • Daydream Wireless Motion Controller
  • Travel Adapter
  • USB Type-C™ Cable
  • 3.5 mm Earphones
  • User Manual
  • Quick Start Guide
  • Warranty Card

The post Lenovo Unveils Mirage Solo Daydream Standalone VR Headset appeared first on Road to VR.

Lenovo Goes for the VR Headset hat Trick with the Daydream Compatible Mirage Solo

HTC may have decided to abandon its plans for a mobile headset with Google but Lenovo still seem to be going strong, with a recent FFC filing showcasing a new headset called the Mirage Solo, which would utilise the Daydream platform.

If the Mirage name sounds slightly familiar then you’d be right, slightly confusingly the Lenovo Mirage is the company’s augmented reality (AR) headset which comes bundled with Star Wars: Jedi Challenges. Discovered by Lets Go Digitalthe same site which found the Vive Focus trademark, the FCC test report doesn’t list a massive amount of amazing information, simply confirming the name: Lenovo Mirage Solo with Daydream, model number: the Lenovo VR-1541F and that’ll come equipped with a 4.000 mAh Li-Ion battery plus Bluetooth 5.0 support. None of the documents reveal which processor is to be used, so depending on cost possibly either the Qualcomm Snapdragon 820 or maybe the Qualcomm Snapdragon 835, just like the Vive Focus.

While the documents certainly help to solidify the fact that Lenovo has another headset in the works, as and when it’s going to appear is another matter. The first time it was mentioned was during the Google I/O conference in conjunction with HTC. With CES 2018 just over a week away Lenovo will probably use the event to officially unveil the Mirage Solo – or a little later during the Mobile World Congress (MWC) which has seen VR increase its presence. After which, if a release window isn’t revealed, customers could be waiting until Winter 2018 to get their hands on the device.

This might be fine when it comes to Vive Focus which HTC has officially confirmed for release in China next year – with a western launch still a grey area. Yet there are more standalone headsets on the way. Oculus Go is due for release early 2018 – but doesn’t feature inside-out tracking (Mirage Solo should include Google’s WorldSense) – and then there’s Pico Neo which is compatible with Vive Wave.

Lenovo standalone vr headset

2018 is certainly shaping up to be a wire free year for VR, with VRFocus attending CES 2018 to bring you the first details on the latest announcements as they happen.