Thursday, 2 January 2020

Facebook’s Chief Researcher: ‘When The Next Generation of VR Shows Up, It Will Be Because We Did It’

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Facebook’s chief VR researcher revealed his belief that the tech giant will be the company to deliver next generation VR. In an interview with The Information he also warned that AR glasses could be as much as 10 years away from wide appeal.

michael abrash ar vr oculus connect 5

Michael Abrash leads Facebook Reality Labs, the division of Facebook researching and developing future VR & AR technologies for use in next generation Oculus products.

AR Glasses: Still 5-10 Years Away

Most of the interview focused around the prospect of consumer augmented reality glasses, which some expect to arrive in the next few years. Abrash warned that compelling AR glasses are approximately five years out, and doesn’t expect the technology to reach even the “Blackberry stage” until 2030.

This is due to the difficulty of fitting a new display technology, as well as a tracking system and processing, into a lightweight pair of glasses — and somehow having an all day battery life. Such a new display technology will need to show near-opaque artificial imagery while still letting most real light through.

But “the hardest part”, according to Abrash, is developing an appropriate input system. Carrying a controller would be impractical and clunky for complex input, and it is unlikely that people will want to use voice commands in public or wave their hands around. From The Information article:

“In the long run, what you really want is your interface to work the way that your brain works with your perceptions now. Rather than you having to say, “OK, I want to hear this person,” imagine that when you’re in a noisy environment, your glasses detect that it’s noisy, they infer who are the people you’re talking to, and they pick that signal out. You don’t even know that it’s happened any more than I think about the fact that my glasses gather light rays in a way that lets me see better.“

Ultimately, however, when these technological barriers are solved, Abrash expects AR glasses to replace smartphones. But based on Abrash’s statements, this can’t happen until well into the 2030’s or perhaps even 2040.

Abrash acknowledged that other companies have the same understanding of the potential of AR glasses: “Everybody sees that AR will replace the phone someday.”

VR Headsets: High Confidence

When asked about the competition in the VR space, however, Abrash took a different tone, expressing a belief that Facebook invested significantly more than any other company, and that he can see “no other way” for true next generation VR to arrive than via his team’s research:

“No company has invested at anywhere near the level we have. When the next generation of VR shows up, it will be because we did it. I see no other way it’ll happen.

I actually am remarkably impressed with [Facebook CEO Mark Zuckerberg] and Facebook’s strong commitment to and belief in VR. Everybody sees that AR will replace the phone someday. That seems like a given. But I think that VR will be as important as AR. AR can replace the phone, but VR can replace the personal computer.”

Publicly available data indicates that Facebook currently controls around 50% of the PC VR market and the company currently faces no serious competition in the standalone VR space. According to CEO Mark Zuckerberg, the company is selling Oculus Quests as fast as it can manufacture them.

Massive Investment In VR Research

This is, of course, a bold claim. Over the past few years, Facebook revealed deep research into the technologies required to advance virtual reality to a true next generation.

This includes research into varifocal displays, compact wide field of view lenses, eye tracking, facial expression tracking, photorealistic avatars, haptic gloves, AI-based foveated rendering, room meshing & reconstruction, wireless video transmission, and much more.

What Competition?

The only other company with a public showing of VR research anywhere near this scale is Microsoft. The company’s Windows MR virtual reality platform failed to gain traction with consumers and there is no indication of a second revision of the tracking platform or controllers. The head of the company’s gaming brand, Xbox, recently described VR as “not where our focus is.”

In late 2016 Google took on Facebook in the VR space with the launch of its Daydream platform. The company even launched the first consumer 6DoF standalone headset with Lenovo back in 2018, and its researchers co-developed a very high resolution display for VR with LG. However, Daydream was discontinued and it has been widely reported that much of the original team now works elsewhere, with some key names being poached by Facebook.

Valve and HTC provide competition to Facebook on PC. Valve’s hardware appeals to a smaller audience due to its $1000 price and HTC’s new $700 headset is stuck in a middle ground of having neither the affordability of the Rift S nor the innovation of the Index. The Steam Hardware Survey indicates that HTC’s headset failed to gain any traction at all.

Last month, The Information reported Apple is working on a VR-AR hybrid headset which could serve as competition to Facebook’s Oculus Quest. The device is reportedly slated for release in 2022. It is unclear whether this would actually constitute a next generation, and it may be more of a stepping stone (and perhaps development platform) to AR glasses than VR for VR’s sake. CEO Tim Cook stated he has “never been a fan of VR” and called the technology “not profound“.

But When?

So if Abrash is right and Facebook is the company which delivers true next generation VR, when will this be? To directly quote Abrash himself just four months ago: “not any time soon”.

Back in 2016 Abrash laid out his predictions for a headset with 4K resolution per eye, varifocal optics, eye tracking, wireless, and 140 degrees field of view. He suggested this could arrive by 2021.

At Oculus Connect 5 in 2018, however, he revised his timeframe. He stated that he expected some specifications to be higher than his predictions, but that it would arrive a year later than predicted.

Abrash OC6 VR Evolution

But at Oculus Connect 6 in September, he rolled back his timeline even further:

“The honest truth is, I don’t know when you’re going to be able to buy the magical headset I described last year. VR will continue to evolve nicely, but my full vision for next generation VR is going to take longer. How much longer? I don’t know. Let’s just say not any time soon. Turning breakthrough technology into products is just hard.”

So while Abrash seems confident Facebook will be the company to deliver true next generation VR, if he’s right it may not be happen for another three years at least.

The post Facebook’s Chief Researcher: ‘When The Next Generation of VR Shows Up, It Will Be Because We Did It’ appeared first on UploadVR.



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Things to Do in N.Y.C. This January


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Microsoft’s VR Maker Tool ‘SharePoint Spaces’ to Launch in First Half of 2020

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Back at Microsoft’s annual SharePoint Virtual Summit in May 2018, the company announced it was getting ready to ship a new VR maker tool set called Spaces for SharePoint, the web-based collaborative platform for enterprise customers. Now, Microsoft says Spaces is nearly ready for a general release to all SharePoint users, which is slated to happen at some point in the first half of 2020.

With Spaces, Microsoft is aiming to provide point-and-click simplicity by letting users create immersive environments on the fly by using media such as 3D assets, 360 photos, and 360 video—all of which is stored in SharePoint folders. Critically, users don’t need coding skills, or experience with game engines such as Unity of Unreal to make a simple VR environment.

The web-based immersive platform is currently in private preview, however Amy Scarfone, the Principal Design Manager at Microsoft Mixed Reality, announced in a recent VR/AR Association podcast that a public preview will be available for standard SharePoint users “ideally in Q1, but certainly in the first half of 2020.” The news was first reported by German VR publication MIXED.

Microsoft says the file exchange and digital collaboration software is currently in use by 400,000 customer organizations worldwide, so flipping the switch to allow those users to start creating environments for immersive headsets is poised to be one of the bigger VR software rollouts to come to the enterprise sector.

Scarfone says they’ve been working to support every tethered PC VR headset; she also notes the Mixed Reality team is currently optimizing for Oculus Quest as well, Facebook’s $400 standalone VR headset.

The post Microsoft’s VR Maker Tool ‘SharePoint Spaces’ to Launch in First Half of 2020 appeared first on Road to VR.



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17 Plays and Musicals to Go to in N.Y.C. This Weekend


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Best VR Of 2019 Awards LIVE From VR!

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The post Best VR Of 2019 Awards LIVE From VR! appeared first on UploadVR.



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Feelreal VR Scent Mask Hits Roadblock Amidst Crackdown on Flavored Vaping Products

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Although the Feelreal scent mask for virtual reality isn’t a nicotine vaping system or e-cigarette, it does vaporize aromatic liquids for user inhalation, which according to the company puts it in same FDA certification bracket as those devices. While the company was confident back in November of its chances to pass FDA approval, it’s looming near a final roadblock that could make or break the product.

Feelreal had its first taste of notoriety back at GDC 2015 when the company debuted its public prototype, a sort of smell-o-vision add-on for VR headsets that provided users with a number of scents through a clip-in cartridge system as well as hot and cool wind, water mist, and haptic vibrations. In 2019, the company went on to launch both a Kickstarter and IndieGogo campaign to bring the device to consumers, with the combined funds tallying over $190,000.

Feelreal was originally eyeing deliveries of the $209 device as early as August 2019, although it lagged behind somewhat with a redesign that improved the mask’s attachment to VR headsets, which currently includes Oculus Rift, HTC Vive, PSVR, and Oculus Go. The creators also boast out-of-the-box support for games such as Beat Saber, Skyrim VR, and Arizona Sunshine, and has both Unreal and Unity SDKs so game developers can support the mask.

Image courtesy Feelreal Inc.

The Feelreal mask is however based on the same tech as vaping devices, and uses basically the same liquid as e-cigarettes, albeit without nicotine. Back in the heady days of 2015, this wasn’t an issue since vaping was unregulated on a federal level, but then the company hit its first real roadblock. Amidst a pubic health scare surrounding vaping products late last year, the US Health and Human Services Secretary Alex Azar announced that manufacturers of flavored vaping products would have the opportunity to file for approval from the FDA, but that those products would be off the market until the FDA gave the say so.

A recent CNN report however maintains that the White House will soon announce an outright ban on most flavored e-cigarettes cartridges, with the exception of tobacco and menthol flavors, putting Feelreal in the position where it either passes a retest very soon and is reclassified, or is outright banned as a flavored vaping product, which would either kill the product entirely or necessitate some sort redesign to get around regulations.

The company issued an update last week addressing some of the FDA regulation issues it’s been facing. You can read it in full below:

Dear backers!

The information we have received from FDA considers all types of vaping devices dangerous to people. Since Feelreal Mask is technically a vaping device, we had to start a new round of testing and improving the product to get a permission for mass production and sales.

We didn’t know about the possible danger when we have started to work on the Mask concept, and we do care about our users health. So if we don’t get the approval after a new series of tests, we will have to close the project. We’re terribly sorry for the inconveniences, but there’s nothing we can do at the moment. We couldn’t imagine that our Mask would fall under such restrictions.

We will put a new update right after we have any new details on this matter.

A company spokesperson managed to answer a few questions in the comment section of the update touching on subjects such as refunds and eventual product redesigns.

“Unfortunately we can’t issue you a refund right now,” the spokesperson told a number of concerned backers. “Since it’s a crowdfunding campaign, all the funds were transferred to the production site. We are doing our best to bring Feelreal to you as soon as possible, but with the best of possible legal procedures. Project is not closed, we just have to postpone the realisation a bit more.”

Image courtesy Feelreal Inc.

The spokesperson emphatically repeats that the project is not cancelled, but in the same breath says that “the whole concept is under restrictions,” which would necessitate a full redesign.

What’s still unclear is exactly what the company’s plan ‘B’ actually is for converting the scent mechanism into something that fits it outside of the category of a vaping product. Much like the popular vaping devices that drew ire from government agencies late last year, the company’s revenue model is geared towards selling a vast array of compatible cartridges with the proviso that users would return to fill up when they ran out, or when a new mix was created for a newly supported game. That recurring revenue model would be in immediate danger if Feelreal decided to simply omit the scent-producing part of the device.

Feelreal is due to comment as new information arises, and considering the impending ban, we expect to hear fairly soon about the company’s plans for the unique VR scent mask.

The post Feelreal VR Scent Mask Hits Roadblock Amidst Crackdown on Flavored Vaping Products appeared first on Road to VR.



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Skewed Steam Stats May Hide Huge Growth For Rift S And Index In December

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Facebook’s Oculus Rift S and Valve’s Index usage grew on Steam in December. But a strange anomaly on the Hardware Survey may be hiding the true scale of this growth.

Both the original Oculus Rift and original HTC Vive plummeted -0.07% each, with no other headsets making up for this loss. This seems bizarre – but there could be a simple explanation. The number of Chinese users on the Hardware Survey has increased by more than any other month this year. The exact cause of this is unclear, but it could be that Steam China launched last month. We simply don’t know at this point.

The Chinese VR market is essentially separate to the rest of the world, with Oculus products and services not even available due to the CCP’s policies on foreign products. Valve’s Index is not available either.

This means that the total number of Steam users with a VR headset can no longer be properly compared to previous figures.

But if an influx of Chinese users caused the relative VR usage figures to drop, then why did Rift S and Index, neither available in China, see small growth? The most likely explanation would seem to be that the sales of each headset in the west over the holiday period exceeded the relative reduction in usage when including China.

This theory is supported by the fact that Rift S went out of stock on retailers in early December, and the Valve Index sold out so much that it is now backordered to February.

The Oculus Quest when used with an Oculus Link compatible cable may also be showing up as a Rift S, though we don’t know this for sure. Quest is also backordered to February. However, given that the Hardware Survey would only report this when the Quest is plugged into the PC and in Link mode, it seems unlikely that this would be a significant contribution.

A first look at the December Steam Hardware Survey would seem depressing for PC VR, but a closer look shows it’s likely hiding another large growth holiday period – other than for HTC, with the Cosmos remaining at 0.00% since launch.

The post Skewed Steam Stats May Hide Huge Growth For Rift S And Index In December appeared first on UploadVR.



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