Varjo VR-1 Gave Me A Tantalizing Glimpse Of Human-Eye VR

Varjo VR-1 Gave Me A Tantalizing Glimpse Of Human-Eye VR

When Michael Abrash told a 2015 F8 audience VR needed a 16K display for “retinal resolution”, I knew it would be decades before headsets became as clear as day. Just four years on, Finland-based Varjo gave me a tiny window into that future with the VR-1. And I loved what I saw.

We already wrote about Varjo last week, but when I heard it was at MWC I couldn’t resist seeking it out. It’s an expensive enterprise-level headset that claims to reach “human eye resolution”. I’d say that description is a little on the generous side, but it is close enough to trick an untrained eye at least.

In our preview last week we wrote about the VR-1’s two displays. A “Context Screen” takes up the sides of the optics, described to me by Varjo CEO Niko Eiden as “a bit better” than the Vive Pro’s screen. The “Focus Screen” is the main attraction, though. It’s the circular center of the optics, operating at a much higher resolution. The size of the screen was comparable to holding a tennis ball at arm’s length away from you.

The three scenes captured via photogrammetry stunned me the most.

One captured what looked like a Japanese graveyard; rustic, symmetrical ancient stones sitting among lush, green vegetation. The coarse surface of the stones was strikingly apparent, to the point I could see the bumps and depressions. The grass beneath my feet was vibrant and sharp, enough to trigger the splendor of a summer’s day. I focused in particular on one clump of grass toward my right foot. Some areas — apparent capture errors — appeared blurred and stretched. By comparison, the areas captured correctly looked like real life.

I was just as mesmerized by the capture of an artist studio in the last demo. The detail was staggering. I focused on flecks of paint which wouldn’t catch my eye in a normal headset. I could even read the spines of CD cases on a shelf maybe a half meter away from me. Every time I turned my head I would, for a fraction of a second, believe what I was seeing in front of me.

Finally, I saw the airport demo we described in our last preview. This gave me a look at VR-1’s eye-tracking. I found it to be responsive and accurate. Given that the two parts of the VR-1’s display are so different, there’s no foveated rendering here.

The VR-1 always wows at first sight, offering a precious few moments in which images look clear as day before the eyes refocus. I could only spot an incredibly fine and faint set of lines on the Focus Display by focusing on it. They don’t distract at all. What is obvious, though, is the contrast between Focus and Context screens. Moving my head to place an object along the line between Focus and Context screens shows how far consumer VR has to go. I was constantly aware of the Context Screen as I used the kit. It was a strange sort of tunnel vision within tunnel vision effect. Tiling the Focus Screen’s resolution across the entire display would add cost to the system.

There was a time that Varjo had planned to combat this system by moving the high-resolution area to where the user is looking. It’s why Varjo has already developed its own eye-tracking. In a follow-up email, Eiden explained that this idea wasn’t going to make it into VR-1. “Our initial idea was to tilt our combiner mirror mechanically to achieve this, but it turned out to be mechanically complicated and we had quite a few concerns about reliability and time to market, which both are super important for a startup with limited funding and resources,” he wrote. “I’m really happy about our decision to go solid state with VR-1, as even with a non-moving setup we can bring new advantages to the market. On the foveating display side we are continuing our research, as we have a few new ideas how it could be accomplished with a simpler set-up.”

As far as VR-1’s fit and weight, the headset didn’t seem as ergonomically pleasing as, say, the Rift or PSVR. It is heavier with good reason and the material against my face felt stiff and rigid. I felt as if it might irritate after prolonged use, though the VR-1 isn’t necessarily designed for that.

I was also interested to hear Eiden’s thoughts on wider input. Varjo’s demo didn’t have any form of physical controller. Eiden told me that the company sees current solutions like the Touch controllers as very game-centric. Varjo wants to make something with professional use in mind. If that means potential VR-1 controllers make the same strides over consumer headsets as the device itself does, we’ll be very interested to see that work.

Varjo will be shipping out to its first customers later this year. Starting just south of $6,000, it is a tall order for even the prosumer market.

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The VR Job Hub: Varjo, ILMxLAB, ImmotionVR

Welcome to another Sunday afternoon VR Job Hub (if you’re in the UK at least). Today, VRFocus has a veritable selection of awesome jobs from around the world, whether you live in Europe or the US. So if you’ve been looking for a change of pace in your career then have a gander at the positions below.

Location Company Role Link
Helsinki, Finland Varjo Senior Unreal Engine Developer, Computing Platform Click Here to Apply
Helsinki, Finland Varjo Tooling and Automation Engineer, Gaze Tracking Click Here to Apply
Helsinki, Finland Varjo Mixed Reality, Software Lead Click Here to Apply
Helsinki, Finland Varjo Software Engineer, Mixed Reality System Click Here to Apply
Helsinki, Finland Varjo Unity Developer Click Here to Apply
Helsinki, Finland Varjo Video Processing Algorithm Engineer Click Here to Apply
Helsinki, Finland Varjo Principal Optical Engineer Click Here to Apply
Helsinki, Finland Varjo Marketing Analytics Lead Click Here to Apply
Helsinki, Finland Varjo Test Automation Engineer, Virtual Reality Click Here to Apply
San Francisco, CA ILMxLAB Environment Artist Click Here to Apply
San Francisco, CA ILMxLAB Technical Artist – Shaders/Look Development Click Here to Apply
San Francisco, CA ILMxLAB Experience Designer Click Here to Apply
San Francisco, CA ILMxLAB Production Manager Click Here to Apply
Manchester, UK ImmotionVR 3D Generalist Click Here to Apply
Manchester, UK ImmotionVR Project Engineer 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.

The Varjo VR-1 is a $6000 Headset With 20/20 Human Eye Resolution

Having completed a $31 million USD Series B investment last October, Varjo Technologies has today announced the launch of its enterprise-focused virtual reality (VR) headset, the Varjo VR-1.

Varjo VR–1
Image credit: Varjo Technologies

The Varjo VR-1 has been designed as an industrial grade head-mounted display (HMD), ideal for those professionals who work in training and simulation, architecture, industrial design, engineering and construction. Two of the main features the company is touting is the Bionic Display and eye tracking technology.

Varjo’s Bionic Display is in actuallity two screens, the main ‘Context screen’ which delivers 1440×1600 per eye – similar to a HTC Vive Pro – and then a microdisplay or ‘focal screen’  which delivers a resolution of 60 pixels per degree (or 3000ppi) – which Varjo claims is the equivalent of 20/20 vision in humans. As the image below demonstrates this can make VR look amazing, although the field of view (FoV) only comes in at 87-degrees.

As for eye tracking, the Varjo VR-1 uses the company’s own in-house 20/20 Eye Tracker system, ‘enabling high-precision analytics and interaction’ claims Varjo.

“Premium cars can only be made with premium tools. To design in virtual reality, we need the high resolution of the Varjo device. With this high resolution there is a seamless transfer between the real world and the virtual world,” said Jan Pflueger, Coordination Augmented & Virtual Reality at Audi in a statement.

Varjo VR–1
A pixel comparison between HTC Vive Pro (left) and Varjo VR-1 (right). Image credit: Varjo Technologies

“The entire Varjo team has been hard at work for 2+ years to make nothing less than the best headset on the planet,” said Urho Konttori, Co-founder and Chief Product Officer of Varjo. “Nothing has been left to chance, nothing has been compromised and we are delighted that the response from our partners has been overwhelmingly positive. VR-1 marks the start of a new era in virtual reality for professionals.”

Supporting both SteamVR 1.0 and 2.0 tracking, the Varjo VR-1 is compatible with software including Epic Games’ Unreal Engine and Unity. The headset retails for $5995 USD with an additional yearly service license of $995 USD. Sales and shipping of the VR-1 starts immediately in 34 countries including North America, Europe as well as Hong Kong. As you may expect for the price, the Varjo VR-1 is only available for businesses and academic institutions.

For any further updates, keep reading VRFocus.

Technical Specifications:

  • Resolution:
    Bionic Display™ with human-eye resolution (over 60 PPD / 3000 PPI)
    Combining 1920×1080 low persistence micro-OLED and 1440×1600 low persistence AMOLED
  • Optics:
    Dual lens design combining different refractive index lenses for minimal color aberrations, zero ghost rays, and minimal reflections. Each surface coating has been methodically designed to maximise brightness and clarity of the light fusion needed to achieve human-eye resolution.
  • Colours:
    Contrast ratio at over 10 000:1 enabling the deepest blacks
    Individually calibrated colors, delivering outstanding accuracy & image quality
  • Eye tracking:
    20/20 Eye Tracker™ with industry-leading accuracy and precision even with eye glasses
    Automatic IPD adjustment
  • Field of view:
    87 degrees
  • Connectivity:
    Thin and light optical fiber cabling of 10-meter length with USB-C
    Link Box for easy connection with PC
  • Tracking:
    Compatible with SteamVR™ Tracking 1.0 and 2.0
  • Comfort & wearability:
    Active airflow system
    Detachable head strap & adjustable headband
    Easily replaceable face cushions in two different sizes
    Can be used with glasses
  • Weight:
    605g (including headband 905g)
  • Mixed Reality:
    Upgradeable with Varjo Mixed Reality Add-on, available in 2019

Varjo VR-1 Shows Us Virtual Reality Through High-Res Lenses

Varjo VR-1 Shows Us Virtual Reality Through High-Res Lenses

It’s been 20 months since I tried the Varjo prototype and its promise of VR at extreme resolutions. Now in 2019, the company has made it a reality.

Dubbed the Varjo VR-1, this enterprise headset has launched today to 34 countries, including the U.S. It costs $5,995 for the unit, though a $995 per year license for software and warranty is mandatory in the first year. That also comes with 24-hour support. Clearly, the VR-1 is targeted for commercial use.

But does the VR-1 provide an image quality that has been missing in consumer VR headsets? It actually does.

The main screen of the unit, what Varjo calls the “Context screen,” is the same resolution as the Vive Pro and the upcoming Oculus Quest, 1440×1600 per eye. Overlaid the very center of the main screen is a micro display that is 20X the resolution, 3,000 Pixels Per Inch or 60 Pixels Per Degree. The view in that window, the “Focal Screen,” is astounding. The company calls this combination of screens the Bionic Display.

“If you can see a thing the same way as it would appear in real life, you can trust what you see,” said Urho Konttori, co-founder and Chief Product Officer of Varjo. “You can keep your design process virtual. It must reach that pivotal resolution, where you can start doing things differently.”

Once again for my Varjo demo, I’m standing in a living room. Built in Unity software, this is a more modern home than the one I saw in June 2017. Lines are finely detailed. The textures around me in that living room feel more real. At what Varjo calls “Human-Eye Resolutions” the carpet looks like carpet, a vase looks like porcelain, and a map on a wall is an actual map you can use.

(The headset also works with Unreal and AutoCAD, besides Unity.)

Another demo, a flight simulator, had a detailed cockpit with displays with usable information. They looked like real computer monitors. Such resolution will mean everything for the viability of virtual desktops where a user has a dozen virtual monitors floating around them.

The Context Screen is an AMOLED that runs at 90hz, the Focal Screen is a 60hz OLED, though I couldn’t really tell the difference in frame rates. The real estate of the Focal is larger compared to the 20/20 prototype of 2017. Horizontally, it is a third of the width, and vertically, a fifth of the height. The transition between the two screens is also much improved, with the image being nearly seamless in alignment and color. Here is a graphical representation of the VR-1 similar to the one I made in 2017.

Of note in the image is the shape of the Context Screen, which is quite circular and only has an FoV of 87 degrees, due to a 3.5-inch screen. It felt somewhat limiting, but then that also keeps the eyes focused in the center, at the .7-inch Focal Screen. As a byproduct of a smaller screen and FoV, the PPD of the Context Screen is greater than the Vive Pro, 16 PPD vs. 14 PPD, since they have the same resolution.

The headset features carefully tooled lenses that are larger than Rift’s and are not Fresnel. With its size, the sweet-spot for the VR image was very large. Furthermore, with high-refractive coatings on the polymer lenses, there was no detectable reflections, color aberrations, god-rays, and the like. It makes the image you experience that much more visceral. The company spends 20 minutes adjusting each unit, calibrating it perfectly using hundreds of megabytes of data to further lessen optical distortion and color aberration.

Of course, all the detail you experience from the Focal Screen comes at a cost. The demos I participated in were ran on an RTX 2080TI and I could tell the framerate was still suffering at certain times, such as in the one used for designing cars. But the car looked nearly photo-real. Fine textures that created Moire patterns on the screen edges, looked sharp and perfect in the center. Of course, Enterprise customers would have workstations with more power, or even render farms that wouldn’t have this frame rate issue.

“For car designers, this is now actually the real deal,”  said Konttori. “They can move much of their design process to stay purely virtual instead of having to do physical mockups. Because now everything can be replicated so incredibly well inside VR. You see exactly what you would see in the real world.”

Other demos ran smoothly. Two locations built with photogrammetry ran perfectly smooth. And with the extreme resolutions, they truly looked photo real. An artist’s studio captured in just two hours felt really there. I could see the pressure marks in clay sculptures, notice damage and dirt on tables. Objects were perfectly represented.

Another demo had a letter chart from an Optometrist at a distance. The Focal screen allowed me to read every line of the chart except for the bottom one with the tiniest letters, where as through the Context Screen the text was just fuzzy pixels after only 3 of the 10 lines.

The headset also features proprietary eye-tracking software, though it is currently only being used for software interactivity, and not the long-sought-after foveated-rendering. The demo for the eye-tracking, where you stand inside an airport control tower, was effective. A circular reticle moved around the screen, fluidly matching my sight. I could just look at planes to see their trajectory, or examine monitors to have the data presented there expanded.

“This is the most accurate eye tracker in the world,” said Konttori. “It is accurate to a sub-degree. One degree is roughly the size of your index finger’s nail at arm’s length. We are able to be more accurate than the size of that.”

Though, the eye tracking was very accurate, it did have its flaws. The tracking software had issues with my eyeglasses, so I had to use it without them—people will have to invest in contacts until the company finishes tweaking the software.

Another benefit of the VR-1 tracking both eyes is automatic IPD adjustment, similar to VRgineers XTAL headset. Your pupils are detected and a motor adjusts the lenses. No further physical calibration was necessary, with the visual converging correctly and seemingly reducing the eye fatigue I usually feel after a long VR session.

As for other aspects of the VR-1, the ergonomics are good. Though it is a bit heavy — 905g or almost double the Rift’s 470g — it didn’t bother my head or neck during the brief demo time. With a pivoting head strap, a top strap to tighten in a way similar to the Rift, and a dial at the back of the head to tighten it there, my desired level of comfort was easily obtained once the dial made the headset strap firm. The back of the head strap also has the largest cushion that cups the back of the head that I have seen on a VR headset, which helped greatly.

The space inside the headset was ample, with room for my glasses to sit there and not get pressed against my face. The active airflow worked, so that even after 45 minutes of use, my face was not hot and there wasn’t even a hint of fogging up. The widening front of the headset is quite large, but the mirror finish on the faceplate gives it a unique look.

An old Varjo prototype being tested by VentureBeat.

There is no built in audio, leaving it to users to provide as cheap or expensive headphones as they desire. With a 30-meter wire tethering you to a PC, there is more than enough slack to move around the room. It uses SteamVR and its 2.0 tracking, so you can move around all you want. There are two buttons on the top of the unit, a Menu button and an Action button, so some software will be usable without the Vive Wands or other hand-tracking controllers for Steam.

As said before, Varjo’s core audience is enterprise users. That means architecture modeling, virtual designs, simulations for worker training, and more. Partners already announced include car manufacturers Audi, Saab, Volvo, and Volkswagen, airplane manufacturer Airbus, construction company Sellen, architecture firm Foster & Partners, and military simulation-developer Bohemia Interactive. Some of the high-end simulations that large corporations or the military use can cost millions of dollars; Varjo is clearly looking to tap into that training market with a product that is a fraction of the cost.

“Extending this to training, eye tracking is a really interesting tool because the trainer can see what the trainees are looking at,” said Konttori. “You can now see interesting analytics on the performance of the trainees. Surgeon eye tracking data, for instance.”

A prosumer with deep pockets could purchase it from varjo.com, but they would have to also have a Business ID and know that SteamVR content is not completely compatible, yet. Everyone who orders will immediately get a shipping date. And the company said they are shipping in enough quantities that even if demand is high, customers will have to wait weeks, not months for delivery.

Varjo mixed reality add-on mockup | Credit: VentureBeat

The future of the VR-1 itself could be eventful. Varjo will be announcing details this summer about a Mixed-Reality add-on. Users will be able to remove the shiny faceplate of the headset, and attach a new front which will have cameras. Thus, Pass-through Augmented Reality will be possible on the VR-1. The company even left room at the front of the headset to fit the additional chips and hardware needed. These further capabilities may prove irresistible for companies looking for high-end MR hardware.

So why should VR consumers care about Varjo VR-1? What about VR gamers who aren’t going to have access to projects that would need a $5,995 headset?

The VR-1 is a glimpse at what is coming down the pipeline in a few generations. Obviously, eye-tracking is coming with Vive Pro Eye, but the graphical promise of foveated rendering likely remains a few years away.

And what about resolution? To get the detail of the Focal Screen on an entire screen, would require a headset with 2.5x pixels of an 8K screen. So that is generations away for consumer tech, both for the screen technology to be affordable and for GPUs to catch up—though the aforementioned foveate-rendering will help.

Two years of frequent prototyping and beta-testing has led them to the finish line of development with all the feedback they have received from early users leading to the launch of this high-end headset for the professional set who need the extreme level of detail.

“One architect said to us, ‘If you can’t see the details, you can’t see the big picture,’” Konttori said.


By the time this story is live, the official Varjo website should have more details.

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Varjo Launches VR-1 with Retina-quality Fixed-foveated Display & Eye-tracking, Priced at $6,000

Varjo today announced the launch of its VR-1 headset. Priced at $6,000, the headset aims to deliver a huge jump in effective resolution with a novel fixed-foveated display that offers unprecedented retina-resolution fidelity at the center of the field of view.

Varjo’s VR-1 headset uses a novel fixed-foveated display which actually uses two different displays per eye: an ultra high pixel density display covering the central ~20 degrees of the field of view (where your eye naturally sees the sharpest) and a lower pixel density display which fills out the headset’s peripheral view.

A comparison between the pixel density of the Vive Pro (left) and Varjo VR-1 focus display (right) | Image courtesy Varjo

The central display (which Varjo calls the “focus display”) is quoted at 60 pixels per degree, which the company says is 20 times the pixel density available in any other VR headset currently on the market. Indeed, we’ve been very impressed with prototypes of the headset; per our most recent prototype hands-on in December:

The central part of the field of view in the Varjo headset has absolutely no visible screen door effect or aliasing. It feels a bit like using bifocals in the way that you sometimes need to consciously gaze through the center of the lens to see the best detail, but it’s a drastic, almost magical difference from even the highest resolution consumer headsets available today. Lines are perfectly smooth and you can read text at distances that would be rendered entirely illegible on other headsets. Some things, like fine surface textures, are revealed with stunning detail where they would be outright invisible at a more common resolution. Scenes captured with photogrammetry—which already look impressive even on high-end consumer hardware—take on a whole new level of breathtaking detail when seen through the Varjo headset.

The focus display resides in the center of the field of view and blends into the larger “context display” which, with a resolution of 1,440 × 1,600, covers the peripheral field of view with a pixel density that’s similar to contemporary headsets like the Vive Pro.

An exaggerated approximation of how the ultra-sharp focus display fades into the less sharp context display | Photo by Road to VR, based on images courtesy Varjo

Varjo says the VR-1’s full field of view covers 87 degrees. Both the focus display and the context display are OLED, and our understanding is that the focus display operates at 60Hz with the context display at 90Hz.

The VR-1 also includes custom-made eye-tracking which the company claims delivers “unmatched precision and accuracy” in a stereo eye-tracking solution.

Image courtesy Varjo

SteamVR Tracking 2.0 is built into the headset which connects to a host PC with a USB-C link box at the end of 10 meter (32 feet) cable. The weight of the headset, including the new hard strap, is 905 grams.

Varjo says their “industrial-grade” VR-1 headset is available starting today in 34 counties, across North America, Europe, and Hong Kong. The headset is priced at $6,000 in addition to a yearly service license of $1,000. The company is steering clear of the consumer segment, saying that the VR-1 is “designed solely for professionals in industrial design, training and simulation, architecture, engineering and construction.”

Image courtesy Varjo

At launch the company is promising support for 3D software tools and engines, including Unreal Engine, Unity, Autodesk VRED, PREPAR3D, ZeroLight, and VBS Blue IG. An SDK is also available for integration into custom 3D engines.

Varjo plans to launch an AR pass-through add-on for the VR-1 later this year.

The post Varjo Launches VR-1 with Retina-quality Fixed-foveated Display & Eye-tracking, Priced at $6,000 appeared first on Road to VR.

Varjo’s ‘Bionic Display’ Headset is a Breathtaking Preview of VR’s Future

More resolution in VR isn’t just ‘nice’, it’s a major contributor to immersion. ‘Retina-resolution’ displays, those which match the visual limit of the human eye, are the ultimate destiny of VR headsets but it’ll be years yet before they’re affordable and widely available. Varjo, however, is developing an enterprise-focused headset which offers a glimpse of this future, and it’s breathtaking.

Like Magic Bifocals for VR

On the path to launch in early 2019, Varjo is continuing to refine its ‘Bionic Display’ headset which cleverly combines two displays per eye to achieve retina-resolution at the center of the field of view, surrounded by a peripheral area that’s similar in resolution to typical high-end consumer headsets. While only the center of the view is retina-resolution, it covers enough of your fovea—the central part of your retina which resolves high detail—that if you’re looking through the very center of the lens you can just about convince yourself that the entire view is retina-quality.

Looking through the company’s latest prototype, which they say is nearly production-ready, the view is quite astounding—as close to any “wow” moment I’ve had in my years covering an industry full of exciting innovations.

The above through-the-lens photos, captured by Varjo, are an accurate portrayal of the difference in visual fidelity between Vive Pro and Varjo, but only for the center of the field of view (which is what’s shown here). Use the slider to compare. Remember that the Varjo headset fades to a similar resolution as the Vive Pro as you move away from the central field of view. 

The central part of the field of view in the Varjo headset has absolutely no visible screen door effect or aliasing. It feels a bit like using bifocals in the way that you sometimes need to consciously gaze through the center of the lens to see the best detail, but it’s a drastic, almost magical difference from even the highest resolution consumer headsets available today. Lines are perfectly smooth and you can read text at distances that would be rendered entirely illegible on other headsets. Some things, like fine surface textures, are revealed with stunning detail where they would be outright invisible at a more common resolution. Scenes captured with photogrammetry—which already look impressive even on high-end consumer hardware—take on a whole new level of breathtaking detail when seen through the Varjo headset.

I wish everyone had a chance to look through the company’s headset to see what a difference retina resolution makes to VR. It’s very exciting to extrapolate this experience to a future where retina resolution displays covering the entire field of view are available in affordable consumer VR headsets. Sadly this is still years away.

SEE ALSO
The Key Technology Behind Varjo’s High-res ‘Bionic Display’ Headset

To get here today, even with only a portion of the view achieving retina resolution, Varjo has to play way outside the consumer sphere—on the high-end of the high-end. The first version of their headset, set to launch in Q1 2019, is firmly targeting large enterprise companies as customers, and will cost between $5,000 and $10,000.

Continued on Page 2: Inside the Latest Varjo Prototype »

The post Varjo’s ‘Bionic Display’ Headset is a Breathtaking Preview of VR’s Future appeared first on Road to VR.

Varjo sammelt 31 Millionen US-Dollar für VR-Brille mit Bionic Display

Das finnische Unternehmen Varjo verkündete kürzlich Investments in Höhe von 31 Millionen US-Dollar für die Entwicklung des neuen Prototyps 20|20. Die einzigartige VR-Brille soll ein bionisches Display mit einer 20-fachen Auflösung im Vergleich zu aktuellen Headsets offenbaren. Dies entspricht einem pixelfreien Bild mit einer scharfen Auflösung ähnlich dem menschlichen Auge.

Varjo – Investements in Höhe von 31 Millionen US-Dollar für die Entwicklung der neuen VR-Brille

Bereits im Jahr 2017 sammelte Varjo ungefähr acht Millionen US-Dollar in einer ersten Finanzierungsrunde durch Investoren. Nun konnte sich das finnische Start-up in einer zweiten Investmentrunde insgesamt 31 Millionen US-Dollar für die Entwicklung seiner VR-Brille sichern. Die Risikokapitalgeber Atomico sowie Next47, eine eigenständige Einheit zum Engagement für Start-ups von Siemens, führten die Runde an. Ebenso beteiligten sich die Investoren EQT Ventures sowie Lifeline Ventures erneut, wodurch ein gesamt Kapitel von 46 Millionen US-Dollar entsteht.

Die Summe soll in die Entwicklung eines einzigartigen VR- und XR-Produkts fließen. Die neuartige Brille soll eine pixelfreie und scharfe Auflösung wie das menschliche Auge besitzen. Damit dies funktioniert, nutzen die ehemaligen Nokia-Mitarbeiter/innen einen speziellen Trick: Innerhalb des Prototyps werden zwei übereinander liegende Displays verbaut. Durch Mikro- und Makro-Display erhöht sie die Auflösung drastisch ohne eine enorme Rechenleistung vorauszusetzen, wodurch der Fliegengittereffekt komplett passé wird. Dies entspricht ungefähr 50 Megapixel pro Auge.

varjo vergleich

Allerdings zielt das Brillenmodell mit einem voraussichtlichen Preis von 5.000 – 10.000 US-Dollar pro Einheit nicht auf den Endkonsumentenmarkt ab. Stattdessen plant Varjo den exklusiven Einsatz für Unternehmen, wie Audi, Volkswagen oder Airbus. Das Headset soll eine günstigere und effizientere Lösung zur Design- und Produktentwicklung mit digitalen Methoden ermöglichen. Dank der enormen Präzision sollen bisherige VR- und AR-Arbeitsprozesse dadurch massiv verbessert werden.

Das erste Produkt von Varjo soll noch 2018 erscheinen. Zudem soll eine AR-/XR-Erweiterung zur Optimierung der Brille im ersten Halbjahr 2019 folgen.

(Quellen: Tech Crunch | Road to VR | Upload VR | Video: Varjo Technologies YouTube)

Der Beitrag Varjo sammelt 31 Millionen US-Dollar für VR-Brille mit Bionic Display zuerst gesehen auf VR∙Nerds. VR·Nerds am Werk!

Varjo Raises $31 Million For Industrial VR Headset With Human-eye Resolution

Varjo Raises $31 Million For Industrial VR Headset With Human-eye Resolution

Varjo, a Finnish startup that’s building a high resolution virtual reality (VR) and mixed reality (XR) headset that promises clarity comparable to the human eye, has announced it has raised $31 million in a series B round of funding led by Atomico, with participation from Next 47, EQT Ventures, and Lifeline Ventures.

“Traditional” VR headsets are certainly clear enough for many scenarios, such as watching a soccer match or playing some games, but if you ever need to get up close and read a piece of text on a virtual document or identify subtle nuances between shades of color, for example, then something a little more high-res will likely be in order.

Founded out of Helsinki in 2016, Varjo (pronounced “Var-yo”) is targeting myriad industries with a super high-resolution headset and software that promise to help companies carry out tasks that traditionally require a detailed view, but from within a virtual world. The headset can also be integrated with popular 3D engines such as Unity, among other integral industry-specific software.

Prototype

Varjo shipped its first alpha headsets last November, and has been working with a host of big names from multiple industries including 20th Century Fox, Airbus, Audi, BMW, Volkswagen, and Technicolor.

Above: Varjo beta prototype

The current available prototype has an effective resolution of 50 megapixels per eye, which is well over 20 times more than most consumer VR headsets. VentureBeat was given a hands-on demo with a Varjo prototype headset, and we have to say, it was quite impressive.

While the version we used isn’t fully representative of the one that will go to market, the rough shape and size of the unit will be the same, and it will still require a high-performance computer to operate alongside — this isn’t a standalone device, and it isn’t wireless.

Above: VentureBeat trying out a Varjo prototype

We witnessed several demos, including an artist’s studio and a cockpit simulation, and the detail was incredible. In the cockpit, for example, you could crane your head forward and read tiny numbers on the various screens and dials.

It’s difficult to convey this without experiencing a demo yourself, but by way of a crude illustration, these side-by-side comparisons go some way toward highlighting the differences between what Varjo is trying to build and where consumer VR headsets are currently at. Using a Sony DSC-RX 1000M4 camera, Varjo snapped a photo of the on-screen visuals through a Varjo headset (top) and the Oculus CV1 headset (below).

Above: Cockpit comparison: Varjo (top) vs. Oculus CV1

Image Credit: Varjo

In reality, humans only see the most clarity within around a five degree area off their full field-of-view, and Varjo’s so-called “bionic display” tracks your eyes to deliver high-res imagery where the eyes would normally expect to see such clarity in the real world.

“The resolution of VR devices on the market today is a fraction of what the average human eye can see,” noted Atomico founding partner and CEO Niklas Zennström. “Until we met Varjo’s visionary founders and experienced their superior product firsthand, we thought that VR was still at least 10 years away from being truly useful for professionals.”

Varjo chief marketing officer Jussi Mäkinen told VentureBeat that he believes this level of clarity won’t be feasible within consumer VR headsets perhaps for another 7 to 10 years.

Show me the money

Prior to now, Varjo had raised around $15 million in funding, including an $8.2 million equity round last September and a follow-on $6.7 million debt trancheshortly after. With another $31 million in the bank, it’s now well equipped to bring its first VR headset to market later this year, with plans to introduce a mixed reality (XR) add-on in the first half of 2019.

Above: Mixed reality add-on for Varjo

Mix it up

This is where things could get particularly interesting for Varjo in terms of industrial use-cases. We’re already seeing some early signs of what mixed reality could do for companies — earlier this year Microsoft launched Remote Assist for its HoloLens headset, which enables hands-free video calling, image sharing, and annotations. The wearer on-site in a warehouse, for example, could share what they see with an expert situated halfway round the world, who can draw a diagram on their screen to illustrate something that needs to be fixed.

In a rather more mundane example, Microsoft later launched SharePoint Spaces for mixed reality, which allows companies to create immersive worlds for viewing data and documents within SharePoint. It’s certainly a more interesting way for sales teams to visualize boring Excel data.

By bringing VR and AR together in a high-resolution world, Varjo will test the waters to see what use-cases companies can come up with in their respective industries. But even if VR has yet to explode in the consumer realm, companies such as Varjo should go some way toward advancing VR in day-to-day work environments across industries such as architecture, automotive, aerospace, engineering, construction, and industrial design.

“We hope that the impact of our hardware and software platform on industry will be as profound as the introduction of the graphical user interface,” added Varjo CEO and cofounder Urho Konttori.

The investment will be used to grow Varjo’s team from 80 to more than 200 in the next year, as well as help take its product to market globally. Though a final price has not yet been established, we are told that the Varjo will cost many thousands of dollars — likely in the $5,000 to $10,000 range.

This post by Paul Sawers originally appeared on VentureBeat.

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Varjo Raises $31 Million to Further Develop ‘Bionic Display’ Headset

Finland-based headset maker Varjo has announced it has raised a $31 million Series B investment to continue the development of its novel ‘Bionic Display’ headset which incorporates a high-density display with a wide field of view display as a shortcut toward a ‘retina resolution’ VR headset.

Varjo’s Series B investment was lead by London-based investment firm Atomico, with participation from Next47, EQT Ventures, and Lifeline Ventures. The company says the money will be used to scale the company’s workforce from 80 to 200 people over the next year, and to fund the launch of the first Varjo headset which is due out in “late Q4.” The company says the Series B round brings their total investment capital to $46 million.

With an expected price between $5,000 and $10,000 per device, Varjo is exclusively targeting enterprise customers with its initial headset. The company says they’re working with Airbus, Audi, Lilium, Saab, Sellen, Volkswagen and Volvo Cars to adapt the headset to enterprise needs, with many companies seeking cheaper and more efficient virtual design and production processes aided by VR equipment.

“Decisions are the daily challenge in a product development process. Supporting virtual development means to deliver the highest available quality to enable reliable decisions. Varjo’s technology is convincing and will help us to close the existing gaps and speed up our development cycles using the advantages of a continuous virtual process,” said Jan Pflueger from the Coordination Augmented and Virtual Reality Center Of Competence at Audi in the press announcement of Varjo’s Series B investment.

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The Key Technology Behind Varjo's High-res 'Bionic Display' Headset

Varjo has impressed us with its ‘Bionic Display’ headset, which aims to deliver a VR headset with retina resolution—resolution high enough that individual pixels aren’t discernable by the human eye. The company’s approach involves using a large low-density display in conjunction with a small high-density display, offering a view with a central region of retina resolution fidelity without sacrificing the immersion that comes from a wide field of view.

The post Varjo Raises $31 Million to Further Develop ‘Bionic Display’ Headset appeared first on Road to VR.

Varjo Reveals Add-on for High Quality Pass-through AR, Launching in 2019

The first version of Varjo’s ‘bionic display’ enterprise VR headset is due out later this year (see our latest hands-on), and the company has announced plans to offer an add-on upgrade in 2019 which brings high-quality pass-through AR capabilities to the headset. Varjo showed off a tech demo of the headset’s add-on capabilities this week at AWE 2018.

Given Varjo’s positioning (exclusively for non-consumer sectors), the company is aiming for maximum quality visuals for their AR add-on. As shown in their current tech demo headset, it houses a pair of 4K cameras with lenses that match the headset’s own ~95 degree field of view, supporting stereoscopic pass-through video at 90Hz. Latency for the pass-through input is presently around 40ms, the company says, but they expect to be able to achieve single-digit latency before the add-on launches.

A look through their AR tech demo headset (which is identical to the current Varjo Beta headset, with the addition of the AR add-on) showed a fair bit of noise in the low lighting of the demo space; despite this, it was clear from a visual quality standpoint that Varjo has presented the best looking pass-through AR I’ve seen yet. Inside the headset I saw the view of the real room around me, while a full-sized model of a virtual motorcycle was projected into the space. Given the headset’s unique inset display, the center of my field of view revealed crisp details on the motorcycle that couldn’t be seen otherwise. Compared to optically transparent AR headsets, the field of view of both the real world and the virtual content was wide and immersive.

Photo by Road to VR

The brief demo I saw was purely visual for now, and lacked interaction. Varjo isn’t talking about advanced functions which one would hope to see with a pass-through AR system, like hand-tracking or SLAM; so while it’s clear that Varjo is aiming for high quality visuals in their AR add-on, it isn’t clear how much of the input/interaction pipeline they intend to own.

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Hands-on: Varjo's Latest 'Beta' Prototype is a Promising Shortcut to Retina Resolution

Varjo released a video showcasing the upcoming AR pass-through add-on, though there’s an important caveat to note before viewing it: the company says that it was “shot entirely through Varjo’s [AR] prototype in real-time,” but this is somewhat misleading, as the video was not recorded through the headset’s lenses. Instead, it appears they recorded the input from the headset, and used a cropped portion of the frame that represents the part of the input footage that would be shown on the headset’s central focus display. More simply put: it’s a direct video feed instead of being shot through the lens of the headset, and the part you’re seeing only represents the small, high resolution view at the center of the headset’s field of view.

Caveats aside, what they’re showing here is rendered in real-time, and the company says that their software is interpreting the scene’s real world lighting to allow the virtual components to cast convincing shadows onto the real ground, and for elements of the real scene to be cast in reflections on virtual objects (in the last shot you can see that the puddle reflections on the ground are actually virtual.

A render of what Varjo expects their AR add-on will look like at launch. | Photo by Road to VR

There’s pros and cons to doing pass-through AR instead of transparent AR. For one, the augmented parts of the world can look quite a bit more real because the pixels are drawn directly on top of the image of the real world, eliminating that semi-transparent ‘hologram’ look that you’ll find on transparent AR displays (caused by the fact that it’s extremely difficult to create pixels that can occlude 100% of the light from the outside world when dealing with a transparent display). It’s also much easier today to achieve an immersive, wide field of view by using pass-through AR rather than transparent AR.

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On the flip side, our eyes have excellent resolution and contrast ratio, which generally means we limit our dynamic range (the ability to see dark and light areas of a scene at the same time) and visual fidelity when using pass-through AR (not to mention the potential to introduce latency).

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