Sony Details PSVR 2 Prototypes from Conception to Production

Sony released a peek into the prototyping stages that led to PSVR 2, showing off a number of test units for both the headset and controllers.

In an extensive interview on the PS blog, PSVR 2’s Product Manager Yasuo Takahashi reveals the development process behind Sony’s latest VR headset.

Takahashi reveals that detailed discussions on the company’s next-gen PSVR began in earnest after the launch of the original in 2016. From there, the team started prototyping various technologies for PSVR 2 starting in early 2017.

Below is a condensed version of the interview, including all provided photos. If you want to read the full article, click here.

Challenges of Design & Optimization

Maintaining a light and compact design while implementing new features was a challenge, Takahashi says, requiring the teams to work closely to produce detailed technical estimates and optimize the design.

Prototype for testing inside-out in tracking cameras with evaluation board | Image courtesy Sony

While comfort was a significant focus during the development process, the initial prototype focused on evaluating functionality rather than weight.

All of that top bulk is dedicated to inside-out camera evaluation boards which would eventually be shrunk down to an SoC embedded within the headset.

Room-scale & Eye-tracking Tech

Various prototypes were created and tested before integration including both inside-out and outside-in tracking methods. Of course, we know inside-out tracking was eventually the winner, but it’s interesting to note the company was at one point still considering an outside-in approach, similar to the original PSVR.

Eye-tracking tech was also explored as a new UI feature in addition to foveated rendering, which allows developer to push the boundaries of PS5’s VR rendering capabilities and serve up higher-fidelity visuals in games.

Testing and optimizing eye tracking took time, considering different eye colors and accommodating players wearing glasses.

Eye-tracking evaluation prototype 2 | Image courtesy Sony

Comfort & Design

The development team assessed comfort and wearability, evaluating numerous configurations based on the headset’s expected weight. The team put a lot of thought into the materials and shape to make the headset feel lightweight while maintaining strength.

A cool ‘skeleton’ prototype shows all of the pieces of the puzzle together, also showing the headset’s halo strap, which like the original PSVR, keeps the bulk of the weight off the user’s forehead. This one should definitely get a spot on the museum shelves (or maybe a fun mid-generation release?).

The ‘skeleton’ prototype | Image courtesy Sony

Headset haptics were also added as a new feature based on the idea of using the rumble motor from the DualShock 4 wireless controller.

PSVR 2 Sense Controllers

The PSVR 2 Sense controllers were developed in parallel with the headset, starting discussions in 2016 and prototyping in 2017.

Features like haptic feedback, adaptive triggers, and finger-touch detection were early additions, although the team was still sussing out tracking. Notice the Move-style tracking sphere on the tip of an early prototype.

Prototype 1 | Image courtesy Sony

The final shape of the Sense controller was achieved through extensive prototyping and user testing to ensure a comfortable fit and optimized center of gravity.

Here you can see a number of IR tracking marker configurations that would eventually settle on the production model’s current form.

While Sony is undoubtedly sitting on a lot more prototypes than this—they began prototype when the original PSVR had only been in the wild for less than a year—it’s an interesting look at how Takahashi’s team eventually settled on the current form and function of what will likely be PS5’s only VR headset for years to come.

If you’re interested to learn more, check out the full interview with Takahashi.

Chinese ODM Goertek Aims to Produce Over 3 Million VR/AR Headsets Annually

Goertek may not be a household name, but the China-based company is looking to gear up its manufacturing lines to produce a surprising number of VR/AR headsets and lenses soon.

Goertek recently announced a ¥4 billion (~$572 million USD) convertible corporate bond offering, one quarter of which will be invested in the company’s VR/AR manufacturing capabilities, the company says. The news was first reported by Yivian (Chinese).

Yivian notes that Goertek also hopes to push production of VR/AR devices to 3.5 million units annually, and increase output of “precision optical lenses and module products” to an annual amount of 5 million units.

Goertek statement indicating ~$142 million USD to “AR/VR and related optical modules” | Image courtesy Goertek, via Yivian

Goertek may not be well known to consumers, however it plays a larger role in the VR/AR industry than you might think. It creates parts, reference designs, as well as finished white-label products for some of the biggest companies on the planet.

Mainly noted for its work in acoustic components, the Weifang, China-based company reportedly played a role in the creation the optical, structural and hardware design of Microsoft’s Mixed Reality headsets.

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Back in 2018, Goertek struck a strategic partnership with WaveOptics, which at the time aimed to enable mass manufacture of waveguides for ultimately cheaper AR headsets.

Goertek and Qualcomm Technologies also collaborated on the 5G-enabled XR reference design using the new Snapdragon XR2 platform. At its unveiling earlier this year, it was said Goertek was “deeply involved in the system integration and manufacturing of the XR2 reference design.”

Yivian speculates that Goertek’s recent VR/AR manufacturing push may be related to Facebook’s inevitable follow-up of Oculus Quest, although that remains to be seen. A prospective next-gen Quest would however require that sort of wide manufacturing bandwidth suggested by the Goertek’s recent announcement.

Taking into account that the Quest platform has sold over $100 million in store content, Road to VR estimates Facebook may have sold somewhere in the neighborhood of 1 million Quest units to date.

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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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This Homebrewed Mini SteamVR Tracker Only Cost $3 in Parts

Dr. Masahiko Inami, a professor at the University of Tokyo’s Research Center for Advanced Science and Technology, recently tweeted a picture of an incredibly small, homebrewed SteamVR tracker that has us reeling at the implications for ever-smaller tracked objects in VR.

Measuring about the size of a single AirPod earphone, Dr. Inami says the SteamVR-compatible sensor unit only cost ¥300 in parts, or around $2.70 USD to make.

The mini-tracker seems to lack a battery, which would noticeably increase the size. As an engineering feat though, it shows just how small things can get when dealing with SteamVR tracking sensors—the lightweight, low power, low-cost ASIC sensors that can be used to receive lasers emitted from SteamVR tacking basestations.

Valve provides royalty free access to its sensors, and can be purchased from a number of part suppliers on their own.

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SteamVR supports up to 32 sensors for a single object; as you would imagine, the higher the sensors on a single object, the greater 360 coverage you’ll have. HTC’s own Vive Tracker contains 23 sensors for 360 degree coverage, all of which are in unique positions to better track the object in VR. The mini-tracker’s three sensors are likely a bare minimum for basic tracking, and we wouldn’t expect something that small to be nearly as robust as the consumer Vive Tracker mentioned above.

While somewhat impractical, it’s certainly a cool way to illustrate just how little you might need to create your own mini-tracker at home.

For users looking to jump into SteamVR hardware hacking, a company called Virtual Builds is offering a full SteamVR tracker kit, which includes everything you need to create your own SteamVR 1.0 tracker.

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Oculus on Half Dome Prototype: ‘don’t expect to see everything in a product anytime soon’

At Facebook’s F8 developer conference Oculus revealed a glimpse at an intriguing new headset prototype dubbed ‘Half Dome’. Including a 140 degree field of view, varifocal displays, and what appears to be eye-tracking, the prototype is a tantalizing peek at the company’s research and what may lay ahead of us—just don’t expect it everything we saw “anytime soon,” says Oculus co-founder and Head of Rift Nate Mitchell.

Besides the fact that Oculus is undoubtedly working on a second flagship PC VR headset, nothing is known about it thus far. And derailing the hypetrain somewhat, Mitchell took to Reddit to address comments reeling from the prospect of Half Dome’s technology making its way into a potential Rift 2.

Image courtesy Facebook

“Seriously, a varifocal display?” writes Reddit user ‘DarthBuzzard’. “I honestly expected that to be CV3 and CV2 would have simulated depth of focus rather than full depth of focus. Looks like things really are moving faster than expected!”

In response, Mitchell had this to say:

“[Maria Fernandez Guajardo, Head of Product Management, Core Tech at Oculus] covered a bunch of areas of long term research for us. This is just a peek into some feature prototypes we’ve been working on. However, don’t expect to see all of these technologies in a product anytime soon.”

While this doesn’t entirely negate a prospective Rift 2 with varifocal displays, 140 degree field of view, and eye-tracking (or any combination of the three), being able to productize all of these these things into a single headset will likely take time to get right.

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VR headsets are ideally robust devices built to withstand the daily abuses from their owners, and varifocal displays, which physically move to accommodate a wider range of focus, introduce a number of moving parts that are constantly moving in tandem with the user’s gaze. These parts undoubtedly also complicate manufacturing and increase the overall cost of the device too.

 

Eye-tracking is however something that is both physically robust, and probably much cheaper to make for Oculus considering last year’s acquisition of Eye Tribe, a Denmark-based eye-tracking startup which advertised “the world’s most affordable eye tracker” as far back as 2013.

As for the wider field of view: it’s still uncertain if the varifocal displays were a key technology in obtaining the 140 degree FOV, although Fernandez Guajardo stated at F8 that the company’s “continued innovation in lenses has allowed [Oculus] to pack all of this technology and still keep the Rift form-factor.” One of the images shown at F8 does show a much larger pair of supposed Fresnel lenses—so not a stark impossibility either.

Image courtesy Facebook

At GDC last year, Head of Oculus PC VR Brendan Iribe stated that Rift will remain the company’s flagship VR headset for “at least the next two years.” Mincing Iribe’s statement somewhat, that puts a potential Rift 2 launching sometime in 2019 at its earliest.

We hope to see more at Oculus Connect 5 which should be sometime in Fall 2018.

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Virtual Builds is Offering SteamVR Tracking Development Kits & Expertise

Virtual Builds, a company spinning out of ASIC engineering firm Noisefigure Research, is a new entrant now selling SteamVR Tracking development hardware. With a full DIY kit starting at $200, Virtual Builds aims to make SteamVR Tracking more accessible for VR hardware companies and individual developers makers alike.

With goal of making SteamVR Tracking a license-free and openly accessible tracking system for VR and more, Valve allows other companies to manufacture compatible hardware and provide engineering support to customers that need it. Triad Semiconductor was among the first to offer a SteamVR Tracking HDK for sale, and now Virtual Builds is offering their own development kit

Starting at $200, the Virtual Builds ‘Pebble Kit’ is said to include everything one needs to construct a basic object compatible with SteamVR Tracking. The kit can be used as a starting point for hardware developers to prototype and design VR products that integrate the tracking technology, or for hacker/makers who want to experiment with the tracking technology for other uses. The video below shows the process of putting together the Pebble Kit’s various sensors, ribbons, and boards into a fully functional tracked object supporting SteamVR Tracking 1.0 and 2.0.

 

 

Virtual Builds’ CEO, Jerry L., told me that the company also offers its engineering expertise to clients looking to design and productize devices integrating SteamVR Tracking, which could be anything from a VR headset or VR controller, to very different products like tracked keyboards, peripherals, or robotics. The company claims to offer guidance at all levels of development, all the way from sensor placement and debugging to large scale production needs.

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“Our hardware is not just prototyping or development only,” Jerry L. told me. “You can order from us for your entire development and production goals. Our team of engineers
will set up the necessary commercial manufacturing chain depending our your desired quantities and product.”

A sampling of Virtual Builds’ SteamVR Tracking wares. | Image courtesy Virtual Builds

The presence of Virtual Builds as another developer and vendor of SteamVR Tracking hardware is a good sign for the adoption of the tracking technology. Not only does it mean that companies sourcing the tracking hardware have more options to choose from, but it’s also likely that Virtual Builds will compete with others like Triad Semiconductor, leading both companies to improve their offerings and drive costs down.

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Pimax Unveils New Knuckles-style Controller, Supports SteamVR 2.0 Tracking

Pimax, the company behind the wide field of view “8K” VR headset, today unveiled a new  controller design intended to ship alongside their upcoming VR hardware. Much like Valve’s still unreleased ‘Knuckles’ controllers, the new Pimax controller is designed to strap to your hand for an ‘open-palm’ experience.

Pimax boasts a number of changes from their penultimate prototype; the more compact Knuckles-style design straps securely to the back of your hand, letting you essentially forget the act of actively holding the controller so you can interact in VR more naturally. Like Knuckles, it now integrates capacitive sensors on five major areas of the controller to offer basic five-finger tracking. The company is also promising compatibility for both SteamVR 1.0 and 2.0 tracking standards.

image courtesy Pimax

Pimax says each button is ergonomically designed to “fall under the right finger, which will make the controller feels like an extension of your body.” The company still plans on offering both thumbstick and trackpad style controllers.

“When developing the new Pimax 8K controller, we listened closely to the needs of our global community to develop an innovative new controller that enables a more comfortable and immersive VR experience. As we continue to innovate, we look forward to collaborating closely with our community,” said company founder and chairman Robin Weng in a press release.

The new controller was designed for the new Pimax “8K” prototype, and followed what Pimax says was an intensive development process.

Image courtesy Pimax

The unveiling of the controllers comes hot on the heels of some less flattering news; Pimax’s long-awaited “8K” headset is still seeing delays, this time related to a lens design issue which will push the pre-production models out to a supposed May launch and leaving the consumer version still up in the air launch-wise.

Thanks to some pretty substantial outside funding, Pimax has some room to get things right though. The company has garnered a record-breaking $4.2M from their Kickstarter campaign, and since taken on nearly $15 million in Series A funding, giving them more runway to further refine their hardware.

Check out our hands-on with Pimax “8K” from CES this year for a better idea of what the headset has to offer.

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LG Patent Shows Unique Split Design for VR Headset

LG revealed its prototype VR headset using Valve’s Lighthouse positional tracking earlier this year, and while it isn’t certain what will become of the headset—or if it’ll be named “UltraGear” as a recent trademark filing suggests—it’s clear LG is thinking long and hard about the future of VR. A new patent, first reported by Dutch publication LetsGoDigitalshows a prospective LG headset sporting a unique spring-loaded grommet system that allows the headset to split in two.

Filed with the World Intellectual Property Organization (WIPO), the patent shows just how LG could produce a VR headset capable of detaching between its dual displays and staying put when worn tightly on the head. Also worth noting is the integrated earbuds with their own holders, similar to the ones on the updated PSVR headset.

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You can see the entire patent here.

We’ve recently seen a split design similar in concept created by industrial design firm Nonobject, although their prototype uses simple magnets, something that probably won’t hold up to the rigors of normal movement during gameplay. The key difference in LG’s design lies with the spring-loaded mechanism that lets the headsets clip together, supposedly allowing for a tight enough connection to allow for the rigors of normal use.

It’s much too early to say if the design will somehow be applied to LG’s SteamVR headset, especially because the drawing neglects to show any evidence of SteamVR tracking, the halo-style headband, or even a cable that would connect it to a PC. Without knowing LG was producing a SteamVR headset, the drawing looks more like a standalone mobile VR headset, but that’s just pure speculation on my part.

While hard specs are important, VR headset manufacturers are dialing in on more or less the same display resolutions, making it hard for companies to communicate what makes their headset different from the rest of the pack. Offering unique and useful ergonomics is a great start.

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Designers Prototype New Approaches to VR Headset Ergonomics and Input

Two common types of head-mounts for VR headsets dominate the market today: the side & top strap approach, and the halo approach (which rests mostly on the forehead). Despite their abundance, there’s still a long way to go toward improving comfort, ease-of-use, and social acceptability as VR grows. Designers from industrial design firm Nonobject prototyped a range of new designs which could be viable as VR technology becomes smaller and lighter.

Nonobject shared the prototypes with Fast Company Design, which included both headset and input concepts. The company actually built many of the designs to test the fit for real. Even though it is claimed that they can “accommodate the Oculus spec” (presumably the weight and size requirements of the Rift) some of the designs seem like they could only work with lighter components than we have in VR headsets today, and none of the designs appear to account for the weight of the cable which, as I found in my review of the Acer Windows VR Headset, can be an issue for certain types of head-mounts. Alas, it’s a neat look at a potential direction for the future of VR headset design.

Kepi

The first design is called Kepi, and aims to bring both familiarity and comfort to a VR headset. The design essentially fuses a baseball cap and a headset into one. That’s got the benefit of being recognizable and understandable—everyone knows how to put on and fit a baseball hat.

Image courtesy Nonobject, Fast Company Design

What’s especially interesting about this design is that it uses the surface area of the entire head for both friction (to keep the headset on your head) and weight distribution, rather than relegating it to smaller areas and causing greater pressure from straps or the forehead-heavy halo designs. Like the other designs from Nonobject, unfortunately Kepi lacks integrated audio, which I feel is essential for making VR headsets as hassle-free as possible.

Split

Another approach is the Split, which functions just as the name implies—by splitting the headset down the middle of the visor so it can come on and off with a tug. This would of course present major challenges to the internal component design, but should at least be hypothetically possible as many headsets today are using one display per eye rather than a single panel across both eyes. Fast Company Design suggests a latch might be employed to ensure the magnetic connection doesn’t separate in the midst of more intense VR sessions.

One neat part about the Split design is that it can easily go from being on your head to resting around your neck. With the first generation of VR headsets like the Rift and Vive, if you need to take the headset off to interact with the real world briefly you’re either stuck with it uncomfortably resting on your forehead, in your hands, or you have to set it down completely. Even with newer devices like the Windows VR headsets, the flip-up functionality is a nice step forward, but can still be a little awkward if you’re going to be out of VR for a few minutes but don’t want take the headset completely off. One potential flaw with the Split is that it might be annoying to split and re-attach the headset with controllers in your hands.

You can see a few other VR headset design prototypes from Nonobject over at Fast Company Design.

Grasp

The design firm also considered an approach for VR controllers, resulting in a device that looks a lot like a combination of Oculus Touch and Valve’s Knuckles controllers, and uses a fabric cinch to keep the controller against the user’s hands so that they can ‘let go’ of the controller during use. The idea is to instill a more natural feeling of not holding anything in your hands while idle, but retaining the feeling of an inanimate object in your hands when you grab something in the virtual world.

Stone

Image courtesy Nonobject, Fast Company Design

One of the most interesting prototype designs is the ‘Stone’ toolset. The duo of devices are envisioned as a foundation for creative VR input, with the stylus for drawing and writing in one hand, and the stone-shaped device for sculpting, scraping, carving, and cutting with the other. I imagine the surface of the stone would also make a great touchpad for finer abstract input, like dialing in brush sizes, scrolling web pages, and adjusting colors using your thumb.

Of course, there’s a whole lot of technology that would need to be figured out to make the Stone devices actually work, but if someone could manage it, the stylus could answer an important need that VR is lacking right now: efficient text input, which is being approached from several angles at present.

– – — – –

According to Fast Company Design, Nonobject created these designs as a side project and “hope that the industry [will] steal these open-source ideas and move AR and VR forward.”

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