MR headset

company-plans-to-sell-$40k-apple-vision-pro-to-people-with-a-desperate-need-to-flaunt-their-wealth

Company Plans to Sell $40K Apple Vision Pro to People With a Desperate Need to Flaunt Their Wealth

“Luxury” accessory maker Caviar plans to sell desecrated customized Apple Vision Pro for the high, high price of $40,000. The ridiculous price is the whole point.

For anyone who has so much money that they don’t have anything left to do with it than tell everyone that they have it, Caviar plans to sell the Vision Pro ‘CVR Edition’, a customized $40,000 version of the headset that tacks on bulky and heavy additions with the goal of making the headset a “work of designer art.” Because clearly the $3,500 headset wasn’t expensive enough.

And yes, as far as we can tell, they’re serious—and a real company.

In addition to fancy leathers for the headstrap and facepad, the defining feature of the Vision Pro CVR edition is the 18K gold flip-up cover which is made to conceal the headset’s external EyeSight display. The display shows the user’s eyes on the outside of the headset whenever they’re looking at the real world. This is to communicate to people outside of the headset that you can see them and they can see you. So exactly why you wouldn’t want people seeing your eyes is unclear (literally this is the entire point of having a display on the outside).

Image courtesy Caviar

Considering the Vision Pro is already a fairly heavy headset, slapping on hunks of gold also doesn’t make much sense for this product in the first place. Gold is more dense than Lead and even Tungsten, with a single cubic-inch weighing in at 316 grams (probably nearly half of the Vision Pro’s total weight).

But the insanity is (sadly) the point. A $40,000 product that’s made worse by its “luxury” additions is designed for nothing else than flaunting one’s absurd wealth in the face of others. Ultimately the Vision Pro ‘CVR Edition’ is made to sit on a shelf as a trophy of excess.

While we doubt the company will actually manage to sell any of these headsets, Caviar claims only 24 will be made, and they are expected to launch in Fall of 2024.

Company Plans to Sell $40K Apple Vision Pro to People With a Desperate Need to Flaunt Their Wealth Read More »

oculus-founder-explains-what-apple-got-right-&-wrong-on-vision-pro

Oculus Founder Explains What Apple Got Right & Wrong on Vision Pro

Apple Vision Pro is about to set a lot of expectations in the industry of what’s ‘right’ and ‘wrong’ about mixed reality, something the fruit company prefers to call spatial computing. Oculus founder Palmer Luckey weighed in on his thoughts, and coming from one of the main figures who kicked off the VR revolution of today, it means something.

Speaking to Peter Diamandis in a nearly two hour-long podcast, Luckey delved into many areas of his work over the years, touching on the role at his defense company Anduril, his role in kickstarting the modern era of VR, and basically everything under the Sun that the tech entrepreneur is doing, or thinks about when it comes to augmented and virtual reality.

Undoubtedly the hottest of hot button issues is whether Apple is doing mixed reality ‘right’ as a newcomer to the space. Luckey is mostly positive about Vision Pro, saying it’s patently Apple.

“I think there were things that I would do differently if I were Apple,” Luckey tells Diamandis. “They did basically everything right—they didn’t do anything terrible. I mean, I think Apple is going after the exact right segment of the market that Apple should be going after.”

Luckey maintains that if Apple went after the low end of the market, it would be “a mistake,” saying the Cupertino tech giant is taking “the exact approach that I had always wanted Apple to take, and really the approach that Oculus had been taking in the early years.”

Apple is admittedly going at XR with little regard for affordability, but that’s not the sticking point you might think it would be. To him, the $3,500 headset packs the best components for the premium segment, including “the highest possible resolution, the highest quality possible displays, the best possible ergonomics.”

In fact, Apple’s first-gen device shouldn’t be about affordability at this point, Luckey says. It’s about “inspiring lust in a much larger group of people, who, as I dreamed all those years ago, see VR as something they desperately want before it becomes something they can afford.”

Image courtesy Apple

In the world of component configurations, there’s very little that catches Luckey off guard, although Vision Pro’s tethered battery ‘puck’ was choice that surprised the Oculus founder a little bit. When it comes to offloading weight from the user’s head, Luckey says shipping a battery puck was the “right way to do things.”

“I was a big advocate of [external pucks] in Oculus, but unfortunately it was a battle that I lost in my waning years, and [Oculus] went all in on putting all batteries, all the processing in actual headset itself. And not just in the headset, but in the front of the headset itself, which hugely increases the weight of the front of the device, the asymmetric torque load… it’s not a good decision.”

One direction Apple has going that Luckey isn’t a fan of: controllers, or rather, the lack thereof. Vision Pro is set to ship without any sort of VR motion controller, which means developers will need to target hand and eye-tracking as the primary input methods.

“It’s no secret that I’m a big fan of VR input, and I think that’s probably one of the things I would have done differently than Apple. On the other hand, they have a plan for VR input that goes beyond just the finger [click] inputs. They’re taking a focused marketing approach, but I think they have a broader vision for the future than everything just being eyes and fingers.”

Luckey supports the company’s decision to split the headset into a puck and head-worn device not only for Vision Pro in the near term, but also for future iterations of the device, which will likely need more batteries, processing, and antennas. Setting those expectations now of a split configuration could help Apple move lighter and thinner on head-worn components, and never even deal with the problems of balancing the girth and weight seen in the all-in-one, standalone headsets of today.

In the end, whether the average person will wear such things in the future will ultimately come down to clever marketing, Luckey maintains, as it’s entirely possible to slim down to thinner form factors, but devices may not be nearly as functional at sizes smaller than “chunky sunglasses”. To Luckey, companies like Apple have their work cut out for them when it comes to normalizing these AR/VR headsets of the near future, and Apple will most definitely be seeding their devices on the heads of “the right celebrities, the right influencers” in the meantime.

You can check out the full 15-minute clip where Luckey talks about his thoughts on Apple Vision Pro below:

Oculus Founder Explains What Apple Got Right & Wrong on Vision Pro Read More »

after-reports-of-canned-ar-glasses,-google’s-xr-ambitions-may-be-just-a-daydream-without-samsung

After Reports of Canned AR Glasses, Google’s XR Ambitions May Be Just a Daydream Without Samsung

Google has reportedly shelved a multi-year project that sought to commercialize an AR headset, known as Project Iris. Provided the report is true, it appears Google will now need to rely on Samsung to compete with Meta and Apple in XR.

According to Business Insider, Google shut down Project Iris earlier this year following mass restructuring, which included layoffs, reshuffles, and the departure of Clay Bavor, Google’s head of AR and VR. The report, which hasn’t been substantiated by Google, cites “three people familiar with the matter.”

According to a report from The Verge earlier this year that first mentioned Project Iris, around 300 people were purportedly working on the headset, which was said to expand by “hundreds more” as production ramped up.

At the time, the prototype was said to be a standalone, ski goggle-like headset providing onboard power, computing, and outward-facing cameras for world sensing capabilities—similar in description and function to headsets like HoloLens or Magic Leap. Project Iris was said to ship as early as 2024.

Two unnamed Google employees told Business Insider the company could actually resurrect Project Iris at some point, as teams experimenting with AR tech haven’t been completely disbanded. Still, it seems its Samsung XR headset partnership and AR software development has become the main focus.

Samsung Future, Daydream Past

With its own in-house hardware allegedly no longer in the picture, moving forward Google is set to focus on the software side of AR, which also includes an Android XR platform it could license to OEM partners. Google is now developing such a platform for Samsung’s upcoming XR headset announced in February, as well as an alleged “micro XR” platform for XR glasses, which is said to use a prototyping platform known internally as “Betty.”

Google is pretty well known for shelving projects all the time for a variety of reasons, so it’s not a big surprise that an expensive hardware project is getting iced during an economic downturn. It’s also possible the company saw the writing on the wall from its earlier VR hardware projects, which were early to the competition, but not persistent enough to stick around.

In 2016, the company’s Daydream VR platform was positioned to compete with Meta’s (then Facebook’s) own mobile VR offering, Samsung Gear VR. Headed by Bavor, the company looked to replicate Samsung/Meta’s strategy of certifying smartphones to work with a dedicated Daydream View headset shell and controller. Google certified a wide swath of smartphones to work on Daydream, including Pixel, LG, Asus, Huawei, and even a number of Gear VR-compatible Samsung phones.

And Google’s ambitions were, let’s say, very big. At its I/O 2016 unveiling, senior product manager Brahim Elbouchikhi said on stage that Google intended to capture “hundreds of millions of users using Daydream devices.” No modern VR headset platform has reached that number of users even today, with Meta likely leading with the sale of nearly 20 million Quest headsets between 2019 and early 2023.

Lenovo Mirage Solo | Photo by Road to VR

Despite big ambitions to own the space early on, Gear VR became the clear winner in the nascent mobile VR market. Undeterred, Google broadened its horizons in 2017 to open its Daydream platform to one of the first truly standalone VR headsets—or rather a single standalone headset—the Lenovo Mirage Solo standalone, which awkwardly mashed up 6DOF positional tracking with a single 3DOF controller. Lenovo Mirage Solo was a real head-scratcher, as its room-scale content was hobbled by a single remote-style controller, which critically wasn’t tracked in 3D space.

In the end, Google shuttered the entire Daydream platform in 2019 because it couldn’t attract enough developer support. On the outside, that makes it seem like Google lost the VR race entirely, but a majority of standalone headsets on the market today run on top of a modified version of Android. Granted, that standalone VR content revenue isn’t flowing into Google’s coffers since it doesn’t control the individual storefronts like it might with a VR version of Google Play.

But that could change with its new Samsung/Qualcomm partnership, representing a fresh opportunity for Google to finally stake a claim in the mounting mixed reality (MR) race.

MR Headsets Walk, AR Headsets Run

MR headsets are virtual reality headsets that use color passthrough cameras to offer up an augmented reality view, letting you do VR things like play games in a fully immersive environment in addition to using passthrough to shoot zombies in your living room, or watch a giant virtual TV in your real-life bathroom (for optimal user comfort).

It’s still early days for MR headsets. While devices like Meta Quest Pro ($1,000) and Apple’s recently unveiled Vision Pro ($3,500) are likely to appeal to prosumers and enterprise due to their high price points, there’s a mounting battle for consumer eyeballs too. Provided that still-under-wraps Samsung XR headset can land at a digestible price for consumers, its brand name cache and patented global reach may serve up strong competition to Meta’s upcoming Quest 3 MR headset, due in September at $500.

Apple Vision Pro | Image courtesy Apple

Price speculation aside, the companies that launch MR headsets today will be better positioned to launch all-day AR headsets in the future. Platform holders like Meta are using their MR headsets today as test beds to see what AR content consumers find most compelling. Apple will be doing just that when it launches Vision Pro in 2024 at arguably an even deeper level, as the Cupertino tech giant seems to be deemphasizing VR stuff entirely.

Whatever the case, Google’s decision to reportedly shelve Project Iris means it’ll be more reliant on OEMs in the near term, and its first volley with that Android-supported Samsung XR headset will reveal the size of its ambitions. It’s a strategy that could work out in its favor as it critically gauges when, if ever to resurrect its own Google-built AR glasses. With Apple and Meta both staking serious claims though, it needs to solidify that strategy sooner rather than later.

After Reports of Canned AR Glasses, Google’s XR Ambitions May Be Just a Daydream Without Samsung Read More »

hands-on:-vive-xr-elite-is-lightweight-&-compact,-but-shares-quest-pro’s-woes

Hands-on: Vive XR Elite is Lightweight & Compact, But Shares Quest Pro’s Woes

At CES 2023 HTC revealed its new Vive XR Elite headset which is positioned as a Quest Pro competitor. In terms of features and hardware, the headset is largely a refinement of formfactor over anything else; and while it’s undoubtedly compact and lightweight, it may be hampered by an unclear value proposition and some ergonomic details that went overlooked.

For a detailed look at Vive XR Elite’s specs and features, check out our announcement article

Everyone’s head shape, nose size, and eye positions are different. That said, the first time I put on Vive XR Elite it was clear to me that there wasn’t nearly enough room for my nose… something that I have no issue with on almost every other major headset on the market (even HTC’s other VR headsets).

It’s not that it’s impossible to get the pressure off your nose—the optional top-strap (which HTC smartly included) makes this easy enough—but the problem is that if I raise the headset up to get weight off of my nose, my eyes are no longer in the sweet spot of the lens, making the view through the headset sub-par. More padding around the nose would have a similar issue of moving the lenses out of the sweet spot.

While I didn’t get to use the headset for an extended period of time, I have a strong suspicion that the nose thing is going to be a literal and figurative pain point on this headset. And as someone who doesn’t have a particularly large nose, I can’t imagine I’m going to be the only person with this issue.

Photo by Road to VR

The nose thing isn’t the only ergonomic oversight that was immediately apparent. There’s also the fact that the rear pad, which is designed to cup the back of your head, doesn’t cushion your head enough to prevent contact between your skull and the battery on the back. That means that as you tighten the headset you can feel a big, flat, plastic surface pushing against your head. That’s compared to something like the Quest 2 Elite Strap (which the rear of Vive XR Elite appears to emulate), where I can only feel the pads hugging the back of my head, but never the battery behind them.

Photo by Road to VR

Beyond these worrying ergonomic subtleties, the headset’s fundamentals feel solid across the board, making the Vive XR Elite the company’s most refined standalone to date. But from a feature and performance standpoint, the headset feels more like Quest 2 than Quest Pro, which puts it in an awkward place with its $1,100 pricetag.

Visually, Vive XR Elite’s pancake lenses are pretty good on the clarity front, with good edge-to-edge clarity, though falling short of the excellent lenses on Quest Pro. The use of non-Fresnel lenses means a reduction in glare and god rays compared to Quest 2, though the resolution and visibility of the screen door is about the same between the two headsets (1,920 × 1,920 vs. 1,920 × 1,832). And while the peripheral field of view feels a little tight, the added dioptre control (for changing the focus of each lens) will be welcomed by those with glasses, and even those without will be served well by the continuous IPD adjustment (which includes an on-screen measurement readout and calibration pop-up).

Photo by Road to VR

Inside-out head-tracking feels pretty good and is surely ‘good enough’, though the instantaneous rotational latency doesn’t feel as tight as Meta’s bar-setting inside-out solution. Importantly, the tracking feels better than Vive Flow, which in my experience has too much latency for long-term comfort. Controller-tracking on Vive XR Elite also feels solid, and with cameras on each side pointed almost entirely to your left and right, coverage ought to be good (potentially surpassing Vive Focus 3).

As the name implies, the HTC is pushing the XR Elite as a headset that does passthrough AR in addition to VR. The headset’s color pass-through view isn’t stellar. Similar to Meta’s headsets, the XR Elite attempts to rebuild the depth of the real world virtually to provide geometric correction and depth cues, but even with a depth-sensor on-board (which Quest Pro lacks), my experience with the headset’s passthrough AR showed a lot of warping due to incorrect depth-mapping.

Without being able to do a direct side-by-side comparison, my impression was that XR Elite wasn’t quite as sharp as Quest Pro when it comes to passthrough AR. Granted, the passthrough AR on both headsets headsets is definitely in the same approximate ‘class’ (not sharp enough to read text from your smartphone and quite poor dynamic range at that).

Photo by Road to VR

Just like with Quest Pro, the quality and application of passthrough AR feels entirely undercooked, with the handful of AR apps I tried on the headset not sufficiently answering the question ‘why AR?’. But now that another headset on the market is embracing and enhancing this capability, perhaps the answers to that question will come a bit sooner.

 – – — – –

Photo by Road to VR

Considering its performance and features, Vive XR Elite seems to share the same core problem as Quest Pro—and that’s the value proposition. Even if we ignore any potential ergonomic mishaps… at best Vive XR Elite is akin to a somewhat more compact version of Quest 2. And even if we ignore that Quest 2 has a much more extensive content library… it’s difficult to see how, for most people, Vive XR Elite can justify an $1,100 price tag compared to Quest 2 at $400.

Hands-on: Vive XR Elite is Lightweight & Compact, But Shares Quest Pro’s Woes Read More »

htc-reveals-first-image-of-its-upcoming-mr-headset-for-consumers-&-it’s-aiming-to-compete-with-meta

HTC Reveals First Image of Its Upcoming MR Headset for Consumers & It’s Aiming to Compete with Meta

HTC today unveiled the first official image of the headset it’s been teasing over the past few months. The company is also apparently looking to re-enter the consumer XR space with the unnamed device, which it’s set to further detail at CES on January 5th.

As reported in an exclusive by The Verge, HTC is getting ready to stretch outside the enterprise and business sector once again and offer what HTC global head of product Shen Ye calls a “small, light all-in-one headset that promises full-featured virtual and augmented reality.”

Ye calls it an effort to create something “meaningful and that’s appealing for consumers,” further stating that it’s the culmination of lessons learned from making HTC Vive Flow and the Vive Focus 3.

It’s also likely to be more expensive than the $400 Quest 2, which will be a sticking point if it truly wants to be a consumer-first device, and not a prosumer headset like Quest Pro:

“We’re in an era when consumer VR headsets have been massively subsidized by companies that are trying to vacuum up and take personal data to provide to advertisers,” Ye tells The Verge. “We don’t believe the way that we want to approach it is to compromise on privacy.”

Image courtesy HTC via The Verge

Ye also revealed a few specs ahead of the official info dump:

The unnamed standalone headset is said to offer color passthrough MR, making it more similar to Quest Pro as opposed to a see-through AR such as HoloLens. The upcoming headset is said to contain a depth sensor, which would in theory offer more accurate room mapping. It’s also said to feature better dynamic range, making it capable of better passthrough for things like reading text on a monitor or smartphone. The headset also packs two hours of battery life, and supports 6DOF VR controllers along with optical hand tracking.

It’s said to be “one of the lightest that’s on the market,” although there are still a few mysteries to unveil. It’s uncertain whether it will include eye-tracking, although HTC has a track record of releasing eye-tracking modules which it may pursue here as well. Privacy protections is also a concern that HTC hopes to address regarding its externally facing cameras, although they haven’t said anything definite yet.

HTC’s unnamed headset reportedly suffered a leak of its design and some key specs back in November, which showed off the outer shell and alleged dual 1,920×1,920 LCDs clocked up to 120hz, mechanical IPD adjustments, pancake lenses, headstrap adjustment mechanism and back-mounted battery.

Allegedly Leaked Design of HTC’s MR Standalone | Image courtesy Brad Lynch

At the time, VR analyst and YouTuber Brad Lynch alleged the leak also included some vague info on its chipset being “faster than the [Snapdragon XR2] in Quest 2,” as it’s speculated to possibly be the upcoming Snapdragon XR2 Gen 2.

None of the information from the leak has been confirmed however, so we’ll just have to wait and see at CES 2023, which takes place January 5-8 in Las Vegas, Nevada.

HTC Reveals First Image of Its Upcoming MR Headset for Consumers & It’s Aiming to Compete with Meta Read More »