Facebook’s Head Of VR Product: ‘New Tech’ Soon For Rift, ‘Surprises’ At GDC

Facebook’s Head Of VR Product: ‘New Tech’ Soon For Rift, ‘Surprises’ At GDC

A blog post from Oculus co-founder and Head Of VR Product Nate Mitchell promises big reveals in the coming months.

We reported last week references to a “Rift S” listed in Oculus code with on-board cameras and software-based adjustment for tuning the headset to each user’s eyeballs. Rift S might be priced lower than the original PC-powered Rift. The Rift dropped in price from $600 to $350 over the last three years. As Microsoft showed, though, lower cost PC-powered headsets are possible.

Rift S is still unconfirmed. Meanwhile, Facebook is in the final weeks of preparation for the launch of its standalone $400 Oculus Quest VR system. We expect Quest to be the focus of Facebook’s reveals at the Game Developers Conference from March 18-22.

Mitchell, however, promises “some surprises in store” as well.

The post mentions “we continue to ship software improvements to Rift on a steady basis, incorporating your feedback to level up our existing hardware while developing new tech (more on that soon).”

The “new tech” is a particularly interesting tease of what might be to come from Facebook’s VR efforts.

“Oculus Quest is just another milestone on our long journey to bring VR to everyone,” Mitchell wrote. “We’re looking to make true breakthroughs—from optics and displays to haptics and more.”

The post also says that “87% of Oculus Go owners are new to the Oculus ecosystem.” The future of Oculus Go is unclear as the low cost $200 standalone system lacks 6DoF controller tracking critical to many of the best VR games to emerge over the last few years. Nonetheless, it is a highly accessible system that works well in seated conditions. Any advancements on the system could open up the headset to a larger market at the low end.

Tagged with:

The post Facebook’s Head Of VR Product: ‘New Tech’ Soon For Rift, ‘Surprises’ At GDC appeared first on UploadVR.

CES 2019: Nvidia RTX 2060 Is VR-Ready With VirtualLink For $349

Nvidia RTX 2060 VirtualLnik

Nvidia just kicked off CES 2019 with the reveal of its latest GPU, the RTX 2060 VR-ready card.

As the name suggests, this is the lower-end entry into the new 2000 line of graphics cards. But it’s no slouch; the card boasts 6GB of GDDR6 RAM and also enables real-time ray tracing. That’s the fancy new feature that provides more realistic lighting in games like Battlefield V. On stage at the show, CEO Jensen Huang noted that the card was even faster than last generation’s mid-range offering, the 1070 Ti. Of course, that all means that the card is ready and waiting for VR headsets and all at the welcome price of $349.

And, yes, the card comes with a VirtualLink port. That’s essentially a USB-C port intended for use with next-generation PC VR headsets for faster, more accessible connection. The other RTX cards also feature this port, so its inclusion isn’t a big surprise.

That’s not all from Nvidia’s show, though. The company also introduced a new line of RTX laptops. This consists of over 40 different models that house RTX cards. Again, we’d expect these to be capable of running PC VR headsets given that last generation’s laptops could.

On a final note, Huang also added that there have been four million VR-ready headsets sold “in the past several years.” He didn’t specify metrics for that milestone (we don’t know if he was including PCs with AMD hardware, for example). Huang also mentioned that there were now over 3,800 VR games on Steam.

With the Nvidia RTX 2060’s introduction, we have what is probably going to be Nvidia’s full consumer-level GPU line for the next few years. Which 2000 card do you plan on getting, if any?

Tagged with: , , , ,

The post CES 2019: Nvidia RTX 2060 Is VR-Ready With VirtualLink For $349 appeared first on UploadVR.

Oculus Rift Price Seemingly Cut In UK & Canada, Now £349 / C$449

Oculus Rift Price Seemingly Cut In UK & Canada, Now £349 / C$449

If you’re in the UK or Canada, the Oculus Rift seemingly just got cheaper. The price is now listed as £349 in the UK and C$449 in Canada Oculus website. Previously the price was £399 / $529.

The price is not listed anywhere as a sale and no other countries are reduced, leading us to believe that this is a permanent price cut. However, Facebook hasn’t made an official statement calling it as such. It’s possible this is just a listing error or unmarked sale.

Of course, this wouldn’t be the first time the Rift’s price has been cut. The headset (with an Xbox controller for input) went on sale in early 2016 for £599, with the Touch controllers launching later that year for £199, making both together £798.

In March 2017 the headset was reduced to £499 and controllers to £99, making the bundle £598.

In 2017, the Rift was reduced to £399

Summer 2017 saw the introduction of the current single box SKU with the headset and controllers for £499, with an introductory sale of £399. The £499 price only lasted for a matter of weeks, however. In October at the Oculus Connect 4 conference the £399 price was made permanent.

We’ve reached out to Facebook to confirm this isn’t a listing error or unmarked sale. We’ve also asked whether price cuts are planned for other countries. We’ll update this article with their response.

Tagged with: , , , ,

The post Oculus Rift Price Seemingly Cut In UK & Canada, Now £349 / C$449 appeared first on UploadVR.

Standalone vs PC VR Power Compared: How Big Is the Difference?

Standalone vs PC VR Power Compared: How Big Is the Difference?

In 2018 the first major standalone VR headsets launched; Oculus Go, HTC Vive Focus, and Lenovo Mirage Solo. Due to their limited input devices they are mainly used for media consumption. But this year, standalone headsets focused on gaming, like Oculus Quest, will release.

These headsets open up VR to a much larger market than before, but have considerably less computing power than a PC or PS4, which have been the home of gaming VR so far.

But just how big is this computing power difference? How much do developers have to work with?

CPU

The CPU (central processing unit) is the general purpose computing component. It is responsible for a wide variety of tasks, but in games it is mainly taxed by physics and AI calculations.

To compare CPUs across platforms we are using the GeekBench 4 benchmark. GeekBench is specifically designed to derive computing power across different platforms without favoring any due to software or architecture differences.

Note that the figure for the Snapdragon 835 is taken from devices where it does not have active cooling. Oculus Quest and HTC Vive Focus have active cooling fans, so the chip can be clocked higher and sustain that speed for longer.

As can be seen, the Snapdragon 835 in the 6DoF standalone headsets actually comes close to PC’s minimum spec, falling behind in singlethreaded performance but actually pushing ahead in multithread.

Developers will still have to put a lot of work into optimization here, but the difference is small enough that any CPU dependent concept on PC should be able to be brought to standalone.

GPU

The GPU (graphics processing unit) is the component responsible for rendering the actual visuals. The GPU is the main component of a video/graphics card, and thus the terms are often used interchangeably.

GPUs are more difficult to compare across platforms, as there is no GeekBench equivalent which properly takes into account platform differences. For a rough estimate though, we can compare the floating point operations per second (FLOPS) specification.

Like with the CPU, the figure for the Adreno 540 is taken from passively cooled devices. In Oculus Quest and HTC Vive Focus performance can be higher.

As you can see, the GPU differences between standalone and PC are far greater than the CPU- less than 25% of even the Rift’s minimum spec GPU. This is where developers will have the most trouble- mobile GPUs simply do not compare to the multi-hundred-watt beasts from NVIDIA and AMD in our PCs.

Many PC VR games will have to have the 3D assets completely redone to be brought to standalone, with simplified graphics that favor a cartoon style over realism. This is a significant amount of work, so not all developers will do so.

One factor that makes this slightly easier, however, is the lower refresh rate. Whereas PC VR runs at 90Hz, requiring 90FPS, Oculus Go and Quest operate at 72Hz, and the Vive Focus and Mirage Solo at 75Hz. This is a 20% reduction in required pixels per second. When taking this into account, the differences between PC and standalone narrow slightly:

RAM

RAM (random access memory) is where currently in use data is stored, such as the current level in a game. It is significantly faster than the storage. More RAM allows for larger environments and less loading or hitching when transitioning between areas.

It’s important to note that on a PC or PS4, the operating system itself uses much more RAM than Android (the OS underlying standalones). Android was designed for very low RAM devices and the onboard storage is much faster than a typical hard drive, so almost all of the RAM will be available to the VR app.

Still, however, the lower RAM means that some open world games won’t be possible without loading screens or other downsizing techniques.

Facebook hasn’t given details of Oculus Quest’s RAM yet, but we expect it to be 4GB.

Storage

The amount of available storage may not seem like it matters from a developer perspective, but it does. Developers have to make difficult decisions about the amount of content they can ship in their game based on platform storage. AAA console blockbusters like Red Dead Redemption 2 can take up more than 100GB of storage, whereas Nintendo Switch games are typically single digit GB due to the platform’s 32GB default capacity.

This is an area where standalones are significantly restricted compared to console or PC. And whereas those platforms support expandable storage, Oculus Go and Oculus Quest do not.

Tagged with: , ,

The post Standalone vs PC VR Power Compared: How Big Is the Difference? appeared first on UploadVR.

Share Of VR Headsets On Steam Doubled In 2018

Share Of VR Headsets On Steam Doubled In 2018

If you read mainstream news coverage of PC VR, you might get the impression that the ecosystem is “dying”- or even “dead”, but that’s not what the data tells us at all.

PC VR headset companies do not currently release sales figures but there is still some data to work with. Valve’s Steam store, the most popular store on PC, conducts a monthly ‘Hardware Survey’.

This survey is offered to a random sample of Steam users each month, who must accept to opt in. It scans the components of the user’s PC, as well as any connected peripherals. Helpfully, this includes connected PC VR headsets.

To be clear, these are not absolute figures, they’re a percentage of the users surveyed in that month with a headset connected.

At UploadVR we keep a log of the VR headset data on the survey for each month. Here is how the data changed throughout 2018:

(‘Other’ includes Oculus Rift DK2 and HTC Vive Pro)

The data here is clear — PC VR has almost doubled on Steam in 2018 with 0.8% of Steam users now having a VR headset — roughly as many as run Linux.

All three major PC VR platforms have contributed to this growth. The Oculus Rift grew by 85%, the HTC Vive grew by 65%, and Windows MR headsets started the year with too few headsets to even register, but is now at 0.07.

The HTC Vive’s growth is likely due to the $100 price cut to $499 back in March. Windows MR’s growth is also probably due to price. Microsoft and other retailers across the US discounted these headsets aggressively this year, with prices reaching as low as $149 at times.

The Oculus Rift’s growth is more difficult to explain. The headset had seasonal sales to $349, but the regular price stayed at $399 since 2017. Instead, the growth may be down to high budget exclusives such as Marvel Powers VR and Echo Combat. Another possibility is that Facebook ramped up marketing as they did with Go.

PC VR In 2019

If the TechCrunch report of a cheaper ‘Rift S’ with higher resolution & inside-out tracking and leaks of a 135° Valve headset with ‘Knuckles’ controllers are true, we expect PC VR to grow even faster in 2019.

Improvements in quality and reductions in price could convince many PC gamers on the fence to pull the trigger, and the constant increase in quality and quantity of apps & games should make their purchase more than worth it. Keep reading this year as we’ll bring you all the major news in the PC VR sphere.

Tagged with: , , , , ,

The post Share Of VR Headsets On Steam Doubled In 2018 appeared first on UploadVR.

StarVR Claims Its Headset Will Be First To Support VirtualLink USB-C Standard

StarVR Claims Its Headset Will Be First To Support VirtualLink USB-C Standard

A StarVR representative told UploadVR its $3200 ultra wide field of view VR headset supports the new VirtualLink VR cable standard.

VirtualLink was first announced back in July. It is a single cable standard specifically for VR which uses the USB Type-C connector. The goal of the standard is to simplify PC VR setup and allow headsets to work on new systems with fewer ports, like laptops or mini PCs. It should also ensure that PCs meeting the standard can deliver enough information and power to upcoming headsets, potentially reducing setup or hardware issues. It is also possible the standardization of PC VR cables will also bring the overall price down as economies of scale and competition drive at the price of hardware.

Currently Facebook’s Oculus, Valve, HTC, and Microsoft are all part of the VirtualLink consortium, but none of these companies have released a headset with a VirtualLink cable yet. It is possible, however, the ‘Rift S’ headset TechCrunch reported Oculus will release next year and the Valve first party headset our sources tell us is in the works would both use VirtualLink. NVIDIA and AMD are also a part of the consortium. AMD hasn’t announced any GPUs with VirtualLink yet, but NVIDIA’s new RTX series of GPUs all feature a VirtualLink port, and the TITAN RTX announced this week does too.

We’ve been reaching out to representatives from StarVR to get clarity about the status of the headset and the overall organization after filings showed minority investor Starbreeze replaced its CEO during a delisting procces in Taiwan just six months after listing shares publicly. The high-end specifications of the StarVR One VR headset were first revealed in August and then its eye-popping price showed up one day in November on the developer program website for the headset. StarVR was originally “founded as a joint venture between Acer and Starbreeze”, and the representative claimed “strong demand” for its $3,200 headset but wouldn’t provide the number of units sold “as applications are still being reviewed.”

Tagged with: , ,

The post StarVR Claims Its Headset Will Be First To Support VirtualLink USB-C Standard appeared first on UploadVR.

Daydream Standalone Headsets to be Priced Similar to Rift and Vive

Daydream-compatible standalone headsets are coming, revealed on stage at Google I/O yesterday, but the big question remains: how much is one of these inside-out positional tracking headsets going to cost? Google tells that although prices are dependent on the individual manufacturers, they expect it to cost about as much as a PC VR headset like Oculus Rift or HTC Vive.

Being able to pull a singular, bespoke VR headset out of a backpack—with no added wires or sensors—is pretty awesome, but the addition of inside-out positional tracking, or the ability to physically move your head forward, backward and side-to-side, is an even bigger step for mobile VR.

We sat down with Google’s VR team at a press briefing to learn more about how much the convenience (and immersion) was going to cost.

“It will vary by OEM, depending on what screens they decide to go with and so on,” a Google spokersperson told us. “I would expect the price-point to be around the same as you have with the desktop VR headsets today – minus the cost of the PC, drilling holes in your wall, and all that kind of stuff.”

This falls in line with what we’d expect, considering the guts of a standalone headset need to pack as much as (if not more than) the graphical horsepower of a VR-ready flagship smartphone like those already taking part in the smartphone-focused Daydream program. In any case, running acceptable frame rates while tracking the world around you in real-time didn’t exactly sound cheap to begin with.

For reference, the Oculus Rift when bundled with Touch costs just under $600. HTC prices the Vive at the higher end of the spectrum at $799 for their PC VR system. There’s no telling which end of the price spectrum the first two headsets, made by Lenovo and HTC, will take. HTC maintains their standalone headset will launch sometime later this year, so we’re sure to get a better idea closer to launch.

This of course doesn’t include the startup cost of a VR-capable PC, which although cheaper than ever thanks to software updates and cheaper GPUs from AMD and NVIDIA, is still a pretty large investment.

The post Daydream Standalone Headsets to be Priced Similar to Rift and Vive appeared first on Road to VR.