Latest Samsung Odyssey Patent Showcases New Controller Designs

Samsung Odyssey

New patent designs can never be considered final but they do give an interesting look at where a company’s ideas are going. Recently, Samsung was awarded a patent on two mixed reality (MR) headset designs as well as an unusual controller.

Samsung Odyssey

Spotted by Let’s Go Digital, the patents were awarded by The Hague International Design System, part of WIPO (World Intellectual Property Office) to Samsung Electronics last week. The most striking part of the controller design is the ring which seemingly goes over the wrist. Just like you’d find on the Oculus Touch or WMR controllers, these rings are used for tracking purposes and tend to be out front.

This design bares a similarity to the original Oculus Touch controllers and would certainly ensure the ring is less likely to get damaged – which can happen when players become really engrossed in an experience and forget about the boundary. The top plate is also devoid of A/B/X/Y buttons, merely offering a directional stick, touchpad and menu button.

As for the headset designs, the ‘bug-eyed’ model was actually revealed a year ago with a rugged halo strap, integrated headphones, a flip up hinge, and four front cameras for tracking purposes. The latest design in white looks a lot less radical than its forebear, with a clear front panel over a plastic framework which holds the camera. Unusual that the cameras are behind the rather than in front, unobstructed.

In any case, these are still patents and there’s been no official word from Samsung regarding a new MR headset. But CES 2021 has started this week so now would be as good a time as any to make an announcement.

The Samsung Odyssey and Odyssey+ were built around the Windows Mixed Reality platform, the latter released in 2018. WMR has never seen the success of other PC VR devices like Valve Index yet the HP Reverb G2 continues to keep the platform alive and it seems Samsung might be too.

As further details are revealed regarding Samsung’s future VR/AR plans, VRFocus will let you know.

Neue VR-Controller von Samsung gesichtet

Im letzten Jahr sind durch die Erhaltung eines Patents Bilder für ein Konzept einer VR-Brille von Samsung an die Öffentlichkeit gelangt. Jetzt wurde der Eintrag mit weiteren Informationen gefüttert und zeigt nun auch ein besonderes Design für neue VR-Controller.

Neue VR-Controller von Samsung

Was sofort an dem neuen Konzept von Samsung auffällt, ist die Anbringung des Tracking-Rings. Dieser befindet sich am unteren Ende des Controllers und nicht am oberen Ende. Somit umschließt der Ring euer Handgelenk bzw. euren Unterarm.

Ob dies tatsächlich der bessere Ort für den Ring ist, werden wir wohl erst wissen, wenn Samsung eine neue VR-Brille ankündigen sollte. Bisher setzte das Unternehmen auf Windows Mixed Reality. Die neue Brille macht jedoch nicht den Anschein, als wolle man weiterhin auf ein standardisiertes Produkt setzen.

(Quelle: Upload VR)

Der Beitrag Neue VR-Controller von Samsung gesichtet zuerst gesehen auf VR∙Nerds. VR·Nerds am Werk!

Samsung Odyssey Bug-Eyed Patent, Quest’s Big Christmas & Win Audica! – VRecap

There was a great mix of stories this week, from juicy headset rumors to VR success stories. Let’s jump right into the VRecap!

Okay, let’s state the facts here: These Samsung Odyssey patents are exciting, they’re not yet confirmed to be real, and they’d make me look like Jeff Goldblum in the worst way. It’s incredible how we’ve come so far in reducing bulky designs so quickly over the years, but Samsung is ready to throw it all away. Anyway, if you want to see more about the specs and less about it’s bugginess (get it, because the eyes), check out our article on it.

Oculus received the same Christmas present I’ve been asking for every year: five million dollars. It’s almost unsurprising to hear that they cashed in massively this Christmas – especially following the news of Quest being sold out during the holiday season.

And the last top story for this episode is the correction of the Steam’s VR hardware stats. VR is doing better than ever, we swear.

We’ve had two great ports this week, including Borderlands 2 VR on Index and Audica on Quest. Speaking of Audica on Quest, you’ve got a chance to grab a code for free in this week’s giveaway, courtesy of Harmonix! Enter the competition below for a chance to win – good luck!

GIVEAWAY: Win A Free Copy Of Audica On Oculus Quest!

There have been many great news stories this week but not all of them could make it into this episode, so here’s our honorable mentions for you:

Jesse Schell: ‘If Oculus Quest Can’t Succeed We Should Just Hang It Up’

Unity Now Supports Vulkan On Oculus Quest

February PlayStation Plus Games Include PSVR Shooter Firewall Zero Hour

Unity Deprecates Built-In Support For Daydream, Gear VR, And Valve’s OpenVR

Facebook Releases Beta Fix For Oculus Rift Stuttering Issue (But Not Link Yet)

Three New Free Beat Saber Songs Arrive In New Update From Cametek


Thanks for tuning in for another VRecap! See you same time next week.

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Community Download: Does The VR Market Need A New Samsung Odyssey?

Community Download is a weekly discussion-focused articles series published (usually) every Monday in which we pose a single, core question to you all, our readers, in the spirit of fostering discussion and debate. For today, we want to see what you think about the new Samsung Odyssey patent and whether there is a place for it in the current VR market.


Samsung is no stranger to virtual reality. The Gear VR was created in partnership between Samsung and Oculus and delivered a mobile VR experience that was powered by Galaxy smartphones.  Since then they’ve also released the Samsung Odyssey and Odyssey+ PC VR headsets. In terms of comparative quality, the Odyssey line is often regarded as one of the best Windows VR devices on the market.

Just recently a new design patent was spotted by 91Mobiles that appears to show a design for a new, more brightly colored style of VR headset from Samsung. According to the images, we can also clearly see two front-facing cameras, similar to the current Windows VR line of devices, as well as two side-facing cameras which should help with tracking volume and accuracy.

You can read more about the patent, the design itself, and what we think of the news in our report on it here. In the meantime, it raises the question of whether or not there is a place in the market for this kind of headset from Samsung at all. Does the VR market need a new Samsung Odyssey?

Let us know what you think down in the comments below!

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New Samsung VR Headset Design Surfaces in Recent Patents

Samsung recently filed patents with China’s National Intellectual Property Administration (CNIPA) office that shows off a few new designs in what appears to be two fairly similar PC VR headsets.

There’s little to go on besides the photos of both design patents, which were first uncovered by 91Mobiles, although we can hypothesize a bit from what we see below.

Unlike Samsung’s previous HMD Odyssey and Odyssey+ headsets, which sports two outward-facing camera sensors, it isn’t clear exactly what tracking standard the proposed headset(s) may use.

As seen in the renders and diagrams, a translucent cover houses a cage-like piece that has four prominent divots on the front; with such little information, these could be any number of things, including SteamVR sensors, outward-facing camera sensors, or simply attach points for the cover itself.

Otherwise, the render shows off a very similar design and strap system to the Samsung HMD Odyssey, which also features integrated audio. A cable trailing off on the left side of the headset betrays it as a tethered PC VR headset.

The second patent uncovered by 91Mobiles is a little less mysterious regarding its positional tracking standard. As if VR headsets didn’t look strange enough, this one shows off a prominent faceplate that seems to be drawing inspiration from the insect world. We weren’t unable to locate the above patent, but the insectioid design can be found officially listed on the CNIPA website.

Image courtesy CNIPA

Underneath the translucent faceplate appears to be four optical sensors, which appear to cover the front, and left and right flanks. The Odyssey line of Windows Mixed Reality headsets only has two forward-facing sensors, but in more or less the same locations as the front-facing ones seen below in the diagrams.

Note: both headset designs sport the same logo on the top of the headset and integrated into the strap system on the back, which could denote a line apart from the Odyssey Mixed Reality headset line.

Samsung has yet to give any indication as to whether it intends to actually produce the headset, be in one form or the other. As it is, all products have patents, but not all patents become products, so only time will tell.

The above patent was published recently, however it was filed on January 3rd, 2019, so there’s no telling when/if the design will find its way to other main patent offices soon as the process may differ from country to country.

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New Samsung Odyssey With 4 Cameras Spotted In China Design Patent

A patent awarded by China’s Intellectual Property Office to Samsung reveals what seems to be a new version of the Samsung Odyssey, with four tracking cameras.

Samsung Odyssey 2020

The patent was spotted by 91Mobiles. This is a design patent, rather than a utility patent, so we can only derive information from it visually and by the filing dates.

Odyssey is Samsung’s brand for its PC VR headsets. The original Odyssey launched in late 2017 and the successor, Odyssey+, launched in 2018. Both existing headsets use the same OLED displays as Oculus Quest and HTC Vive Pro, with lens separation adjustment and built-in headphones.

Odyssey headsets are powered by Microsoft’s Windows Mixed Reality (WMR) PC VR platform and tracking system. But WMR also supports SteamVR, so they can play most VR games on Steam.

Upgraded Tracking, Intriguing New Design

The patent contains a design drawing sketch as well as two full color renders from Samsung. The images show two bulbous semi-transparent hemispheres on each side of the front. In one rendering they are blue, while in the other they’re red.

A rendering made by Samsung, contained in the patent filing.

While some speculated (based on renders that 91Mobiles included in its post which do not appear to have come from the actual filing) that this headset ditches inside-out tracking for SteamVR “Lighthouse” tracking, looking at the actual drawings and renderings included with the patent this doesn’t appear to the case.

The images clearly show two cameras in the standard positions for a WMR headset, as well as two new cameras on the sides. These extra cameras should allow the controllers to still be tracked when the user is reaching the controllers out to the sides, similar to Facebook’s Oculus Rift S. The cameras appear to be behind the semi-transparent colored material, but it is possible to have materials which are transparent only in one direction, or only to certain wavelengths of light.

The traditional halo strap has been replaced by a hybrid design which has a small halo at the front as well as a traditional Oculus Rift-like headband. This is an interesting approach to comfort that we’re curious to try out.

There is no indication that this is a standalone headset (ie. Oculus Quest competitor). The design appears to feature an adjustment dial and volume buttons, just like the PC-based Odysseys, but there are no extra buttons for power nor any kind of power LED like you’d expect from a mobile device. Integrated headphones would also be an unusual choice for a standalone headset for durability reasons, and there is no sign of a 3.5mm port for earphones.

Is This A Product?

The patent was applied for 3 January 2019- over one year ago. This could mean that the product has had a relatively long development cycle. But it could also mean that the design never made it into a product, or that Samsung withdrew the product before shipping.

Companies frequently patent designs that never make it to market. But in this particular case, Samsung is an experienced hardware company with a rapid release cycle which had already refreshed the Odyssey after one year, and we’re now more than a year on from the Odyssey+.

If this is a product, it could offer fierce competition for Facebook’s Oculus Rift S, a headset for which a main selling point has been having more tracking cameras than WMR competition.

We’ll keep a close eye on Samsung this year for any further teases or announcements.

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No Man’s Sky Synthesis Update Includes ‘Host Of VR-Specific Improvements’

When No Man’s Sky Beyond launched in August of this year it took the VR world by storm and Hello Games have quietly been toiling away at updates ever since. Now, the Synthesis Update, is the biggest one since Beyond essentially relaunched the game as a whole.

According to an email received from Tim Woodley, head of publishing at Hello Games, the No Man’s Sky Synthesis update includes nearly 300 different bug fixes and feature updates. It’s essentially an amalgamation of several improvements and changes that just hadn’t made their way into a previous update round yet.

“The Synthesis Update is our eighth major free chapter since launch,” says Woodley. “It’s a stepping stone on the way to much larger plans, but contains a lot of features fans are hungry for.”

no mans sky synthesis ship salvage

While we weren’t provided with the full No Man’s Sky Synthesis patch notes prior to the embargo lifting, but they should be live here if you’re reading this. However, we did get a sneak peek at some of the biggest changes, according to Hello Games:

  • We’ve added some of our most requested smaller features. You can now upgrade your starship, or salvage ships for parts. Players can own and customise multiple Multi-Tools and create multiple characters in the customiser to switch between.

  • We’ve matched up features across VR and non-VR, so VR players can now ride creatures and take photos, and non-VR players can drive vehicles in first person. As well as a host of VR specific improvements based on feedback from players.

  • We’ve streamlined, sped up and clarified lots of inventory and UI issues, including a whole new space map and a Personal Refiner you can use directly from your inventory.

  • There are new technologies and base parts – we’re excited to see what players do with these, especially with the Featured Bases we recently introduced to show off the best the community comes up with.

  • We’ve overhauled and optimised the terrain manipulator, with new visual effects and new ways to carve your mark in the landscape. As well as undo functionality and the ability to make a permanent stamp on the world with your edits.

  • And there are literally hundreds (297 in all!) of other bug fixes / small features / bits of polish that lift and bind the game together.

Let us know what you think of the No Man’s Sky update down in the comments below!

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Samsung’s Half-Life: Alyx Compatible VR Headset Is $230 This Week

Samsung’s Odyssey+ PC VR headset is down to just $229 this week for Black Friday, down from last week’s sale price of $279.

That’s $270 off the MSRP of $499, but keep in mind this headset is often on sale for $399 and sometimes even down to $299.

If you’re a PC gamer eyeing Valve’s recently announced “flagship” game Half-Life: Alyx but you don’t have $400 to drop on an Oculus Rift S or $1000 for a Valve Index, this could be the perfect way for you to get into VR.

The Half-Life: Alyx website specifically shows a picture of the headset in the supported hardware section.

Samsung Odyssey+

The Odyssey+ is a PC VR headset that leverages Microsoft’s Windows MR platform built into Windows 10. This platform is the default experience for the headset and the Microsoft Store is the default store, but it also works with SteamVR by using Microsoft’s SteamVR drivers.

https://www.youtube.com/watch?v=O8oJe_NgMvA

The headset is a refreshed version of the original Odyssey, which was Samsung’s first PC VR headset released in 2017. The Odyssey+ launched just over a year ago, adding a new “anti screen door effect” technology to the OLED diplays, as well as ergonomic and weight improvements.

When we reviewed the 2017 Odyssey we we impressed, concluding that it “sits among the best VR headsets on the market”.

Higher End Headsets

While the Odyssey+ is an unmissable deal at $230, it does have some limitations. Mainly, the headset uses “inside-out” tracking via two cameras on the front of the headset which sense the position in the room and the controllers. The problem with this kind of tracking is that if the controllers are out of the range of the cameras their tracking will quickly freeze.

The Oculus Rift S uses five cameras to expand the active controller range, and the Valve Index uses external base stations so the controllers can be tracked at almost any angle.

Valve Index

The Oculus Touch controllers are generally considered to have better ergonomics than Samsung’s. Valve’s Index controllers go even further, with full finger tracking and the ability to “let go”. Valve has revealed that some optional Half-Life: Alyx interactions will only work on Index.

But again, if you’re looking to get into VR in time for Valve’s flagship title, you won’t find a better deal than the Odyssey+ at just $230.

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HTC is Giving Away 2 Free Months of Viveport Infinity to Samsung Odyssey Owners

Oculus Rift and Valve Index owners got their own promotions recently for a few free months of Viveport Infinity, HTC’s Netflix-style VR game distribution platform. Now it’s Samsung HMD Odyssey’s turn, as Odyssey owners can get in on the deal.

From now until the end of the year, both new and existing Infinity members who own a Samsung Odyssey—and presumably its higher-resolution hardware refresh, Odyssey Plus—will be able to redeem two free months of Viveport Infinity.

Infinity normally costs $13 a month, or $9 per month with a prepaid annual subscription, and includes unlimited downloads from its library of participating games and experiences.

In case you’re wondering, Viveport has improved pretty significantly since its initial launch; its software is a far cry from the buggy mess made available just a few short years ago, Infinity now serves up a healthy backlog of both older VR games and a few newer ones too. Some of the highlights include:

  • Angry Birds VR: Isle of Pigs
  • Apex Construct
  • Fantastic Contraption
  • I Expect You to Die
  • Knockout League
  • Obduction
  • Prison Boss VR
  • Pixel Ripped 1989
  • The Gallery – Episode 1: Call of the Starseed
  • The Gallery – Episode 2: Heart of the Emberstone
  • Tilt Brush
  • Transpose
  • Windlands
  • Windlands 2

In addition to unlimited app downloads, Viveport Infinity also offers its members perks such as premium content on Viveport Video, monthly coupons, weekend deals, and free title giveaways that you get to keep.

Check out this guide to learn how to redeem your two free months (basically just fire up Viveport and plug in your Odyssey).

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Vanishing Realms: Making A VR RPG As A Solo Indie Developer

Vanishing Realms just exited Early Access and released its massive expansion DLC, The Sundered Rift. We had great things to say in our full review and took some time to send a few questions over Kelly Bailey from Indimo Labs about its development that spanned across nearly four years.

Kelly Bailey has been hard at work on Vanishing Realms ever since first getting an HTC Vive developer kit in late 2015 and the hard work shows. Bailey previously worked at Valve, specifically on the Half-Life franchise, and has been focused on VR since founding Indimo Labs.

vanishing realms sundered rift featured image

Below are all of the questions we sent Bailey over email, as well as his unedited responses:


UploadVR: How has the reception to the expansion been so far? Has it been going well?

Kelly Bailey: The new Expansion has been quite well received, some fun play-through videos starting to show up, reviews are very positive.  It’s really rewarding to see players getting creative with the new types of melee and ranged weapons, the little Spirit Guide seems make people smile, people seem to be enjoying playing through the new environments. I got a little carried away in the final six months of development, and somehow the Expansion grew to become larger than the base game. It wasn’t really planned that way, just a consequence of iterating on new ideas and integrating playtest feedback.

UVR: What is the biggest difference between developing and releasing VR content now in mid-2019 vs. 2016 when VR was brand new?

KB: There is certainly more hardware to support in 2019, and the tools available to developers have come a long way.  Way back in 2016, VR Devs all needed to figure out the fundamental interactions, such as moving the player around the world, interacting with objects, constraining the player to world boundaries, designing a VR-friendly UI etc.  Now developers can download various plugins to help solve those problems, and the barrier to entry is definitely lower now.

vanishing realms sundered rift review enemy image

UVR: Looking back, would you have done anything differently in developing Vanishing Realms?

KB: I launched the base game in Early Access in 2016, then spent a year or so updating it with a ton of new features and expanded content. Community feedback was super helpful, definitely made the game better. By late 2017 I’d pushed the base game pretty far and felt it was ready to ship, however I ultimately decided to keep the game in Early Access during the development of the Expansion.  I announced this to the community late 2017, and forged ahead. Remaining in Early Access allowed me to easily share content and code between the base game and expansion, and I felt it was important to maintain the freedom to experiment with the code right up the final launch day.  I tend to develop in a very iterative way, and many of the features that ended up in the base game or Expansion started as “what-if” experiments.  The game’s melee combat system, UI, climbing, throwable weapons, various forms of monster AI, new player locomotion modes, a complete hard mode, expanded mid-game dungeon and outdoor areas – all had quite a few versions and many were delivered as later updates to the base game.  Some changes, like the more detailed outdoor areas, where just delivered in the base game this month.

However this method of working also tends to make it difficult to predict a delivery schedule, and that relatively long development period in Early Access made it hard to communicate the ongoing plan to newer customers.  In retrospect, it would have been a much clearer message to customers had I shipped the base game out of Early Access back in 2017, rather than waiting until the Expansion was also complete.  I would have also communicated more frequently, rather than keeping my head down working in the code for months on end!

So overall, I would have maintained a simpler plan with a simpler message. By keeping the code sharing simple, I inadvertently created a very complex messaging problem that I never really solved.

UVR: Are there plans for more expansions or a sequel? Or a new IP?

KB: Having just come off of a very intensive and extended work schedule, it still feels too soon to start planning next steps.  I truly enjoy creating games, I’ve been doing it for over 20 years now – I don’t think Vanishing Realms: The Sundered Rift is my last game.  Right now, however, I’m focused on getting some surfing in!

UVR: Do you have any interest in working with a publisher, or is 100% indie something you’re proud to continue doing?

KB: The great thing about working on a team with a publisher is the leverage you have – all the game’s content can be crafted as a unified, original vision for instance.  The down side is that I believe most publishers would not have been willing to take the kinds of risks that I took in developing Vanishing Realms. I did not have a detailed development schedule, at the outset I had a very loose vision of the product, and I worked almost entirely iteratively.  I added many, many features based on direct customer feedback, all without a fixed final delivery schedule or budget.  I believe that kind of freedom made the game much better in the end, but it would have driven a budget and schedule conscious publisher a bit crazy!

vanishing realms sundered rift landscape

UVR: How large is the team that worked on the initial Vanishing Realms EA release and how large is the team that worked on 1..0 + Sundered Rift?

KB: The Base Game and the Expansion were both single-developer projects.

UVR: Are there any plans for Quest or PSVR versions?

KB: Both platforms are super interesting. I don’t have a dev kit for either right now.

UVR: What would your main points of advice be to VR developers, as someone that’s been making VR content since before Vive/Rift even shipped?

KB: Some questions that might be useful to a new VR developer:

Am I taking advantage of the latest VR plugins? It doesn’t make much sense these days to write your own player movement system, input system, UI etc.

Am I controlling the budget? Although it’s growing, VR is still a much smaller customer base than the PC market. There’s a reason many VR titles are built by small teams.

Am I playtesting with people of differing size, age, experience? This is super important in VR. You’re building an environment that must fit diverse body sizes and abilities.

Do my playtesters think the game is fun? Would they keep playing? Continue iterating until the answer is consistently YES.  Ask what their high and low points were during the playtest.

Does my game contain features that are interesting and unique in VR?  The medium is still so new, you have a chance as a VR developer to create something that literally no one in history has ever experienced before. That’s a pretty fun idea.

UVR: Anything else you’d like to add?

KB: Vanishing Realms: The Sundered Rift is available on Steam here.


For more on Vanishing  Realms and The Sundered Rift, check out our full review right here.

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