Qualcomm Unveils its First Wireless XR2-Powered Smart Glasses

Qualcomm Technologies has become one of the biggest proponents for XR smart glasses thanks to the constant revision of its reference design for OEMs. These are all tethered devices but today, Qualcomm has revealed its first step toward a wireless future for these immersive glasses with its new Wireless AR Smart Viewer Reference Design.

Qualcomm Wireless XR2
Image credit: Qualcomm Technologies

Most smart glasses (or smart viewers as Qualcomm likes to call them) cable to an external device, be it a phone or small processing unit to supply power and handle the heavy software lifting. This means they can stay fairly lightweight whilst maintaining a slim form factor. Somehow, using its technical wizardry, Qualcomm’s wireless reference design is not only slimmer in places but also looks better than its tethered kin.

Sporting a 650mAh battery – in a press briefing, Qualcomm’s GM of XR Hugo Swart wouldn’t say how long that could last – the Wireless AR Smart Viewer uses Wifi 6 in conjunction with the Qualcomm FastConnect 6900 System to pair to a device, providing “virtually lag-free AR experiences” the company claims. Utilising Qualcomm’s latest Snapdragon XR2 platform to power the glasses, it has a dual micro-OLED binocular display with a resolution of 1920×1080 per eye at a 90Hz frame rate.

FastConnect is paired with a split processing system so that the smart glasses send across all the 6Dof, hand and eye-tracking data, the smartphone processes all of that in conjunction with the XR app before sending it all back to the glasses. All of this achieved with a <3ms latency.

Qualcomm Wireless XR2
Image credit: Qualcomm Technologies

As for what you could be watching on these wireless smart viewers, look no further than Snapdragon Spaces, Qualcomm’s developer platform for AR experiences. It has created a $100 million fund to encourage content creators as well as partnering with Square Enix and T-Mobile to help build immersive titles.

Like all of Qualcomm’s reference designs, the Wireless AR Smart Viewer has been created for other companies to build upon, so Qualcomm won’t release this as its own product. Much in the same way, Lenovo made the ThinkReality A3 smart glasses from the XR1 AR Smart Viewer Reference Design.

So there’s no telling quite yet when these wireless XR glasses will come to market. As these details come to light, gmw3 will keep you updated.

Qualcomm’s XR Enterprise Program Doubles Membership, Includes Holoride, OssoVR & Talespin

holoride image

Qualcomm has been heavily invested in the XR industry since the early days, creating platforms like Snapdragon XR2 as well as its XR Enterprise Program (XEP) initiative last year. Today, the company has revealed that membership for the programme has doubled in the last twelve months, with over 30 new members joining.

Talespin
Image credit: Talespin

Qualcomm XEP is designed to help accelerate the adoption of virtual and augmented reality (VR/AR) technology by bringing together various solution providers from industries including architecture, aerospace, automotive, entertainment, food & beverage, healthcare, pharmaceutical, transportation, travel and many more.

Inaugural members included collaboration platform Spatial, education specialist VictoryXR and VRtuoso which helps businesses create immersive presentations. Joining this roster is SpringboardVR a software distribution platform for location-based entertainment (LBE), holoride which is putting VR entertainment into cars, surgical training platform Osso VR and workplace training solution company Talespin.

“We are all in on our commitment to driving the XR industry forward on a global scale, while simultaneously advancing XR technology for the enterprise,” said Brian Vogelsang, senior director of product management, Qualcomm Technologies, Inc. in a statement. “We are incredibly proud of
what our Qualcomm XEP members have accomplished in the first year and are confident this collection of innovators will be a key component in meeting the increased demands in enterprise for collaboration and remote work, skills training, education and learning, data visualization, and health and wellness solutions.”

Osso VR - headset
Image credit: Osso VR

“holoride is extremely proud to have entered the Qualcomm XEP, as Qualcomm Technologies is a critical player in understanding what is necessary to ensure holoride readiness for both headsets and vehicles,” said Marcus Kuehne, CXO and co-founder of holoride. “Most consumers feel as though their time in the car is currently wasted. Our mission is to
change that with XR technology that provides passengers a way to be entertained, to learn and to even be more productive while getting from A to B.

New members of Qualcomm XEP:

  • Accenture
  • AppliedVR
  • Atheer
  • CoLearn VR
  • DataMesh
  • DengXian VR
  • Dyadmed
  • Exxar
  • Flow Immersive
  • Healium
  • Holoride
  • HypnoVR
  • Imaginate Technologies
  • ImmersiveRehab
  • Incontext Solutions
  • Jingteng Tech
  • Joinpad
  • Masters Of Pie
  • Maxst
  • MotusXR
  • OssoVR
  • PTC
  • Rescape ME
  • SIM8
  • Springboard VR
  • Talespin
  • UltimateCare
  • Virti
  • Virtuleap
  • VR Education Holdings / Engage
  • Xpllore

Expect lots more Qualcomm announcements in the months to come as more devices using the Snapdragon XR2 5G platform are unveiled. When those occur, VRFocus will let you know.

Qualcomm Unveils Snapdragon XR2 5G Reference Design Headset

Last year Qualcomm Technologies revealed its new Snapdragon XR2 platform design with 5G and the next generation of augmented reality (AR), virtual reality (VR) and mixed reality (MR) devices in mind. Today, the company has taken that process by unveiling the first reference design.

Qualcomm

As with any reference design, the idea is to help foster new products using the XR2 5G platform, with OEM’s able to make use of the extra power and functionality it offers. The designs cover all three technologies from a sleek looking, matt black VR headset to an MR device similar to Microsoft’s HoloLens. All the form factor were developed by Goertek.

As previously released the Snapdragon XR2 5G features a range of improvements on the previous generation. Qualcomm states that the reference design has 2x the CPU and GPU performance, 4x more video bandwidth, 6x higher resolution and 11x AI improvement. The platform can support up to 7 seven cameras, two internal, one for each eye for eye-tracking and four external cameras, two RGB cameras for MR experiences and two for head tracking. Manufacturers can use the reference design to assemble different configurations enlisting the seventh camera for facial/lip tracking or a second monochrome camera for controller tracking.

As Oculus Quest has proven customers want easy to use, wireless devices and 5G is expected to take that to the next stage. Headsets using Snapdragon XR2 5G shouldn’t need to worry about heavy onboard processing, limiting the quality of applications due to chip limitations. Qualcomm’s Boundless XR is an end-to-end solution using Edge Cloud rendering over 5G – the concept was previously shown in partnership with Zerolight – allowing some of the work to be offloaded to the cloud before returning to the headset, only possible using 5G’s low latency. The reference design can use Multi-Access Edge Computing (MEC) via a 5G connection, or on a nearby PC using a 60-GHz wireless connection.

Qualcomm - Zerolight

Other useful features of the reference design include an IR emitter for hand tracking and head tracking, allowing for simultaneous localization and mapping (SLAM) to coexist. It supports 3D audio, voice commands and 2Kx2K per eye dual panel LCD.

When it comes to when these new devices using Snapdragon XR2 5G will start appearing Hugo Swart, VP & GM of XR at Qualcomm said in a press briefing that: “We expect that this year, to have XR2-based products. I think the question is really will the first devices have 5G or not, I still cannot answer that but I’m confident that we’re going to see XR2-based products in the market this year.”

So 2020 could see some exciting standalone hardware arrive by the end of the year with the help of 5G. For further updates from Qualcomm, keep reading VRFocus.

5G Could be the Future of AR Collaboration

During CES 2020 last month VRFocus saw the potential of augmented reality (AR) collaboration demoing Spatial’s software solution. Today, the company has revealed a new effort in partnership with several companies including AR headset manufacturer Nreal to accelerate mass-market adoption of 5G-optimized AR collaboration tools.

Nreal - Spatial

5G looks set to become the technology of 2020 as compatible devices begin to flood the market. Hence why more and more companies are seeking to employ 5G across a range of use cases, AR collaboration being one of them.

Spatial and Nreal have teamed up with Qualcomm Technologies, LG Uplus, KDDI, and Deutsche Telekom to help make this a reality as soon as possible. Each company will work together to share technical requirements and best practices, with Spatial’s device-agnostic collaboration software, coupled with Nreal’s latest headset ‘Nreal Light’ offering the first 5G combination. Spatial also plans to make its platform available on consumer 5G devices later this year.

“Consumers will be able to work or interact with anyone, anywhere as if sitting next to each other,” said Co-Founder and CEO Anand Agarawala in a statement. “Spatial is already in use and being actively explored by a significant portion of the Fortune 1000. A large part of that interest is driven by improved access to hardware and, as 5G networks and mass-market headsets like Nreal Light become commonplace, we’re throwing jet fuel into that fire. This combination of hardware, chipset, and carrier giants is a perfect storm for AR just like what drove the mobile revolution in the early 2000s with smartphones, high-speed mobile data, and app stores.”

Nreal Light Developer Kit“The 5G networks will bring out the change in the way people communicate. The 3G networks enabled voice call to video call. The 4G networks make that video call popular to the public. The 5G networks will promise the communication in virtual reality with virtual 3D avatar which makes a video call even more realistic,” said Daewon Song, the head of LG Uplus Future Device Unit. “That is why LG Uplus is working with Spatial for telepresence solution, to prove the validity and potential of Spatial’s Telepresence on Nreal AR glasses.

Spatial’s platform is already available on headsets like Microsoft HoloLens and Magic Leap 1 in a limited capacity as customers need to signup to unlock the application. The Nreal Light developer kit is available to pre-order now for $1,199.00, weighing in at 88g whilst sporting a 1080P display with a 52° field of view (FoV). As further details of the project are released, VRFocus will let you know.

Zerolight, Pico & Qualcomm Unveil Boundless XR Wireless PC Concept at EWTS

Tech companies are getting very excited about the rollout of 5G, especially when it comes to the possibilities for wireless virtual reality (VR). Today, Zerolight, Qualcomm Technologies and Pico Interactive have announced a PC concept called Boundless XR, showcasing a fully wireless demo at the EWTS event this week.

EWTS Press Shot

Designed to be a precursor to Boundless XR over 5G, this demonstration is an untethered walking VR experience that will enable users to configure and explore a range of Cadillac vehicles in high definition thanks to Zerolight, without the need for external sensors.

Using a Pico prototype headset, Qualcomm will replicate the high bandwidth and low latency of 5G on its booth by rendering on a PC and streamed directly via a local 60-GHz wireless connection. When it comes to the 5G version will move from local hardware to 5G Mobile Edge Compute (MEC) infrastructure.

“We’re excited to see boundless XR for PC, which we unveiled at GDC 2019, come to life with ZeroLight for this Cadillac VR showcase,” said Brian Vogelsang, senior director of product management, Qualcomm Technologies, Inc. in a statement. “ZeroLight’s enterprise-focused solution demonstrates significant commercial potential, especially as we lay the foundation for a 5G connected future which will help deliver immersive, untethered experiences that transform XR for the consumer and the enterprise.”

Tethered XR

“It is vital that we ensure our technology is optimised for both accessibility and scalability. This showcase, along with our inclusion in the XEP initiative, marks a significant step towards achieving this through the migration of our award-winning XR solutions into the edge cloud. With the imminent arrival of 5G, we will soon have the high bandwidth and low latency required to deliver this on live projects without reducing the quality of the experience,” comments Barry Hoffman, Chief Strategy Officer, ZeroLight.

The overall aim is to provide mass-market customers with access to enterprise-level processing power, so they can unbox a wireless headset with inside-out tracking and step into a rich and vibrant digital universe. These are the early stages and VR headsets will also need to be compatible. When that does happen, VRFocus will keep you updated.

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 and NetEase Collaborate To Optimise for VR

Qualcomm is the producer of the Snapdragon family of chips, most of which are used in smartphones and tablets. Qualcomm is working with NetEase Games to optimise its Messiah game engine for the Snapdragon chips aimed towards immersive mobile videogames.

The collaboration is directed towards creating next-generation videogame content for the Snapdragon 800 series of chips such as the flagship Snapdragon 845, specifically ‘extended reality’ or XR content, something that can encompass virtual reality (VR) and augmented reality (AR).

“We are excited to work with a leading, global gaming content provider like NetEase Games,” said Sanjay Mehta, senior vice president, Qualcomm Technologies, Inc. and president, QCT China. “By working together, we aim to utilize the cutting-edge multimedia and VR/AR processing advantages of the Snapdragon 845 Mobile Platform, allowing players around the globe to enjoy the immersive mobile gaming experiences with higher quality.”

“With our close relationship with Qualcomm Technologies, NetEase can improve our existing and future mobile gaming content more effectively for premium tier Snapdragon platforms, especially the Snapdragon 845 Mobile Platform,” said Ethan (Yi) Wang, vice president, NetEase, Inc. “We will develop and optimize more exceptional mobile gaming products for players around the globe, continuing to meet their demands for premium gaming experience.”

The two companies have already made progress on adapting Khronos’ Vulkan graphics, which allows for graphics computations to be offloaded to the CPU, reducing the load on the graphics chip, reducing power consumption and overheating.

Using the Snapdragon VR SDK, NetEase has produced its first VR title designed for Snapdragon, called Twilight Pioneers. The two companies are planning on bringing more NetEase titles to the Snapdragon 845 mobile platform to be launched in 2018.

VRFocus will bring you further news on NetEase and Qualcomm VR projects as it becomes available.