Qualcomm & HTC Partner to Offer Vive WAVE Platform to All Snapdragon-based Headsets

HTC has announced that it will offer its Vive WAVE mobile VR platform to all Snapdragon-based headsets. The move means that headset makers will be able to adopt HTC’s ready-made headset OS (instead of developing their own) and gain instant content compatibility with a pre-existing VR app ecosystem.

HTC announced its Vive Wave platform back in 2017. It’s effectively the company’s own VR ‘operating system’ based on Android.

Just like how Android means that smartphone makers can focus on hardware but tap into a common OS to make their smartphone compatible with any apps that built for that OS, Vive Wave lowers the barrier to entry for firms wanting to build a mobile VR headset without the challenges of developing a proprietary OS and convincing app developers to build content for it.

While this is effectively what Google attempted to do with Daydream (the VR component of Android) Google has effectively abandoned the platform.

HTC is strengthening its commitment to Vive Wave (and also filling the void left by Daydream); the company announced last week that it has entered into an agreement with Qualcomm—which makes the chips in just about every major mobile VR headset—to optimize Vive Wave specifically for Snapdragon, and to offer the platform to anyone building a headset based on Snapdragon chips, the likes of which include Qualcomm’s latest XR2 chip which is made specifically for the needs of AR and VR headsets.

SEE ALSO
Qualcomm Reveals New Reference Designs for XR2-powered VR & AR Headsets

As part of the agreement, HTC is also promising to “offer testing and support for new deployments of the Wave platform,” meaning they will support headset makers in optimizing Vive Wave for their device.

Vive Wave isn’t particularly popular in the West, where Oculus’ Quest is seen as the leading standalone VR headset, but the platform has been adopted by a handful of lesser known headset makes like Pico, iQiYi, Shadow Creator, and DPVR. And of course the platform is the foundation of HTC’s own Vive Focus standalone headsets.

While Vive Wave is presently found mostly on standalone headsets, the software can also function as the basis for VR ‘viewer’ headsets, which are those that have no on-board compute but instead tether to a smartphone to handle processing and rendering. Vive Wave can also be used for AR headsets, HTC says.

Beyond just being a ready-made VR ‘operating system’, Vive Wave also allows headsets to be part of a collective app ecosystem (Viveport mobile) which represents a larger audience for developers than if each headset had its own APIs and content stores that developers must individually build for. While, like Android smartphones, developers will need to be cognizant of differences in performance and capabilities among headsets, building apps for a singular API is generally preferable to juggling several.

This is the same approach that Valve has taken with OpenVR on PC, which allows developers to build one version of their app which can run on many SteamVR headsets without additional modification.

While Vive Wave was purportedly already ‘openly’ available prior to this announcement, the closer association with Qualcomm—and the commitment that HTC will support testing and optimization—strengthens the position of the platform and, the company hopes, will boost adoption among future headsets.

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Vive XR Suite is HTC Vive’s New Cloud Solution for Remote Collaboration

Vive XR Suite

After launching a beta version of Vive Sync a couple of months ago HTC Vive has just announced a bundle of applications to further expand upon this initial premise, Vive XR Suite.

Vive XR Suite

Comprised of 5 applications (Vive Sync, Vive Sessions, Vive Campus, Vive Social, and Vive Museum), these have been created in collaboration with other companies (Immersive VR Education, VirBELA, VRChat, and Museum of Other Realities). For example Immersive VR Education’s Engage platform as the Vive Campus or Museum of Other Realities (MOR) for the Vive Museum.

Designed to meet the daily needs of those working, learning and living remotely, Vive XR Suite will be a one-stop-shop for all your remote collaboration needs, whether that’s in VR or not; the applications will work with existing PCs/laptops to ensure the platform is hardware agnostic.

“The world has irreversibly changed in the last 5 months taking us all on an accelerated path towards a digital-first future. This video-centric ‘New Normal’ we are living will rapidly transition to the XR first ‘Next Normal’ that awaits us,” says Alvin Wang Graylin, China President, HTC in a statement. With our announcement today, HTC Vive is reaffirming our commitment to the XR industry and enabling the world with a suite of mission critical software applications that are intended to make all our lives richer and more productive.” 

Vive XR Suite

Supporting the Vive Wave SDK so that the suite will support current and future devices using the Vive Wave ecosystem, it’ll be available as a free lite-version and as a premium Pro subscription version. The latter will include enterprise/creator level capabilities and commercial use licenses, available through Viveport.

“By working together with so many leading companies, we are confident we will be able to make a real impact in accelerating VR adoption near term and ultimately enabling an XR-powered global workforce,” Graylin adds.

The Vive XR Suite is expected to launch in Q3 2020 starting in China, with further territories to follow. In the run-up to launch a beta version of the various applications will be rolled out for users to test. As further updates on the Vive XR Suite are released, VRFocus will let you know.

HTC Launches Viveport PC Streaming for Vive Focus Plus

HTC today announced that it’s released support for 5Ghz WiFi streaming for Vive Focus Plus, as well as all 6DOF standalone headsets supporting the Vive Wave platform. Much like Oculus Quest’s Link functionality, Vive Focus Plus can now play PC VR titles through Viveport, albeit without the need of a cable.

Now released in beta, WiFi streaming is only being made available to subscribers of Viveport Infinity, the company’s Netflix-style subscription service for its digital distribution platform, which allows unlimited downloading of select content.

Outside of needing a Viveport Infinity subscription and Vive Focus Plus (or any other full-6DOF Vive Wave headset, which excludes the original Vive Focus) users will additionally need a VR-ready PC and a ‘standard’ 5Ghz WiFi router.

Vive Focus Plus, which is sold starting at $800, is couched as an enterprise-focused device in the US and Europe, however in China it was launched as a bona fide consumer device, which may explain why the only promotional information we’ve found so far is in Chinese, courtesy of VR publication Skarred Ghost.

As Skarred Ghost’s Antony Vitillo notes, there are currently 300 games and experiences on Viveport M, the mobile version of Viveport; with the inclusion of official WiFi streaming, this effectively opens that number up to over 2,000 titles.

SEE ALSO
Viveport Has Earned a Second Chance Thanks to Infinity

HTC Vive China President Alvin Wang Graylin announced the news via Twitter, making sure to mention there’s also “no need for special wires or cables,” an apparent swipe at Oculus Quest requiring a USB-C cable to play Oculus Rift platform games.

Before today’s release, Vive Focus Plus users typically streamed PC VR games via two popular unofficial software choices: Rift Cat’s VRidge software and AMD ReLive.

We haven’t had a chance to compare those methods with the new Viveport streaming implementation, although we’ll be looking out for user reports in the meantime. Whatever the case, HTC’s native implementation will need to hit an acceptable latency and video quality to be considered a true competitor to Oculus Link for Quest, which thus far has worked pretty flawlessly. That’s outside the fact that Vive Focus Plus simply isn’t competing with the $400 Quest, as it’s been deliberately sold as an enterprise device in the West, and at double its price.

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Vive Wave Standalone Devices to Support PC Streaming Over 5Ghz Wi-Fi Networks

During the Mobile World Congress (MWC) earlier this year, HTC unveiled a 5G mobile smart hub that would be capable of streaming virtual reality (VR) to headsets. While that device is some way off as it depends on 5G infrastructure, Viveport revealed a new built-in feature called Viveport Streaming, to make Vive Wave compatible devices more versatile.

HTC Vive - Viveport Streaming

Designed for 6 degrees-of-freedom (6DoF) standalone devices such as Vive Focus, Viveport Steaming will allow content streaming between a VR-Ready PC and a Vive Wave device over a standard 5Ghz Wi-Fi network.

Much like other standalone systems such as Oculus Quest, developers need to specifically tailor titles to a head-mounted display (HMD) which can reduce that amount of easily accessible content. Being able to stream PC quality content expands whats accessible from hundreds of titles to many thousands instantly.

In addition to Viveport Streaming, HTC Vive also took the opportunity to demonstrate the new Viveport Video Player with 6DoF interactive video capability (6DoF Lite. The player allows users to “walk into” any existing 360-degree or 180-degree video by moving their body up to one meter in any direction.

HTC Vive ChinaJoy 2019

“5G Cloud VR has been a hot topic in the press recently, and in one to two years, after the 5G network is more robust, it will provide a new way for users to experience high-quality VR without the need for a high-end PC. Until then, the new Viveport Streaming capability being announced today will enable VR users to enjoy countless premium PC VR experiences on their standalone VR devices without the need for a wire,” said Alvin Wang Graylin, China President, HTC, “PC VR streaming as a concept is not new, but having the PC and the Vive Focus Plus complete the full complex network connection automatically and providing a seamless UI to starting any VR content on the linked PC from inside the VR device makes the experience a real breakthrough.”

The feature is expected to be made available via a Viveport update in Q4 2019, initially supporting the Vive Focus Plus, followed by other Vive Wave compatible devices in the future. As further updates are released, VRFocus will let you know.

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

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

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

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

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

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

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

Buy the HTC Vive Focus Plus for £754 Next Month

HTC Vive is one of a long line of virtual reality (VR) headset manufacturers that are building head-mounted displays (HMD) for business use, making a surprise announcement last month which unveiled the HTC Vive Focus Plus. Today, the company unveiled Vive Focus Plus pricing, availability, and some new features.

HTC Vive Focus Plus

The standalone headset will be available from 15th April 2019 via HTC Vive’s official website for £639 GBP (exVAT) and in Europe will be bundled with Advantage (£115 exVAT) – which offers dedicated support and service utilities for Vive Enterprise products – an enterprise licence and 2-year commercial warranty for a total of £754.

An upgraded version of the original HTC Vive Focus standalone headset, the Plus version has new Fresnel lenses for improved crisper visuals from the single AMOLED display which boasts a 2,880 × 1,600 resolution. The headset also comes with new 6DoF controllers, enhanced comfort for longer use sessions, and support for the Vive Wave Platform.

There’s also the new multi-mode capability turning the Vive Focus Plus into a VR hub for multiple content sources,  compatible with PC VR, PCs/laptops, smartphones, game consoles, 2D video streaming devices, live 360 camera streaming and upcoming Cloud VR services.

“With the unveiling of these enhancements for Vive Focus Plus, the VR industry is taking a big step forward with this new generation of full-fidelity standalone VR devices enabling total freedom of interaction and freedom of connection,” said Alvin Wang Graylin, China President, HTC in a statement. “We’re thrilled so many developers and partners are supporting this product with exciting experiences across a wide range of use cases, showcasing  the incredible opportunity for VR/AR to enter all facets of our lives

HTC Vive Focus Plus

Vive Focus Plus will be initially sold in 25 markets worldwide, supporting 19 languages. For further updates keep reading VRFocus.

HTC Vive Focus Plus Specs:

  • Display: 3K AMOLED (2880×1600)
  • Processor: Qualcomm Snapdragon™835
  • Audio: Built-in Speaker
  • Tracking: Inside-Out
  • Frame Rate: 75Hz
  • Field of View: 110-degrees
  • Battery: 4000 mAh
  • Controller: 6DoF
  • Data Connectivity: Wi-Fi® 802.11 a/b/g/n/ac
  • Memory (RAM/ROM): 4/32 GB
  • Connector: USB Type-C
  • Charging: QC3.0
  • Encryption: File-based (same security as Andriod Smartphone)

Dritte Viveport Developer Awards: Gewinner auf der GDC 2019 verkündet

Zum dritten Mal wurden die Viveport Developer Awards veranstaltet, und wie jedes Jahr auf der diesjährigen GDC 2019 verkündet. Zu den Gewinnern in den verschiedenen Kategorien gehören unter anderem Apex Construct von Fast Travel Games und Bait! von Resolution Games. Die Sieger-Titel stehen ab dem 2. April im Viveport zur Verfügung.

Dritte Viveport Developer Awards – Gewinner auf der GDC 2019 verkündet: Apex Construct, Bait! und mehr

Ambitionierte Entwickler konnten im Vorfeld VR-Erfahrungen und -Spiele für die alljährlichen Viveport Developer Awards einreichen, um eine Chance auf Preise im Wert von insgesamt 50.000 US-Dollar zu erhalten. Zur Preisausschüttung gehören Geldpreise, Tickets für die GDC 2019, Vive-Hardware sowie Marketing-Unterstützung in Videoform im Format Viveport Developer Stories.

In insgesamt vier verschiedenen Kategorien wurden nun auf der Großveranstaltung die Gewinner bekannt geben, die zeitgleich zum neuen Netflix-artigen Abo Viveport Ininfity am 2. April in die digitale Distributionsplattform einziehen. Die vier PC-Kategorien Entertainment, Education, Arts & Culture und Arcade sollen einen umfassenden Überblick über die populärsten VR-Genres darstellen.

So konnte sich als erster Gewinner Apex Construct von Fast Travel Games in der Rubrik Entertainment gegen Blind von Tiny Bull Studios & Fellow Traveller durchsetzen und den ersten Platz auf dem Siegertreppchen einnehmen.

Im Education-Bereich wurde VR Frog Dissection: Ribit-ing Discoveries von VictoryVR als Sieger ausgezeichnet. Im Finale konnte das virtuelle Sezieren eines Frosches mehr Überzeugen als VR Regatta – The Sailing Game von MarineVerse.

In der künstlerischen Kategorie Arts & Culture wurde Claude Monet – The Water Lily obsession von Lucied Realities & Arte, Camera lucida, Musées d’Orsay et de l’Orangerie mit dem ersten Platz ausgezeichnet. Die VR-Erfahrung gewann gegen den Finalisten MasterpieceVR vom gleichnamigen Entwicklerstudio.

In der Sektion Arcade wurde Shooty Fruity Arcade von nDreams Limited für den Platz eins auserwählt. Die VR-Erfahrung Summer Funland von Monad Rock muss sich mit dem zweiten Platz zufriedengeben.

Zusätzlich wurden in drei Wave-Kategorien Devs für die mobile Plattform Vive Wave ausgezeichnet. So konnte sich Bait! von Resolution Games (Entertainment), Star Chart von Escapist Games Limited (Education) und Paint VR von COSKAMI LLC (Arts & Culture) eine Auszeichnung in den Rubriken sichern.

(Quellen: Vive Blog | Videos: HTC Vive YouTube | VictoryVR YouTube)

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6DOF Controller FinchShift für Vive Wave angekündigt

Werbung für Virtual Reality Hygiene

Der Hersteller Finch Technologies hat heute seine Zusammenarbeit mit Qualcomm und HTC bekanntgegeben, um einen 6DOF Controller für die Vive Wave Plattform auf den Markt zu bringen.

6DOF Controller FinchShift für Vive Wave angekündigt

Vive Focus VR

Eine bevorstehende Veröffentlichung des Vive Wave SDKs wird einen Support für FinchShift beinhalten, was die Einbindung der Controller für die Vive Focus und weitere Vive Wave-Systeme ermöglicht.

Qualcomm bestätigte ebenso die Kompatibilität mit dem Snapdragon 845 VRDK Referenzdesign, welches schon kurz nach der Vorstellung im letzten Jahr den Vive Wave Support erhielt. Das aktuelle VRDK Headset von Qualcomm bietet zukünftigen Herstellern eine Vorlage, um eigene Headsets zu entwerfen und selbstverständlich eine Anbindung an den Viveport zu erhalten.

FinchShiftControllers

Der FinchShift-Controller bietet die Möglichkeit, ohne Basisstationen oder externen Sensoren, die eigenen Hände in die Virtual Reality zu bringen. Im Kit enthalten sind ein Paar Controller und Armbänder, wodurch zusätzliche Tracking-Punkte zur Verfügung stehen. Hierdurch soll eine Berechnung der Position allein durch Beschleunigungssensoren und Gyroskope funktionieren, jedoch wird die Latenz mit knapp 27ms deutlich spürbar und die Präzision mit 2mm – 25mm nicht besonders gut sein. Im Vergleich: Die Controller der Oculus Rift und HTC Vive haben eine Latenz von ca. 2ms und die Genauigkeit hat eine Abweichung von unter einem Millimeter. Sollte der FinchShift-Controller jedoch mit einem VR-Headset mit Kameras verwendet werden, können zusätzliche LEDs an den Controllern das Tracking verbessern.

Der Controller und das Armband sollen bis zu 18 Stunden aktive Nutzung ermöglichen und dabei soll der Controller weniger als 100g wiegen, das Armband sogar weniger als 50g.

Die Veröffentlichung der FinchShift-Controller (erhältlich als Touchpad- oder Stick-Variante) und Armbänder als Entwicklerkit erfolgt direkt über die Website der Firma. Der Preis für das gesamte Kit beläuft sich auf 250 US-Dollar. Bereits in diesem Monat möchte der Hersteller mit der Auslieferung beginnen.

(Quelle: Road to VR, Upload VR)

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FinchShift 6DoF Controllers To Work With Any Vive Wave Headset, Demo At CES

finchshift controllers

Finch Technologies announced today that it partnered by HTC to allow their 6DoF controllers to be compatible with any VIVE Wave headset. Qualcomm also tested the controllers and confirmed their compatibility with its VR845 reference headset.

VIVE Wave is HTC’s platform (OS, runtime & SDK) for standalone VR headsets. It has already been adopted by 15 hardware manufacturers (mostly in China). That means that these controllers should work with HTC’s $599 Vive Focus standalone headset.

What’s unique about the FinchShift controllers is that they can work without any cameras at all, even on a 3DoF headset. The controllers mainly rely on their accelerometer and gyroscope (collectively called the IMU) rather than an optical solution. Normally, pure IMU 6DoF tracking is not possible. But Finch utilizes dual armband straps which also have IMUs. The tracking from the headset and the four devices combined with a skeletal model is used to derive an estimate of the positions.

Finch claims that their controllers have 2mm – 25mm accuracy and 27ms latency. These are not impressive numbers. Controllers like Oculus Touch and HTC Vive wands boast sub-mm accuracy and around 2ms latency.

However, if the headset does have cameras, the LEDs on the controllers will activate and be tracked by them. This should improve tracking quality, although the positioning of the LEDs on the main handle rather than on a tracking ring will likely mean they are often occluded.

The FinchShift controllers can currently be preordered for $249. This is a steep price given that competitor Oculus Quest will include controllers at $399, but perhaps it will come down over time.

We have an appointment to try the FinchShift controllers at CES. We’re skeptical of some of the company’s claims, but excited to see what they have to show. We’ll post our detailed impressions after the demo.

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HTC Considers ‘Shadow VR’ Their ‘Oculus Quest’ Competitor

HTC Considers ‘Shadow VR’ Their ‘Oculus Quest’ Competitor

A couple of weeks ago at an HTC event in San Francisco, CA I had the chance to talk with Dan O’Brien, General Manager at HTC. In addition to alluding to the company’s positive VR hardware sales, he also elaborated on the announcements surrounding the Vive Focus launch, the Vive Wave SDK, Viveport store, and specifically, their consumer-focused strategy for the budding standalone VR headset market.

The Vive Focus is a standalone VR headset with inside-out tracking (similar to Windows VR and Oculus Quest) that allows the user to walk around the room without cords, a PC, or even a smartphone powering it. It comes with a single 3DOF controller (which means you can rotate and move your wrist but can’t reach into the digital space like you can lean with your head) and is based on the Vive Wave SDK. There is a dev kit for two 6DOF Vive Focus controllers I got to try, but who knows how far off that is and it won’t be standard.

Interestingly, given the relatively premium price for Vive Focus (either $599 or $749 depending on the service package you purchase) it’s targeted specifically at the Enterprise market — not consumers.

“Right now, customers that will find [Vive Focus] valuable are typically early adopters that buy all the new tech, we’re fine with that, but the Wave SDK really enables us to talk to consumers with other hardware partners,” said O’Brien. “So Shadow Creator and Shadow VR, which is launching at a price point of $399, is a very consumer friendly price point. And with that, we have the ability to enter the mobile space at different price points with partners and not just putting the burden on ourselves.”

Naturally, as the discussion expanded and mentions another headset, powered by the Vive platform, at the same $399 price point as the upcoming Oculus Quest standalone, things got interesting. Clearly that’s their main competitor here, right?

“I haven’t [tried Quest], but I think it’s great for the community, it’s great for the VR industry, and I think we’re gonna learn a ton about price points and adoption levels,” said O’Brien. “We’re still talking about an early adopter consumer mix, we’re not at early mass yet. Products like Quest and some of the Wave platforms like Shadow VR will teach us a lot about those price points and adoption levels. We’re really focused on the products that we are delivering, like Focus, on giving a complete Enterprise solution and answering a lot of the problems we see out there.”

So it seems like a major piece of HTC’s strategy going forward, especially in the realm of standalone consumer VR, is partnerships with other hardware manufacturers that they can get to use the Wave SDK and access Viveport as their primary marketplace.

“The Wave SDK serves as two pieces: the backend for developers, to actually bring their content in and make it work with our standalone product, but it’s also the run time,” said O’Brien. “So we provide that run time to the hardware partners so that they can access that. The front-end is the actual store and the content distribution piece, so Viveport is the default store for all Vive Wave SDK hardware OEMs…We can’t go into the contractual details, but we are an open platform. We want to go work with other hardware partners that want to get into the space. But it’s not like just making one product and putting it into the market, you actually need a lot of content to support that.”

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