The Pico Neo 2 Lite might have dreams of one day taking on the Oculus Quest 2, and it’s launching with one of VR’s best games.
The Pico Neo 2 Lite is a new consumer-oriented version of the original Pico Neo 2, which launched worldwide earlier this year for enterprise. According to a Chinese report (thanks to Callum Hurley for tipping us off), the headset starts at 3799 yuan (about $560) for a 64GB version and features a ‘4K HD screen’ with 6GB RAM (same as Quest 2) and the Qualcomm Snapdragon 845, which doesn’t measure up to the XR2 chipset used in the Quest 2.
Pico Neo 2 Lite Gets Superhot
Two images make it seem like the Neo 2 Lite comes with a comfort strap that looks similar to Quest 2’s Elite Strap, which must be bought separately. However we wouldn’t expect this to include eye-tracking like the more expensive variant of the original Neo 2. Neo 2 also uses electromagnetic anti-occlusion tracking to achieve 6DOF support.
Pico has launched consumer headsets in the west before – like the 3DOF, Oculus Go-like Goblin – but they’ve never made much of an impact. The Neo 2 Lite, however, is launching with one of VR’s very best games – Superhot VR. It’s only the second standalone headset to get a native version of the VR great. It could be a signal that Pico is committed to building out a significant ecosystem for the platform, which is what its headsets have really been lacking in the past.
Then again, there’s still be a long way to go to build the kind of library seen on Quest today, though the Pico Neo 2 Lite does apparently support wireless streaming on SteamVR, a feature we won’t even see with the release of Quest 2.
We’ve reached out to Pico for more information on the device and to ask after a western release. We’ll let you know if we hear back.
Oculus Go’s days are numbered, however Pico Interactive seems undeterred by Facebook’s move to retire the 3DOF VR headset. Starting today, a new version of its Pico G2 “4K” headset is available; another enterprise-focused iteration set to follow this year.
Originally released in North America in May 2019, the standard G2 “4K” offered enterprise customers a higher resolution screen to Oculus Go’s 2,560 x 1,440 resolution (1,280 x 1,440 per eye) and a greater degree of personalized business support than Facebook was providing through its Oculus Go for Business program at the time. Both headsets only offer 3DOF head tracking, and include a single 3DOF controller.
The company today announced the G2 “4K S” and G2 “4K” Enterprise, something the company says was the result of customer demand for more memory space and improved battery life.
The newly announced Pico G2 “4K S” offers more internal storage than the original, bumping it from 32GB of internal storage to 128GB. A 20% larger battery, Pico says, brings battery life to “roughly 2 to 5 hours” more than the standard headset.
The Enterprise version also includes 128GB of storage and larger battery, however goes one step further with a single integrated 16 MP RGB camera.
The company says the new camera was included after continuous discussions with the team at NuEyes, a company using immersive headsets to help the visually impaired.
Additionally, the G2 “4K” line is said to now come with an easy-to-clean PU material which should make headset sanitization an easier process.
The Pico G2 “4K S” is available starting today for $375, while the G2 “4K Enterprise” will be available in Q3 2020 for $450.
Just like the standard G2 “4K”, the two new additions are being sold through enterprise channels, meaning only businesses will be able to purchase. Check out the full specs below:
Note: we’ve put “4K” in inverted commas because Pico’s G2 “4K” headsets actually house a single LCD display with 3,840 x 2,160 screen resolution, which when viewed stereoscopically only offers the user at most half of that useable screen real-estate. That’s marketing for you.
Pico Interactive is making its Neo 2 line of standalone headsets available for purchase worldwide.
The base model is $700 while an eye-tracking variant powered by Tobii is $900.
We tried both models at CES in January and while the eye-tracking wasn’t perfect in the early demo, it also worked without calibration and the electromagnetic controller tracking technology was very interesting. The controllers were able to track even when they were behind my back, unlike the kind of tracking used with Facebook’s Oculus Quest.
The Neo 2 headsets run on Qualcomm’s Snapdragon 845 chips, feature an SD expansion slot and are supposed to be able to stream content from a VR Ready PC “over wireless 2X2 MIMO 802.11ac 5G link with a common MIMO 5G router.”
The headsets are primarily pitched toward businesses but may offer an intriguing alternative for some folks looking to step outside the Facebook ecosystem for VR hardware. HTC also offers the Vive Focus Plus priced starting around $800 while Facebook’s Quest starts at $400 but is priced around $1,000 when bundled with features and support tailored toward businesses.
Pico’s Neo 2 Eye version is meant to allow “businesses to gain a deeper understanding of customer behavior, enhance training efficiency, improve productivity and increase overall safety at work,” according to the company. The eye tracking variant is also said to include dynamic foveated rendering to reduce “shading load in some applications” while increasing frame rate. The headsets are 4K resolution with 101-degree field of view and weigh 340 grams without the headband. Those specifications are as stated by Pico and comparing things like resolution and field of view in VR can be especially tricky because there’s no industry standard method for comparing these measurements. Likewise, streaming VR content from a PC to a standalone headset can lead to comfort issues in certain situations depending on a range of conditions including the amount of traffic on your local area network. We’ve requested a review unit from Pico so we can test it out and report back with extended hands-on experience.
With a lot of people working from home and companies looking for new ways of connecting employees remotely, virtual reality (VR) has become a handy tool. While there are numerous headsets available, standalone devices are ideal for their ease of use and flexibility. Today, Pico Interactive has officially launched its latest range to help facilitate enterprise VR engagement via its Neo 2 and Neo 2 Eye headsets.
Pico Neo 2. Image credit Pico Interactive
Designed with business users in mind, both headsets feature a Qualcomm Snapdragon 845 processor, 4K resolution, six degrees of freedom tracking (6DoF), two front-facing cameras, a 75Hz refresh rate and 128GB of storage. Thanks to Boundless XR they can also stream content from a VR Ready PC as well as select existing PC VR platforms.
The main difference between the two is the Neo 2 Eye’s built-in Tobii eye-tracking – making the headset 20g heavier. This is ideal for companies wishing to collect user data to enhance training efficiency or improve productivity for example. Having eye-tracking included also means dynamic foveated rendering, improving graphics and battery performance.
To aid comfort over longer sessions, the Pico Neo range has been balanced so that the headsets aren’t front-heavy like Oculus Quest. The rear of the device houses components like the battery for even weight distribution.
Pico Neo 2 Eye. Image credit Pico Interactive
“We believe the Neo 2 line is helping us achieve our goal to deliver the best standalone VR hardware with AAA enterprise service and options for business,” said Henry Zhou, CEO of Pico Interactive in a statement. “Our hardware is quickly becoming the preferred devices for leading companies in medical, training, marketing and location-based entertainment verticals. We’ve partnered with some great companies to not only help professionals in their day-to-day across a variety of industries but also in times of crisis.”
While Pico partnered with Tobii on the hardware side the company also teamed up with Mozilla to bring its latest Firefox Reality web browser to the platform.
The Pico Neo 2 retails for $699 USD while the Neo 2 Eye is $899. As these are enterprise-focused, the headsets will only be sold directly to companies with enquiries place via the Pico website. For further updates on the latest Pico news, keep reading VRFocus.
As the current coronavirus pandemic continues, so in turn the lockdown measures, everyone is trying new ways of connecting online, whether that’s through video calls or more immersive solutions. When it comes to virtual reality (VR) the latest is a social network called eyeora, a place which you can make your own or commercialise if you so wish.
Like any social app eyeora wants to provide a place where people can connect, whether that’s family and friends or those that wish to share their interests with the world.
The platform allows you to create a VR room using the eyeora VR Studio application. Designed to be user friendly with drag and drop mechanics, the tool enables you to create 360-degree scenes with gaze controlled locations to move to. While the average user can create their own little home away from home, eyeora’s function set allows for a wide range of uses cases, from virtual events to company-branded rooms both private and public.
Hence why the social network has also launched its ViRtual AID 2020 campaign in a bid to help the Covid-19 effort. In a bid to encourage everyone to connect and work together the campaign is looking for partners, raising funds by holding events which people can buy into. The first being Rockin 1000, an exclusive rock concert.
Eyeora is entirely free to start using and exploring, with the free plan allowing you to build one room for social and private events, adding in YouTube and other content. The application really expands when you move to the £5 GBP per month plan which unlocks all the features of VR Studio, the ability to create three rooms and the option to monetise, either charging for entry or pay per view (PPV) events.
Currently available via iOS and Android apps usable with compatible smartphone headsets as well as standalone headsets like Pico Neo, eyeora will soon be expanding support to Oculus Quest/Rift and HTC Vive.
The company has confirmed to VRFocus that there are plenty of features planned in the upcoming months. As and when they are confirmed, VRFocus will let you know.
For younger generations, the coronavirus lockdown may simply mean being a bit bored at home after binge-watching another Netflix series but for seniors, it can be a lot more daunting. Which is why MyndVR, a health and wellness company for senior citizens, has announced a collaboration with Pico Interactive and Littlstar to help senior care communities across the US combat social isolation.
The spread of COVID-19 has meant many senior living facilities have had to stop friends and family visiting, only allowing key medical personnel inside as those over the age of 60 are more at risk. The knock-on effect of isolation is that this can also have a detrimental effect on seniors health and well-being.
Which is why the three companies have come together to provide senior care communities with a free headset along with training and support. They’ll also get a one-year subscription to the MyndVR network where they can access senior-friendly content.
“We are so grateful to Pico Interactive and Littlstar for teaming up with us to donate this amazing, life-enriching program to seniors in care communities across the country,” said Chris Brickler, CEO of MyndVR in a statement. “It’s important that the AR/VR industry steps up in this isolation crisis, and we plan to deliver MyndVR to communities in need in all 50 states.”
“We are thankful to have this opportunity to partner with MyndVR to deliver 360-degree, immersive VR content directly to seniors across the country who are currently facing social isolation because of Covid-19,” said Littlstar co-founder and CEO Tony Mugavero. “The opportunity to expand the world virtually can bring so much happiness and comfort.”
To ensure hygiene guidelines are kept to part of the training MyndVR provides is how to properly sanitize each headset between uses, via print instructions and video tutorials. The company also supplies alcohol wipes to ensure each location has the necessary equipment.
“We are excited to be part of this initiative, to deploy our headsets to seniors across the country who are dealing with the effects of social isolation,” said Will Winston, Western Sales & Partnerships Director. “Our simple and easy-to-use design makes our hardware some the most durable and sanitizable solutions for virtual reality headsets on the market.”
Those senior care communities interested in finding out more can apply here. MyndVR has also created a GoFundMe page for anyone interested in contributing and expanding the 50-community donation. For further updates, keep reading VRFocus.
A new video from Antilatency shows a system that uses full-body tracking in VR on 10 users simultaneously, allowing them to interact with virtual representations of each other. The system positionally tracks each person’s feet, head and hands.
The system uses Antilatency’s ‘Bracer’ and ‘Tag’ tracking devices, which are small radio sockets that can be added onto existing HMDs to provide additional tracking capability. At CES 2019, these devices were used to turn the Oculus Go, a 3DoF headset, into a 6DoF headset with increased tracking capabilities and multi-user support.
In this new video, Antilatency uses two Bracers on user’s hands and two Tags on user’s feet to provide a total of five tracking points, when including positional data of the headset.
The video shows an experience where 10 users are all interacting at once, with five points of tracking each, allowing for a deeper sense of immersion and realism for the user’s VR avatars. Antilatency says the session used Pico G2 headsets, with the trackers using a proprietary low-latency radio protocol. To avoid confusion and interference, each user has their own radio channel in the 2.4Ghz range to communicate between the tracking peripherals and the headset.
After receiving and processing the user’s tracking data locally, each headset then shares this information with all of the other headsets across a 5Ghz WiFi network to sync up each user. A PC was added into the system to create the demonstration video and visualise the whole experience, but otherwise would not be needed.
CES is a strange conference. Across endless aisle after endless aisle a mixture of companies looking for suppliers, distributors, press or investment present wares in hope of making the year ahead one of major success for their business. The conference always presents a roadmap for the future of technology and it has been that way since the ’60s. Seeing the actual pathway ahead, though, is difficult to find through the manufactured hype and “best of” awards.
So I understand the comments we see from folks who want to know what was “good” at the conference who might be confused by vastly differing reports and reactions. Is the reporter able to describe what actually happened in their demo, or is their vocabulary lacking in describing if something went wrong? Do they gloss over issues? Are they sold the promise of the technology if bugs are worked out in a couple more years?
With this in mind, and the joy I know is already delivered so rapidly by Valve Index at home and Oculus Quest in a carrying case in my hotel room, I found myself largely unimpressed by almost all the AR on display at CES and much of the VR too.
“There is no doubt Oculus Quest has shown what the right mainstream consumer device is and while there was nothing immediately that will give the Quest a run for it’s money, I did try the new Qualcomm reference design and some other tech that suggests next year there should be many more all-in-ones that should get consumers and enterprise excited for the near future of VR,” AR and VR investor Tipatat Chennavasin explained in a direct message.
There were still hints of the future at CES 2020, but I need to address the difficulty and cost involved in polishing these technologies to the point of actual usefulness for businesses or mass appeal to consumers. That’s what this post is about.
So read on to understand what’s truly going on in VR and AR.
VR: Advances In Field Of View, Controller Tracking, And Headset Size
VR headsets at CES 2020 demonstrated advances on several fronts. None of these were entirely new, or entirely perfect, but all point to possibilities for the future.
Smaller Headset Designs
Several companies at CES demonstrated pancake lenses which dramatically reduce the physical size of VR headsets. These also generally featured a reduced field of view compared with current designs.
The one I found most interesting was Panasonic’s “VR Eyeglasses” which combined an incredibly light design with an innovative lens separation adjustment. Read my story about the Panasonic glasses.
While Pico showed a similar conceptual design alongside their Neo 2 and Neo 2 Eye I didn’t see any physical adjustment for lens separation on their glasses design. So the Pico glasses design made me extremely uncomfortable in a matter of seconds. The distance between my pupils is wider than many and I usually need that adjustment (which is found on both Index and Quest) to have a comfortable experience in a VR headset.
Huawei’s slim VR Glass design was also demonstrated by Nolo combined with their front-facing 6DoF tracking system as an add-on. BoxVR worked reasonably well in this configuration, but the $500 VR Glass plus Nolo kit only tracked my hands while facing forward. Under no circumstances would I be interested in a VR headset in 2020 or beyond that doesn’t let me turn around.
Combining pancake lenses with microdisplays is nothing new of course — eMagin showed this off in 2015 before even the release of the Oculus Rift and HTC Vive. Since then, microdisplay suppliers have claimed that headsets using this kind of display system are just around the corner. But now we’re finally starting to see major consumer electronics companies explore this idea, which may mean it is now closer than ever to being in an actual product.
Expanded Field of View
Some VR headsets at CES 2020, like the nearly $8000 Xtal and all the Pimax systems, featured an expanded field of view compared with headsets like Oculus Quest and Valve Index.
Xtal demonstrated an impressive $50,000 motion simulator with their headset integrated into a flight helmet with its wide field of view and 4K per eye resolution offering incredible sights flying in an F-18 over Dubai. While enjoyable, I noted some distortions at the edges of the lenses.
The Pimax Demo
Pimax frequently makes promises then delays delivering on them again and again. We’ve also heard numerous reports of problems with their hardware ranging from minor to major.
While my colleagues found Pimax demos at previous events, my first Pimax Demo was at CES 2020 and the first time I put a Pimax 8KX on my head I tried Boneworks.
The first thing I noted is that content popped in at the edges of the display a second or two after the rest of the scene. When I mentioned it, the demo (said to be running from an RTX 2080 TI) was switched to parallel processing and that solved the problem, but within about five minutes the right eye started blinking to black every few seconds.
I asked for another 8KX to try with Boneworks and this one didn’t have the problems I saw before. Its wide field of view invited me to look around a little more and the high resolution of the panels were certainly nice, but I found myself also constantly distracted by the significant distortions and bending of the scene at the edges of the lenses — more significant than the distortions I saw with Xtal. My right hand also lost tracking with 8KX, but that’s not entirely unusual for SteamVR Tracking in convention settings.
We’ve heard some people with Pimax headsets artificially reduce the field of view of the system through software adjustment to avoid these distortions while still enjoying a relatively expanded field of view. My colleague Tatjana returned to the Pimax booth later in the CES week to try both the 8KX and Artisan. Aristan is Pimax’ newest headset which ends up priced comparable to Valve Index when you include controllers and base stations. She played Boneworks and Fruit Ninja and found herself sick to her stomach afterward. I, too, left the Pimax booth a bit woozy.
There are Pimax defenders out there and those who will find the expanded field of view a good fit for their strong stomachs and top of the line graphics cards. Indeed, I got sick repeatedly over my 12-hour play through of the Boneworks campaign with Valve Index, but didn’t get uncomfortable as quickly as I did with that Pimax demo at CES.
Surely a wider field of view is something we want in future VR headsets but I remain unconvinced we’ll see it at an affordable price other than from a major platform like Facebook, Valve, Sony, Google, or Apple with large teams developing both optics and eye tracking technologies which could make these devices more comfortable.
Overall, the repeated delays for Pimax products and less than stellar impressions at CES 2020 means that we will keep using words like “claim” to describe plans for products pitched by this company.
Alternative Tracking Systems With Pico
The Pico Neo 2 and Neo 2 Eye, priced at $700 and $900 respectively, featured occlusion-resistant electromagnetic tracking. In the Neo 2, for example, I played Angry Birds and was able to pull back the slingshot while keeping my head turned away from the controllers. This is something I can’t do in an Oculus Quest. The Neo 2 also balances weight to the back better than Quest’s front-heavy design.
The Neo 2 Eye demonstrated Tobii’s eye tracking for the first time I’ve seen in a standalone design. Also for the first time I’ve seen, the headset tracked my eye movements without calibration. Typically, Tobii asks each wearer to point their eyes at a few dots at different corners of the scene to calibrate, and I was told that option is still available. The eye tracking without calibration seemed to work alright — I was able to target enemies in a scene by just pointing my eyes at them — but when I pointed my eyes downward it seemed to lose tracking.
I’d need more time with the $700 Neo 2 to say more, but I found it to be the only Pico device I’ve ever tried I might actually be interested in using. However, Neo 2 is only sold to businesses.
AR: Tracking Lacking, Power Problems And Severe Field Of View Limits For Years To Come
During the course of CES my colleague David Heaney described simply something that’s hard to grasp about the market for AR head-worn gadgets: Recognizing occlusion in your environment is to AR what 6DoF tracking is to VR.
This is to say that if an AR headset with see-through optics inserting digital content into your real-world environment cannot reliably understand when a person or object blocks simulated content from your view, the illusion meant to be provided by the hardware is broken. The same is true of VR headsets that do not track the position of your head. For example, if you wear an Oculus Go VR headset and decide to lean forward or stand up, the illusion of VR that you were enjoying is instantly broken.
Discomfort or confusion often follows in either case of severely limited VR or AR, and this represents a death sentence for the hardware. Failing to provide 6DoF tracking, or recognize occlusion, is so uncomfortable, I believe some headset wearers are discouraged from wearing the hardware ever again. Of course, some can learn to work around this limit.
There are fans of Oculus Go who understand its limitation and use the device as a low-cost personal media viewer. Nreal AR glasses, for example, provide a relatively large field of view for a similar genre of content. Still, without a complete and constantly improving understanding of the environment around the wearer, AR glasses like the $500 Nreal (and there were a lot of copycats at CES) are likely to consistently fail this test. Without passing this test walking out in the real world, the appeal of these kinds of AR hardware platforms is minimal to developers, to businesses, and to consumers.
“I would agree that for AR glasses to be truly useful and game changing, they would need not only solid 6DOF tracking (which none of the slim AR glasses I tried had), object occlusion, and object permanence but also really intuitive and reliable 6DOF input which was not also shown,” Chennavasin wrote. “I appreciate the effort being done by all the companies but it still looks like consumer AR is still years away.”
This roadblock for AR relates to two others — power consumption and field of view. Most AR glasses fail to deliver anything close to the amount of digital content to your eyes seen through most VR headset designs. This means that even in HoloLens 2 and Magic Leap 1 — two dedicated AR headsets — you need to move far away from the digital content to get a full view of it and truly enjoy the sense of immersion it brings. Again, some can get used to this limitation but the bulky size and high price of these AR systems ($2,300 for ML1 and $3,500 for HoloLens 2) also prevents them from appealing to consumers.
Lastly, building the most detailed map of your environment typically means on-board cameras need to keep scanning the room to keep the map updated. Using those cameras drains power. One of the key reasons the first generation of phone-powered VR headsets were retired so quickly is because those headsets drained power from a device you needed to last the day for other tasks. So do phone-powered AR systems like Nreal have a shot if they drain phone battery power just like the already-defunct Gear VR, and are used for the same types of content as the $200 Oculus Go starting at more then double the price?
“I agree that power is a (possibly the) key constraint for HMDs. It’s one reason why active depth cameras are not the best solution for occlusion, and we are seeing 6D’s approach of using low power RGB sensors, combined with efficient Neural Net co-processors providing solutions to occlusion,” explained Matt Miesnieks, the CEO of spatial recognition company 6D.ai, in a direct message. “The first low cost AR headsets do need refinement, but we have some visibility into roadmaps, and as that refinement is primarily driven by software, we will see improvements very rapidly.”
With Nreal in particular I saw software that needed significant refinement, both in tracking and stability, to become more usable.
Short Term Potential Advances In AR And VR
CES 2020 confirmed to me what we’ve already seen elsewhere.
Tilt Five’s forthcoming consumer AR system uses a novel retro reflective method delivered as a game board that tunes for both a relatively wide field of view and the specific case of tabletop games. These aren’t glasses you’ll take out into the real world and since you are localized to the game board, occlusion isn’t as much of a concern. Tilt Five cost $879 during its recent Kickstarter for a three-pack of glasses and there are extensions to the board to expand it vertically to provide more height to the augmentation effect. Altogether, Tilt Five represents one of the most promising short-term AR projects we’ve seen. I contacted Tilt Five CEO Jeri Ellsworth and she suggested there may even be a way to charge companion phones, with a a pass through hub, while also powering the glasses.
“We have a huge advantage by containing our system.,” Ellsworth wrote in a message. “We also limit the compute on the device…by doing re-projection and in headset tracking which saves power.”
Shipping a hardware crowdfunding product isn’t easy, so there’s a lot to prove for Tilt Five, but after CES 2020 I’m still left thinking Ellsworth’s company remains the most interesting AR project approaching the consumer market in the near-term.
When it comes to VR, we know the future of the medium features wireless, higher field of view, more tracking of body features in a wider range of conditions and smaller, more well-balanced headsets. But taking all the best pieces of CES 2020 VR systems — Pico’s better balance, Xtal’s wide field of view, Panasonic’s slim design — and then polishing these features, adding on more and supplying them with content is an entirely different level of challenge than preparing an interesting demo.
I’m talking about spending billions of dollars and there are only a few companies positioned to make that sort of investment in the next couple years.
At CES this week, Pico unveiled a pair of its latest standalone VR headsets, Neo 2 and Neo 2 Eye. While the company is targeting enterprise customers in the West, the Neo 2 line is eyeing up the same hardware category as Facebook’s Oculus Quest, and doing a solid job at that.
The only appreciable difference between the the Neo 2 and Neo 2 Eye is that the latter includes integrated eye-tracking from Swedish firm Tobii. It also comes with slightly more RAM than the standard version to account for eye-tracking as well as a different color scheme; Neo 2 is white and Neo 2 Eye is dark grey. I’ll get to eye-tracking below, but for now let’s talk about the Neo 2 line in general.
Pico Neo 2
The first thing I noticed about my short time with Neo 2 was how comfortable and well-balanced it was—more so than Quest’s front-heavy design—thanks to Pico’s inclusion of a rear-mounted battery, which is incorporated with the headset’s ratchet system with a single knob. An overhead strap is a rubbery affair that has a few fixed length settings, something I wish was instead a bog standard velcro strap for easier and more accurate fitting, but it did the job.
Photo captured by Road to VR
As a company, Pico has been pretty cognizant about weight distribution in the past with its 2016-era Neo headset, which cleverly housed the battery in a Nintendo-style tethered gamepad, so it’s nice to see the company is still focused on keeping one of the heaviest pieces of a standalone VR headset in good balance.
The second thing I noticed was its slightly mushy, albeit entirely serviceable optical positional tracking. To its credit, Neo 2 wasn’t jittery or too lurchy like the company’s previous Pico Neo from 2017, putting Neo 2 in the ‘acceptable’ range for tracking.
My demo didn’t quite live up to Oculus Quest, which by all accounts is the bar to reach when it comes to inside-out tracking for head and hands, but with a useful guardian system and pass-through capability to boot I was mostly satisfied Neo 2’s 6DOF tracking. Granted, the CES show floor’s bright lights and bustling crowd make for a challenging tracking environment, so I’ll have to reserve my ultimate judgement until I see it in a wider range of environments.
By this point, you’re probably wondering whether this really a hands-on piece or a straight-up comparison to Quest, which sells to consumers starting at $400. And you’d be right in saying its a bit of both. The only other real device in the product category currently is HTC Vive Focus Plus, which hasn’t presented much competition for Quest in the West. That said, Pico Neo 2 and Neo 2 Eye are set to launch at some point in the West to businesses for $700 and $900 respectively, both with 128GB internal storage. Meanwhile, Facebook charges $1,000 for the 128GB Quest through it’s ‘Oculus for Business’ program.
While there’s important platform considerations not to be ignored, here I’m looking mostly at how Neo 2 compares to Quest from a hardware and capabilities standpoint.
Tracking aside, what did fare remarkably well was Neo 2’s 6DOF controllers. Although it doesn’t have the precision or finessed ergonomics of Oculus Touch, its range of motion and overall reliability seems more than acceptable for the headset’s enterprise-focused use-cases.
Unlike Quest, which uses inside-out tracking to track both the headset and Touch controllers, Neo 2’s controller tracking is based on a NDI’s Atraxa controller platform which fuses data from an on-board electromagnet (EM) and inertial measurement unit (IMU), resulting in a positionally tracked controller that doesn’t suffer from occlusion (but may suffer from sources of EM interference). I didn’t get a chance to put it through the ringer with something like Beat Saber (an easy benchmark for latency and accuracy), but it felt more than acceptable throughout.
Photo captured by Road to VR
The controller’s plastic feels a tad on the cheap side, and button placement isn’t the greatest, although I was glad to see thumbsticks instead of touchpads here. Ergonomically it isn’t anything to write home about; it’s more wand-like and uses a ‘click-to-grip’ button, whereas most headsets have moved toward a ‘hold-to-grip’ trigger.
Integrated stereo speakers are very similar to Quest’s (hidden in the head-band), though I couldn’t get a good feel for them considering the noisy show-floor environment.
On both Neo 2 and Neo 2 Eye I played Angry Birds VR: Isle of Pigs (2019), which I know quite well from my review of the game. Although frame rate wasn’t at all where it needs to be right now on that game in particular, I suspect the Neo 2’s Snapdragon 845 would be more than up to the task after a little bit of headset-specific optimization; in this case it seemed that Pico just grabbed for the nearest game they could to have something to show at CES.
The headset’s Snapdragon 845, which should be capable of running VR apps at an acceptable frame rate for the 3,840 × 2,160 (1,920 × 2,160 per lens) LCD panel, which is clocked at 75Hz. For comparison’s sake, Oculus Quest offers dual panels with a per-lens resolution of 1,440 × 1,600 at 72Hz, driven by the more demure Snapdragon 835.
Image courtesy Pico Interactive
Neo 2 uses a single panel with software-based interpupillary distance (IPD) adjustment, something that Pico says should serve users with an IPD of between 55mm–71mm. My IPD is a smack down the middle at ~63mm, so I didn’t have any issue, but a physical IPD adjustment is greatly preferred for its ability to help a wider range of people get their eyes into the sweet spot of the lens.
Pico Neo 2 Eye
Then there’s the Neo 2 Eye, which integrates Tobii’s eye-tracking tech. I had the opportunity to go through the Neo 2 Eye demo, which was nearly identical to the one I tried at Vive Pro Eye (which also uses Tobii eye-tracking) at CES 2019.
One of the big benefits Pico is trumpeting for Neo 2 Eye is its foveated rendering, which is supposed to improve performance by only rendering the scene at full resolution where your eye is looking, while reducing resolution in the periphery. Unfortunately the lower-resolution in the periphery was more noticeable than I would have hoped for an eye-tracked solution. Ideally you aren’t supposed to notice the edge of the high-resolution center, which should be locked onto the user’s fovea (the center view of the eye which sees in high detail). It was simply too inaccurate a demo for the illusion to work, which is a shame because we’ve seen remarkably solid Tobii eye-tracking in other headsets.
Though the foveated rendering was easily noticeable, it did what foveated rendering is designed to do: allow for higher frame rates and more complex scenes.
To that effect, I was told the headset was using a generalized eye-tracking profile, which was a possible reason why it wasn’t offering the sort of accuracy I’d seen in Tobii’s tech on the PC-tethered Vive Pro Eye. Again, it’s something I’ll have to test in a less hectic environment where we can go through a proper eye-tracking calibration process and see if Pico was truly able to use Tobii’s tech to its fullest on the mobile VR platform.
And while we’re looking forward to testing the Pico Neo 2 in the conditions of our choice, the hardware seems an admirable entry in the 6DOF standalone category. In may not match Oculus Quest in a few categories but businesses looking to get a solid, lower cost 6DOF standalone with slightly more horsepower, resolution, and the option of eye-tracking wouldn’t be remiss by casting a curious gaze at Pico’s latest and greatest.
It’s been another big year for virtual reality at CES 2020, with lots of announcements and showcases. Join us at 10:30am PST (18:30 UTC) LIVE on YouTube to discuss it all!
This is a special episode of The VR Download, our weekly podcast broadcast from a virtual studio.
Unlike regular video podcasts, The VR Download is broadcast from virtual reality! Our team are together in a virtual space, giving us many of the benefits of a studio even though we live on different continents.
This won’t follow our normal show structure, and we won’t have a guest. You’ll get our opinions, insights, and hopes about everything shown at CES 2020.
Since we’re live, you can give your view by commenting in the YouTube live chat. Our team will be able to see your comments and may even read them out on air.