Simula One vs. Quest 2 vs. Valve Index
simulavr.com
simulavr.com
I am surprised that Apple or Google are not in the VR space as one company invented the iPhone and the other spearheaded Android. Both are relevant forms of experiences that could help in building a VR headset suited for productivity.
One of my friends recently took a position at Apple to specifically work on this hardware and I get the impression they’re hoping to ship sooner rather than later.
Every year Apple is one year away from releasing its supposed AR headset. Google basically abandoned Daydream (which was gaming/entertainment focused anyway). Microsoft had a great early Hololens prototype, but doesn't seem to be pushing consumer facing AR/VR at all (instead selling contracts to the military??).
Meta is investing heavily in VR (which is cool), but is unfortunately jamming it through the awkward framing of "make everything in VR a social network", which we're not fans of: https://simulavr.com/blog/we-dont-want-the-metaverse/
In any event, we're really excited to help bring a Linux VRC to market that is focused primarily on office work, programmer productivity, and general purpose computing. =]
VR is in a very good place, but it still has a lot of jank. I imagine Apple is working through as much of that as possible before releasing anything.
Furthermore, there are a lot of different smartphones out there with different performance attributes. This makes is much harder to make a compelling VR experience, because you trend towards the lowest common denominator. Another point is that while yes, a smartphone has almost the same components as a VR headset, you can optimize the components and space much better if you are using it for a specific use case (which is as a VR headset) and not a general purpose phone. Finally, it's much easier to keep your VR headset charged and ready to go compared to relying on your phone to jump into VR.
Oculus already tried the phone route and abandoned it because of the inherent limitations of not controlling the whole hardware stack. Let's look at first mobile Oculus headset, the Oculus GO which was binary compatible with content made for GearVR;
- Performed better than GearVR with a far slower SoC than the Galaxy handsets because the thermal solution could be designed around the headset.
- Cost $200 vs the $1000 for a Galaxy handset + GearVR
- Was more comfortable with higher weight because of better distribution across the headset instead of being concentrated in the front where the phone attaches.
- The display was sharper with a lower resolution than GearVR, because you design the panel differently for headset than a handset
Yes, performance would be tied to how good your phone's SoC is.
>Cost
The idea is that everyone already has a phone. You don't need to include it in the price.
>More comfortable
You can put the phone on the back as a counter balance or just in your pocket.
>Worse displays
You don't need to use the phone as your display.
I'm not sure what part of having a separate smartphone as a compute unit makes it any easier. It might even be harder to do.
Graphically the native-quest stuff is relatively basic to run well on the hardware but for the kinds of things I enjoy most it doesn’t really matter/bother me. I use Virtual Desktops for PCVR on the quest 2 and in some cases I think the fancier graphics are worse. I prefer best saber natively on the quest because it has way less effects that reduce readability.
They are also using/pitching ASW as a method to effectively double frame rate so they can up the fidelity and maintain a high frame rate. I haven’t played anything that does this yet as far as I know but I’m a little skeptical on this technique.
It is pretty convenient to get going, at least for onboard apps - I haven't tried the PCVR support. You pretty much just put it on and you're off and running.
To me it seems for those who are nearsighted, wouldn't need glasses as the screen is very close to your face.
It depends somewhat on what you're doing whether this poses a significant problem, I suppose, but I have found the experience more enjoyable for being able to see it without having to fuss with fitting my glasses under the headset.
I got one for the boy a year ago (last christmas present) and while he uses it a lot I use it more connected to my PC for elite dangerous etc.
The extra resolution over the Rift S I had/have is well worth it (text is readable on ship displays on the Quest 2, not on the Rift S) - for the price they are an excellent bit of kit.
You often need 2-4x more panel resolution than the effective resolution to the viewer, just to deal with those factors (though this does vary wildly with lens and panel design).
With that kind of resolution (5120x2560) and lightness (200g), I'd be VERY interested in trying it as a virtual desktop with multiple screens.
https://www.kickstarter.com/projects/969477673/arpara-worlds...
I wish we had a better system wherein the facilitator of funding, Kickstarter, would require an action plan, goals, dates, and skeptically reviewed the progress and required the claims to be met. Along with limiting initial funding and splitting it into funding rounds based on delivery of the goal plans and proof of tangibility. Or whatever.
I'm not going to back this one though, I'd rather wait for Valve to release a pancake-lens oled headset with proper audio (this one's audio is crap, according to reviews).
1. We originally tried raising money for this from VCs/angels, and got turned down by everyone. We also tried partnering with other headset manufacturers to help us put Simula on their headsets, and also got turned down/ignored by...everyone. So Kickstarter has allowed us to go direct to consumers to help fund it, which is a pretty cool use of the platform.
2. We're actually going to ship our headsets, leaving an extremely clear paper trail of weekly updates behind us for the duration of the whole project.
I know, I know..you can't actually know this for sure just by me claiming it. But basically: we have been working on Simula for years, putting in tons and tons of sweat to get the stable Linux VR compositor we have now. Also: our software is already testable right now on older headsets like the Valve Index and HTC Vive Pro (https://github.com/SimulaVR/Simula). We've staked our reputations and life's work into this, and are not going to let it go to waste by failing to ship our headsets.
With that said, our upcoming Kickstarter is only the first step in this process. We already have plans for a second headset iteration after this one, which we will start working on after these ship. If you wait for that iteration, you'll have the proof of us shipping the first one, and won't have to wait as long for us to bootstrap the manufacturing process on top of a pre-order campaign =]
- Sourcing of electronic components vary from day-to-day currently, expect quotes to go from 1x to 5x the actual price.
- Plastic moulding is expensive [0], you need injection moulds for every part of the headset and each one of these moulds range from $2K to $20K per part depending entirely on the factory, place of manufacture and the business of choice. Also, use a factory that have frequently do new moulds, because the differences in pressure and precision is something that needs to be dialed in, doing your own moulds and then ship them to China is risky due to differences in implementation methods.
- If you do assembly in China, expect every single part to be copied and sold on the Chinese market and to wholesalers that ship out of China, probably even before your kickstarter backers have gotten their initial units. This is even more true for the low-cost factories, which cover their invested costs by selling your IP to larger factories.
- Shipping out of China for packages over 3KG is currently very expensive, especially during Corona where shipping by water can take +6 months at the very least. Shipping by Air is even more expensive because prices have exploded 3-5x depending on carrier, but you can ship out in a couple of weeks (depending on volume of goods). Also take into consideration distribution in the US and the EU, both vary greatly and stock can be outright stolen (happened twice for a client that did a Kickstarter with distribution in US).
Meh, pass. The Index is at 130 degrees and even that looks like you're looking through a pair of toilet paper rolls.
Why do they bother going with such high resolution if they don't expand the FoV? It's just gonna chug more with your average mid range graphics card.
Not even close. The binocular overlap is >0 degrees. It's more like wearing ski goggles.
>Why do they bother going with such high resolution if they don't expand the FoV?
Because resolution in VR is a big problem since it's being stretched over your whole view. This means that in order to display a virtual 1080p monitor you are going to need a lot more resolution than 1080p to be able to do that. As you starting adding more degrees of FoV you start needing to render more and more pixels due to the distortion.
> As you starting adding more degrees of FoV you start needing to render more and more pixels due to the distortion
Exactly, and since they've added no FoV (the original 6 year old oculus had an 80-90 deg FoV, albeit with a shitty 1200x1200 resolution) the extra density seems a bit gratuitous.
The "95% light path amplification" for their pancake lenses is also either misleading or an impossibly high transmission figure for pancake optics. Maybe I just misinterpreted this though.
I won't support any crowdfunding projects after that.
Perhaps instead of spending time developing and bringing to market new hardware, fix your software first, there are plenty of hardware vendors already in the market but nobody that I'm aware of is taking Desktop Productivity in VR seriously (yet).
With that said, we will definitely look back in 5-10 years in horror at how large and bulky our VR headsets were. Keeping weight down will be a critical factor in driving up "all-day" usage from knowledge workers.
I also wonder how they are cooling and powering this cpu. The vive focus 3 has a noisy fan and heats up pretty quickly. This ones seems much more powerful (without deep research) and still planned to be in the goggles.
Agreed RE neck pain though. Our goal is to make a VR Computer (VRC) so good that it completely replaces laptops/PCs, but we can't do that if the headset is too heavy.
(I can see a number of uses for an AR headset, but it's an entirely different beast.)
I know these things will get smaller and have higher resolutions, no cables, etc. But I am really not looking forward to having an antenna strapped to my head all day long.
It's obvious that many young people don't have a problem with that, since bt headphones seem incredibly popular and well on their way to replace the cords, but I am not like that
Intel also has the NUC compute element solution which significantly simplifies the EE and allows for a seamless upgrade to e.g. Alder Lake.
It's probably something we will do in the v2 (the NUC solution has its drawbacks in terms of exposed IO and such), but I'm glad we don't have to do a full design immediately; only the carrier board that routes the NUC compute element to whereever we need it.
We're approaching the limit of what we can do with a 3 person team, and we need to place orders for our components so the insane lead times at least result in a product that's soon enough. We can't do that without both funding and an expectation of how many units we'll ship.
Hand tracking is TBD because ultraleap still hasn't V5 Linux support, so we might need to pivot to a different solution. We'll definitely have some form.
Eye tracking is the one feature we're still undecided on, but right now we're tending towards yes. It allows us to have automatic IPD adjustment which is a requirement for our class.
SLAM for this kind of headset is just plain difficult, so we need to both evaluate different solutions (see previous blog post) and hire more people if we end up with a custom solution. Backup plan is to just use a module but it's less preferable.
You can leverage front-facing cameras for IPD adjustment – look at the headset before wearing it, boom, your IPD is correctly set.
Why is SLAM difficult for this kind of headset?
Front-facing cameras, hmm. I'm not sure I like it from a usability POV, but it's something to consider. I think going the extra mile and including internal cameras for a seamless UX is better, though.
I'd imagine Facebook or any other big company would've been able to get their hands on them.
Or are they waiting for the next generation of headsets to use them?
By specs, those seem great. Resolution is one of the most important things in VR goggles.