First look: Snapdragon 835 VR Developer Kit headset
techradar.com
techradar.com
I think that the non-gloved hand tracking is amazing(as an entry level device) although for me I'd defiantly want haptic feedback gloves.(Ed:at home)
While I don't own a hmd,I do have friends that do and have tried a few times.
I cannot explain how excited I am for things like this(specifically the wireless hand tracking), as while gaming is great(I am a huge gamer), I can see how I could use this for training and apprentices.
Example: I have been a chef for a long time, if I want to portion a filet of beef, i could almost do it with my eyes closed.
But, if I want to show someone, it takes quite a few sides for them to begin to understand why I'm doing what. There are many cuts I make because I know what is underneath, and I can get a feel for the filet due to experience.
If I were to try and show that to them, I would have to stop before every cut and rotate the meat and try to show why, and sometimes it's impossible until after the cut. This is what I currently do.
If they had the option to review what I had done with full freedom of rotation?(yes I figure the camera requirement would be high, but I have taught so many people, just doing it once with 30+ cameras would be worth it), it would decrease my training time by a lot.
Also consider portioning. If I'm portioning waygu, 15 grams off is BAD(I aim for 5 grams at my level). I can do that, but I'd never let an apprentice touch it. Meat isn't the same thickness throughout the cut.
BUT if they could practice with hand tracking? They would learn without costing me a fortune. Just training hours(which for portioning it would be about 100 units of waygu, will be cheaper compared to a slip which could cost you 30-50 grams on a 150gram portion).
As a techie and a chef, I am super excited about these sorts of things.
Edit:fixed fomatting, spelling mistakes and better explanations.
I'm not suggesting it's impossible to create a machine to do so, but I would put it on the same difficulty level as building haptic gloves. (Creating haptic "boots" with separate platforms maybe?)
- Flexion / extension of the legs - Forward / aft pressure - Subtle steering movement with the knees - Fine control over the angles formed by both knees and ankles
All of the above vary depending what point of a given turn you're currently in and need to be coordinated in a fairly intricate fashion to get perfect pencil lines and turn "properly". I'll leave properly in quotes there because YMMV and you don't need these techniques to snowboard; having spent 3 months full time learning and using them I can say they make a big difference to how far you can push yourself though.
A significant proportion of the sensation also comes from the inertia that you carry whilst on an edge, the resistance from which would be near impossible to convey without doing it for real.
For example you can imagine a ski trainer like an artificial wave so you get the real forces and the sense of exposure you get looking down a large mountain. For cutting meat you need a simulation medium that can be cut with a knife and change density somehow on command.
Produce comes in amazingly messy and different from one week to another, learning how to prepare itnwith very little waste takes a long time.
https://www.youtube.com/watch?v=GKR8tM28NnQ
It should really help to reduce the GPU requirements for super high-res VR screens.
but not stable. 10% of the time one hand goes away, gets out of range.. It's really good, but not enough for mass -or even eventual- consumption, imho.
Let's also not forget that Orion came out a little over a year ago now. Still in beta. Still pretty janky. I just don't have a lot of confidence that Leap will clean up their issues and make a better product.
There is another device, Occipital Structure Sensor (https://structure.io/), that I'm keen to try out. It's essentially a micro Kinect you can strap your face. Supposedly enables room-scale, inside-out tracking and pass-through AR on smartphones. They support desktop devices, but frankly, if I'm on desktop, I want an OpenVR-based system. For mobile devices, the company officially only supports iOS, which is complete balls. However, I have heard tale that some people from parts unknown have gotten it to work on Android using the now-ancient OpenNI 2 (https://github.com/occipital/OpenNI2).
There's an additional problem with all of these devices, though: they only face front and they aren't able to track the body's full range of motion. It's severely limiting for what you can do.
But if we consider what the "holy grail" of MR might be--an unobtrusive device that conforms to the user rather than force contrivances on them--that foretold device is more likely to be in the HoloLens' lineage than the Rift or Vive.
Reminds me of the earlier Oculus headsets when it was more engineer friendly.
Because as an industry we are still in the exploration phase, let's keep experimenting with everything and see what works and what doesn't.
he kept reiterating how important it was for them to keep their ecosystem open because it helps their chances to succeed either on the software or hardware side of things.
now there may have been some lip service, but he did seem to genuinely believe that all VR developers working independently has a greater chance chance to hurt actors in the industry more than help.
but, i think the point we can generalize is that in an underdeveloped space that requires a lot of innovation, any company creating a walled garden is putting themselves at an explicit disadvantage by not contributing to the landscape at large.
As much as I was woefully underwhelmed by Ready Player One - the haptic VR suits are definitely something I'd like to see developed.
I'm curious as to how they will handle eye tracking. I hope it uses capacitive lenses that can track your pupil bulges instead of unweildly and power hungry internal cameras + CV processing.
This is what contrast-preserving foveated rendering looks like in VR: https://youtu.be/lNX0wCdD2LA?t=63
(https://store.thundercomm.com/en/svrproducts)
EDIT: That's ^ the old version. New one with the 835 is coming out in Q2. Dev signup is here: https://developer.qualcomm.com/