XR Headsets

meta-quest-3-and-apple-vision-pro:-a-tale-of-two-headsets

Meta Quest 3 and Apple Vision Pro: A Tale of Two Headsets

Both Apple and Meta revealed highly anticipated headsets in the last seven days. The hype is just about the only thing they have in common. The two headsets have different audiences, different affordances and requirements, and drastically different price points. As such, they illuminate two drastically different approaches to the XR space.

The Meta Quest 3

The Meta Quest 3 has been the subject of rumors, speculation, leaks, and outright fabrication probably since before the Quest 2 came out. But, it was officially announced last week and is set to launch this fall.

The headset has been relatively easy to speculate on, seeing as it is the fourth iteration of flagship headsets in a familiar and built-out hardware and software ecosystem. As was largely expected, the Quest 3 appears to largely be a blend of the successful elements of the Quest 2 and some of the more advanced features that we saw from the Quest Pro.

From fairly early on, the Quest Pro was largely seen as a dev kit and a testing ground for future products. Pro hallmarks coming to the Quest 3 include color passthrough and the Pro controllers. The price of the Quest 3 is significantly less expensive than the Quest Pro, if slightly more expensive than the Quest 2, coming in at $499.

Following the announcement, most of what we have to go on as far as what kind of punch the Quest 3 packs still does largely come from speculation. Where previous Quest headsets were announced at last year’s Connect – Meta’s biggest annual event – the Quest 3 was announced through a relatively low-key social media campaign on the morning of the Meta Gaming Showcase.

Meta Quest 3 headset

As anticipated as the Quest 3 has been, it might not be the most hyped headset of all time – or even the most hyped headset to come out this week. Meta’s seemingly hasty announcement of the Quest 3 seems to have been timed to come out before Apple’s announcement of the Vision Pro.

The Apple Vision Pro

Apple’s entry into XR has long been awaited – if only because the company has repeatedly put off announcing a product. So, after all of the wait, what can the headset actually do?

The headset’s 12 cameras, five sensors, and six mics enable controller-free tracking, voice interactions, and impressive audio. Connected to a device it can run all day, but a battery pack will let it run on its own for two hours. Apple reported over 10 million pixels per eye, but did not release familiar resolution metrics or field-of-view.

The headset is capable of handling 3D assets sent via messages, and it constructs a 3D avatar that can be used in video calls. Developers with early access include JigSpace, and the headset’s software is compatible with Unity.

All of that said, currently available material doesn’t show a lot of actual XR content. The headset arguably looks more like what industry insiders call an “AR viewer” – that is, rather than providing spatial content, it provides a spatial interface for 2D content. That also made up the bulk of Apple’s demonstrations of the headset – and their justification for its massive price tag.

“If you purchased a new state-of-the-art TV, surround-sound system, powerful computer with multiple high-definition displays, a high-end camera, and more, you still would not have come close to what Vision Pro delivers,” Apple’s Technology Development Group VP Mike Rockwell said in the WWDC event that introduced the device. “Apple Vision Pro starts at $3,499.”

Apple Vision Pro headset

That raises an interesting question for the XR community. An Apple Vision Pro might be able to replace all of those things. But, could it replace a Meta Quest?

New Headsets and the XR Ecosystem

Both the Quest 3 and the Apple Vision Pro had XR experts excited. Many aren’t necessarily viewing the two headsets as in competition, but are rather thinking about how the headsets’ introduction will affect the general XR ecosystem.

“The Quest 3 has finally been announced, which is great for everyone in the industry,” 3lbXR and 3lb Games CEO Robin Moulder said in a talk at this year’s Augmented World Expo. “Next week is going to be a whole new level when Apple announces something – hopefully.” 

On the morning of the third day of AWE, the Quest 3 had been announced just an hour or so earlier and the Apple announcement had yet to be aired. However, a number of speakers presented the same idea – this is an exciting time for XR and Apple is contributing to that momentum rather than creating that momentum on its own.

A Bushel of Apples in XR…

One of the XR community’s biggest hopes regarding Apple’s entrance into the market is that XR will be catapulted to the mainstream by Apple’s gravitas. One of the main concerns is that Apple tends to play by their own rules, so a wave of new Apple XR users might be disruptive (or at least, not additive) to XR’s established ecosystem. Not all share this concern.

“If Apple does announce something, they’ll do a lot of education,”  Khronos Group President Neil Trevett said during a panel at AWE. “It will progress how people use the tech whether they use open standards or not.”

Now that we’ve seen from Apple, it’s worth wondering how much education would be involved. The Vision Pro seems largely intent on offering a spatial view of Apple’s apps rather than on incorporating existing XR solutions and uses.

“Apple is not seeking to build a wide XR ecosystem with a cheaper device, like Meta with the Quest line-up,” XR analyst Tom Ffiske wrote on the headset. “The company instead seeks to monetize an already-lucrative subsection of its audience with high-margin subscriptions and software, accessible at a $3,499 price tag.”

Make no mistake: at least for now, Apple Reality Pro is another Apple device within the Apple hardware ecosystem. It is not a new XR device within anything like a metaverse ecosystem.

Apple Vision Pro

“Apple Reality Pro’s biggest advantage is integration into the Apple ecosystem,” VRDirect founder and CEO Rolf Illenberger said in an email shared with ARPost. “The all-important ability to go from the iPhone, to iPad, to Apple Watch with a similar user experience and low barrier to entry… That’s where we believe the potential exists to create believers in AR.”

Mesmerise Head of Platform, Michael Hoffman, is of the same opinion, “Compatibility with other iOS devices will also help the headset integrate more seamlessly into daily life.”

…Or a Rush on Pears?

The next question is whether Apple can bring people into XR without the Vision Pro. Meta (ignoring its various evils) did a lot to introduce people into the XR universe through incredibly low price points. This is not a game that Apple is playing at all – there probably won’t be too many Vision Pro headsets sitting under Christmas trees this year.

That doesn’t mean that Vision Pro doesn’t have a future. After all, this is the first iteration and it hasn’t even hit the market yet.

“The wire may prevent some users from purchasing the product, and the price tag will scare away many people,” Mytaverse CTO and co-founder Jamie Lopez said in an email shared with ARPost. “But Apple has a long history of lowering prices and making new hardware easier to use. Time will tell how Vision Pro changes the world.”

Still, the announcement may have brought people’s attention to XR in the shorter term. If the sticker shock scares them away from the Vision Pro but doesn’t scare them away from XR, they may find that a lot of what the Vision Pro announcement demoed is already possible on far more affordable headsets.

#WWDC23 pic.twitter.com/FVB2iu5zy0

— XREAL 👓 (@XREAL_Global) June 6, 2023

XREAL (formerly Nreal) made this connection on Twitter and, (potentially unpopular opinion) I didn’t see Apple showing the Vision Pro doing a whole lot of things that the XREAL Air can’t do – and the XREAL Air is literally a tenth of the price.

To be clear, Apple claims sarcastically high resolution for the Vision Pro. This allows users to do things like read emails and webpage text in-headset. This is still a bit of a tall order for products like XREAL.

Advancing Next-Generation Inputs

“By the time we have the Apple headset and the new Quest 3, everybody is going to be freaking out about how great hand tracking is and moving into this new world of possibilities,” said Moulder.

Hand-tracking does play a huge part in the Vision Pro announcement, as the Vision Pro doesn’t have controllers. While it can connect to other devices like Bluetooth keyboards, the headset uses a combination of gaze tracking, hand tracking, and voice commands – which was a first sign that the headset might not be particularly robust for applications like gaming.

Meta, on the other hand, has been experimenting with inputs like voice and gesture controls since the Quest 2, but is by no means ditching the controllers. As cool as gesture recognition is, more robust applications like games and enterprise applications require more nuanced controls – and for now, that still means buttons.

For what it’s worth, Moulder advocated for an input system that uses one controller for things like conjuring menus and one free hand for fine interactions. I would like to see a system like that work with applications like Nanome that provides intuitive interactions that would be great with hand tracking, but provides enough interactions that controllers are still the only way to go.

“Current hand tracking technology does not meet the needs that 6DoF controllers can provide, which consumer AR glasses don’t,” Nanome co-founder and CEO Steve McCloskey told ARPost in a recent in-platform interview.

Time Will Tell

Will flocks of people buy the Apple Vision Pro? Will those that don’t, pick up headsets like the Quest 3 or even consumer AR glasses? Do Quest 3 and Apple Vision Pro exist in the same market, or was Zuckerberg wrong to time his announcement in a way that forced the two headsets into an artificial narrative? All I know is, it’s going to be an interesting couple of years.

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VITURE One XR Glasses Hit the Market in Style

Have you been waiting for sleek wearable XR glasses that would look great with any outfit? Your long wait is over. VITURE, the innovative tech startup, has officially launched its highly anticipated product, the VITURE One XR Glasses.

Step into a new realm of immersive entertainment. Get ready to redefine your gaming and streaming experiences with this wearable technology. These cutting-edge XR glasses introduce a new era of immersive mobile extended reality experiences. With the ability to stream and play games anywhere–and in style, VITURE One XR Glasses redefine on-the-go entertainment.

Unleashing Limitless Experiences With VITURE One XR Glasses

Imagine a breathtaking 120-inch virtual screen projecting directly into a stylish pair of sunglasses, transporting you into an unparalleled gaming and streaming adventure. The VITURE One XR Glasses empower you to embark on captivating journeys with a level of immersion that feels truly lifelike.

The VITURE One XR Glasses immerse users into a captivating gaming or streaming experience. Weighing just 78g, these portable glasses offer a supersized virtual screen without the bulkiness of traditional VR headsets. They provide a private viewing experience, making it ideal for gaming enthusiasts or travelers who want to enjoy streams or games without disturbing others.

Paired with the VITURE One Mobile Dock, these glasses are about to revolutionize the way you engage with virtual worlds. They enable seamless connectivity with devices like the Nintendo Switch and mobile phones. With multiplayer gaming and expanded entertainment options, VITURE empowers you to share unforgettable moments with friends anytime, anywhere.

VITURE One XR glasses and Mobile Dock on a table

The retail price of VITURE One XR Glasses and Mobile Dock is $549 and $159, respectively. But you can nab them for $439 and $129 during the special promotional launch. The Dock Pack is also available at the promo launch price of $568, which is over $100 less than the expected retail price of $708.

Immersive Technology Redefined

The VITURE One XR Glasses incorporate revolutionary technology to provide an unrivaled XR experience. The magic begins with dimmable electrochromic film lenses, allowing you to customize the visual intensity according to your preferences and surroundings. These glasses also feature built-in myopia adjustments, catering to the needs of near-sighted users without compromising on the immersive experience.

Prepare to be mesmerized by the revolutionary reverse sound field audio system developed in collaboration with HARMAN. This advanced audio technology takes you on an auditory journey, surrounding you with spatial sound that breathes life into every virtual world. Combined with strong color calibration, a wide color gamut, and native 3D and 3DoF support, the VITURE One XR Glasses create an all-encompassing sensory experience like never before.

Fashion Meets Immersion

VITURE strives to create a synergy of aesthetics, comfort, and function. That’s why the VITURE One XR Glasses were designed in collaboration with LAYER, a prestigious design studio renowned worldwide. This dynamic partnership has resulted in sleek and stylish eyewear that seamlessly blends fashion with technology.

VITURE One XR glasses beige

Not only do the glasses offer an immersive experience, but they also make a bold fashion statement. These dark-tinted glasses can give your aviators a run for their money when it comes to style. They also prioritize comfort, allowing you to lose yourself in extended gaming or streaming sessions without any unease. Indeed, the VITURE One XR Glasses defy the notion that fashion and immersive experiences are mutually exclusive, proving that you can have it all.

“With portable gaming and entertainment becoming more and more prevalent, we are thrilled to bring the first stylish XR solution to the market that can handle AAA gaming and streaming on the go,” said David Jiang, co-founder and CEO of VITURE, in a press release shared with ARPost. “We’ve already received great feedback from pre-order customers and can’t wait to get VITURE One in more people’s hands to transform the way they experience entertainment.”

Pushing the Boundaries in Wearable XR

As the XR industry continues to evolve, VITURE aims to push the boundaries of what’s possible. As portable gaming and entertainment take center stage, VITURE proudly introduces a stylish XR solution that unlocks the power of AAA gaming and streaming on the go.

VITURE Next Gen AR Glasses streaming

Embark on a journey where virtual worlds come to life, enveloping your senses and unlocking a new dimension of entertainment. The VITURE One XR Glasses are here to redefine the future of gaming and streaming, setting the stage for limitless possibilities in XR wearables. Experience the revolution today and embrace a future where immersion knows no bounds.

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The Next Frontier of XR Hardware

As we head into the next generation of XR hardware, here are some of the big developments and releases coming out of the industry.

Where Is XR Heading?

Terminology and ease of access has meant that it has been a challenge to inform the general public about XR platforms. But at last, we are seeing a shift from dedicated platform-specific hardware to agnostic all-in-one devices that makes sense for all involved.

As developers, we can design multi-purpose experiences that are fluid whilst the consumers need only to concern themselves with a single piece of kit that can do it all. That’s the direction we’re going in right now and companies are laying their cards on the table in a bid to be the dominant force driving us forward through their own varying strategies.

Think how Microsoft revolutionized personal computers, or how Apple changed the mobile phone market forever. We’re on the cusp of another life-changing piece of technology and the race is on.

There has been a multitude of devices announced, rumored, and even speculated upon. The common themes you’ll see pushed by the marketing teams are weight and resolution.

Let’s take a look at the technology coming our way.

What Is Everyone Working On?

Magic Leap 2

Magic Leap jumped the starting gun and played their cards early. The Magic Leap 2 was released in September last year with an entry price point of $3,299.

The most immersive enterprise AR device is now available.

Built for enterprise. Developed for developers. Designed for extended daily use. Learn more and order at the link in our bio. pic.twitter.com/KAOb79lneC

— Magic Leap (@magicleap) September 30, 2022

An updated version of their first MR device, it features 1440 x 1760 resolution and weighs in at a tiny 260g. In comparison to the upcoming competitors we’ll discuss, this device by far stands above the rest in terms of financial expense alongside Apple.

Reality Pro

Apple’s Reality Pro is rumored to be unveiled in the next few months and a speculated price point of $3000 puts it up there with the Magic Leap 2 for its inaccessibility to the average consumer.

With Apple being rumored to enter the field of VR/AR, there are numerous speculations of these high price tags and a focus on productivity over gaming, which has been a major drive in VR platform focus in the past few years.

It will be interesting to see what Apple brings to the field as there might not have been much of a consumer-side push for a VR device that is focused on productivity, taking calls, and using regular phone apps in VR over just gaming or fitness.

The device will supposedly make use of hand tracking or a clothes-pin like a finger module for pointing and selection. Meta, in contrast, is aiming for a more commercially viable XR product.

Quest 3

The Quest 3 is one of the most anticipated and discussed XR headsets this year, with little information being known about it even now. Zuckerberg has tipped a price point between $300-500 and the release is expected later this year.

There is currently much speculation about whether it will be packing the in-development Qualcomm’s Snapdragon XR 2 Gen 2 chip or the same XR 2 chip from the previous model. It’s a strong contender to be the headset that sets the new standard for value.

PICO 4

ByteDance was another early offering in the hardware market. The PICO 4 virtual reality headset was released mid-October last year and features 4K+ resolution, a weight of 295g, and is available in Europe and East Asia for  €399 (around $428).

Pico 4 VR headset

Arguably one of the lesser-known devices and studios, this is ByteDance’s offering as a viable competitor to Meta, specifically the Quest 2. While it packs a punch, it also has some limitations, such as low-resolution passthrough, Meta might be about to blow it out of the water. With the Quest 3 on the horizon, a lot of consumers are holding off on the PICO 4 at the moment.

HTC

HTC is about to release its offering in the form of the VIVE XR Elite with a release date of February 25 and an entry-level price of $1,099. With it being the most decorated VR headset at CES 2023, expect them to go toe-to-toe with Meta for dominance in the market.

On paper, they are fairly evenly matched and it could come down to pure user experience and well-designed software. HTC is doubling down on VR glasses for smaller experiences like in-car journey entertainment and movie watching through the VIVE Flow.

It is possible that these developments and improvements in hardware will converge into smaller wearable devices that are suited more for passthrough or passive experiences but can also be worn for work too, like the high-end VIVE XR Elite and Meta Quest Pro.

Sony

Sony is also bringing out the PSVR2, which is said to use eye tracking for menu selection and navigation of user interfaces. With the PSVR2 and Apple VR, both are moving away from controller-oriented inputs which could bring a layer of accessibility to VR.

Upcoming XR hardware - PlayStation VR2 headset

How often have we shown a friend or family VR and had to explain to them where the buttons are on the controllers for the first time? If headsets move towards using eye-tracking selection and hand tracking, controllers could become optional for devices like these, which could also bring down the hardware price for consumers and help drive adoption through the reduction of learning curves.

Why We Need to Get It Right

The metaverse remains at this point a vision for the future and will do so until an extensive commercial breakthrough is made. The metaverse is entirely dependent on engagement and interconnectivity. There is a harsh expectation of constant usage and whilst some would argue that our lives are already technologically dependent, the level of integration into our lives that we’re talking about is unprecedented.

Accessibility also remains a firm stumbling block as technology will take some time to offer true value to people and not act as a luxurious gimmick. This is likely to remain the case for the near future. We do need to evaluate moving forward which hardware ultimately works for users and developers alike. But for now, we are testing what’s possible and creatively, it is a great time to be involved.

Guest Post


About the Guest Author(s)

Rob Farthing

Rob Farthing

Rob is a Unity-certified Artist and digital programmer for XR applications with experience in pairing machine learning with augmented reality. Since graduating from the University of Portsmouth (BSc Hons 1st class) in 2016, Rob has developed a range of immersive experiences for clients such as Samsung, GSK, and Harman.

Chris Hull

Chris Hull

Graduating in Computer Animation (Hons) at Bournemouth University’s prestigious NCCA in 2017, Chris has broad knowledge across the 3D pipeline with a specialization in Application Development and XR technologies. He has worked in various industry roles and developed a broad portfolio of previous clients including Red Bull, IKEA, and The Ministry of Defense.

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realwear-announces-navigator-520-assisted-reality-enterprise-headset

RealWear Announces Navigator 520 Assisted Reality Enterprise Headset

RealWear’s Navigator series of enterprise “assisted reality” headsets just got bigger. The company recently announced the Navigator 520, an updated version of the series flagship model released just over a year ago.

Improvements Due to New “HyperDisplay”

The RealWear Navigator 500 launched in December of 2021 and it does what it was designed for well. But, in XR, doing something well is seldom used as an excuse not to improve. As a result, you have to look pretty closely to notice the differences between the 500 and the recently announced 520. At least, looking at it from the outside.

Looking at side-by-side product images, you can notice that the Navigator 520 has improved eye relief – that is to say, that the screen is farther from the wearer’s eye. In industry settings, this means that users can see more of their surroundings while still getting what they need on the display. It also improves eye comfort, which is important in a device designed for all-day wear.

RealWear Navigator 500 vs Navigator 520

Of course, RealWear didn’t just move the same display and called it a new product. The company was able to improve eye relief by improving the display itself. The Navigator 520 features the company’s new HyperDisplay technology integrating a larger eye box and a higher-definition screen with brighter colors.

“With the launch of RealWear Navigator 520 we’ve continued to put ourselves in the shoes of a modern frontline professional who wants to stay connected and empowered,” RealWear Chief Product Officer Rama Oruganti said in a release. “This product brings together a year of major improvements and innovations on the RealWear platform.”

Navigator 520

The hardware similarities are a benefit to the Navigator 520, as the modular device is compatible with a number of components and accessories already developed for the Navigator 500, including the voice-operated thermal camera announced by the company in November 2022.

Is Upgrading to the Navigator 520 Worth It?

Whenever an updated version of a standby comes out, there are two natural responses: excitement and skepticism. Is it worth updating to the 520 if you already use the 500? Is the 520 worth the extra money while the 500 is still available for less?

There are demos that simulate the 520’s resolution difference behind the HyperDisplay link above so you can get an idea of the display changes. It’s also worth asking whether your particular use case would benefit from improved eye relief. Are long shifts and situational awareness pain points in your particular situation?

It’s also worth remembering that given the cross-compatibility between the two devices, upgrading from the 500 to the 520 doesn’t necessarily mean that you have to replace any modules, accessories, and mounts that you may already be using.

RealWear Navigator 520 worker

What is the cost difference? The Navigator 500 is $2,500 and the Navigator 520 is $2,700. If you’re looking at getting started with RealWear, the difference may be negligible given all of the improvements of the newer model.

If you already have a fleet of 500s, replacing them all could be rough. However, replacing 500s with 520s as needed might be the way to go given component compatibility. And, after all, one year seems to be becoming the standard XR product cycle these days. RealWear headsets are built to last, but that doesn’t mean that the specs were never going to go out of date.

Options for Improvement

RealWear is keeping up with the trend in XR wearables these days, namely releasing new devices while the previous generation still has a shelf-life. While this can be frustrating when it means replacing whole fleets of units, the Navigator 520 in RealWear’s product structure provides flexibility for users at different stages of device deployment.

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VITURE: Ushering in a New Era of XR and Interactive Experiences With Innovative Wearable Tech

A new XR startup is set to change the way we approach interactive experiences, combining portability, functionality, and style in its line of wearable tech. In just its first year of business, VITURE already received a number of significant recognitions for its flagship product, the VITURE One XR glasses. These accolades include being named a CES® 2023 Innovation Awards Honoree, one of TIME’s Best Innovations of 2022, and winning the Fast Company 2022 Innovation by Design Award.

The company has also made a significant impact on Kickstarter, raising more than $3 million for the VITURE One XR glasses.

VITURE One XR glasses wearable tech

Let’s take a look at how VITURE is breaking barriers in the wearable tech industry and how it plans to change the way we experience XR.

The VITURE One XR Glasses

The startup is known for its flagship product: the VITURE One XR glasses.

Combining functionality and style, their XR glasses are set to change the way we engage with content. Designed to deliver unique audiovisual experiences, the glasses utilize HARMAN AudioEFX technology, which delivers immersive audio experiences via a near-ear surround system and electrochromic film, which enables users to switch between Immersive and Ambient modes.

Aside from incorporating impactful technology into the VITURE One, other patented features enable the glasses to deliver next-level immersive experiences. These include accessibility features, such as the swappable nose bridge pads, the option to adjust the XR glasses to your eye prescription, a magnetic connector for easier linking to other devices, and head-tilt navigation for fully hands-free navigation.

VITURE One XR glasses - myopia

The VITURE Story

As an avid gamer himself, VITURE co-founder and CEO David Jiang saw an opportunity for on-the-go entertainment. According to Jiang, he noticed that in-person experiences, such as sports games, are vastly different when viewed on TV. He wants to continue developing AR/XR technology that will allow users to access such immersive experiences, as well as super interactive sports experiences, in a virtual setting.

“With portable gaming and entertainment becoming more prevalent than ever, we’re pleased to bring the first stylish XR solution to the market that can handle streaming and AAA gaming on the go,” said Jiang in a press release shared with ARPost.

VITURE One XR glasses and neckband wearable tech

After working on other major projects, such as Google Glass, and noticing the growing need for on-the-go mobile gaming experiences, he connected with progressive inventors in 2021 to start working on the VITURE One XR glasses.

Through Jiang’s experiences, studying at the Harvard School of Design, working as a Microsoft intern, and working at Google, he discovered how users interact with personal technology. This discovery was a major influence on how the VITURE One XR glasses are designed, putting an emphasis on providing users with an optimal experience.

As an expert in spatial tech, as well as in AR tech and design, Jiang was able to design innovative wearable tech that’s both functional and fashionable.

Redefining the Future of Wearable Tech

What’s next for VITURE?

The VITURE One, together with its Mobile Dock, was available for demos at CES 2023. Aside from being able to try out the XR glasses, attendees had the opportunity to be among the first to see the Mobile Dock in action.

VITURE One XR glasses and Mobile Dock
VITURE One XR glasses and Mobile Dock

This new addition to the VITURE lineup will allow users to access new features, such as multiplayer mode, and compatibility with other viewing and gaming devices, such as the Nintendo Switch, Steam Deck, and TV sticks.

Aside from the Mobile Dock, there are also plans to create additional apps and features for the VITURE One neckband, shortly after the XR glasses are released with full availability in March.

Far from being just a wearable tech for gaming, the VITURE One XR glasses are also designed to elevate the way we stream our favorite content. Whether it’s using the apps through the neckband or using connections to other devices, users will be able to stream their favorite content anytime, anywhere.

VITURE’s awards continue to fuel VITURE’s drive for innovation. Aside from the accolades, the team greatly values the feedback received from early testers and users.

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vive-announces-the-xr-elite-standalone-vr-headset-with-xr-passthrough

VIVE Announces the XR Elite Standalone VR Headset With XR Passthrough

After a week of publicity and hype, VIVE held what might have been the least exciting product launch in the history of extended reality (at least, for people who weren’t at the Consumer Electronics Show). But the product that it launched is a potential Quest killer.

Walk Softly and Carry a Big Stick

For the last three weeks or so, VIVE has been emailing its lists about “big news coming,” “the big debut,” and “our newest product.” It doesn’t take long memory to recall that the VIVE FLOW launch was a complete cinematic experience, featuring talks from company leaders, presentations of user footage, detailed tech specs, and loads of promotional hoopla.

It also doesn’t take long memory to recall that the device largely underwhelmed consumers. Despite being the most affordable device from the company on the high-end of the consumer market, the headset didn’t seem as exciting as devices like the Quest 2 (review). It has an interesting lightweight form factor but packs less punch in terms of experiences and capability.

If there was a flashy live launch, making it more available might have been a welcome thought as for most people the launch consisted of the webpage refreshing to show the new device and two one-minute YouTube videos. But that new device might be a game changer.

First Look at the VIVE XR Elite

VIVE XR Elite is a stand-alone headset that supports downloadable apps and games as well as wired or wireless streaming from a PC. The headset offers 1920×1920 pixels per eye with a 110-degree field of view and a 90 Hz refresh rate run by a Qualcomm Snapdragon XR2 processor. Also on board are dual microphones and built-in speakers.

Vive XR Elite VR headset

Four tracking cameras, a 16 MP RGB camera, a depth sensor, a G-sensor, a gyroscope, and a proximity sensor enable all of the industry standard VR abilities including inside-out tracking. The headset is also promoted for passthrough mixed reality but no demo footage and little additional information is available on this feature at this time.

As far as ergonomics, the headset features manual interpupillary-distance adjustment and diopter focus adjustment for use without prescription lenses. Most intriguing in this category is the battery pack, which can be worn for additional power or removed entirely and replaced with arms, apparently turning the headset into a form factor that looks a lot more like (big) glasses.

The headset also comes with two controllers that look alarmingly like Quest 2 controllers. While controller technology has changed a lot in the last few years, including in VIVE devices, these look like a potential step back.

That in mind, the headset is shipping for $1,099 – a solid $400 less than the Quest Pro. That’s also more than $600 more than the Pico 4 which seems to be in a similar ring in terms of hardware but also shows no signs of launching in the States any time soon.

The VIVE XR Elite is available for preorder now and those who order before February 15 get five free titles. Shipping is expected to begin in early March.

Where Are We as an Industry?

This headset raises some questions and shines a lot of light on where the industry is headed. It seems clear that passthrough MR is becoming the industry standard for hardware just like stand-alone functionality became the standard not so long ago.

vive xr elite headset

More intriguingly, the headset shows competitive hardware at a competitive price point. For most of the company’s history, they have been content with releasing more robust hardware with a bigger price tag.

While the VIVE FLOW was arguably a compromise on both price and features, the XR Elite looks to be competitive in both areas, which is also promising for future devices. This, with the exception of the controllers, which may be a step back but are certainly not a step forward like we saw with Meta’s Quest Pro controller redesign.

The main question is about passthrough in the ecosystem. Passthrough wasn’t played up in the XR Elite launch the way that it was for the Pico 4 or Quest Pro, but the feature seems to be one with mixed reviews. Enthusiasts seem interested in its potential, but the technology remains not only challenging in terms of execution but also of less interest to general users.

Passthrough or Bust?

When the industry is so dynamic, it’s easy to wonder what comes next. The company may have been able to release the Quest 2 killer that we hoped VIVE FLOW was going to be, but instead released a Quest Pro killer when the Quest Pro is already burdened with a big price tag and awkward features. But, is it too late for companies to release VR models without passthrough?

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