Vive Wave to be Compatible With Qualcomm’s XR Standalone and 5G Smartphone Reference Designs

This year is set to be an important one for HTC Vive. The company will be expanding its ecosystem via a number of different avenues, directly to customers via headsets like Vive Cosmos and Vive Focus Plus, whilst also ensuring more third-party devices have access to Vive Wave and Viveport. When it comes to the latter, today, HTC Vive has announced a collaboration with Qualcomm Technologies to pre-integrate and optimize Vive Wave for Qualcomm’s XR Standalone and 5G Smartphone reference designs.

Thanks to Qualcomm and HTC Vive working together, OEMs that decide to use Qualcomm Snapdragon Mobile Platforms can then integrate Vive Wave into their standalone VR devices. Additionally, HTC Vive can create a turnkey XR solution for Smartphone OEMs to access the Viveport app store, offering consumers a growing library of content through XR Viewers tethered via USB Type-C.

“Through this collaboration, we’re working together to build and expand the ecosystem for the global XR industry by making it quick and easy to build mobile-based VR headsets,” said Raymond Pao, VP Product & Strategy, HTC Vive. “Benefiting both device manufacturers and developers, this joint effort with Qualcomm Technologies serves to rapidly accelerate new VR headsets across the world and distribution points for developers through Viveport.”

This will also benefit Smartphone OEMs looking to take advantage of 5G networks, with HTC Vive and Qualcomm Technologies providing optimized solutions to grow the XR ecosystem using Vive Wave and Viveport.

“At Qualcomm Technologies, we are commited to transforming the XR industry and our collaboration with HTC Vive aims to help accelerate XR adoption for consumers,” said Hugo Swart, Head of XR for Qualcomm Technologies, Inc. “We are excited to work with HTC Vive to bring Viveport to Smartphone OEMs and global operators to unleash the low latency and high speed potential of 5G and deliver unparalleled XR experiences.”

Based on Android, Vive Wave was built specifically for standalone, mobile head-mounted displays (HMD). The platform has been used on six headsets from partners such as Pico, iQiYi, Shadow Creator, and DPVR. When more headsets arrive supporting the Vive Wave platform, VRFocus will let you know.

A Pilot VR Merchandising Solution is Being Tested by Qualcomm and Kellogg’s

Eye tracking has long been seen as a transformative technology when it comes to virtual reality (VR). Offering functionality such as foveated rendering and gaze-based interaction with players and NPC’s for consumers, it’s the enterprise applications that are truly pushing the tech. The HTC Vive Pro Eye was recently introduced at CES 2019 with integrated Tobii technology, and Qualcomm’s own reference design 845 headset includes Tobii’s eye tracking. One business use case for VR eye tracking is to do with gather consumer data, which is why Accenture, Qualcomm and the Kellogg Company on a pilot solution.

Qualcomm Kellogg VR Merchandising

Using a Qualcomm VR reference design headset, powered by the Qualcomm Snapdragon 845 Mobile VR Platform,  Accenture developed a VR merchandising solution to help brands gather data on variables such as shelving placement. Combined with software from InContext Solutions and eye-tracking data analytics capabilities from Cognitive3D, the new solution was tested in collaboration with Kellogg Company around the launch of its new Pop Tarts Bites.

Unlike traditional data gathering means such as surveys which would place a newer product higher up, the VR solution indicated a more optimal approach would be on a lower shelf. This actually led to an increase in brand sales of 18 percent during testing.

“Our VR merchandising solution has the potential to transform product placement by examining consumer buying behavior in a holistic way,” said Raffaella Camera, global head, Innovation & Market Strategy, Accenture Extended Reality in a statement. “By combining the power of VR with eye-tracking and analytics capabilities, it allows significant new insights to be captured while consumers shop by monitoring where and how they evaluate all products across an entire shelf or aisle. Ultimately, this enables product placement decisions to be made that can positively impact total brand sales, versus only single product sales.”

Qualcomm 845 Mobile VR Reference Design

“XR provides transformative value to the enterprise,” Patrick Costello, senior director of business development at Qualcomm Technologies, Inc. adds. “At Qualcomm Technologies, we develop foundational XR technology through our VR reference designs that are engineered to enable companies to evaluate and quickly launch devices. This proof of concept with Accenture and Kellogg Company demonstrates the benefits of full immersion and eye-tracking and we expect several customers to follow with similar deployments.”

Accenture will be showcasing the new pilot solution at several events including Mobile World Congress (MWC) this month and South by Southwest (SXSW) in March. For further updates, keep reading VRFocus.

Hands-on: Qualcomm 845 Headset With Tobii Eye-Tracking – Demoing the Future

There’s not really been a massive amount of new virtual reality (VR) hardware on show at the Game Developers Conference (GDC) 2018 when it comes to head-mounted displays (HMD). Oculus had its standalone device, the Oculus Go on demonstration for the first time and Qualcomm decided to showcase its vision of the future, the Snapdragon 845 Mobile VR Reference Design.

Snapdragon VR Development KitAs the name implies, Qualcomm’s standalone headset isn’t designed to be a consumer offering from the company. Rather a design that OEM’s can utilise to create their own headsets, much in the same way Microsoft did with Windows Mixed Reality headsets.

So while Oculus Go was a clean, fully finished product, the Snapdragon 845 Mobile VR was a far more rough and ready device, designed to highlight some of the features Qualcomm has been touting. There were three main features that were easily testable, the eye tracking – provided through a partnership with Tobii – inside-out tracking and the controller.

The eye tracking demo was incredibly basic. Standing in front of a virtual mirror a reflection of a digital character was portrayed. The two internal VGA cameras then detected motions such as blinking, winking, or looking in different directions – its quite difficult looking to one side then trying to see in your peripheral vision if it’s actually working. All the actions were mirrored exactly, not particularly overwhelming but it does help to highlight how emotive a digital character can be with eye tracking, ideal for social experiences.

Qualcomm 845 Mobile VR Reference DesignWith a dual camera system on the front, the inside-out tracking seemed to work reasonably well. It was a shame there wasn’t a massive amount of space to wander around in, yet stepping backwards and forwards was completed without any latency and thankfully no walls were bumped into. To test this and the controller an on-rails demo took place inside a space ship manned by robots. After a quick sweep around the hanger it was time to shoot some bugs. This proved to be somewhat haphazard as the controller was fairly compact, so the headset cameras tended to lose sight of the device. This is the reason Windows Mixed Reality headset controllers have such a big ring, helping keep the controllers in view.

Graphically the space demo was very good, with the kind of visuals you’d expect from a mobile device. It certainly wasn’t as crisp and clear as Oculus Go but that’s a finalised product.

Its too early to judge the Snapdragon 845 Mobile VR Reference Design on areas like build quality and comfort as this was still a prototype essentially. What the headset did show however is that tech like inside-out tracking and eye tracking are important steps in VR’s journey. The ability to move in a virtual space cannot be underestimated, and that need for more natural human interaction in videogame worlds could prove pivotal – and that’s before even mentioning foveated rendering to help improve processing efficiency. If Qualcomm can get enough interest from OEM’s to get several of these on the market within the next year or so then consumers are going to be spoiled for choice.

Qualcomm Focuses on the Future With the Snapdragon 845 VRDK

Qualcomm have been heavily investing in the virtual reality (VR) space, with its processors used in smartphones to help power mobile VR, and most recently going into upcoming standalone devices like Oculus Go. Then last month the company announced its first foray into VR head-mounted displays (HMDs) creating the Snapdragon 845 Mobile VR Reference Design. Today, that headset has taken another step forward with the Snapdragon 845 VR Development Kit.

Unveiled during this weeks Game Developers Conference (GDC) 2018 in San Francisco, the kit includes a standalone VR HMD, and a new Software Development Kit (SDK) for the Snapdragon 845 Mobile VR Platform.

The platform is designed to simplify development and provide VR application developers with access to new VR features for immersive mobile experiences on Snapdragon 845 Android devices.

Qualcomm intends to advance headset technology through several innovative features, these include Adreno Foveation; this enables devices to improve performance and save power by concentrating graphical processing to where the user is looking, while the peripheral vision is down graded without any noticeable loss in quality. This has been achieved through an eye-tracking partnership with Tobii.

The Snapdragon 845 Virtual Reality Development Kit also includes roomscale 6DoF simultaneous localization and mapping (SLAM) for its inside-out tracking mixed with a Boundary System enabling developers to accurately visualise real-world spatial constraints within virtual worlds, helping users avoid bumping into things.

“In virtual reality, content is important to an immersive experience, so we’re excited to grant developers access to our new Snapdragon 845 Mobile VR Platform through development kits that will help them create truly immersive experiences,” said Hiren Bhinde, Director, Product Management, Qualcomm Technologies, Inc. in a statement. “We built the new Snapdragon 845 Virtual Reality Development Kit with application developers in mind, designed to abate some of the hassles of optimizing virtual reality content for mobile deployment, as well as to support easier access to several innovations and technology advancements of Snapdragon 845 Mobile VR Platform.”

In addition to the headset announcement, Qualcomm has now confirmed it’ll support the HTC Vive Wave VR SDK, so developers can build Snapdragon-optimized content for future HTC VR products like the Vive Focus which uses the Snapdragon 835 processor.

The Snapdragon 845 Virtual Reality Development Kit’s hardware HMD and companion SDK are expected to be available in the second quarter of 2018 for OEM’s and developers. As further details are announced, VRFocus will keep you updated.

Qualcomm Unveils Snapdragon 845 Mobile VR Reference Design

Mobile chip manufacturer Qualcomm has been heavily involved in pushing virtual reality (VR) technology forward for sometime now, most recently at the company’s CES 2018 press event announcing that Oculus Go and the Xi VR Standalone headset would be powered by Snapdragon 821. Today, Qualcomm has revealed far bigger plans for the mobile VR industry, unveiling its Snapdragon 845 Mobile VR Reference Design.

Qualcomm 845 Mobile VR Reference Design

The announcement comes just ahead of Mobile World Congress (MWC) 2018 next week, which has in recent years been a hot bed of VR technology and surprises. The Snapdragon 845 Mobile Platform features a variety of new architectures and subsystems that will build on the Snapdragon 835 Mobile Platform which powers HTC’s new Vive Focus.

The Snapdragon 845 Mobile Platform will use the latest Qualcomm Adreno 630 visual processing subsystem, offering the latest integrated graphics, video and display processing technologies. Qualcomm reports that this translates to a 30 percent faster graphics performance, 30 percent better power efficiency, and more than twice as much display throughput compared to the Snapdragon 835 Mobile Platform.

Another technology innovation is Adreno Foveation, which combines graphics rendering with eye tracking. As VRFocus has reported in the past, foveated rendering is seen as one of the key technology’s for improved visual VR performance, focusing the highest graphics resources to where the user is actually looking, for the sharpest visuals possible, whilst peripheral details are rendered in a lower quality.

Qualcomm 845 Mobile VR Reference Design

“We continue to deliver new advancements in technologies for our customers to utilise as they aim to capitalize on the growing standalone and smartphone VR industry,” said Hugo Swart, Head of Virtual and Augmented Reality Business Group, Qualcomm Technologies,Inc. in a statement. “With the Snapdragon 845 Mobile VR Platform, we’re supporting the next wave of smartphone and standalone VR headsets for our customers and developers to create the immersive applications and experiences of the future.

As shown on the images, Qualcomm’s reference design features front sensors – much like Vive Focus or Windows Mixed Reality headsets – to offer six degrees of freedom (6DoF) Roomscale tracking without the need for external sensors and  simultaneous localization and mapping (SLAM). This is thanks to the new dedicated Hexagon Digital Signal Processor (DSP) and Adreno Graphics Processing Unit within the Snapdragon 845.

Qualcomm will be continuing its relationship with GoerTek allowing global manufacturers to quickly build commercial designs based on the Snapdragon 845 Mobile VR Platform, so expect to see more appear in the next year or so. For any further updates from Qualcomm, keep reading VRFocus.