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Meta is Planning a Cheaper VR Headset for Release in 2024, Pointing to Possible ‘Quest 3 Lite’

March 2, 2023 From roadtovr

Filed Under: Meta, Meta Quest 3, meta ventura, News, quest 3, quest 3 lite, Standalone VR Headset, ventura, vr standalone

Hands-on: Vive XR Elite is Lightweight & Compact, But Shares Quest Pro’s Woes

January 9, 2023 From roadtovr

At CES 2023 HTC revealed its new Vive XR Elite headset which is positioned as a Quest Pro competitor. In terms of features and hardware, the headset is largely a refinement of formfactor over anything else; and while it’s undoubtedly compact and lightweight, it may be hampered by an unclear value proposition and some ergonomic details that went overlooked.

For a detailed look at Vive XR Elite’s specs and features, check out our announcement article

Everyone’s head shape, nose size, and eye positions are different. That said, the first time I put on Vive XR Elite it was clear to me that there wasn’t nearly enough room for my nose… something that I have no issue with on almost every other major headset on the market (even HTC’s other VR headsets).

It’s not that it’s impossible to get the pressure off your nose—the optional top-strap (which HTC smartly included) makes this easy enough—but the problem is that if I raise the headset up to get weight off of my nose, my eyes are no longer in the sweet spot of the lens, making the view through the headset sub-par. More padding around the nose would have a similar issue of moving the lenses out of the sweet spot.

While I didn’t get to use the headset for an extended period of time, I have a strong suspicion that the nose thing is going to be a literal and figurative pain point on this headset. And as someone who doesn’t have a particularly large nose, I can’t imagine I’m going to be the only person with this issue.

Photo by Road to VR

The nose thing isn’t the only ergonomic oversight that was immediately apparent. There’s also the fact that the rear pad, which is designed to cup the back of your head, doesn’t cushion your head enough to prevent contact between your skull and the battery on the back. That means that as you tighten the headset you can feel a big, flat, plastic surface pushing against your head. That’s compared to something like the Quest 2 Elite Strap (which the rear of Vive XR Elite appears to emulate), where I can only feel the pads hugging the back of my head, but never the battery behind them.

Photo by Road to VR

Beyond these worrying ergonomic subtleties, the headset’s fundamentals feel solid across the board, making the Vive XR Elite the company’s most refined standalone to date. But from a feature and performance standpoint, the headset feels more like Quest 2 than Quest Pro, which puts it in an awkward place with its $1,100 pricetag.

Visually, Vive XR Elite’s pancake lenses are pretty good on the clarity front, with good edge-to-edge clarity, though falling short of the excellent lenses on Quest Pro. The use of non-Fresnel lenses means a reduction in glare and god rays compared to Quest 2, though the resolution and visibility of the screen door is about the same between the two headsets (1,920 × 1,920 vs. 1,920 × 1,832). And while the peripheral field of view feels a little tight, the added dioptre control (for changing the focus of each lens) will be welcomed by those with glasses, and even those without will be served well by the continuous IPD adjustment (which includes an on-screen measurement readout and calibration pop-up).

Photo by Road to VR

Inside-out head-tracking feels pretty good and is surely ‘good enough’, though the instantaneous rotational latency doesn’t feel as tight as Meta’s bar-setting inside-out solution. Importantly, the tracking feels better than Vive Flow, which in my experience has too much latency for long-term comfort. Controller-tracking on Vive XR Elite also feels solid, and with cameras on each side pointed almost entirely to your left and right, coverage ought to be good (potentially surpassing Vive Focus 3).

As the name implies, the HTC is pushing the XR Elite as a headset that does passthrough AR in addition to VR. The headset’s color pass-through view isn’t stellar. Similar to Meta’s headsets, the XR Elite attempts to rebuild the depth of the real world virtually to provide geometric correction and depth cues, but even with a depth-sensor on-board (which Quest Pro lacks), my experience with the headset’s passthrough AR showed a lot of warping due to incorrect depth-mapping.

Without being able to do a direct side-by-side comparison, my impression was that XR Elite wasn’t quite as sharp as Quest Pro when it comes to passthrough AR. Granted, the passthrough AR on both headsets headsets is definitely in the same approximate ‘class’ (not sharp enough to read text from your smartphone and quite poor dynamic range at that).

Photo by Road to VR

Just like with Quest Pro, the quality and application of passthrough AR feels entirely undercooked, with the handful of AR apps I tried on the headset not sufficiently answering the question ‘why AR?’. But now that another headset on the market is embracing and enhancing this capability, perhaps the answers to that question will come a bit sooner.

 – – — – –

Photo by Road to VR

Considering its performance and features, Vive XR Elite seems to share the same core problem as Quest Pro—and that’s the value proposition. Even if we ignore any potential ergonomic mishaps… at best Vive XR Elite is akin to a somewhat more compact version of Quest 2. And even if we ignore that Quest 2 has a much more extensive content library… it’s difficult to see how, for most people, Vive XR Elite can justify an $1,100 price tag compared to Quest 2 at $400.

Filed Under: ces 2023, hardware preview, htc vive xr elite, htc vive xr elite hands-on, MR headset, News, Standalone VR Headset, Vive XR Elite, vive xr elite review

Report: Apple’s MR Headset Said to Include 120-Degree FOV, Waist-mounted Battery & Tons of Biometric Trackers

January 4, 2023 From roadtovr

Apple’s long-awaited mixed reality headset is still deep under wraps, although a recent report from The Information has shed what appears to be new light on some of the features coming to the fruit company’s first AR/VR headset.

There’s a lot of new information here, and of course, we can’t substantiate it even if we tried. We’ve restructured the main takeaways, courtesy of MacRumors, into a sort of fantasy spec sheet:

Reported Apple MR Specs

  • Resolution: Dual Micro OLED displays at 4K resolution (per eye)
  • FOV: 120-degrees, similar to Valve Index
  • Chipset: Two 5nm chips. Includes a main SoC (CPU, GPU, and memory) and a dedicated image signal processor (ISP). Chips communicate via a custom streaming codec to combat latency.
  • Battery: Waist-mounted battery, connected via MagSafe-like power cable to the headset’s headband. Two-hour max battery life, although hotswappable for longer sessions.
  • Passthrough: ISP chip contains custom high-bandwidth memory made by SK Hynix, providing low latency color passthrough
  • Audio: H2 chip, providing ultra-low latency connection with the second-generation AirPods Pro and future AirPods models. No 3.5mm and possible no support for non-AirPod BT headphones.
  • Controller: Apple is said to favor hand-tracking and voice recognition to control the headset, but it has tested a “wand” and a “finger thimble” as alternative control input methods.
  • Prescription Lenses: Magnetically attachable custom prescription lenses for glasses-wearers.
  • IPD Adjustment: Automatic, motorized adjustment to match the wearer’s interpupillary distance.
  • Eye Tracking: At least one camera per-eye for things like avatar presence and foveated rendering
  • Face & Body Tracking: More than a dozen cameras and sensors capture both facial expressions and body movements, including the user’s legs.
  • Room Tracking: Both short- and long-range LiDAR scanners to map surfaces and distances in three dimensions.
  • App Compatibility: Said to have the ability to run existing iOS apps in 2D.

Then there are some design rumors, which don’t fit so well into our fantasy spec sheet. The Information says it has reconfirmed these previously reported rumors.

Design Rumors

  • Outer Shell: Aluminum, glass, and carbon fiber to reduce its size and weight. Cameras are largely concealed for aesthetic reasons.
  • Presence Displays: Outward-facing display can show user’s facial expressions and also presumably eye movements. Said to be an always-on display similar in latency and power draw of Apple Watch or iPhone 14 Pro.
  • Dedicated Passthrough Switch: Digital Crown-like dial on its right side to switch between VR and passthrough.
  • Headstrap: Various available, including consumer-focused headstrap similar in material to Apple Watch sport bands with built-in speakers. Unspecified, but different headstrap targeted at developers.

Apple supplier Pegatron is said to have already assembled “thousands of prototype units of the headset” over the course of 2022 at its Shanghai-based facility.

According to four people with knowledge of the matter, The Information reports that Apple could price its MR headset around $3,000 or more depending on its configuration.

The report maintains the headset was initially supposed to launch in 2022, although by now it’s clear it’s obviously been delayed. A previous Bloomberg report alleged this was due to “overheating, cameras and software” having been stumbling blocks along the way to launch.

Filed Under: Apple, apple ar, apple mixed reality, apple mr, apple n301, apple vr, AR Headset, n301, News, Standalone VR Headset

Report: Apparent HTC Leak Reveals Slim & Modular VR Standalone

November 15, 2022 From roadtovr

HTC has been teasing its next VR headset over the last few weeks, showing off bits of the device at a time which the company promises will be “something big… we mean small.” Now it appears the design and some of the specs have been leaked, with the details gathered courtesy of VR analyst and YouTuber Brad Lynch.

Info surrounding the headset—still nameless at the time of this writing—was gathered by Lynch from sources “mostly in the supply chain,” he says. Lynch dubs the device the ‘Flowcus’ for its apparent coupling of the light and slim form-factor of Vive Flow and the standalone capabilities of Vive Focus.

Images of the headset featured in Lynch’s 10-minute video (embedded below) are said to be renderings based on images seen by Lynch, something he says was done to retain the anonymity of the leak’s source, as leaked images apparently contained identifying markers.

The headset is said to contain four B&W tracking cameras and one RGB camera for passthrough. Controllers are supposedly the same as the those supplied with Vive Focus 3.

Image courtesy Brad Lynch

The headset is also said to include a removable facial interface, which presumably would allow for easily cleaning. That profile view also illustrates the device’s slim and light design.

Image courtesy Brad Lynch

And that’s apparently achieved by pancake lenses, which are slowly becoming the industry standard for VR headsets, with Meta Quest Pro and Pico 4 also integrating them.

Lynch says the headset includes dual 1,920×1,920 LCDs, closed at up to 120hz. Mechanical IPD adjustments are also present, Lynch says.

Image courtesy Brad Lynch

Under that facial interface is also reportedly a USB-C port, which could be used for tacking on an eye-tracking module.

Image courtesy Brad Lynch

One of the unique bits about HTC’s alleged upcoming headset is its modularity; that port connection on the arm of the headstrap is supposed to allow the headset to go into a ‘glasses mode’ by allowing you to disconnect the headstrap/battery and use it more like a Vive Flow for casual viewing. Lynch alleges there’s also the possibility the USB-C port may be capable of connecting to a PC.

When in ‘glasses mode’, the arms are also said to fold up for easier storage, making Lynch’s ‘Flowcus’ moniker even more apt.

As a true standalone device, the headset is said to include a chipset “faster than the [Snapdragon XR2] in Quest 2,” Lynch says, also speculating it may be the upcoming Snapdragon XR2 Gen. 2, making it potentially the first such device to do so.

Provided this is the consumer-focused device it’s chalked up to be—and coming from the beleaguered HTC—we wouldn’t expect a low price putting it in competition with Quest 2 or Pico 4. You can check out Lynch’s 10-minute video at the below, which includes additional shots of the headset and more speculation of its supposed features.

Filed Under: brad lynch, htc, htc vive, htc vive flowcus, htc vive standalone, News, Standalone VR Headset

Pico 4 Shipments Delayed in Europe Due to High Global Demand

October 18, 2022 From roadtovr

Pico released its standalone VR headset Neo 3 Link this summer, marking its first real push to launch a consumer device outside of Asia. Now it’s getting ready to ship the follow-up standalone Pico 4, and the company seems to be struggling to keep up with demand in some regions.

Pico opened up pre-orders of Pico 4 in late September with the aim of initially releasing the headset today across several regions, including 13 European countries, Japan, and Korea.

Note: there’s still no word on whether Pico 4 is coming to the US, although Pico Interactive, owned by TikTok parent ByteDance, is expanding to the US to compete with Meta.

Pico says in a recent tweet however some European customers may see delays in shipment due to high demand:

“Due to unprecedented global demand, there will unfortunately be delays in fulfilling some customer pre-orders in the EU region. We are working tirelessly to ensure that demand is satisfied by the end of October,” Pico says.

Continuing: “We strongly recommend that you keep your back order in place at your preferred retailer as we will be prioritising existing back orders first. If you are affected, please accept our sincerest apologies. We are doing everything we can to resolve it as quickly as possible. In the meantime, if you can’t wait any longer to get your hands on a PICO headset, Neo 3 Link is available and in stock right now.”

In Europe, Pico 4 is strongly positioned to compete with Meta Quest 2. At €430 for the 128GB model and €500 for the 256GB model, Pico 4 not only beats Quest 2 on pricing, but also goes toe-to-toe in the specs department while providing a slimmer profile thanks to the addition of pancake lenses.

Last month the company also announced Pico 4 Pro, an enterprise-focused variant due out later this year which adds three internal cameras for eye and face-tracking. Pricing and launch of that device is still unclear, although it may be looking to take market share away from the recently announced Meta Quest Pro, which is priced at an eye-watering $1,500.

Filed Under: News, pico, pico 4, pico 4 delay, pico 4 pro, Pico Interactive, pico neo 4, Standalone VR Headset, VR Headset

Quest Pro Revealed with Snapdragon XR2+, Face-tracking, & More; Ships October 25th for $1,500

October 11, 2022 From roadtovr

Today during Meta Connect the company finally revealed its high-end Quest Pro headset (formerly called Project Cambria). Priced at $1,500, the headset packs a new Snapdragon XR2+ processor along with a bevy of sensors for tracking the user’s expressions and the world around them for improved passthrough AR capabilities. Alongside new and improved controllers, the company also revealed the full Quest Pro specs, pre-order date, and release date.

Key Quest Pro Coverage:

Quest Pro Hands-on – The Dawn of the Mixed Reality Headset Era

Quest Pro Technical Analysis – What’s Promising & What’s Not

Touch Pro Controllers Revealed – Also Compatible with Quest 2

Quest Pro was just announced and is already available for pre-order starting today in 22 countries. Priced at $1,500 and with a release date of October 25th, Quest Pro is fully compatible with Quest 2 content while bringing improvements that will enhance passthrough AR functionality and social interactions thanks to face-tracking capabilities. Let’s take a look at the on-paper specs:

Quest Pro Specs

Resolution 1800 × 1920 (3.5MP) per-eye, LCD (2x)
Refresh Rate 72Hz, 90Hz
Lenses Pancake non-Fresnel
Field-of-view (claimed) 106ºH × 96ºV
Optical Adjustments Continuous IPD, contiguous eye-relief
IPD Adjustment Range 55–75mm
Processor Snapdragon XR2+
RAM 12GB
Storage 256GB
Connectors USB-C
Weight 722g
Battery Life 1–2 hours
Headset Tracking Inside-out (no external beacons)
Controller Tracking Inside-out (headset line-of-sight not needed)
Expression Tracking Yes (eyes, face)
On-board cameras 5x external, 5x internal
Input Touch Pro controllers (rechargeable), hand-tracking, voice
Audio In-headstrap speakers, dual 3.5mm aux output
Microphone Yes
Pass-through view Yes (color)
MSRP $1,500

Compact Optics & Form-factor

Image courtesy Meta

From a resolution and field-of-view standpoint, Quest Pro is actually quite similar to Quest 2, boasting an almost identical resolution of 1800 × 1920 (3.5MP) per-eye, but with a much more compact optical pipeline thanks to the use of ‘pancake’ lenses which moves the headset more toward a ‘goggle’-like form-factor than the old box-on-the-face of its predecessor. At 722g, Quest Pro is heavier than Quest 2, but may actually be more comfortable thanks to a rear-mounted battery for balance and a rigid headstrap.

And while the resolution isn’t higher, Meta claims Quest Pro has better clarity thanks to the headset’s new optics: a 25% improvement in sharpness at the center of the field-of-view, and a 50% improvement across the periphery (meaning larger ‘sweet-spot’ of clarity). As of now we’re not sure if those claims are merely about the lenses, or if they include the display as well, though we’ve reached out to Meta for clarity (pun intended).

Image courtesy Meta

Meta also claims Quest Pro includes a 500-element local dimming backlight which enables improved contrast up to 75% compared to Quest 2, while also allowing for a 1.3 times larger range of color.

New Controllers & Capabilities

Image courtesy Meta

Quest Pro’s controllers, which Meta is calling Touch Pro, are similar in shape but majorly upgraded under the hood. Gone are the tracking rings, which are instead replaced by three cameras which allow the controller to perform its own inside-out tracking. Not only does this make the Touch Pro controllers more compact, it also means they don’t need line-of-sight to the headset in order to maintain their position.

What’s more, the Touch Pro controllers feature improved haptics and new capabilities. The thumb rest of the controller has been angled and now includes a pressure sensor which allows for a natural pinch-like gesture. The controllers come with stylus tips which can be attached to the bottom, allowing you to flip the controller over to use like a bulbous white-board marker. The stylus even has a pressure sensor to determine how hard or soft you’re pushing against a surface.

Despite the new capabilities, the Touch Pro controllers maintain the same button and trigger layout as the Quest 2 controllers for full backwards compatibility with Quest 2 content. Touch Pro controllers are also the first from Meta that are rechargeable.

Though they are included with Quest Pro, the Touch Pro controllers are compatible with Quest 2 and can be purchased as an accessory for $300 starting later this year.

Better Sensing, Inside and Out

Image courtesy Meta

Quest Pro doesn’t just bring improved form-factor and controllers, the headset is also equipped with a bevy of sensors for better integrating the real world into the user’s experience, and better integrating the user into the virtual world.

Quest Pro packs five external sensors for passthrough AR capabilities, offering a higher resolution color view with improved depth-detection, making the headset better at understanding the geometry of the room around the user, and allowing it to more convincingly merge the virtual and real world.

The headset also includes five internal sensors for tracking the user’s eyes and face. In addition to using eye-tracking as input (potentially for things like foveated rendering), the sensors track much more information about the user’s face, allowing for significantly more expressive avatars than what’s possible on Quest 2.

Powered Up Processor

Given all the new and processing happening on Quest Pro, it’s a good thing the headset also sees both a processor and RAM upgrade. Quest Pro uses the newly revealed Snapdragon XR2+, an upgraded version of the processor that’s in Quest 2 but with better cooling, allowing for 50% more processing power. The headset also doubles the RAM over Quest 2 from 6GB to 12GB. As of now it isn’t clear how much of this increase in performance will be available to developers vs. how much will be retained for system functions like tracking.

More Features, Less Battery

Though Quest Pro includes a heap of enhancements over Quest 2, it comes with a cost… and not just in price. Meta says users can expect 1–2 hours of Quest Pro battery life. Luckily the headset includes a charging dock for both the headset and controllers, hopefully ensuring it’s ready to go whenever you are. Meta says the headset can charge to full from the dock in about 2 hours.

Complement Not Replacement, Says Meta

Image courtesy Meta

Meta says Quest Pro represents the company’s first entry in a line of “high-end” headsets, while Quest 2 and its progeny will continue to co-exist as an entry-level option.

Quest Pro is fully compatible with Quest 2 content, and while the headset is designed with an emphasis on passthrough AR (with an open peripheral view to keep users more grounded in their environment), the headset also includes magnetically attachable peripheral blinders to dial up the immersion for VR. A separate ‘full light blocker’, which blocks out even more of the surrounding view is available as a separate accessory.

– – — – –

Quest Pro is priced at $1,500 and pre-orders are available today, with headsets poised to ship starting on October 25th.

Filed Under: AR Headset, Meta, News, project cambria, quest pro, quest pro pre-order, quest pro price, quest pro release date, quest pro specs, Standalone VR Headset

Pico 4 Pro Will Add Eye & Face-tracking with Auto-IPD for Enterprise

September 23, 2022 From roadtovr

In addition to the consumer-focused Pico 4 headset announced this week, the company has also announced a Pico 4 Pro variant aimed at enterprise use-cases.

With the announcement of Pico 4 this week, Pico is squaring up to compete with Meta’s Quest 2. But the company is seemingly also trying to ready itself against Meta’s upcoming Project Cambria, a high-end enterprise-focused standalone headset (which is rumored to be called the Quest Pro).

Alongside the announcement of Pico 4, the company announced Pico 4 Pro. Apparently due out later this year, the headset appears to be largely the same from a hardware perspective but with the addition of three internal cameras for eye and face-tracking.

With eye-tracking, Pico says the Pico 4 Pro will support automatic IPD adjustment by measuring the user’s IPD each time the headset is put on and then adjusting the IPD distance with a motorized drive. While the Pico 4 also includes a motorized drive, it lacks eye-tracking so the IPD value must be set manually.

Pico also claims the internal cameras can be used for “52 points” of face-tracking, though it isn’t clear if most of those are directly sampled or inferred from a model. Face-tracking is difficult to get right (because the results are highly subject to the uncanney valley and getting a clear view of the face is difficult); the only commercial headsets that have attempted face-tracking have had to employ bulky under-slung cameras. It will be interested to see what Pico can achieve from a largely hidden camera (which is presumably aimed down toward the user’s mouth).

Aside from eye and face-tracking, it appears the Pico 4 Pro will be essentially the same hardware otherwise, including a Snapdragon XR2 processor, 2,160 × 2,160 (4.7MP) per-eye resolution, and pancake lenses with a claimed 105° field-of-view. You can see a detailed list of specs for the headsets here.

On the software side, however, Pico 4 Pro will be substantially different. The company says the headset will include an enterprise focused variant of its operating system and won’t require any kind of “personal identification” to operate, which hopefully means no logins.

Pico has yet to announce a specific release date for the Pico 4 Pro, nor a price, though it says the headset will come later this year and will become available in the US at some point.

Filed Under: News, pico 4 eye tracking, pico 4 pro, pico enterprise, Standalone VR Headset

Pico 4 & Pico 4 Pro Standalone VR Headsets Spotted in FCC Filing

July 25, 2022 From roadtovr

Pico Interactive, the VR hardware subsidiary to Chinese tech giant ByteDance, is apparently getting ready to release a new series of standalone VR headsets.

As first reported by Protocol, Pico filed the devices with the FCC late last week, saying in the filing that it intends to launch both a Pico 4 Pro and Pico 4 standalone headsets.

Both headsets are identical in specs “except additional eye tracking & face tracking function for Pico 4 Pro,” the company says in the filing.

Image courtesy FCC, Pico Interactive

As noted by Protocol, Pico appears to have called the new hardware ‘Phoenix’ in the FCC filing, and it’s reported to run on Android Q via a Qualcomm processor. FCC filings are typically vague as to not give away too much information pre-launch, so we’ll just have to wait to see how much of an upgrade it is over its latest.

It’s uncertain whether ‘Pico 4’ is the final naming scheme, or whether it’s a shorthand for Pico Neo 4, although it’s clear the company is looking to bring competition to basically the only real name in consumer VR standalones: Meta. Since its founding in 2015, Pico pretty much only targeted consumers in China and enterprise users in the West. That was before it released it Neo 3 Link in Europe back in May, a device that features near spec parity with Quest 2.

At the time, we surmised Pico was quickly eyeballing North America with its Neo 3 Link in an attempt to earnestly compete with Meta there, although now it’s possible the company is looking to one-up the competition with the new hardware before it makes landfall on Meta’s home turf.

The filing doesn’t reveal to what extent Pico 4 will be able to match Meta’s upcoming Project Cambria, which is a VR headset capable of doing augmented reality tasks thanks to its mixed reality passthrough camera sensors. The price of Cambria is set to be “significantly higher than $800” though, so there may be some wiggle room from a name that’s so far unknown to consumers in the US.

Cambria is said to include both eye and face-tracking, so it will be interesting to see how Pico intends on competing (likely with Pico 4 Pro), whether it be by pushing specs slightly beyond Quest 2 or going for full spec parity with Cambria.

Filed Under: bytedance, News, pico, pico 4, pico 4 pro, Pico Interactive, pico neo 4, pico neo 4 pro, Pico VR, Standalone VR Headset, VR Headset

Allegedly Leaked Project Cambria Files Could Reveal Internal Design

June 2, 2022 From roadtovr

Meta is still pretty camera-shy when it comes to showing off Project Cambria, the company’s upcoming high-end VR headset which offers AR passthrough. It’s been intentionally blurred for its few on-screen demos, however now we may have just gotten a look under the hood.

YouTuber and tech analyst Brad Lynch (SadlyItsBradley) released a number of images in a post on his Patreon page which appear to be CAD files of Project Cambria.

Lynch previously released a render of an alleged production version of Cambria back in April, however he says some of those details were misinterpreted. With the leaked files, Lynch says there’s a few key items he’s noticed that are included in the upcoming headset that weren’t previously apparent.

“You may notice a wire on the right side of the device. In one of the pictures its sorta coiled/curved. This is the power delivery wire that connects the battery in the back of the head strap to the HMD up front. It seems that when you adjust the strap to the ‘closest point,’ it will coil automatically. And stretch to be straight when you adjust the opposite way,” Lynch says in the Patreon post.

Image courtesy Brad Lynch

Lynch notes that on the headset’s left side, a clip attached to the headstrap may be for the USB-C cable that is allegedly bundled with the device.

“This is very similar to how most PC VR HMDs include a plastic clip to run a tether around comfortable their devices. I am shocked they are including this, since I figured they would push the Oculus Air Link method rather than the Oculus (wired) Link method but there it is. Especially from the fact this device is almost certain to include Wifi-6E.”

In the image above you can also make out the adjustment knob for the headset’s strap.

Image courtesy Brad Lynch

Lynch also posits that a knob on the front of the headset is to dial-in lens distance from the face, or similar to how the comfort dial works on Valve Index.

He also alleges the IPD mechanism is set by “grabbing the lenses themselves and moving them,” as opposed to dialing them in with some sort of wheel mechanism. Unlike Quest 2, Lynch says it offers smooth adjustments between interpupillary distance (IPD) sizes for more precise user comfort.

Image courtesy Brad Lynch

And what sets Cambria apart from other headsets: Lynch alleges it has two “glacier” cameras on the front left and right, and one “teton” high resolution RGB Camera in the center, the latter of which is used to colorize the monochrome stereo glacier sensors.

Image courtesy Brad Lynch

A supposed infrared (IR) projector is also there—a small square sitting just above the centrally located RGB sensor—which is said to provide additional depth data for environmental mapping.

Lynch has spent considerable time over the past few months datamining with fellow VR cohorts Basti564 and Samulia to track down rumors and info. Although Lynch doesn’t reveal where this info came from, he maintains its a “large leak.”

Lynch has also included a prediction of specs based on those files and other obtained info. It’s said to feature:

  • 2,160 x 2,160 MiniLED Backlit LCD Panels (2)
  • Custom Pancake Lenses (2)
  • 16MP Color Camera for Color Passthrough
  • Eye + Face Tracking (IR Camera based)
  • Qualcomm XR2+ Gen 1 SoC
  • 12GB LPDDR5 RAM
  • 256GB SSD
  • WiFi 6E Support
  • ~5000 mAh battery

There’s still no precise launch information yet for Project Cambria, although Meta has gone one record saying it’s slated to be “significantly higher” than $800, making it targeted more squarely at developers and enthusiasts.

Filed Under: brad lynch, cambria, Meta, meta project cambria, News, project cambria, sadleyitsbradley, Standalone VR Headset, VR Headset

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