Tag Archive : rift

/ rift

Kvasir-VR : Teacher-Guided Virtual Reality Field Trips


these are the solar collectors the
purpose of a collector is to gather thermal energy by focusing sunlight on
this big pipe that runs along the center this heats up water that gets pumped
through the pipe can you trigger that pipe up there
now you’re seeing the sun’s rays shine down on the collectors mirrors and being
reflected onto the pipe the sun’s rays are heating up the water that’s moving
through the pipe that hot water will move thermal energy from the Sun over to
the generator area now what do you think this blue liquid
flowing from the cooling tower to the condenser is exactly cold water and what
do you think this green liquid flowing from the condenser is well actually the important part to
notice here is that it’s refrigerant that’s been cooled down and condensed
into a liquid so it has entered as this refrigerant vapor and is going to leave
as cooled liquid refrigerant here we’ll see where the vaporizerd refrigerant goes
and what it does. Randy, can you click on this turbine so you can see right here
you see the vaporization purging has a high pressure and it’s being pushed
through this turbine which is clogged with the spit the refrigerant is heated
up by the water causing it to boil let’s head over to the turbine area behind me this is the condenser here the
refrigerant vapor is cooled back to liquids that can start the cycle all
over again here is an overview of our 3d models used in the VR field trip of a
solar plant there are two main areas the solar collector where the sun’s energy
is collected and the generator where it’s turned into electricity these are
the solar collectors they gather thermal energy by focusing the sunlight onto the
pipe that runs along the center this heats up water that’s pumped through the
pipe here hot water flows through these valves and into the boiler that second
green liquid flowing through the boiler is called refrigerant it leaves the
boiler vaporized and makes the turbine spin this creates mechanical energy that
turns the generator cold water from a cooling tower is used to condense the
refrigerant back into a liquid this plant is about the size of a
football field and can power about 10 homes but a plant that covered just five
percent of the Arizona desert could power the entire United States you

HTC Vive Cosmos VR Headset Review

October 12, 2019 | Articles, Blog | 100 Comments

HTC Vive Cosmos VR Headset Review


hey everybody its norm from Testim and
welcome back to projections where as you can see in Fermi we’re going to talk
about headsets a day I’ll be reviewing the HTC cosmos which is the newest
desktop-based VR headset from the folks at H T C now
this is the successor the replacement for the original HTC vive though the HTC
vive pro will still be available for the enterprise market this is going to be a
consumer class headset that’s quite a departure actually from the design of
the HTC vive primarily in that it does not use valves steamvr based light house
tracking technically inside out but yourself to use externals laser array it
actually is fully inside out using computer vision with an array of six
cameras and in the spectrum of desktop VR headsets we’re kind of in the end of
what I think of as the first generation all the heads of so far me are kind of
like the second wave of headsets but I don’t when we call these second
generation headsets I think the the groundbreaking technology that’s gonna
really create completely different if your experiences are still probably a
little waste out but we’ve kind of refined the first generation of VR in
terms of tracking in terms of ergonomics and also in terms of display in what you
have on the table here so on kind of the entry-level side there is the oculus
rift S on the high end thousand dollar side there is the valve index and then
sitting in between them is for $700 the HTC cosmos and yes I know technically
windows mix reality headsets are still available kinda but you know as
Microsoft can really do anything with them don’t know so let’s go over the
cosmos based on that criteria let’s talk about ergonomics first you can sell that
it’s actually also departure from both the original vibes kind of plastic strap
and also the deluxe audio head strap which I really like and people have used
to modify their our oculus quest headsets the HTC cosmos is now using a
halo base design also like the rift s and of course PSV are now just because
it’s a halo design doesn’t mean it’s exactly
same type of fit as other halo based design headsets actually a little bit of
variability here first of all there’s a really big pad on the inside a lot of
pressure on the front of your forehead and the angle of the headset if you
actually look at these side by side is less tapered down it’s a less of an
angle than on the rift s I really like the ergonomics of the halo strap on the
rift s and P s mu R because it cups the back of your head that’s what you really
want and for here if you try to pull the head of the strap all the way behind
your skull you actually don’t get as much clarity in the the lenses and the
display and that’s because there is no adjustment on halo style designs
included on the roof s you can’t actually pivot the the display and the
lenses and angle you have to move the whole strap and so for me I wanted to
the same time pull the halo strap all the way back but then I wanted to have
the display kind of tilted forward so I could never get it fully comfortable it
was usable for sure but not my favorite halo strap design now HDC also put in an
interesting design element in that you can flip up the display itself this
whole unit flips up which allows when you wear it you’re wearing it so then
easily get out of VR and gets your computer and interact with the outside
world it’s useful I definitely found myself using that especially during the
setup processes as I was going back to my PC and going through Steam and in
vive port but if I had the option for them to vote that engineering a
different feature I would love to have the ability to move this and lock it in
position say for increased clarity and finding that sweet spot and well gets a
sweet spot when we talk about the display there’s also built-in headphones
and headphones sound quite nice there’s actually a slight difference if you plug
the headset into your computer over a USB 3 port with all bandwidth or versus
a USB 2 or a clogged USB bus in that the audio quality does sound a little
different so make sure that’s plugged into
usb3 bus but if you also want to use your own headphones it’s not too
difficult to unplug this and then plug in your own headphones as well I also
found that the weight distribution of the headset was a little bit front-heavy
and that again goes back to the kind of design they went for their halo head
strap I really wish that if they we’re gonna stick with a fixed angle that they
would have angled the halo strap a little bit further back so cup the back
of my head a little more I did find myself constantly wanting to readjust
the whole time as I was in VR one good thing though is that because you can
flip this up and down it did fit over my glasses very easily in fact of all the
heads since I’ve used it is most easily fits over my glasses and I now have to
worry about the lenses hitting my glasses because it’s actually a good
distance there now the downside is that there is no eye relief on both the psvr
and also the rift s there is a button they can press they can actually slide
the headset front and back for not only for clarity but also if you’re wearing
glasses you can’t do that here it’s it’s locked in it’s that fixed field of view
and what I really want to do was to push the the lenses as close to my eyes as
possible something that I do on the valve index all the time with its eye
relief to maximize that field of view one last bit with the design there is
adjustable IPD on this which is a plus the range is about 61 to 74 and so if
you are outside that average of 65 IPD something like the HTC cosmos would
work for you over the software-based IPD adjustments that don’t work for everyone
on something like the rift s alright from ergonomics let’s start talking
about the panel and the optics this is a very high-resolution panel HTC chose a
panel with combined resolution of 2880 by 1700 now if you want to do math you
remember 2880 by 1600 is technically the resolution of the oculus quest of the
vive pro and of the valve index and the panel they chose here
is an RGB sub-pixel LCD panel which is similar to with LCD panel that valve
chose for the index what’s different though is that this is maxed out at 90
Hertz so it doesn’t go to 120 or 144 I did my testing on both gtx 1070 as well
as 2080 and 1070 could play most games fairly well but with that increase pixel
density did i really notice a difference in terms of the clarity not really that
extra hundred pixels that you get in terms of height from 1600 1700
I don’t think gives you a noticeable benefit and in fact I think the panels
at HCC are sourcing are not quite as good in terms of the pixel fill as
what’s on the valve index I did a lot of a be testing I spent a lot of time with
the valve index and while neither of them exhibit glaring screen door effect
like at this resolution screen or effect with RGB sub pixels is basically gone if
I’m looking and trying to read text at a distance on the cosmos I do notice just
a tiny bit of those edges around the pixels things I did not notice on the
index I do think the pixel fill is not quite as good even though technically
there are more pixels on this resolution display the optics also are an
interesting choice they’re using Fornell lenses on the cosmos and the new
arrangement of lenses they have here does reduce a lot of the godrays and the
ghosting effects in fact I didn’t notice almost any of that even on high contrast
scenes so kudos to the HTC there but the sweet spot as I’m sure you’ve read and
heard is not that great and sweet spot is the place within the lenses where you
can see clear clarity across as much of the lens and and field of view as
possible and so I did find myself constantly adjusting especially since
the headset like I said is a little bit front heavy and it would dip down from
time to time I would constantly have to adjust up to get my eyes into the sweet
spot and once it was in the sweet spot the eye box the amount of clarity that I
could see around the field of view was decent it doesn’t really get blurry
until almost the very of the frame field of view is it’s rated
at 110 degrees which is exactly the same as the very first vibe and and things
like the rift s and again I really wish there was some high relief because all I
want to do is to push that was lenses and display closest to my eyes as
possible I think that with this high technically a high pixel resolution and
pixel density there’s no reason not to get these optics it’s closer eyes to try
to maximize the field of view alright so let’s get to tracking on the HTC cosmos
and here that’s where I think people have had the most questions about it and
where it’s not necessarily the best performing in fact the high bar I still
think is steamvr lighthouse space tracking and if your locker talking
about inside out tracking windows box reality’s pretty good I think what
oculus has done with the inside out tracking on the rift s and their
software optimizations is still ahead of the game compared to what HTC has put
out now there are six cameras here so the field of view of the tracking here
is pretty wide and in optimal conditions the tracking is pretty is pretty good
setup is really easy it’s actually very similar to what you’d find on the oculus
side you have to do a little bit of moving your head around the room to scan
the room like you would on a Windows mix reality headset and then once you’ve
done that if the room is well-lit enough then you then draw your boundaries you
find your floor and the set of process is very quick unlike on the oculus site
it doesn’t retain memory of your spaces so every time you move this to a new
space you’ll have to redo the tracking but again that process is real quick so
I didn’t find it a big hassle in my office which is a normally lit room I
did some testing in this studio as well I was getting the warning message that
TRUCKING required more light now this is a known issue and explains why one went
over to HTC’s offices and did her first demo the roommate had us do this demo
and was so brightly lit and there are a lot of frame things pictures on the
walls in my office there are framed objects in the walls and that should
provide enough hard edges for the computer vision to to track and lock in
but I would get the pop-up message that there wasn’t enough light
there is a patch that was released shortly after this cosmos went to market
that does address that but I was still getting those pop-up messages you need
more light you need more light thankfully you can bypass that and you
still tracking will work and so even as I was looking the room and moving into
spots where there were some dark areas I wasn’t losing tracking all the time also
good is that you could block a few of these cameras and still get tracking
cells able to block either side cameras or the front cameras or block more than
four of the six cameras though then you lose the positional tracking and on the
headset side tracking does come back relatively quickly though on the
controller side it doesn’t come back nearly as fast as I would like
controller tracking is a completely different animal it seems than the
headset tracking because it’s not using IR it’s actually using I think just the
computer vision as opposed to the IR light and you would see on the oculus
side and these are our RGB cameras it’s actually seeing full color so as a side
note you can actually enable a pass-through mode which lets you see the
world through these these two cameras here which are stereo correct so you do
see a 3d version of the world but the resolution on that pass-through is
really low not good enough for reading computers it’s only good enough to see
that there’s a another person in the room so you can engage with them flip
the headset off but that’s the controllers they’re a bunch of blind
spots and it’s something I noticed when I went to do the preview of this headset
– if you move the controllers up close to your face
you lose tracking and so for games where you need to bring like a weapon up to
your face to look down the barrel or look down a scope that’s not gonna work
trying to play a game like Pavlov using the cosmos
I was holding all my rifles out in front of me because I couldn’t use the Scopes
and then what if I didn’t lose tracking by putting the weapon up it would just
then float my hands would float there and when I moved it away it would
definitely take a little bit before it would bounce and relock into a position
more so then I was used to on the rift side or that would make it playable in
game of course there’s some blind spots behind the headset as well you can
easily test this and some like tilt brush
and try to draw a circle around your head and I was actually not too
disappointed by this you lose a little bit of the tracking like right behind
your head and the lines get all swig Li and most of the time it would connect if
I was moving fast enough and connect my drawn circle if I was moving really
slowly it would do some funky things like push the line up to the ceiling and
then relock back in so the controller tracking leaves a little bit to be
desired HCC has said that they’re going to be improving the tracking on the
controllers with software updates over time so well just let’s wait and see
until they actually deliver on that promise now on to controller’s
themselves they’re also a big departure from the HTC vive ones that came out
with the first HTC vive and the vive pro and they actually look a lot like the
oculus touch controllers the new versions that came out with the quest
and the rift s they are significantly a heavier and bigger because they do take
two double-a batteries on each hand which are included with the box and I
gave this to a couple people to use and some people bigger hands actually like
the bigger heavier controllers organ ah mcclee they do feel really good and you
have your standard array of buttons not only the trigger buttons there’s also
now shoulder buttons which default act as trigger buttons and the big
difference between the shoulder and the trigger is that the trigger button on
the bottom is an analog motion with a click at the end much like on the vive
ones and the shoulder button is just a click so actually gives you the option
to have either of those options if you like more responsive click for a shooter
perhaps but no games right now do you make discrete use of triggers and the
shoulders so I’m still waiting for that on the top you have a thumb stick you
have two buttons and of course you have the the vive button that then opens up
the vibe interface this new lens interface for you to select by for games
or steam VR games I did like the thumb stick has good range of motion and also
clicks in depresses across the entire field of motion something which the
valve index controllers at least at launch didn’t exactly do but I think the
thumb sticks are not a great design I really like the valve in next thumb six
and that they’re kind of a Kong cave at the top it’s really nice to grip
onto and they bounce back really quickly the the cosmos thumbstick if you’re in a
game we’re using one to do free locomotion you wanted to press it for
running I actually found my thumb’s feeling pretty tired after you know 30
minutes of play and I really need to take a break because the the motion
there plus the depressing requires a little bit more force a little bit more
strain on my thumb than I liked there is a grip button as well and it’s very
similar to the oculus grip button using your middle finger but it’s not analog
so it is just a click and none of these buttons have capacitive sensors like on
the oculus controllers or on the valve index so there’s no kind of enhanced
hand presence and you get with like the CapSense capabilities of NX and so I’m
curious why HTC didn’t try to incorporate that this is a simple click
I always want to I want that analogue motion because I want my virtual hands
to be able to see how I’m I’m slowly closing them but them but instead
that’s all relegated to the trigger on the controllers battery life actually is
better than I expected we all fear that it was about two hours of battery life
with the batteries that come with the cosmos I was getting about four four and
a half hours and then I quickly swapped them out and using my own rechargeables
I have at home so not a big concern for me yes it’s Falls much short of like the
10 15 plus hours you’d get on the rift side and they’re not built-in plug-in
rechargeables like on the index side but if you buy some and loops that shouldn’t
be a problem for you on the software side HTC is also revamped the interface
you run this through vive port and when you boot into the cosmos there’s a whole
new environment that’s much like their version of the steamvr home environment
you get to walk around this this virtual space you have this little home area you
can decorate and anytime you press the vive logo the vive lens which like this
portal opens up and you can then select your vibe port games cosmos does come
with a six month subscription so HTC’s vive port that’s their all-you-can-eat
netflix style of VR game buffet so if you’re new to VR and there are plenty of
classic games there and new games there like battle wake and to the top and some
really good games there it’s it’s a pretty good value I think and getting
six months for that it’s good but there’s also of course compatibility
with steamvr at least most games in steamvr you can choose your steamvr
games directly from the seem very interface or from the lens and if you
there isn’t direct compatibility with controllers yet people are uploading
their own bindings HTC the content team there is doing that at a pretty good
pace as well it’s not necessarily native out of the box you might still have to
go into steamvr controller settings find the right bindings that people have
uploaded and then incorporate that into your favorite games tweak them to your
specifications and I found the compatibility to be pretty good there so
the question at the end of the day is you know with the changes that the HTC
has made with the cosmos because it is such a big design and technology
departure from the vibe where does a stand in this kind of end of first
generation class of VR headsets and you think if it’s right in the middle
between the rift s and the valve index like if I was going into VR right now
and I only had 300 to 400 dollars to spend four dollars gets you the rift
test which i think is a fantastic price tracking is rock-solid updates that
oculus put out in terms of the blind spots to controller this has really
solve a lot of those problems and if I less than $400 windows because reality
is still there and great for sim games the panel’s are good and the tracking
that inside out tracking has been proven that’s good for the entry level on the
high end the valve index is still my favorite desktop VR headset both from a
comfort side from the field of view that 144 Hertz I think it’s totally worth the
money there and you can buy that piecemeal as an upgrade path if you have
steamvr if the headset is $500 here that leaves the cosmos in a weird spot
because it is $700 and you have to buy that $700 with maybe the promise of
spending and hope of spending more money to unlock the future capabilities
there’s gonna be the ability to go back to seeing VR and swap out this face
plate and then you steamvr tracking if you have lighthouses but that’s gonna
add another two hundred dollars if you want to use wireless capability Wireless
is something HTC has done very well with a vibe Pro and the wireless adapter
that’s $200 and then you have to spend $50 on accessory packets to make that
compatible with this which is something that valve and oculus hasn’t put out yet
so that’s a potential customer base for this but I think the base price of $700
is really where I’m getting hung up on with the cosmos this really feels more
like a $500 headset especially if they’re expecting you to make those
upgrades to expand it in the future $700 plus you know $200 here $200 there to
unpack the full potential of the cosmos I think is a little bit too high so
that’s the status of HCC’s kind of flagship consumer VR headset with the
cosmos and I do think they’re in a little bit of a tough spot they were
early to market and they had a great partnership with valve for the original
vibe which helped them you know cement have a foothold in the VR space but it’s
been a couple years later and Facebook has unlimited money that they can put
into software and hardware design the quest has done really well and on the
valve side they can experiment with things like the knuckles controllers and
and they put out a really high-quality headset they they don’t necessarily need
to make money from HTC they’re running this is a business they do need to make
money from this I think that was what went into their decision for this
pricing and that’s where I think this falls a little bit short I do wish them
the best of luck with this I do hope to see improvements to the cosmos I do want
to see what those up raise down the line will look at and that could very well
save this device from the future well that does it for our look at the HTC
cosmos if you have questions about the headset would love to hear them please
post them in the comments below but we’ll see you next time thanks for
watching you

Hands-On with Tilt Five Augmented Reality Tabletop Gaming!


hey Ron its norm from tested and welcome
back to projections where this week we’re gonna be talking about augmented
reality I had a chance to recently try tilt 5 these are the augmented reality
glasses made by Jerry Ellsworth and her company and based on a technology that
she’s been developing since she was at valve software she took that tech and
launched a product called cast AR about six years ago now and since then has
been iterating on the hardware on the software and on experiences to now
launch a new product called tilt five and I had a chance to chat with her
about what’s changed since Cass a are what’s in this new hardware with type
experiences they’re developing for tabletop AR and all that good stuff
let’s take a listen well Jerry thank you so much for having
us here looking forward to this demo for a long time now I know you’ve been
working on this for years and years and years so the latest iteration of this
technology and what you’re working on it’s an AR headset called tilt five I’ll
say I’m with the company for people who might not know and may have heard
rumblings about like how a our headsets work how does tilt 5 work let’s start
from the basics so our system is kind of unique compared to other systems our
system actually projects out to a special game board which is called a
retroreflector and that allows us to make the headset really high performance
lightweight super wide field-of-view and super comfortable for the user so part
of the the system is it projects out of these silver lenses here down to this
route this retroreflector and it comes back to each user and that allows the
focus of these pixels to be correct so if I put my finger next to a virtual
object it’s in focus and that’s super unique to our system a lot of other
systems have a fixed focus and you can’t focus on real-world objects and the
virtual objects and then also the system is super lightweight so it’s just 85
grams it just weighs nothing it just folds up and slip it on so our main
objective is to have a system you fold the game board out slip the glasses on
and just get right into fun you know no calibrations no complicated setup no
sensors in the room it’s a fundamentally different approach
– AR yeah then what we’ve seen out in the marketplace before where people have
used lenses essentially a projector is on so two waveguides lenses which let
you put objects into real space but have limitations like field of view yeah like
the accomodation vergence problem where things don’t look like they’re in focus
or you have fixed and a plane right there because you’re using the
retro-reflective and essentially projecting out and back end you solve
for a lot of it yeah exactly I mean we like I mean I love the systems that are
like AR anywhere those are really cool but they have limitations we decided to
do AR somewhere it’s kind of our internal way we think of it’s like what
can we do and what can we just nail and make perfect and so with this system
like playing with your friends like head to head or play with your friends
virtually or even solo games like we can nail this and it’s gonna be a great
experience it’s omit the tabletop game board it’s
yeah it’s having this board here which is about like 2 feet by 2 feet where
you’re calling for with the tracking markers around it can be any board game
yeah that you would buy the game store that you were a gen con’ recently people
were flipping out rare or it was awesome you have D&D in there you kept our
defense you can have single-player games multiplayer games action games is so it
doesn’t have to be board games it can be like you know never before have you been
able to sit across the table and play an action like war game with your friends
and that make it really heightens the experience so like if I like pull up
your base I get to see it in your eyes yeah and that’s that’s pretty unique and
all that software is kind of defined and parameterize by the hardware that you’ve
yeah iterated toward we talked about you have this nice yeah I’m here view of it
it really helped helps illustrate I think how this projection system works
they look at the projectors and it’s really novel that looking at here the
projectors actually go toward your eyes bounce yeah yeah so these lenses here
these are actually really special lenses I mean they just look silver and kind of
plain but there’s actually a lot of layers in there this is one of the
inventions I did pat on my back it’s like this actually controls polarization
and the way that the light gets reflected on the inside so that you
get 85% efficiency when the light goes out and back again where if you just had
a silver mirror you’d only get 25% of the light so it’s a very elaborate
high-tech one-way mirror system yeah that doesn’t work the polarization to
make sure that maximum light is transferred to the user but it also
isolates each eye so you get this 3d experience and it also helps isolate
between multiple users so you can have any number of users around there and
then there’s two projectors no the two projectors shine down onto these lenses
and we’ve gone through like five iterations on these and the new ones are
fantastic they’re 110 degree field of view super high fidelity and in really
small and light like even between this iteration in this iteration we shrunk it
down even smaller it’s like two sugar cubes worth of like volume I’m looking
around you know your office you have all these parts everywhere so a projector
like this it’s not something that’s off-the-shelf like you know people
always think that we just get it off the shelf like no this is like four years of
development to make this projector because you can get small projectors but
there’s you know very narrow field of view they have a very shallow depth of
field and so we had all these requirements we had to have like InFocus
over a large depth we had to have a massive field of view had to be super
efficient so that we could run off you know cell phones and right right when
people think of like pico projectors like those would not work great for this
but now a lot of those projectors get too hot thermal was a problem for us too
so we had to come up with solutions so that we get the efficiency of the LEDs
up enough that we weren’t heating the LEDs up and heating the headset so yeah
a lot of work went into the projectors and a projector like that’s one
necessary work well as like no if you point this at the wall it’s only 0.65
lumens or point at your hand you can’t even see right but because of kind of
the amplification of the retroreflector how it just takes all the light and
brings it back to each user you get the super-bright image like we were demoing
at Gen Con and it was probably the most harsh environment we’ve ever convention
lighting these huge like mercury vapour lamps yeah it was super bright and
people are like wow I can’t believe how bright this isn’t
yeah and the objects look opaque and yeah really
are you talk about resolution and these are HP so they’re they’re 720p
all right and then you’re refreshing them at a 180 frames per second 80
frames a second which then needs to talk about how you’re processing all that cuz
games then running at hundred eighty frames no they don’t have to no no
that’s a really cool part of our system and it took us a long time to get here
it’s like I dreamed about this like years ago when I worked at valve I’m
like in the future the game engine is going to run asynchronous from the
actual projection system and in the headset it’s going to do reprojection to
realign the image and do all the prospective transforms that need to be
done and so that’s what we’ve achieved we have a chip on here that receives
images over USB it lands in the chip and then the chip upscales it to 180 frames
per second and does all the reprojection so as you move your head back and forth
or your shift side-to-side the image stays locked to the game board and it’s
updating at this insanely high frame rate in the VR world we hear about
reproduction all the time to compensate for lost frames and it’s very difficult
you know spatial projection for from a lot of movement this is all hardware
base yeah the loop the entire loop is in the
headset which is really unique like VR systems are just brute forcing it by
having giant video cards so what this means is that we can have multiple
headsets running off one PC and as long as the framerate it’s good enough and
you’re happy with the animation right it’s running at 60 frames you could have
two instances of games running at 60 frames or four at 30 frames per second
and for your perspective as long as it’s comfortable as long as I’m used updating
and the reproduction again is updating then you’re usually oh yeah you won’t
have no discomfort yeah you won’t have what’s what’s bad in VR and AR system is
when the tracking goes bad and you drop a frame then awesome the image like goes
flying off somewhere because you had head motion this happens to me all the
time I’ll be sitting on my desk working with unity and I’ll crash unity and I
won’t realize it I’ll be looking at the game board waiting for something to
update it’ll be like come on come on oh you
don’t notice it because the last image is right it’s running basically at zero
frames get the last one frame right but it’s
still smooth it’s just no I should have shown you that we’ll have to fire it
back up I’ll show you that oh it’s neat very cool and then then the tracking
these are the markers oh you’re doing positional tracking of that way say
inside out and what’s unique about our system on the tracking is we have two
cameras that are right here so one of them is 140 degree field of view
infrared camera so you can play at night you can play full daylight so anywhere
in between because we illuminate the game board with infrared light and
that’s on a specific wavelength and we filter the camera so the camera is
another custom-designed piece has a bandpass filter to only respond to that
wavelength of light then we have a second camera in here that runs on a
totally different wavelength of infrared light that’s for tangible so playing
cards and tracking complicated object tracking like tracking miniatures on the
table and that recognize that’s basically computer vision yeah yeah
recognition you can be as simple as QR codes shapes and your your one control
there yeah all that stuff is positionally tracked because you have
that inside out track yep yep man it’s an 8 megapixel camera so it’s super high
res so we can pick out features like it really far distances with it and we
talked about the the tracking field of view being wider than your visual field
with you which so I think you were trying that out you were like clear off
the game board yeah still tracking it yeah and then also you know you did a
thing where you brought a extension to the game yeah you’re also rendering
beyond this because you don’t know the user the system doesn’t know where the
game wardens necessarily except that it’s somewhere within that kind of big
field of view and so I was able to look in and see as far yeah into the world or
even extending the work yeah yeah if you just put another piece of a game board
here like a taught another tile and your your game board just extends and part of
our offering will be will have a base kit which has this fold-out rectangular
board just easy gives you everything you need but then we’ll have the deluxe kit
that has like the tiled system that you can do really fun stuff with like make a
rectangular board if you’re doing D&D right or if you want to have like lots
of vertical you can have a little kickstand so you can tip it up and you
can have all this vertical height out of the game board so that that’s that’s an
interesting thing because extending it I get like you’re having
more surface area which then you can look deeper and more into it but having
an angled game board it doesn’t matter what angle it is because it’s all about
we can’t even tell if you angle this it just it it’s seamless
all you do is just get more vertical it’s it’s a little difficult sometimes
to understand what you’re gonna see when you look at this system a lot of people
are like oh you can never project anything above the game board which is
not true at all you know us sitting here playing a game
side by side I can have objects like this tall off of the game board and it’s
great it’s a great experience all about the angle that you’re looking at the
game board form kind of like you know at a 3d movie things are still coming out
at you both in and out but because it’s wide enough that the angle works and you
can have sterile images that far apart yeah yeah so on this system you can have
like I can’t see anything taller than that but I can see stuff this like in
the center of the game board it’s like this tall easily but if you had a
requirement where I wanted to have something really tall I just took the
the pro board up so there’s a sweet spot in terms of where objects are placed
yeah right in front of my front which tends to be where you’re looking anyway
yeah and what’s funny is people are like well you know it’s gonna clip on the
backside sometimes and it turns out like we play video games all the time that
clip 3d stuff in the back and it’s like it it just works like your brains like
oh yeah that just went off the screen and it feels right well in terms of
sweet spot – one of the things we mentioned earlier is that accommodation
verges I was able to hold a cube up focus on that cube and then focus on
other cubes on the game board and go back look for and go back and forth
immediately you’re nothing that’s changing the rendering what is it about
this projection system the retro reflective material that allows for that
to feel real natural well it’s a combination things it’s kind of
complicated but it’s the aperture of our projectors which send out really tight
ray bundles and then also retroreflector these ray bundles will be going out in
like a cone and it’ll be focusing but since retroreflector brings everything
back again it refocuses them and it brings them through these intersection
points which are correct so it’s like we’re kind of through a clever optical
trick we’re making an entire leg field display without having to compute it and
that works specifically for what you’ve experienced the sweet spot for
tabletop yeah you are at that you know within certain number of meters and like
as close as you want those no minimum focus distance at GenCon we actually had
people like bumping their head into the table like Oh careful wait when you were
first experiment with this I mean people imagine putting this everywhere yeah
right that technically what good work yeah oh yeah yeah we are Maine kid it’s
gonna be like something that you can deploy in the home easy just flip the
game board open slip the glasses on grab your wand and start playing but yeah
there’s some folks that are taking our system and doing really crazy things
like huge domes for location-based experiences so you know all your friends
in this dome you can see each other have a really wide field of you you know and
sharing this virtual experience but again having the parameters of tabletop
that allow the developer to work yeah they all get the same board it’s a
language that exists if you understand your four sides you can do multiple
players so what are some of the game experiences oh well we’re really excited
for our announcement hopefully this is going out after our Kickstarter and
fantasy grounds is coming to our system so for the DeeDee Pathfinder crowd
they’re gonna love this so you can have your whole virtual world laid out in
fantasy grounds the DM gets their own unique view into the space the players
sitting around the table don’t get to see what’s coming until the DM triggers
so the the DM will be able to do things like an eerie mist settles in the valley
and that’s they wave their hand over and eerie mist will come out of their hand
and it’ll be revealed this fog of war will be lifted to the other players and
if your friends can’t login or can’t join you around the table they can login
and you can connect your game board to their game board and so in the DM waves
there and over they would see a virtual representation of the hand and the eerie
fog you know they do a trigger and the monster Springs out because that’s true
asymmetrical play but yeah people are using the same game board so the game
knows there’s gonna be someone in that position it actually doesn’t really
matter where they’re sitting it as long as not rendered properly for them and
some of you can be playing with someone yeah so the DM like could see like well
here’s a trigger point and there could be stats and there could be a monster
sitting here waiting to jump out and the other players are oblivious it until
that moment you trigger it so it’s gonna be great for storytelling so we’re super
excited about that partnership what’s also exciting about that is their system
is truly cross-platform so if your friends don’t have a tilt 5 system yet
you can play on your PC or tablet and still participate there’s the base the
underlying technology and those systems are all the same yeah yeah roll they
bring your ass they have adventure packs that you can download you can bring in
3d assets and work with them yeah that’s super exciting so that’s the D&D crowd
we have a bunch of action games that are going to be shipping with the system so
we have a bunch that we have which are kind of party action games so you have
your friends sitting around the table you have shooting blocks and trying to
grief each other and and do head to head then we have some solo play experience
we have this racing game that’s a very Mario Kart like and then we also it has
a battle arena mode which is really fun so you’re all in this arena it’s got
these spinning discs and stuff and you try to shove your friend’s car it’s kind
of a rocket League like very cool yeah and these are all essentially just like
PC games or a mobile game because you can plug this into yeah Bowl device for
PC or yeah many of them will be on PC and Android devices they just go to
Google Play or you go to steam and you download the game and and you’re good to
go we have a couple developers working on
true card games so locomotives is one of our partners that’s working with our
brand spanking new hardware brave souls and it’s looking really good you got a
little sneak peek of that and so that one’s like a Wild West theme where you
can have up just I think six players they can be either remote it’s truly
cross play also so you can play on your tablet or your PC or on the tilt five
and it’s really up to your developers to choose that they wanted to be really
graphically intensive something with a lot of network play or something that’s
very single-player focus that’s kind of up to up to them exactly
yeah we’re just we’re making a tool you know and we want to put enough you know
tools in the toolbox for you know the developers to make these rich
experiences so that’s why we thought like tracking
physical objects and hands and and cards like super critical you know great
tracking great field of you have them all target a game board so everyone has
the same experience no matter where they’re at you have all the input-output
you have speakers oh yeah we don’t even talk about eleven yeah and this is all
essentially whoever gets one of these can be a developer yeah yes
so each kid is a developer kit so our SDK is super simple like I’m just a chip
designer by trade and I’m writing unity demos every one of those like kind of
cheesy demos that I showed you today was just like a camera test demo that I put
together but our SDK you just take our plug-in drug it drag it on to the camera
and unity or unreal and then that gets your head tracking and then if you want
to use the wand you know the buttons and triggers is
just standard unity input and then for the six degrees of freedom you know it’s
it’s straightforward just hook that to your game object like you can get up and
going in like 10 15 minutes with our system so you got this software side the
Harvard sites being iterated on this is kind of like using production molds now
yeah injection molded plastic you’re getting down to your ID
everything’s getting finalized what’s the roadmap to getting this out
delivering on the cake for starters yeah our timeline is like we already have
some developers working with our kind of pre-production units we’re gonna have a
canary group or kind of an early beta test that’s like q1 yeah yeah it’s gonna
be a smaller group of people that love bug hunting this way goes and then
general availability like the the bulk of the Kickstarter units will go out q2
you know GDC time absolutely or a lot of helpers gonna be interested it really is
one of those technologies that you have to put on and yeah say that about a lot
of the RNA are technologies but like it is don’t know how good it looks until
you put it on so we’re really anxious about our Kickstarter video we’re super
proud about it we’re all but also wringing her hands because we did
compositing in it because to show the experience you kind of have to like
fudge it a little bit and like you have ly slow camp camera angles and you have
like stuff flying off the board which is true for the people that would have been
that are being it’s not necessarily true with him you
have a camera that’s like five degrees off the board or something yeah but what
we’re doing is we’re taking all of the composited shots and we’re doing like
side by sides of like here’s film through the glasses and here’s the
composited shot yeah so hopefully people will give us a little bit of a leeway
because we’re trying to sell the experience because it really is magical
when you try it and if you absolutely and having used a bunch of VR headsets
it really is it’s a different flavor of it and I think the tabletop aspect is
super super cool yeah yeah congratulations with the launch of the
Kickstarter I know it’s been a long time coming yeah and thank you so much for
having here to check it out thank you that was a really enjoyable conversation
for me and I want to thank Jared for being so open about the technology in
these tilt five glasses and what’s changed since they worked on cast a are
and the challenges going forward as they finalize the hardware and also work with
developers on the software when they’re ready to push this out consumers early
next year now did get a chance to use the latest prototype of tilt five for a
variety of tech demos that Jerry showed me and first thing on the hardware it’s
super light they’re pointing this as under 90 grams and while I didn’t have a
scale to to measure it it’s definitely the lightest of any VR or AR headset
I’ve used in recent memory it fit perfectly over my glasses of a plastic
like I said is looks polish and I think in the version I had there was a little
band that could tie so the tighten it to the back of my head and I wanted to do
that but once the glasses were on a couple things I immediately noticed one
it’s a are so I want to see the outside world in the outside world is very
visible not only the field of view to the outside world which some other era
headsets want to narrow that because they want to hide the fact that you
don’t have that much of an AR image either but also the clarity of the
outside world you know yes it is a little bit darker a little bit tinted
then looking through normal glass or plastic but I could interact with people
I was looking at things and I didn’t feel the need to take off those glasses
to read something to look at something you know it is how I think a
should be was also really comfortable was the imagery itself and all the
things that Gerry talked about in terms of the projectors being really bright
even though they’re running on a very low power because the retro-reflective
materials balancing that light directly back into your eye the imagery of the
augmented objects was a vibrant was colorful it was sharp and also had a
really nice frame rate and field of view I did some tests where I moved my head
left and right so I was going beyond the view of the game board and even when I
was looking off to the side of my head I could see the game board
I actually still see the images so that 110 degree field of view for that those
projectors really helps and really is a different type of AR experience if
you’ve used something like a magic leap or a hololens the smoothness of the
motion of the the graphics and the objects that were on the board in the
board or floating above the board also made this really comfortable I know
Jerry quoted about a hundred and eighty frames per second for the projectors and
I’m not sure if that’s alternating frames Nighy on each eye or if they’re
actually 180 on both projectors but regardless the imagery was was super
smooth and I after I interviewed her she did give me that demo again where she
crashed unity and the image was locked in place I almost couldn’t tell that
there weren’t any additional frames I didn’t notice any drop frames at once
that reprojection engine they have inside the hardware to do some
essentially a time warp and space warp and skewing of the images works now of
course if I move my head dramatically a frame or did some crazy lateral movement
did look skewed and it wouldn’t look right so you’re never gonna be running
games at like five frames a second but I can imagine if you’re running at 30fps
or even slightly lower the graphics will still look rock-solid and the images
will still be locked and will never feel like they’re not a part of the real
world even though there’s projected images something I was also truly
impressed by is that seemingly the tilt five technology
solves for the accommodation virgins conflict the idea that these objects
wherever they may look like they’re floating in space will be in focus as
you focus your eyes on them not just because of the stereo overlap I was
looking at these cubes floating above the tabletop surface and as well as
those spread around and really move my head around them and shifting my eyes
focus from one cue to the next and everything looked like they were in the
right place it’s an AR experience that you don’t get out of waveguide bass
headsets right now and I’m still trying to wrap my head around exactly what type
of optical trick allows for this to happen because they’re not generating a
light field they don’t have that type of rendering power on the system but
apparently it’s because of the way the projector it’s shoot all those rays of
light onto this micro surface of this retro reflective material and the way it
bounces back in a way the combine at different planes of focus allows you to
then shift and then see the objects at those variable frames in that sweet spot
which they’ve designed for it was really cool once one of those things that you
really need to try and it’s a thing that you don’t even think about because
things look like the way they’re supposed to in the real world at least
in the right distances as the way they’re supposed to
now the compute stuff is also interesting the demos I saw running off
of a laptop and as Jerry mentioned you could run multiple tilt five headsets
off of a single laptop just based on how much processing power you have on the
laptop what frame rate you want to run the games at and also how many USB ports
it’ll just be USB see right into the headset and so the benefits are of
course you’d only need one computer really to do multiple players it’s gonna
be really open they’re not doing their own version of an app store just
download the games from Steam or the Google Play Store and also the games can
run at different resolutions and then some of the demos I noticed that yes
some of them weren’t necessarily running at native resolution I could see the
tell-tale signs of some anti-alias saying some of the jaggies but again the
movement was so smooth and then some of the games that did look like they’re
running at native resolution that 720p per I was really sharp in terms of the
games the demo I did try were representative of some of
what they’re going for so there was one that was like a marble rolling down a
core so it was really cool to be able to kind of look into the course and even
put some of the retro-reflective material up and see beyond the tabletop
and see how much they’re actually rendering their example of a tower
defense game where I then it was able to throw some tracking markers with QR
codes and then that use that to activate or point with the wand controller and
activate things on that play field and one of the cool things is because there
is computer vision there’s optical tracking of markers they could also do
printing of the markers that’s transparent are not visible to the naked
eye the visible spectrum so it can be something like a CCG car you know a
magic card but underneath it there’s a layer of a QR code and so you’re getting
real true mixed reality with things that play in the real world but also work in
that salt 5 system their partnership with fantasy grounds I think has a lot
of potential because that’s an established platform with licenses for
RPGs like Dungeons & Dragons and so there’s an existing player base so the
existing software stack and it’s cross platform so people with tilt 5 will be
able to play with people who are not in the same room with them who may have
tilt 5 sets or may just be playing on a traditional PC or tablet and so that’s
gonna potentially expand the user base and I think it’s really smart of them
not to design an air system to try to solve for a are everywhere you know with
the complexities of SLAM and mapping and optics that work outside and inside
they’re trying to solve for a our designer a our system with these
parameters of it being a tabletop gaming system or video traditional video gaming
system I would love to play a Diablo like RPG or a gauntlet like RPG on this
2×2 game board and look deep into a spiral staircase and and play with
friends in the room or not in the room I can’t wait for the system to come out
there’s so me a little time before they actually get this out to backers and so
they have time to work on those software experiences working with their dev
partners it’s a great a good launch suite
games and experiences and also to refine that Hardware and further I think
they’re still tweaking I am you and the software related to that but I really am
excited for this and can’t wait to play this when this comes out and I’ll be
backing their Kickstarter and looking forward to that release and if you have
questions about it please feel free to post in the comments below but thanks
for watching we’ll be back next time with more coverage of VR and AR
technologies and I’ll see you next time

Hands-On with HTC Vive Cosmos VR Headset!

September 23, 2019 | Articles, Blog | 100 Comments

Hands-On with HTC Vive Cosmos VR Headset!


hey everybody its Norm from Tested and
welcome back to projections where this week we’re gonna talk about hardware
specifically HCC’s new Vive Cosmos I just got back from demo time with the
cosmos I got to use it for about an hour and wanted to share some of my
impressions with you about our time with it because it is
HTC’s new flagship consumer desktop VR headset replacing the original HTC vive
the vive pro the vive pro i are still be available for enterprise customers but
for consumers and gamers out there this is what they’re going to be pushing as
they phase the original vive out of the marketplace now some details first the
vive cosmos is shipping October 3rd and is available for pure were now at $700
and it’s a desktop class vr headset this is not a competitor to the oculus quest
it’s not stand-alone VR there’s no computer or battery built into the
headset it’s a tethered headset much like the vibe like the vive pro and more
akin now the valve index and also on the oculus side the rift s in fact much
like the oculus rift s it has now inside out positional tracking this is HTC’s
headset we don’t need to use the steam VR lighthouse based tracking system in
fact there are no steamvr lighthouses you place anywhere for the headset or
for their new controllers the headset has six cameras on the front of it so
there are two cameras in the front there’s one pointing it’s up and one
pointing down and two on the side and that’s what allows it to then map out
the room and give you a sense of where you are in virtual space as well as
where the new controllers are relative to you the room I use it in and was
pretty well lit and Tad a little bit of daylight coming in and I’m really
curious what this tracking systems will look like in low light or even in direct
IR light because we know in the in preview experiences on something like
the oculus quest that doesn’t work very well in situations where there’s a
bright sunlight that actually affects the tracking ability of those headsets
now let’s talk about the inside of the headset itself because the display is
also massively changed the panels they’re using now give a combined
resolution of 28 80 by 1700 that’s unlikely 28 80 by 1600 pixel resolution
that you might see in the valve index in the vive Pro and even the oculus quest
and also like the valve index this now is an LCD with an RGB sub pixel
arrangement no ask HTC exactly how they ended up on this panel this resolution
and it were these panels the same physical size as the panels on the
previous generation headsets and they were talking really coy about it all
they would say is they wanted to pick a panel that one was LCD with the RGB sub
pixels you know that was really important and they also wanted to
maximize the pixel density the pixels per degree in the headset and that’s
important because the field of view on this headset is exactly the same field
of view as you would find on the previous generation HTC 5’s they quoted
as about a hundred and ten degrees and for my demo killing from HTC vive first
gen all the way to the cosmos yeah it’s that same field of view the image is
definitely more clear but I will using it really want to push that headset
closer and closer to my eye I suspect also the panel sizes are exactly the
same and you’re gonna get maybe more pixel density on the horizontal plane
then on the vertical plane and if you stand still and you really want to pixel
peep yes you can notice some of that screen door effect and for me I notice
maybe more vertical lines than horizontal lines but when you’re in the
content you’re in experiences in your game if you’re doing any type of
movement you’re not gonna notice at all it was very comfortable to valve’s index
in that regard I think the screen quality is really good it’s running at
90 Hertz and it does have Fornell lenses HTC did say that therefore no lenses are
now 40% improved compared to previous generations in terms of some of the
visual artifacts and I didn’t really get into scenarios where it’s the high
contrast black areas with bright lights I couldn’t tell if the god rays were
there but in things like the blue and sort of garganta
and Museum of the realities I didn’t notice any glow effects or glare or
gadre so I’ll have to take HTC afterward until we get the review units in to do a
formal test and a direct comparison now I said I really wanted to push the
headset close to my glasses to my eyes and I couldn’t because there is no eye
relief now I relief is one of those things that was in the original HTC vive
can pop off the sides and push the the the lenses and they display closer to
your eyes to get slightly bigger field of view and in fact the valve index lets
you do that push really close to her eyeballs to get a really much wider
field of view which I really like but here instead they opted for I think an
ergonomic solution where you can flip up the visor flip up the headset to see the
real world but at the cost of not being able to then adjust the headset adjust
the display I found the sweet spot for the lenses I
thought they were pretty close to their original vibe and that they’re it’s not
a massive sweet spot you have to do a little bit of fiddling with the
headbands a halo style headband to get that sweet spot but once I was in that
speech sweet spot in something like the blue I could shift my eyes around and
almost see edge to edge and see a pretty clear image and you see a lot of blurred
pixels and so I reached a very edge of that field of view ergonomically it is a
halo style strap which you know some people like that it’s easy to tighten
there is a top strap as well to take some up pressure off your head and
pretty generous forehead pad and push it against your forehead to counteract the
the pressure against the back of your head in about my hour of game time with
the cosmos I didn’t get fatigue at all it was pretty comfortable but I was
sweating a little bit by the end of it there also built-in headphones on the
vive cosmos they look a lot like the deluxe audio head strap headphones
although HTC said it’s their best headphones they put in a VR headset
today and the limited time I had with the demos it sounded good and pretty
loud and isolating once I was in there I couldn’t hear what other people were
saying now like previous generations of vive there is a pass-through of sorts
with stereo cameras right in front of the headset so you can DoubleTap the
vive buttons the controllers or could move out to the
edge of the chaperone system and the world will fade in this time in stereo
and also in full RGB color if you have something like the rift s or the oculus
quest and you’ve used their version of pass-through and it’s kind of statically
and grayscale well here it’s not particularly sharp I would say it’s kind
of muddled in terms of the resolution of the cameras but it is color and it is
stereo I don’t think they’re doing any type of reprojection system where
they’re remapping that’s their image on this time type of map of the world so
there’s no geometry but it is a quick and comfortable way to see in the
outside world or of course you can flip up the headset as well one of the
interesting things about the vive cosmos is potential for upgrade ability and
modularity so for example when we looked inside the headset we could see on the
top right hand corner there was a USB see plug as well as a 3.5 millimeter
jack which too then you could use to plug in your own headphones the
headphones themselves do detach if you want to not use those and use your own
and also the front faceplate of the headset is removable as well which then
takes off two of the cameras the one pointing up and down and in the future
HTC is gonna release an add-on that lets you then put on a new face plate that
has the steam VR lighthouse base trackers and then that would allow you
to use something like the index controllers knuckles controllers that
valve is released or even older lighthouse based track controllers like
the HTC vive ones or HTC zone tracking bugs now
I was thinking like why couldn’t you mix and match and use the headsets inside
out tracking with the knuckles controllers out of the box if you have
lighthouses already I think the way Steam ingests tracking information
positional tracking information you essentially have to use one kind of
tracking system for the headset and the controllers it’s for that reason you
couldn’t plug in a Windows mix rowdy headset and use knuckles controllers
with that or the rift s inside out tracking for the headset and use of I’ve
wands or knuckles trollers it’s using steamvr lighthouse
based tracking for everything headset and controllers or that third-party
tracking system in this case that inside out tracking for the cosmos and the
cosmos controller another upgrade that’s going to come in the future is ability
to use the vive wireless system that’s already out from the vive pro and the
HTC vive which will then let the cosmos be tether free getting a wireless signal
from the PC people have that vive wireless system today we’ll need to buy
a separate attachment that allowed to attach to the cosmos now let’s talk
about the controllers now if you look at the controllers they do look a lot like
the new rift s in oculus quest style touch controllers you know there’s that
ring on the top and then there’s a thumb stick and trigger and a grip button but
there are a lot of subtle differences first of all it’s nice and heft you
actually really like the weight and feel of the cosmos controllers and it’s
heavier because they run off of two double-a batteries for each hand as
opposed to just one double a battery or rechargeable battery I know it’s
debatable whether you like having the recharge well battery or a place of
battery I err on liking replaceable batteries because you’re gonna just buy
rechargeable double-a batteries to put it in them but it’s interesting that
they require two doublea’s per controller and from some reports that
only lasts about two hours of use for each before you have to swap them out
now I think it uses more power not just because it’s gonna add weight but
because the tracking is based on this light system that’s emitted from the top
of these rings so if you look at the Rings inlaid on them is this pattern and
that is the kind of QR code style visual tracking system that the cameras look at
to see where the controllers are now in my experience using these controllers I
didn’t notice any jitter or drift and in fact I was able to move my hands behind
my back pretty far back and then quickly turn my
head and the controller would immediately snap into place I didn’t
have to see it drift back into position so that was pretty good although you do
lose tracking if you go right behind your head and of course if you get
really close to the head set I felt like if you got about
three inches or so so the front of the head set that’s when you would lose
positional tracking and you then get rotational tracking HTC did tell me that
they’re gonna work on software improvements to make sure that they’re
getting as much information and using as much information as possible to
compensate for some of that but the biggest issue I had was actually with
occlusion when moving one controller in front of the other controller like this
and that I would definitely lose positional tracking on the hand I was
behind on the second controller the front controller will be blocking that
now on the controller itself it does have a thumb stick and you’ll be happy
to note that I did test the click enos of the thumb six oh you can click it
when the thumb stick is pressed in all directions all extremes of its range of
motion there are two buttons on the top and also a vive button underneath it
that’s the button that you double click to get the stereo image pass through but
also now to activate the revived origin menu to access games in vive port and
then the trigger is now a two part trigger there’s a shoulder button as
well as a trigger button and the trigger button it does depress and then click
now the shoulder button right now is just mapped to the trigger button there
are no games or experiences that I try that made use of the shoulder button if
I presume if you wanted to map it to a gamepad for example and get gamepad
controls you then also get shoulder button controls there’s also a grip
button now and I’m slightly disappointed that that button wasn’t an analog button
it was really just a clicky button so it really has parity with the vive grip
buttons on the side here but not the full analog grip that you would get on
the oculus touch oh no I don’t think there are any big surprises with the
cosmos after reading the specs and then using it you know the tracking was about
as good as I expected the image quality with that resolution with that RGB LCD
panel was good as well there weren’t big ghosting or Gadre effects on the lenses
and the field of view was exactly as I expected since they told me it wasn’t
changed from the previous generations I am slightly disappointed that doesn’t
have that eye relief but it did fit over my glasses pretty comfortably I do like
the fact that it can pop back pop up with
hinge and the halo style headband I felt was comfortable at least during my time
with it it’s available for pre-order now the price is seven hundred dollars so it
is quite a bit more expensive than the rift s for example but you are getting a
much higher image quality display and for those people who pre-order they will
get a year subscription to vive port infinity which is HTC’s kind of all you
can play buffet subscription for about 700 VR experiences it’s gonna ship on
October 3rd and we’re looking forward to getting one in to do a full review in
comparison with other VR headsets but that’s our quick impressions of the HTC
vive cosmos and if you have questions about the headset then you’d like to see
us test in the review please post them in the comments below and we’ll address
them in the review thanks for watching and we’ll see you next time

Mosh Pit Simulator Actual Trailer

September 16, 2019 | Articles, Blog | 33 Comments

Mosh Pit Simulator Actual Trailer


blerghe blergvhe beeghlurgh blurghve blughlurghu bleerbregh blyrghbu blergha bleeergh blahgerbleh blargh blegho blergh blghrebleh bleh bleh gheerle blargh blargh bloorgh reekapoo dideda bahdeydoo reebah deh keh peh deh booh booh booh bahrah behreh gihdee behre beh beh rehgehse phohho pochoh pah dah pah rrrraawrrr behrhe ghedeh voh reh gehdeh voh reh gedheh blergh blergh blergh blergh blergh blergh bleughrg rehghe bhedeh boh reh vehdeh goh reh vedheh bleughrha deugrlha heurghla bloorgh wohahla bee ibeedeewo raahrghl raahrghl raaaahrghl rahrghl rrahrghl rahrghl rahrghl rahrghl raaaaahrghl ribidibooh glaargh rghley dharhrara glebrgh glebrgh glebrgh glebrgh glebrgh glebrgh glebrgh glebrgh glebrgh grhbgleehbrghl

ODG Augmented Reality SmartGlasses + the Future of Media-Tech with Keith Boesky on MIND & MACHINE


hi I’m August welcome to the show where
we explore ideas on the future my guest today is Keith Bosque when you work in
California tech media circles it doesn’t take long to run into Keith he seems to
be everywhere sitting on boards and advising a wide range of bold media tech
companies he cut his teeth in video games as the president of idose
Interactive a gaming company where he worked on titles such as Tomb Raider and
Final Fantasy all of this gives him a deep insight into what’s happening and
where it’s heading I recently hosted a dinner in my loft with media tech
innovators Keith arrived with a pair of augmented reality glasses that looked
like Oakley spore traps the demos that followed blew us away through the
glasses I watched a fiery Sun and richly textured planet’s orbit my loss with
remarkably vivid color and resolution I then saw a virtual desk with an array of
screen is hovering in three dimensions inside the familiar setting of my home
these glasses were the newest augmented reality devices from ODG keith is on the
board of the company and works closely with them to develop and share what this
technology is capable of we’ll talk with Keith about the future of augmented
reality and how it will change our lives let’s dive in Keith it’s great to have you on the show
you’re involved in a lot of different to startup ventures and some of the most
interesting ones in the California sort of media space like go toy two bit
circus lots of cool company spaces how did you get involved in so many and
particularly one that seemed be having an impact I’m old and I have a short
little attention span so when it goes back to when I was practicing law the
best thing about being an attorney was working with a bunch of different
companies because I was able to see what one company was doing and often they
existed kind of like a Venn diagram there were pieces of it that overlapped
and an awful lot that didn’t but sometimes there were really good
practices or really good business models that came from one that could apply to
the others and the other thing that I’ve always done is I’ve worked with
companies that are pretty much in the same space it may not all apparently be
the same space when I was practicing and I had upper deck company and a comic
book company and video games from the outside they don’t look like the same
space but they’re all platforming IP or they’re all so it was a way to get them
working together and knowing each other how do you choose which companies to
work with what are the criteria you look for it’s it’s the people yeah it sounds
kind of glib in cliche and it’s what everybody says but a lot of the people
I’ve known for a long time Ralph foster I ordered ODG I’ve known for over 20
years same thing with Jules Oh toy I’ve known
for over 20 years and but often in a new relationship I just get in and start
working with somebody and it either works or it doesn’t
I either can add value to what they’re doing or I don’t understand and then we
just start going but it’s it’s usually the people and I I can get excited about
anybody’s any idea and anybody who’s excited about something that sounds cool
and you you just mentioned your deep in augmented reality with ODG no Gigi was
one of the first maybe even the first of the major
players with actual product in the market and just for viewers who are new
to augmented reality augmented reality an AR is where you lay a digital layer
of information or assets or objects that interact with your view of the the room
and environment you’re in so what sets the ODG apart what’s you know given that
there are a number of augmented reality headsets starting to make a splash well
they’re a whole bunch and that’s the exciting thing we want everybody to
succeed because we want developers who want to be able to have a market to
develop into right and even Apple doesn’t carry a hallmark and we don’t
think we will right but everybody’s got a little bit of a different focus and
what we’re looking at is giving you a wholly self-contained mobile platform
mm-hmm it’ll give you pick witness access to your data wherever you are
till mobile it’s under that mobile focus untethered a doors outdoors wherever you
are wherever you want to have access to your data that’s our focus and we’re
kind of unique and choosing what we are unique and choosing that space ok
battery life does that have a imagine that’s your phone and it’s use dependent
yeah so if you’re doing email or you’re using your citrix office or doing
something like that it’s gonna last longer than if you’re playing pokemon go
or some kind of intensive augmented reality I mean you probably know when
you’re playing Pokemon on your phone you’re gonna burn down in a couple hours
you could go for half a day at least non-stop yeah yeah and the other the
other nice thing about the glasses and what people are using when they are
doing the heavy they are applications and enterprise applications we’ve got a
data pass-through battery pack that they can plug in or any battery pack you can
plug in and keep you going all day while you’re using glasses ok they are your
clients at this point mostly enterprise or as consumers
starting to happen or the classes that are on the market right now or the our
sevens and we’re just about to release they are 7hl which is a hazardous
location version and those classes are for enterprise so we have we’ve sold
into forty five percent of the fortune 500 right now oh wow this is happening
fast oh yeah and you have one right here that these
are the eights they’re the new one of the two new ones
yeah these will be out at the end of the year we’ll be going to developers a
thousand dollar price point we’ve announced sub one
subway which is remarkable for that kind of for that product I mean nothing
nobody is doing well it’s yeah it’s a computer on your face
yeah and it’s it’s cool and I’ve warned them and just the how vivid the the
resolution the colors are really remarkable it’s like it’s that’s a
quantum leap from what I’ve seen before right the other glass is the r9 they
have a slightly larger field of view and those are the only wearable that’s been
certified by thx for cinema. Oh wow, so watching movies is a thing on this? Well
it is because this is the only had worn device that allows you to have that
cinema quality pixel free I didn’t even know that oh yeah no screen door fact
pixel free display just perfect photo real but I tend to think we are is the
optimal place for cinema because you’re blocking everything else out what’s the
thinking of of an AR device that’s what’s doing a lot of cinema well these
are smart glasses so they’ll do they are they’ll do smart applications computing
and they’ll do VR as well even though that’s not our primary focus they can
black out the rest of the environment right the biggest difference with
watching using this instead of a VR device is in the lenses and the type of
optics so when you’re watching a VR device you’re magnifying pixels so you
see pixels so the resolution deteriorates right and for a lot of
people that’s distracting and this is not magnifying but not at all no this is
reflection so you’re seeing a perfect no screen door effect can’t pick out a
pixel and everything also the only head warned that you can read text all the
way down to eight points so you could see people using text documents in this
without eye strain without oh absolutely hindrance absolutely no kind of
applications are typically being done right now what’s what’s out there
software why the most popular application is telepresence so in the
enterprise will have somebody in a place and an expert in another place so you
might have somebody in a factory or working on a machine or a doctor in an
operating room or something like this where or an EMT in the field oh well
they’ll arrive on an accident they’ll be able to wear the glasses be completely
hands-free and a doctor can look at exactly what they’re looking at give
them instructions draw on the glasses and tell them what to do that’s being
done right now yeah same thing with heavy machinery they can
look at heavy machinery and on their own identify parts and have instructions on
how to repair these things but they can also if something goes wrong they can
have an expert who’s thousands of miles away tell them look at it tell me what
to do and what’s wrong so you’re saving days in getting these mission-critical
machines back up we’ve got warehousing applications for
picking and speeding up picking because if you’ve got a big warehouse it’s
hundreds of thousand dollars per second or something these numbers are crazy and
so you can light up the box is supposed to go
shelving parts oh just how kinds of different stuff I mean the fun thing
about enterprise is that if we just hold glasses up in the air the applications
kind of come flying at us Wow yeah I recently did an episode with the UPS lab
lead at NASA and he was saying this is actually one of the best uses for this
technology because they got people up in the space station right and it’s one
thing when you can’t fly to another city it’s another one you have people in this
space we had an earlier version up where there were manual replacements so they
would identify parts on this base station and people would be able to look
at the part astronauts would look at the part and our astronauts on the space
station so they’d have the astronauts on the space station would be able to look
at a part and would give them the manual and walk through so they don’t have to
carry the paper the way and then also like I said to back up for telepresence
if that’s what they wanted to do what else is being done with with this
technology well we’ve seen applications and the
operating room and surgeries where the surgeons when are able to see the vitals
when they’re looking right at the patient and oh you actually get a closer
deeper look well no but they can see the vital statistics so they can see heart
rate and the information that can support information right Terminator
vision right without having lookout that all those extra screens they can also if
they’re looking to place an appliance or some kind of part in a person they can
see where the part supposed to line out um telepresence in surgery I had a video
that I used in a talk that I gave where there was a doctor in Beirut that was
guiding a surgery in Gaza Hand Surgery Wow also for doctors in the operating
room and he wants a second opinion he can just say call Bob and Bob on the
golf course can pull his phone and look right there where the surgeon
is looking and and struck them what to do in some ways this makes a small elite
group of experts more valuable because they’re gonna be called on to touch
cases all around the world I mean I mean just off the cuff just thinking what
this means for sort of status within a field
I mean expert versus you know average all right these are the average guy in
any field surgeon versus one of the elite surgeons right it changes I mean
it just pushes more work I guess if they’re willing to take it toward these
elite guys who can reach around the world and and be involved gives you a
lot of value and a lot of different skill sets we’ve seen there’s a
foundation called em love that sets up mobile care units and refugee camps oh
wow and getting medical care to people it sends big problems communicating with
them so they’ve got a base of translators who cover about 150
different languages and right now they’re working with tablets where they
look at this tablet and their hands are tied up while they’re talking to
somebody but they can there’s one base of translators that they have centrally
to communicate out to all of these camps all around the world are you starting to
integrate AI with it I mean obviously it will happen but is that starting to
happen or you mainly letting it communicate with other people right now
we’re making the hardware yeah so we’re enabling with third-party you know
things that they want to do we’ve got a bunch of value-added resellers that are
out there with their applications and we’ve got other people they’re just
buying the glasses direct and building onto them but this seemed like an ideal
interface with AI it is I mean it’s it’s it’s it’s a hands for your computer yes
so anything you’d be doing with your computer and anything you would look at
there you can look at doing with the glasses and it’s just something that
takes the strain out of your neck of sitting and staring at a cell phone and
it also has volumetric interaction and adds depth which is something that we
have not in the past really thought about well it’s definitely Rijn def so
I’m really excited about data visualization
we’ve got cross city collaborative design going on where there are
different companies that are able that they’ve got designers spread out across
multiple cities and a bunch of different industries and they will put the glasses
on and look at an object and they can see the other people in the room right
which is really important it’s you can’t do in VR data visualization is something
I’m really excited about where it can take a dataset you know look at the
difference in data just going from spreadsheet to a chart to 3d on a screen
now what happens when you and I can be sitting in a pool of data right now
looking for patterns and anomalies and move the data around and pick it up and
do it but we can also see each other so we’re not separated and if I want to go
ahead and point at something and say hey August you see this you can see my
finger right it doesn’t sound on oisin to me like I love any infographics they
just simply taking a table and putting it into an infographic it brings an
emotional substance to it it increases the value of the data absolutely I mean
even though it’s the same data this is like a quantum leap in that same
direction beyond that I mean it’s real-time updated its depth it has any
kind of media there’s really really smart companies looking at ways to do
this there’s a spin-out just came out of Caltech and JPL so
smart guys called virtual lytx virtual Linux and I mean I just saw these guys
reported I’m so excited about this specific segment of data visualization I
just call these guys and let me come out and show you this stuff a lot of those
companies doing stuff I think that’s a big do you I mean it seems the natural
extension of this over time as capable capabilities expand is that we’ll have
this layer of data over us most of the day is that how you envision it or is it
at a specific thing I think it’s generational if you just look at the way
that we interact with social media look at the way we interact with photography
look at the generation that accepts snapchat and I can say that because the
old man sitting here telling it with gray and my beard look at the generation
that accepts a picture on snapchat when they put the spectacles out one of the
commentary happens when somebody’s taking pictures
and the object of the photo doesn’t want to be photographed and the response was
well that’s the whole point that’s the fun thing and then we post it well the
other third of the back part of the backlash scoop to Google glass just a
few years ago with the different generation all right so these people are
coming up and I think that people are coming up one of the biggest issues
confronting air is the social norm of wearing the glasses in my mind these
things are like sunglasses I’m not wearing I’m talking to you right
now because I also won’t be wearing sunglasses wanna see each other that’s
how we communicate that’s the whole point of being people when you say a
data layer all around I think there are case and use specific times when people
will be walking around with them the form factors will change and they may
become more socially acceptable but I always see people one and have that
connection to each other you know I don’t think but the data layer doesn’t
preclude a visual contact with people around you but there’s something that
comes up in the communication between you and I if I’m looking at something
that’s not you or I’m getting more data on straps that mate so like I said
that’s a social evolution that has nothing to do with the technology and
we’re at the point now where we don’t get upset when we walk around and every
got their face buried in the phone some people we generally less unless we
accept it yeah you don’t want to come and just slap people or if you walk in a
restaurant you see people on a day accepted part of life today how many
times you sit in a restaurant and people on a date are both looking at their
phones yeah I think you guys do why you see your explanation between the
snapchat spectacles and Google glass was generational I was thinking that there
was a fundamental difference oh there was a snapchat product all it does is
take pictures like there’s no there’s no hiding it deception after I did a
brilliant job of marketing the device yes when you just look at it from the
standpoint of do we have sergey brin wearing it and standing on stage at the
TED conference saying it’s a feminine take your phone out of your pocket
and these fix that issue or do you have supermodels and cool people so that’s
the beginning with marketing that’s the beginning point is just
marketing the next is snapchat really really really knows their audience and
they knew how to position a product and like you said a lot of people have
commented on as being a single-use device we look at this thing we know
what it does and we’re nothing sing about it there’s the camera in the
Google glass felt a little sneaky hey there’s a big difference I mean this is
this is always an issue with things that come out the technology world into the
mainstream people making technology of a tendency to develop things for
themselves and if they work on it for a really long time they work way beyond
the point of anything that anybody’s gonna understand it’s a good insight at
first instance and they don’t understand the marketing side of it it’s all
utility so we can look at the measure of Google glass and say it was a big
success if we look at the subset of engineers there were a lot of engineer
impressive technology it’s a utility and they were walking around with it all the
time and he got branded as this sort of elite geek class exactly and if we want
to look at it as a mainstream thing then the staff class did a great job and and
that’s one of the things that’s really encouraging about AR to me is that SAP
did a great job until there were a lot of people saying we would never put
technology on somebody’s face and people won’t accept technology on their face
well they did a great job and also like Apple they weren’t the first to do it
you could walk into you know here in California we’ve got oz the party store
I could buy a pair of photo glasses just like that for 50 dollars on the counter
at oz I can pick out 30 different pairs at least on Alibaba and since the
spectacles came out I can pick out 200 different pairs right but they position
they branded they position that market and they did it really really was what’s
the timeline in which consumers the majority or a mass adoption happens in
the consumer side for AR glasses I wish I knew yes bill great statement that
it’s always slower than we think and okay and then happens faster than we
think I think we’re really close I mean we look at things like like these like
the RA it’s it comes down to the applications and how people see them as
useful one smart applications I mean smart not good
idea but smart like computerized applications is we can display multiple
screens on these glasses and when I do demos of the glasses I’ll show people an
object floating in space you know medical diagram or a planet that’s neat
now what can I do and when I throw out multiple screens and they look around
and there’s a monitor right in front of them where they can do their work and
here’s a movie plan over here and write game over here that gets exciting you
know it’s so economical I can see you don’t need to buy the giant screen TV or
the five the two or three monitors and this is one of the reasons of China
Mobile is excited for as one of our our first announced distribution partner so
I can see something like that happening right away for commuting for being on
planes for watching TV when your spouse or significant other is asleep in bed
things like that I mean it’s it’s a simple thing it’s not exciting in the
air but it’s something’s really really useful and visicalc was not all that
exciting but other than it comes but that’s what really brought in the PC
revolution that’s what made the Apple to take off I can see that right now at the
initial launch is a really exciting application and as more applications
grow we’ll see a wider base we’re gonna see we’re gonna see an evolution of the
platform of the hardware and then we’re gonna see an evolution of the
applications I imagine there are not a lot of applications right now really
there are a ton if you look at all the upload and do search right now just in
the past few weeks go look on YouTube and just type in a Arquette wait to the
from Apple the applications available for this in the past few weeks has
skyrocketed for AR K when you look at in a archit right it’s it’s it’s crazy
before that there are a couple hundred thousand developers on different AR
platforms okay there’s ton of air development going on in unity it’s all
been done for smartphones so there was a little bit of work being done for
project tango from Google some good stuff but it was a limited hardware
platform so one is it wasn’t as much there’s some stuff going on for hololens
which is still somewhat limited there’s a ton going on for smartphones the only
thing that’s holding a are back on smartphones is it’s not the best
platform to use it we don’t walk around doing that as soon as in terms of your
finish terms of glasses based computers is there a lot of software for that
putting inside the smartphone there’s not a lot because there aren’t a lot of
glasses right yes which is the chicken and egg with new technology always
places well these are Android based so we see a lot of Android applications
coming over so we’ve got a layer called reticle okay on top of Android that
helps you convert the Android applications and today our Tony app
developer can pretty easily take an existing app and port it over
they port over pretty easily and then also we’ll have an SDK that they can use
we’ve also got the euphoria that is just a pull down tab on unity to output to
odg Oh toy on unity output to ODG so they’re a bunch of different ways to get
stuff in there and to develop for these is that typically done on the game
engines like unity and unreal it’s done anything you want to use anything that
you’ve used from a mobile phone you can use for these because that’s that’s
basically what it is it’s a Snapdragon 835 and 64 is the same chip usually
mobile phones yeah and the highest and mobile phones
do you see this beyond the utility this changing how we live meaning increased
or decreased isolation connection that facilitate social connections or does it
I mean I’m just putting on your associate law sociologist hat
how can you anticipate the effects of this being prevalent one of the first
times I went out and did a talk about the glasses I was really excited about
the facial recognition I think we can basically cool so he held up the facial
recognition on the glasses and I said okay how many people want these now and
three 500 people in the audience whatever it was every single one raised
their hand so that’s one of them because that’s kind of a double-edged sword so
it gives you abilities but it also invades privacy well I just think about
me walking through the convention again I’ve been engaged for over 25 years
man I don’t remember I was bad with names to start with right
and so walking through it I can see somebody and oh there that’s their name
that’s not really to get much more on that basis we can help an awful lot I
mean Ralph’s giving an example we’ve got an
application for the glasses called there’s a company called new eyes it’s a
our new eyes is for people with macular degeneration retinitis pigmentosa and
they’re actually able to put the glasses on and be able to see for the first time
in a long time and in some cases marry a friend of the company had a friend who
was a journalist and he hadn’t been able to read a newspaper for three years Wow
and he put the glasses on from new eyes and he was able to pick it up right away
and start reading because they enlarged or how do they enlarge and they focus on
the parts of the eyes that are still working oh if I was in an in a talk with
with Ralph Oscar out and he was talking about this for people with beginning
stages of Alzheimer’s and we imagine putting them on somebody
his example was elderly woman goes into church and all of a sudden she has the
names to tell her who the people are to feel more connected so there’s things
like that where we can come together that is so friend of mine
Shawn Fay he was gonna show developed an app for people with dementia and
Alzheimer’s that captures these memories and shares it but to do it in a headset
with vision it would be so much more theme right so yes there’s a potential
for really really good and potential for really really bad and there’s no putting
the toothpaste back in the tube no I mean I sparked phone can bring one back
as a phone can bring people together but just like we talked about earlier when
we’ve got two people sitting at a table on a date and they’re both got their
noses in the phones and they’re not here that wasn’t an intended use even though
social media I mean on the surface connecting people I mean how can that
not be great it has done a lot of things that this the charade of posturing in
the bubbles and we anticipate that’s a whole nother talk we got a couple hours
we can talk about that I mean I think that in that regard alone they can kind
of become an amplification of your personality if you’re inclined to do
these things it’s gonna help you they can definitely help you isolate
and they can definitely help you join the world so it just magnetism it’s a
force man multiplier for sort of whatever we’re drawn I think all beyond
those are the applications are what are the most compelling applications that
are we’re gonna be building things that bring people together do you have any
concerns about people walking through and having all this real-time data
streaming about you and your background and your life and did you join you then
you know but the accessibility that this provides is just a quantum leap forward
I think that makes a difference do you not I don’t okay available it I don’t
yes I’m freaked out about of the amount of data that’s online right I’m glad the
Facebook and smartphone cameras didn’t exist when I was in college
mmm-hmm that’s not a record I would like the world to have right now but no the
the data is out there and this is just another way of retrieving the data you
also have a very as you mentioned a deep long background in gaming and and to me
I’m fascinated by the game worlds the communities the societies I mean the
economies that grow in these these multiplayer worlds it’s do you see
things we can learn from digital gaming experiences that we can put into these
new immersive media environments it seems we’re creating these immersive
context through AR and VR which are very social very dynamic real-time generated
activity content data objects what can we learn from gaming which has been
going on for a while into these new spaces beyond gaming well there’s a ton
of stuff and first of all you have to define what a game is fair enough
and when we look what a game is it’s and this comes from Katie salen it’s a it’s
a goal achievable within a rule set with real-time feedback along the way so if
we look at something like that then Amazon is a game it’s a role-playing
game and reviewers are making reviews to an eBay as an action game and tinder is
obviously a game and even eber is the game right it’s
anticipating your first question giving you a god power on that basis there’s an
awful lot that we can learn from the people who’ve been executing and
everything from development cuz games are really enterprise software and they
have been for a long time since the beginning how are the enterprise
software building we’re building software from multiple users to interact
ok so it’s effectively enterprise software it’s multi user functionality
bring the functional enterprise type functionality but the end users are
consumed our consumers in the games we’re learning how to keep people
engaged the dynamic of making games interesting is different than in film or
in television well we’ve learned over the earth with games is that people get
bored if they’re not led in an interactive environment ok right so the
second life not having mature and went to a great place to sell digital
genitalia ok viewers Second Life was a place you it’s been around for years
more than a decade right right where you can go on on to intuit the Metaverse a
digital environment and interact with people but there was no real objective
you was just hanging out and as opposed to war crowd four people get married and
meet each other and okaying out walk out had a gleaming objective it had a thing
to do if you chose to though you didn’t have to right okay right and we see this
with alt space happening now and but on Facebook a Facebook is directed we don’t
know we’re directed and Facebook and some of it is heavier than others when
they’re how do you feel today okay what are you doing but the rest of it is
directed electron pyramids and you’re you’re prompted but also subtly prompted
by picking out the things that they put in your newsfeed the outreach and is
curated how I recently heard it described yeah so but what we learned
from from games is a way to engage people and get people to interact with
each other and retain them on the platforms right and
this is essential to really any any media but certainly immersive media sure
people understand giving them feedback to tell them where they stand their
objective or where they stand just and their existence in the environment with
so many transformational technologies happening now we have immersive media AI
robotics and space exploration life extension gene hacking where do you see
the biggest entrepreneurial opportunities Marie talks about blue
water or white space or deep ocean those are all empty areas areas where things
don’t exist okay heroes of opportunity the only things that I’ve ever seen
successful are the ones were you’ve got an entrepreneur or a creator who’s doing
something that they’re really passionate about I know it’s an overused word but
they’re passionate and excited and this thing has to get built no matter what
anybody says it’s a mission to talent yeah and these are the things when we
talk about things that are disruptive the things that change the world things
that create great wealth these are things that are disruptive and by
definition we don’t know what those are so anything can be entrepreneurial
so there’s any area where there can be success if somebody’s driven to do this
because they’re making a product the things that I see fail are things that
are people saying I can do this because it’s gonna make a lot of money I can do
this because there’s space in the market but I don’t really care about it so the
question is all material is somebody gets over funded so there’s too much
money in something all of those for me our recipes for sale failure I read an
article this morning where it was something online where somebody said
that there’s never going to be in the next 10 years it won’t be a technology
that will be as world-changing as the iPhone that’s a pretty bold statement
but you can’t say it’s it’s like it’s like I know I saw there was there’s a
famous quote from some guy who said at the turn of the 20th century everything
has already been invented well no you don’t know that the whole
point of inventing is that you don’t know
what’s gonna come down know that he was wrong oh we know that he was wrong yeah
and we also know that next week or tomorrow or this afternoon
somebody may launch something with the impact of an iPhone we didn’t know the
iPhone was the iPhone when the iPhone came out we just forgot because we’re 10
years in now amazing it was only 10 years ago and the iPad was stupid and
yeah and Steve Ballmer said that nobody would pay $500 for a phone and that was
loud about it yeah so we just don’t know so when you should I welcome you on for
Amero something that you just have to do and you would do if nobody was ever
gonna give you any money and you would do if you weren’t gonna get rich for the
fire in the commitment to it because it’s gonna be hard anyroad it’s going to
be super super hard yeah yeah to me it just seemed like there’s so much
opportunity there’s so many areas what’s happening they’ve never been so many at
once that I think I’m aware well what’s happened is the cost of entry has been
reduced not financed because finance is a completely different discussion the
cost of entry if I wanted to if I wanted to start a cop if I wanted to build a
web page today it’s not even a thought if I wanted to build a web page in 1996
there’s a couple hundred thousand dollars a hundred thousand yeah yeah
Steve Cohen was on and he was talking about yeah he was able to take his VR
rig from $150,000 down to 25 Wow we were building VR stuff in 1995 we
meaning angel studios I was I was a suit yeah we is the wrong way to describe it
I was a suit on the outside making contracts but they were building through
our applications and their computer was a million and a half dollar reality
engine right now that’s a samsung galaxy snapped into a piece of plastic on your
face that they give away for free so the access to technology the access to these
things that enable these ideas that people get excited about the spreading
out the information in the access to people who wouldn’t have had access
before when we’re looking at these new technology when you want to create
something that’s that’s truly disruptive the reason a lot of young people do it
is because they they’re not bound by legacy Apple
patience and hardware and ideas and business models yeah nothing to lose
nothing to lose they don’t know they’re wrong and they so much don’t know
they’re wrong that they pursue it until they’re right like anyone who knew this
space wouldn’t even knows that this is not a good thing to know you can’t do
that and they go I didn’t they do it anyways and then they prove that there’s
a new model or things have changed and they can do something so approaching it
with that beginner’s mind and that’s what makes it disruptive it’s that they
can see the opportunity I didn’t mean that
I mean there’s no inalienable right to being successful with your idea lots of
people fail but there’s great value in failing there’s great value on being
turned down you know the guys at riot Brennan and Mark were turned down by 71
VCS before the 72nd said yes I heard a podcast one the founder of Muse was
turned down by thing was 148 went been 158 he sees before somebody gave her or
her seed round these stories are endless yeah not unusual no and it’s not and
that’s yeah yeah if you’re in it to make money well if you’re in it for the quick
head you’re gonna drop out by around 50 maybe 25 if you’re in it because you
know that this is right and somebody’s gonna see it because they just don’t see
it yet you’re gonna do it anyways and then you’re just gonna hit somebody
further along right because it’s the financial reward is not your only reward
right fact probably and you can see the people companies very rarely are
successful with their initial idea LinkedIn was successful with their
initial idea and the reason people talk about that is because it’s a rarity but
Reid Hoffman had done other social networks before but his business plan
LinkedIn’s business plan was exactly what he said it was gonna be there was
no pivot who did it if you google but that’s after having
done failed yes but Google was gonna have little yellow
boxes they were installing server rooms as a revenue mark and that was only one
of the ones that they came up with to figure out how to do this so that’s why
you’re really looking at the person is the person gonna take in
information to know when they’re pursuing the right path or the wrong
path are they going to be able to adapt or the change will it be open will they
listen to smarter people appreciate so much to sharing these thoughts you have
such a unique and deep insight across technology and entrepreneurship and all
those things so thank you for for sharing these ideas of course where can
people learn more about what you’re up to and what you’ve been doing my
LinkedIn page okay is that your hub yeah okay yeah that’s the best place and
people can reach me through that thank you so much this has been awesome of
course I learned some thanks for having earned a lot of things every time we
talked so and thank you guys for watching if you have any thoughts or
comments leave them in the comments below if you like this kind of
conversation subscribe and I’ll see you next time thank you

Where Did The Oculus Rift S Go Wrong?

September 4, 2019 | Articles, Blog | 100 Comments

Where Did The Oculus Rift S Go Wrong?


Welcome to the Oasis, my name’s Mike and today
were gonna be talking about the Oculus Rift S. It’s been a few months now since it’s release and I’ve been using this headset alot, I feel
like now’s a good time go over what are the good things and the bad things about this
headset as it is a bit of a mixed bag but thankfully there’s a few accessories that
I’ve been using that can help improve the experience. Hopefully this video helps some of you that
are still on the fence about moving up from your original Rift or considering this as
your first PCVR headset. Full disclosure, this headset was provided
by Oculus for free just before the release however I’m not sponsored or paid by Oculus
and these opinions are completely my own. So with that out of the way, let’s dive in…. So lets start the video up with a positive
point, the Rift S is a comfortable headset. I was skeptical at first of the halo design
but have come to like it quite a lot. It’s not the most comfortable headset on the
market, In my opinion I would say the Valve Index is the most comfortable, followed by
the original Oculus Rift and then in third place is the Rift S.
The headset has a good weight distribution through the halo design headstrap meaning
using it for prolonged VR gaming sessions isn’t a problem. My only gripe about the comfort is that the
soft material padding and foam are glued to the headset itself so they cannot be replaced. After a few months of use playing games like
Beat Saber and Until You Fall it’s getting a bit gross so the replacement products in
development right now from VR Cover can’t come quickly enough. Next up, probably one of my least favorite
aspects of the Rift S and that is the audio. It’s just not very good. The speakers built into the headstrap lack
bass and it’s a real step down from the excellent audio built into the original Oculus Rift. Even the built in microphone isn’t as good
as the original Rift microphone. Thankfully though, this can be fixed with
some headphones although some brands can be difficult to get over the rigid halo headstrap
or my personal solution is to use the Bionik Mantis clip on earphones designed for the
PSVR. As the headstraps for the PSVR and Rift S
are similar in design, these earphones clip onto the Rift S just fine. Sadly they only come in white but some matt
black model paint quickly sorted that out. They don’t sound as good as the original Rift
earphones but are much better than the Rift S stock solution in my opinion. I’ve linked to them in the description below
. Now lets get onto a huge plus! The content. The Rift and Rift S share the Oculus store
so if you’re moving from a Rift to Rift S all the content you’ve already bought will
work without any issues at all. As Oculus are investing heavilty in VR game
development they have some excellent Oculus exclusive titles. Vader Immortal, Asgards Wrath, Stormland and
an upcoming game from Respawn Entertainment are just a few to be very excited about. The Rift S is also fully compatible with SteamVR,
giving you the best of both worlds. I don’t particularly support platform exclusivity
and would prefer an open platform however it’s something that is here to stay and is
present in every corner of the gaming industry. It’s just a shame that the Rift S didn’t have
any big games for it’s launch mostly relying on a back catalog of games instead. While Quest owners were enjoying Vader Immortal,
new Rift S owners had to look on with envy until it came out a month later. This also nicely leads my onto the setup. To use the Rift S you’ll need to install Oculus
Home. This serves as your hub for the headset providing
firmware updates, your game library and your own virtual home environement. Although the Rift S had a bit of a rocky start
on the software side, updates over the past few months have made significant improvements
to tracking and eliminating bugs such as static flashes in the headset. Once you have the software installed all you
need to do is plug the headset in using the Displayport and USB 3 cables and that’s it. You simply trace the outline of your playspace
and the guardian system will pop up when you get close to the edges to ensure you don’t
bump into any furniture or walls. You can also activate passthrough mode which
is handy to get a glimpse of the real world around you if you need to. As the headset uses inside out tracking which
I’ll talk more about later you don’t need any external sensors or additional hardware. This is ideal for those new to virtual reality
making it very accessible by reducing the friction of setup when compared to using the
original Rift, Vive and Index. Also Oculus has a great introduction to VR
for newcomers using Oculus First Steps and Oculus First Contact which act as interactive
tutorials. Since the Rift S was announced it’s caused
a stir of confusion with it’s specs. The headset runs a single LCD panel with a
resolution of 1280×1440 pixels per eye which runs at 80hz. And when you look at these specs on paper
this was disappointing to the hardcore Rift community as it didn’t compete with the resolution
or refresh rates of the competition such as the Vive Pro, Valve Index and some Windows
Mixed Reality headsets. Even Oculus’s own Quest headset offers a higher
resolution. However despite the specs on paper, in use
it’s actually very good. The drop to 80hz isn’t noticeable at all in
my opinion and the display and optics are actually one of the big advantages of this
headset. It’s sharp and clear making text easier to
read and provides vibrant colours with minimal screen door effect
Even when compared to the expensive Valve Index, I prefer the lenses of the Rift S as
they have a much larger sweet spot and provide less god rays in contrasting scenes. The benefit of reducing the refresh rate to
80hz is that despite having a higher resolution than the original Oculus rift they were able
to keep the same minimum hardware specs required to run the headset. I’ve linked to an Oculus system checker tool
in the description so you can see if your PC is up to scratch. One of the biggest issues with the Rift S
is the fixed IPD. IPD is your inter pupilary distance, essentially
the distance between the pupils of your eyes and everyone is different. In headsets like the original Oculus Rift,
Oculus Quest, Vive and Valve Index you have a slider to adjust the spacing of the displays
and lenes to provide optimal comfort and clarity for your IPD. With the Rift S however, the displays and
lenses are fixed in place for an optimal IPD of around 64mm. These means if you have an IPD above 68 or
lower than 60 you may want to look elsewhere and I think this is one of the biggest mistakes
Oculus made with this headset essentially limiting the market for its use. I have a fairly low IPD of 60mm, I can still
use the headset without issues for long periods of time but it’s not perfect. I’ve heard people with higher IPDs have more
issues with the Rift S than lower IPDs so just bare that in mind. When you’re out of this optimal IPD range
you’re more likely to encounter eye strain and the virtual world will seem a bit off
which can be uncomfortable over time. You can easily find out your IPD using a free
app on iPhone called Eye Measure which I’ve linked to it in the description below or by
physcially measuring using a ruler from the centre of each pupil in a mirror. No back onto the postives. The controllers. The resigned Oculus touch controllers which
are used for both Quest and Rift S are comfortable to use and the buttons are well laid out and
will be instantly intuitive to gamers used to using gamepads. With rubberised grips and knurled thumbsticks
these controllers offer precise inputs and feel good in your hand. The thumbsticks and buttons also have capacitive
touch sensors meaning even resting your thumbs on the thumbstick or buttons will be represented
in the virtual world. The controllers use hidden infrared leds discreetly
dotted around the ring so they can be tracked by the headset. Each controller takes a single AA battery
and can last up to a few weeks of use before needing to be replaced. For the hardcore VR gamer, I’d recommend investing
in some rechargable batteries like the Panasonic eneloops. I’ve linked them in the description below. My only gripe with the controllers is that
the battery door which is held in place by magnets can begin to slide off in your hands
when playing intensive games such as beat saber. I’ve opted to use some grips from Mamut which
stops this completely and adds a strap which attaches the controllers to your hands in
a similar fashion to that of the Valve Index controllers and will also add some length
to the controller grip if you have larger hands. I’ve also linked to them in the description
below. Now let’s talk about the tracking. This is achived by using five tracking cameras,
two on the front panel, one of either side and one on top of the headset. Oculus call this the Oculus Insight system
and quite frankly it’s raised the bar and set the standard for inside out tracking. Due to the placement of the cameras it provides
the biggest tracking volume for an inside out tracked headset available on the market
right now. It’ll be interesting to see if the upcoming
Vive Cosmos does a better job with a 6th camera. I’d certainly like to see these improvements
in inside out tracking made on the Windows Mixed Reality range of headsets which are
due for an update. Inside out tracking isn’t perfect but works
in 98% of situations which is going to be good enough for most. If you’re a hardcore competitive player you’ll
probably favour the more precise lighthouse tracking of the HTC Vive and Valve Index. So before we get onto my conclusion, here’s
a few more tips that I’ve learnt along the way. The Rift S comes with 15ft long cable with
single displayport and usb 3 connections. I’ve been able to sucessfully extend these
cables to a further 6ft by using displayport and Usb 3 extention cables. I’ll put links to the cables I used in the
description below. As the Rift S uses DisplayPort it can’t be
used with laptops with only HDMI ports. A Displayport to Displayport mini adapter
comes in the box but I’ve not heard any reports of people sucessfully using an adapter to
convert Displayport to HDMI so please bare that in mind. Whilst on the subject of cables. I’d also recommend using a velcro strap to
move the cable on the headset to the back of the headstrap. Out of the box there’s a hook on the side
but this means the cable hangs over your left shoulder which can get in the way. Just leave enough slack at the back so the
adjustment mechanism can still freely move. And my final tip is to download and use the
Oculus Tray Tool. This is a third party app that I’ve been using
for years now. You can increase your super sampling, turn
off usb power management and my favorite feature the auto audio switcher so when the headset
starts it will automatically use the headsets audio and mic and then when you close the
oculus software it will automatically revert to your desktop audio options. So here’s my conclusion, despite it’s flaws,
for the price of $399, it’s hands down the best VR headset you can buy right now in this
price bracket. Personally I completely moved to Rift S over
my original Rift and took down all my Rift sensors after the Rift S arrived in the office
and I wouldn’t go back as I enjoy the slight upgrade in visuals. Even though I have an Index here in the office,
I actually favour using the Rift S in some games. No Mans Sky is a good example of where I prefer
to use the Rift S mainly due to the controllers as the Index controllers still have some way
to go and lack content that takes full advantage of them right now. If you’re a competative player maybe look
at the Index or the Vive Pro or stick with the original CV1 for now. However if you’re new to VR you really can’t
go wrong with this headset. Alot of people ask if they should get an Oculus
Rift S or Oculus Quest. The answer is simple. If you own a VR capable PC go for the Rift
S, if you don’t get the Quest. With Oculus Connect 6 just around the corner,
hopefully we’ll get a look at the road map Oculus have planned for the future and find
out how long we’ll have to wait for a true second generation Rift. So there we have it, thats the good and bad
points of the Oculus Rift S. Hopefully this helps you make an informed
desision on whether this is the right headset for you. Thankfully most of the flaws other than the
fact it’s got a fixed IPD can be fixed with some accessories and overall I think this
is a solid headset in my opinion. For the price, right now there’s nothing else
on the market that can compete with the things it does right like the display, optics, content
library, controllers and the excellent oculus insight tracking system. But this is of course is just my opinion,
let me know what you think in the comments down below. Do you have an Oculus Rift S? How are you finding it? Or are you considering other headsets on the
market? Maybe holding out for the Vive Cosmos? I’d love to know in the comments below. Leave a like if you liked the video, make
sure you’re subscribed for all my future content and as always. I’ll see you on the next one. Cheers.

Virtual Reality Gorilla Prank w/ Mediocre Films (Google Cardboard)


-What do you see in there? -[INAUDIBLE] -Oh, you see a gorilla? -Yes. -Does it look realistic? -Yes. -All right, now compare
it with real life. Take it off for just a second. -[ROAR] -[SCREAMS] Oh, my God! -Hey everybody, we’re out
here on Hollywood Boulevard showing people Google Cardboard,
the virtual reality glasses that makes it look like
there’s a real gorilla right in front of you. -[ROAR] -Have you ever heard of
Google Cardboard before? -Nope. -It’s $15.00. It’s just made of cardboard,
and you put your phone in there. We’re just getting
people’s reactions to see what they think. So you can look all around. -Is that the gorilla
from San Diego Zoo? -It might be. It looks like [INAUDIBLE]. -Does it look real? -Yeah. -Does it look like there’s a
gorilla right in front of you? -Yeah. -That’s pretty cool, huh? It’s almost like you can
reach out and touch a gorilla, isn’t it? Now take off the glass
just for a second. -[ROAR] -[SCREAMS] Oh, my God. Oh, my God. —face. You can look left, look right,
sort of look all around. What do you see in there? -A gorilla. -Does it look real? -Yeah. -Kind of like there’s a
gorilla right in front of you? -Yeah. -Pretty cool, huh? All right, now take the
glasses down for a second. -[ROAR] -[SCREAMS] -Looks like a gorilla? -[NON-ENGLISH SPEECH] -Look pretty realistic? Tell him to take them off. -[NON-ENGLISH SPEECH] -[ROAR] -[SCREAMS] -It’s a gorilla? -I don’t know what it is. -Does it look realistic? -Kind of. I don’t know what it is. -You can move your head a little
to the left, to the right, see around it. It’s almost like a gorilla’s
right there with you, isn’t it? Yeah. Now take the glasses
off for a second and just compare it to reality. -[ROAR] -Oh, shit! -You can take the glasses off
for a minute and just see what reality– -[ROAR] -Turn your head left and right. What do you see in there? -Some gorillas or something. -[ROAR] -Go ahead and take them
off and then take a look. -[ROAR] -[SCREAMS] -You like that? Come on. -That’s not funny. -You see a gorilla? -Yeah. -Does it look real? Almost like it’s
right there with you? Pretty cool, huh? Take off the glasses
for a second. -[ROAR] -Whoa! -Now that’s even more real. Thanks for watching, everybody. I’m Greg Benson
at Mediocre Films. -I’m Karlo Soldevilla. I work with KHA Entertainment. -You can also look
him up on Vine. And while you’re at
it, click the screen to see the new
dinosaur prank we made. It’s pretty awesome. Thanks for watching, everybody. Bye-bye. Good boy. You were awesome. We do this for Youtube. You cool with that? You cool? Is that cool? -Yes. -That’s great. You’re awesome.

My Thoughts On Virtual Reality (Oculus Rift DK2)


“VR is the future” now that’s something the
last few years we as gamers and sim fans have heard a lot of. Now whether or not it becomes a product for
the main stream is yet to be determined. However, what I will say is that no matter
what the main stream gaming community makes of it, it is going to be the future of simulation
as we know it. Now about three months ago I bought myself
the oculus rift development kit 2. Now I figured that I fit well enough within
the VR demographic and have a moderate audience of people that will most likely also be interested
in VR, and it would be wise to give my opinion on it. Especially when it comes to simulation games. Now since the dawn of simulation programs,
it’s been kind of a drive within the community to get as close as possible to actually performing
the acts as you can get. We can see this today with multi-monitor setups,
products like TrackIR, HOTAS flight gear, rudder pedals, racing wheels and so on. Now these products can be ranging from $20
to $20,000. Now no matter if you’re a college student
with very little spending money, or a well off enthusiast with a replica sim pit design
down to the inch of real life specifications, it’s our drive to have the experience of actually
experiencing it first hand and fully immersing yourself within the sim and unlike any other
solution in the past 10 years, it actually works. Now when it comes to my experience with virtual
reality, something that hits you everytime you use it is the sense of scale. Now when you see these objects on a monitor
it’s like you’re looking at a picture, and you’re not going to have any sense of depth
or size to the people or objects, but since VR is as close to 1:1 scale as possible it’s
amazing to actually just walk around and see these life sized people and objects in their
environment. It’s a whole different experience when you
walk up to like a horse in Skyrim, and rather than just seeing a burly horse on a monitor,
you’re actually…you actually have this huge animal in front of you that looks like it
could be trampling you in a heartbeat. Now in fallout, it’s a ridiculous experience
to be walking around within the ruins of D.C. and have this sense of scale of everything
around you. Towers arching over you and you actually have
to look up to the next level because a super mutant is shooting at you. And in racing and flight games the scale actually
does a really fantastic job of giving you the feeling of actually sitting in a cockpit. Now it’s a whole different ballgame, because
you’re not just seeing it on a screen you’re in the world itself and something that VR
does really well convey that. When it comes to DCS, well the DK2’s resolution
is not quite good enough yet to be using it for Air-to-air or reading any fine detail
within the cockpit without getting real close to the instruments or using labels. However something that has helped my flying
a lot is the amazing sense of depth with 3D. It allows you to judge the distance between
you and for instance the ground at a glance. It has improved my landings dramatically in
both helicopters and fixed wing by just being able to judge my glide slope better and my
position from the ground and have this amazing sense of situation awareness. In racing sims the sense of depth is also
game changer because you can better judge when you need break when going into a corner
or better judge the distance between the cars around you to make sure you race cleaner. Just the sense of depth alone has dramatically
improved my gameplay just by being able to judge distance to a really fine degree accuracy. When I first got the DK2 I was kind of concerned
that it was going to be something use for, you know maybe a week or two and then set
it aside for occasional use. However, I’ve actually found the majority
of gravitate around have support for the Oculus and I’m using it multiple times every week
and at this point I’m satisfied with the amount of usage I’m getting from it. It’s not all sunshine and roses though, VR
as it stands right now is still in its infancy. It needs some time to sort out the current
problems like screen door effect, and reducing the bulkiness and better software and ease
of use. though what we’re hearing from the HTC Vive
and the Oculus Rift consumer version is that they’ve already improved greatly with this
and are going to be fantastic first revisions for VR. And honestly, when it comes time to make the
decision to pick up a VR headset I would sincerely consider it, and if you’re someone who already
plays a lot of flight, space, and racing sims you can guarantee a lot of use out of this. There’s also some great third party projects
out there that brings support to older games, such as Vireio Perception, VorpX and TriDef. So you can already extend your library quite
a bit with just these applications. Honestly I’ve been having a blast with VR
and no doubt this is something the simulation community is going to get behind in an instant. First revisions by next year will an amazing
starting point for everyone wanting to jump in virtual reality and future revisions after
that are definitely going to perfect this amazing experience. As it stands right now, I cannot recommend
buying any developer versions of them. I think it’s something that is definitely
worth waiting, I do not regret at all picking up the DK2, but once again it’s still in its
infancy and with only a few more months until the first consumer versions come out it’s
better to just wait those. So yeah, those are my opinions on VR the past
few months that I’ve been experience it, and it’s definitely something I would recommend
for everyone interested to go ahead and check out if you have somewhere local demoing it. It’s something you have to see to believe. It’s not something that’s very easy to describe. I’m just going to end this with saying, VR
is an amazing experience I definitely would look into considering getting one as soon
as the consumer versions are out, I’ve been Patchwork thank you so much for watching this
video, feel free to leave a comment on what you guys think of VR. Check out some of older videos, thank you
so much for watching I will see you guys later.