Qualcomm & Microsoft Partner on “custom AR chips” for Next-gen, Light-weight Glasses

Today during Qualcomm’s CES 2022 press conference, the company announced a partnership with fellow tech-giant Microsoft which will involve “designing custom AR chips and integrating software platforms.”

Qualcomm and Microsoft today strengthened their growing relationship in the XR space with a new partnership announcement. While Microsoft has already relied on Qualcomm to supply the Snapdragon chips found in its latest HoloLens 2 headset, now the companies indicate plans to work more closely together on components for future AR devices.

“This collaboration reflects the next step in both companies’ shared commitment to XR and the metaverse,” said Hugo Swart, vice president of XR at Qualcomm. “Qualcomm Technologies’ core XR strategy has always been delivering the most cutting-edge
technology, purpose-built XR chipsets and enabling the ecosystem with our software platforms and hardware reference designs. We are thrilled to work with Microsoft to help expand and scale the adoption of AR hardware and software across the entire industry.”

Specifically Qualcomm says it will be working with Microsoft on “developing custom AR chips to enable a new wave of power efficient, lightweight AR glasses to deliver rich and immersive experiences.” Further, the announcement reveals plans to integrate Microsoft Mesh—the company’s multi-user XR foundation—with Qualcomm’s Snapdragon Spaces XR development tools.

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Qualcomm has established itself as an early leader in the growing XR space by leveraging its expertise in smartphone chip design to create the Snapdragon XR1 and XR2 chips which now power most of the leading standalone XR devices.

Ostensibly the company already has an XR3 chip in the works, so it isn’t clear if the “custom chips” that will result from the partnership will basically mean that Microsoft has more say over what XR3 ultimately look like, or it if it will get its own custom chip that’s exclusive for its own uses in devices like HoloLens 3.

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Razer And Qualcomm’s New Handheld Games Console Concept Has ‘XR Support’

Chip manufacturer Qualcomm and gaming hardware maker Razer this week announced a new handheld games console concept that has ‘XR accessory support’.

The Razer Snapdragon G3x was revealed at Qualcomm’s Snapdragon Summit yesterday. It’s an Android device with a built-in screen and gamepad designed to run both Android apps and stream games from consoles and PC. It’s powered by Qualcomm’s new G3x platform but shouldn’t be considered a full consumer product yet, as developer kits will be going out soon.

Razer Snapdragon G3x XR Accessories

The most interesting part of the G3x developer kit, though, is the apparent support for XR Accessories via USB-C connection. During the event, Qualcomm said the device can support “full room-scale with 6 degrees of head-tracking”, but didn’t specify exactly which kinds of devices could be plugged into it. One slide from an on-stage presentation also included a picture of what looks like AR glasses. It’s likely we’d be using the kit as a means of powering headsets, much like how smartphones currently power some AR headsets like Nreal Light, or how devices like Magic Leap utilize a tethered power source.

Don’t expect to be pulling off massive PC VR experiences when connected to this device, then. And, with no actual headset support announced or further details, it’s hard to say if this support will come to any kind of fruition. That said, Qualcomm has plenty of experience powering VR, providing its XR2 chip to standalone headsets like Quest 2 and the Vive Focus 3.

Still, this is a decidedly more confident message for VR support than Valve’s messaging for its own upcoming handheld console, Steam Deck. Revealed earlier this year, the company has repeatedly explained that, while the device can technically support some VR titles, the product wasn’t intended to run them and you’re not likely to have a good experience with most titles. With that said, the company has also stressed it won’t stop people doing what they want to do to get headsets like the Quest running on the machine.

Is there a space for handheld-powered VR and AR in the current market?

Qualcomm Backpedals on 10M Quest 2 Sales Figure, Calls It a ”third-party estimate”

Qualcomm held an investor event earlier this week where the company claimed that its partnership with Meta (formerly Facebook) had seen over 10 million Oculus Quest 2 units shipped since its launch in October 2020. Not so fast though: Qualcomm now says the 10 million unit figure was a third-party estimate and “wasn’t meant as an official disclosure of sales numbers by Meta or Qualcomm.”

Update (November 18th, 2021): In a statement provided to Road to VR, Qualcomm has clarified that the previously mentioned 10 million unit figure was the result of an estimate calculated using third-party data. Here’s the statement in full:

“During Qualcomm’s Investor Day event, CEO and President Cristiano Amon highlighted the momentum of the XR business and stated that Quest 2 has shipped an estimated 10 million units,” a Qualcomm spokesperson told Road to VR. “This number is an average of third-party market size estimates from industry analysts, and wasn’t meant as an official disclosure of sales numbers by Meta or Qualcomm. Snapdragon XR Platforms power over 50 commercial devices, including Quest, and Qualcomm’s early investments have established Snapdragon as the platform of choice for connecting physical and digital spaces.”

It’s important to note that Qualcomm knows precisely how many Snapdragon XR2s it’s sold to Meta, and it’s reasonable to infer that if the company feels confident in standing behind third-party data, then that number may not be too far off from the reality of things.

The original article follows below detailing the Qualcomm CEO Cristiano Amon’s original statement from its Investor Day event.

Original Article (November 17th, 2021): We’ve seen figures in the past that suggested Meta’s latest standalone headset was doing very well—possibly putting it at three times the adoption rate of Sony’s PSVR—but it was still unclear precisely how big of an impact Quest 2 had on the industry overall.

Now Qualcomm has quantified Quest 2’s success, noting that Meta has crossed over the 10 million unit mark.

“I remember talking about XR before it was popular a few years ago, and we’re very excited about our position right now,” said Qualcomm CEO Cristiano Amon on stage at the event. “And I’ll point you out that this is already starting. Oculus Quest 2 was 10 million units, and the success of Oculus Quest 2 had an impact on the company that is providing [it].” (see update)

Image courtesy Facebookulsu quest 2

Qualcomm is a close partner with Meta, having produced the Snapdragon XR2 chipset that drives Quest 2, as well as the Snapdragon 835 inside the original 2019-era Oculus Quest, making it likely the only company besides Meta to have such data.

And that milestone is pretty big for Meta. Back at Connect 5 in 2018, the company’s annual XR developer conference, Meta CEO Mark Zuckerberg explained that he believed that 10 million VR users on a single platform was an important milestone for the company to reach in order to make a sustainable ecosystem for VR developers.

“That’s the threshold where the number of people using and buying VR content makes it sustainable and profitable for all kinds of developers,” Zuckerberg said. “And once we get across this threshold, we think that the content and the ecosystem are just going to explode. Importantly, this threshold isn’t 10 million people across all different types of VR. Because if you build a game for Rift, it doesn’t necessarily work on Go or PlayStation VR. So we need 10 million people on [one] platform.”

Crossing that 10 million unit threshold may be part of the reason the company has suddenly placed so much emphasis on building out the metaverse—and changing its name from Facebook to Meta in the process.

Whatever the case, unless Meta plans to produce its own in-house silicon, Qualcomm will very likely be there for the ride as Meta continues to reach for a yet larger userbase as its future mixed reality headset Project Cambria and AR glasses Project Nazare come into focus. Notably, Qualcomm’s says it offers “50+ designs” for its Snapdragon XR chipsets, integrating into headsets such as HTC Vive Focus 3, Pico Neo 3, and Lynx MR-1.

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Qualcomm CEO Says Quest 2 Is At ’10 Million Units”

Is Meta’s approach to subsidizing upfront VR headset hardware cost achieving mass market adoption?

A comment from the CEO of Quest 2 chip provider Qualcomm suggests the headset formerly known as Oculus Quest 2 is well on its way. Qualcomm CEO Cristiano Amon said during an investor day livestream that “Oculus Quest 2 was 10 million units,” with the comment representing some of the strongest language we’ve heard yet about the market adoption for the headset Meta sells starting at $299. Credit to Anshel Sag for noting the comment, which can be seen at at 2:15:40 in the video below:

Quest 2 started shipping from Facebook in late 2020 and, in August 2021, future CTO Andrew Bosworth said he was “convinced” the company would reach its goal of 10 million VR users sooner than they anticipated. While Sony continues to build its PS5 install base for a successor wired PlayStation VR headset, the original PSVR for PS4 (and PS5) cleared 5 million headsets sold through the end of 2019. Quest 2 has been eating share of PC VR usage on Steam month by month, with Valve’s most recent hardware survey showing more than 35% of headsets on Steam are connecting to PC VR games from Meta Quest 2. The majority of Quest 2 owners, however, are unlikely to own VR-ready PCs — meaning that Quest 2 is not just the leading PC VR headset, but that substantial userbase is just a fraction of the overall Quest market opportunity for developers.

We’ve reached out to Meta and Qualcomm for additional comment and will update this post if we get details.

 

Qualcomm is Preparing Developers for the Coming Wave of Smartphone-tethered AR Glasses

Today at AWE 2021, Qualcomm announced Snapdragon Spaces XR Developer Platform, a head-worn AR software suite the company is using to kickstart a broader move towards smartphone-tethered AR glasses.

Qualcomm says its Snapdragon Spaces XR Developer Platform offers a host of machine perception functions that are ideal for smartphone-tethered AR glasses. The software tool kit focuses on performance and low power, and provides the sort of environmental and human interaction stuff it hopes will give AR developers a good starting point.

Still in early access, Qualcomm is initially working with Felix & Paul Studios, holo|one, Overlay, Scope AR, TRIPP, Tiny Rebel Games, NZXR, forwARdgame, Resolution Games, and Trigger Global. Snapdragon Spaces is slated for a more general release in Spring 2022.

Qualcomm isn’t leading the push with its own hardware though. It’s tapped smartphone and AR hardware OEMs including Lenovo, Motorola, OPPO, and Xiaomi as early partners to support what it calls a “cross-device horizontal platform and ecosystem.” Lenovo’s ThinkReality A3 smart glasses tethered to a Motorola smartphone will be the first to work with Snapdragon Spaces.

When Qualcomm makes the push early next year, it will be relying on its telecom partners including Deutsche Telekom, NTT DOCOMO, INC. and T-Mobile U.S.; Qualcomm says more will be announced later.

“Snapdragon Spaces enables developers to build 3D applications for AR glasses from scratch or simply add head-worn AR features to existing Android smartphone applications to drive a unified, multi-screen experience between the smartphone screen in 2D and the real world in 3D,” the company says in a press statement. “Developers will also receive a robust resource library that includes documentation, sample code, tutorials, knowledge bases, and tools to help accelerate their development.”

The company says its platform will include environmental understanding features such as spatial mapping and meshing, occlusion, plane detection, object and image recognition and tracking, local anchors and persistence, scene understanding, positional tracking and hand tracking.

Image courtesy Qualcomm Technologies

Snapdragon Spaces includes SDKs for Unreal Engine and Unity, and is based on OpenXR. It will also integrate with Niantic’s recently launched Lightship ARDK platform, something Qualcomm says will expand Lightship’s reach to “outdoor head-worn use cases and inspire people to explore outside, and to connect and play with others in real time through multi-player functions.”

Qualcomm further announced that it’s acquired the team and “certain technology assets” from HINS SAS and its hand-tracking and gesture recognition subsidiary, Clay AIR. Wikitude, an AR technology provider, is also joining Qualcomm, which includes the absorption of Wikitude’s AR userbase of 150K+ developers.

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Qualcomm Launches Snapdragon Spaces for Future XR Creation

Snapdragon Spaces

If you’ve been wondering where the future of augmented reality (AR) is going this week offers a good example of two global companies efforts in the space. Yesterday saw the official launch of Niantic Lightship whilst today Qualcomm has unveiled its Snapdragon Spaces XR developer platform for the creation of cool new AR experiences.

Snapdragon Spaces

This new AR development kit (ARDK) will help support Qualcomm’s current AR plans which were first detailed earlier in the year with the XR1 AR Smart Viewer Reference Design. As with all of Qualcomm’s XR efforts Snapdragon Spaces is built upon the idea of an open, cross-platform ecosystem to encourage more businesses and creators into the space.

Designed for next-gen AR glasses, Snapdragon Spaces offers a range of features to make AR experiences as seamless as possible. These include spatial mapping and meshing, occlusion, plane detection, object and image recognition and tracking to name a few. It’ll support Epic Games’ Unreal Engine, Unity and integrate into Niantic Lightship to utilise its multiplayer functionality.

“The Snapdragon SpacesXR Developer Platform underscores our commitment to empowering developers to explore bravely and create confidently, paving the way to a new frontier of spatial computing,” said Hugo Swart, vice president and general manager of XR, Qualcomm Technologies, Inc. in a statement. “Snapdragon Spaces is designed to support the democratization of XR by taking a horizontal, open-channel approach so developers can rapidly bring their ideas to life and reach a wide range of end-users. We welcome developers to join us in this journey to reimagine reality.”

Snapdragon Spaces

“We share a common vision with our AR hardware partner Qualcomm Technologies for creating experiences that fuse the digital and real worlds,” adds John Hanke, Founder and CEO of Niantic. “What Snapdragon Spaces will achieve for people with AR glasses indoors complements our goal for developers to build planet-scale AR applications on multiple devices and form factors with Niantic’s Lightship Platform. We look forward to working together with Qualcomm Technologies to accelerate AR hardware and software adoption across the industry.”

Additionally, also arriving today is the Snapdragon Spaces Pathfinder Program. Helping support AR creators the programme will provide access to hardware development kits, project funding, co-marketing and promotion. If you’re an AR developer you can apply via the Snapdragon Spaces page.

Today’s announcement is an early access launch for Snapdragon Spaces arriving in the hands of select developers like Felix & Paul Studios, Scope AR, TRIPP and Resolution Games. A more general release will then take place in Spring 2022. For continued updates from Qualcomm, keep reading VRFocus.

The VR Job Hub: Axon, ForeVR & Qualcomm

VR Job Hub

Every weekend VRFocus gathers together vacancies from across the virtual reality (VR), augmented reality (AR) and mixed reality (MR) industry, in locations around the globe to help make finding that ideal job easier. Below is a selection of roles that are currently accepting applications across a number of disciplines, all within departments and companies that focus on immersive entertainment.

Location Company Role Link
Seattle, WA Axon Animator/Character Artist VR/AR Click Here to Apply
Seattle, WA Axon Art Director VR/AR Click Here to Apply
Seattle, WA Axon Environment Artist VR/AR Click Here to Apply
Seattle, WA Axon Product Designer VR/AR Click Here to Apply
Seattle, WA Axon Senior Engineering Manager VR/AR Click Here to Apply
Scottsdale, AR Axon Senior Narrative Designer VR/AR Click Here to Apply
Seattle, WA Axon Senior QA Test Engineer VR/AR Click Here to Apply
Scottsdale, AR Axon Senior QA Test Engineer VR/AR Click Here to Apply
Seattle, WA Axon Senior Software Engineer VR/AR Click Here to Apply
Seattle, WA Axon Senior Unity Developer VR/AR Click Here to Apply
Seattle, WA Axon Software Engineer (AI) VR/AR Click Here to Apply
Seattle, WA Axon Software Engineer (Network) VR/AR Click Here to Apply
Seattle, WA Axon Sound Designer VR/AR Click Here to Apply
Seattle, WA Axon Technical Artist VR/AR Click Here to Apply
Seattle, WA Axon Unity Developer VR/AR Click Here to Apply
Seattle, WA Axon User Researcher VR/AR Click Here to Apply
Seattle, WA Axon UX Designer, Game Design VR/AR Click Here to Apply
Los Angeles, CA ForeVR 3D Production Artist Click Here to Apply
Los Angeles, CA ForeVR Art Director Click Here to Apply
Los Angeles, CA ForeVR VP of Engineering Click Here to Apply
Los Angeles, CA ForeVR VR Game Engineer Click Here to Apply
Los Angeles, CA ForeVR Executive Producer Click Here to Apply
Los Angeles, CA ForeVR Outsource Producer Click Here to Apply
Los Angeles, CA ForeVR Game Designer Click Here to Apply
San Diego, CA Qualcomm XR Security & Privacy Lead Click Here to Apply
San Diego, CA Qualcomm Staff Software Engineer, AR Content Development Click Here to Apply
San Diego, CA Qualcomm XR Cloud Lead Click Here to Apply
San Diego, CA Qualcomm XR Toolkit Services Lead Click Here to Apply

Don’t forget, if there wasn’t anything that took your fancy this week there’s always last week’s listings on The VR Job Hub to check as well.

If you are an employer looking for someone to fill an immersive technology related role – regardless of the industry – don’t forget you can send us the lowdown on the position and we’ll be sure to feature it in that following week’s feature. Details should be sent to Peter Graham (pgraham@vrfocus.com).

We’ll see you next week on VRFocus at the usual time of 3PM (UK) for another selection of jobs from around the world.

Qualcomm Unveils its XR1 AR Smart Viewer Reference Design

Qualcomm XR1 Lifestyle

Mixed reality (MR) glasses are looking to become the new norm with models like the Nreal Light already available whilst concepts such as Samsung’s AR Glasses are still to come. One of the biggest proponents of this field is Qualcomm which has previously spoken about the influx of XR viewers. Today, Qualcomm has taken a step further into this area by announcing its XR1 AR Smart Viewer Reference Design.

Qualcomm XR1 AR Reference Design

Being a reference design it’ll never be available to buy in this exact form as it is intended to help OEMs reduce the time it takes to bring AR glasses to market. Designed to connect to compatible 5G smartphones, PC’s and other devices via cable, unlike simpler AR glasses where all the processing is supplied by an external device, Qualcomm’s XR1 AR Smart Viewer offers split-processing. That means computing workloads can be distributed between both devices seeing a ‘30% reduction in overall power consumption’ Qualcomm claims.

The XR1 AR Smart Viewer hardware design developed by Goertek features a micro-OLED binocular display from BOE, with a 90Hz refresh rate for a smooth experience; hand tracking, 6DoF tracking by two B&W cameras; plane detection and image stabilisation. Other specs include a 45-degree FOV, fixed IPD, a 220mAh battery, 2 speakers and 3 mics.

“The Snapdragon XR1 AR smart viewer marks a new chapter for our reference design portfolio and a big step in the evolution of AR viewers,” said Hugo Swart, vice president and general manager of XR, Qualcomm Technologies, Inc. in a statement. “AR simple viewers showcased viewers as an accessory to a smartphone. Now, AR smart viewers allow us to move some processing to the glass, to expand the possibilities of use cases, applications and immersion -this reference design is the first step in our roadmap to help scale the AR industry.”

Qualcomm XR1 AR Reference Design

The first showcase of the XR1 AR Smart Viewer Reference Design actually occurred during CES 2021 last month. Lenovo’s ThinkReality A3 glasses are powered by the Snapdragon XR1 Platform. The device is focused on enterprise solutions, set to come to market in mid-2021.

Qualcomm – like many companies – envisions these smart viewers as primary work tools, creating virtual monitors to write on or holographic models for training. But the consumer market will also be involved so you can watch videos on the train, check on your social media or play a videogame.

As more of these designs come to market, VRFocus will continue to keep you updated.

Qualcomm Announces Tethered AR ‘Smart Viewer’ Reference Design with Onboard Co-processing

Qualcomm, maker of chips and technologies for mobile devices, today announced a reference design for a tethered AR headset which is tethered to a phone or PC but also contains its own chips to handle some onboard processing. The company calls the split-processing approach an AR ‘smart viewer’ headset.

Qualcomm, which makes the chips in many popular smartphones, has also been aggressively pursuing the growing XR market. The company offers two chips specifically intended for AR and VR headsets, Snapdragon XR1 & XR2, which are found in major devices like Quest 2 and HoloLens 2.

Part of Qualcomm’s efforts involve creating headset ‘reference designs’, which act as blueprints (built around the company’s chips, naturally) that other companies can use as a starting point to bring their own headset to market.

Qualcomm’s latest reference design is a tethered AR headset which the company calls an ‘AR smart viewer.’ What differentiates an AR smart viewer from a basic tethered AR viewer is the inclusion of onboard processing which helps to offload some of the work from the tethered device onto the headset itself.

Image courtesy Qualcomm

Basic tethered AR viewers send all of their sensor data to the tethered host device (usually a smartphone) which handles all of the sensor processing while also rendering the AR environment and application. For devices not designed for sustained workloads, that can push a smartphone to its limits in both power and cooling capabilities.

AR smart viewers, Qualcomm contends, include their own onboard processor (Snapdragon XR1 in this case) which can handle some of the sensor processing and display tasks, ultimately reducing the power consumption of the tethered device by some 30%. The only downside, it seems, is greater expense due to the added processing hardware.

Though companies that adopt Qualcomm’s reference designs may further customize their product, the reference designs themselves offer a fairly clear picture of what kind of devices we’re likely to see in the next year or two.

For the AR smart viewer reference design, Qualcomm is offering the following specs:

  • Snapdragon XR1 processor (additionally tethered to a host device)
  • Micro OLED display from BOE (1,920 × 1,080 @ 90Hz)
  • 45 degree field of view
  • Dual monochrome cameras for 6DOF tracking (1,280 × 800, 150 degree FOV)
  • RGB camera for photo/video (8MP, 120 degree FOV)

Qualcomm also says it has created readymade software which will allow the AR smart viewer to run standard Android apps in floating windows, in addition to immersive AR applications.

The company says AR smart viewer headsets can alternatively be tethered Windows PCs for more flexibility, including the ability to run standard Windows applications on virtual monitors.

Image courtesy Qualcomm

Although Microsoft has its own ambitions with Windows Mixed Reality on both PC VR and standalone with HoloLens, the company seems open to Qualcomm’s efforts to include PCs as host devices for AR smart viewers.

“The AR smart viewer category is a great vehicle to deliver immersive experiences as accessories to mobile devices, Windows PCs or other host-compute devices,” Microsoft shared through Qualcomm’s press release. “We look forward to working with Qualcomm Technologies to bring [Microsoft AR] services towards this ever-expanding ecosystem of Snapdragon-based Mixed-Reality end-points.”

Further into the future, Qualcomm hopes that AR smart viewers will eventually break free of their tether and focus instead on a wireless connection to the host device.

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