LG Patent Eye-Tracking Technology for LG UltraGear VR

LG has been working on a new virtual reality (VR) and augmented reality (AR) head-mounted display (HMD) for some time now. Thanks to a recently published patent it looks like the HMD will include a new eye-tracking technology.

LG UltraGear Patent 01

Titled ‘Personal immersive display device and driving method of origin’ the patent details a HMD with a built-in camera, which is able to determine the position of the users pupil. Based on the information that camera picks up the processor can determine the user’s gaze and use this to optimize the image that the user is viewing, while reducing the resolution and brightness of those not being viewed.

The patent was submitted back in August, 2017 and became available on 1st March, 2018 after being published by the World Intellectual Property Office (WIPO). It goes on to talk about how the application could be used for AR content as well rather than solely VR. A prototype of the HMD was demoed back in 2017 and reports show that there were already cutouts for the camera pointing towards the unit offering a mixed reality (MR) user experience.

As reported on last year, the unit is said to have two OLED display with a minimum resolution of 1440 x 1280 pixels with a refresh rate of 90Hz. The patent also mentioned a 500 ppi (pixels per inch) which is sure to all work together to allow for a clear image. With the help of the eye tracking technology that LG are working on, the brightness of the display will adjust to match the users gaze.

The prototype of the LG HMD was shown off back in October, 2017 where VRFocus first got a taste of some of the details regarding the unit. It was during this time that a Trademark was submitted that points towards the HMD being called the LG UltraGear VR. Additional details pointed towards it being a high-end tethered PC VR device similar in operation to the HTC Vive or Oculus Rift.

The SID Display Week is set to start on 22nd May, 2018 and LG are expected to be attending the event and giving more details on the LG UltraGear VR HMD.

VRFocus will be sure to bring you all the latest on this story in the future so stay tuned for more.

18-Megapixel Display To Be Unveiled In May From Google And LG

18-Megapixel Display To Be Unveiled In May From Google And LG

During the Display Week tradeshow in late May, Google and LG are reportedly set to reveal a highly-detailed 18-megapixel 4.3-inch OLED VR headset display. You can see the session, which will take place from 11:30AM – 11:50AM on Tuesday, May 22nd, listed in this advance program here.

According to the session summary:

An 18 Megapixel 4.3” 1443 ppi 120 Hz OLED Display for Wide Field of View High Acuity Head Mounted Displays

The world’s highest resolution (18 megapixel, 1443 ppi) OLED-on-glass display was developed. White OLED with color filter structure was used for high-density pixelization, and an n-type LTPS backplane was chosen for higher electron mobility compared to mobile phone displays. A custom high bandwidth driver IC was fabricated. Foveated driving logic for VR and AR applications was implemented.

With the Vive Pro on the horizon, the Pimax 8K headset (pictured above in the featured image) and other high-resolution headsets with increased visual fidelity all coming soon, the resolution wars are quickly getting underway. Next to the need for wireless headsets, resolution concerns are often near the top of the list for most VR consumers.

Let us know what you think of this LG + Google news down in the comments below!

h/t: Android Police and The Verge

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Apple, Valve, and LG Invest in OLED Microdisplay Maker eMagin

According to documents filed last month with SEC, a new stock issuance of some $10 million by OLED microdisplay maker eMagin will be bought up by Apple, Valve, and LG, among others.

Founded in 1993, Emagin is a producer of OLED microdisplays which have seen deployments in military, medical, industrial, and other sectors. With the rise of AR and VR in the consumer market, Emagin has recently marketed their display technology toward companies building consumer headsets.

The company’s flagship product in this space is a 2,048 × 2,048 OLED microdisplay with a ~70% fill factor, which the company claims will eliminate the ‘screen door effect’ seen on today’s consumer VR headsets.

Microdisplays are very pixel dense, but expensive to manufacture at larger sizes | Image courtesy eMagin

According to SEC filings submitted on January 22nd, Emagin prepared to sell some $10 million in newly issued stock, with Apple, Valve, and LG, among others, listed as the offering’s “specified investors.” According to Emagin, the deal was expected to close on or about January 29th.

We speculated recently that Apple’s latest VR patent for compact VR optics could be intended for use with a microdisplay; this investment could be another clue in favor of that hypothesis.

SEE ALSO
Apple's Latest VR Patent Describes a Compact VR Headset with Eye Tracking

As for Valve, the company’s chief, Gabe Newell, said back in 2017 that he expected VR display technology to make great strides in 2018 and 2019; a timeline which may have been guided by the company’s involvement with Emagin:

“We’re going to go from this weird position where VR right now is kind of low res, to being in a place where VR is higher res than just about anything else, with much higher refresh rates than you’re going to see on either desktops or phones. You’ll see the VR industry leapfrogging any other display technology. You’ll start to see that happening in 2018 and 2019 when you’ll be talking about incredibly high resolutions.”

LG is also known to be in the VR game. The company previously released a mobile microdisplay-based headset, the LG 360 VR, and is further working on a tethered desktop headset which it revealed last year but has kept under wraps since.

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Emagin’s SEC filing actually gives us a pretty likely idea of exactly why these companies are involved: volume. In the document the company describes some of its recent business activities.

On the commercial front, we entered into strategic agreements with multiple Tier One consumer product companies for the design and development of microdisplays for consumer head mounted devices and, together with these companies, negotiated with mass production manufacturers for higher volume production capabilities.

That certainly makes it sound like Apple, Valve, LG, and perhaps others, formed something of a coalition to create sufficient demand to help Emagin achieve large enough initial volume for mass production at reasonable prices. The company expects the displays to be available in large quantities beginning in mid-2018.

This zoomed comparison shows the difference in Samsung’s PenTile subpixel layout compared to the RGB stripe approach. | Image courtesy eMagin

Emagin’s latest 2K × 2K OLED microdisplay is said to use 9.3µm square pixels with an RGB stripe subpixel arrangement, and, crucially for AR and VR use, also offers low persistence capabilities thanks to a high frame-rate and global illumination. While the company’s website presently lists the display as being capable of 500 nits, the SEC documents indicate that a much brighter 5,300 nit version has been demonstrated, which the company says “surpasses” the needs of AR and VR headsets.

The post Apple, Valve, and LG Invest in OLED Microdisplay Maker eMagin appeared first on Road to VR.

CES 2018: Watch Here To See If LG Reveals Its SteamVR Headset

CES 2018: Watch Here To See If LG Reveals Its SteamVR Headset

CES is always a tricky one; all of the biggest companies in VR are at the show, but we don’t yet know if they’ll actually be talking about VR. Take LG, for example, which is one of the first to host a press conference in 2018. The company’s SteamVR headset is one of the most anticipated devices of 2018, but we don’t yet know if it will be at CES.

Still, we can but watch and find out for ourselves. This is to be the second major SteamVR headset and, given that a new HTC Vive is expected to be revealed later today, we’ll be eager to see if it features any big new updates. LG’s conference kicks off at 8am PT/11am ET/4pm GMT and you can watch it below.

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Luckey Leaving Oculus, Price Cuts Galore And Legal Struggles: The Biggest Stories In VR In 2017

Luckey Leaving Oculus, Price Cuts Galore And Legal Struggles: The Biggest Stories In VR In 2017

Here’s how hectic the world of virtual reality has been in 2017: while writing up this list of the biggest stories to break this year, I could have sworn Palmer Luckey had parted ways with Oculus more than 12 months ago. There’s been so much to keep up with that even some of the year’s industry-shaking stories managed to slip through the cracks.

VR has had an interesting year filled with some amazing ups and unexpected downs. These are the most essential stories that will shape the industry as we head into 2018.

Oculus’ Lawsuit Goes Awry

Oculus did not have a great start to 2017. The year began with Facebook’s VR division being taken to court by ZeniMax Media, the parent company of gaming publisher Bethesda, which itself owns id Software, the former home of Oculus CTO John Carmack. ZeniMax claimed that Carmack and Oculus founder Palmer Luckey had used Bethesda resources when working on the first versions of the Oculus Rift — which the two collaborated over online in the early 10’s. When Carmack joined Oculus later on, ZeniMax claimed, he’d stolen Bethesda technology.

When news of the lawsuit first broke many had assumed it wouldn’t get far but, after a fascinating few days of legal battling, which saw Facebook CEO Mark Zuckerberg take the stand and thousands of intriguing tiny details about the early days of Oculus pour onto the web, the court ordered Facebook to pay ZeniMax $500 million in damages. Currently, Oculus is attempting to appeal the decision while ZeniMax works to cut it off at every turn. We haven’t heard the last of this story.

Palmer Parts Ways With Oculus

In late 2016 a report surfaced claiming that Oculus Rift inventor Palmer Luckey had funded a political smear campaign. Luckey denied these accusations in part, but the news shook the VR industry to the core. For the past six years, Luckey had been the face of VR, the industry’s very own golden boy. In space of just a few days, though, he vanished from sight; social media accounts were left unused and Luckey was noticeably absent from major events like that year’s Oculus Connect developer conference.

Towards the end of the year Oculus had told us that Luckey had a new role within Oculus which would soon be revealed. A few months into 2017, however, we broke the news that Luckey was parting ways with Facebook for good. No reason was given, but it’s largely assumed 2016’s controversy kicked these events into action. Since then, Luckey has formed a new company working in the security sector, but has also kept one foot firmly in the VR industry. He’s back on Twitter, where he regularly talks about the industry (and sometimes even his departure from Facebook) and has even appeared at events like 2017’s Connect. Where will 2018 take him?

The Oculus Rift’s Rapid Price Drop

Oculus told us 2017 would be all about content but, looking back on the year, the biggest story for the Rift has been all about price. In January the Rift itself was $599, which got you the headset, a tracking sensor and an Xbox gamepad. A pair of essential Touch controllers along with another sensor cost $99, bringing the price up to $698 for a 180 degree-tracked VR system with hand controls. Adding on a third sensor for 360 degree tracking on par with the HTC Vive brought you to around $770 (about $30 what Vive itself cost). Over the course of past nine months, though, that price has fallen at an unusual pace.

At GDC in March, Oculus took $99 off the price of the Rift and Touch, making it $599 all-told. That, we assumed, would be the new price of the headset for at least another year. Just four months later in July, though, Oculus held a lengthy Summer Sale promotion in which the Rift with Touch was discounted to just $399, cutting a huge $200 off the price. It was a surprising move on Oculus’ part that also saw the company introduce the Rift/Touch bundle in one box (ditching the Xbox controller). During the promotion Oculus also confirmed the new permanent price for this bundle would be $499 once the deal was over. This didn’t last long; a few months later the price yet again dropped to the now-permanent $399. Oculus even slashed another $50 off for Black Friday and other recent sales.

The dizzying rate of discounts had to be seen to be believed, and it’s left HTC Vive in a tight spot; the company cut price to $599 during Oculus’ Summer Sale but the company widened the gap yet again after that. Where does that leave Rift in 2018? Will we see more price cuts? Or does this mean new hardware is in store?

Sony Shares PSVR Success While Oculus And HTC Stay Silent

Trying to determine sales figures for VR headsets is like trying to get blood from a stone. Since launch both Oculus and HTC have remained frustratingly tight-lipped about the sales of their respective headsets, leaving us to study unofficial and unreliable sources like Steam Hardware Surveys as vague barometers for how each is performing. Sony, though, was a different story; about five months after PSVR launched the company announced it had sold a million units. Much more recently it also passed the two million mark.

Those might not be the most impressive numbers, but Oculus and HTC’s silence leads us to assume it’s a fair bit better than what PSVR’s PC-based rivals have achieved (the silence is kind of deafening at this point). Perhaps, though, we’ll finally see a bit more transparenct between Oculus and HTC in 2018.

The VR Ecosystem Expands As The Standalone Race Begins

The Rift, Vive and PSVR may be enjoying the majority of the limelight for now, but VR has quietly grown far beyond these three headsets in 2017. Microsoft, for starters, recently introduced a new line of Windows-based headsets in partnership with companies like Lenovo, utilizing inside-out tracking. LG, meanwhile, provided a glimpse of the next SteamVR headset that we’re excited to see more of in 2018.

Perhaps the bigger story, though, is birth of the standalone VR headset. This new category of all-in-one devices that don’t need a smartphone, console or PC to run represent a new hope for getting as many people as possible into VR. It’s a broad category in and of itself; cheaper headsets like the Pico Goblin that used old smartphone parts and feature mobile VR-like three degrees of freedom (3DOF) tracking are already rolling out while the $199 Oculus Go promises to shake things up in early 2018. More elaborate devices are also on the way; Oculus’ Santa Cruz prototype is shipping dev kits with 6DOF tracking and hand controllers next year while Google works with Lenovo on a Daydream standalone headset with its own WorldSense tracking. HTC, having pulled out of another Google partnership, recently released the 6DOF Vive Focus in China with 3DOF controls, but there’s no word on a western launch just yet.

LG SteamVR Headset May Have Built-In Headphones, Patent Suggests

LG SteamVR Headset May Have Built-In Headphones, Patent Suggests

For those of you waiting on an HTC Vive bundle that includes the Deluxe Audio Strap, you may want to turn your attention to LG.

We’ve known for some time now that LG is makings its own SteamVR headset. The kit first surfaced at GDC 2017 back in March and has been seen a handful of times since. We’re hoping to learn much more about it in 2018 but, this month, a new patent has surfaced suggesting the kit may have built-in headphones. You can see images of it in this article.

Let’s Go Digital spotted the patent, which was filed at the beginning of 2016 and published last week. It details a VR headset not too dissimilar to the one we tried at GDC albeit with one major addition: integrated audio. Two large headphones are located on the kit’s strap, much like you can see on Vive’s add-on that released this year.

Given the patent’s age, it’s possible that this isn’t the SteamVR headset, or that plans for integrated audio have been scrapped (they weren’t featured on the 2017 prototype). We’re hoping that’s not the case, though.

This isn’t the first patent we’ve seen pointing to interesting design choices for the LG VR headset, which may be named the UltraGear. Last month we saw a design that suggests the device may also split in two, and we’ve also seen a patent for a screen that tackles the dreaded screen-door effect. Seeing which of these features actually makes it into the finished product should be one of the biggest stories for VR in 2018.

LG’s Redesigned SteamVR Headset May Split In Two

LG’s Redesigned SteamVR Headset May Split In Two

One of our favorite features of LG’s SteamVR headset when we tried it back in March was the ability to flip the display up for quick access to the real world. But a newly-revealed patent suggests the company might have redesigned this feature with a bizarre twist.

Dutch site LetsGoDigital discovered the patent, filed with the World Intellectual Property Organization (WIPO). The outlines of the device look very similar to the prototype was saw many months ago now, except with one key change: users can split the front of the headset in two, right down the middle.

Yes, you can really detach the front of the device to take it off. It’s very strange though, in fairness, if the kit uses a dual-panel display it’s also entirely feasible. The device appears to use a spring-loaded mechanism to clip together.

Check out all the patent images here. We can’t help but wonder if this is a truly useful feature or if we preferred the original flip mechanism, which has since been replicated in devices like Acer’s Windows VR headset.

Of course, this is just a patent and there’s no way of telling if this idea will be included in the final design of the device, which may be called the UltraGear. After a long silence, the kit recently resurfaced at a Korean gaming festival but with the clock running out on 2017 we doubt we’ll be hearing anything about a possible release until 2018.

LG Patent Shows Unique Split Design for VR Headset

LG revealed its prototype VR headset using Valve’s Lighthouse positional tracking earlier this year, and while it isn’t certain what will become of the headset—or if it’ll be named “UltraGear” as a recent trademark filing suggests—it’s clear LG is thinking long and hard about the future of VR. A new patent, first reported by Dutch publication LetsGoDigitalshows a prospective LG headset sporting a unique spring-loaded grommet system that allows the headset to split in two.

Filed with the World Intellectual Property Organization (WIPO), the patent shows just how LG could produce a VR headset capable of detaching between its dual displays and staying put when worn tightly on the head. Also worth noting is the integrated earbuds with their own holders, similar to the ones on the updated PSVR headset.

SEE ALSO
Report: Apple Could Release an AR Headset as Early as 2020

You can see the entire patent here.

We’ve recently seen a split design similar in concept created by industrial design firm Nonobject, although their prototype uses simple magnets, something that probably won’t hold up to the rigors of normal movement during gameplay. The key difference in LG’s design lies with the spring-loaded mechanism that lets the headsets clip together, supposedly allowing for a tight enough connection to allow for the rigors of normal use.

It’s much too early to say if the design will somehow be applied to LG’s SteamVR headset, especially because the drawing neglects to show any evidence of SteamVR tracking, the halo-style headband, or even a cable that would connect it to a PC. Without knowing LG was producing a SteamVR headset, the drawing looks more like a standalone mobile VR headset, but that’s just pure speculation on my part.

While hard specs are important, VR headset manufacturers are dialing in on more or less the same display resolutions, making it hard for companies to communicate what makes their headset different from the rest of the pack. Offering unique and useful ergonomics is a great start.

The post LG Patent Shows Unique Split Design for VR Headset appeared first on Road to VR.

LG UltraGear VR mit steckbarer Frontseite

Es ist kein Geheimnis, dass auch LG an einer SteamVR-Brille arbeit, welche in direkte Konkurrenz zur HTC Vive gehen könnte. LG setzt auf die Tracking-Technologie von Valve und die bisherigen Prototypen schienen auch nur wenige Alleinstellungsmerkmale zu besitzen. Neue Patente von LG offenbaren jedoch mehr Mut zu Innovationen als wir gedacht hätten.

LG UltraGear VR mit steckbarer Frontseite

LG Ultra VR Steckbar 2Das Patent wurde von Letsgo Digital entdeckt und zeigt, dass die Brille an der Frontseite auseinander gezogen werden kann. Diese Funktion kann sehr praktisch sein, da ihr schnell und unkompliziert die Brille wie einen Schal um den Hals tragen könnt, bis ihr sie wieder benötigt. Zudem soll die Brille über In-Ear-Kopfhörer verfügen, welche in die Halterung der Brille eingezogen werden, wenn sie nicht gebraucht werden. Somit entfällt ein lästiges Suchen oder Umherbaumeln der Kopfhörer beim Zocken und ihr könnt zusätzlich die Kopfhörer verwenden, wenn ihr nicht in der Virtual Reality seid.

Doch Vorsicht: Patentanträge bedeuten nicht, dass diese großartigen Feature auch im finalen Produkt enthalten sein werden. Zudem hoffen wir, dass das steckbare Display nicht auf Kosten des Bildeindrucks verwirklicht wird. Immerhin wollte LG auch mit der LG 360 VR neue Design-Wege gehen und rannte damit direkt in eine Sackgasse.  Bei Amazon wird die Brille aktuell für 55 Euro verramscht.

(Quelle: Letsgo Digital)

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