Report: Meta to Release First AR Glasses to Developers Only & Not Consumers

Meta has been working on what it calls a “fully-fledged AR device” for some time now, however a recent report from The Information maintains the first in Meta’s line of AR glasses will be reserved for developers only and not for enthusiasts as previously thought.

The report alleges that the company won’t be commercially releasing what is now codenamed Project Nazare, which was teased back at Connect 2021 when the company changed its name from Facebook to Meta.

Back then, Meta CEO Mark Zuckerberg had said the “ultimate goal” with Project Nazare was to develop “true augmented reality glasses.”

Here’s a mockup of the sort of augmented reality interactions Meta hopes to provide with its AR glasses:

The Information maintains Nazare was scheduled to launch commercially in 2024, however now Meta has allegedly changed course and scrapped those plans to position its first AR glasses as a sort of demonstration product, or hardware developer kit as such. It’s said that a follow-up device, codenamed Artemis, will be the first on offer to consumers.

It’s said that the move to reposition Nazare as a developer-only device comes alongside a wider push to downsize Reality Labs, Meta’s AR/VR and emerging tech division responsible for a host of devices. Reality Labs is known for everything from the standalone VR headset Quest 2 to devices such as Project Aria, a sensor-rich pair of glasses which Meta is using to train its AR perception systems and asses public perception of the technology.

A previous report from The Verge in April held that Meta was already internally expecting tepid sales expectations in the low tens of thousands for Nazare. It was also said Nazare would likely test Zuckerberg’s appetite for further hardware subsidies that may have stretched well beyond that of Meta’s $300 Quest 2.

To boot, the company is also reportedly shelving plans to release a smartwatch with a detachable display and two cameras in favor of a design better suited to control a later version of the glasses.

Meta’s Wrist-worn XR controller | Image courtesy Meta, Mark Zuckerberg

Last month, Zuckerberg traveled to Italy to show off Meta’s wrist-worn XR controller prototype to EssilorLuxottica, the Italian parent company behind the Ray-Ban Stories camera glasses and a host of other conventional luxury eyewear brands. Critically, the controller prototype uses electromyography (EMG) sensors to detect electrical signals which control the muscles in your hands, and doesn’t incorporate camera sensors.

All of this may be years out, however Meta is looking forward to the upcoming release of Project Cambria, a VR headset capable of AR interactions thanks to color passthrough camera sensors, aka ‘mixed reality’. That headset, which doesn’t have an official name yet, is undoubtedly meant to serve as a precursor to the company’s AR glasses, as apps developed for Cambria could one day inform a Meta-driven AR app ecosystem.

Whatever the case, Project Cambria is set to be “significantly higher” than $800, the company confirmed in May, which also puts it squarely in the developers/prosumers realm of accessibility.

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Report: Facebook Agrees To Buy Every AR Display From Key Supplier Apple Looked At Acquiring

Facebook signed a deal to buy several years of the entire output of a key AR microLED display supplier Apple looked at acquiring, The Information reports.

Mark Zuckerberg’s company spends “billions” of dollars researching augmented and virtual reality technology. It has publicly stated its goal of releasing lightweight AR glasses this decade, with the eventual goal of replacing the smartphone as the primary computing device for regular people.

Reports indicate that both companies plan to first ship glasses in 2023. This could lead to fierce competition between the two giants throughout this decade. Microsoft is focusing first on the enterprise market and Google appears to be taking things slow after early efforts in “smart” eyewear failed to take off.

MicroLED: The Future of Displays

Almost all electronic displays today are either LCD (including its many variants) or OLED. LCD pixels provide color, while a separate backlight provides light and, overall, this approach limits contrast. OLED pixels are self-emissive, enabling true blacks and infinite contrast.

Just to be clear here, “miniLED”, “QLED”, and similar names are just marketing terms for variants of LCD, improving backlight technology and adding shutters for better contrast.

MicroLED is a relatively new display technology. It’s self-emissive like OLED, but should be orders of magnitude brighter than OLED, as well as significantly more power efficient. This makes them uniquely suitable for consumer AR glasses, which need to be usable even on sunny days yet powered by a small and light battery.

While all major electronics companies (including Samsung, Sony, and Apple) are actively researching microLED, no company has yet figured out how to affordably mass manufacture it for a consumer product.

Plessey Semiconductors Ltd

Plessey is a UK-based firm manufacturing microLED displays intended for AR headsets and HUDs (heads-up-displays). It was founded in 2010 to build high powered lighting, but in 2017 made a complete pivot to the microLED market.

So what makes Plessey special? Why has Facebook signed this deal, and why was Apple interested in acquisition?

The firm focused specifically on microdisplays, rather than competing for smartphone or TV sized panels.

In May 2019, the firm achieved the world’s first 1080p monolithic microdisplay with individually addressable microLEDs. Monolithic means the display is made on a single wafer.

The company claims that this monolithic approach enables displays to be manufactured faster and cheaper than trying to bond individual microLEDs to a substrate, which is the alternative approach.

At Display Week 2019, the firm showed a demonstration display to the world. Despite being just 0.7″ diagonal, it has a resolution of 1920×1080 and is capable of hundreds of thousands or even millions of nits- several orders of magnitude brighter than current AR headsets. The firm claims it can make microLEDs small enough for a 4K display of the same size.

Don’t get too excited just yet, however. Plessey’s display so far is monochrome, showing only blue- the native color of microLEDs. To display red or green, phosphors or “quantum dot conversion materials” have to be used, which currently have very low efficiency.

A Key Supplier?

According to the report, Plessey is “one of the few makers” of microLED displays suitable for AR glasses.

In March 2019, the company figured out how to manufacture native green microLEDs. In December, it cracked native red too.

Developing a native full color (RGB) microdisplay is on Plessey’s 2020 roadmap. If it can achieve this and figure out how to manufacture it at scale before other competitors, it could be a significant boost for Facebook’s AR plans with this deal.

Unless Apple can find a suitable alternative, Facebook might be able to launch viable consumer glasses earlier or cheaper.

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Hands-On: Orion13 Is A Narrative-Based Neon-Coated VR Action Game

Not many VR games allow you to roam and jump around freely like traditional non-VR games often do, but Orion13 hopes to give players access to that. The first-person VR hack-and-slash title aims to deliver a full-fledged story-based action game to VR players, and during PAX East 2020, I got the chance to run through some of the adventure.

Orion13 puts you in the robotic shoes of its titular character, a character that has not only become self-aware, but is now looking to break free from society and head back home. Throughout the game, you’ll have to solve various puzzles, learn the secrets the game has to offer and, most importantly, slash your way through a surprisingly large variety of enemies. A challenge mode also exists for players who want to test their might against hordes of enemies, with an online leaderboard showcasing just who the best of the best is.

Movement in Orion13 fairly standard, with your controllers operating how you move and your head acting as where you aim and look. The world of Orion13 is a very bright and colorful one, and surprisingly large. Speaking with Metro VR Studios’ President and Lead Developer Scott Matalon, he said it was his goal to give players a sense of scale and show them just how much there was to do in every level. Some of the tall buildings you might see ahead as you explore will be explored later, for example, meaning that the pretty backdrop you see isn’t just there to make you stare in awe.

When it comes to fighting enemies, Orion13 takes the generic hack-and-slash combat mechanics and tweaks it just a bit. Instead of being able to simply flail your arms around to win, you’ll have to actually try and land heavy strikes against enemies. Many times during my demo, I was forced to retreat from a fight because I wasn’t landing enough hard hits. I needed to relearn my combat tendencies.

Because the game tracks how hard you’re swinging the sword as well, it can take some time to get used to just how to take enemies down, but once you do, it’s extremely satisfying to feel the strength of your swing correlate to an attack in the game. The enemies in the game aren’t any slouches either, as they can take you down very quickly if you let them. Unfortunately, there are some issues with the combat, specifically due to when enemies swarm you.

orion13 sword fight

Enemies often got very close, making combat not only even more difficult, but downright impossible thanks to how the game is meant to be played. Thankfully, there are features to help you get out of a bind, as you’re equipped with two different abilities, one of which allows you to sap life from an enemy and give it to yourself, and the other freezes an enemy and lets you unleash a flurry of attacks on it. The lack of distance from enemies can get annoying, but at least you do have these options to make the fight fairer for you.

Outside of the combat, it was clear during my time with the demo that Orion13 aims to be much more than just a simple hack-and-slash title. During the end of the first level, you’re presented with a button pressing puzzle – one of many puzzles in the game, according to Matalon –  to solve in order to proceed. Later in the game, you can also find various platforming sections, which sees you having to time jumps across large chasms, a feat that isn’t too hard in a non-VR game, but becomes much more challenging (and even more rewarding) when you have to stare down the jump in a virtual world.

During my brief time with Orion13, it was clear that the focus was very much on creating something that encompassed a ton of genres. The heavy focus may have been on hack-and-slash action, but there were other elements very creatively layered on that made me want to keep playing. Given that the combat is so much of the game, it could use some more fine-tuning to further enhance things. Orion13 may not have the polish of a AAA VR title, but it does have a ton of ambition, and manages to stick the landing on many of its attempts.

Orion13 is available now on Steam for the Oculus Rift at the price point of $19.99.

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IKINEMA Updates Motion Capture Solution Orion, Improving VR Character Animation

Just over a year ago motion capture specialist IKINEMA released Orion 1.0, a platform designed to replicate body gestures using OpenVR hardware like HTC Vive. This week, the company has announced Orion 2.0, updating the real-time mocap solution to make 3D virtual character animation even more realistic.

Orion 2.0 helps to provide a cost-effective high-end motion capture solution for developers in fields such as virtual reality (VR), aerospace, automotive, design, engineering, ergonomics, training, virtual YouTube avatars, live theatre, film, animation, and more.

The update has seen IKINEMA fully optimise the core solver to strengthen the quality of live body motion. Plus a new System Health Tracker has been added as well as smaller technology fixes to complete the revamp.

“IKINEMA’s animation technologies sit at the bleeding-edge, we pride ourselves on offering advancements that ensure efficient delivery of true-to-life character motion and highly interactive virtual experiences every time. Orion’s latest enhancements mean both the user and our quality technology partners the likes of HTC, and Manus VR can continue to rely on our cutting-edge motion capture solution,” said Chris Petrov, Product Manager, Live Characters at IKINEMA in a statement.

Using the HTC Vive and controllers to capture the motion of head and hands, Orion can also employ Vive Trackers to capture hips and feet as well as the Manus VR glove for fingers, enabling full body motion for natural digital avatar creation.

“Providing creators and consumers with our HTC Vive VR system and Vive Tracker technology, coupled with IKINEMA’s Orion high-end motion capture technology equips cross-industries with a reliable, cost-effective and easy to use solution, where the impact of participant experience is of far deeper immersion and believable engagement to explore and interact within their virtual worlds,” adds Graham Wheeler, VP Product and Business Operations, HTC Europe.

Companies already using IKINEMA include GREE VR Studio, All Seeing Eye, AltspaceVR, Cole Engineering Services, Inc., L3 Technologies, Lockheed Martin Space Systems, Microsoft, NASA Johnson Space Center, NCSoft, Sony Interactive Entertainment Europe Ltd (SIEE), Tencent, and more. Orion license’s start from £400 GBP per seat, with plugins for Unity and Unreal Engine. As further improvements are made, VRFocus will continue to keep you updated.

GREE VR Studio to Launch Virtual YouTube Channel Using IKinema Technology

Earlier this year real-time animation specialist IKinema announced the launch of its new motion capture solution Orion. Today, Japanese media broadcaster and games publisher Gree Inc. and its subsidiary Gree VR Studio have announced the implementation of Orion to launch a new virtual YouTube hosting channel.

IKinema Orion 1.0

One of the fastest growing trends in Japan currently is the use of live streamed animated characters which GREE Inc. is looking to take advantage of using IKinema’s Orion and LiveAction technology. This will enable virtual animated ‘idols’ to interact live with online subscribers via GREE’s channel.

“This happens to be an exciting time for IKinema, we’re delighted GREE, Inc. have deployed our real-time technology to forge new and dynamic territories for wider audience appeal and usability,” said IKinema CEO, Alexandre Pechev in a statement. “The VTuber trend is increasing at an astonishing rate, and we’re proud IKinema will expedite its development and growth. IKinema’s ongoing vision to democratise quality motion capture for the masses has been our core message and by partnering the cutting-edge Orion and LiveAction technologies, they have become central tools to shape and evolve the future development of the virtual human.”

Already being used by Tencent IEG NEXT Studio, NASA’s Hybrid Reality Lab and the The VOID in its Star Wars: Secrets of the Empire experience, IKinema’s technology can be used with hardware like the HTC Vive and its controllers to capture head and hand motion. With the addition of Vive Trackers the company is then able to capture hips and feet.

“Orion, together with LiveAction proved to be a solid foundation to build on our virtual YouTuber business,” said GREE VR Studio Manager, Masashi Watanabe. “It served as the key components to make our YouTuber vision come to life. It enabled us to realise time efficiencies as well. The staff from IKinema was also very helpful in supporting us to take advantage of their technology for the project.”

GREE Inc. has yet to reveal when it plans to go live with its new YouTube channel featuring live virtual avatars. When it does VRFocus will keep you updated.

IKinema’s Orion Offers Full Body MoCap On Vive With Trackers For $500 A Year

IKinema’s Orion Offers Full Body MoCap On Vive With Trackers For $500 A Year

One of the most promising early applications for the HTC Vive Tracker we’ve seen is full-body tracking. Using two Vive controllers, the headset, and three Trackers attached to feet and torsos, you can get a pretty accurate representation of where your real body is in the virtual world. It’s great for gaming, but IKinema is looking to take it a step forward with Orion.

The UK-based company, which has already worked with the likes of Capcom and Square Enix, has its own mocap system using the Trackers and controllers, though in the video below it replaces the headset itself with a fourth Tracker strapped to the user’s head. You can also use the software with the headset, allowing you to bring full body tracking to games. You can see it being used pretty elegantly in the video below.

IKinema is set to offer Orion on a yearly subscription of $500, launching in Q2 of 2017. However, HTC has already said it plans to open source its own full body tracking solution and developers like Cloudgate Studios already working out their own solutions for games.

I asked IKinema what it makes its software worth the charge. The company told me that its tech includes “the full capabilities” of IKinema Fully Body solving, which is already used by several high-end studios.

“Orion incorporates the same solver that is used by studios using high end mocap systems such as (Vicon, OptiTrack),” a representative told us, later adding that it includes “our specific know-how on cleaning up and processing the data to get the best quality character motion.”

The company also sees it as a low cost solution for mocap. The price of a Vive and three trackers is around $1,100, so that’s $1,600 in the first year. Add on an extra $100 if you need the fourth Vive tracker for looking into the real world during mocap.

It looks like full body tracking with Vive’s new add-ons are going to be a major application. The question of just how people access the tech remains to be seen.

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