Tuesday, 31 March 2020

HTC to Sell Cosmos Elite Headset Separate from Controllers & Base Stations

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HTC announced that it will begin selling a headset-only package of Cosmos Elite priced at $550. Though Cosmos Elite became available last month, it was only sold in a package that included controllers and base stations for $900. Offering the headset by itself makes Cosmos Elite a more attractive option for those who already own controllers and base stations.

In an op-ed last month I outlined the confusing positioning of HTC’s various VR headsets and noted how the modularity of Cosmos wasn’t practical when considering the pricing structure. Among those issues is the fact that HTC left no clear path for its existing Vive owners (who already own SteamVR Tracking controllers and base stations) to buy into the Cosmos headset without re-buying controllers and base stations:

This modularity would make a bit more sense if HTC would sell the Cosmos headsets separately. After all, that way people who bought into their VR hardware with the original Vive (which means they already have SteamVR Tracking base stations and controllers) would benefit from that investment by simply buying the Cosmos Elite headset by itself to use it with their existing hardware. Instead, HTC has left no clear path for loyal, existing VR customers to choose Cosmos.

By only selling the headsets bundled with controllers and other hardware, HTC has created a roundabout path where—if you already have SteamVR Tracking base stations and controllers—your best option is to buy Cosmos Play for $500 and then add the Cosmos Elite faceplate for $200, effectively getting you the Cosmos Elite headset for $700 (instead of $900), but still leaving you with two Cosmos controllers you don’t want but had to pay for anyway.

By announcing that it will sell the Cosmos Elite headset by itself for $550, HTC has created a much more welcoming path for anyone who already owns base stations or compatible controllers to pick up Cosmos Elite without paying more for hardware they already own.

HTC is launching the headset-only Cosmos Elite package on a rolling basis in different regions:

Country       Pre-Order       On Sale
CN        N/A       16-Apr
TW       1-Apr       16-Apr
EU       7-Apr       27-Apr
UK       7-Apr       27-Apr
CA       1-Apr       1-May
US       1-Apr       1-May
AU        N/A       May
KR        N/A       May
NZ       N/A       May
JP      To be announced      To be announced
KSA       1-May       18-May
UAE       1 May       18-May

HTC has also announced the regional release dates for the Cosmos External Tracking Faceplate, the $200 add-on faceplate which brings SteamVR Tracking to the base Cosmos headset.

Country On Sale
KR Late April
CA 1-May
US 1-May
EU 15-May
UK 15-May
AU May
ME 10-Jun
TW Late April
JP To be announced

HTC is also including a digital code for Half-Life: Alyx with the purchase of any package of Cosmos Elite or the External Tracking Faceplate.

Though this change makes it far more practical for owners of existing SteamVR Tracking hardware and peripherals to consider Cosmos Elite as their next headset, at $550 it’s still got a price disadvantage compared to Valve’s Index headset which is sold by itself for $500.

The post HTC to Sell Cosmos Elite Headset Separate from Controllers & Base Stations appeared first on Road to VR.



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Coronavirus Live Updates: Scientists Warn the Virus Could Kill Up to 240,000 Americans


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New Oculus TV Series Shines A Light On The Transgender Community

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Oculus releases ‘Authentically Us’ in celebration of International Transgender Day of Visibility.

Just three months into 2020 and Oculus TV is already crushing it with its selection of captivating 360 and VR180 content. This past February saw the release of Everest VR, a jaw-dropping VR docuseries featuring some of the most stunning 360-degree footage we’ve ever seen.

Earlier this month, Oculus teamed up with popular internet duo The Slow Mo Guys on an eight-part series featuring everything from fire breathing and katana slicing to powder paint airbag explosions, all of which captured in super slow motion. Today, Oculus continued its winning streak with the release of the eye-opening VR for Good series, Authentically Us.

Available now on Oculus Quest and Oculus Go, Authentically Us shines a light on members of the LGBTQ community who often go unrecognized by the media. Developed in collaboration with Oculus VR for Good, Fovrth Studios, and Pride Foundation, the three-part series takes viewers into the homes and lives of three different individuals from Idaho, Montana, and Oregon.

“We designed Authentically Us on Oculus to help bring transgender people in our communities into our homes and lives, to see our common humanity and move toward understanding and acceptance,” says filmmaker Jesse (Jesus) Ayala in an official Oculus blog. “The COVID-19 pandemic is a great opportunity for people to understand the importance of community.”

According to Oculus:

  • We’re Still Here tells the story of Aiden Crawford, a Two-Spirit artist and historian in Boise, Idaho, as he struggles to preserve and revive his heritage.
  • She Flies By Her Own Wings follows veteran Shannon Scott as she urges for freedom and justice for all.
  • A Treasured Stat” introduces Acton Seibel, a transgender person of color working in a traditionally masculine industry as a mechanic.

“The stories together show why transgender people should be able to live and work anywhere safely,” continues Ayala. “They also show how transgender people have always been a part of our communities. The stories we tell come from states where LGBTQ communities are rarely depicted in media: Idaho, Montana, and Oregon.”

“As the United States comes together to fight the COVID-19 pandemic with many federal and state governments stepping up to defend all their residents, it saddens me that the Idaho state legislature has passed not one, but a series of anti-transgender bills targeting the transgender community in a time of heightened vulnerability.”

I had the chance to check out She Flies By Her Own Wings while attending the Tribeca Film Festival and was genuinely moved by the piece. Shannon’s courage in the face of adversity as she continued her fight for transgender rights throughout Washington D.C. was inspiring to watch.

All three episodes of Authentically Us are available now on Oculus TV.

Feature Image Credit: Oculus, Facebook

The post New Oculus TV Series Shines A Light On The Transgender Community appeared first on VRScout.



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What does a pandemic say about the tech we’ve built?

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There’s a joke* being reshared on chat apps that takes the form of a multiple-choice question — asking who’s the leading force in workplace digital transformation? The red-lined punchline is not the CEO or CTO, but: C) COVID-19.

There’s likely more than a grain of truth underpinning the quip. The novel coronavirus is pushing a lot of metaphorical buttons right now. “Pause” buttons for people and industries, as large swathes of the world’s population face quarantine conditions that can resemble house arrest. The majority of offline social and economic activities are suddenly off limits.

Such major pauses in our modern lifestyle may even turn into a full reset, over time. The world as it was, where mobility of people has been all but taken for granted — regardless of the environmental costs of so much commuting and indulged wanderlust — may never return to “business as usual.”

If global leadership rises to the occasion, then the coronavirus crisis offers an opportunity to rethink how we structure our societies and economies — to make a shift toward lower carbon alternatives. After all, how many physical meetings do you really need when digital connectivity is accessible and reliable? As millions more office workers log onto the day job from home, that number suddenly seems vanishingly small.

COVID-19 is clearly strengthening the case for broadband to be a utility — as so much more activity is pushed online. Even social media seems to have a genuine community purpose during a moment of national crisis, when many people can only connect remotely, even with their nearest neighbours.

Hence the reports of people stuck at home flocking back to Facebook to sound off in the digital town square. Now that the actual high street is off limits, the vintage social network is experiencing a late second wind.

Facebook understands this sort of higher societal purpose already, of course. Which is why it’s been so proactive about building features that nudge users to “mark yourself safe” during extraordinary events like natural disasters, major accidents and terrorist attacks. (Or indeed, why it encouraged politicians to get into bed with its data platform in the first place — no matter the cost to democracy.)

In less fraught times, Facebook’s “purpose” can be loosely summed to “killing time.” But with ever more sinkholes being drilled by the attention economy, that’s a function under ferocious and sustained attack.

Over the years the tech giant has responded by engineering ways to rise back to the top of the social heap — including spying on and buying up competition, or directly cloning rival products. It’s been pulling off this trick, by hook or by crook, for over a decade. Albeit, this time Facebook can’t take any credit for the traffic uptick; a pandemic is nature’s dark pattern design.

What’s most interesting about this virally disrupted moment is how much of the digital technology that’s been built out online over the past two decades could very well have been designed for living through just such a dystopia.

Seen through this lens, VR should be having a major moment. A face computer that swaps out the stuff your eyes can actually see with a choose-your-own-digital-adventure of virtual worlds to explore, all from the comfort of your living room? What problem are you fixing, VR? Well, the conceptual limits of human lockdown in the face of a pandemic quarantine right now, actually…

Virtual reality has never been a compelling proposition versus the rich and textured opportunity of real life, except within very narrow and niche bounds. Yet all of a sudden, here we all are — with our horizons drastically narrowed and real-life news that’s ceaselessly harrowing. So it might yet end up a wry punchline to another multiple choice joke: “My next vacation will be: A) Staycation, B) The spare room, C) VR escapism.”

It’s videoconferencing that’s actually having the big moment, though. Turns out even a pandemic can’t make VR go viral. Instead, long-lapsed friendships are being rekindled over Zoom group chats or Google Hangouts. And Houseparty — a video chat app — has seen surging downloads as barflies seek out alternative night life with their usual watering-holes shuttered.

Bored celebs are TikToking. Impromptu concerts are being live-streamed from living rooms via Instagram and Facebook Live. All sorts of folks are managing social distancing, and the stress of being stuck at home alone (or with family), by distant socializing: signing up to remote book clubs and discos; joining virtual dance parties and exercise sessions from bedrooms; taking a few classes together; the quiet pub night with friends has morphed seamlessly into a bring-your-own-bottle group video chat.

This is not normal — but nor is it surprising. We’re living in the most extraordinary time. And it seems a very human response to mass disruption and physical separation (not to mention the trauma of an ongoing public health emergency that’s killing thousands of people a day) to reach for even a moving pixel of human comfort. Contactless human contact is better than none at all.

Yet the fact all these tools are already out there, ready and waiting for us to log on and start streaming, should send a dehumanizing chill down society’s backbone.

It underlines quite how much consumer technology is being designed to reprogram how we connect with each other, individually and in groups, in order that uninvited third parties can cut a profit.

Back in the pre-COVID-19 era, a key concern being attached to social media was its ability to hook users and encourage passive feed consumption — replacing genuine human contact with voyeuristic screening of friends’ lives. Studies have linked the tech to loneliness and depression. Now that we’re literally unable to go out and meet friends, the loss of human contact is real and stark. So being popular online in a pandemic really isn’t any kind of success metric.

Houseparty, for example, self-describes as a “face to face social network” — yet it’s quite the literal opposite; you’re foregoing face-to-face contact if you’re getting virtually together in app-wrapped form.

The implication of Facebook’s COVID-19 traffic bump is that the company’s business model thrives on societal disruption and mainstream misery. Which, frankly, we knew already. Data-driven adtech is another way of saying it’s been engineered to spray you with ad-flavored dissatisfaction by spying on what you get up to. The coronavirus just hammers the point home.

The fact we have so many high-tech tools on tap for forging digital connections might feel like amazing serendipity in this crisis — a freemium bonanza for coping with terrible global trauma. But such bounty points to a horrible flip side: It’s the attention economy that’s infectious and insidious. Before “normal life” plunged off a cliff, all this sticky tech was labelled “everyday use;” not “break out in a global emergency.”

It’s never been clearer how these attention-hogging apps and services are designed to disrupt and monetize us; to embed themselves in our friendships and relationships in a way that’s subtly dehumanizing; re-routing emotion and connections; nudging us to swap in-person socializing for virtualized fuzz designed to be data-mined and monetized by the same middlemen who’ve inserted themselves unasked into our private and social lives.

Captured and recompiled in this way, human connection is reduced to a series of dilute and/or meaningless transactions; the platforms deploying armies of engineers to knob-twiddle and pull strings to maximize ad opportunities, no matter the personal cost.

It’s also no accident we’re seeing more of the vast and intrusive underpinnings of surveillance capitalism emerge, as the COVID-19 emergency rolls back some of the obfuscation that’s used to shield these business models from mainstream view in more normal times. The trackers are rushing to seize and colonize an opportunistic purpose.

Tech and ad giants are falling over themselves to get involved with offering data or apps for COVID-19 tracking. They’re already in the mass surveillance business, so there’s likely never felt like a better moment than the present pandemic for the big data lobby to press the lie that individuals don’t care about privacy, as governments cry out for tools and resources to help save lives.

First the people-tracking platforms dressed up attacks on human agency as “relevant ads.” Now the data industrial complex is spinning police-state levels of mass surveillance as pandemic-busting corporate social responsibility. How quick the wheel turns.

But platforms should be careful what they wish for. Populations that find themselves under house arrest with their phones playing snitch might be just as quick to round on high-tech gaolers as they’ve been to sign up for a friendly video chat in these strange and unprecedented times.

Oh, and Zoom (and others) — more people might actually read your “privacy policy” now they’ve got so much time to mess about online. And that really is a risk.

*Source is a private Twitter account called @MBA_ish



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VR Grapple Shooter SWARM Swings Its Way Onto Headsets This Summer

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Spider-Man meets classic Centipede in this arcade-style VR shooter.

If there’s one thing we’ve learned from games like Windlands and the Spider-Man: Far From Home Virtual Reality Experience, it’s just how fun swinging in VR can be when done right.

Greensky Games’ SWARM aims to capitalize on that fun, offering players an action-packed arcade shooter in which they’ll battle gargantuan mechanical opponents while swinging across brightly-colored environments like a futuristic Spider-Mans. The players primary tool is their grappling hook, which they’ll use to swing from a series of yellow platforms scattered throughout the map as they dodge incoming fire.

At the same time they must use their dual pistols to battle swarms (see what I did there?) of robotic enemies, from small drones to giant mechanical serpents. According to the developer, SWARM takes heavy inspiration from fast-paced arcade classics, the most obvious of which being Atari’s legendary shooter Centipede.

“From the start we were focused on building something where you can jump in for a 10-20 minute session and make progress,” states Greensky Games founder Peter Le Bek in an official release. “We also wanted to build a game with an incredible motion mechanic. We’d been enjoying grappling in Windlands and we felt like grappling in VR could feel even better.”

“We spent 4 months iterating on grappling, and had a breakthrough when we gave the rope some elasticity and tension simulation – suddenly it felt like we had more control and power, more like Spider-Man. From there we considered building a 3D platformer, or a racing game, but we settled on the arena shooter because swinging through explosions and plunging down on enemies while shooting them was just ridiculously fun!”

SWARM will include globally competitive leaderboards upon its release this Summer on Oculus Quest, Oculus Rift/Rift S, and Steam. The game will support cross-buy between the Rift and Quest. For the best possible experience, however, Le Bek recommends the Oculus Quest due to it’s wireless capabilities.

(Image Credit: Greensky Games)

“We developed early prototypes of the grapple mechanic on Rift,” continues Le Bek. “Trying it on Quest for the first time took the feeling of freedom to a totally different level. The combat in Swarm is truly 360 and being able to spin around to shoot an enemy chasing you feels 100x better without a wire in the way.”

Feature Image Credit: Greensky Games

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VR Launch Title Headmaster Getting ‘Lost Lessons’ DLC, Physical Release

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Nearly four years on from its launch on PSVR (and subsequent releases on PC VR), Headmaster is getting its first DLC.

Called The Lost Lessons, the DLC will be arriving on all platforms this April. As the name implies, the pack will feature 10 new missions that explore new ideas not previously seen in the original game. The developer says that these are some of the game’s most “outrageous” challenges. There’s also an advanced Party Mode level to complement the update the game got late last year. You can get a brief look at what’s included in the tweet below.

Headmaster presents a novel use of VR headsets, getting you to headbutt soccer balls at targets. The headset’s tracking makes for the perfect controller to do that with, but developer Frame Interactive also dresses up the experience with a strangely deep story mode.

Elsewhere, Headmaster is getting a physical release on PSVR via Perp Games. The Extra Time Edition, as it’s called, will feature both the Party Mode update and this new DLC. That’s arriving on June 5. The DLC on its own will cost $7.99 with a 10% discount available at launch. Headmaster costs $19.99 on the PlayStation Store so the physical version may come in around that price.

We thought Headmaster was quite fun when it first released on PSVR, though the novelty of the experience could wear off quickly. Hopefully adding these new levels into the mix will remedy that situation somewhat.

Will you be checking out Headmaster’s new DLC? Let us know in the comments below!

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How Valve brought 'Half-Life' to VR

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It's hard to believe that a new Half-Life game is actually here. Half-Life: Alyx is everything I've ever wanted from a flagship VR game. It takes full advantage of the immersiveness of virtual reality, and while it might not be the sequel many gamers...

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Lies Beneath Review: Surviving Stylish Horrors

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Lies Beneath is an action-packed single-player survival horror game published by Oculus Studios and developed by Drifter Entertainment, the same team behind PC VR co-op shooter Gunheart and Robo Recall: Unplugged on Quest. Read our full Lies Beneath review below for more!

The Oculus Quest has a great selection of VR games. But what you might notice when browsing the Store or looking through your Library of content is that there is certainly a lack of narratively-driven single player titles. Other than Vader Immortal, Apex Construct, Moss, Virtual Virtual Reality, Journey of the Gods, and a handful of others the vast majority of content on the Quest is designed to be briefly picked up and played for a few minutes or focused on multiplayer. Thankfully Lies Beneath is here to help alleviate the issue a bit.

Lies Beneath tells the story of a young woman that gets into a car accident while visiting her family in a small Alaskan town. She’s driving in a car with her father when a mysterious figure steps out in front of the vehicle, causing her to swerve off of a bridge and crash, getting flung from inside. By the time you make your way back to the scene, your father is gone with nothing but a trail of blood leading away.

Thus, the mystery begins.

It’s a good hook for a story and the way Drifter Entertainment unravels the threads is very interesting and well-done. Everything in Lies Beneath is presented as if it were a dark, noir-style comic book. The beginning of each “Issue” has you flip through a giant, floating comic complete with panels, descriptive box out text, dialogue bubbles, and more. After getting up to speed, you essentially live out the events of the book.

The art style feels just like a comic come to life. It reminds me a bit of Mad World on the Nintendo Wii, or the similarly-styled VR shooter Dimension Hunter. The main difference here is how well the overall package sells the window dressing. It’s more than just a superficial coat of animated paint. When you do things like hit boxes with your axe, tiny sound effect blurbs like *crack* pop up for a split second and clicking things in the menu show a brief *click* sound blurb. It does a great job of further selling the aesthetic.

Lies Beneath VR 3

As stylish and pronounced as it is, it takes a while before the environments feel very interesting. You spend quite a while lumbering around in the snow where everything looks extremely samey. The foggy blizzard restricts your vision so the game rarely renders anything in the distance and darkness requires using your small lighter to see just a foot or two in front of you. This all helps build suspense, but ends up making it feel truncated in terms of actually being immersive. Hopefully the Rift version that releases in a couple of weeks can sidestep some of these issues.

I also noticed some performance issues on Quest in the form of stuttering here and there, most commonly when approaching comic panel narration in between level sections. For example, every Chapter has comic panels positioned as sign posts inside the levels that articulate your character’s thoughts rather than using voice over dialogue and each time I approached this (every handful of minutes or so) there was usually a brief jitter of frame drops.

Since your lighter can be used to point you in the right direction if you look at where the embers are pointing off the tip of the flame, you’ll never get lost — not that you would have anyway since Lies Beneath is a pretty linear game. Most of the time you’ll walk from one end of a chapter to the other, interacting a bit with objects as you go, running from big bad guys, and shooting your way past ghouls.

In terms of actual scares and building up a sense of horror, Lies Beneath is one of the lighter efforts in its genre. Since you almost always have weapons on-hand there is a lot more combat here than in something like The Exorcist: Legion VR, Face Your Fears 2, or other recent horror games. Rather than forcing you into a state of helplessness you can and will fight back in Lies Beneath quite often.

lies beneath bear trap zombies

All told the game is about 6-8 hours long depending on your play style spread across 20 chapters. It takes a while to reach some environmental variety, but once you do the art style becomes more pronounced and visually pleasing. I’m really not a fan of sticking players in a snowy blizzard for the first chunk of the experience, it was a bit of an underwhelming opening for that reason.

There is a good assortment of weapons here from revolvers and hand axes to shotguns and more. When you have your lighter fully lit and out in one hand you can see an aiming reticule where you point and weak spots on enemies are highlighted. It’s a cool system that adds some strategy to tense fights.

Coming off of weighty PC VR games like Boneworks,  The Walking Dead: Saints & Sinners, Half-Life: Alyx, and even Asgard’s Wrath and Stormland, combat in Lies Beneath doesn’t feel very reactive. Most objects in the game are static, not physics objects at all, and melee attacks usually pass through enemies and objects without making contact. Even gunshots result in mostly canned animations it seems, which is a bit of a bummer.

The scariest moments in Lies Beneath are purely atmospheric. Hearing the sounds of beasts in the forest, just beyond your view, feasting on corpses. Spotting red, glowing eyes peering at you from around a corner only to disappear once you reach the next area beyond the trees. The constant feeling that you’re being watched, at all times, everywhere you go. It’s tense and unnerving and slowly builds over the course of the game.

There were a handful of jump scares, but they’re not super common. Instead, Lies Beneath relies more on a sense of stress and anxiety to justify its horror label. The atmosphere is foreboding, the narrative is dark, and the imagery is often creepy, so when you get overwhelmed by enemies and are fumbling to reload or running low on ammo, that’s when the hairs start to stand up on your neck and arms or you flail in desperation right before death.

Trust me, I speak from experience.

Lies Beneath VR 2

Lies Beneath Review Final Verdict

While Lies Beneath doesn’t pack enough true terror to be considered a new peak for VR horror, it does manage to craft an intriguing story in a stylishly formed world with mostly satisfying combat and palpable tension. It’s exciting to see a developer that was so previously rooted in the fast-paced action shooter category branching out to something more slow-paced, narratively-driven, and visually unique. The gameplay certainly leaves plenty to be desired in the wake of Half-Life: Alyx, but in terms of its story and setting there is enough here to make it worth a recommendation — especially in comparison to similar experiences already available on Quest.


Final Score: :star: :star: :star: :star: 4/5 Stars | Really Good

lies beneath pro con list review

You can read more about our five-star scoring policy here.


Lies Beneath releases today on Oculus Quest and comes to Oculus Rift on April 14th. This review is based on the Oculus Quest version of the game. For more details visit the official website.

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How Valve brought 'Half-Life' to VR

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It's hard to believe that a new Half-Life game is actually here. Half-Life: Alyx is everything I've ever wanted from a flagship VR game. It takes full advantage of the immersiveness of virtual reality, and while it might not be the sequel many gamers...

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HTC Announces $549 Headset-Only Cosmos Elite (With Free Alyx)

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Two weeks ago, HTC launched its Vive Cosmos Elite headset at $899. This week, its revealing some cheaper alternatives.

The full Cosmos Elite kit comes with the headset, the SteamVR tracking faceplate, two SteamVR 1.0 base stations and Vive wands controllers. Starting in April, however, HTC will be shipping just the headset and the faceplate for $549. That’s a huge reduction in price but, obviously, you’ll need some existing base stations and controllers to use it. It might be a feasible upgrade for existing-Vive owners, though we haven’t got final impressions for ourselves just yet.

As for existing Cosmos owners, the company will also be shipping the standalone faceplate for $199. We originally got a glimpse of this option late last year. Of course, you’ll already need a Cosmos for this option.

Both options will be shipping to the US on May 1. You’ll be able to pre-order the headset on April 1. Delivery in other regions will vary, as outlined in the official Vive blog. “Given demand, we are releasing these to markets as quickly as we can given supply chain challenges associated with the ongoing health crisis,” the company wrote.

Whether you’re buying the base headset, just the faceplate or getting the entire kit, Cosmos Elite still comes with a free copy of Half-Life: Alyx (which is very good). There’s also six months of free access to the company’s VR subscription service, Viveport Infinity. This lets you access a wide library of games and experiences at no extra cost.

We’re still waiting on news about Cosmos’ cheaper option, the Cosmos Play, which comes with a faceplate for four-camera inside-out tracking. HTC had suggested a $499 price point for the kit, though that’s not set in stone right now.

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VR workplace training startup Strivr lands $30 million Series B

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Virtual reality has been two years away from mainstream adoption for the past six years. In that time, huge companies have made big VR bets only to walk away, countless VR startups have faded or flared out and investment has slowed significantly.

Building an attractive VR product for large enterprises to train employees remotely has remained one of the few major areas of opportunity, one that has been largely dominated by Strivr, which just locked down new funding bringing their total funding to $51 million.

The VR training startup has closed a $30 million Series B round led by Georgian Partners, a Canadian firm that hasn’t been very active in the AR/VR space. CEO Derek Belch says the company ended up pitching a few dozen firms in this raise, and that while the feedback was “overwhelmingly positive,” there were certainly some skeptics.

“Everyone knows that VR has been slower to adopt and tougher to anticipate,” Belch told TechCrunch.

While AR/VR startups seemed to be raising money left and right in 2016 when Strivr closed its seed round, the market is much sparser in 2020 after years of missed estimates and a relentless parade of shutdowns.

While consumer VR startups have almost unilaterally struggled to get off the ground in recent months, there has still been movement among enterprise offerings. Earlier this month, a competing VR training platform, Talespin, closed $15 million in funding. In late January, enterprise AR/VR teleconferencing app Spatial locked down $14 million. HaptX, which makes a high-end VR glove for enterprise use cases, nabbed $12 million in December.

Landing post-Series A funding has remained a tough challenge for VR enterprise startups where players are often positioning themselves to be judged in relation to their VR peers rather than to a Salesforce, Box or Atlassian.

“Nobody can get beyond a pilot program,” Belch said. “Investors want to know how real this market is and where the target is.”

Strivr emerged from Belch’s research at Stanford back in 2014 as a virtual reality application made to help football players train off the field. CEO Derek Belch had previously been a kicker for Stanford’s football team and his co-founder Jeremy Bailenson led the school’s Virtual Human Interaction Lab, a leading research hub that Facebook CEO Mark Zuckerberg visited while doing diligence on the Oculus deal.

As virtual reality gear was further commoditized and investment in the space grew hotter, Strivr soon pivoted from sports training towards workplace training, pitching their solution as a better way for companies to hand top-down instruction to employees. Their software offering is often a combination of interactive 360 videos and computer-generated scenarios that require more active participation from a trainee.

While other VR startups have pushed to integrate phone or tablet-based experiences, Belch says that he has pushed back on customer requests to move away from headset-only experiences towards phone-based 360-degree videos.

“Those are not our disruption, those are gimmicky and a cheap way to bring a new logo on,” Belch says.

The company’s customer base now includes FedEx, JetBlue, Verizon and BMW. Their biggest get was a deal with Walmart in 2017 that eventually grew into a company-wide rollout across all of their stores, a massive deal that Belch says has been a “blessing and a curse” due to the rollout’s scale.

“You have to be smart in terms of what you do that’s Walmart specific,” Belch told TechCrunch. “They’ll swallow you whole if you let them.”

Alongside the company’s funding news, the startup has announced that they’ve received a patent to use motion data to predict how effective users will be at the real world task post-training. Strivr now has 22,000 VR headsets out in the wild, which Belch says have registered 1.6 million sessions. The hardware is all from Oculus.

Strivr is in the fortunate position of closing this deal ahead of the recent pandemic-related market uncertainty– a situation that has complicated their ability to meet with prospective customers and has raised issues with sanitation that Strivr says they have addressed. While Belch sees this Series B as a validation of the customer feedback he’s gotten, he also knows that the VR industry remains fraught with challenges.

“Thirty million doesn’t last very long if you’re stupid, we’re going to make sure we’re very smart about it,” Belch says.



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HTC is selling a standalone Vive Cosmos headset and tracking faceplate

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You can add a mod for external tracking to the HTC Vive Cosmos VR headset.
HTC is opening up sales of the standalone Vive Cosmos headset and External Faceplate Tracker for VR enthusiasts who have already invested in hardware.Read More

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VR Battle Royale Shooter Virtual Battlegrounds Arrives Next Week, Open Beta Coming

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It’s taken a year longer than expected, but promising VR battle royale game, Virtual Battlegrounds, is very nearly here.

The game finally arrives in Steam Early Access on April 8th. Developer CyberDream had originally planned to release the game in March of 2019 but continued to delay the game over the course of the past year to patch up certain issues. Beta testing has been underway since last year.

Virtual Battlegrounds essentially wants to offer VR its own alternative to Player Unknown’s Battlegrounds. Taking a realistic modern combat approach, the game pits scores of players in huge online battles to be the last man standing in a man with an ever-shrinking safe zone. So, yes, it’s basically a battle royale game… in VR! Check out the refreshed trailer for the game below.

CyberDreams is kitting the game out with solo, squad and custom lobby types, with six training modes to boot. Following the delay, the team assures that its “rebuilt large parts of the world” to get things running smoothly. If you want to see how the game is shaping up, the developer says an open beta is on the way later this week, so look out for that.

The game will launch in Early Access, where the team intends to stay for at least six to twelve months. Over the course of that time the studio will add more modes and weapons as it clamps down on bugs.

The game will support all PC-based VR headsets via SteamVR at launch and cost $20.

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Several Oculus Quest Titles Discounted In ‘The Great Indoors’ Store Sale

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Facebook’s Oculus is running a new sale on the Oculus Store for the Oculus Quest titles, aptly-named ‘The Great Indoors Sale‘.

In light of the COVID-19 outbreak, Oculus is recommending and discounting a variety of Quest titles that will help you get through isolation and social distancing over the next few weeks and months.

The sale features a bunch of popular Quest games like Space Pirate Trainer, Vacation Simulator, The Thrill of the Fight and more. The full list of games and their discounts are as follows:

  • Space Pirate Trainer – 33% off, $11.99
  • Vacation Simulator – 15% off, $25.49
  • Acron: Attack of the Squirrels! – 25% off, $14.99
  • The Thrill of the Fight – 20% off, $7.99
  • Drop Dead: Dual Strike Edition – 20% off, $11.99
  • Death Horizon: Reloaded – 20% off, $15.99

The sale page also lists Bait!, Rec Room and VRChat, but those apps are free (and always have been). While they might fall under good games and apps to use while stuck indoors, they’re not technically on sale and are likely just a recommendation from Oculus.

There’s also two bundles of games on sale – the Beat Your High Score! bundle and the Relax. Recharge. Reflect. bundle, both of which contain two games. The former contains Ninja Legends and Angry Birds VR: Isle of Pigs, and the latter contains Real VR Fishing and Guided Tai Chi.

The bundles are priced at $22.99 and $19.99 respectively. If you already own one of the games in the bundle, the pricing will be adjusted accordingly to reflect an appropriate discount for the other game by itself.

You can check out the full sale list in the Oculus Store online or in VR using your Oculus Quest. The sale will end in 2 days.

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Niantic Acquires 3D Spatial Mapping Company 6D.ai

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Niantic, the company behind the world-scale mobile AR games Pokemon Go and Harry Potter: Wizards Unite, is acquiring 3D spatial mapping company 6D.ai.

According to Niantic CEO and Founder John Hanke, the acquisition will allow Niantic to “leverage 6D.ai’s deep expertise and significant breakthroughs in AR research and engineering” and see them build a “dynamic, 3D map of the world so we can enable new kinds of planet-scale AR experiences.”

6d.ai was founded in 2017, with the intention to solve current fundamental problems with AR technology. According to 6d.ai’s site, its platform offers a few features. The technology can offer ‘world-scale content persistence’ which allows digital AR content to stay in the same place between sessions, while also allowing others to access that content from a different device. 

One of my main criticisms of the world-scale AR game Minecraft Earth was that AR creations could not be placed in a real world location by one user and found in the same location by another user on a different device, at a later point in time. There was no real world persistence with AR creations. 6d.ai’s technology offers a platform that would allow for this kind of content synchronization between users across different times and sessions.

6d.ai also offers real-time meshing of environments, which “allows digital objects to be occluded by and interact with the complexity of the world.” The platform also offers real-time spatial awareness using built-in phone cameras to “build a real-time, three-dimensional semantic, crowd sourced map of the world, all in the background.”

If all of these features work well and are easy to integrate, then 6d.ai could offer a wealth of expansion and depth to Niantic’s current and future mobile AR offerings. Hanke offered some potent examples. “Imagine everyone, at the same time, being able to experience Pokémon habitats in the real world or watch dragons fly through the sky and land on buildings in real-time. Imagine our favorite characters taking us on a walking tour of hidden city gems, or friends leaving personal notes for others to find later.”

You can read more about 6d.ai’s platform and technology here.

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Coronavirus Ended the Screen-Time Debate. Screens Won.


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9 ‘Half-Life: Alyx’ Mods We’d Love to See

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Half-Life: Alyx has only been out for a week now, but many who have finished the game are already itching for more. While we don’t expect to see any major post-release changes to the game from Valve itself, the company has committed to releasing tools so that the community can tweak the game with mods for Half-Life: Alyx. Though the modding tools aren’t available yet, here’s list of Alyx mods that we’d love to see.

Valve hasn’t made clear when they intend to release Half-Life: Alyx mod tools just yet, but considering the popularity of the game we expect to see a lot of action when it does.

From my own take on the game, and some suggestions from Twitter, below I’ve listed a handful of mods I’d love to see for Half-Life: Alyx. I’m splitting things up into ‘Practical’ and ‘Less Practical’ sections based on how complex they’d likely be to build.

Practical Mods for Half-Life Alyx

Detached Weapons and Holsters

This was one of the things that struck me right away in Half-Life: Alyx; instead of acting like independent objects, weapons are stuck to your selected ‘Weapon Hand’. And rather than grabbing your weapons from a holster and returning them when done, you use a menu to equip and unequip your weapons into your hand. I find this approach wholly unimmersive compared to being able to grab my weapons with whichever hand I see fit, or even set them down.

Though I’m quite certain Valve did this to avoid the clunk that can come from an iffy holster system, and to prevent users from dropping their weapons, we’ve seen several games that manage to do holsters and detached weapon interactions well. Stormland (2019) showed several smart solutions to these issues (like floating weapons in front of the player for a few seconds if they drop them) which modders could use as a basis for a holster mod in Half-Life: Alyx.

Foot Tracking

This one might seem silly but it could be a major immersion booster. I’m not the only one who became so immersed in Alyx that at one point I tried to kick something with my foot, only to remember that the game doesn’t know where my feet are!

Some games already support the use of Vive Trackers for tracking more parts of the player’s body, and a mod for Half-Life: Alyx which would allow for foot tracking would be quite compelling even if it meant I could kick objects in the world for added embodiment. Bonus if I can Spartan-kick a Combine soldier out a window.

Iconic Half-Life Weapons

The Half-Life series is home to as many iconic weapons as it is enemies to shoot them with. Unfortunately Half-Life: Alyx’s weapon roster left much to be desired both in terms of number and diversity of weapons.

A mod to bring some of Half-Life’s iconic weapons—like the crossbow, revolver, RPG, and pulse rifle secondary fire—to Half-Life: Alyx would spice up the combat for your next playthrough. It would also be nice to wield the heavy weapons used by the large Combine soldiers (which normally disappear when they die).

And of course there’s the Gravity Gun itself, a weapon/tool which was foundational to Half-Life 2. It would be especially fun to be able to use the gravity gun in Half-Life: Alyx because in VR you’d get to wield it much more directly than its original incarnation which relied on keyboard and mouse.

Gravity Glove Overdrive

Speaking of the Gravity Gun, one of the most thrilling moments of Half-Life 2 was when the Gravity Gun becomes extra powerful at the end of the game. While Valve may have avoided doing the same for Alyx to avoid turning the mechanic into a trope, I have to say that I would love a powered-up version of the Gravity Gloves which could be used to pull and (and maybe even crush) Combine soldiers and other enemies. It would be especially fun to be able to pick up the game’s larger physical items and use them as devastating projectiles.

In-game DSLR for Screenshots

Half-Life: Alyx is one of the most detailed VR games ever made; with all the time Valve spent making the game look so good, it would be awesome to have an in-game DSLR camera that the player could use to take screenshots like a real photographer with zoom, focus, aperture, and exposure settings.

As suggested by Andreas “Boll” Aronsson, this would pair nicely with a ‘stop time’ mode which would freeze everything else in the game so that the player could scout the perfect angle for their shot.

Gameplay Adjustments

Some extra gameplay options in Half-Life: Alyx would let players could tweak things to taste. Here’s a handful of suggestions from other players:

Less Practical Mods for Half-Life: Alyx

Melee

You might be wondering why I put melee in the ‘less practical’ section… after all plenty of VR games use melee. Indeed, though in order to get melee to work how most VR players would hope, I think it would take quite a bit of modding work. That’s mostly because enemy AI in the game isn’t really designed to handle physics-based melee, which means a modder attempting to add satisfying melee to the game would need to do a bunch of work to figure out how the physics system would interact with the animation and damage systems in the game to create convincing collisions and

I expect we’ll see some coarse melee mods early on that just do some damage and trigger a generic bullet-hit animation in enemies, but that likely won’t have the visceral feel of melee in VR games like Blade & Sorcery and Walking Dead: Saints & Sinners. But hey, if someone can give us that precious crowbar, I’m all for it.

Co-op

This is, unfortunately, perhaps the least practical mod in this list, despite being one of the most requested and most obviously desirable. Yes, it would be awesome to have co-op in Half-Life: Alyx, but unfortunately adding such a feature is much more complex than most people realize.

Decisions made during a game’s development (especially the way in which the physics, AI, and resource management systems work) have major implications for how easy or hard it would be to add co-op to the game. Since Half-Life: Alyx was conceived as a single player game, Valve wouldn’t have architected any of its systems to be easily synchronized between players over the internet.

It likely isn’t impossible to bring co-op to Half-Life: Alyx (after all, there’s been a co-op mod for Half-Life 2 for a long time), but it would take substantial work to create such a mod that offers a good experience for both players.

Half-Life and Half-Life 2 Remade for VR

It’s actually already possible to play the original Half-Life games in VR, but such mods are of course missing lots of VR-specific interactions that would be expected from a native VR game. Rebuilding any of the Half-Life games to really work well in VR would take nearly as much time as rebuilding Alyx to work well in non-VR.

In fact, there’s been a long-running community project called HLVR which has shown some very impressive work on that front over the years but hasn’t reached a full release of the mod for the latest headsets.


What mods would you like to see for Half-Life: Alyx?

The post 9 ‘Half-Life: Alyx’ Mods We’d Love to See appeared first on Road to VR.



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Monday, 30 March 2020

YUR Launches Fitness Tracking VR Smartwatch For PC VR & Quest

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Track your estimated hear rate, squats, and calories burned without taking off your headset.

Fitness-focused VR developer YUR today announced the release of YUR.watch, a virtual smartwatch device compatible with a massive selection of existing PC VR titles, as well as several Oculus Quest releases. The VR extension sits conveniently on your virtual wrist, offering pain-free access to your workout progress.

A simple swipe of your wrist activates the sleeve extension, opening up access to a host of useful information:

  • Heart Rate Estimate
  • Local Time
  • Squat Counter
  • Daily Calorie Goal
  • YUR Leveling (1-60) Unlock Watches
  • PIN Login
  • Mobile Apps (iOS, Android)
  • Integration for any Unity game
(Image Credit: YUR)

This early access build features compatibility with nearly all PC VR titles as well as a select lineup of Oculus Quest titles, including Sairento, RacketNX, OhShape, and Synth Riders. Burning calories gains you XP. As you level up you’ll unlock different skins for your VR smartwatch, such as Common, Uncommon, and Rare. According to YUR there are a total of 60 levels in which to progress.

Due to the ongoing outbreak of Coronavirus (COVID-19), YUR is offering the sleeve free for a limited time. There’s also a companion app you can download free on iOS and Android.

(Image Credit: YUR)

“Over the course of the last quarter we’ve seen an incredible shift in the world due to COVID-19, people are looking for new avenues to stay active while at-home,” said Dilan Shah of YUR. “Now, over 5.1+ million workouts have been logged by over 60,000 users; and with so much time spent at home now is the time to join them.”

Feature Image Credit: YUR

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How To Attend Zoom, Skype, Hangouts Meetings In VR With SPACES

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Spice up your next video meeting with this free PC VR app.

With more people than ever working from home as a result of the COVID-19 outbreak, many of us find ourselves relying upon various video messaging apps and teleconferencing solutions to effectively communicate with team members and coordinate on projects remotely.

Whereas some apps, such as Immersed, Glue, and Spatial, offer those with VR headsets the chance to coordinate within virtual co-working environments, SPACES allows VR users to connect with those out-of-headset using a handful of popular video messaging apps.

SPACES works by creating a virtual camera showing the user in their virtual environment which can then be connected to existing platforms like Zoom, Google Hangouts, Skype, and Facebook Messenger. Those on the other end of the call see the user in their virtual environment; meanwhile, VR users are offered both a mirror of their desktop as well as a smaller floating one they can move around. They can then set the video messaging app of their choice to full screen and chat with those on the call like they would in real life. VR users can even move the virtual camera around their environment.

“We had our VR LBE business punched in the gut pretty hard by this virus and the team is at home wondering what is going to come next for us,” stated SPACES Brad Herman in a post to Reddit.

“I found myself in Zoom a LOT in the last 3 weeks as we try and work through this question. I noticed that I really missed my whiteboard and it’s only so much fun to look at co-workers’ houses and their talking heads so I wanted to make something better. I tried a few existing things and mashing up tools but all of them had some issues for this use-case. So I wrote a better tool.”

(Image Credit: SPACES)

“SPACES creates a virtual webcam that most software can see and use. We tested Zoom, Google Hangouts, Facebook Messenger, and Skype. In VR you can move that camera around and point it where you want. You get a large mirror of your desktop in front of you and a smaller one you can drag around. Fullscreen your video chat app and your good to go.”

Along with the two reference screens, VR users also have access to a virtual whiteboard they can use to jot down notes they can share with those on the other end of the call.

“The real magic is when you walk over to the whiteboard and brainstorm with a half dozen of your co-workers and it’s a lot more like things used to be,” continued Herman. “For me, it just feels a little more like the old reality before the virus.”

(Image Credit: SPACES)

The team claims that SPACES is not meant to be a substitute for existing VR coworking apps, but rather an entirely new remote communication solution centered around bridging the real world with the virtual.

“There are a bunch of great tools to have meetings if everyone has VR already. This isn’t that. This is for those of us who already have VR, who have believed and are now talking on video calls all day from phones or webcams instead of from the metaverse like we all expected to be.”

Feature Image Credit: SPACES

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Community Download: Is Half-Life: Alyx The Best VR Game Ever Made?

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Community Download is a weekly discussion-focused articles series published (usually) every Monday in which we pose a single, core question to you all, our readers, in the spirit of fostering discussion and debate. For today’s Community Download, we want to know if you think Half-Life: Alyx is the best VR game ever made. Why or why not?


Half-Life: Alyx [read our review] is out and it’s real. After many, many long years Valve has finally released a new Half-Life game. Even though you don’t play as Gordon Freeman and instead take on the role of Alyx Vance, it’s as crucial to the franchise’s overall storyline as any other entry and is packed full of amazing moments.

Valve is one of the companies most involved with the early days of consumer VR that we find ourselves in right now. From influencing Palmer Luckey on his journey to co-found Oculus, establishing their own tracking system in the SteamVR lighthouse base stations, co-producing the HTC Vive, releasing The Lab, creating the Valve Index, and now launching Half-Life: Alyx, Valve is at the forefront of modern VR.

Just like the original Half-Life ushered in a new era of narrative first-person shooters and Half-Life 2 took PC gaming to new heights, Half-Life: Alyx is poised to have the same effect on the VR market. It may not be the first 5/5 review score we’ve given at UploadVR (that designation belongs to Asgard’s Wrath, followed by other games like Pistol Whip) but it may very well be the most important one.

From the looks of it, judging from the reception so far, Half-Life: Alyx is definitely a massive hit — even according to Steam user reviews. So, the question is: Do you think Half-Life: Alyx is the absolute best VR game ever made, to date? Why or why not?

Let us know down in the comments below!

For more on Half-Life: Alyx, check out our roundup of coverage right here.

The post Community Download: Is Half-Life: Alyx The Best VR Game Ever Made? appeared first on UploadVR.



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Report: Facebook Agrees To Buy Every AR Display From Key Supplier Apple Looked At Acquiring

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Facebook signed a deal to buy several years of the entire output of a key AR microLED display supplier Apple looked at acquiring, The Information reports.

Mark Zuckerberg’s company spends “billions” of dollars researching augmented and virtual reality technology. It has publicly stated its goal of releasing lightweight AR glasses this decade, with the eventual goal of replacing the smartphone as the primary computing device for regular people.

Reports indicate that both companies plan to first ship glasses in 2023. This could lead to fierce competition between the two giants throughout this decade. Microsoft is focusing first on the enterprise market and Google appears to be taking things slow after early efforts in “smart” eyewear failed to take off.

MicroLED: The Future of Displays

Almost all electronic displays today are either LCD (including its many variants) or OLED. LCD pixels provide color, while a separate backlight provides light and, overall, this approach limits contrast. OLED pixels are self-emissive, enabling true blacks and infinite contrast.

Just to be clear here, “miniLED”, “QLED”, and similar names are just marketing terms for variants of LCD, improving backlight technology and adding shutters for better contrast.

MicroLED is a relatively new display technology. It’s self-emissive like OLED, but should be orders of magnitude brighter than OLED, as well as significantly more power efficient. This makes them uniquely suitable for consumer AR glasses, which need to be usable even on sunny days yet powered by a small and light battery.

While all major electronics companies (including Samsung, Sony, and Apple) are actively researching microLED, no company has yet figured out how to affordably mass manufacture it for a consumer product.

Plessey Semiconductors Ltd

Plessey is a UK-based firm manufacturing microLED displays intended for AR headsets and HUDs (heads-up-displays). It was founded in 2010 to build high powered lighting, but in 2017 made a complete pivot to the microLED market.

So what makes Plessey special? Why has Facebook signed this deal, and why was Apple interested in acquisition?

The firm focused specifically on microdisplays, rather than competing for smartphone or TV sized panels.

In May 2019, the firm achieved the world’s first 1080p monolithic microdisplay with individually addressable microLEDs. Monolithic means the display is made on a single wafer.

The company claims that this monolithic approach enables displays to be manufactured faster and cheaper than trying to bond individual microLEDs to a substrate, which is the alternative approach.

At Display Week 2019, the firm showed a demonstration display to the world. Despite being just 0.7″ diagonal, it has a resolution of 1920×1080 and is capable of hundreds of thousands or even millions of nits- several orders of magnitude brighter than current AR headsets. The firm claims it can make microLEDs small enough for a 4K display of the same size.

Don’t get too excited just yet, however. Plessey’s display so far is monochrome, showing only blue- the native color of microLEDs. To display red or green, phosphors or “quantum dot conversion materials” have to be used, which currently have very low efficiency.

A Key Supplier?

According to the report, Plessey is “one of the few makers” of microLED displays suitable for AR glasses.

In March 2019, the company figured out how to manufacture native green microLEDs. In December, it cracked native red too.

Developing a native full color (RGB) microdisplay is on Plessey’s 2020 roadmap. If it can achieve this and figure out how to manufacture it at scale before other competitors, it could be a significant boost for Facebook’s AR plans with this deal.

Unless Apple can find a suitable alternative, Facebook might be able to launch viable consumer glasses earlier or cheaper.

The post Report: Facebook Agrees To Buy Every AR Display From Key Supplier Apple Looked At Acquiring appeared first on UploadVR.



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