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HTC Joins VirtualLink Consortium, a Single USB-C Cable is The Future for Premium VR Headsets

The VirtualLink Consortium was formed in July 2018 with some of the major VR industry players such as Oculus, AMD, NVIDIA, Valve and Microsoft as founders. HTC has joined the group, and will therefore begin to support the implementation of the VirtualLink specification, which makes it possible to connect VR headsets to the PC with just one USB-C cable. Enjoying premium virtual reality experiences has so far been cumbersome. The cables needed to keep the headset connected to the PC limit the movements, and in fact that is one of the reasons that the standalone headsets are beginning to gain interest among users.

VirtualLink cable spec is based on the Alternate Mode function of the USB Type-C standard, and allows the cables and connectors to carry non-USB signals. The VirtualLink cable can carry four high-speed DisplayPort High Bit-Rate 3 (HBD3) lanes, a single USB 3.1 data channel, and 27 watts of power for the headset's displays and sensors. Setting up and using the VR headset with this kind of cable and connector will be therefore easier and not as clunky as before.

Brendan Iribe Oculus VR Co-Founder Leaves Company

Brendan Iribe, a co-founder of Oculus VR, has announced that he will be leaving the company today in a Facebook post. Having been with the company since its inception in July of 2012, he is now moving on after in his own words "six incredible years." Having been a part of the initial VR push with the Oculus Rift, he has left an indelible mark on an industry that is still growing into its own today.

Calling his tenure at Oculus and Facebook a "transformative experience" Iribe was thankful to the people around him including his team that has been a part of his journey thus far. However, after 20 years he considers now a good time to take a break and "to recharge, reflect and be creative." Even so, it will be interesting to see what he does next, considering he has already co-founded a previous company, Scaleform that was bought by Autodesk in 2011 and then worked for Gaikai before the Sony acquisition in 2012. With a track record in tech that spans multiple industries, it likely won't be long before Iribe is working on the next big thing.

CCP Says They Expected the VR Market to Boom Much Sooner

CCP, makers of the legendary EVE Online, made quite a substantial push for VR in the coming of age of Oculus' Rift and HTC's Vive products in the form of EVE: Valkyrie. The game was fully developed by CCP's Newcastle studio with VR systems in mind (including the PS4's), but failed to... sound off quite as much as the developer wanted it to. During last weekend's EVE Vegas FanFest, CCP CEO Hilmar Veigar Pétursson told Destructoid that the company expected VR to become bigger, faster, than it ever did, with utilization rates being way below the marketed attachment rates and sales of VR headsets.

"We expected VR to be two to three times as big as it was, period. You can't build a business on that.", said Hilmar Veigar Pétursson "If it does take off, and I mean if, we'll re-assess. The important thing is we need to see the metrics for active users of VR. A lot of people bought headsets just to try it out. How many of those people are active? We found that in terms of our data, a lot of users weren't. May of last year (2017) is when we started to figure it out. Was it a surprise? Maybe. But the picture was filling in that there would not be a way to continue with VR as heavily as we were. No regrets. It was right to stop, and it was right to start. I remain a long-term believer of VR." Perhaps things will turn around with subsequent generations of more affordable VR headsets, such as Oculus' Quest, but... It might take some time and slow iteration.

Motion Smoothing in SteamVR Will Make Low-End GPUs Ready to Support VR Games

Developers at SteamVR have announced a new feature called Motion Smoothing that will enable "more players on more PCs to play high-fidelity VR games and experiences". This technique works in a similar way to what it does on flat screen TVs. In this case, Motion Smoothing interpolates between two existing frames and creates a new in-between frame that smooths the experience and increases framerate. That adds latency, which is not a good idea in VR experiences, and that's precisely what's different at SteamVR implementation.

With that feature enable, SteamVR detects when an application is going to drop frames. If that happens, "it looks at the last two delivered frames, estimates motion and animation, and extrapolates a new frame. Synthesizing new frames keeps the current application at full framerate, advances motion forward, and avoids judder". This allows the user to enjoy full framerate while the performance requirements decrease. That way, even users with graphics card not specially powerful can still enjoy VR experiences without problems.

HaptX Announces Development Kit Release for Its Haptic Feedback VR Gloves

HaptX today announced that they're opening availability of development kits for their HaptX haptic feedback VR Gloves. The development kits include a pair of HaptX gloves - each featuring 130 tactile actuators that provide realistic touch across the hand and fingertips, with full tactile displacement of objects, size, and weight feedback. Built with HaptX's patented microfluidic technology, HaptX Gloves also deliver powerful force feedback and industry-leading motion tracking with sub-millimeter precision.

The HaptX gloves and accompanying software are already supported in unity and Unreal Engine 4 - two of the most widespread games development engines - which should allow for increased chances of market integration towards VR experiences. Bringing the physical to the visual is the motto here, and there's a world of potential to be achieved.

A New Standalone VR Headset in Town: Oculus Quest Will Cost $399, Arrives In Spring 2019

Standalones headsets are the new flavor of the VR town this side of 2018. They bring a sorely needed dimension to this segment, allowing users to enjoy some VR experiences that are near what the Oculus Rift or HTC Vive offer, but with a much more palatable price and format. The ability to not be tethered also means being able to experience room-scale VR without having your lizard brain worry about tripping on cables either. This brings us to the Oculus Quest that was launched this week at the Oculus Connect 5 developer conference, just a couple of years after the debut of Project Santa Cruz that has finally culminated in a retail product.

The new wireless, standalone headset goes beyond what Oculus Go went to when announced earlier this year. Based on the Qualcomm Snapdragon 835 (Oculus Go was based on a Snapdragon 821) and offering 64 GB of integrated storage, the Oculus Quest offers 1600x1440 resolution per eye and has full six degrees of freedom (6DOF) support versus the three degrees on the Oculus Go. The headset will be available in spring of next year for $399, and more details can be seen past the break.

HTC Now Shipping the Vive Wireless Adapter for $299

The promise of cordless, wireless, true freedom-of-movement VR gaming has been somewhat of an elusive unicorn, but HTC have finally taken one of the larger steps in that quest. After more than a year showing of the untethering wireless tech for the Vive headset, HTC has now begun shipping of the add-on. It's going for $299 - whether or not that price is justified in the current state of VR, and adding to the base headset's pricing, is something that is reserved for each prospective buyers' judgment. There are two months of Viveport added in the mix, though - that does virtually lower the entry pricing.

The adapter has a range of 6 meters, which should be enough for freedom-defining VR experiences - up to two hours in length at a time, of course. The data stream has been developed around Intel's WiGig tech, alongside DisplayLink's IP. Vive Pro owners, however, are being left in the cold already, in a move that will surely bring headaches to HTC - takers of the top-tier headset will have to splurge an additional $60 for a compatibility enabler for the new Vive Wireless Adapter. Ouch?

Mozilla Releases Firefox Reality- A Web Browser Dedicated for Virtual Reality

The name of the product may sound ironic given the intended application, but the Mozilla Firefox Reality web browser is the first of its kind to be built dedicated to virtual reality (and also augmented-, and mixed-reality for that matter) portals. Mozilla had originally announced earlier this year this was in the making, and today we see availability at the usual VR suspects- Viveport, Oculus, and Daydream app stores. The Mixed Reality Team at Mozilla felt that VR took advantage of the so-called 3D immersive web, and that using existing 2D-centric browsers meant not being able to, in their words, "enjoy it".

This meant that Mozilla built Firefox Reality with a new approach to navigation, user input, searches and more. Features built into the browser include searching with one's voice, for example, taking advantage of microphones either integrated in headsets or as part of audio peripherals used in conjunction. Mozilla says they spent thousands of hours testing and collecting feedback from users to get to the release version of the browser, and this comes also in the form of a new home screen that adds interactive, immersive experiences right from the get go as seen below. More to follow past the break.

IDC - Despite Sharp Decline in VR Headset Shipments in Q2 2018, Market Outlook Remains Positive

Worldwide shipments of virtual reality (VR) headsets were down 33.7% year over year in the second quarter of 2018 (2Q18), according to the International Data Corporation (IDC) Worldwide Quarterly Augmented and Virtual Reality Headset Tracker. IDC expects this to be a temporary setback as the VR market finds its legs. The arrival of new products, such as the Oculus Go and HTC Vive Pro, and new brands, combined with the need for greater headset fidelity all point to a positive outlook for the quarters ahead.

Screenless viewers brought a lot of attention to VR in the early days as the entire market was artificially propped up by brands like Samsung, Alcatel, and Google that bundled the headsets with smartphones. However, since then, the screenless viewer category has declined substantially, shrinking from 1 million headsets in 2Q17 to 409,000 in 2Q18. This category was the largest contributor to the decline in shipments for the overall VR headset market.

Think VR Is Dying? It's Just Getting Started, Says HTC

Have you heard the news? Analyst reports are in and apparently, it's curtains for Virtual Reality (VR). Pardon us if we're not heeding the alarms. News of the so-called death of VR comes once a year and is greatly exaggerated.

That's not to say analyst VR forecasts don't have valuable information-they most certainly do. But we thought it would be helpful to look more closely and critically about how they came to their conclusions.

Intel Shelves Z390 Express As We Knew It, Could Re-brand Z370 as Z390

Intel is rumored to have shelved the iteration of its upcoming Z390 Express chipset as earlier publicized, the one which had certain new hardware features. It could now re-brand the existing Z370 Express as Z390 Express and probably bolster its reference design with heftier CPU VRM specifications, to cope better with its upcoming 8-core LGA1151 processors. The Z370 Express is similar in feature-set to the brink of being identical to its predecessor, the Z270 Express. This move could impact certain new hardware features that were on the anvil, such as significantly more USB 3.1 gen 2/gen1 ports directly from the PCH, integrated WiFi MAC, and Intel SmartSound technology, which borrowed certain concepts from edge-computing to implement native speech-to-text conversion directly on the chipset, for improved voice control latency and reduced CPU overhead.

The reasons behind this move could be a combination of last-minute cost-benefit analyses by Intel's bean-counters, and having to mass-produce Z390 Express on the busier-than-expected 14 nm silicon fabrication node, as opposed to current 300-series chipsets being built on the 22 nm node that's nearing the end of its life-cycle. Intel probably needed the switch to 14 nm for the significant increases in transistor-counts arising from the additional USB controllers, the WiFi MAC, and the SmartSound logic. Intel probably doesn't have the vacant 14 nm node capacity needed to mass-produce the Z390 yet, as its transition to future processes such as 10 nm and 7 nm are still saddled with setbacks and delays; and redesigning the Z390 (as we knew it) on 22 nm may have emerged unfeasible (i.e. the chip may have ended up too big and/or too hot). The Z390 Express chipset block-diagram, which we published in our older article has been quietly removed from Intel's website. It's also rumored that this move could force AMD to rethink its plans to launch its Z490 socket AM4 chipset.

Raja Hires Larrabee Architect Tom Forsyth to Help With Intel GPU

A few months ago we reported that Raja Koduri has left AMD to work at Intel on their new discrete GPU project. Looks like he's building a strong team, with the most recent addition being Tom Forsyth who is the father of Larrabee, which was Intel's first attempt at making an x86-based graphics processor. While Larrabee did not achieve its goal and is considered a failure by many, it brought some interesting improvements to the world, for example AVX512, and is now sold under the Xeon Phi brand.

Tom, who has previously worked at Oculus, Valve, and 3DLabs posted on Twitter that he's joining Intel in Raja's group, but he's "Not entirely sure what he'll be working on just yet." At Oculus and Valve he worked on Virtual Reality projects, for example he wrote big chunks of the Team Fortress 2 VR support for the Oculus Rift. Taking a look at Tom's papers suggests that he might join the Intel team as lead for VR-related projects, as that's without a doubt one of Raja's favorite topics to talk about.

Qualcomm Reveals Snapdragon XR1 Platform for AR and VR

Qualcomm Technologies, Inc., a subsidiary of Qualcomm Incorporated, debuted the Qualcomm Snapdragon XR1 Platform, the world's first dedicated Extended Reality (XR) platform during a launch event leading up to the Augmented World Expo (AWE). XR1 is a next-generation platform offering mainstream users high-quality XR experiences while enabling OEMs to develop mainstream devices. The XR1 platform also has special optimizations for Augmented Reality (AR) experiences with Artificial Intelligence (AI) capabilities offering better interactivity, power consumption and thermal efficiency. Qualcomm Technologies also announced that Original Equipment Manufacturers (OEMs) Meta, VIVE, Vuzix and Picoare already developing on the first dedicated XR1 platform.

"As technology evolves and consumer demand grows, we envision XR devices playing a wider variety of roles in consumers' and workers' daily lives," said Alex Katouzian, senior vice president and general manager, Mobile Business Unit, Qualcomm Technologies, Inc. "By integrating powerful visuals, high-fidelity audio, and rich interactive experiences, XR1 will help create a new era of high-quality, mainstream XR devices for consumers."

3D Headphone Startup Shut Its Doors After Raising $3.2 Million in Crowdfunding

In the business world, companies fail all the time, and startups are no exception either. Ossic is the latest startup to make the headlines after announcing over the weekend that the company is shutting its door. The audio startup had successfully raised $3.2 million through Indiegogo and Kickstarter campaigns to produce their high-end "3D sound" Ossic X headphones. The headphones, which costed between $199 to $299, incorporated special head-tracking technology to deliver surround sound in VR environments. Apparently, they were also capable of determining the shape of the user's ears and customize the sound profile to match the user.

Ossic had received over 22,000 pre-orders over the company's life. Unfortunately, the company only managed to produce 250 pairs of their Ossic X headphones and delivered around a dozen of them to Kickstarters. As the well has run dry, Ossic has no other alternative but to cease operations. Kickstarter backers are extremely angry - and with right as they will not receive their headphones or refunds. A Facebook group with over 2,500 members threaten to pursue a class action lawsuit against the company.

Oculus Go VR Headset Now Available Starting at $199

Facebook has announced that their Oculus Go portable VR headset is now available in 23 different countries at oculus.com, Amazon, Best Buy, and Newegg. The headset features a cordless design which means that it doesn't need to be connected to a PC or smartphone to function. Powered by a Qualcomm Snapdragon 821 processor, the Oculus Go boasts a fast-switch LCD display with a 2560 x 1440 WQHD resolution and a pixel density of 538 ppi. The headset is designed to be worn by consumers with or without glasses. However, consumers can purchase compatible VirtuClear prescription lenses and insert them directly into the Oculus Go. The headset also comes with built-in spatial audio and an integrated microphone for communication. The unit is shipped with over 1000 VR games, social applications, and 360° experiences for users to experience. The Oculus Go starts at $199 USD for the 32 GB model and $249 USD for the 64 GB model.

Leap Motion Announces North Star - Open-Source VR Headset With 100º FOV

Leap Motion today announced their North Star project, an open-source approach to a VR headset that comes with some very impressive specs. For now, it's still in the prototype phase; but Leap Motion are pinning high hopes on the overall concept to come to fruition into a competitive market. The 100º degree FOV (Field of View) is already impressive, but alongside it come some more respectable features, such as resolution (1,600 x 1,440 per eye) and an extremely high refresh rate - set at 150 Hz. It wont be easy to power those specifications with current hardware and graphics technology.

But that's not all, and really couldn't be - this is Leap Motion we're talking about. The company's real move here is to integrate their motion technology with the VR headset, improving current technologies by a margin. Even better: Leap motion says a headset with the above specifications could likely be produced at scale for only $100 (though of course, the big question here is at what scale one would need to go to actually achieve that manufacturing price-point).

Skyrim VR Now Available on SteamVR for $59.99

We're pleased to announce that Bethesda Game Studios' critically-acclaimed The Elder Scrolls V: Skyrim is expanding its frontier and is now available on PC through SteamVR. The release includes the complete legendary open-world core game as well as its official add-ons - Dawnguard, Hearthfire and Dragonborn - all in one package for PC users.

After a successful launch onto PlayStation VR, PC players can now experience the genre-defining epic fantasy masterpiece on SteamVR on all supported devices. Skyrim VR reimagines battling cursed Draugr, exploring rugged mountainsides and hunting fearsome, ancient dragons to be more immersive than ever before. Aided by made-for-VR control schemes allowing players to move, hack and slash at foes, and cast powerful magic with real-life movements, adventurers now have the control to explore the world of Skyrim any way they choose.

TPCAST Introduces Business Edition Wireless VR Adapter

TPCAST, the leader in wireless Virtual Reality (VR) and the first-to-market with a wireless VR solution for Head-Mounted Display (HMD), today announces the launch of its Business Edition (BE) Wireless VR Adapter for the North America market. The first version will be supporting the HTC Vive HMD and support for additional HMDs will be released during Q3 2018. The TPCAST BE Wireless Adapter simultaneously supports two to four users, while preserving the HTC Vive's high video quality and maintaining the latency under 2ms. The BE adapter is targeted to support multi-user VR activities across a variety of verticals including medical, automotive, real estate, training and other multi user VR applications. The product will be sold by TPCAST directly and will also be available through TPCAST's channel partners in Q2 2018.

The TPCAST Consumer Edition (CE) Wireless Adapter is the only PC VR Wireless Solution available in the market today and has been shipping in North America since November 2017. TPCAST technology is a breakthrough in the VR field, creating a wireless connection between the PC and the VR headset, providing VR users a unique, truly immersive experience. The TPCAST adapter attaches to the HTC Vive headset, replacing the need for the Vive's clunky umbilical cord. The TPCAST adapter has enhanced the VR user experience, providing consumers and enterprise users the freedom to walk, jump, and spin without worrying about the cable.

HTC Vive Announces Price of Vive Pro HMD at $799 and Reduces Vive Price to $499

HTC Vive today announced that the HTC Vive Pro Head Mounted Display (HMD) will be available for $799 with global pre-orders starting now. The company also announced a $100 price reduction for the current Vive full kit, bringing it down to $499 across the globe. All Vive Pro HMDs purchased by June 3rd, which will begin shipping on April 5th, will come with a free six-month trial to Viveport Subscription, where consumers can choose up to 5 titles per month from the more than 400 titles available.

"With the Vive Pro we are delivering the best quality display and visual experience to the most discerning VR enthusiasts. Our goal has always been to offer the most premium VR platform available and to drive adoption for VR," said Daniel O'Brien, HTC Vive General Manager, US. "By lowering the price of the current Vive, we are making VR more accessible while expanding the potential market for developers. Whether you're a VR enthusiast or new to the platform, there's never been a better time to join the most complete VR platform available."

HaptX Ready to Introduce Haptic Feedback VR Gloves to the Market This Year

One thing that's missing in VR today (among all the other things that still require a couple or more generations to be fully developed) is actual physical interaction with the VR world. The world can be fully convincing from a graphical perspective - and that's hard enough to do already with VR's graphical processing requirements - but your mind being fooled solely by your visual senses can only go so far. Arguably, physical sensations as they relate to VR will be one of the next development steps towards a full-fledged, believable VR experience. HaptX has taken that challenge, and has developed their first generation VR glove to try and make that physical contact with VR worlds a reality.

Microsoft Shares What to Expect From Mixed Reality in 2018

In a LinkedIn blog post, Microsoft Technical Fellow Alex Kipman shared the company's vision for its Mixed Reality ecosystem for this 2018 year. The vision stands on a three-pronged stance: MR +AI, AR + VR, and Immersive Communication. The first is likely the more exciting of the bunch: marrying MR environments and apps with the power of the cloud to render extensive AI workloads. This starts with the inclusion of AI-processing capabilities intro the next version of Microsoft's HoloLens and its HPU (Holographic Processing Unit). With a strong internet connection, this local processing will be joined by Microsoft's cloud AI processing glut to marry the virtual and physical worlds in an increasingly inseparable mix, allowing for the virtual to perfectly overlap the physical.

The second stance on this Microsoft approach is the marriage of the AR + VR environments in a single product, which both allows for virtual overlays in the physical world, and a comprehensive solution for VR-specific workloads that the same AR headset can propel you to - essentially building a HoloLens + VR headset solution. Finally, Immersive Communication is one of the other applications where Microsoft sees extreme potential in this MR world we're about to enter: where the instant messaging and video chats of the world are superseded by an actual VR solution that places people next to their desired public, be it their loved ones or, frighteningly, their boss, from the comfort of their home or another location they see fit. A focus on actual presence can be brought equally to people separated by an inch or a thousand miles.

Visbit Launches First 8K 3D VR Player for the HTC Vive Focus

At HTC VIVE Spring Product Show event in Shenzhen, China, virtual reality (VR) technology company Visbit launched Visbit 8K VR Player, the industry's first foveated rendering-based 8K 360° 3D video player, on the Viveport content store of the Vive Focus, the ready-to-ship premium standalone VR headset made by Vive. With this launch, for the first time the pipeline to deliver high-end VR video experience is completed. VR users can now enjoy premium quality 8K 360° 3D VR videos without being tethered. This is an important user experience upgade for the VR industry.

Applying Visbit's View-Optimized Viewing (VVOS) technology, Visbit 8K VR Player is capable of playing up to 8K stereoscopic 360° VR videos at both stream-to-play and download-to-play modes. It also features spatial audio support and video encryption to protect IPs. Starting today, Visbit's 8K VR Player is now one of the top featured apps in Viveport store, and available for free to download for a limited period. In the coming months, Visbit 8K VR Player will also gradually support other standalone and mobile VR headsets.

Dell Partners with Meta to Sell Meta 2 Augmented Reality Development Kit

Dell today announced it will be the first authorized reseller of the Meta 2 Augmented Reality Development Kit, equipping commercial companies with the tools needed to more easily innovate and adopt new AR technology applications that can advance their business. In partnership with Meta, Dell aims to make AR more accessible for business deployment, particularly in healthcare, manufacturing and construction, by providing tools for creating immersive experiences unique to the needs of those industries.

Dell is the only technology provider with an end to end ecosystem to consume, create and power VR and AR. The new offering with Meta stems from Dell's VR/AR Technology Partner Program, which brings together other innovators in VR and AR to test and collaborate on the best technology solutions for varying applications and experiences. This program allows Dell to help current and potential customers to better navigate the new and rapidly evolving VR/AR ecosystem, by working with partners to verify and certify the best software and hardware solutions for VR and AR applications - bringing standardization where it is needed most.

Intel Now Shipping Their RealSense D400 Depth Cameras

Today, Intel began shipping two new Intel RealSense D400 Depth Cameras from the next-generation Intel RealSense D400 product family: the D415 and D435, adding 3D capabilities to any prototype development or end user-ready device or machine.

Ideal for makers and educators as well as hardware prototyping and software development, the new depth cameras come in a ready-to-use, USB-powered form factor that pair with a D400 depth module, a turnkey optical depth solution, and the new Intel RealSense vision processor D4 for processing complex depth data in real time. Supported by the Intel RealSense SDK 2.0 - available for the first time as a cross-platform, open source SDK - the cameras can also be used both indoors and outdoors and in any lighting environment.

Blade Runner: Revelations - A VR Noir Adventure

If you quite enjoyed the original Blade Runner, even after 35 years of its release (like this editor) and enjoyed Blade Runner 2049 even more (also like this editor), then you're likely interested, at some level, in the upcoming VR adventure. Blade Runner: Revelations is a VR video game that's being developed by Seismic Games and Alcon Media Group, and has an expected release date of mid 2018.

The story is set right after the original Blade Runner, and its events lead up to the Blade Runner 2049 narrative. Gamers will take on the role of Harper - an experienced blade runner that aims to keep 2023 Los Angeles safe. Caught within a twisted replicant plot, players will be tasked with searching for evidence to piece together the truth in some events. Gameplay features include access to a flying spinner, unique weaponry and the Esper image reconstruction technology. And contrary to most VR games, Blade Runner: Revelations features a free-movement design, though it's not a full liberty one, much like the real world's.
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