Valve Patent Filing May Reveal Its Standalone Headset’s Design

A Valve design patent filing may reveal its rumored ‘Deckard’ headset.

Valve Index, the company’s $999 tethered PC VR kit, has now been on the market for almost three years. It still has best-in-class tracking and audio quality but its 1600×1440 resolution has been surpassed on both the low end with Quest 2 and the high end with headsets like HTC’s Vive Pro 2 and Varjo Aero.

Evidence of a new headset codenamed Deckard was discovered in September by YouTuber Brad Lynch (SadlyItsBradley) in a SteamVR driver. Deckard is the surname of Blade Runner’s protagonist and likely a reference to Steam Deck. Last year, when asked directly by The Verge whether Steam Deck’s chip could be used in a standalone VR headset, Valve product designer Greg Coomer said it would “run well in that environment” and “it’s very relevant to us and our future plans”. In February, Valve president Gabe Newell described Steam Deck as a “stepping stone” to high performance standalone VR, but noted “we’re not really there yet”.

Ars Technica said its sources confirmed Valve had at least two VR headset concepts in the works which diverged over time, with one requiring a PC and tracking base stations but the other operating standalone with onboard compute like Quest.

The evidence from Lynch suggested Deckard is the standalone headset. He found a “Standalone System Layer” option in the hidden ‘Valve Internal’ menu tab of SteamVR, as well as a Linux-only binary referencing Deckard which he says tells the device to boot to a default application. Valve’s distro of Linux is called SteamOS – it’s what Steam Deck runs.

Lynch also noted that a driver called VRLink was added to SteamVR with code referencing a Wi-Fi 6 driver, and this update actually temporarily broke some HTC Vive wireless setups. These findings suggest Deckard will have PC VR streaming functionality similar to Quest’s Air Link and Virtual Desktop. A new finding from Lynch this week suggests SteamVR will make it easy for PCs with Wi-Fi to create a hotspot directly to the headset – something Meta seems to plan to do with a USB dongle.

 

Today, a Valve design patent application filed in December titled ‘Head Mounted Display’ was made public by the US Patent & Trademark Office. It depicts a wireless headset with a different design to Index, but with a similar off-ear speaker setup and rear strap adjustment knob.

It’s notable that the front of the headset lacks any kind of detail. It doesn’t show the cameras or photodiodes that would be expected for positional tracking. That’s because this design patent filing actually seems to be focused on the strap system of the headset and its ability to be adjusted for various face and head shapes – the patent isn’t about the headset’s technical design.

Despite that focus, there are hints in the patent text that the depiction may be standalone: “The harness may couple to a rear housing disposed at the back of the HMD. The rear housing may accommodate various computing components of the HMD.” There’s also a line that backs up Lynch’s findings about wireless PC functionality: “In some instances, the images may be output by an application or computing device communicatively coupled to the HMD.”

 

Ars Technica’s September article noted that Valve had begun dedicating its manufacturing lines to the Steam Deck portable console, so doubted the company had the capacity to also ship a new standalone VR headset at scale in the near term given the ongoing global chip shortage. But nine months later Steam Deck has now shipped. Could Valve be getting closer to a reveal for its next hardware?

Latest Sony Patent Gives VR Headset Outward Facing Screen

Sony Patent Face Image

Companies working to make virtual reality (VR) more social aren’t purely focused on expansive metaverse’s, they’re also looking towards hardware solutions. The latest patent to come from Sony Interactive Entertainment (SIE) on this matter sees the addition of a screen mounted to the front of the head-mounted display (HMD) to show those outside of VR what the player is seeing.

Sony Patent Face Image

Last week saw the United States Patent and Trademark Office (USPTO) publish an SIE patent called Display screen front panel of HMD for viewing by users viewing the HMD player which aims to provide two features, one showing in-game content whilst the other displays the VR users facial features.

When it comes to the latter SIE details a two-camera system in the patent: “a first image of a user including the user’s facial features captured by an external camera when the user is not wearing a head mounted display (HMD). A second image capturing a portion of the facial features of the user when the user is wearing the HMD is received. An image overlay data is generated by mapping contours of facial features captured in the second image with contours of corresponding facial features captured in the first image.” This would then be displayed on the outward-facing screen. Being able to see the VR users face would then make local interaction far more natural.

As for the in-game content, this is slightly more unusual. This envisions using eye-tracking to select the area of content the player is viewing to then display on the front display screen. Thus, those outside of VR would get a better understanding of what the user is playing. Although there are already examples of this. PlayStation VR since day one has utilised a TV as a social screen for other players, whilst Oculus Quest allows you to view content on a connected mobile device.

Sony Patent Face Image

It’s worth pointing out that while the patent was published this month, SIE did originally file it in 2019. It’s unlikely that the upcoming PlayStation VR 2 (or whatever it is called) will likely feature the second screen, but new rumours continue to suggest the headset will have eye-tracking built-in for foveated rendering purposes.

If the idea of putting your face on the outside of the headset sounds familiar it’s because Facebook Reality Labs recently released new research suggesting a very similar thought process. Called the Reverse Passthrough VR Prototype this went very hi-tech with 3D displays to give a sense of depth rather than a flat 2D screen.

The fact that both SIE and Facebook are working on this suggests that VR headsets of the future could have both internal and external screens. For continued updates, keep reading VRFocus.

Microsoft Patent Suggests Live Detection & Rendering of Real Objects in VR

Microsoft Patent

No matter what virtual reality (VR) system you use they’ve all got some sort of barrier/guardian system which you can set up to stop you from walking into walls or furniture. Oculus’ even goes so far as to point out potential obstacles in the setup process. But none of this helps when it comes to real-world variables, like the cat walking in and trying to trip you up. A newly published patent issued to Microsoft aims to solve this dilemma.

Microsoft Patent

This week saw the United States Patent and Trademark Office publish Microsoft’s patent titled Transitioning into a VR environment and warning HMD users of real-world physical obstacles. Unlike a lot of patents VRFocus sees – like the recent Sony Shadow banning one – Microsoft’s is fairly recent, only submitted just over a year ago.

The Microsoft patent aims to solve two problems, where users transition when putting on a VR headset from the real to the virtual, and the aforementioned hazard issue. When it comes to the first task Microsoft suggests rather than using passthrough cameras which it says can be disorienting, instead, users will see a simplified replication of their own environment, helping them adjust by viewing something familiar; just digitally. Some sort of triggering event would then take them into the main experience. Whilst that might be useful when showcasing VR to complete newbies at an event, VRFocus isn’t too sure how many people would need this at home.

Real-world object tracking, on the other hand, is far more interesting. Microsoft proposes using a headset’s sensors to track real-world objects and actually bring them into VR as a virtual representation if you get too close. As the images highlight, that could mean a stationary object like a sofa appearing into view or even something moving like another person or a pet. The system could take into account a user’s velocity and orientation in relation to the object. So guardian systems would be active, rather than a passive wall.

Microsoft Patent

However, this does open up the issue of immersion loss, as a real-world object suddenly being placed in your virtual one would be distracting – or maybe that’s the point. So one minute you could be deeply engrossed in a Half-Life: Alyx session, fighting off headcrabs left and right then suddenly the pet pooch appears in the corridor wondering what the hell you’re doing.

Could this be a useful feature VR gamers would want? You’ll have to wait and see if Microsoft implements it into its Windows Mixed Reality (WMR) headsets as the patent is very much VR-oriented. For further updates keep reading VRFocus.

Latest Sony Patent Outlines Shadow Banning on PlayStation VR

PlayStation VR third anniversary

Over the last year or so patents filed by Sony Interactive Entertainment (SIE) have generally focused on hardware, showcasing some interesting ideas for the company’s next headset. The latest patent to be published is very different, looking at a social system to shadow ban PlayStation VR players if they behave inappropriately online.

Originally filed back in 2017 only a few months after the launch of PlayStation VR, the patent was published earlier this month by the United States Patent and Trademark Office. Shadowbanning is generally used by developers to discreetly remove players from an online community, usually without any warning, so players only become aware after the fact.

In the patent, SIE talks about “tracking inappropriate behaviors including inappropriate language and comments; inappropriate gestures and inappropriate movements.” The last two could be highly useful where virtual reality (VR) interactions are concerned due to the amount of motion control afforded to players to make the gameplay more immersive. The idea is to remove players known as “griefers” by generating a safety rating from a series of variables.

The patent proposes a range of inputs such as voice recognition, gaze tracking, motion tracking, and behaviour tracking, identifying foul language or inappropriate touching which would add to a users rating. Once they manage to reach a particular threshold they receive a shadowban.

Sony Shadowban patent

While it’s important that SIE tackles this subject due to VR’s unique immersive qualities, there’s no indication that the system has been implemented. This could very well be the groundwork for PlayStation 5’s unnamed VR headset which has more tactile controllers “Orb” controllers.

Social interaction in VR is viewed by companies such as Facebook as a highly important part of the tech’s future, with avatars becoming even more expressive thanks to eye-tracking and facial tracking. If shadowbanning becomes part of SIE’s VR plans, VRFocus will keep you updated.

New Valve HMD Patent Indicates Standalone & Wireless Designs

Valve Patent

Valve has been a prominent player in the virtual reality (VR) industry, from its SteamVR tracking system to its current Valve Index headset which launched in 2019. This week has seen the publication of a new patent, highlighting ideas for designs that include new head mounts, a wireless version and standalone head-mounted displays (HMD).

Valve Patent

Valve filed the patent back in September 2020, just over a year after the launch of the Index headset, indicating the company is still interested in expanding its VR hardware business. There are three distinct areas that are being looked at, improving the comfort of the headset, making it more flexible with antennas for wireless connectivity or going completely standalone with all the processing done on board.

When it comes to comfort the designs offer various knobs to adjust the device to your head, there’s even one with a sprung, hinged system (top image) where the pad would nestle under the occipital lobe for support. It all looks a little bulky but it is a patent after all.

As for the wireless/standalone designs the patent has them more evenly balanced with components in both the front and back. “The back of the HMD may include a compartment having wireless transceivers, a battery, microphones, input/output devices, and/’or other components to permit operation,” states the filing. It would make sense that Valve would head down this route as while the Index is an excellent headset, once you’ve tried a wireless system going back to a cable does fell a bit clunky.

Valve Patent

Of course, new Valve Index headset designs aren’t the only avenue the company behind Half-Life: Alyx is exploring. It’s collaborating with OpenBCI and Tobii on the Galea, a brain-computer interface (BCI) that could eventually make it into future headsets. A beta programme is expected to begin in early 2022.

Whether these new designs will be put into production remains to be seen as plenty of patents rarely do. If that does happen VRFocus will keep you updated on the latest details.

Sony Patent für asymmetrisches VR-Konzept

Tower Tag auf Steam

Sony hat ein Patent in den USA erhalten, welches ein asymmetrisches VR-Konzept zeigt.

Asymmetrisches VR-Konzept

Zwar gibt es schon einige Virtual Reality-Spiele, die auf ein asymmetrisches Gameplay setzen, jedoch möchte Sony die Zuschauenden noch einfacher einbinden. Wie auf dem folgenden Bild zu sehen ist, erkennt eine Kamera, was die Zuschauenden abstimmen. Ob die Kamera dabei auf ein Handy oder eine Karte schaut, ist nicht ersichtlich.

Ebenso ist unklar, ob dieses Konzept auf die aktuelle PSVR angewendet werden könnte. Immerhin soll die Kamera die Zuschauenden im Blick haben und alle Codes zeitgleich erkennen können, während die Spielenden in VR nicht von der Kamera erfasst werden.

Für eine neue PSVR-Generation könnte das Konzept jedoch Sinn machen, denn die nächste PlayStation VR wird sehr wahrscheinlich auf Inside-Out-Tracking setzen, wodurch die Kamera für andere Dinge genutzt werden könnte. Ob und wann jedoch eine zweite PlayStation VR auf den Markt kommt, ist aktuell noch nicht bekannt.

(Quelle: Upload VR)

Der Beitrag Sony Patent für asymmetrisches VR-Konzept zuerst gesehen auf VR∙Nerds. VR·Nerds am Werk!

Sony Patent Reveals Asymmetric VR Gameplay Concept

A recently-published patent by Sony shows an asymmetric VR mechanic that would allow a spectating audience to participate and influence in a VR experience.

The patent is available to view of the United States Patent and Trademark Office site, and describes an experience in which audience participation includes “augmenting the VR scene based on the spectator inputs in response to the interactive content of the audience participation content.”

The text is accompanied by a diagram that explains the idea a little better:

psvr patent sony

As you can see, one user will be inside VR while the other audience members can influence the VR experience by voting on a particular topic or choice. In the diagram, the example shows the choice of a sword, creature or soup ladle on the TV screen. The audience members then hold up an object to the camera to indicate their vote, and that influences what the VR user is given in-game.

This concept of asymmetric VR — with one user inside VR and others participating in the real world — isn’t new. However, the voting method in the patent does look unusual. The audience is clearly holding some object up to vote, read by the camera mounted on top of the TV, and looks like either a phone or some kind of physical voting card. It seems unlikely that the current generation PlayStation camera would be able to accurately read multiple phone screens at once, so perhaps the patent is aimed at unannounced and refreshed PSVR 2 hardware?

As always though, patents should be taken with a big heap of salt — many often never come to fruition and are filed just in case they want to use the idea in the future. If you want more info on any upcoming PSVR hardware refreshes, be sure to check out everything we know about PSVR 2.

Latest Samsung Odyssey Patent Showcases New Controller Designs

Samsung Odyssey

New patent designs can never be considered final but they do give an interesting look at where a company’s ideas are going. Recently, Samsung was awarded a patent on two mixed reality (MR) headset designs as well as an unusual controller.

Samsung Odyssey

Spotted by Let’s Go Digital, the patents were awarded by The Hague International Design System, part of WIPO (World Intellectual Property Office) to Samsung Electronics last week. The most striking part of the controller design is the ring which seemingly goes over the wrist. Just like you’d find on the Oculus Touch or WMR controllers, these rings are used for tracking purposes and tend to be out front.

This design bares a similarity to the original Oculus Touch controllers and would certainly ensure the ring is less likely to get damaged – which can happen when players become really engrossed in an experience and forget about the boundary. The top plate is also devoid of A/B/X/Y buttons, merely offering a directional stick, touchpad and menu button.

As for the headset designs, the ‘bug-eyed’ model was actually revealed a year ago with a rugged halo strap, integrated headphones, a flip up hinge, and four front cameras for tracking purposes. The latest design in white looks a lot less radical than its forebear, with a clear front panel over a plastic framework which holds the camera. Unusual that the cameras are behind the rather than in front, unobstructed.

In any case, these are still patents and there’s been no official word from Samsung regarding a new MR headset. But CES 2021 has started this week so now would be as good a time as any to make an announcement.

The Samsung Odyssey and Odyssey+ were built around the Windows Mixed Reality platform, the latter released in 2018. WMR has never seen the success of other PC VR devices like Valve Index yet the HP Reverb G2 continues to keep the platform alive and it seems Samsung might be too.

As further details are revealed regarding Samsung’s future VR/AR plans, VRFocus will let you know.

Valve Patent Application Revealed For A Wireless VR System

A new patent application filed by Valve last year but published today details a wireless VR system.

“In at least some implementations, a wireless data transport system is provided that includes an electrically steerable antenna, such as a phased-array antenna, that is operative to selectively steer its beam based on electronic control input,” the patent application’s description reads.

“The wireless data transport system may include a tracking subsystem that is operative to track a mobile wireless device (e.g., HMD, tablet computer, smart phone) as the mobile wireless device moves around in a tracked volume. Advantageously, the wireless data transport system utilizes the known current or predicted future position and/or orientation of the mobile wireless device receiving the data (e.g., video data) from the tracking subsystem and compensates for movement of the mobile wireless device by selectively adjusting the beamforming pattern of the steerable antenna based at least in part on the tracking data received from the tracking subsystem.”

We confirmed recently that Valve continues to explore wireless VR possibilities but this patent application offers one of the most interesting looks yet into the ideas being explored by the maker of the Index headset and SteamVR Tracking system.

“Among other things, this feature allows the amount of buffering to be decreased, which decreases latency—a critical parameter in some applications such as VR applications where MTP is an important industry metric,” the application continues.

“Further, in at least some implementations, tracking data from other objects, such as one or more hand-held controllers, may also be used to detect when a user’s hands are moving in a direction that may occlude the receiver antenna of the mobile wireless device. It has been found that even partial occlusion by a user’s hand, for example, can cause significant data loss without relying heavily on buffering, interleaving, or forward error correction.”

Earlier in the month a behind-the-scenes look at the making of Half-Life: Alyx confirmed that Valve’s hardware team is working on “what’s next”. The company’s Jeremy Selan himself noted the Index was already “two years old technology” at this point. In our interview following Alyx’s launch, Valve’s Greg Coomber also suggested that the game’s ending could have some implications for the future of the company’s hardware.

We’re still digging into the patent application and will update this post as we dissect more information about it.

The post Valve Patent Application Revealed For A Wireless VR System appeared first on UploadVR.

Community Download: Does The VR Market Need A New Samsung Odyssey?

Community Download is a weekly discussion-focused articles series published (usually) every Monday in which we pose a single, core question to you all, our readers, in the spirit of fostering discussion and debate. For today, we want to see what you think about the new Samsung Odyssey patent and whether there is a place for it in the current VR market.


Samsung is no stranger to virtual reality. The Gear VR was created in partnership between Samsung and Oculus and delivered a mobile VR experience that was powered by Galaxy smartphones.  Since then they’ve also released the Samsung Odyssey and Odyssey+ PC VR headsets. In terms of comparative quality, the Odyssey line is often regarded as one of the best Windows VR devices on the market.

Just recently a new design patent was spotted by 91Mobiles that appears to show a design for a new, more brightly colored style of VR headset from Samsung. According to the images, we can also clearly see two front-facing cameras, similar to the current Windows VR line of devices, as well as two side-facing cameras which should help with tracking volume and accuracy.

You can read more about the patent, the design itself, and what we think of the news in our report on it here. In the meantime, it raises the question of whether or not there is a place in the market for this kind of headset from Samsung at all. Does the VR market need a new Samsung Odyssey?

Let us know what you think down in the comments below!

The post Community Download: Does The VR Market Need A New Samsung Odyssey? appeared first on UploadVR.