Oculus CTO Explores Next-gen Oculus Go Feature Wishlist

Legendary programmer and Oculus CTO John Carmack took the stage today at Oculus Connect to have another one of is famous off-script, stream-of-thought talks. Carmack was instrumental in architecting the company’s mobile VR platform, so when he talks about the 3DOF standalone headset Go, pretty much everyone listens. There’s a few sore spots in Oculus Go that Carmack thinks could be solved in the next generation of low-cost VR standalones.

“One of the really gratifying things to me is that the problems that people have with Go right now, they tend to be real world problems rather than ‘VR geek’ problems,” Carmack explains, starting off into his hopes for the next generation of casual mobile devices.

According to Carmack, the most important area for improvement is battery life. This, he explains, could be done in a number of ways, including putting in a bigger battery, a higher-spec battery, having more power-efficient silicon, or streamlining code. Even with a higher-spec battery though, one of the areas that definitely needs to improve is fast charging.

“It’s great to hear people have a device that they’re upset – that they’ve used Go earlier and it’s not fully charged up and they want to use it again. That’s a good problem to have.”

Image courtesy Palmer Luckey

One area that still needs a lot of work, Carmack says, is in the comfort department. In typical Carmackian fashion, he spoke candidly about Oculus’ priorities, saying he didn’t think the company has really put comfort at the top of the list. “It’s all been about packing the technology in and somehow wrapping a comfortable shape around that technology,” he said somewhat dejectedly, later pointing to hardware hackers who’ve improved Go by replacing the headband with a halo-style band, similar to the one found on PSVR.

“If we start getting to a point where we’re willing to sacrifice some technology in some cases in the name of comfort, for a lot of people that’s going to be the right trade-off.” 

More internal storage is important too, but what Carmack calls a “failure of the product” is the Go’s controller inherent ability to drift, requiring a user to recenter its virtual position to match the physical object. Here, in the casual class of standalone VR hardware, there’s an argument to be made for inside-out depth sensors and some kind of optical controller tracking like that implemented in Oculus Quest, the newly announced high-end standalone headset with positionally tracked headset and controllers. The associated cost to the system’s compute overhead however makes this a daunting task.

SEE ALSO
Oculus Quest Hands-on and Tech Details

Better resolution is also on the list, although Carmack thought cellphone companies would have started producing 4K resolution panels for smartphones by now, which the VR industry would co-op into VR headsets. “VR companies are going to have to foot the bill on next generation display density increases,” he concludes.

Photo by Road to VR

The seemingly lesser items on Carmack’s list garnered quick mention, including hand tracking, which could technically replace a controller for casual media consumption, although it comes with a significant computational cost.

An ambient light sensor could allow the headset to automatically adjust the displays illumination intensity for those moments when you’re in a dark room and don’t want too much light leakage to disturb another person.

Because the sun’s rays can ruin VR displays by magnifying through the headset’s lenses, sunburn protection for a next generation device makes sense to Carmack. An LCD layer that darkens upon contact with the sun’s rays could work, although a quick fix could be making the faceplate of the headset so it isn’t flat so users don’t leave it resting on tables, lenses pointed upwards.

Photo by Road to VR

In the end, Carmack reveals that the Oculus Go was initially a side project, and that Oculus Quest was the big gamble. Since the headsets were developed contemporaneously though, and targeting different sectors of the market—Oculus Go focused on media consumption, and Oculus Quest focused on gaming—there hasn’t been enough time to learn from Go and implement much into Quest, meaning some of these outstanding wishes aren’t entirely solved by the upcoming Quest.

You can learn more about Quest in our hands-on, which includes first impressions and everything we know about the headset.

You can check out the six-minute clip below to hear a little more about what Carmack hopes will be accomplished in future casual standalone headsets.

The post Oculus CTO Explores Next-gen Oculus Go Feature Wishlist appeared first on Road to VR.

No Official Plans to Make Oculus Rift Wireless Confirms Nate Mitchell

Come Spring 2019 Oculus’ lineup of virtual reality (VR) headsets is going to have an odd one out. There will be the entry level Oculus Go standalone headset for VR newcomers, then the newly revealed Oculus Quest to offer a much more premium all-in-one solution. Then there’s the original, the head-mounted display (HMD) that started it all, the Oculus Rift. The latter will be the odd one out due to its cable, and at Oculus Connect 5 this week the company confirmed there are no first-party plans to change that.

Nate Mitchell Header

When VRFocus asked the Head of Oculus Rift team Nate Mitchell about development of an official wireless adapter for Oculus Rift he commented: “No plan for any official wireless adapter for the Rift today. I think there’s a number of third-party solutions out there, but we don’t have any official plans.”

There are indeed third-party solutions with the most well known being the TPCAST device. This launched towards the end of 2017, with a price drop occurring in July 2018. That brought it down from £349 GBP to £324, and nowadays its even cheaper with OverclockersUK retailing it for £289.99. Even so, that’s still fairly near to the price of the Oculus Rift itself, meaning you’ve really got to want to go wireless to invest.

But would a first-party adapter from Oculus been any cheaper? Probably not by much, if at all. This week saw the official launch of the Vive Wireless Adaptor, a collaboration between HTC Vive, Intel and DisplayLink. HTC Vive and HTC Vive Pro users will need to spend £299 and £364 respectively to upgrade their headsets for complete immersive freedom.

Oculus Quest - Hero / Lifestyle Image

So Oculus Rift users will just have to be content with their cable unless they’ve got the cash to splash on TPCAST. Whose that do want wireless freedom then Oculus Quest certainly seems to be the way to go. How well both Oculus Quest and Oculus Rift will sit together at the same price remains to be seen. For further coverage from Oculus Connect 5, keep reading VRFocus.

Dead and Buried Used As First Visual Comparison Between Oculus Quest & Rift

Oculus Quest might be being touted as the future of virtual reality (VR) – where Oculus is concerned anyway – but the company has yet to release many specs for the headset other than it being standalone with built-in inside-out tracking using Oculus Insight. The big question is how well it’ll stack up against Oculus Rift, with Oculus’ Head of VR Hugo Barra stating in yesterdays keynote address during Oculus Connect 5 (OC5) that it would provide ‘Rift like experiences’. That question became a little clearer thanks to a session which looked at porting content to the new device.

Dead and Buried - OC5

In the session called ‘Porting Your App to Oculus Quest’, Oculus Developer Relations Engineer, Gabor Szauer, discussed the processes developers would need to use to fine tune their videogame for the less powerful head-mounted display (HMD). While most of the talk gets quite technical – especially towards the end – Szauer does use multiplayer first-person shooter (FPS) Dead and Buried as an example, showcasing side by side comparisons of the two.

As you can see from the image above there’s not a huge amount of difference between the two, with the Oculus Rift version having better lighting thanks to real-time lighting and volumetric lights. While the Oculus Quest version uses whats called ‘baked’ lighting which is much less intensive to produce. And there’s greater detail not only in the scene but the gun itself for the PC version, with Szauer noting that the Oculus Rift version uses 6,917 polygons while the Oculus Quest gun uses a mere 33 polygons.

Easy to pick apart when side by side, in a hectic videogame like Dead and Buried you’re likely to notice this difference a lot less, especially when playing the new arena version, due to the physical nature of the gameplay.

Oculus Quest - Hero / Lifestyle Image

To see it in action take a look at the video below. It’s the entire session so skip to 9:08 minutes in to see the short video demonstration. It probably looks even better in the headset thanks to the new lenses which are similar to Oculus Go. As further details regarding Oculus Quest are released VRFocus will keep you informed.

Exercise Adventure With Rave Runner on Oculus Quest

There are a number of virtual reality (VR) apps that aim to help you become fitter and healthier, ranging from mindfulness meditation to making you burn calories. Orpheus Self-Care Entertainment is a developer that specialises in these sorts of apps, and has now announced that its upcoming rhythm-exercise title Rave Runner will be heading to the Oculus Quest.

As was revealed yesterday at Oculus Connect 5, the Oculus Quest is the new official title for what was previously known as the Santa Cruz, a stand-alone VR headset that offers inside-out tracking, 6DoF and compatibility with the Oculus Touch controllers.

Job J. Stauffer, the Co-founder and Chief Creative Officer of Orpheus Self-Care Entertainment took to Twitter to show off an early look at Rave Runner, declaring that the title would be heading to Oculus Quest and Oculus Rift along with ‘All 6DoF immersive platforms’ – a list which includes the HTC Vive, PlayStation VR and Windows Mixed Reality.

Rave Runner is being developed by Orpheus Self-Care Entertainment in partnership with the Texas-based Kinemotik Studios. Glimpses of the title have been seen at other events, where it seems to work as a ‘dance’ title, where the player reacts to audio and visual cues in a way designed to make the player move around and be as active as possible.

“Our team believes in harnessing the transformative power of mindfulness and video games, and that practicing self-care can be truly ecstatic and habit-forming, never feeling like work,” Stauffer said previously, “Virtual Reality has allowed us to ignite the flow state in a player by designing games for their sense of presence and focused attention, strengthening their motivation, creativity, and learning. We then ground these ideas in traditional self-care practices such as dance, meditation, and artistic expression, creating an entirely next level genre of truly embodied self-care entertainment.”

For future coverage of Rave Runner and more news from Oculus Connect 5, keep checking back with VRFocus.

Preview: Dead & Buried Arena – Oculus Take a Shot at Warehouse Scale VR

Oculus has been notoriously hard-nosed about the location-based entertainment (LBE) market for virtual reality (VR). Prohibitive clauses in the use of their hardware and a reluctance to offer a more rugged version or a ‘business edition’, has seen the company responsible for the modern rebirth of VR seems almost ignorant towards one of its most rapidly growing sectors. There’s always an opportunity to change however, and the Oculus Quest could well be the device to do it.

Oculus Quest - FrontDuring the Oculus Connect 5 keynote, wherein the Oculus Quest was officially announced as a product evolved off of the Santa Cruz prototype, Mark Zuckerberg spoke openly about the device’s large area capabilities. This is a stark change for a company that insisted just two years ago that modern VR should be led by seated experiences, but undoubtedly a welcome one. There’s room for all types of experience in VR, from seated to standing to moving several feet very quickly.

Dead & Buried Arena is Oculus’ first attempt at the latter. Built on the Oculus Touch launch title developed by Gunfire Games (it’s not yet been confirmed whether or not the studio worked on this follow-up, but is more than likely) Dead & Buried Arena is a fantasy wild west shooting experience for six players. Forming two teams of three, players took to the arena using cover to avoid one another’s fire.

The basic mechanics include destructible scenery (boxes that exist in the real world and fade out to blue when shot in-game), a 10 second respawn to allow players to find a new cover position when killed and collectible weaponry. It’s nothing revolutionary on the surface, but in the minutiae Dead & Buried Arena makes some interesting design decisions for a robust LBE title.

Dead & Buried Arena - The Arena
The design of the arena itself.

In order to keep the players apart and prevent collisions, the centre of the arena has a train which passes through. This is automatic on occasion, but it also can be manually triggered whenever a player steps upon it, this results in instant death and no respawns until you’re back on your side of the map. The destructible scenery doesn’t send particle effects flying it alter the polygons presented at all in order to allow for accurate real-time mapping for all players – VRFocus was informed that the map and the player’s location within were networked via wi-fi even in a local environment – and the weapon variety (although plentiful for this short demonstration) was far more limited than the original title.

Dead & Buried Arena is a strange beast: at once presenting an argument for Oculus to join the push for the LBE agenda yet at the same time feeling less complete than the year-old original. It may well be that Dead & Buried Arena was purely a technical demonstration designed specifically to showcase the capabilities of Oculus Quest, but it’s definitely not a huge leap to see a market for this kind of experience.

Run Screaming Through Your House Playing Face Your Fears 2 on Oculus Quest

There’s nothing like a good horror videogame to get the heart racing, especially when it comes to virtual reality (VR) content. Turtle Rock Studios released Face Yours Fears way back in 2016 for Samsung Gear VR, and with the official unveiling of Oculus Quest yesterday the studio is developing a sequel, Face Your Fears 2.

Face Your Fears 2

On display at this weeks Oculus Connect 5 (OC5) conference in California, Face Your Fears 2 goes straight for the jugular when it comes to scaring the life out of guests, by introducing lots and lots of spiders, from tiny creepy crawly eight legged horrors, to massive beasts trying to climb through windows. So if you’re even slightly arachnophobic then this is the title for you.

As VRFocus’ intrepid reporter Nina finds out in her preview there’s plenty to make you jump, with a dark and dingy atmosphere nicely setting the mood before all those spiders start jumping at your face – which is usually most people’s main fear when it comes to arachnids.

Of course there’s the added benefit that Face Your Fears 2 is on the very latest Oculus headset which features inside-out tracking. Before on the Gear VR version you could only look around and crumple to the floor screaming, much like Oculus Rift horror titles due to the cable. This time however you’ve got much more freedom to move around – depending on play area – and run in fright into a wall. Seriously, that probably won’t happen as Oculus Quest has the Guardian system but you never know.

Face-Your-Fears-2

Check out the video below of Nina talking about Face Your Fears 2 as well as playing the title in a suitably decked out location full of spider webs and such. VRFocus will be reporting from Oculus Connect 5 later today once the second day gets underway, so stay here for more VR news.

Oculus Connect 5: Oculus-Mobile-App erhält Rift Support; Home und Dash erscheinen Anfang Oktober

Im Zuge der Oculus Connect 5 wurde bekannt gegeben, dass die mobile Oculus-App für iOS und Android ab sofort ebenso die Oculus Rift unterstützt. Zudem verlässt die System-Software Core 2.0 offiziell die Betaphase. Damit erscheinen die neuen Versionen von Oculus Home und Oculus Dash Anfang Oktober.

Oculus Connect 5 – Oculus-Mobile-App unterstützt Oculus Rift

Oculus sorgt zukünftig für eine bessere Vernetzung seiner Software. Auf der OC5 gab das Unternehmen ein Update mit integriertem Rift-Support für die mobile App für iOS und Android bekannt. Dadurch ist es nun möglich auch ohne PC über das Smartphone mit Freunden aus der Desktop-App zu chatten, Neuigkeiten zu verfolgen oder den Shop zu durchsuchen. Auch der Einkauf sowie die Installation von Spielen für den Computer sind nun unterwegs möglich.

Die neue App ist kostenlos für iOS und Android in den entsprechenden Stores erhältlich.

Oculus Connect 5 – Core 2.0 verlässt Beta-Phase: Oculus Home und Oculus Dash erscheinen Anfang Oktober

Ebenso wurde verkündet, dass die Betaphase der Core-2.0-Software abgeschlossen wurde. Die neue Version ist ab sofort auf den Public Test Channels verfügbar und steht zum Download bereit. Der offizielle Release soll Anfang Oktober stattfinden.

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Die neue Software ermöglicht es nun, die Home-Umgebung nach freiem Belieben einzurichten. Dabei könnt ihr auf eine Vielzahl an Themes mit eigenen Gegenständen und Umgebungshighlights zurückgreifen. Unter anderem ist beispielsweise ein tropisches Sommer-Theme mit dazugehörigen Einrichtungsgegenständen nutzbar.

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Ebenso ist es möglich, eigene 3D-Modelle und -Objekte zum Dekorieren zu importieren. Auch sammelbare Gegenstände und Trophäen aus VR-Spielen, -Apps und -Erfahrungen sind präsentierbar.

Oculus-Home-2.0-Oculus-Rift-Connect-5

In folgenden Titeln könnt ihr zunächst Achievement-Gegenstände sammeln:

  • Arizona Sunshine
  • Brass Tactivs
  • Echo VR
  • Job Simulator
  • Lone Echo
  • Moss
  • Orbus VR
  • SUPERHOT VR

Zudem dient der virtuelle Eingangsbereich zukünftig als Versammlungsort für euch und eure Freunde. Insgesamt acht Personen können sich zeitgleich innerhalb einer Zone aufhalten. Außerdem ist es per Dash möglich, seinen Bildschirminhalt für die Besucher/innen freizugeben. Damit dies reibungslos abläuft, haben die Devs die gesamte Umgebung komplett überarbeitet. Nun erwarten euch dynamische Lichteffekte und weitere optische Features mit reibungsloser Performance.

Oculus-Home-2.0-Oculus-Rift-Connect-5

Auch Oculus Dash wurde komplett überarbeitet und bietet nun optimierte Oberflächen und Anpassungen der beliebtesten Features. Auch die Leistungsanforderungen wurden verbessert, um das praktische Management-Tool ohne Probleme im Hintergrund laufen zu lassen. Per Experiment-Reiter könnt ihr zudem kommende Features jederzeit durchstöbern und austesten.

Oculus Connect 5 – Zukünftige Projekte vorgeführt

Zudem wurden die neuen expressiven Oculus-Avatare vorgestellt, die uns zukünftig auch in der Home-Umgebung erwarten sollen. Diese ermöglichen dank realistischen Gesichtsanimationen eine verbesserte Kommunikation innerhalb der VR.

Neben den neuen Avataren arbeiten die Devs derzeit an den Hybrid-Apps, die es ermöglichen zwischen 2D und VR zu wechseln.

(Quellen: Oculus Blog | Video: Oculus YouTube)

Der Beitrag Oculus Connect 5: Oculus-Mobile-App erhält Rift Support; Home und Dash erscheinen Anfang Oktober zuerst gesehen auf VR∙Nerds. VR·Nerds am Werk!

Preview: Face Your Fears 2 – Why’s it Always Spiders?

Every time a new piece of virtual reality (VR) technology is revealed, a horror experience is offered alongside it. As if the promise of heightened jump scares hasn’t waned over the last five years, Oculus Connect 5’s debut of the final Santa Cruz hardware – now known as Oculus Quest – comes complete with its own haunted house courtesy of Turtle Rock Studios.

The sequel to 2017’s ‘fear and phobia’ experience retreads familiar ground. The sequence available at Oculus Connect 5 begins with the player standing in a clearing by a wood, tasked with finding your missing younger sister. As you walk along a pathway and approach a house, a few simple clues tell you you’re heading in the right direction, while some boundaries trigger events that inform you it’s not going to be a simple case of hide-and-seek.

A later sequence has you explore a woodshed, in which nasty things and apparitions are designed to halt your progress. The phobia that this sequence is excited to push the boundaries of is arachnophobia: beginning with a small spider that jumps on to your hand there’s soon floods of them all over the floor, giant ones reaching through walls at you and swinging from the ceiling literally straight into your face. Yet all the while, all you want is to find a key.

The biggest issue here is that the design of the experience still relies on players moving beyond the boundaries of the demonstration area. Oculus Quest allows you to freely move and walk within an experience unlike any other VR device out there, so why are we still being constrained by analogue sticks for locomotion? While the demonstration build of Face Your Fears 2 was perfectly adequate for showcasing a lowbrow scare sequence in VR, it seems to somewhat fall short of expectations for a totally wireless 6 DoF head-mounted display (HMD).

Oculus Quest - BackEssentially, Face Your Fears 2 is hamstrung by the last two years of VR design. It’s built for a VR device that’s more limited than Oculus Quest, and uses the benefits that the new hardware adds in a purely superficial way: you can move freely, but the design if the videogame completely ignores that possibility. The additional comfort Oculus Quests offers is still welcome of course, but whether that alone is worth a $399 (USD) upgrade is definitely a matter for debate.

The demonstration build ends once you’ve faced the seemingly-endless aggression of spiders and manager to unlock the door to the house with the key you acquired along the way. So while Face Your Fears 2 presents a haunted house experience for Oculus Quest, we haven’t yet been given the chance to step inside. That, it seems, will have to wait until the device launches in Spring 2019.

Facebook and RED Collaborate on Pro 360 Camera ‘Manifold’

During Facebook’s F8 conference in May the company announced plans for a new virtual reality (VR) camera system created in collaboration with pro camera company RED. Today, they’ve revealed the first look at the studio-grade 360-degree device called Manifold.

Facebook Manifold

Designed for immersive 6DoF storytelling, the Manifold camera features 16 RED Helium 8K Sensors with custom Schneider 180-degree fish eye lenses. This allows for volumetric image capture, meaning users of VR headsets can actually move round a scene to a certain degree, not just looking round in 360 but behind objects as well.

Explaining how this works in a Facebook Blog posting: “Manifold captures multiple camera angles simultaneously from within a given volume, enabling infinite perspectives to be generated from any direction within a field of view. Using RED’s best-in-class camera sensor design and image processing pipeline, filmmakers get superior image quality when shooting their projects, from live and avant-garde performances to big-budget spectacles. Facebook’s industry-leading depth estimation technology captures 3D information from any scene—like characters, props, and everyday backgrounds—resulting in high-quality video bursting with enhanced volumetric detail and movement.”

Facebook Manifold

This kind of tech doesn’t come cheap with Facebook yet to reveal the cost or when Manifold will likely be available. As RED is known for its pricey pro cameras don’t expect this to be a stocking filler. Check out the full specs below, and for further updates on the device, keep reading VRFocus.

Facebook Manifold Specs:

SENSORS

  • 16 RED(R) Helium 8K(R) Sensors arranged to allow full 360 6DoF capture
  • Record raw from 16 cameras running 8k @60 fps simultaneously

OPTICS

  • Custom Schneider 8mm, F4.0, 180 degree fish eye lenses

I/O CONNECTIONS

  • Single SMPTE 304M cable for power, control and data
  • Camera Control Unit and storage device may be up to 100 meters from Camera Head
  • 5, 12g SDI outputs for monitoring or third party stitch processing
  • Multiple third party storage device choices providing 1 hour or more record time

ACCESSORIES

  • Front of lens ND filters available
  • Quick release handles for maneuvering and setup

UI/UX

  • Web app based control interface for flexibility of user interface device choice
  • SDK provided for post processing

Hands-On with Oculus Quest – The Way VR Was Meant To Be

Modern virtual reality (VR) has been making promises for five years. Since the initial reveal of a duct-taped Oculus Rift through the development kits and up until the consumer launch, we’ve all been promised that the technology will eventually offer truly revolutionary experiences. It’s gotten closer to this Holy Grail, step-by-step, but it’s never been quite enough. Two years ago Oculus revisited that promise in the form of the Santa Cruz prototype, and today, it has come good: accelerating VR hardware in its goal of reaching mass market adoption through ease of use, so that we can all eventually experience something groundbreaking.

Oculus Quest (OC5)Santa Cruz, or Oculus Quest as it is now known, is an elegant piece of hardware design. It’s a recognition of the fact that everything we’ve seen so far has been good, but still falls quite short of one-size-fits-all. The Samsung Gear VR, the Oculus Rift and even the Oculus Go have changed the technology industry forever, but VR is still yet to change society: Oculus Quest takes all of the technological, market penetration and form factor lessons learned over the last five years and repackages them into something believable. Quite simply, Oculus Quest could have what it takes for VR to push beyond the novelty and cash-in on that promise.

Originally unveiled as a slightly fragile prototype back at Oculus Connect 3 in 2016, the device has come a long way in two years. The level of comfort offered is actually better than Oculus Rift despite including all the processing hardware on-board and, while we’re yet to get any official statements regarding field of view (FoV), it does upon initial (limited and controlled) testing appear to offer a slight improvement. The tracking of the head-mounted display (HMD) still occasionally suffers on erratic movement (sharp 180 turns or diagonal upwards swings) but for the most part it performs just as well as the Oculus Rift itself.

A slight issue that appears to have become part of the Oculus Quest since last year is controller tracking. Face Your Fears 2 – a horror experience from Turtle Rock Studios – didn’t rely on swift arm movement and so the predictive tracking worked seamlessly, however Project Tennis Scramble – a colourful tennis experience – required much faster movement often seeing your racket disappear from the field at the worst possible time. Whether this is a hardware issue or the software remains to be seen, but given the quality of the demonstrations seen when the Santa Cruz controllers were initially revealed last year it’s more than likely to be the latter.

Oculus Quest - Hero / Lifestyle ImageTechnical specifications of the Oculus Quest, such as processing power, GPU clock rate, battery life and storage capacity, have not yet been revealed. It’s not likely that such information will come to light any time soon, but the fact that it uses USB-C for charge and houses a much more efficient focal adjustment is good news right from the start.

So what does this mean for the Oculus hardware family? Oculus Go will continue to be the entry level device, but will the Oculus Rift represent the high-end? Will we see the minimum PC specification for Oculus Rift experiences increasing above and beyond that of Oculus Quest? Or will we see the Oculus Rift receiving a price-drop and being positioned as the awkward middle child? Only time will tell, but the next six-or-so months as we await the Oculus Quest launch will undoubtedly be very exciting.