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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

Virtual Reality: Changing the Game

October 9, 2019 | Articles, Blog | 100 Comments

Virtual Reality: Changing the Game


Gaming has always been like peering through
a window to get a glimpse of another world. Sure, you’re pressing buttons that make
things happen on screen, great. If you do it for long enough, your brain might
just zone out and become immersed, and you’ll forget you have peripheral vision. But you can’t go there. You can’t really interact. It’s a dissonant experience, frankly, but
we don’t think about it so much because it’s what we’re used to. It’s all we’ve had, but not anymore. If you’re like me you probably suffer the
lingering effects of a traumatic childhood. Not that kind of traumatic childhood. A childhood of goofy motion control wands
and hal-9000 crossover dancing games that tore the still-beating heart straight from
the chest of so many beloved franchises before our young, innocent eyes. [indi] Yes, you could say I’ve developed trust
issues when it comes to promises of “revolutionary hardware.” So when I first saw the oculus rift making
its way between the many clammy hands of the industry, I was once again skeptical. Not about the whole taking the window and
strapping it to your face part, that makes complete sense. Problem solved. In fact, the problem was solved about 60 years
ago, even that whole two-lenses per eye thing that’s in the valve index’s logo, but
that’s a topic for another day. The devil’s in the details. The issue is in the interface between the
virtual world strapped to your face, and your meaty sausage fingers. VR has always represented the far-off next
generation of games, if not entertainment as a whole if Elon has his way (more on that
later), but I struggled to see how a technology that fills the entirety of your field of vision
with game wouldn’t be severely hindered by the fact that you aren’t using your hands
to interact with the world, but some wacky wand nonsense that doesn’t reflect what
you’re actually doing with your hands. Then, I tried the game Stormland on the Oculus
at Pax East and I thought hey, that’s pretty good. I was surprised at how easily my brain just
bought it, even with the wands and less than ideal native resolution. By far the standout moment of the demo was
when I had to rip my own robot arm off in order to upgrade it, and then I looked down
at myself, saw the missing arm and my brain just went “Yup, no, your arm… it’s gone
dude.” A very convincing sensory illusion, considering
my arm was still very much attached to my body, nor am I a robot – I think. File that one away for later, I thought. I said “Yeah that was cool and all, but
not exactly worth the price tag.” But after a few months, the urge to immerse
returned, and I ended up renting an hour at a VR arcade for my girlfriend, myself and
a friend, this time with the HTC Vive. This was where I played a game called Stand
Out: Battle Royale. It looked like ass. It felt like ass. But then something happened that sold me on
the entire concept immediately. I dropped in to a melty, unreal store asset-flip
looking island landscape, snagged a P90 from an utterly featureless building, and was promptly
beset by a shifty 12 year old of approximately 7 ft in height. “We’re cool, man. We’re cool.” The snake beckoned. Years of betrayal in games like DayZ prepared
me for what was coming next. With viper-like sleight of hand, the zealous
zoomer snatched the magazine from my weapon with a smug chuckle, and raised his hands
in some sort of mock Bruce Lee Kung fu pose, ready to unleash a flurry of open-handed slaps
that would send me to the shadow realm. But I was ready. In an instant, I pressed the barrel of my
5.7mm armor piercing submachine gun against his chuckling face and smote the snake with
my sole chambered round. Point blank. He flew into the air spasmodically, as I heard
his anguished cry of “NOOOOOOO” fade into the distance. I then proceeded to cackle maniacally in a
room full of families and children playing beat saber. Contrary to what reddit would have you believe,
nobody clapped. That didn’t matter, though, cause I was
hooked. In the following weeks, I binged VR videos
like a FIEND. And then I stumbled upon Stress Level Zero’s
Boneworks, the Valve Index headset, and Knuckles controllers. To my surprise and elation, my prayers had
been answered. A controller that tracks your fingers AND
allows you to relax your grip? Holy shit. They even feature haptic feedback to give
the impression of recoil. Now THAT’s Immersive. If my brain could be so easily tricked into
accepting the wee-wands [wee/wii], I couldn’t wait to see what the next gen could accomplish. I reserved an index, and when the time ultimately
came to place my order I looked at the thousand dollar price tag, then at my bank account,
then at Gabe Newell’s smiling eyes. Enraptured in his benevolent gaze, Gaben’s
reassuring countenance appeared almost to wink at me. The decision had been made for me. Looking back at my bank account, I defiantly
proclaimed “business expense” and flushed a grand down the virtual toilet. Then I moved to California, which kind of
contributed to me not uploading yeah sorry about that. Anyway, a few months later, my index came,
and then I spent 3 days in VR like an absolute layabout. But I was having the time. of my. Life. Even at this relatively early stage, there’s
something for everybody. This may sound strange when I’m talking
about something that looks so ridiculous on quite literally anybody, but I think this
new form of gaming has the potential to attract the interest of a lot of people who may not
have been interested up to this point, because it is no longer an abstraction. And for those people looking to ease into
Virtual Reality, there is a wide variety of casual social experiences that make full use
of the technology in a unique way that isn’t exactly possible with anything that’s existed
before, but do not demand the hand-eye coordination of others. One of VR’s strongest selling points is
body language. So much of communication is non-verbal, and
canned emotes simply don’t cut it. But in VR, you can gesture however you like,
which makes the social dynamic and subtle communication of many games impossible to
replicate outside of VR. Games like recroom and VRChat are a perfect
place for even the most casual player to experience this for the first time, but as with most
games that allow players to do whatever they want, prepare yourself. If you want to feel like a badass there’s
SuperHot, which you may remember from the desktop version that I will now never want
to play again, because the tension you experience when bullets are physically RIGHT IN YOUR
FACE makes the desktop version just feel… boring. Sidestepping an attack by pressing the D key
is nothing compared to physically diving face first onto the floor to get out of the line
of fire. If you want a more authentic shooter experience
there are games like Contractors and Onward that apply the more tactical design philosophy
of games like insurgency or even ArmA to either PvE or PvP game modes. It’s in these games that a critical, but
often overlooked, component of virtual reality really shines: sound. The Index’s headphones don’t actually
touch your ears, but instead are offset a little bit so they function like two tiny
speakers, which gives the impression of being surrounded by a much larger space than you
actually are. Sounds like footsteps, reloads, and all can
appear very lifelike in their positioning and volume, which really helps to set the
mood. Creeping around a building with night vision
on, clearing each room and intently listening for anything that could tip you off to the
enemy’s location, only to have it all pay off when you get the drop on somebody is,
once again, so much more adrenaline pumping than sitting in front of a screen and holding
shift w to slow walk while waiting to hear somebody else press R. If you’d like to go even further in the
‘realistic’ direction, there’s Hot Dogs, Horseshoes, and Hand Grenades for those of
you who are interested in a game where loading your weapon can sometimes be the biggest hurdle. Jokes aside, Hot Dogs, Horseshoes, and Hand
Grenades has the best feeling weapons of any game I’ve tried so far, and plenty of minigames
to try them out. The coup de grace of first person shooters
in VR, though, is Pavlov. It’s like what I imagined Counter-Strike
to be when I was a child. The game gives players plenty of leeway with
things like reloading, letting magazines just snap into weapon so that you can focus on
the gameplay. This isn’t a sim. This is meant to PLAY well. This is what a next generation FPS feels like. There’s all the stuff you’d normally expect
from Counter-Strike gamemode wise, but the absolute standout to me so far has been TTT. If you don’t know what that is, well, basically
it’s a murder mystery game where a couple players are traitors and the rest are innocents
that have to survive and find out who dunnit. It was great fun in Gmod, but this is something…
else. There is, however, one VR experience that
I would recommend to anybody, and that is Minecraft. It’s obvious when you think about it. Exploration game. Scale. Caves. Getting blown up in first person is scary. Building is so much more rewarding. Really, every aspect of this game is made
better by VR, and it’s a classic, I mean really. It’s really amazing that it all works so
well, despite the fact that it’s not an official port, and like one or two dudes seem
to have made just for funsies. I played on the SMP Live server in VR and
it was chaotic to say the least. Now don’t get me wrong, VR is definitely
still in the “early adoption” phase. And by that I mean, about half of the games
I’ve tried either made me want to scoop out my eyeballs with a rusty spoon, or suffered
catastrophic failure. Case in point: Skyrim VR. I have mixed opinions on Skyrim. The environments are super nice and I love
the game’s dungeon delving, but its combat and occasionally its npcs have a tangible
shallowness that turned me off of really loving the game the way others have. Blah blah blah you’ve heard that from a
million people before. Having said that, I thought that VR had the
potential to remedy some of those issues. Or at least overshadow the game’s shortcomings
with awe-inspiring scale and the intensity that a sword slashing right near your eye
has over one on a screen. Unfortunately, Todd had other plans. I suppose you could say, I was taken for a
ride. Yes, technical difficulties are the norm. But, I’ve saved the best for last. A game I’ve had no trouble with whatsoever. A complete product. That’s the game In Death. It’s a roguelike, which means when you die
you lose your progress and equipment, if you didn’t know. It’s got some clear dark souls influence
and it really shines when you’re fighting for your life on a long run and physically
hiding behind cover. You can choose between the crossbow or longbow,
and find a variety of special ammo like explosives or lightning arrows, and this has become kind
of a mainstay for me. I can play this game over and over again,
and I have. The satisfaction of pulling off a long range
headshot is something that you don’t get outside of VR where you actually lead the
target and aim the shot. Definitely check this one out. You won’t be disappointed. So that’s all fine and good, right? That’s where we are. You get it. VR’s great, it’s suffering some growing
pains, but probably going to be a major force in the industry. But let’s talk about the exciting part. Let’s talk about where this is going. Let’s talk about neuralink. So what is Neuralink? Neuralink is a brain computer interface. Which basically means take your phone and
plug your brain into it, but then plug your phone into a crazy fast internet connection,
except it doesn’t have to be plugged in because it’s 5g which means the internet
is EVERYWHERE. That’s neuralink. Confused? Don’t worry. Let Elon help. So what does that mean? It means that everything you experience is
the culmination of electrical signals passing between neurons in the brain, therefore it
is possible to provide electrical signals to these neurons via a man-made source, your
brain phone-aka neuralink, in order to create the impression of stimuli. Basically think about unplugging your eyes,
and plugging the computer in. Okay? Okay. Obviously this has all kinds of applications
including but not limited to Telepathic communication
Giving yourself a HUD Aiding in the treatment of paralysis
Developing a better understanding of mental illness
Installing a soulless technological demon-creature into your brain
Brain Porn Digital Dopamine Drip
Immortality But I’m going to talk about the one you
came to this video for, and the most important one, which is gaming. Piping the game directly into your brain so
that you may sensorially experience as though it were reality is undoubtedly the final step
on the road that is gaming’s future until it becomes something else entirely different. And the fact that Google figured out a way
to take the computer out of your computer and put it in a warehouse someplace else means
that this all might be possible sooner than you or I would think. It may sound as though I’m being tongue
in cheek, mainly because I have been for the past couple of minutes. But it’s serious time. This actually may be the culmination of Human
expression. No joke. Expression, culture, art, whatever you want
to call it, is at its core about sharing feelings, experiences, knowledge, lessons learned, the
highs and lows. Sharing the human experience. A brief encapsulation of what it is like to
live. Does neuralink and a brain-computer interface
not sound like the pinnacle of that? Wanna talk about walking a mile in another
person’s shoes? Well, hypothetically you could. Think about the value this could have in education. Wanna learn about history? Well here’s a sensory reconstruction of
what it would feel like to walk around Rome in 350 B.C. to the best of our knowledge. That’s the kind of thing possible with this
technology. Hypothetically. So next time somebody tells you that videogames
are a waste of time, scoff at them and tell them that it’s merely the infantile state
of Humanity’s greatest cultural legacy and that you pity them. Oh also, follow me on Twitch. I’ll be streaming VR there.

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

Combining MORTY with MEESEEKS was a BIG MISTAKE!! || Rick and Morty: Virtual Rick-ality VR Gameplay


ah man not again the workshops an
absolute pigsty every time I come in here there’s so much carp for me to
clean up I mean I’m no I’m just a stupid clone but Stiller’s there’s better
things that I’d like to be doing on my Saturday evening than just sweeping up
pieces of broken glass from Rick’s crazy parties and carp well now that we got
that done I guess I can come over to my favorite web site gazorpazorp what are
we got here repair kid Troy cartridge apple mace cucumber carrot soap yes so I
need some soap let me just buy one of the what I think
I think I think my phone is ringing hello yeah hey Glen Jerry would say it’s
Australian Rick here all right it’s trillion Rick yeah I remember you what’s
up look I don’t have much time to talk low Jared but I need you to do something
for me oh god here we go again what is it so remember last time when I
called you up I told you to combine a mr. meeseeks with a mr. meeseeks on the
Combinator uh yeah I remember that perfectly I threw one right there and
one right there and I got them to put their heads on the Combinator and they
created a blue brain that’s the one you got a pretty good memory for a stupid
clone thanks I guess anyway what I need you to do today is get another mr.
meeseeks if then I need you to combine mr. meeseeks his head with your head
cloture ooh with my head so you want me to get a mr. meeseeks and combine his
head with my clone head yeah that’s right
mr. meeseeks his head with your head cloture ooh all right I gotta go now
I’m about to get a they have to get a special kind of plumber’s tune-up a
plumber’s tune-up I yeah III don’t even want to know hey hello everybody and
welcome back to Rick and Morty’s virtual reality my name is cherry and today my
dues we are back for what is definitely going to be an extremely wacky extremely
crazy and as always an extremely stupid VR video and what better way to kick off
an extremely stupid VR video than to pour ourselves a little actually stuff
that anyway yes guys we’re gonna have another crazy episode of Rick and
Morty’s virtual reality today as we try and push the boundaries creative
creativity and do things that we haven’t yet done now I got a couple of ideas
that I really want to try out one of those ideas probably the most I supposed
know suitable or a significant idea that I
have to try in this episode is people hurt people
hahahahahah fit anyway as I was saying the thing that I really want to try out
today guys is something that I’ve been thinking about last episode we got the
we got the u6 ball and we called a mr. meeseeks it’s so confusing how it’s a u6
ball and they’re called u6 but it’s mr. meeseeks and freakin I don’t know what
so anyway we’ve got some meeseeks u6 but frankly we’ve got some u6 balls and I
was thinking all right last time we we tried to get to you seats to place their
heads on these two panels and when we did that we got the the secret blue
brain well I wanted to take things a little bit further I thought you know
what hold on a second what other heads could we combine with the UCI’s head to
create something different that we haven’t get done and then it just came
to me in a dream it came to me in a dream and I realize the thing that we
haven’t tried to combine with the u6 head is the clone morty head so why
don’t we try to put our own head on the on the Combinator with the meeseeks and
see what we can come up with besides that we’re gonna do some other
stupid carp like probably I don’t know maybe let’s get ourselves a poison apple
right here Rick and I thought you know let’s let’s krillin it
let’s create a poison apple oh well let’s grow it a poison apple and then
we’re gonna try to give them to some some you Sikhs and see what happens with
that and of course we’re gonna go and pay a visit to Troy as well because
there’s still still things inside of Troy but you know we haven’t even tried
there’s jobs we haven’t tried there’s things we haven’t figured out so we’re
gonna go in there and we’re gonna see how we can go what now I remember what
have you guys told me something in the comments section of the last video about
doing parenting 101 and unfortunately I can’t remember exactly what it was but
it was something about parenting 101 so I wanna I want to try that I want to see
what happens if we go in to try and do that anyway guys let’s pop that right
there let’s get ourselves a poison apple look at this mmm
before we keep going guys I want you to get this bottle of wine and smash it
through the fricken oh yes guys if you love Rick and Morty’s virtual reality
and you enjoyed my videos please let me know by hitting that like button as hard
as you can prick up carp hit it as hard as you can leave a comment down freakin
Oh down below and what I want you guys to let me know is what do you like most
about the Rick and Morty series what’s what’s your favorite thing is that a
particular character is it the humor is it the fact that they travel to other
dimensions like what do you like the most about it let me know down boy I’d
say for me the thing that I enjoy most about Rick and Morty is just its sheer
absurdity how how wacky and crazy it actually is it’s kind of fun so let me
know anyway down below guys and let’s frickin jump on in here
and let’s get this party started I wouldn’t make up my poison apple a
little bit bigger all right I think it’s gonna growth hormone huh sure don’t have
okay so this is a giant poison apple alright it’s pretty big but it’s not as
big as it can get we can make it bigger we need to make it bigger let’s let’s
sticker this is kind of like a candy apple isn’t it look look at this it’s a
freaking poison candy apple oh my goodness and oh you put that on there
and then we grab this and we make it bigger again booyah let’s get ourselves
some u6 balls and let’s see if we can give mr. meeseeks a couple of poison
apple dingaling hands I wonder if I can throw the ball from here oh look at that
look at was just spitting on the spot Oh mate cherry the NBA God comes through
with a glorious throw and he takes his big poison apple and he pops it on the
plonker we want a bunch of these give me another
one okay well let’s get get four of them put these just over here on the shelf
nice and safe don’t fall down don’t fall down okay let’s get two more oh yeah
guys if you happen to have twitter and and also instagram the link is down
below for my twitter and instagram follow me over there guys it really does
help out if we’re all connected in the social media so you know when I stream
and you know when I do other stuff and there’s a link for my discord down below
as well so uh feel free to join that too let’s throw these bad boys out with the
freakin poison apples that it’s like they were dancing troupe like they’re
all synchronized dad dad didn’t dad and dad and didn’t
it’s the mr. meeseeks party and I know that that that that that I got poison
apples I’m gonna put it in my face oh my goodness I can’t eat it I am a frickin
disgrace but if I hold the Apple right here
I turn into red mr. meeseeks with a worm coming out of my eye I think I might dip
like a cherry pie look at that it’s like it looks like miss you know what we got
we got a we got to try that again hold on a second it looks like mr. meeseeks
turned into a freakin poison apple okay that just that just looks that just
looks kind of creepy it’s like kind of creepy and weird all right mr. meeseeks
you you’re going down Oh freak what was that you’re going down
ha ha oh my god he blocked it with the frickin he blocks it with the Apple oh
oh my lord you can never krillin him look you try and he blocks it with the
freaking Apple every time you throw something at him what okay dude what the
Frick mr. meeseeks take this okay now hit yourself in the face take this take
it take it what about if we give mr. meeseeks two
giant hammers and then and then if he can smash himself in the face with those
we’re gonna get them to battle to the deaf
okay meeseeks mr. meeseeks vs. mr. meeseeks battle royale it’s only two
people in this battle royale but still okay now they they have they have to
fight with each other to the deaf I’m pretty sure if one of them hits the
other one they dip but uh what doesn’t work hey wait why all right now we’re
gonna battle come on hit me look he’s he’s blocking you got it give me give me
that back hey hey thank you very much whoa what was that did we just break his
hand I think we just distilledmr. meeseeks his hand uh look at this it’s
like it’s like a freaking sword fight dude wait don’t you dare pick that up
mr. meeseeks this is Oh give me that back sure distilled his hands we’re
gonna do now wait going oh okay you know I got another idea I got another how
about we try and make how about we try and make like a a mr. gold seats how
about we see if we can make a gold mr. meeseeks all that would actually be
really cool mr. gold SIG’s Frick okay what I will try and do that but before
we do that lets take a little break from the combinator and let’s flick the old
switch and let’s go inside a Troy okay here’s the Troy helmet let’s take this
bad boy actually we should try and combine Troy with mr. meeseeks as well
let’s just try and combine all of the hats with mr. meeseeks and see what we
can come up with maybe we’ll get something special that’s actually a good
idea let’s try and do some mr. meeseeks hat combos but for now hey shush silence
oh this is my job the TPS report well what a great what I really like this job
it’s great let me fill this out okay I want to make a children here let’s make
and raise the children yes it is time for us to make and raising the children
it’s not oh what baby girl do like a girl okay I mean I think I’ve only had a
boy before in this game and I think I ever had it like cardboard feels like
cardboard I’m 66 now I guess I’m not having any more kids hold on that’s
that’s a boy that that’s that’s a boy but that’s a boat but that’s a boy but
what happened to my daughter cuz that that’s a that’s a boy
stress it gets you every time okay so I’m back in triumph 31 years old now and
I am a scientist okay there you go yeah oh come on you I’m going to jail for
this off for freaks sake Oh God Almighty really oh not again nice can’t wait at least I’ve got you
here looking forward to our relationship together Cheryl it’s me yeah kid sure
I’ll give you an autograph here always try to do good Troy the rocket do you
really yep thanks you can have this buddy what I gave him some money once I
gave me some money what are you Oh am I going to jail again off a Frick’s sake
oh Jesus Christ yeah I’m trying yes I did I gave a kid
some money frickin hell what shut up shut your dirty mouth Cheryl why don’t
you do what your tattoo on your neck says and frickin dip oh carp I just hit
the wall so hard that’s how you break your vibe controllers guys no worries
buddy yep you can you can I’m not even touching the money this time
okay I’ll touch it but I’m not gonna give it to anyone just can throw it away
money’s dangerous guys as they say it’s the root of all evil sixty-eight years
of age and I’m dead far out well I wonder if you can just keep playing with
dolls what happens if you do that maybe we want to go into Social Security and
just do nothing or maybe we want to continue playing with dolls hey I’m
gonna continue playing with dolls I’m 45 years old and I’ll play with dolls if I
want to stress I think that’s enough Troy for me for one day otherwise I’m
really gonna dip of stress so I was a politician I was cool and I was a
socialite freaking fantastic that’s great stuff well this this brings me
here to the the the you see the mr. meeseeks and I’m thinking you know what
I want to combine these with the hats but then I thought to myself hold on a
second if I want to do another episode of Rick and Morty in a couple of days I
need an idea and I think that’s going to be my idea in the neck
episode of Ricky’s virtual reality we are going to have a mr. meeseeks hat
extravaganza where we take all of the hats that we can potentially put on mr.
Mises freaking head all right including this right here and
we’re just gonna see get me out of here right now get me out of here anyway as I
was saying we’ll try to put these delightful hats here which I’m not gonna
pick this one up because I don’t want it to accidently land on my head but we got
some hats we can try here I like to I’d like to attempt to see what we can do if
we try and make like a goal mr. meeseeks or hell maybe we even try and make a
crystal mr. meeseeks with a pink crystal or freakin silver or a green crystal
there’s a lot of frickin options that we can do here but what we haven’t done is
to try and put a mr. meeseeks and mr. Morty on the Combinator at the same time
and to see what actually happens okay this is looking a little bit tidy let me
get my usage ball right here you wink okay now this is gonna be tricky because
if we touch it it’s gonna expert right we want to we want the head to go on
there but we don’t want it to be too close so let’s okay now we don’t we
don’t want to get too close blink put your head down here mr. meeseeks okay on
all right he’s heads on there and my heads on there okay we’re both on there
right now so if we do this then well I don’t know
what we’re gonna get you ready already mr. meeseeks you ready are you ready you
wanna do this I think he’s ready ah freaking we were so close to making that
happen we just we got it we got to keep the
distance don’t get too close okay okay he’s on there I’m on there
and we press the button and and let’s do it again now let’s just do another one
for good measure okay I don’t know what we’re gonna find
mr. meeseeks cuz I haven’t tried this before but I’m curious are you trying to
pull my mask off as well I don’t have one I don’t I don’t have a okay you
sitting my hand stop him stop beating my head ah get out of here alright I don’t
know what it’s gonna be um I don’t know what do you think scanner what do you
think it’s gonna be let me know down in the comment section what you think it’s
gonna be alright I’ll give you like 10 seconds to write down what you think it
is and we’re gonna have a look I’m gonna call it right now I think it’s gonna be
a blue brain I think it’s gonna be a blue brain the same as you seek city you
seeks but let’s find out on the count of three we’re gonna look down three two
one oh it’s the blue brain again even when you can buy two more T head with
with a freaking usage you get a blue brain that sucks well guess there’s
nothing to do but to eat some brains oh just punch myself in the face come on
eat another one three brains cut out out it’s a little bit disappointing I kind
of thought that you know putting a morty head and and and and and a meeseeks head
or you seeks head sorry would have created something a little bit more
exciting than a blue brain but it seems like that’s all that there is
well that’s a little bit carp um you know what I think I think we should I
think we should get Rick and Morty in here I think I think we need to get Rick
and Morty in here so we can like feed them Underpants okay Rick look stop stop
talking stop talking no Rick stop stop side no Rick stop it
Oh YUM guys I need I need you to eat this I need I need you to eat I need you
to eat this Underpants Rick open open Rick Rick it ate the underpants Rick
Rick eat it Rick eat it Rick Rick at the end of pants I don’t I don’t think Rick
wants to see the underpants well I guess we can’t make Rick and Morty eat their
dirty Underpants but it’s probably for the best I mean those things look pretty
freakin nasty they it quite a lot of dirty smelly brown
skid marks on him and I don’t even watch I guess all of this intergalactic
multi-dimensional travel sometimes makes you carp yourself that would be a
perfect explanation anyway guys if you enjoyed the video please let me know by
leaving a like in a comment down below subscribe if you haven’t already and hit
the bell new videos on the channel every single day and like I said in the next
video we’re going to focus on trying to put things on the head of our mr.
message dudes from the u6 box at from the u6 ball okay you six me six me six
you seeks if you combine you seeks for the blue you get a blue six
Booya

Mosh Pit Simulator Actual Trailer

September 16, 2019 | Articles, Blog | 33 Comments

Mosh Pit Simulator Actual Trailer


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THE GRID VR | Virtual Reality News – No Mans Sky, Doctor Who, Dirt Rally 2.0, Westworld, Wolfenstein


What is currently happening Programs, welcome
to the Grid VR. Where I’ll be bringing you this months news
in Virtual Reality. Its Sunday the 25th of August 2019 and all
I can say this week is: Get me off this god damn planet. We’ve got No Mans Sky beyond the pale, Doctor
Who time crystal tale, Dirt Rally 2 dirt rally trails, a kid bites a lime, a dog howls, another
one yawns, and much more of what expect from professional journalism. Today I�m going to cover off the main events
to keep you in the loop. So stay locked, enjoy, and welcome, to the
Grid VR. The full version of No Man’s Sky has hit PSVR
and PC VR this month as part of the Beyond update. Sean Murray propping up the title pre-release
with a whole lot of information abo.. the.. But does it work this time Sean? Well, it seems to work perfectly on Hello
Games VR setups but for the rest of us, it kinda performs like dog shit if you’ve ever
seen a performing dog shit hit me up. Heaney triple 5 of reddit and upload VR notoriety
has posted a list of tweaks that will get the game running reasonably and frequent performance
patches since launch are making this game playable enough. The in game interfaces remade for VR, there’s
an offline and online mode so you can grind resource gathering, chill in the Nexus with
other players and lift off in to the vastness of space. Fly ships using virtual flight sticks, open
doors by.. opening the door, and it’s this simple thing that makes VR a powerful medium,
aside from no top notch haptic solution available yet, reaching out and opening a door to open
a door is where it’s at. No Man’s Sky has come a long way since D-Day
and if you’re a fan of the game then there are links in the description to set you on
your path. Dirt Rally 2.0 now has full PC VR support
with the SteamVR version supporting gamepads and kinda performing like dog shit but I’ve
linked a performance guide in the description of this video so you can get it driving a
little better. The Oculus Rift version on the other hand
performs great with a GTX1070 or higher but doesn’t include any DLC just yet, and can
only be played with a racing wheel so buyer beware here lest you get the sweet, sweet
taste of sour limes. Asyncronous gameplay lets you get on the leaderboards,
while the syncronous multiplayer aspect lets you race online against other players specific
to your VR platform. Which means Rift players can’t race SteamVR
players or vice versa. Tear about eight official circuits from the
FIA World Rallycross championship, complete with licensed Supercars and support series,
and develep your team and cars in both a single player Career Campaign and a competitive online
environment. Store links are in the description with the
SteamVR version at 50% off until the 27th of August, though I’d get that refund button
ready just in the likely event it performs like ass and you need to go get the Rift version
if you can. Maze Theory and the BBC will be releasing
Doctor Who, Edge of Time in September on all major PC VR ecosystems, PSVR, and on Oculus
Quest. Using a combination of Lidar scanning, photogrammetry,
more on what Photogrammetry is in this video here, absolutely worth seeing as it is something
you can do yourself, and a shit tonne of photo references from the now defunct UK on location
Doctor Who Experience, the team have recreated in high detail the Time and Relative Dimension
In Space, a.k.a The Tardis. Pilot the phone booth alongside the 13th Doctor,
Jodie Whittaker, recover time crystals and save the universe while staring down Daleks,
Weeping Angels and new adversaries you wouldn’t have seen before. And briefly, HBO, Survios, and Kilter films
have released the Westworld Awakening VR exerience, which is actually closer to a 3 hour narrative
driven single player stealth exploration game set during the events of Westworld season
2. Navigate the often horrific labyrinth of Delos
labs as you are hunted through 5 haunting chapters and ask the question, what is life? Blackwall labs are launching a retelling of
H.G Wells classic sci-fi story War of the Worlds for all main PC VR platforms later
this year. The team are claiming that it will be “one
of the first genuine AAA titles along the lines of Halo meets COD in VR, so I’m a little
confused. Master futuristic weaponry and fight the alien
invasion at the height of world war 2 across multiple countries and cities in what sounds
like a very ambitious project. Wolfenstein Cyberpilot is out now on PSVR
and SteamVR from Arkane Studio, Machine Games, and published by Bethesda Softworks. Your mission is to aid the French resistance
using a combination of remotely controlled Nazi war machines including a stealth drone,
the wardog tank like Panzerhund, and the Zitadelle, a bulked up weaponised bipedal mech. At around one and a half hours long and $20
on steam, it’s ok as a once off but more specifically for fans of the Wolfenstein games. I illusions, the team behind the very popular
Space Pirate Trainer are developing Space Pirate Arena, a multiplayer hall-scale VR
game of lasertag. Bounce bullets off walls and tag your friends
as enemies alike in what looks like a game that will be a tonne of fun if you have the
space available to play. Nostos, a cross-platform online multiplayer
PC and VR open world RPG game will be coming to Viveport and SteamVR later this year. I covered the game in this episode of The
Grid VR a little under a year ago but figured I’d give it another nudge for those who are
seeking a game in the style of Zelda Breath of the Wild. Links are in the description for the game
trailer and steam store. Zenith is a cyberpunk VR JRPG inspired MMO
for both PC and VR gamers currently in development by Ramen VR. Slated for release in August next year, Zenith
lets you fight, craft, explore, and live in the first cross platform VR MMO world to date. Explore visceral worlds in the vein of Final
Fantasy and Chrono Trigger as you craft, run dungeons, participate in world events and
more. Stay locked here for updates. Until You Fall is a rogue like sword fighting
VR title from Schell Games, the creators of I Expect You To Die. Use melee combat or dual wield upgradable
and magically infused blades to deliver sparkling visual and audible redemption to your foes
on August the 27th as the game hits early access on the Steam store. Death is inevitible and satisfaction from
victory will be earned. Down the Rabbit Hole is a classic adventure
style VR puzzle game from Cortopia studios set in the world of Lewis Carroll�s �Alice
in Wonderland.� Guide a pair of characters, grin with the Cheshire Cat, and converse with
the Kind of Spades in this aesthetically pleasing VR tale set in the wonderment of wonderland. Out on PC VR headsets later in the year, a
PSVR and Oculus Quest version will be out at an as yet unconfirmed later date. Also, Sony has aquired Insomniac Games, developers
of The Unspoken, Edge of Nowhere, and Stormland. And while this may not be ideal for PCVR,
it could have some positive results in terms of top tier content for Sony’s next gen PSVR
headset. John Carmack has confirmed he will appear
on the Joe Rogan podcast this month, so get your popcorn and maybe watch in Bigscreen
VR with some online friends. Wandyworks has posted created an Augmented
Reality book cover of I Am Love by Allowah Lani, and what’s sick is you can try this
out yourself right now by checking the link in the description, scanning the QR code with
your smartphone, opening the Facebook app, switching to video, and pointing your phone
at the image on screen to watch the augmented reality take hold. Nvidia presented some interesting work at
Siggraph this year in the form of 2 new devices, one, prescription AR glasses that provide
a crystal clear digital AR image to users who wear glasses, without the need to wear
actual glasses. And two, a foveated AR headset that provides
retina resolution images to your eyes by zeroing in on your fovea and tracking it’s movements. It also comes in at double the field of view
of Microsofts Hololens 2, which you can see more of in this video here. Very cool stuff and if you want to find out
more about that one, or any of the other topics I’ve covered today, as always, all the links
are in the description. And finally, Mark Zuckerberg said at Facebooks
Q2 2019 Earnings Report that Oculus Quests are selling as fast as they can make them,
which is great ne.. I fucking knew it!! And that�s this week on the Grid VR. You can help support this channel by grabbing
exclusive rewards on Patreon, and if you liked this video then crush that like button, have
your say in the comments below, and hit the XO logo to subscribe if you wanna. I�ll see you in the next one. Peace!!

FREEZING TO DEATH | Storm VR (HTC Vive Virtual Reality)


um Ah um *Whapoosh!!** Top of the mornin’ to ya, laddies! My name is Jacksepticeye. And welcome to “Storm VR” the game just starts like this, so press and hold the touchpad okay, we can move around grab the rock Use the trigger okay, so, uh a bit of premise I’m in a storm and it’s gonna kill me so I need to get out of here Uh and I need to solve puzzles Also I got my FitBit here which is great because I got a FitBit in real-life Uah! Here we go! Look at your watch Okay, it’s, it’s almost three o’clock that’s a fast fucking ti- oh wait That’s how much time I got left before I die Uhm, right Oookay Need to get outta here, where am I going? Through the bushes, through the rushes up here, onto the hill Hello? Is there anybody around? Jesus Fucking Christ! *laughs* I get scared by a tree stump… [classic Jackaboy!] Okay see ya later Groot! where am i going? okay… now I have 13 minutes… This is really bad..i do not want to die in the snow I wanna die doing what I love!
Yelling at old people! Okay. Can you stop talking to yourself? It’s a sign of madness, and I’ve not gone fucking mad yet HELLO!??!?!?! ANYBODY?!?!?! I’m all alone out here… I’m gonna die… This is it, this is the end of Jack ….It’s been nice knowing y’all DUDE! Stop talking to yourself It’s not helping any of us Oh, it’s so easy to get lost! Oh god.. And it’s- my eyes are like going cross-eyed looking at the really white background Ah shit.. Is that a .. Is that a something? It’s a cabin!!!! *Character faintly whispers*
There has got to be something warm in there. There has to be something warm in here… Or somebody.. Or a young man even! I need a rock. I need a rock to smash this Gimme this rock, gimme this rock. I ain’t fucking dying out here, not today. I broke the game! I didn’t- didn’t need a rock, I could just teleport inside. Ahahahaha! Okay well, no need. Thank You Mr. Rock um I- I picked up a key we’re gonna get a key for- Okay I can’t see anything. What is this? Did I drop them? at least this acts with some sort of light. Come on! Egh! COME ON! Well I said I wasn’t It’s a screwdriver. Uh, where did they go? Did I drop them? at least this acts with some sort of light. that the door didn’t open properly haha Start this thing. Rob- eugh Did I?- I DID IT!! Ahahahahaha! Wow! Okay, how much life do I have left? SEVEN MINUTES!? Wait did I have to do something with this? No. Okay I’m out. *Character* Just a bunch of boxes.. Yep just a bunch of boxes just a open anymore ah how do we get out now that the door didn’t open properly haha Ah fuck, well okay I put the key in the lock and it did something okay what am i doing Did I?- I DID IT!! Ahahahahaha! Wow! Okay, how much life do I have left? SEVEN MINUTES!? Wait did I have to do something with this? No. Okay I’m out. *Character* Just a bunch of boxes.. Yep just a bunch of boxes just a bunch of fucking shit I’m out okay can’t go in there that’s right who cares I bake up a spear oh I wanted to fight the natives with my spear right okay is there a region that that’s us to work the plug down or something hello honey bunny Oh what happened undercover come on shut the fuck up the train is provide the trail if you fucking on log ah shit shit all right examine yes right there so fucking power in ok let’s put on the table where’s the cable go that’s not part of the cable came up hey there day’s going on back here and here we go here we go yeah open this right Thanks didn’t do it okay i need another fuse apparently shit pause that this is not the confident i got a fucking die like a forbidding ok I did it again i teleported into the building game really needs to fuck fuck you doing that to me wait is there something in this there has to be a fucking step where’s this thing here’s the few that you want to make put up there we go yes what without work what did that letter say I’m sorry I didn’t buy a present I shut up change the door code the car plate number was a bad idea fireplace ah fuck at two minutes see anything no work let’s horrible experience I’m going to die I’m too young I’m Way too low to die I won’t go without a flaky bosses ok let’s play their way around an aqua posse no fine fine well okay there’s the car so the code is going to be on deep so we might be able to figure it out for the next type never don’t watch 848 no 1 847 Oh 1848 right ok examine examined ok ok maybe the car has a fuse yes there we go give me it around it’s this book to doing anything yes I think I did something yeah to fuck her Jane is great oh heck okay that’s it Stefan yes okay how long do a helmet I can t make me anymore Oh panic fuck man how am I supposed to do now or that you died press button to continue yeah the pain is Satan cuz you’re dead motherfucker ok well I guess we just try that again at least now I can adore and good fuck out Kate up in 66 874 it changed 96 687 496 687 496 6874 okay I gotta think why didn’t this work this time okay okay okay okay well it works this time I wonder what is not work I literally can’t do anything else 96 68 and 496 6874 let me see if it actually lets me put in some 966 874 i know i said i put in the pocket views and it’s not working ok back to the other place we go I need to get back to the other cabin plate and get the stuff that I need to get into the car and then I use the gas tank maybe in the thing in here ok let me get a rock I’m actually use the rock no ah ok um just my hops to break the game to get in they could do this fuck ok I can’t do that again um no I don’t know what to do shitballs I’m going to see if this gasoline tanks there’s anything yeah products here come on do the thing there’s a break there we go there we go okay mr. rich off yes okay here we go I’m going all the way back over here uh well run one prank havoc that’s the fucking happens if this would like me and it doesn’t work son you’ve done good laughter laughter I can’t even travel that far I also figured out that the key for this tavern was just like right there all that time just hanging up Phil good what I do it yes what does that do how does that help me what’s the point of you oh oh oh I get it I get it I get it I get it oh god how much time do I have seven minutes I got it uh okay like a bug fucked but now the powers going over here I get it now I have to put the fuse in though I think their code is 55 1331 as well open open yes yes yes check out the view here we go here we go yes 55 1331 uh okay okay okay what mother what’ll curve these cables how do i turn it on day okay they’re all agree now everything is green but work what the fuck do you want from me oh wait now it fucking worked I did it I get it I did it I did it I did it okay got it got it got it got it you survived it took you ten minutes and eight seconds oh thank God I have survived the fucking wilderness it didn’t take me 10 minutes and eight seconds it took me fucking forever took me three attempts to try and get it I didn’t realize I had to get there cuz when I went when I clicked through the house I thought the key was on the inside and I was like what I picked it up I was like why is the key on the inside for the outside lock but then I realized that the key was just blowing undecided the door all that time I just didn’t see if I heard it randomly so getting in there and then figuring out so they could put the guys cancer they’re getting screwdriver go back forward back for that kind of thing ah it made sense in the end but while I was doing it was like wait why doesn’t diffuse work where’s the fuse let me do the thing it’s just me being silly that was neat there was the whole lot to it and it was pretty damn short and kind of tedious at times especially when you’re going along and you’re using the things to teleport and it just keeps flashing white and you’re right because it’s one of those games that’s constantly like white anyway and then when you come out of it you feel like you kind of got a bit blind because it’s really hard to see anything and then when you’re just looking at the sheer white landscape you can see all the pixels in the vive so little things here and there that could be improved upon but- I liked it a nice short little experience, but anyway thank you *game character whispering and mumbling nonsense* *Character faintly whispers*
There has got to be something warm in there. To.. To h- sit down- Examine okay! It’s a screwdriver. Uh, where did they go? Okay, okay. Start this thing. Rob- eugh Ah fuck, well okay

Hands-On with HaptX VR Haptic Gloves!

August 14, 2019 | Articles, Blog | 100 Comments

Hands-On with HaptX VR Haptic Gloves!


Hey, everybody, it’s Norm from Tested and welcome back to “Projections” our show about virtual
reality and augmented reality. Well, today we are going to talk about the concept of
haptics, about the sense of touch and how you might get that sense of touch in the virtual reality
experiences that you’re using today and in the future. Today in the controllers that we use in our VR systems,
whether it’s the Oculus Touch controller or the HTC Vive
controller, or the Index controller. You have basic haptics, we have things like vibration motors
and you have linear actuators that give you approximations for the type of feelings you might get for things you might
do, for example: Uh, you might get a little vibration when you pull a trigger
on a virtual gun. Or if you’re pulling back a bow and
arrow, you might get some feedback as well from those
vibration motors. But of course it’s not exactly what you feel when you’re
doing those actual activities in the real world and a bunch of different companies are experimenting with
ways to bring that sense of touch into consumer devices and
enterprise devices. We’ve seen things like gloves that you wear, custom designed
controllers with custom designed motors but it turns out haptics is a pretty complicated topic. One company that’s working on their own haptic solution and
have been doing it for a while now and is called “HaptX” and they brought their solution, their version of a haptic
solution to our studio where I got to use it. There are these gloves you put on, and I chatted with their
CEO about haptics in general and how they think about them. Let’s go check it out. Norm: So I’m super excited to have Jake, Co-Founder and CEO
of “HaptX” here- Jake: Thanks for having me. Norm: …in our studio. Yeah, absolutely! Norm: Thanks for bringing this setup. We’ve heard a lot
about your haptic solution on these gloves you’ve been
developing for a very long time now. Norm: Um, and I got a chance to try them, just now- but I’m so curious about the technology behind this. Norm: Before we get into exactly how it works, I’d love to
first define some terms. Right? Jake: Mmhm. Norm: Haptics I think is a very broad idea- Jake: Yes it is. Norm: …in VR and in controllers. Otherwise, we have
vibration controllers and video game controllers. Norm: We’ve seen VR systems provide some type of mechanical
push back resistance- um, sensation Norm: How do you think about haptics? Jake: Yeah, so we’ve done a lot of thinking about haptics
over the years and a lot of testing and characterization of human responses to haptics. Jake: What we found is is that is breaks down into a couple of key categories, and you have to have all of them together to get the sensation of natural and realistic touch. Jake: So those categories are first off: Force Feedback. Jake: So, this is what you think about when you look at the resistance or rigidity of objects. It’s actually stopping your fingers from penetrating through a solid object Jake: and providing a gross force on your fingers, there’s some systems that even have large exoskeletons that provide forces on your arms in a research setting. Jake: So that’s enough to give you a sort of vague sense of
the overall properties of objects Jake: and the receptors in your body that let you know whatan objects rigidity is are largely in your muscles and your ligaments in your hand. Jake: Where you really have the vast majority of receptors
in your skin though- is actually along the surface of your
skin Jake: and that’s what let’s you know the texture, the shape, the contact pressure, the movement of objects, and that’s most of what we use as humans to do fine motor control and dexterous tasks. Jake: umm, and that’s part of what’s so unique about our system is that we don’t just do the gross force feedback, we actually do fine tactile feedback as well. Norm: So- Jake: Which has- Jake: Which is the umm, basically deforming the skin, providing pressure against the skin. So, let me give a practical example of this to make it easier to grasp the difference. Jake: Let’s say I grab a ball. The resistance that keeps my hand from penetrating into that ball, that’s force feedback. Jake: The actual feeling of the ball pressing against my fingers, the shape, the roundness of the ball, the movement of the ball. If I’m moving it or throwing it. That’s all coming from your skin from what we call tactile feedback. Jake: And the last ingredient that goes into haptics although it’s not necessary haptics per se, is motion tracking. We talk a lot about motion tracking in the context of VR and motion capture and for haptics in particular you need a very, very high level of precision. Jake: Because if you think about it, when you [DO THIS] on a real object and you touch it very lightly. What’s the difference between you you touching it like that… and touching it like that? Jake: You can barely see that movement because it’s about a
millimeter or two of motion in my finger. Jake: If you can’t capture that difference in the virtual
environment. Then all your haptics are useless, because you
won’t be able to differentiate between say, a light touch,
to a heavy touch. Jake: So… Norm: For all three of those requirements VR traditionally has done a pretty poor job and we’re very far from getting there. Norm: The controllers that we have on our consumer VR headsets, they have positional tracking for where our hands are Jake: Mhmm. Norm: but ya know, you don’t have a ton of analog- but you have some analog feedback in terms of how much you’ve gripped and some new controllers do that as well but it’s vibration really. Norm: You get no full resistance and the touch feedback is simulated through vibration essentially. Jake: Mmhm. Norm: So how are you guys doing all of that? Jake: So I’ll talk about it one by one. So, first off motion tracking as you mentioned there are a lot of consumer systems that are increasingly doing some amount of finger tracking. Jake: You look at the new Index controllers for example and Valve has done a great job of finding a happy medium. Something that is a low cost, effective solution for consumers and that’s great at animating your fingers and giving you a greater sense of immersion Jake: but that’s nowhere near what you need for haptics. So we actually use an electromagnetic solution. Umm, We have uhh a little emitter, it’s basically a coil umm of umm wire, electromagnet
in the glove, that creates an magnetic field around the
glove Jake: It’s a very small field so it really doesn’t go much
beyond the glove which prevents interference, which you
typically would see with other magnetic systems. Jake: And then we have a little sensor about the size of a grain of rice, so very, very small in each finger Jake: and that’s another set of coils wire that pick up the strength of that field. Jake: Umm, because of just the physics of electromagnetics Jake: we can get very, very high levels of precision. As low as a tenth of a millimeter or so in many cases Jake: and that’s what gives you that very high fidelity motion capture that you saw in the demo. Jake: which again is not haptics per se but it’s a prerequisite to get the sort of sensation that that you want Norm: So as opposed to the finger poses that you get on like the Index controller where it can approximate and kind of abstracts the distance from the CapSense positions Here you have very precise exactly where the fingers are relative to each other That positional information and then you
combine that with you know the temporal movement for how fast your fingers are moving Jake: Yep Norm: That then feeds back to how strong and how what something should feel like Jake: We have a lot of secret sauce in the software side as well in terms of how the hand is modeled You’ll notice that we measured your hand right now
we’re doing that manually in the future that’ll be fully automated where we can
just look at some hand poses and extrapolate the size of your hand we
feed that into a very accurate bio mechanical model of the musculature and
the bones and skin in your hand and that’s what determines how the data from
these sensors actually ends up as a hand pose and then when you contact a 3d
object in the environment we take the contact data from the game engine but
all the physical simulation of skin deformation is done in our own custom
physics engine effectively and that’s what figures out let’s say you’re
grabbing one of the rocks and the demo the little bumps that you can actually
feel on your hand that comes from us figuring out okay here’s what the
surface of that mesh looks like here if that mesh was to contact your real skin
is how much it would deform and then we command this very dense array of pixels
effectively tactile pixels who make that same shape in your hand
yeah so we’re jumping ahead right now yes what the most motion tracks are much
drag is the input yes if you brought so we’ve talked about motion tracking I
guess I just segwayed into the tactile feedback again you know we think of from
our experimentation as the most critical component it’s the one that you least
often find in any sort of VR system because it’s the hardest to do your skin
is very sensitive we found that you need about 130 points
or so which is what we have in this glove to really produce a convincing
sensation of touch and motion and texture on the hand we were talking
about that earlier right all the variables you’re taking account your
talk about resolution you say 130 of these little little pads that aren’t
touching you very judiciously place for the
your tips for the multiple places in your poem that’s based on your research
for where people would normally feel the most exactly when they pick up objects
when they interact with objects yeah so we have you know we actually have a
couple of biomedical engineers that have worked for years on this glove
technology and you might think it’s a little bit of an odd fit because you
know this is a mechanical device but a lot of the work we do is actually
thinking about the human hand and the human body so we did a lot of research
and perceptual testing on the resolution and perception of tactile stimuli on the
skin and there’s you can go find a research paper and get things like the
two-point threshold you know how sensitive the skin is on paper but that
changes a lot in the actual use of your hand in real environments so we’ve done
thousands of hours of testing with people using this very system to try and
figure out where to best place these points how to lay them out on the hand
how to make it move with you as you move as you move your hand you’ll notice that
all these panels have very specific shapes and that’s because they fit on
your hand so this guy for example fits here which allows you to retain motion
while having this contact your skin so surprising amount of the work on making
the tactile system work comes down to organ omits and human factors how do you
make it comfortable how do you make it fit your hand how do you make it move
with you and these panels then so resolution I get right that’s gonna be
how dense of these pressure points can you put in then the other variables are
then how strong these points may be which actual pressure and also your how
much actual indentation what what the actual distance of movement is so your
skin behaves like a spring essentially the more pressure you apply the more it
deforms and that’s one of the hardest parts of designing a system like this is
because your skin actually moves quite a bit if you push into it you can see it’s
not a rigid surface at all you have several millimeters and most accurate
technologies that you use for haptics like for example an electric motor at a
vibrating motor for example or a linear resonant actuator that you’d find in a
VR controller they can they can only move a fraction of a millimeter
up-and-down and so to really get good tactile sensation you not only need
something very dense you can see in this array but you also need something that
can move up and down by several millimeters and particularly when you
think about it in relation to the height of the actuator the level of strain the
level of motion relative to size is that’s way beyond what you can get with
other types of actuators and you can control moving how you exactly
millimeter I mean you have footage where these bumps or basically kind of a being
and flow is that based on what it’s simulating and you know when we think of
like a vibration controller always talk about like the frequency you know how
they can tell fast can you change it can you also have high frequency as well we
can so so what’s so cool about the system we’ve developed a very sensitive
pressure controller I’ve got one right here that I can show you basically this
is what’s in the box this is what makes everything work and we’ve been on a
quest to miniaturize this technology over the years we started as some of our
earliest followers may have seen in 2016 with a ridiculous box the size
refrigerator it gave you great sensation but it was completely impractical form
factor and back then each pressure controller was an off-the-shelf device
that was you know that big and that’s why it was a 200 pound box today we’ve
gotten that down to this we still have a lot more room for miniaturization so I
can’t talk about precise details but I can say that in our next generation
system it will be a lot smaller still than what you have here and eventually
we see a clear roadmap to getting this into a wearable form factor and
integrating it into perhaps into the gloves themselves but this technology
allows us to control air flow with enormous levels of precision in just a
few milliseconds and that means we can fill each of these bubbles with a very
precisely controlled amount of air and thus control the amount of inflation
there’s a lot of software and controls magic that’s going on to do that but
basically when our sdk on the software side touches your hand touches a 3d
model and it says okay that Ridge looks like this there’s a series of steps
where that’s being commanded to a pressure in the valve and that’s then
creating a displacement of your skin displacement this bubble against your
skin that’s equivalent to or very close to what it would be if there was a real
object touching your hand that’s why we get so much realism because again we’re
making basically making the shape of a real object in your skin the the
sensation is not being simulated at all it’s actually a physical motion of your
skin it’s merely the object that’s being simulated in these valves you said
there’s a 144 there’s 144 independent valves in this box and are they
distributed evenly or they’re they’re prioritized in different
ways so we have different amounts of valves dedicated to the fingers we have
different levels of resolution on different fingers so for example your
index fingers use much more manipulation than your pinkies yeah so we have very
different levels resolution on the index finger and pinky across your palm
resolution varies from the distal part of your palm to the proximal part of
your palm near your arm and so we have resolution that starts higher here and
goes lower here there’s all kinds of women again we spend a lot of time
fine-tuning this and we want to try and use as few valves as possible because
each of these obviously has a cost and we’re bringing that down significantly
as we as we scale up but you know it’s more efficient to use as few as possible
to get the best possible sensation I mean there’s definitely this mechanical
engineering problem of miniaturization yet solve in getting this system work
but then also there’s material sciences yeah problem are you guys happy with
where these are in terms of the materials are using and that the
silicones are using it so that you get that kind of we’re very happy with that
the point of this development kit system is not to be a mass-market product this
is something we’ve had a couple of dozen companies around the world in in
aerospace automotive medical government’s and industrial applications
piloting this and in the process were collecting a lot of data about how this
performs and you know is it meeting their needs and you know by and large
the feedback we’ve gotten on the fundamental technology the level of
fidelity the quality of tracking has been has been excellent across the board
the biggest problems that we have left to solve to take this to really a volume
product come down to fairly mundane things that nonetheless take some
engineering effort things like sizing people have different sized hands right
now we have one size of gloves we’re not gonna launch a production product with
one size of gloves miniaturize in the box you know right now it’s useful for
seated and standing applications but with our production version we plan to
support you know room scale mobility like you would see with the HTC vive and
of course that requires a smaller box so these are all things I can’t talk about
exact details but I can say you know we will be announcing a new version of the
system in the relatively near future that will have a lot of those
improvements or at least a path to a lot of those improvements that I’m talking
and that’s where the effort is now yours are pretty locked in in terms of you
know you’ll want the sensors on the fingers and the palms and
so the focus is there we’ll be in our next couple of generations product there
will be no changes to the fundamental technology we’re very happy with you
know this this performs great it’s got a good life it’s you know very high
fidelity it’s actually cheap to produce these panels right it was my mind I can
see the individual channels yeah you’re pumping air in it’s you know some psi at
how many times a second through that and I can feel it interacting real-time it’s
so it’s a lot of complexity and that’s why it’s taken us so long to at this
point you know I almost feel bad for people that have been watching us from
cheering us on for years I really appreciate the level of support we’ve
gotten from the VR community and I I want to give them a product they can
have with their their live or their oculus rift today but the reality of a
complex harbor product like this you’re really solving a problem like haptics
giving people what we’ve promised which is realistic touch is you know we can we
can do it for you in a demo today but the path to getting that to market at
scale takes time particularly at a price point that’s acceptable for the consumer
market you know we’ve been very open about the fact that right now we are not
a consumer company we you know I’m very committed personally to the consumer
market I love consumer VR it was the genesis of this vision and I’m very
confident we will eventually bring this down to consumer price point but it’s
gonna take a couple of years for us to do that in the meantime we are very
focused on or enterprise customers who have been you know fantastic early
adopters to this technology and have been the ones that allowed us to
actually bring this to market without them you’d never get a consumer version
of this because there’d be no one to fund it one more thing I do want to talk
about because we did talk with input we talked about the tactile feedback we
didn’t talk about the force that’s right so the force feedback our system is done
very similarly to the the tactile feedback we actually use a pneumatic
actuator to essentially clamp down on tendon so it’s you know there are other
other systems out there that give you finger force feedback there are other
gloves ours is not really that different it’s because of the pneumatics you get a
much higher power density and higher level performance across the board than
you would with a electromechanical device but the really the secret sauce
for our glove I would say is the tactile feedback that’s what’s the most unique
component the most important component is the force feedback exists essentially
to support that if you turn off the force feedback which we can do we do by
the way and show you what that feels like everything still feels real but it
feels kind of like almost a balloon animal version itself there’s no
stiffness there’s no rigidity you still get the the sensation on your
skin but there’s nothing to stop your fingers so we
all this is is essentially a break it stops your fingers the right time so
that when you experience the tactile sensation it’s where your brain thinks
the surface of the object should be and not inside of the object which breaks
that illusion of realism yeah and you guys don’t use enough kiss art to make
it like fully rigid to where it’s painful I’m not never feeling like no
it’s like on this it’s a relative sensation there are two very different
types of forced feedback devices in the industry we refer to them as passive and
active passive device is basically a brake it stops your finger your arm or
whatever else here you’re actuated and that is inherently safe so there’s
nothing this cannot apply any force to you it is merely resisting the force you
apply to it which means we can’t tear your finger off in an active system you
have something like a motor that actually pulls on your finger pulls on
your arm and those have some advantages they can allow you to do things like for
example if you’re simulating pushing on something that’s actually doing work on
your fingers moving them and plying a force them at the same time you can do
that with an active system you can’t with a passive system but at the cost of
something that’s much bigger more complex and has big safety concerns so
you know we built in our early days we built some big exoskeletons like for
your legs and for your arms and the amount of work we had to go through to
make sure was safe to put a person on something that was physically capable of
tearing your leg off for example it ensured that it would never really come
to market as a feasible product and so we quickly ended up gravitating more
toward a passive architecture where we don’t have to worry about hurting
someone there’s nothing in the system that is physically capable of hurting
you unless you drop it on your head for example that’s super interesting clearly
you guys have done a lot of thinking about haptics about force back about
tactile feedback much all we think exactly for the past seven years I can’t
wait to see what you guys are gonna do next and thank you so much for thank you
it’s been a pleasure okay so that was a lot of information to
take in my first big takeaway is that my eyes were really open to just how
complex the problem of haptics in a VR controller really is now I thought
haptics was about force-feedback about giving you resistance but it’s
resistance along with the feeling of touch on the tips of her fingers or your
nerve endings along with things like pain and temperature things that we even
talked about in the interview well how does the haptics control their
work if it wasn’t clear from our conversation underneath the gloves that
I was wearing at the tips your fingers they have these panels and on each of
these panels are a series of these tiny essentially think of them as as air
pockets these little bubbles they call them tack doors and the panels are then
connected through a channel system through that big cable into this box
that’s on the table inside this box is about 144 of these valve these
proprietarily design valves are very small very quiet and then compressed
connected to an air compressor which then pumps air in now they have software
that then takes a look at what you’re interacting with in the virtual
environment and then based on that they model what your hand should be feeling
because the glove is then calibrated to your hand so that those tech doors are
positioned exactly where they think your fingertips should be where your palm is
of our hands can have different size and then the valves start opening closing
really quickly to send that air into the tips of your fingers so these little
tacklers these little air bubbles inflate and deflate really quickly
giving you the sensation of touch on your fingertips that combined with the
force feedback system which is these ribbons behind each of the fingers which
then are tied to a braking mechanism that breaks so prevents your fingers
these your tendons from then bending forward then give you that sensation of
that you’re pushing against an object or that you’re holding something or that
you’re you’re manipulating or something’s walking across your hand now
from the experience demo I got super
interesting and very compelling the first thing I did in this virtual
environment I was standing in front of a miniature like a farm scape there was a
barn there was a tiny tractor there was a field of wheat and then there was
there’s also some rain clouds I put my hand underneath the rain cloud so the
rain fell onto my hand and that’s where it felt super convincing the tiny Tector
started inflating and I felt a little bit of pressure right on top of my
fingertips as well as on my palm the precision was really good the relation C
was really good because there’s a lot of mechanisms happening to get this to work
from the air being compressed the valves opening so then the bubble is inflating
but it was effective the same with later on the demo when there were there’s a
spider walking on my finger or a tiny fox walking my palm the feet of these
tiny creatures really felt like they were there it’s almost really creepy I
loved those experiences but what about feeling the objects in environment as
well picking up the rocks or putting up my
hand against the barn the force-feedback worked and of course it wasn’t gonna
prevent my entire arm from pushing forward there was no ribbon cable here
on my elbow but prevented my fingers from pushing
forward so giving me enough of resistance there let me know something
was supposed to be there but did it feel like a solid plane and that’s where I
felt like large objects big big surface areas the continuous nosov the these
tack doors wasn’t completely convincing now I know it’s supposed to be because
they’ve done all the research on this idea of a 2-point threshold that’s how
close two points of pressure have to be to convince a human brain that it’s one
continuous object you know depending on the density of nerves on your fingertips
and they believe the density of these tack doors as they’ve designed them on
your fingertips on your palm are close enough the resolution of the picked
actors arc is large enough to allow you to simulate a solid object but maybe
it’s because of the way the valves are opening closing and that the pressure
was constantly changing even when I was pushing my hand against the flat surface
of the bar or on that environment there it still felt like a bunch of little
pressure points push my hand to be clear it felt like there
was something there but didn’t ever felt like it was one solid object the second
demo I did was also really interesting this was in the virtual cockpit and the
driver’s seat essentially of a virtual car which is beautifully modeled and not
only bottle visually but there was a lot of interaction points here as well the
buttons were push a ball the levers that could move up and down you can even move
the sunshade down and the steering wheel I could actually grab which would
activate the force feedback throughout my fingers from closing fully and also
feel that steering wheel on my fingers and here while the steering wheel again
never felt like one fully solid object it still felt like tiny bits of pressure
pushing against my palm and my fingertips I was able to close my eyes
and actually turn the steering wheel as you normally do and feel the points of
pressure change shift from the tips of my fingers to the palm as I was turning
and that actually allowed me to feel like I could actually drive with this
with this haptic feedback with actually physically holding something real that
was really compelling and I could really see this being useful in simulations
because there is potential for lists so then help me build muscle memory for
repetitive tasks for learning actions as opposed to not getting that physical
feedback that touch feedback in doing those actions
now all this of course is to say this is system as you could see that’s an
enterprise solution right now this is not something that’s made for the home
or even location-based experiences I know the happiest folks have said that
they are working on miniature miniaturizing all this into maybe
getting all those valves into something you could wear on your body but you’re
still going to need some type of connected device to an air compressor so
it’s for its we’re tethered VR for the foreseeable future it’s even then even
if they can get this into something I could wear I do think it’s an important
part of haptics I don’t know if they’ve solved 100% that problem the idea of
feeling something a solid object you know whether it’s a cup or whether it’s
a wall in a virtual environment the to the point where I could be completely
convinced eyes closed that that’s what that’s the object it’s definitely the
closest I felt to having the type of haptics experience in VR but I
don’t know if this is technology that’s gonna get us there but I do want to
thank them for bringing the whole system here is super interesting they’re
working all sorts of haptic experiments and be on TV arm they have telepresence
robot control with their haptics gloves and I wish them the best in the future I
can’t wait to see what they do with their technology but we’ll have more
coverage on VR technology like this and on software as well in the future thanks
for watching the show and we’ll see you next time

FIRING MY LASER BEAM | Space Pirate Trainer (HTC Vive Virtual Reality)


*High Five* Top of the mornin to ya laddies My name is Jacksepticeye and welcome to Space Pirate Trainer VR oh, wait. My mouse is on screen, sorry Sometimes I forget that the mouse is actually recording on screen Holy fuck What do I have? I don’t know what I’m doing I haven’t played this game before! I have a shield, apparently thats like warpy WARPING SPACE TIME That is good James Marvel, ok How do I play? Ready to rock! Options Quit game I don’t know what the hell is going on The highest score is 304000!! I’m not gonna get near that. Ok, ummm… Ready to rock, I guess? I don’t know what I am doing! What do I do? Oh, OH, I have to shoot you guys! OH OKAY This is what its all about This looks fucking cool! OKAY OH YEAH This feels good! Where are you? AH GO AWAY! He got SUPER close! YEEAAH!!! WOAH!! This what its all about! This is VR I’m gettin’ pretty good. I’m gettin’ pretty good! Hold UP that shield! BLOCK those Douchebags! YOU WANNA GO? D-DO YOU?! DO YOU WANNA GO RIGHT NOW?! oh I feel like…oh god theres hair in my eye oh god No. NO. NO! What the hell does that do? I don’t know! WHOAH JESUS No, no, no, no At least you guys telegraph when you gonna shoot Good god, that got scary I didn’t know what the hell was going on there, for a second Why-WHY did you switch? WHY DID YOU SWITCH HANDS?! I don’t know what I did!! What did I do? I-I OH god D- Did I fucked something up? I think I fucked something up! There we go! There we go! Oh god, I’m not good with my left hand AH. Shoot him! SHOOT him! STOP! STOP! BLOCK! BLOCK! I’m shootin’ bullets BACK at them! Thats awesome! How-how do I switch back? how-how do I? Oooh god! uhm, yes, YES. I don’t know what I’m doing. OH GOD! [laughs] How the fuck do I switch back? okay, I’m ready to rock, again! If this happens again, I’m just gonna switch hands! j-just gonna switch the controllers in each hand OKAY. I’M FEELIN’ READY TO ROCK, BABY! THIS IS FUN!! Shit, shit, shit SHIT IT’S HARD TO SEE THEM IN THE DISTANCE! Oh yeah, LOOK AT THIS! Thats cool as well! EVERYTHING is cool! Some would say everything is awesome How do I-how do I fire my big weapon? FUCKIN’ HELL! I-I guess thats how! OH Laser, BITCH! NO YOU DON’T! fuck, fuck, fuck, FUCK This is FUCKIN’ rad! Do you ran out? DAH! [laughs] OH MY GOD! OH MY GOD! THAT IS FUCKIN’ AWESOME! okay, somebody is shootin’ over here no you don’t, no you don’t, no you don’t!! WHO IS SHOOTIN’? I DON’T KNOW WHO IS SHOOTIN’!! STOP IT! oh yeah, OH YEAH, BABY! Fuckin’ hell THATS AWESOME! Jesus Christ, okay, two shoots! oh that might be better! fuck, ow, ow, ow, ow ookay, I’m getting the hang of it now YES. BOOM. I don’t even know what that does! DIE, DIE, DIE, DIE, DIE, DIE STAY IN THE SAME PLACE, PLEASE!! What does that do? I don’t know, maybe it deflects the bullets OH YEAH [tries to make the beat of the music, but fails] oh disburses there bullets okay,okay keep an eye on them,keep an eye on them If you know where the bullets are coming from! You know you can block them fuck you, fuck you, fuck you BOOOOOOM Oh my GOD.This is so much fucking fun! Okay,I have to dodge though.I have to DODGE. Who shoot me? No! No! Disburse those bullets. DISBURSE! Can I get health back every now and then? Oh shit. OH shit. OH SHIT. I get …Arrrrr FUCK! DAMMIT! Ar man my name is gonna be a-s-s. Ass aaah Donald Duck did better then me this is so fucking cool! I don’t know what the best gun is. Oh this is a good one. I don’t seem to run out of ammo so, I mean,why not? Yarrrrrrrrr Oh I guess it’s ’cause I don’t get a laser pointer when I do this. I don’t know what this one is. But this one has like A LOT OF POWER in it. BOOM Oh god, oh god, oh god Okay. Back to normal, back to normal Laser pointer please. Here we go. Oh god. Fuck you. FUCK YOU GUYS! Your like little septiceyes HELLO PLANET What da fuck is going on over there? Oh shit. Fuck! Fuck you! Oh god Oh god! I keep forgetting I have a shield that I don’t just dodge. But you can just dodge like that, thats cool *singing background music* Fuck you, fuck you, fuck you, fuck you, fuck you fuck you guys. Am I –Am I blocking shit.I DON’T KNOW Whoa.Whoa.Whoa. No.No.No.No! NO! NOT TODAY! Not! Not today! Right in your fucking face hole. Oh my god. It’s like a full-on workout. Nah! I– I refuse! I refuse to get shot today. Fuck all of you! Yeah its like playing the Brookhaven Experiment again [Singing] Can you feel the music..in your bones Ah..god I got hit anyway?!? that fucking sucks. No,no.No,NO! Stop it! Block all those bullets! Hit you with your own bullets! STOP! Go away! Haaaaaaaaaaaaaa! Haaaaaaaaaaaaa! Uhhhhhhhhhhhhhh! Who wants to go! Ahhhhhhhhhhhhh! Just keep doing this! Uh-oh! This is bad! THIS-IS-BAD!! No! No! Too many bullets! Uhhhh What the fuck am I doing? Am I getting hit? I better not be. I better NOT be. Shoot ’em. Shoot ’em dead. Yeaaaaah! Whooo! Who wants to go? Who wants to go against Jackaboy’s gun? Ohhhhhh shit. Wait, I got a better gun for this! This one does good against you guys! Oh shit, no, aww fuck! Ah fuck. Ah fuck! Oh God! Oh God. Ah..Shit! I got shot twice. C’mon man! I thought I was doing really well. Good God. My score is…. Three thousand nine hundred? Somebody…. got that?!? Good God….this gun is cool! You charge it up…. …and then… BOOM! But it’s kind of hard to know where the fuck you’re shooting it. Oh my God, there’s actually a crosshair in there! You see that shit? It’s like the little square? That’s awesome…..okay, I want to look around the level a small bit. BOOOM! *robot voice* I AM THE ROBOT Holy shit….look at that! Why are you like…. vibrating? I like this Oh no, no, no, no, no. I like this… but you have no, like, aim then. This is the only one where you can actually see where you are aiming, that Looking over at that now made me feel really small and tiny. I’m scared….okay. *exhales* WE CAN DO THIS! ARE YOU READY? UHHHHHHHHHH I AM THE ROBOT! Fuck you guys. Okay….let’s go with….this. Oh God. This sucks though because you have to lead your shots a lot more. Oh God. Okay, I like this one. Okay, I’m ready. I have to be…fucking…I have to be aware of where people are and where they are shooting from all the time. Uhhh! I can do this! I can do this! I can protect myself! No, no , no, no, fuck, fuck, fuck, fuck. Did I get hit? God damnit. What the fuck? You guys are everywhere this time. No! STOP IT! DIIIIE! I hate them. I hate them! I HATE THEM! Fucking hell… Where did the other guy go? I see ya! Fuck you, I’m getting tangled. They were everywhere that time. Did I get hit? I dunno, I hope not. Does that dispurse their shots? Yes, it does. Okay, good to know. Good to know. Good to know. Oh my God, you can actually use the crosshairs to hit them. That’s awesome. Will this work? Why don’t I just do that? No! No, no, no, no, no! No, no, no, no, no! NO! STOP IT! Fuckin’ hell. This is a lot to take into consideration. Shoot the bastard. Kill him. Fuck you bro. Fuck you bro. Oh God, I need something else. I need one of these doo-dads. Okay, okay….ohhh yeah! What’s up? Doesn’t feel so good when you suck, does it? Kill him. Kill him. Kill him dead. Oh fuckin’ hell! You can’t be doing that to me. Assholes. Did I get hit? No, I have 3 hits. You guys are dangerous. You guys are dangerous…
I’m in total fucking focus mode right now. Who’s shooting? I don’t know who’s shooting first. And it’s terrifying me….umm…. No, no thanks! No thanks! No thanks! Oh, good God. I need this thing to charge back up. If I shoot it too long, the bars go down. AAAAAAAAAAAHHHHHHHHHHHH! Stop, stop, stop, stop! Fuckin’ hell. Assbags. Where? Aaaahhhhh! Too many! Too many!
Stranger danger! Stranger danger! Did I get hit? I fuckin’ did. Hit them! Okay, a different tactic. WEEEEEEEEAAAAGGGGGG No! No-uh-uh-uh-o Fuck it! Ahhhhhhh J…..A…..K Jack! I didn’t even beat my high score! Okay. Good fucking Jesus. Okay. Well, I’m going to leave this episode of Space Pirate Trainer here! That was awesome! You actually have to move around like this all the time
and have the shield right in front of you So cool! It’s kind of hard to see, though. because The VR is damn good. The VR is really good. The resolution is really good but you still have that sort of mesh effect over your eyes. And anything thats super in the distance is really hard to see. So those guys are in the distance. You can’t see where the laser pointer is going anymore. Unless me wearing glasses would help or something. I have no idea. But when stuff is in the distance, it’s hard to know where your gun is actually aiming. And there’s so much going on all around you all at once. I guess….. I moved to these headphones to make it easier just so I’m not getting tangled up and everything and there’s nothing massive on top of my head. But I think these don’t have really great spacial audio so when stuff is coming from left and right it kinda sounds like it’s coming from all around you. So it was hard to know where shots were coming from. I might try it again…eventually…if I get better at it. I’ll play it on my own time and see if I get better at it and then try it again, but…. So cool. But anyway…. Thank you guys SO much for watching this episode. If you LIKED it PUNCH THAT LIKE BUTTON IN THE FACE LIKE A BOSS! And, high-fives all around! *imitation high-five noises* Thank you guys! And I will see all you dudes….. IN THE NEXT VIDEO! take off headset before doing outtro, otherwise it falls down in your eyeballs