Senior Director of Display Systems Research at Meta's Reality Labs Dr. Doug Lanman recently shared an updated VR headset concept that his team are able to actually build right now that can pass the visual turing test.
t only took 3 months for a new Quest Pro competitor to be announce and it is here in the form of the HTC Vive XR Elite. Here’s the deets.
1920 x 1920 per eye resolution and 3840x1920 combined on its pancake lenses
6 Dof inside out tracking
90 hz refresh
UP TO 110 Degrees for the FOV
Dual microphones for echo cancellation and the speakers are embed in the ear tips, and unfortunately no mention of a headphone jack
The classic snapdragon xr2 is the chipset with 12 gigs of memory and 128 gigs for storage.
The headset holds 4 tracking cameras, a 16 mega pixel RGB camera for color passthrough a depth sensor for increased room scale tracking and object handling, g sensor, gyroscope and a proximity sensor.
You’ll have the joy of stepless IPD ranging from 54-73mm
The 26.6 watt hour battery which is the most interesting piece of this headset in my opinion is hot swappable and will last just around 2 hours.
For connections you’ll have 1 USB 3.2 gen 1 type c for peripherals like the swappable battery and another for a connection to power or a PC.
With the battery the headset weighs in at 625 grams
The vive XR elite will have Bluetooth 5.2 and wifi 6 and 6e it certain countries.
With those wireless connections you will be able to use android app streaming from your phone on to a virtual screen while using a game pad connected to your phone.
The XR elite also has connectors for eye and face tracking modules looking to launch later this year.
And the controllers are what we saw withthe vive focus three which are pretty much your standard 6dof controllers. The headset is compatible with the vive wrist tracker as well
Now lets talk price. The XR elite will be $1100 dollars and if you preorder before february 15th youll get 5 games for free which include Green Hell, Les Mills Body combat, Unplugged Figmin XR and Glimpse. The headset is marked to ship this march
To me the XR elite looks like a decent step into the future of headset designs with a swappable battery and being able to get a face and eye tracking module separately to save cost is a great pro consumer move. And we all know how valuable the ability to have a stepless IPD is. Would I buy one? Honestly I haven’t seen anything thats worth moving on from my quest 2 yet. For me when looking for a new headset it comes down to the cost and how that relates to an upgrade in resolution and field of view. And the XR elite just isnt’ quite enticing enough for me.
Are you excited for the XR elite? Are you gonna jump in that pre-order line? Let me know in the comments below and I’ll catch you in the next quickie!
A new week a new leak for the quest 2 pro. This time we get a view from inside the headset and its color pass through and mixed reality capabilities. Virtual office creator immersed shared the video showing off, what to me definitely looks like a quest pro creating a virtual conference room from a smaller table in someone’s home complete with other avatars joining the conference. Immersed also give us a glimpse out of a virtual office set up with multiple digital windows for productivity using color passthrough and implementing an actual keyboard just like we’ve seen on the quest 2 infinite office feature. Oh and a familiar video thumbnail down there in a discord window. Maybe they used my video to this in obs!?
Slowing down the video and looking at this frame we do see something we haven’t before in the form of a thick sided facial cover pad to prevent light leakage into the headset. My guess is that we will see this come as an add on accessory and from third party dealers. As with any of this it all could be clever editing but to me its looking a lot like the quest pro which we will finally get the full details of next week so get subscribed and stay tuned for coverage of Meta connect 2022. Are any of you interested in pre-ordering or buying a quest 2 pro? Let me know in the comments below and as always thanks for watching I’ll catch you in the next quickie
Somebody left behind the upcoming Meta Quest Pro codenamed Project Cambria at a hotel so now we have an unboxing ahead of it's reveal at Meta Connect 2022
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The team at Meta’s Reality Labs pulled back the curtain and unveiled some of their research work today in the form of some working prototypes and future designs to explain what they hope to achieve with VR in the next few years.
During the 30 minute conversation between Zuckerberg and Reality labs chief scientist Michael Abrash we learned about the 4 main problems meta is trying to solve to pass what they call the visual turing test or basically making VR look the same as our actual reality.
The first and probably the most important problem of course is resolution. The meta team is looking to reach 60 pixels per degree to try and closely match the human field of view which Mark stated would take more than 8k resolution to reach a retinal resolution in a headset. Meta currently has achieved a 55 pixel per degree display which is 2.5 times higher than on the quest 2. They showed this off in the VR prototype named butterscotch where you would be able to see the fine print on an opthamologists eye chart. To make this work Abrash did say the team created a hybrid lens and had to shrink the fov to about half of the Quest 2. But he said after trying it on it was hard to go back to regular VR because it was so sharp..
Next up is focal length. Because our eyes change shape and flex for focusing and looking around, when this is paired with a solid immovable lens things can become uncomfortable quickly. So on top of needing the retinal display resolution you need a depth of focus that can also hit that 60 pixels per degree number at all distances for near and far rendered images. Since currently this doesn’t exist meta worked to achieve this with varifocal technology that moves the lenses dynamically using eye tracking. This was built in the concept design iterations of half dome that has been progressing since 2017.
Coupled with the focal length challenges is then fixing optical distortion. This is now being done in software and mark says it needs to be dynamic rather than static through software. To research this reality labs built a distortion simulator with 3D tv technology so they test out new lens designs without actually building all new headsets which can take months. This tech again relies on eye tracking to only render what the user is focusing on rather than the whole scene which is necessary to cut down on the processing power cost and subsequently the heat that is produced from the device to be safe for your face.
Lastly let's get our nit on. Meta really wants to push HDR in VR headsets to try and match the dynamic range and light we see in real life. Right now we get around 100 nits for a VR headset while the desired nits for a tv is around 10,000. To research this challenge Reality labs made another prototype called starburst that put a super bright lamp behind the lcd panels. I personally just love those noctua fans on the top. Mark touted the prototype to be the first HDR VR system that they know of in existence which is pretty cool and said obviously its wildly impractical in this first generation of its design but its has been invaluable in learning a bout HDRl in vr.
All of these paths and challenges have led to one fully fleshed out design that you may have actually seen on this channel before. Combining everything they have learned to create visual realism and pass the visual turing test Meta has created holocake 2. We’ve seen Andrew bosworth in a photo with the headset on before. The design is the lightest and thinnest headset Meta has ever created and Mark stated it can run any existing PCVR title. The team at reality labs removed the need for thick and heavy pancake lenses by not sending light through a lens, but it sends light through a holograph of a lens. Which as he explains holographs are recordings of what happens when light hits something. So basically the lenses inside the holocake are much thinner and flatter holographic models of the standard heavy lenses we see today Kind of like what we saw from Nvidia a few months ago.. They then combine this with polarized reflection to reduce the effective distance between the display and eye for a more efficient use of light.
But here’s the bad news. Which I feel like in this interview Zuck is the dreamer and Mike was the cautious yet optimistic Dad coming in with reality. In its current state Holocake 2 requires specialized lasers to give it the proper light source it needs to be a usable headset. The lasers that it uses in testing currently aren't available in consumer products nor at the cost, performance and size that is needed for this headset to be a consumer ready stand alone product. But he did have this to say…. “The jury is still out”
Lastly to end the video Mike shared the latest headset design Meta is working on to try and combine all of that research from the last 7 years entitled Mirror Lake. This is what a complete next gen display system could look like. So this design combines the advanced eye tracking, varifocal tech, and holographic lenses to make everything thin and flat. It also plans to have prescription correction remove the need for glasses attachments. But again I’ll let daddy mike give the warning.
So meta has given us a great and transparent look at what they have been working on for the past few years and the plans for the future. It all looks very exciting. What year do you think we will see a headset with holographic lenses? Or will we see one at all? Let me know down below and I’ll catch you in the next quickie. Sorry this one wasn’t exactly quick…
Recently meta put out two trailers for its vision of vr and the metaverse. The trailer showed off a concept design for a vr headset and an interesting concept for finger tracking. The headset shown in both trailers is of course much sleeker than the quest or what we’ve seen of the leaked project cambria headset. These concepts play out the future meta is looking to build but some internet things cropped up showing that the road for meta to get there might be rough.
On a news forum posted by the startup cultivator Y combinator current and former employees commented on Meta’s recent plans to push pause on commercial production of new ar glasses, portal and other hardware.
The user which is cracking me up
deadassfifr posted, I am a software engineer working at FB on Quest 2 etc. I go back and forth on this stuff in my head, but at this point I get the sense that it's basically a disaster. The incentives and management strategy at FB is not congruent to solving very difficult mobile hardware/software problems that they actually have.
The Quest 2 doesn't have the horsepower to drive a good experience and it still runs out of battery super fast. I think upper management expects this issue to be solved by incremental hardware improvements, but the fact is that mobile phones are pushing up against the same moore's law limits that are hitting the rest of the industry. They could maybe extract 1 order of magnitude better performance out of the package if they put together a great hardware team instead of licensing some crap out from Qualcomm. I think this is basically what Apple is doing, but I don't see it happening at FB.
The incentives at FB are more suitable for corporate climbers and constant schizophrenic over-sharing of ideas. You are never free from the next review cycle, and it has points baked in to basically evaluate your people skills. This seems fine at first, but the end result is that every single person ends up vying for a little piece of every one else's time, in order to demonstrate some "impact" in that sense. Every day is another hour of meetings with 20 different people. It's driving me crazy, and I think it will do the same thing to any passionate low-level engineer (either hardware or software).
Everybody has to be a leader, very little real work is getting done.
There is also some kind of incentive to generate more features and crap for e.g. horizons. I understand they're trying to throw a bunch of things at the wall to find what sticks, but the content teams don't seem to understand the efficiency constraints, and with so many silly features it feels like death by a thousand cuts.
John Carmack is very vocal pointing at various actual problems that need to be solved, but at this point browsing his feed is starting to feel kind of sad and hopeless. The incentives will always create messes faster than they can be cleaned up. The software will get slower while it needs to be faster. The hardware won't provide significant compute upgrades we desperately need. I guess we'll wait for 1-2 more reorgs until they move away from the failing VR push.
I think we would be seeing a very different outcome right now if Oculus hadn't been bought by FB, but that ship has sailed. Most of the Oculus people either quit or were fired when they decided to kill desktop VR in favor of mobile (a decision that is now being re-evaluated). It's just one bad decision after another.
Sorry for such a negative post. Maybe I should try some of those mindfulness classes so I can calm down.
A possible former employee responded that they quit after learning the work culture was more driven on execution rather than innovation stating a core critique of reality labs culture is that it doesn't produce anything new, but copies from others with ruthless execution.
Again this could be unsubstantiated and from people who are playing pretend on the internet but I found it quite interesting and the way they described things felt like they knew the inside pretty well. What are your thoughts on all of this? Let me know down below and I’ll catch you in the next quickie