qualcomm

digilens-expands-ecosystem-with-hardware,-software-announcements

DigiLens Expands Ecosystem With Hardware, Software Announcements

DigiLens may not be on every XR user’s mind, but we all owe them a lot. The optical components manufacturer only recently released its first branded wearable, but the organization makes parts for a number of XR companies and products. That’s why it’s so exciting that the company announced a wave of new processes and partnerships over the last few weeks.

SRG+

“Surface Relief Gratings” is one complicated process within the production of the complicated system that is a waveguide – the optical component that put DigiLens on the map. The short of it is that waveguides are the translucent screen on which a feed is cast by an accompanying “light engine” in this particular approach to AR displays.

DigiLens doesn’t make light engines, but the methods that they use to produce lenses can reduce “eye glow” – which is essentially wasted light. The company’s new “SRG+” waveguide process achieves these ends at a lower cost, while also increasing the aspect ratio for an improved field of view on a lighter lens that can be produced more efficiently at a larger scale.

DigiLens announces SRG+

Lens benefits aside, this process improvement also allows for a more efficient light engine. A more efficient light engine translates to less energy consumption and a smaller form factor for the complete device. All of those are good selling points for a head-worn display. Many of those benefits are also true for Micro OLED lenses, a different approach to AR displays.

“I am excited about Digilens’ recent SRG+ developments, which provide a new, low-cost replication technology satisfying such drastic nanostructure requirements,” Dr. Bernard Kress, President of SPIE, the international society for optics and photonics, said in a release. “The AR waveguides field is the tip of the iceberg.”

A New Partner in Mojo Vision

The first major partner to take advantage of this new process is Mojo Vision, a Micro-LED manufacturer that became famous in the industry for pursuing AR contact lenses. While that product has yet to materialize, its pursuit has resulted in Mojo Vision holding records for large displays on small tech. And, it can get even larger and lighter thanks to SRG+.

“Bringing our technologies together will raise the bar on display performance, and efficiency in the AR/XR industry,” Mojo Vision CEO Nikhil Balram said in a release shared with ARPost. “Partnering with DigiLens brings AR glasses closer to mass-scale consumer electronics.”

This partnership may also help to solve another one of AR’s persistent challenges: the sunny problem. AR glasses to date are almost always tinted. That’s because, to see AR elements in high ambient light conditions, the display either needs to be exceptionally bright or artificially darkened. Instead of cranking up the brightness, manufacturers opt for tinted lenses.

“The total form factor of the AR glasses can finally be small and light enough for consumers to wear for long periods of time and bright enough to allow them to see the superimposed digital information — even on a sunny day — without needing to darken the lenses,” DigiLens CEO Chris Pickett said in the release.

ARGO Is DigiLens’ Golden Fleece

After years of working backstage for device manufacturers, DigiLens announced ARGO at the beginning of this year, calling it “the first purpose-built stand-alone AR/XR device designed for enterprise and industrial-lite workers.” The glasses use the company’s in-house waveguides and a custom-built Android-based operating system running on Qualcomm’s Snapdragon XR2 chip.

DigiLens ARGO glasses

“This is a big milestone for DigiLens at a very high level. We have always been a component manufacturer,” DigiLens VP and GM of Product, Nima Shams told ARPost at the time. “At the same time, we want to push the market and meet the market and it seems like the market is kind of open and waiting.”

More Opportunities With Qualcomm

Close followers of Qualcomm’s XR operations may recall that the company often saves major news around its XR developer platform Snapdragon Spaces for AWE. The platform launched at AWE in 2021 and became available to the public at AWE last year. This year, among other announcements, Qualcomm announced Spaces compatibility with ARGO.

“We are excited to support the democratization of the XR industry by offering Snapdragon Spaces through DigiLens’ leading all-in-one AR headset,” Qualcomm Senior Director of Product Management XR, Said Bakadir, said in a release shared with ARPost.

“DigiLens’ high-transparency and sunlight-readable optics combined with the universe of leading XR application developers from Snapdragon Spaces are critical in supporting the needs of the expanding enterprise and industrial markets,” said Bakadir.

Snapdragon Spaces bundles developer tools including hand and position tracking, scene understanding and persistent anchors, spatial mapping, and plane detection. So, while we’re likely to see more partnerships with more existing applications, this strengthened relationship with Qualcomm could mean more native apps on ARGO.

Getting Rugged With Taqtile

“Industrial-lite” might be getting a bit heavier as DigiLens partners with Taqtile on a “rugged AR-enabled solution for industrial and defense customers” – presumably a more durable version of the original ARGO running Manifest, Taqtile’s flagship enterprise AR solution. Taqtile recently released a free version of Manifest to make its capabilities more available to potential clients.

“ARGO represents just the type of head-mounted, hands-free device that Manifest customers have been looking for,” Taqtile CTO John Tomizuka said in a release. “We continue to evaluate hardware solutions that will meet the unique needs of our deskless workers, and the combination of Manifest and ARGO has the ability to deliver performance and functionality.”

Getting Smart With Wisear

Wisear is a neural interface company that uses “smart earphones” to allow users to control connected devices with their thoughts rather than with touch, gesture, or even voice controls.

For the average consumer, that might just be really cool. For consumers with neurological disorders, that might be a new way to connect to the world. For enterprise, it solves another problem.

wisear smart earphones

Headworn devices mean frontline workers aren’t holding the device, but if they need their hands to interact with it, that still means taking their hands off of the job. Voice controls get around this but some environments and circumstances make voice controls inconvenient or difficult to use. Neural inputs solve those problems too. And Wisear is bringing those solutions to ARGO.

“DigiLens and Wisear share a common vision of using cutting-edge technology to revolutionize the way frontline workers work,” Pickett said in a release shared with ARPost. “Our ARGO smart glasses, coupled with Wisear’s neural interface-powered earphones, will provide frontline workers with the tools they need to work seamlessly and safely.”

More Tracking Options With Ultraleap

Ultraleap is another components manufacturer. They make input accessories like tracking cameras, controllers, and haptics. A brief shared with ARPost only mentions “a groundbreaking partnership” between the companies “offering a truly immersive and user-friendly experience across diverse applications, from gaming and education to industrial training and healthcare.”

That sounds a lot like it hints at more wide availability for ARGO, but don’t get your hopes up yet. This is the announcement about which we know the least. Most of this article has come together from releases shared with ARPost in advance of AWE, which is happening now. So, watch our AWE coverage articles as they come out for more concrete information.

So Much More to Come

Announcements from component manufacturers can be tantalizing. We know that they have huge ramifications for the whole industry, but we know that those ramifications aren’t immediate. We’re closely watching DigiLens and its partners to see when some of these announcements might bear tangible fruit but keep in mind that this company also has its own full model out now.

DigiLens Expands Ecosystem With Hardware, Software Announcements Read More »

eye-tracking-is-a-game-changer-for-xr-that-goes-far-beyond-foveated-rendering

Eye-tracking is a Game Changer for XR That Goes Far Beyond Foveated Rendering

Eye-tracking—the ability to quickly and precisely measure the direction a user is looking while inside of a VR headset—is often talked about within the context of foveated rendering, and how it could reduce the performance requirements of XR headsets. And while foveated rendering is an exciting use-case for eye-tracking in AR and VR headsets, eye-tracking stands to bring much more to the table.

Updated – May 2nd, 2023

Eye-tracking has been talked about with regards to XR as a distant technology for many years, but the hardware is finally becoming increasingly available to developers and customers. PSVR 2 and Quest Pro are the most visible examples of headsets with built-in eye-tracking, along with the likes of Varjo Aero, Vive Pro Eye and more.

With this momentum, in just a few years we could see eye-tracking become a standard part of consumer XR headsets. When that happens, there’s a wide range of features the tech can enable to drastically improve the experience.

Foveated Rendering

Let’s first start with the one that many people are already familiar with. Foveated rendering aims to reduce the computational power required for displaying demanding AR and VR scenes. The name comes from the ‘fovea’—a small pit at the center of the human retina which is densely packed with photoreceptors. It’s the fovea which gives us high resolution vision at the center of our field of view; meanwhile our peripheral vision is actually very poor at picking up detail and color, and is better tuned for spotting motion and contrast than seeing detail. You can think of it like a camera which has a large sensor with just a few megapixels, and another smaller sensor in the middle with lots of megapixels.

The region of your vision in which you can see in high detail is actually much smaller than most think—just a few degrees across the center of your view. The difference in resolving power between the fovea and the rest of the retina is so drastic, that without your fovea, you couldn’t make out the text on this page. You can see this easily for yourself: if you keep your eyes focused on this word and try to read just two sentences below, you’ll find it’s almost impossible to make out what the words say, even though you can see something resembling words. The reason that people overestimate the foveal region of their vision seems to be because the brain does a lot of unconscious interpretation and prediction to build a model of how we believe the world to be.

Foveated rendering aims to exploit this quirk of our vision by rendering the virtual scene in high resolution only in the region that the fovea sees, and then drastically cut down the complexity of the scene in our peripheral vision where the detail can’t be resolved anyway. Doing so allows us to focus most of the processing power where it contributes most to detail, while saving processing resources elsewhere. That may not sound like a huge deal, but as the display resolution of XR headsets and field-of-view increases, the power needed to render complex scenes grows quickly.

Eye-tracking of course comes into play because we need to know where the center of the user’s gaze is at all times quickly and with high precision in order to pull off foveated rendering. While it’s difficult to pull this off without the user noticing, it’s possible and has been demonstrated quite effectively on recent headset like Quest Pro and PSVR 2.

Automatic User Detection & Adjustment

In addition to detecting movement, eye-tracking can also be used as a biometric identifier. That makes eye-tracking a great candidate for multiple user profiles across a single headset—when I put on the headset, the system can instantly identify me as a unique user and call up my customized environment, content library, game progress, and settings. When a friend puts on the headset, the system can load their preferences and saved data.

Eye-tracking can also be used to precisely measure IPD (the distance between one’s eyes). Knowing your IPD is important in XR because it’s required to move the lenses and displays into the optimal position for both comfort and visual quality. Unfortunately many people understandably don’t know what their IPD off the top of their head.

With eye-tracking, it would be easy to instantly measure each user’s IPD and then have the headset’s software assist the user in adjusting headset’s IPD to match, or warn users that their IPD is outside the range supported by the headset.

In more advanced headsets, this process can be invisible and automatic—IPD can be measured invisibly, and the headset can have a motorized IPD adjustment that automatically moves the lenses into the correct position without the user needing to be aware of any of it, like on the Varjo Aero, for example.

Varifocal Displays

A prototype varifocal headset | Image courtesy NVIDIA

The optical systems used in today’s VR headsets work pretty well but they’re actually rather simple and don’t support an important function of human vision: dynamic focus. This is because the display in XR headsets is always the same distance from our eyes, even when the stereoscopic depth suggests otherwise. This leads to an issue called vergence-accommodation conflict. If you want to learn a bit more in depth, check out our primer below:

Accommodation

Accommodation is the bending of the eye’s lens to focus light from objects at different distances. | Photo courtesy Pearson Scott Foresman

In the real world, to focus on a near object the lens of your eye bends to make the light from the object hit the right spot on your retina, giving you a sharp view of the object. For an object that’s further away, the light is traveling at different angles into your eye and the lens again must bend to ensure the light is focused onto your retina. This is why, if you close one eye and focus on your finger a few inches from your face, the world behind your finger is blurry. Conversely, if you focus on the world behind your finger, your finger becomes blurry. This is called accommodation.

Vergence

Vergence is the inward rotation of each eye to overlap each eye’s view into one aligned image. | Photo courtesy Fred Hsu (CC BY-SA 3.0)

Then there’s vergence, which is when each of your eyes rotates inward to ‘converge’ the separate views from each eye into one overlapping image. For very distant objects, your eyes are nearly parallel, because the distance between them is so small in comparison to the distance of the object (meaning each eye sees a nearly identical portion of the object). For very near objects, your eyes must rotate inward to bring each eye’s perspective into alignment. You can see this too with our little finger trick as above: this time, using both eyes, hold your finger a few inches from your face and look at it. Notice that you see double-images of objects far behind your finger. When you then focus on those objects behind your finger, now you see a double finger image.

The Conflict

With precise enough instruments, you could use either vergence or accommodation to know how far away an object is that a person is looking at. But the thing is, both accommodation and vergence happen in your eye together, automatically. And they don’t just happen at the same time—there’s a direct correlation between vergence and accommodation, such that for any given measurement of vergence, there’s a directly corresponding level of accommodation (and vice versa). Since you were a little baby, your brain and eyes have formed muscle memory to make these two things happen together, without thinking, anytime you look at anything.

But when it comes to most of today’s AR and VR headsets, vergence and accommodation are out of sync due to inherent limitations of the optical design.

In a basic AR or VR headset, there’s a display (which is, let’s say, 3″ away from your eye) which shows the virtual scene, and a lens which focuses the light from the display onto your eye (just like the lens in your eye would normally focus the light from the world onto your retina). But since the display is a static distance from your eye, and the lens’ shape is static, the light coming from all objects shown on that display is coming from the same distance. So even if there’s a virtual mountain five miles away and a coffee cup on a table five inches away, the light from both objects enters the eye at the same angle (which means your accommodation—the bending of the lens in your eye—never changes).

That comes in conflict with vergence in such headsets which—because we can show a different image to each eye—is variable. Being able to adjust the imagine independently for each eye, such that our eyes need to converge on objects at different depths, is essentially what gives today’s AR and VR headsets stereoscopy.

But the most realistic (and arguably, most comfortable) display we could create would eliminate the vergence-accommodation issue and let the two work in sync, just like we’re used to in the real world.

Varifocal displays—those which can dynamically alter their focal depth—are proposed as a solution to this problem. There’s a number of approaches to varifocal displays, perhaps the most simple of which is an optical system where the display is physically moved back and forth from the lens in order to change focal depth on the fly.

Achieving such an actuated varifocal display requires eye-tracking because the system needs to know precisely where in the scene the user is looking. By tracing a path into the virtual scene from each of the user’s eyes, the system can find the point that those paths intersect, establishing the proper focal plane that the user is looking at. This information is then sent to the display to adjust accordingly, setting the focal depth to match the virtual distance from the user’s eye to the object.

A well implemented varifocal display could not only eliminate the vergence-accommodation conflict, but also allow users to focus on virtual objects much nearer to them than in existing headsets.

And well before we’re putting varifocal displays into XR headsets, eye-tracking could be used for simulated depth-of-field, which could approximate the blurring of objects outside of the focal plane of the user’s eyes.

As of now, there’s no major headset on the market with varifocal capabilities, but there’s a growing body of research and development trying to figure out how to make the capability compact, reliable, and affordable.

Foveated Displays

While foveated rendering aims to better distribute rendering power between the part of our vision where we can see sharply and our low-detail peripheral vision, something similar can be achieved for the actual pixel count.

Rather than just changing the detail of the rendering on certain parts of the display vs. others, foveated displays are those which are physically moved (or in some cases “steered”) to stay in front of the user’s gaze no matter where they look.

Foveated displays open the door to achieving much higher resolution in AR and VR headsets without brute-forcing the problem by trying to cram pixels at higher resolution across our entire field-of-view. Doing so is not only be costly, but also runs into challenging power and size constraints as the number of pixels approach retinal-resolution. Instead, foveated displays would move a smaller, pixel-dense display to wherever the user is looking based on eye-tracking data. This approach could even lead to higher fields-of-view than could otherwise be achieved with a single flat display.

A rough approximation of how a pixel-dense foveated display looks against a larger, much less pixel-dense display in Varjo’s prototype headset. | Photo by Road to VR, based on images courtesy Varjo

Varjo is one company working on a foveated display system. They use a typical display that covers a wide field of view (but isn’t very pixel dense), and then superimpose a microdisplay that’s much more pixel dense on top of it. The combination of the two means the user gets both a wide field of view for their peripheral vision, and a region of very high resolution for their foveal vision.

Granted, this foveated display is still static (the high resolution area stays in the middle of the display) rather than dynamic, but the company has considered a number of methods for moving the display to ensure the high resolution area is always at the center of your gaze.

Continued on Page 2: Better Social Avatars »

Eye-tracking is a Game Changer for XR That Goes Far Beyond Foveated Rendering Read More »

popular-quest-2-pc-streaming-software-adds-‘super-resolution’-feature-for-enhanced-visuals

Popular Quest 2 PC Streaming Software Adds ‘Super Resolution’ Feature for Enhanced Visuals

Virtual Desktop has collaborated with Qualcomm to integrate the company’s Snapdragon Game Super Resolution, a software enhancement squarely targeted at increasing the wireless streaming quality and latency of PC visuals to Quest 2 and Pico devices.

Virtual Desktop is a great tool not only because it provides standalone headset users wireless access to their computers, but because its developer, Guy Godin, is constantly adding in new features to tempt users away from using built-in solutions, e.g. Air Link.

That’s a tall order since built-in stuff like Air Link are typically free and usually pretty great, letting Quest and Pico users connect to their VR-ready PCs to play games like Half-Life: Alyx, but Virtual Desktop goes a few steps further. With its PC native application developed for high quality wireless streaming, you can do things like cycle through multiple physical monitors and even connect to up to four separate computers—a feature set you probably won’t see on the Air Link change log.

Now Godin has worked with Qualcomm to integrate the company’s Snapdragon Game Super Resolution for built-in upscaling, essentially creating higher resolution images from lower resolution inputs so it can be served up to standalone headsets in higher fidelity. Check out the results below:

Because producing clearer visuals with fewer resources is the name of the game, Qualcomm says in a blog post that its techniques can also reduce wireless bandwidth, system pressure, memory, and provide power requirements.

Godin says in a Reddit post that the new upscaling works with “Potato, Low, Medium quality (up to 120fps) and High (up to 90fps), and it upscales to Ultra resolution under the hood. It can work with SSW enabled as well and doesn’t introduce any additional latency.”

You can get Virtual Desktop on Quest over at the Quest Store, priced at $20. It’s also available on Pico Neo 3 and Pico 4, and will also soon arrive on Vive Focus 3 and XR Elite too, Godin says.

Update (10: 30 ET): Guy Godin reached out to Road to VR to correct that the new Snapdragon Game Super Resolution is available on Quest, Pico, and will soon come to Vive Focus 3 and XR Elite. We’ve included that in the body of the article.

Popular Quest 2 PC Streaming Software Adds ‘Super Resolution’ Feature for Enhanced Visuals Read More »

qualcomm-partners-with-7-major-telecoms-to-advance-smartphone-tethered-ar-glasses

Qualcomm Partners with 7 Major Telecoms to Advance Smartphone-tethered AR Glasses

Qualcomm announced at Mobile World Congress (MWC) today it’s partnering with seven global telecommunication companies in preparation for the next generation of AR glasses which are set to work directly with the user’s smartphone.

Partners include CMCC, Deutsche Telekom, KDDI Corporation, NTT QONOQ, T-Mobile, Telefonica, and Vodafone, which are said to currently be working with Qualcomm on new XR devices, experiences, and developer initiatives, including Qualcomm’s Snapdragon Spaces XR developer platform.

Qualcomm announced Snapdragon Spaces in late 2021, a software tool kit which focuses on performance and low power devices which allows developers to create head-worn AR experiences from the ground-up or by adding head-worn AR to existing smartphone apps.

Qualcomm and Japan’s KDDI Corporation also announced a multi-year collaboration which it says will focus on the expansion of XR use cases and creation of a developer program in Japan.

Meanwhile, Qualcomm says OEMs are designing “a new wave of devices for operators and beyond” such as the newly unveiled Xiaomi Wireless AR Glass Discovery Edition, OPPO’s new Mixed Reality device and OnePlus 11 5G smartphone.

At least in Xiaomi’s case, its Wireless AR Glass headset streams data from compatible smartphones. Effectively offloading computation to the smartphone, the company’s 126g headset boasts a wireless latency of as low as 3ms between the smartphone device to the glasses, and a wireless connection with full link latency as low as 50ms which is comparable to wired solution.

Qualcomm Partners with 7 Major Telecoms to Advance Smartphone-tethered AR Glasses Read More »

samsung-partners-with-google-&-qualcomm-to-release-android-powered-xr-device

Samsung Partners with Google & Qualcomm to Release Android-powered XR Device

Samsung’s 2023 Unpacked event was all about the company’s Galaxy S23 hardware, although at the end of its hour-long presentation the South Korean tech giant announced it was working with Qualcomm and Google to develop an XR device.

TM Roh, Samsung’s president and head of mobile experiences, didn’t reveal any more than what was said on stage, namely the existence of the partnership itself, however speaking to The Washington Post he announced the companies are “getting there,” and that the XR device was “not too far away.”

It’s not clear what sort of device it will be, since ‘XR’ essentially covers the entire gamut of immersive headsets, including augmented reality (e.g. HoloLens), virtual reality (e.g. Meta Quest 2), and mixed reality (e.g. Meta Quest Pro). Our best bet though is on a standalone MR headset, which uses passthrough cameras to layer computer-generated visuals on top of the user’s physical space, essentially replicating the experience you might have on a see-through AR display, albeit on a VR device.

MR headsets include Meta Quest Pro, HTC Vive XR Elite, and Apple’s rumored headset which is reportedly set to arrive sometime early this year at around $3,000.

Meta Quest Pro | Image courtesy Meta

As you’d imagine, Qualcomm is tasked with building the XR device’s chipset, while Samsung will manufacture the headset’s hardware. Software will be provided by Google; WaPo reports it will be running on “the unannounced version of the Android operating system meant specifically to power devices such as wearable displays.”

With the exception of Qualcomm, which not only produces XR-specific chipsets but also regularly shows of its own XR headset references, both Samsung and Google’s commitment to the project are kind of a long-awaited homecoming.

Samsung was one of the first truly massive tech companies to develop VR hardware. Starting in 2014, the company partnered with Meta (then Oculus) on the Samsung Gear VR platform, which paired the Galaxy Note 4 phone with a headset shell sporting an optimized intertidal Measurment unit (IMU). Samsung Gear VR was essentially the first high-quality 3DOF mobile VR experience offered to consumers, marking a stark departure from the sort VR experiences you could find on Google’s more open, but decidedly lower-quality Cardboard platform.

Notably, Samsung hasn’t released a VR product since the launch of the PC VR headset Odyssey+. Like seemingly all big tech firms these days, it appears to be working on AR glasses.

Smasung Odyssey+ | Image courtesy Samsung

Google, although reportedly also working on AR device, similarly shelved its VR ambitions when it discontinued its standalone Daydream platform in 2019, something which at the time was essentially the nail in the company’s Android VR coffin. Google previously worked with Lenovo in 2018 to produce its first and only standalone Daydream VR headset, the Lenovo Mirage Solo, which offered 6DOF room-scale tracking while providing only a single 3DOF clicker-style controller.

Since then, Google has only really been vocal about its experimental system for immersive video chatting, Project Starline, which lets people engage in face-to-face video chats without needing an AR or VR headset.

Typically, we’d say Mobile World Congress 2023 would be the next logical place to share more info about the XR hardware partnership. Samsung, Qualcomm and Google will all be present, so we may just learn more there when the week-long event kicks off in Barcelona, Spain on February 27th.

Samsung Partners with Google & Qualcomm to Release Android-powered XR Device Read More »

the-first-powered-by-the-latest-qualcomm-snapdragon-wear-4100+-platform

THE FIRST POWERED BY THE LATEST QUALCOMM SNAPDRAGON WEAR 4100+ PLATFORM

November 26, 2021 by

It is with great excitement that Fossil announces the newest generation to our wearables portfolio: the Gen 6 Touchscreen Smartwatch. The Gen 6the smartwatch will be the first smartwatch powered by the Qualcomm® Snapdragon Wear™4100+ Platform, providing users faster application load times, highly responsive user experiences, and more efficient power consumption. In addition, the battery charging speed is two times faster than leading smartwatches, reaching 80% charge in just over 30 minutes. Users will also benefit from continuous heart rate tracking, a new SpO2 sensor, speaker functionality to make and receive tethered calls, software updates from Wear OS by Google™and Fossil Group, smart battery modes, and more. The Fossil brand Gen 6 smartwatch will be first to market, launching globally for pre-order for Android™and iOS phone users alike beginning August 30.

Gen 6 will also be compatible with Google’s new system update, Wear OS 3, announced earlier this year. The smartwatch will be eligible for the Wear OS 3 system update in 2022, alongside other updates that will continue to improve the overall user experience.

“We are proud to announce our highly-anticipated next generation of smartwatches. At Fossil Group, we are always striving to deliver increased performance and delight users, working in partnership with Qualcomm and Google, and we are excited by the new capabilities Gen 6 is bringing to our users. Faster interface, less time to charge, and upgraded health and wellness features are only a few of the benefits Gen 6 will see as our teams continue to innovate and evolve our smartwatch portfolio,” says Steve Evans, Fossil Group EVP Chief Brand Officer. “We also know how crucial personalized style continues to be in the wearables space for our design-conscious consumer, so I am excited to share that in addition to Fossil brand, Michael Kors will soon be launching Gen 6 as well. Our innovation teams at Fossil Group continue to provide users the best-in-class experience without compromising stunning design from brands they love.”

“Fossil Group and Qualcomm have had a long-standing partnership and have led the convergence of fashion and technology in the industry,” says Pankaj Kedia, Global Head of Wearables, Qualcomm Technologies, Inc. “We are delighted to have collaborated with Fossil Group on their latest smartwatch, the Gen 6, which is the first product to come to market based on our Snapdragon Wear 4100+ platform. This platform enables users to experience lightning-fast processing and richer, always-on, ambient modes and watch faces with ultra-low power consumption thanks to the integration of the always-on co-processor in the platform.”

The new Fossil brand Gen 6 smartwatch launches with four colorways in a 44mm case and three colorways in a 42mm case for added size options. In addition to offering seven timeless styles and endless interchangeable strap options, users can customize dials and buttons to UNDER EMBARGO until August 30 at 8 a.m. CST to easily access their most-used functions. Fossil Gen 6 is upgradable to Wear OS 3, Google’s new system update announced earlier in the summer, and will benefit from continued improvements in features and user experience.

(Visited 1 times, 1 visits today)

Last modified: November 17, 2021

About the Author:

Darik is the Editorial Director at TheCESBible.com

THE FIRST POWERED BY THE LATEST QUALCOMM SNAPDRAGON WEAR 4100+ PLATFORM Read More »