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PSVR 2 Sale is Still Going Strong After 20x Spike in Black Friday Sales Volume

December 10, 2024 From roadtovr

Black Friday brought the best PSVR 2 sale we’ve seen yet, and even though Black Friday is gone, Sony has kept the sale rolling. You can still get the PSVR 2 Horizon Call of the Mountain bundle for just $350, a 42% discount over the usual price.

Sony dropped its Black Friday PSVR 2 sale well ahead of the actual day… and now the deal has continued well beyond Cyber Monday.

The $350 deal on the PSVR 2 Horizon Call of the Mountain bundle is the best price we’ve seen for the bundle yet, compared to a usual price of $600. The sale has led to a huge sales spike for the headset on Amazon US, pushing it up nearly 20-fold compared to the months prior.

Though these are great numbers for PSVR 2 historically, Quest has been pushing around 10x more sales volume on Amazon US during the Black Friday and Cyber Monday period.

The amount of the discount (42% off), the length of the sale, and the fact that the non-bundle of the headset is seemingly not available on Amazon US at the moment, suggests there might be an ulterior strategy at play. One the one hand it’s possible Sony is dumping stock. This is probably not because its discontinuing the headset, but there could be a new model (with minor changes, as they have done before) or new bundle on the way, or they’re preparing for a permanent price cut. On the other hand, perhaps they’re just happy with the performance of the sale and want to keep it going.

Filed Under: PSVR 2 News & Reviews, XR Industry News

Meta Announces Multi-year Exclusive Agreement for Spatial Content with James Cameron’s 3D Studio

December 6, 2024 From roadtovr

Meta announced it’s partnering with Lightstorm Vision, James Cameron’s 3D film studio, to produce spatial content across multiple genres, including live events and full-length entertainment.

The agreement includes the production of live sports and concerts, feature films, and TV series featuring “big-name IP,” Meta says in a recent blog post, noting that Quest will be Lightstorm Vision’s the exclusive MR hardware platform.

Meta says the collaboration with Lightstorm Vision will include the co-production of original stereoscopic content, but also be geared towards “improving content creators’ ability to make high-quality stereoscopic content through the use of advanced tooling, including employing AI.”

The multi-year partnership was struck after Meta CTO and Reality Labs head Andrew Bosworth demoed some of the company’s latest hardware to Cameron.

“I was amazed by its transformational potential and power, and what it means for content creators globally,” Cameron says. “I’m convinced we’re at a true, historic inflection point. Navigating that future with Meta will ensure ALL of us have the tools to create, experience, and enjoy new and mind-blowing forms of media.”

Cameron is best known for his writing and directorial work on a slew of box office hits, including The Terminator (1984), Aliens (1986), The Abyss (1989), Terminator 2: Judgment Day (1991), Titanic (1997), as well as Avatar (2009) and its sequels.

The filmmaker is also a long-time supporter of 3D, having helped kickstart the rash of 3D films in the 2010s with the development of the Fusion Camera System, which was used to capture stereoscopic 3D for a number of films, including Avatar, Tron: Legacy (2010), and Life of Pi (2012).

Filed Under: News, XR Industry News

Samsung Reportedly Set to Unveil Smart Glasses at Galaxy S25 Event in January

December 3, 2024 From roadtovr

A recent report from South Korea’s Yonhap News maintains Samsung is set to unveil a pair of XR glasses at its annual Unpacked product event, which is expected to take place sometime next month.

Samsung promised back in July we’d be hearing more about its forthcoming “XR platform” before the end of this year, which it’s developing in partnership with Google and Qualcomm.

We still don’t know precisely what form its “XR platform” will take, with previous rumors suggesting work on an Apple Vision Pro competitor in addition to a Ray-Ban Meta smart glasses competitor, as reported in October by The Information.

Now, a Yonhap News report (via Techradar) maintains Samsung is expected to unveil some sort of device on stage, coming in the shape of “regular glasses or sunglasses, and weigh[ing] around 50g.”

The report notes the device is expected to have a payment function, gesture recognition, and facial recognition, and further maintains industry insiders expect the product to launch around Q3 2025. Its Android-powered XR software is also expected to be unveiled sometime this month.

Image courtesy Samsung

While Yonhap calls the device “AR glasses” (machine translated from Korean), the rumored weight and the lack of any mention of built-in displays suggests it may be closer in function to Ray-Ban Meta Smart Glasses instead of something like Meta’s Orion AR glasses prototype.

You can read more about the difference between AR glasses and smart glasses in our handy primer, although here’s the short of it: smart glasses don’t overlay immersive imagery, instead providing the user with access to data you might otherwise use on a smartphone or smartwatch, be it a visual heads-up display, or audio output, such as the case of Ray-Ban Meta. AR headsets on the other hand do overlay immersive imagery, like HoloLens 2 or Meta Orion, and are consequently more expensive and difficult to build as a result.

Provided Samsung is indeed releasing a pair of smart glasses and not a full-fledged AR device, it would be in good company. According to Meta, its smart glasses partnership with Ray-Ban has been very successful since the product’s initial release in 2021, prompting Meta to extend its smart glasses collaboration with parent company EssilorLuxottica into 2030. China’s Xiaomi is also reportedly preparing such a device with the help of long-standing ODM Goertek, which is reported to “fully benchmark” against Ray-Ban Meta.

Notably, this follows a string of Samsung trademarks ostensibly geared towards the next generation of XR devices. In mid-2023, the South Korean tech giant filed the name ‘Samsung Glasses’ with the UK’s Intellectual Property Office. In early 2024, Samsung filed a similar trademark request with the United States Patent and Trademark Office for ‘Galaxy Glasses’.

Whatever the case, Samsung hasn’t intimated when Unpacked will kick off, which typically takes place in January or February. An Android Police report suggests however the date has leaked: January 23rd in San Francisco, California.

Filed Under: News, XR Industry News

Varjo Launches ‘Teleport’ Service to Easily Scan Real Places and Bring Them into VR

November 25, 2024 From roadtovr

Varjo, the high-end XR headset creator, today announced the release of a new smartphone-based 3D scanning service for enterprise that promises to let users quickly build photorealistic environments and explore them in both VR and on traditional screens.

Called Teleport, the paid app allows users to capture and recreate real-world locations, something the Finland-based company says takes just 5–10 minutes, which is notably faster than traditional photogrammetry methods.

Supported capture devices include iPhones and iPads running iOS 17 or later, which includes a fairly large swath of hardware—from iPhone XR and above, and Apple’s 8th gen iPad and above.

The resultant “digital twins” can be accessed on phones, PCs, or explored with either Varjo’s XR headsets or other major PC VR headsets, the company says.

Powered by advances in Gaussian Splatting and NVIDIA GPU-trained generative models, Teleport’s 3D models are processed in the cloud and then rendered on-device, which means an Internet connection is only required to initially download the model, but not explore it.

Priced at $30 per month, Varjo is currently offering a seven-day free trial of Teleport. Signing up also allows users to view a host of captures for free in standard and high-definition via its web viewer, as well as the highest-level quality captures via its desktop client.

The launch of Teleport comes alongside an expansion of Varjo’s Series D funding round, bringing in new investors such as Beyond Capital, Nishikawa Communications, and NVIDIA. Varjo hasn’t disclosed to amount of its latest funding raise, however the company tells Road to VR this brings its lifetime funding to approximately €180 million ($188 million USD).

The company says funding will support its efforts to accelerate adoption of its XR hardware and software solutions for industrial applications, with CEO Timo Toikkanen noting Varjo will leverage AI and machine learning to further integrate real and virtual environments, enhancing productivity and efficiency for its industrial clients.

Meanwhile, Meta is working on a similar consumer-facing product, which was announced in September, called Horizon Hyperscape. Released as a demo experience to showcase Meta’s vision for photorealism, Meta says that at some point creators will also be able to “build worlds within Horizon by using a phone to scan a room and then recreate it,” although there’s no word on when we can expect the company to roll out the service.

Filed Under: News, PC VR News & Reviews, XR Industry News

Xiaomi Reportedly Partners with Goertek to Chase Success of Ray-Ban Meta Smartglasses

November 13, 2024 From roadtovr

Xiaomi makes everything, from phones and vacuum cleaners to massage guns and even electric cars. Now, according to a report from Chinese media 36kr, Xiaomi may be developing a device that goes toe-to-toe with Ray-Ban Meta smartglasses.

The report maintains Xiaomi is planning to launch a new generation of AI-assisted smartglasses, which will be built in collaboration with Goertek, the China-based ODM behind a bevy of XR parts, reference designs, and finished white-label hardware.

The rumored Xiaomi smartglasses are said to “fully benchmark” against Ray-Ban Meta, which includes AI functions, integrated speakers, and camera modules. Notably, Ray-Ban Meta smartglasses aren’t officially available in China.

Ray-Ban Meta Glasses, Image courtesy Meta, EssilorLuxottica

Citing insider sources, the report maintains the device is slated to arrive in Q2 2025, with 36kr noting it may launch in time for the Mi Fan Festival, which is typically held in April to mark Xiaomi’s founding anniversary.

The report further maintains, Xiaomi co-founder Lei Jun expects to ship more than 300,000 units.

Xiaomi has dabbled in XR hardware in the past, although it really hasn’t entered full force. The Chinese tech giant hyped a widely reported AR glasses prototype at Mobile World Congress (MWC) in 2023. A year prior, the company launched a pair of smartglasses, called Mijia Glasses Camera. Much like the now defunct Google Glass, the device featured a single heads-up display.

All of that is changing though, it seems. Next year is shaping up to be a big year for smartglasses in China, as the country’s largest brands may be hoping to replicate Meta’s success with Ray-Ban Meta Smart Glasses.

Baidu announced at its Baidu World Conference on November 12th its own co-product with Xiaodu, the Xiaodu AI glasses, which is launching in China in the first half of 2025.

The 36kr report also notes that Chinese heavy-hitters OPPO, vivo, Huawei, Tencent, and ByteDance are also currently evaluating their own smartglasses projects.

Filed Under: News, XR Industry News

Meta Opens First Ray-Ban Pop-up Store in Hopes of Making Smartglasses Fashionable

November 8, 2024 From roadtovr

Ray-Ban Meta smartglasses are already pretty fashionable, as they look nearly identical to a few of EssilorLuxottica’s best-selling sunglasses, albeit with the inclusion of neatly integrated cameras, speakers, battery and onboard AI driven by a positively tiny Qualcomm Snapdragon AR1 Gen1 processor. With the launch of a new pop-up store in Los Angeles today, Meta is hoping to test out whether it can move the needle with broader adoption.

Meta calls the LA pop-up store “experiential retail,” having modeled it after the Meta Lab pop-up at Connect 2024 in October, which allowed event-goers to try on a pair of Ray-Ban Meta smartglasses to capture photos and videos and keep the resultant files, or even buy a customized pair of the $300 glasses right then and there.

Ultimately, the idea with its first publicly available pop-up in LA is to increase word-of-mouth marketing, which Creative Director Matt Jacobson hopes will make its users into the “best salesperson ever.”

Ray-Ban Meta Glasses, Image courtesy Meta, EssilorLuxottica

Adorned with a giant pair of Ray-Ban Meta glasses on the outside (with the glasses’ LED privacy light), the flagship pop-up in LA is only going to be around until December 31st, although it won’t be the last.

The company’s next pop-up is planned to hit Phoenix, Arizona in January, which the company calls a “real shop-in-shop,” the exact location of which is still a mystery.

Meta Lab (LA) | Image courtesy Meta

“Can we build a store inside somebody else’s business? Can we drive traffic to it, and can we leverage their marketing as well as ours? By the end of January, we will have tested all three expressions of our experiential first-party retail.”

To boot, the Meta Lab location is doing more than just letting people try on and buy Ray-Ban smartglasses. The company says it will have “regular programming,” which includes stand-up comedy with Desi Banks, a live podcast with Madeline Argy, a ‘paint and sip’ night with Tinashe, a Ray-Ban Meta-focused workshop with Director Drex Lee, and a cooking class with Cassie Yeung.

From there, Meta hopes to share its findings with EssilorLuxottica, which operates over 17,000 stores worldwide, as well among third-party partners. Meta announced in September it was expanding its smartglasses partnership with the eyewear conglomerate into 2030.

As pop-ups go, the LA and Phoenix locations may be a limited engagement, but it may also spark more to come.

“We can’t scale a hundred of these, but we can build a few of them at locations around the country, and then fill in if we decide we want to do more first-party retail. This is aspirational, inspirational. They’re not easily scalable in terms of what they look like, but in terms of experience, they are,” Jacobson says.


If you’re in the LA area, you can find the Meta Lab pop-up over at 8600 Melrose Avenue, open from 10:00 am – 7:00 pm PT seven days a week beginning November 8th through December 31st.

Posted holiday hours are 10:00 am – 3:00 pm on Black Friday and Christmas Eve, with the location closed on Thanksgiving, December 3rd, and Christmas Day.

Filed Under: News, XR Industry News

Hands-on: Shiftall MeganeX Superlight Packs a Wishlist of Ergonomics Into a Tiny Package

November 1, 2024 From roadtovr

Japan-based Shiftall is the latest company making an effort to deliver an ultra-compact VR headset for enthusiasts who are willing to spend big on maximizing their PC VR experience. Despite the tiny package, the MeganeX Superlight headset still manages to deliver the optical adjustments that should be standard for every headset. Though undoubtedly expensive, the headset overall is promising, provided the company can finalize a few tweaks before crossing the finish line.

Available for pre-order in Japan, United States, EU & UK, the $1,900 MeganeX Superlight from Shiftall is purportedly set to start shipping between February and March of next year. You can check out the full breakdown of specs here.

This is a tethered headset designed for the SteamVR ecosystem. Shiftall is selling the headset by itself, which means you’ll need to bring your own SteamVR Tracking beacons and controllers—or drop another $580 to buy them new.

This week I got to check out a prototype version of the MeganeX Superlight headset and found it to be a promising piece of hardware that’s certain to be held back by its steep price.

Photo by Road to VR

Shiftall CEO Takuma Iwasa told me the headset is primarily targeted toward hardcore VR users, especially those spending long stretches in VRChat. Considering his own claim of more than 3,000 hours in VRChat, it’s clear he has a real understanding of the needs of this kind of customer.

That’s what led the company to try building a compact PC VR headset: Iwasa wants to deliver something that’s lightweight and comfortable for long sessions.

A big part of a VR headset being comfortable is about being able to adjust it to fit each individual. Getting the headset’s lenses into the ideal position for your eyes is crucial to maximizing visual quality and comfort.

To that end, I was happy to see the MeganeX Superlight includes a list of optical adjustments that I’ve long wished was standard on every headset: IPD, eye-relief, diopter, a flip-up visor, and even a lens angle adjustment.

Photo by Road to VR

IPD (or interpupillary distance) is standard on most headsets, it’s the distance between the lenses. Matching the distance between the lenses to the distance between your eyes is important to making it easy for your eyes to fuse the stereoscopic image, and for getting your eyes into the ‘sweet spot’ of the lens (the optical center, where the lens has the greatest).

On the MeganeX Superlight, IPD is set by entering your IPD measurement into the software on your computer, causing the headset’s motorized lenses to move into the desired position.

Eye-relief is less common to find on VR headsets. This is the distance from the lens to your eye. Not only is this important for maximizing field-of-view, it’s also important for dialing in the ‘sweet spot’ of the lens. That’s because the sweet spot isn’t just a plane, it’s a volume (technically speaking, this is often called the ‘eye-box’).

On the MeganeX Superlight, the mount which connects the headset itself to the headstrap makes it easy to adjust eye-relief by pinching a pair of pads which allows you to freely slide the headset closer or farther away from your eyes.

Diopter is even rarer than eye-relief. This setting changes the focus of the lens to account for a person’s vision correction needs. Rather than wearing glasses, users can dial in their diopter to enjoy a sharp view.

Photo by Road to VR

On Shiftall’s headset, there’s a small dial near the side of each lens which is used to adjust the diopter for each eye. Although this is a manual process (ie: you can’t just enter a value and have the headset set it automatically), Shiftall tells me that part of the headset’s setup process will include a calibration screen to make this process easier.

While a growing number of headsets include decent passthrough views via external cameras, if the goal is to simply look outside of your headset, it’s hard to beat your very own eyes. To that end the MeganeX Superlight has a little plunger on the headstrap mount that makes it quick and easy to flip up the visor for a glimpse of the outside world, and to flip it back down when you’re done.

And last but not least—something I’ve seen on only one other company’s headsets—is an independent lens angle adjustment.

Many VR headsets have a pivot at the point where their headstrap connects to the headset, but the angle is entirely at the mercy of how the facepad rests on the user’s face.

On the other hand, because the MeganeX Superlight headset essentially hangs down from your forehead, a small dial on the side of the mount allows you to independently adjust the angle of the headset (and thus the lenses) regardless of how the headstrap is resting on your head.

Taken all together, these adjustments make it easier for a wider range of people to get the best and most comfortable visual experience from the headset.

And if you’re planning to pay nearly $2,000 for a headset that’s not only compact, but also includes a whopping 13.6MP (3,552 × 3,840) micro-OLED display per-eye, you’re definitely going to want it to have the adjustments necessary to give you the best visuals it can.

The MeganeX Superlight’s displays are incredibly crisp, to the point that there’s simply no visible pixels, sub-pixels, or even a hint of screen-door effect that I could see in my time with the headset. The virtual world not only looks completely sharp and solid thanks to all of those pixels, it also looks very vivid thanks to the rich colors and deep blacks shown by the 10-bit display.

While I need more time with the headset to be sure, my initial impression from memory was that the MeganeX Superlight felt like it had a slightly larger field-of-view, slightly larger sweet spot, and less glare compared to Bigscreen Beyond (its nearest competitor).

From a resolution standpoint, there’s so few examples of VR content that actually have the underlying graphical fidelity to show a meaningful difference—between Bigscreen Beyond’s impressive 6.5MP (2,560 × 2,560) per-eye resolution and the MeganeX Superlight’s even more impressive 13.6MP (3,552 × 3,840) per-eye resolution—that the improvement wasn’t obviously noticeable.

But it stands to reason that the MeganeX Superlight should be the superior headset in cases where high resolving power is most important, like in flight simulators where long sightlines to distant objects are common, and for virtual desktops where resolving fine text is crucial. I’m especially interested to try the MeganeX Superlight for the latter.

While greater resolving power is always a plus, there’s no question that if you want to run VR content anywhere near the headset’s native resolution, you’re going to need to pair it with top-tier PC.

At the headset’s native 13.6MP per-eye resolution and 90Hz refresh rate, your computer will need to pump out an absurd 2.5 gigapixels per second (assuming naive stereoscopic rendering). [Note: Shiftall says the MeganeX Superlight only works with modern NVIDIA GPUs. AMD is not supported at present.]

If you don’t already have (or aren’t planning to buy) an NVIDIA 3080, 4080, or better, it’s hard to make a case for paying $1,900 for the extra pixels on MeganeX Superlight over the $1,000 Bigscreen Beyond (assuming both headsets were otherwise equal).

Photo by Road to VR

While I was impressed with the array of optical adjustments, stunning resolution, and vibrant colors of the MeganeX Superlight, I have the same reservation about the headset that I did with Bigscreen Beyond: the lack of built-in audio is a big oversight. I understand that there’s some people out there who are happy to deal with putting on their own headphones or earbuds over top of their headset, but my gut is that most people prefer the convenience of not having to deal with yet another thing to put on.

Bigscreen Beyond has since rectified this issue with an optional headstrap with on-board audio. And making it optional is fine; the people who want it can get it, and those that want to use their own aren’t stuck with it.

Shiftall tells me it’s also planning to build an optional headstrap with on-board audio, but it won’t be available (or probably even announced) before the headset starts shipping early next year. I understand that making and launching hardware is extremely difficult, but it’s a real shame to not have an audio headstrap available at launch.

Another issue I saw during my time with the headset is some pupil-swim in the lenses. That means when your eyes move in smooth pursuit (as opposed to saccading) across the lens, the scene seems to warp in an uncomfortable way.

This is typically an issue with poor lens calibration, and it isn’t uncommon with prototype headsets which aren’t being made with final tooling or calibration processes.

While there’s no reason to think the company can’t dial in its lens calibration before launch, getting it right is very important. So it’s something I’ll definitely want to get another look at closer to the headset’s release.

Assuming Shiftall manages to improve the pupil-swim—as it says it expects to—the company is on track to deliver a pretty impressive headset. The only major issues are that of cost and the lack of on-board audio. Those two factors ensure that the MeganeX Superlight will remain a niche headset. But if the company can find a clutch of users that want what it’s offering, it will have further proven out the existence of a hardcore PC VR crowd that’s willing to spend big to maximize their VR experience.

Filed Under: Feature, hardware preview, News, PC VR News & Reviews, XR Industry News

Canon Announces Pricing & November Release for New Spatial Video Lens

October 30, 2024 From roadtovr

Canon today announced a more affordable lens option designed for social media creators and videographers interested in VR and 3D content creation.

Back in June, Canon announced its RF-S3.9mm F3.5 STM Dual Fisheye lens, which was designed to allow its line of cameras to take spatial video and photos—priced at $1,099.00.

Now the company is widening its line of dual lens optics with an even more affordable VR lens system with the introduction of RF-S7.8mm F4 STM DUAL lens, which is going on sale this November for $449.99.

Image courtesy Canon U.S.A., Inc.

As the name suggests, the lens offers a 7.8mm focal length, as well as a 60-degree angle of view. Like the previously released Dual Fisheye lens, the new lens is also compatible with Canon’s latest cameras that support RF mounts, which includes EOS R, R5, R6, RP, and the R7.

While admittedly offering a lower field-of-view (FOV) than the 144-degree FOV of its bigger brother, it’s also less than half the price.

Image courtesy Canon U.S.A., Inc.

Previewed at Apple’s 2024 WWDC, Canon intends to use the new lens to meet the growing demand for accessible spatial video creation.

Notably, the new RF-S7.8mm F4 STM DUAL lens is said to operate like a traditional 2D RF lens, enabling easy setup for newcomers, and allowing anyone with its latest RF mount cameras to create immersive content for headsets like Apple Vision Pro and Meta Quest 3.

According to Hiroto Kato, Canon’s vice president of Imaging Products & Solutions, the RF-S7.8mm F4 STM DUAL lens is “an exciting step” in making 3D content creation accessible.

“With the RF-S7.8mm F4 STM DUAL lens, Canon is not only providing a new visual tool but also enhancing the way creators communicate using emerging VR, spatial and 3D technologies,” said Kato says. “This lens allows users to capture immersive content, bridging the gap between traditional content creation and the latest in VR and Spatial imagery. It’s an exciting step forward in making high-quality 3D content more approachable for everyone.”

The new dual lens is scheduled for release in November 2024, priced at $449.99. Check out the specs below:

Specification Detail
Focal Length 7.8mm
Maximum and Minimum Aperture

f/4.0 – f/16 (1/3 stops, 1/2 stops)

Lens Mount Type

Canon RF Mount; Plastic Mount

Interpupillary Distance / Baseline Length 11.8mm
Minimum Focusing Distance

0.49 ft. (5.9 in.) / 0.15 m

Maximum Magnification 0.07x
Angle of View (Diagonal) 63° 00′
Lens Construction (each lens)

9 elements in 7 groups

Special Elements (each lens)

Two UD lens elements

Lens Coating

Super Spectra Coating

Filter Size Diameter

58mm screw-type filter

Rear Mounted Gelatin Filter Holder Not Supported
Aperture Blades (each lens) 7
Lens Switches

Left-right focus difference adjustment mode switch

Dust/Water Resistance Not Provided
Focusing System

Gear type STM focusing

Left/right focus difference adjustment

Provided, user-adjustable using the Control Ring

Dual Pixel CMOS AF

Provided; Horizontal: approx. 30%, Vertical: approx. 46%

Focus Guide – Shooting Mode

Photo Mode

Left lens only supports focus guide

Photo Mode with L/R adjustment switch enabled

Both Left and Right lenses support focus guide

Video Mode

Left lens only supports focus guide

Video Mode with L/R adjustment switch enabled

Both Left and Right lenses support focus guide

Full-time Manual Focusing

Both Left and Right lenses support focus guide

Control Ring Provided
Optical Image Stabilization Not Provided
Stabilization with in-body IS (EOS R7) Not Supported
Dimensions

ø2.7″ x 1.6″ L (ø69.2mm x 41.5mm)

Weight

Approx. 4.6 oz. (131g)

Accessories

Lens Hood Not Supported
Lens Cap E-58II (bundled)
Dust Cap

Canon Lens Dust Cap RF (Bundled)

Lens Case

Canon Lens Case LP1014 (sold separately)

Extension Tubes Not compatible
Close-up Lenses 250D / 500D Not compatible
Canon RF Extender 1.4x/2x Not compatible
Canon Gelatin Filter Holder III/IV Not compatible
Rear Gelatin Filter Holder Not compatible

Filed Under: News, XR Industry News

Meta Explains Why It Sees Wide Field-of-View Headsets as a ‘bad tradeoff’

October 22, 2024 From roadtovr

Meta CTO Andrew Bosworth revealed last week a mysterious wide field-of-view (FOV) headset prototyped in the Redmond, Washington-based Reality Labs offices. Bosworth now reveals the research prototype had something close to a 210-degree FOV, however wide FOV displays are a critical tradeoff the company isn’t ready to make.

And if you were hoping this was the wide FOV Quest yet to come, you’ll probably be disappointed. Bosworth revealed in a recent Instagram Q&A the device is actually a mixed reality headset, however he tempered expectations by calling the prototype “very, very, very low resolution,” which notably featured “giant gaps in the display where there was no image at all.”

Bosworth intimated Meta won’t be chasing after such a wide FOV because there are simply too many conflicting tradeoffs.

“I know how much ya’ll love field-of-view and want more. I’m with you. I like it. I get it, I do. The tradeoffs are so bad. The tradeoffs on weight, form factor, compute, thermals… it’s all bad,” Bosworth said in the Q&A.

Image courtesy Andrew Bosworth

Enthusiast-grade, wide FOV PC VR headsets like Pimax Crystal Light ($699), Pimax Crystal Super QLED ($1,799), and Somnium VR1 (€1,900/$2,050) don’t need to worry about those things as much, as they rely on dedicated GPUs and typically don’t need to fit into the sort of tight compute and power envelopes as Quest. And as we know, Meta doesn’t produce PC VR-only headsets anymore either.

Bosworth boils it down to price, since producing a significantly larger FOV in a standalone beyond the typical 110-degree horizontal increases the costs of all associated components.

“Field-of-view is one of the most expensive things you can add to a headset. And by definition, and all that cost—that quadratic cost—is going to the least important pixels,” Bosworth said, referring the display’s periphery.

Even so, Meta doesn’t seem ready to revisit higher price points just yet—at least not after retiring Quest Pro, which released only two years ago for an eye-watering $1,500 before being reduced to $1,000 less than a year after launch. In the near-term, the company is pinning its hopes on the most affordable mixed reality standalone yet, Quest 3S.

“It’s a really tough trade to embrace. We care about field-of-view, and that’s why we do this research. We look at different ways to approach it, and attack it, and make it cheaper […] and more affordable, and not make it so expensive,” Bosworth said.

Summing up the subject on wide FOV headsets, Bosworth maintains “there is a practical reason that we end up in the space that we do.”

The prototype was developed by the company’s Display Systems Research (DSR) team led by Doug Lanman, who is also known for his work on varifocal prototypes. In 2020, DSR said its then-latest varifocal prototype, which featured static varifocal displays and folded optics, was “almost ready for primetime.” The team also showed off display prototypes capable of higher display ranges, providing better contrast for more immersive visuals. None of those technologies have made it out of the lab yet.

Instead, Meta appears to be continuing its march to reach the masses with mixed reality, acting as the lower-cost foil to Apple’s $3,500 Vision Pro—an emerging XR competition with battle lines that are still unclear.

– – — – –

A recent report from The Information maintains Meta may launch a Quest 4 sometime in 2026, which will give us a better idea of how Apple hopes to respond to similar reports of a cheaper follow-up to Vision Pro, reportedly coming sometime in late 2025.

Filed Under: Meta Quest 3 News & Reviews, News, XR Industry News

U.S. Army Needs Microsoft AR Headset to Be “substantially less” Than Projected $80K Price Tag

October 21, 2024 From roadtovr

Microsoft’s contract with the U.S. Army to build a combat-ready AR headset is worth up to $22 billion, but only if the company can deliver the goods at “substantially less than” the projected $80,000 per unit, the Army tells Bloomberg. Requirements also include definitively positive field testing, set to take place early next year.

Based on HoloLens 2, Microsoft’s specially-built Integrated Visual Augmentation System (IVAS) has faced multiple challenges since being awarded the Army contract in 2019, including poor field testing results due to reliability and ruggedness issues. Despite recent improvements in the 1.2 version, such as better reliability and display clarity, and a flip-up design, the Army hasn’t scaled up orders yet.

While the contract stipulates the Army could order up to 121,000 of Microsoft’s IVAS, that’s pending further field testing—set to take place from April to June 2025. Price is also a “key factor,” Army acquisition chief Doug Bush says.

At the annual Association of the United States Army (AUSA) conference last week in Washington D.C., Bush said testing is “going much better than the first time around,” adding that “a lot of the problems have been fixed.” The Army still needs to “something that’s affordable” in order to cue up full production, however.

2021 prototype Microsoft IVAS | Image courtesy Microsoft

Unit cost is “a key factor next year when senior leaders make decisions about going into production,” Bush said. And the pricing goal should be “substantially less than $80,000,” an Army statement obtained by Bloomberg maintains.

Around half of the bill of costs can be chalked up to the system itself, which includes the AR headset—modified with sensors and thermal imaging—a battery, and chest unit for displaying information, such as the location of overhead drones. The remainder includes increased expenditures, such as Army program management to Microsoft engineering and software support, as per the Bloomberg report.

“We are going through the program to identify where we can reduce costs,” Microsoft’s Mixed Reality and HoloLens chief Robin Seiler told reporters last week. “It’s a fairly complex system, so when you look at cost reduction you have to look at it from a component level, from a labor level and from your supply chain.”

Despite best efforts, Microsoft’s contract may actually be at risk. The Army is reportedly preparing to hold ‘IVAS Next’ later this year, a new open competition that could see Microsoft replaced entirely as the prime contractor of IVAS.

Meanwhile, in an apparent bid to boost Microsoft’s chances at keeping the contract, Oculus founder Palmer Luckey’s defense startup Anduril has partnered with Microsoft to provide the combat-ready headset with its Lattice platform, which integrates real-time threat detection to improve battlefield awareness and survivability by sourcing data from drones, ground vehicles, and aerial defense systems.

Filed Under: News, XR Industry News

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