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Netflix Discontinues Quest App Following Browser Streaming Quality Bump

July 17, 2024 From roadtovr

Netflix has pulled its video streaming app from the Quest content store.

As first reported by UploadVR, the long-neglected Netflix app for Quest is now gone from the store. If you already downloaded the app before then, you’ll find it no longer works.

That doesn’t mean you can’t watch Netflix on Quest though. The streaming giant recently bumped streaming quality in the Quest Browser to 1080p, which comes in stark contrast to the app’s 480p capped resolution, which notably didn’t support mixed reality passthrough or downloads.

Originally released in 2015 for Samsung Gear VR and developed by former Meta CTO John Carmack, the app experienced very few updates over the years, with the latest arriving in 2019 alongside the launch of the original Quest.

Why not simply develop a new official app? Netflix requires devices to be certified in order to push streaming beyond that 480p cap, which requires meeting technical requirements, submitting the device for testing, and even possibly negotiating a licensing agreement, which are all things Meta would have to initiate.

Notably, Quest has native apps for Amazon Prime Video, Pluto TV, MLB, in addition to its own Meta TV app. It lacks Disney+, Hulu, Paramount+, and HBO Max.

Filed Under: Meta, Meta Quest 3, Meta Quest 3 News & Reviews, Netflix, netflix app, Netflix VR, News, quest netflix app

Google’s Early VR Modeling Tool ‘Blocks’ is Getting Revived as Open Source Software

July 17, 2024 From roadtovr

Google announced that Blocks, the 3D asset creation tool released for VR in 2017, is following in the footsteps of Tilt Brush by going open source.

Google announced the news in a blogpost, noting that development of Open Blocks is following the example put forth by Open Brush, a version of Google’s Tilt Brush XR creation tool which was open sourced in 2021.

“We now wish to share the code behind Google Blocks, allowing for novel and rich experiences to emerge from the creativity and passion of open source contributors such as the Icosa Foundation,” Google says.

The Icosa Foundation is also known for developing Open Brush and Google Polygon replacement Icosa Gallery.

“Over the coming months, we’ll be working hard to bring the Open Blocks codebase up to modern standards,” Icosa Foundation says in a blogpost. “First up, we’ll be switching to use the OpenXR framework and new input system within Unity, enabling us to target Open Blocks for a much wider range of XR devices. At that point, we will be aiming to create a standalone XR port, and bring Open Blocks to the Quest and Pico platforms. Along the way, there will be plenty of opportunity to add immersive XR features such as MR passthrough.”

The team maintains its long-term roadmap will “transform Open Blocks into a full modelling suite, giving you more control over materials, adding texturing support, and enabling more powerful tools from traditional CSG pipelines.”

The open source archive of the Blocks code can be found on github. Additionally, versions of Google Blocks will remain available on both Steam and the Meta PC Store, although you should not the last time these have received an update was in 2018.

Filed Under: google, google ar, google blocks, google vr, google xr, icosa foundation, icosa gallery, News, open blocks, XR Industry News

Bigscreen Beyond’s Long-awaited Audio Strap to Begin Shipping Next Month

July 16, 2024 From roadtovr

Bigscreen announced that Beyond, its slim form factor PC VR headset, is finally getting its long-awaited Audio Strap starting next month.

Bigscreen Beyond initially shipped in late 2023 with promises that an audio headstrap was soon to follow, with the company saying last December that shipping was scheduled to start sometime in March 2024.

Following a number of manufacturing delays, Bigscreen says the first mass production batches will begin quality checks in early August, with global shipping starting sometime in mid-August.

“Based on current preorder volumes, we’ll be able to produce and ship Audio Straps for all orders received so far in early October,” the company said in its latest production update.

Image courtesy Bigscreen

Priced at $130 and available direct from Bigscreen, the rigid strap integrates on-ear headphones that Bigscreen says “provide[s] high-end audio and powerful bass,” noting the speakers are designed by Koss.

When Road to VR reviewed Bigscreen Beyond at its September 2023 launch, it was clear the device delivered on its promise of making the smallest possible headset with the highest possible image quality, but the lack of dedicated audio solution was a definite sore spot.

“Until we have the upcoming deluxe audio strap to pair with Beyond, it feels incomplete,” Road to VR’s Ben Lang writes in the rewview. “We’re patiently waiting to get our hands on the strap—as it will really make-or-break the headset—and plan to update our review when that time comes.”

Filed Under: beyond audio strap, bigscreen, bigscreen audio strap, bigscreen beyond, bigscreen beyond audio strap, News, PC VR News & Reviews

Somnium VR1 Hands-on: Enthusiast Level PC VR at a Difficult Price Point

July 15, 2024 From roadtovr

Somnium VR1 is a new PC VR headset that delivers an impressive field-of-view (FOV) and high-resolution displays, ideally appealing to enthusiasts already in the SteamVR tracking ecosystem looking for an upgrade, or businesses with the cash to splash. I got a chance to go hands-on at the company’s Somnium Connect event held in Prague, Czechia over the weekend, giving me my first look at the version heading out to customers that’s said to start shipping sometime this month.

The Prague-based company behind VR1 is best known for its metaverse platform Somnium Space, making it the first in what promises to be a series of large FOV headsets. It’s very well refined for a first device, owing to the company’s close partnership with XTAL, the Czech hardware manufacturer behind a series of high-resolution, high FOV enterprise XR headsets.

Image courtesy Somnium Space

Providing premium features whilst being manufactured in Europe and boasting intensive QA testing though comes with a steep price point over its main competitors, Pimax Cystal ($1,600 USD) and the new Crystal Light ($900 USD), making price the biggest sticking point overall. Somnium’s cheapest ‘Classic Edition’ comes in at €1,900 (~$2,060 USD), which only includes VR and not passthrough mixed reality, eye-tracking or hand-tracking. Spring for the Ultimate Edition, which is the focus of the hands-on, and you’re looking at somewhere north of €3,500 (~$3,820 USD). This notably doesn’t include shipping or local taxes, or the required SteamVR base stations or optional controllers.

My accumulative 30 minutes across three simulator-focused demos suggest VR1 definitely delivers the bulk of what’s promised, albeit with a few caveats (and features) that will probably push many towards the lower-priced alternative… but not everyone. Read more to find out why.

Optics & Display

VR optics always require a balancing act. Do you trade weight for clarity? A slim profile for better light transmission? Conventional lenses for a wider FOV? Many of these trade-offs are on display with VR1’s dual-element aspheric lenses, which have a lot going for them, but a few notable drawbacks.

VR1’s lenses provide remarkable clarity and excellent light transmission, notably featuring a very large ‘sweet spot’ in the process, which is the optimal area within which the viewer’s eyes can move while maintaining a clear and consistent view. VR1 also accommodates a wide range of interpupillary distances (IPDs) of 58 mm – 76 mm thanks to manual IPD adjustment.

Such a large FOV requires significant attention to distortion-correction—a battle that isn’t entirely won just yet. During my demo, I noticed some wobbliness in the optic’s periphery, although it’s definitely on the acceptable end of the spectrum since it didn’t cause me any discomfort. Chromatic aberration was thankfully a non-issue, the result of the production version’s latest update.

The headlining feature undoubtedly though is its large FOV—130° horizontal and 105° vertical—which was perfect for the fully-kitted flight simulator I played, which is basically the only thing missing in my life right now. Coupled with the display’s brightness (more on that below), the large FOV is something I hope all headsets, standalone included, should aim to achieve one day.

Image captured by Tyriel Wood

Okay, I also want the driving simulator I saw there too, but the flight sim really shows of the full-fat experience of what VR1 has to offer, showcasing its mixed reality passthrough masked perfectly so I could see the flight stick and instrument cluster while having the virtual world of DCS whizzing past me. This is done through dual 12MP 4,056 × 3,040 RGB passthrough cameras that worked very well in the flight simulator, which notably was illuminated with an overhead light to offset the demo area’s dark, moody lighting.

Somnium Connect was technically a public event open to anyone who bought a ticket. A few of the people I spoke to while waiting in line were local and looking to try out the headset for fun, while some hardcore simmers were looking for conclusive proof that it was worth buying. While some likely walked away with a clear decision either way, VR1 is also targeting companies like flight schools, which spend significantly more on motion platforms and real-world flight expenses related to maintenance and gads of costly fuel. Because PC VR lacks mixed reality content, it’s probably only going to be used for these sorts of passthrough cases, which is easily togglable by hitting a button on the top of the device.

While I didn’t get to see the full field of view of the passthrough, it seemed it’s calibrated to make objects appear only slightly farther away than they really were, however distortion of near-field objects was minimal, and sharp enough to see individual text on the instrument cluster. I imagine it will be good enough for more simple tasks like looking at your phone, or enabling passthrough for when someone needs your attention.

Image captured by Road to VR

Another clear win is VR1’s display, which is very bright—a reported 210 nits and the highest I’ve seen in a production headset. It’s also notably the exact same QLED mini-LED fast LCD with local dimming you’ll find in Pimax Crystal and Pimax Crystal Light, providing 35PPD via its dual 8.3MP (2,880 × 2,880) per-eye displays, clocked at 90Hz, but with 120Hz and 144Hz modes planned to arrive at some point. Here, the screen door effect feels essentially non-existent.

I’m not particularly sensitive to mura, however I noticed no appreciable irregularities or non-uniformities in the brightness or color of the display. Some of this, I was told, is owed to the company’s rigorous quality assurance (QA), which seems to be one of the headset’s biggest selling points. Somnium invested in what is surely a very expensive display inspection system which can detect dead pixels, mura, and other defects, leading to what company CEO Artur Sychov called a regrettable pile of trashed displays that didn’t make the grade.

Audio & Material Quality

At this price, you’d expect built-in audio, but that’s simply not the case here, as you’ll need to either jack into a 3.5mm headphone port on either side, or go the wireless route with a USB-C dongle, like you might find on the Razer Hammerhead HyperSpeed earbuds.

Maybe no audio is better than bad audio, but it still feels like you should get something on par with Valve Index’s off-ear speakers for the price. Like with all hard straps, using your favorite cans may be problematic since the hinge sits so close to your ear.

Image courtesy Somnium Space

Another thing you’d expect is exceptional build quality, which is thankfully mostly here. I suspect a thinner plastic was used in effort to lighten the overall weight of the headset, lending it a creaky feeling when specifically squeezed.

This is likely due to the company offering eight different variants based on the same platform that mix and match faceplates integrating UltraLeap hand-tracking (which I didn’t try, but is recognized as class-leading) and passthrough cameras. It’s possible a tighter fit where the faceplate meets the shell of the headset would have solved this, or possibly more robust (and heavy) plastic—but it’s far from cheap-feeling or delicate.

Ergonomics

Somnium VR1 is decidedly front-heavy, but not nearly as bulky as some photos may suggest. I didn’t get a chance to try the barebones Classic Edition without all of the bells and whistles to compare, however much of the platform’s front-heaviness is undoubtedly owed to its optical stack; the Classic Edition (with headstrap) comes in only 100 g lighter than its Ultimate Edition big brother.

Image courtesy Somnium Space

My accumulative 30 minutes in the headset wasn’t particularly telling of long-term comfort for the average user, but knowing my limits, I can imagine an hour is around the most I can do before needing a break. I don’t hold it against the headstrap either, which places the hinge farther from the temple and closer to your ear allowing for a good fit that cups the back of your head.

Additionally—and this may seem fairly obvious—but because of the added bulk, you’ll  need to crank it down so the inertia of moving your head doesn’t noticeably shift the displays around, which can cause added discomfort. At first, I thought there was tracking and/or rendering latency in the flight simulator simply because I didn’t properly clamp it to my head.

That said, my daily driver is Meta Quest 3 with the optional Battery Strap (don’t @ me, bro), so moving back to an 850 g PC VR headset tethered with not one, but two cables felt like a bit like stepping back in time to the days of the original HTC Vive.

– – — – –

By now, it’s pretty clear: Somnium VR1 is basically only for users who are already in the SteamVR tracking ecosystem, or don’t mind shelling out the thousands for all of the required kit. That includes SteamVR 2.0 base stations direct from Valve or HTC, various controllers, and a PC capable of running these high-resolution displays.

The flight sim rig in particular was sporting a RTX 4070Ti and some flavor of Intel Core i7, however it was making use of foveated rendering thanks to the Ultimate Edition’s eye-tracking, meaning only businesses and the most enthused of enthusiasts with enough PC horsepower should apply.

Being based in Europe is a blessing and a curse. Startup money there is more sparse, as Lynx CEO Stan Larroque recently attested, leaving few with the resources to produce quality devices at competitive prices. And Somnium VR1 is a solid offering, but I’m afraid it’s simply too expensive for the average Valve Index user to consider a ‘no-brainer’ upgrade relative to Pimax’s upcoming Crystal Light headset, which is notably less half the price of the base Classic Edition.


Disclosure: Somnium Space covered travel and lodging expenses for one Road to VR writer to attend Somnium Connect 2024.

Filed Under: News, PC VR News & Reviews

Quest 3 Gets Its First Sale and It’s Cheaper Than Buying Refurbished

July 11, 2024 From roadtovr

Quest 3 is on sale for the first time since its launch. It’s a decent discount that’s even cheaper than buying an officially refurbished headset from Meta.

Quest 3 is on sale on Amazon US right now for $430. That’s a savings of $70 (14%) off the MSRP. Surprisingly, it’s even cheaper than buying the headset officially refurbished by Meta, which is still priced at $450.

If Amazon runs out of the deal, we’ve also seen stock at Walmart and Target (but you have to make an account with Target to see the sale price).

Unfortunately, the Quest 3 deal only applies to the smaller 128GB model. The otherwise identical 512GB model is still priced at $630. And it seems the long standing bundling of Asgard’s Wrath 2 with the headsets has come to an end.

If you’re planning to pick up the headset today, don’t miss our list of the best Quest 3 accessories.

Meta’s other major headset, Quest 2, is seemingly widely out of stock at major retailers. It’s expected this is in preparation for its next headset. But there’s still a few months before the company is likely to reveal that headset, and the gap seems to have spurred Meta to try to get more Quest 3 units out the door. First with a 0% financing deal and now this straightforward discount.

Filed Under: Meta Quest 3 News & Reviews, News

Pimax Crystal Super Update Shows Development Progress & New Slimmer Exterior

July 9, 2024 From roadtovr

Pimax announced that Crystal Super, its next high-resolution PC VR headset, is actually going to be a bit slimmer than originally planned, showing off a reduction in the headset’s exterior during a new update video.

Unveiled earlier this year alongside Crystal Light, the Crystal Super variant is a bit of a different beast, including the addition of eye-tracking, automatic interpupillary distance (IPD) adjustment, and the ability to swap between two optional display modules and two optional lenses for varying pixel density and field-of-view (FOV).

While Crystal Super was ostensibly slated to be as big as the others in the Crystal lineup, Pimax announced it’s reduced the exterior size by “nearly 30 percent,” showing off a new, smaller design.

It still seems to be in early stages of development, however the company has shown off non-functional prototypes and renders of the form factor in the video, seen below:

Its display modules boast 3,840 × 3,840 per-eye resolution, letting the user choose a QLED & mini-LED (120Hz) display or a micro-OLED (90Hz) display.

Both versions of Crystal Super however allow you choose between two different lenses: one that provides 50 PPD and a slightly higher FOV of 130° horizontal, and another with 57 PPD and a slightly lower FOV—still to be announced.

Pimax says Crystal Super’s lenses are indeed “30 percent bigger” than those found on Crystal and Crystal Light. The image below is of the 50 PPD lens.

Image courtesy Pimax

The QLED version will be ready first, the company says, noting that it’s the model with the most pre-orders. Additionally, the company says the lens providing 57 PPD and a lower FOV is still in development.

All models of Crystal Super are currently available for pre-order reservation, with shipping estimated for Q4 2024.

The base model with QLED display is priced at $1,800 with inside-out tracking, while the micro-OLED model is priced at $2,000. A bundle with both display modules is also available for $2,400. Controllers and optional SteamVR tracking faceplate are sold separately.

Filed Under: News, PC VR News & Reviews, Pimax, pimax crystal, pimax crystal super

Lynx Shipping Additional R-1 Mixed Reality Headsets Soon, CEO Details “excruciating” Fundraising Environment

July 5, 2024 From roadtovr

French startup Lynx hasn’t had an easy time of getting headsets out the door, much less funding its small hardware startup, which is dedicated to producing its R-1 mixed reality standalone. There seems to be some light at the end of the tunnel though, as Lynx CEO Stan Larroque announced that a batch of R-1 headsets should be shipping out soon.

Larroque details the plan to distribute an additional 400 units between July and August in a recent Kickstarter update, noting that the units were assembled earlier but were delayed due to financial issues with the assembler Compal.

While those issues have now been resolved and those headsets are set to ship, Larroque details what he calls an “excruciating” last 12 months, which he maintains isn’t related to the headset itself, but rather the tough fundraising environment for XR hardware in Europe.

“We were supposed to close a 30M€ deal at the end of April, term sheet signed and everything. And it didn’t happened [sic] because the European investor didn’t really have the money and lied to us. This was almost a death sentence, it’s the worst thing that can happen to a startup,” Larroque says.

Reeling from the admitted near death sentence, the company suffered another setback with a French public fund:

“Another one is a French public fund lying to us in their will to commit to our company. They took more than 6 months to do a due diligence, we spent hundreds of hours on the case with them (they were supposed to commit 15M€). They issued a [letter of intent] in July 2023. All that to realize they were badmouthing about us behind our backs to other potential co-investors. A VC shared those emails with me and it depressed me so much.”

Lynx announced some additional positive news. In the update, Larroque says the company is now collaborating with a “big financial US partner,” and remains optimistic about its product and roadmap, noting there is significant interest in defense, industrial, and medical sectors.

The company has attracted additional funding outside of R-1’s successful Kickstarter campaign from late 2021, which brought in $800,000 in crowd funds. In 2019, prior to the Kickstarter, Lynx secured a seed round of $2 million. According to data obtained by Crunchbase, its most recent Series A secured in 2022 from Somnium Space, bringing to the startup $4 million, making for a total of $6.8 million in funding to date.

Similar to Meta Quest 3 or Apple Vision Pro, Lynx R-1 provides mixed reality experiences thanks to its passthrough sensors and onboard Snapdragon XR2 chipset, although the company hopes to make it a more open and versatile device.

Filed Under: lynx, lynx r-1, Mixed Reality, mixed reality standalone, mr, mr standalone, News, XR Industry News

Hand-tracking Pioneer Ultraleap Initiates Layoff Amid Major Restructuring

June 28, 2024 From roadtovr

Ultraleap, the company behind the Leap Motion hand-tracking module, informed staff on Wednesday that it was proposing a layoff amid a potential restructuring of the business that could see the company split in two.

The Bristol, UK-based company acquired Leap Motion in 2019, prompting a rebrand from its original name Ultrahaptics to Ultraleap. Prior to the acquisition, the company was best known for pioneering its mid-air haptic technology, which uses ultrasound to project tactile sensations onto the user’s hands.

As reported by Sky News, Ultraleap is allegedly now seeking to sell off its hand-tracking business entirely, and spin out its mid-air haptics division into a new company, which would be owned by Ultraleap’s existing shareholders and also seek additional external funding.

Leap Motion 2 in front of its predecessor | courtesy Ultraleap

The company hasn’t publicly confirmed the sale of Leap Motion or the specifics surrounding the restructuring of its haptics business, however it has confirmed layoffs are coming:

“After much consideration, we have made the difficult decision to reshape some of our divisions and reduce the size of our team,” an Ultraleap spokesperson told Sky News. “This decision has not been taken lightly, but it is necessary for us to adapt our business to better serve our market and our customers.

Initially released in 2013, Leap Motion was one of the first viable hand-tracking modules to come to market. While it was originally created to work as an input method for PCs, a few years later the then still independent company would hard pivot into the VR space, providing hand-tracking to headsets which at the time had none.

Fast-forward to today, and many standalone headsets pack in their own onboard hand-tracking thanks to the requisite bank of optical sensors that are also used for tracking the user in room-scale environments. The shift has made bespoke modules like Leap Motion less desirable for consumers overall, leaving the company to focus on integrating its tech with boutique headset manufacturers such as Varjo, Pimax, and Vrgineers.

Filed Under: leap motion, News, ultrahaptics, Ultraleap, XR Industry News

Quest 2 Goes out of Stock at Meta Store as Rumors Point to Next Headset

June 27, 2024 From roadtovr

Availability of Quest 2 direct from Meta seems to have dried up, as the company’s last-gen headset is now showing out of stock in nearly all regions—likely making way for what’s next.

Although you can probably find new Quest 2 headsets from the usual online retailers and stores, when Meta pulls the plug on direct availability on any headset, it typically means there’s something just around the corner.

At the time of this writing, the only region with availability direct from Meta is the UK, which still has the 128GB variant in stock, priced at £200.

Quest 2 (left), Quest 3 (right) | Based on images courtesy Meta

The chief rumor going around is the company’s next headset will replace Quest 2 as its cheaper, lower-end hardware next to its flagship headset, Quest 3.

Last month an official app listing seemingly revealed the name of the device in question: ‘Quest 3S’. Another rumor from credible leaker Luna even points to the full spec list of the supposed Quest 3S.

Meta hasn’t confirmed as much, however the company is indeed planning to release a cheaper VR headset in 2024, making the next logical opportunity for launch sometime around its upcoming Connect developer conference, which is planned for September 25th-26th.

Initially released in late 2020, Meta has tinkered with Quest 2 variants and pricing over the years. Most recently, the company slashed the price of Quest 2’s 128 GB version to just $200, likely making it the headset’s final barnburner sale.

Meanwhile, Meta will soon be making a monumental shift in how it operates by releasing its XR operating system to third-party OEMs for the first time, which will see Quest-like devices from ASUS, Lenovo, and Xbox—all of which will have the same OS, content library, and Horizon Worlds social VR layer.

Filed Under: meta quest 2, Meta Quest 3 News & Reviews, News, quest 2, quest 2 price, quest 2 stock

Meta’s Social VR Platform Now Coming to Every Country Supporting Quest

June 25, 2024 From roadtovr

Meta’s social VR platform Horizon Worlds hasn’t been available to everyone, with the company restricting the app’s use to only a few countries. Now it’s rightfully rolling out to every region where Quest is supported.

Despite being available on the web since last January, geolocation restrictions only allowed Quest users access in select countries, which included Canada, France, Iceland, Ireland, Spain, the United Kingdom, and the United States.

Meta today announced that starting this week the company will begin rolling out Horizon Worlds “to people in all Meta Quest markets in supported languages so more people can connect with each other around the globe.”

This includes access for users 13+ across the following Quest-supported regions: Australia, Austria, Belgium, Canada, Denmark, Finland, France, Germany, Iceland, Ireland, Italy, Japan, Netherlands, New Zealand, Norway, Poland, Sweden, Switzerland, Taiwan, the United Kingdom, and the United States. Users must be 14+ in South Korea and Spain.

This comes as the company ostensibly seeks to promote Horizon Worlds as a more fundamental social layer to its rapidly growing platform, which is soon set to include third-party VR headsets for the first time.

Horizon Worlds will come part and parcel with Horizon OS (ex-Quest OS) and the Horizon Store (ex-Quest Store), which will be available on Quest-like headsets built by ASUS, Lenovo and Xbox.

Filed Under: horizon worlds, meta horizon worlds, Meta Quest 3, Meta Quest 3 News & Reviews, News, quest 3, Social VR, social xr

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