Right now the closest tech to do this would be something like WiFi - but the latency is high, and the typical home's WiFi network bandwidth (practically due to the vagaries of radio) is not sufficient.
A few reasons this is important:
- latency in VR induces motion sickness and operates on a different scale than we're used to for regular network communications. A 50ms lag in a 2D video game is acceptable, a 50ms lag in VR will cause nausea and vomiting. This is a domain where single-digit milliseconds matter a great deal for user comfort.
- resolution and refresh rate is everything - VR's viability in large part hinges on the resolution of the screens, which right now are somewhere between "poor" and "mediocre" - nothing so far has come close to replicating 20/20 vision. Moreover you need those screens to refresh far more quickly than a regular monitor - 60Hz doesn't cut it, 90Hz is basically the minimum. Streaming an uncompressed 8K stream at 90Hz over wireless requires more bandwidth than any existing standard can deliver. It's at the edges of our wired capabilities.
Of course you can compress the streams, but that not only degrades image quality (which matters a great deal when the screens are replacing your eyesight) but also injects additional latency into the whole affair.
It's theoretically possible - but would require developing a lot of custom tech that doesn't exist yet. It would also likely be highly sensitive to the exact particulars of the physical environment - one user may have a perfect experience while the other experiences so much packet loss/reduction in bandwidth that the whole experience is unusable.
We push about 3.4 GByte/s (or 27.5Gbit/s) to our displays. Even a 26Gbit/s DP1.4a HBR3 link needs display stream compression for that. So a wireless link will absolutely need strong compression.
H.265 can push that to maybe (ballpark) 200Mbit/s, which is fairly feasible. But that will need to be evaluated and optimized for text quality and latency. Some googling suggests 100ms end-to-end latency as good. That's pretty high for VR, IMO.
[Edit: fixed the DP1.4a bandwidth)
The communicate via fiber or wire to a light headset.
A few months ago, I would say no.
But I got myself a Quest 2 for Christmas, and now... maybe.
AR would make it better though, so I'm not just floating disconnected in digital space. I see in their homepage hero banner background[0] you get a floating window with video of your hands. It would be nice if the whole background is a passthrough to reality, and then you float your OS windows on top of that.
Let me know what you think in a month. The problem with current VR tech is that it's mindblowing and incredible for the first few days, then it quickly becomes too cumbersome and frustrating to deal with on a regular basis and you forget about it. Mass adoption really won't come until it's as seamless as putting on a pair of reading glasses.
No depth mapping yet, so it'll only be in the background, but first things first.
Either way, glad to see you guys still going strong with this, been following for a few months now. As others have mentioned, I got a little bit of sticker shock when I first saw the price. Was expecting something closer to ~$2k. Do you have an ETA for when the kickstarter will be going up? I'll have to think about backing this, depending on the answers to my questions above.
All the software is or will be open source, so much more than any other headset on the market. Ideally the FPGA code would be open source to, but I don't know if that's possible with licensed IPs
> Does it come with controllers?
No controllers.
> Can I hook in controllers from another system (vive, index, oculus, etc.)?
Any controller that's supported by OpenXR is supported, and we'll likely have SteamVR support as well.
> Can I play video games with this?
In tethered mode, absolutely. In standalone mode, only very light games, but might be doable.
> Can I stream a video feed from a real world camera (like with a raspberry pi) to the interior displays?
Yes. In fact, we'll have AR passthrough by default, but nothing's stopping you from using different cameras.
If you are not interested in the standalone capabilities, the headset without compute pack (i.e. tethered only) will be ~2k.
There may be a way for VR headsets to help with this, depending on why this occurs. For example, if the benefit comes from focusing on a distant object, headset screens may be able to simulate this. If the benefit comes from looking at physical objects, headsets may need to make it easy to quickly move the screen out of the way of the eyes.
What would be best, though, would be for us to figure out how to get past this glut of required information work and digital entertainment so we can spend more time away from screens--my opinion, of course.
One thing I'd like to hear is how this device feels to wear as the weight sounds quite intimidating. Quest 2 already gives many a sore neck at less than 200g but this seems to be 800g? My assumption was/is that as you start increasing your perf/hardware it starts to make more sense to go with the hockey-puck/backpack/pocket smartphone etc. tethered processing unit elsewhere on the body rather than strapping a toaster to the front of your face.
The compute pack will be at the back of your head with the airflow going away from you, so it shouldn't be too noticeable. Thermal design is definitely a priority for us.
Putting it on your head reduces the amount of cables on your person, so you don't accidentally tangle yourself or something. Also, it improves the balance so it might actually feel better than a front-heavy headset (compare a Vive with an Index for example).
That as well, it actually feels better to have the audio strap which distributes the weight better than just the 470g headset alone.
Looking at the details of the article I still can't see what the breakout feature is that keeps me from just getting an Oculus Quest and using the Immersed app to do basically the same thing. The biggest "negative" the article seems to be focusing on is that you need a Facebook account to use Oculus Quest but I don't see many limits on the basic experience.
Also, it focuses on how no sacrifices were made and that this is a premium product. This is a hard sell since you can't wear it or try it first before forking over almost 3 grand. When iPhones first were released, they were a premium product, but you could go to an Apple Store and play with it first. Here you have to rely on a datasheet and trust that these improvements will significantly matter.
I would much rather have started with a less premium product that allows me to try it first and if I fall in love with the potential for productivity, I may invest it the premium product in the future.
Compared to a Quest/Immersed combo:
* we offer significantly higher PPD (and better optics with no ghost images, Fresnel rings, etc.; but that's hard to quantify) than any other headset on the market except super-high end ones. You would not be able to read text on a Quest like you can on a normal 27" monitor; you can with our headset.
* Immersed does not do window management. We support unlimited, actual windows. Immersed only does a handful (up to 10 at reduced resolution? need to check) virtual displays, which is pretty annoying from a UX perspective.
* Immersed needs to be tethered, which is reduced quality and higher latency due to the WiFi connection.
If this is something that actually helps your work, a few hundred a month is well worth it.
re: Simula, this is the first I'm hearing of this device and it's a pretty cool concept. I have an Index but IME the larget bottleneck for productivity is the "screen door effect" and resolution. Text is tiny. The 2nd bottleneck being difficulty using peripheral devices (KBM) while in VR. Curious if anyone has tried this device yet and can confirm whether these problems are addressed?
https://www.hp.com/us-en/vr/reverb-g2-vr-headset.html
On a side note, I don't notice the screen door effect in either the Index or Quest 2 while playing games. Are you saying you notice it while playing games, or while reading text?
RE peripherals: Simula itself (e.g. the VR window manager on our headset) is designed to work best with just a keyboard (obviating the need for peripherals/controllers). You control the mouse cursor with your eye gaze, and can move/resize windows with keyboard shortcuts and eye gaze as well (we plan on supporting hand tracking in the Simula One, but I think in practice it won't be used as much as people think).
After several years, there's been nothing more humbling than trying to get Simula off the ground (first developing the software, and now the hardware). We've been smacked in the face so many times. So we don't feel very arrogant, at least.
Maybe our tone isn't quite right. We're just trying to convey to people that our headset has a different use case/is designed for something different than portable gaming/entertainment.
It's not covered on their site, AFAIK. [1][2]
It's not running Windows.
Most software designed for Linux can be built for ARM.
And, it's being billed as a next gen platform (by creating and using the term VRC) while using an older generation technology (x86).
With the amount of power required to run that chipset this device will either require a massive battery or to always be plugged into a power source, which effectively kills any appeal for me.
All of this said, I'm glad they're doing this. VR/AR in the professional workstation space is very exciting, I'm glad someone is focusing on it.
[1] https://simulavr.com/blog/how-we-designed-the-simula-one/
The power consumption is inline with any other ultra-low-power x86 (~15W TDP for the CPU). That's pretty comparable to a Snapdragon XR2 with ~10W TDP and worse performance.
Users would want to use proprietary apps that are only compiled for x86. Emulation for those on ARM is not particularly feasible for any acceptable performance. If you're buying a laptop now, you would not buy an ARM device.
That being said, I'm not married to x86. But I don't think ARM is the future, either.
If this can genuinely make reading text about as easy as it is on a current hiDPI screen - I don't think this price is unreasonable.
My issue is that - having gone through several VR headsets (Oculus, Oculus Quest, Vive, Vive Cosmos, and Valve index) None of them are even close.
Reading text in any of them is basically a non-starter outside of maybe game menus, and even then it's annoying.
Index is closest, but it doesn't support a wireless mode - so I end up using the vive cosmos with the external tracking faceplate and the wireless adapter the most.
Basically - I don't think anything around ~3k is really a deal breaker if you can get the latency/resolution to a point where text is easy. But if reading text gives me a headache after 30 minutes... it's a toy still, and competes with oculus at the ~300 price point.
If you're comfortable with our current price, we're offering a small number of early bird headsets for $2,499 (vs. our standard $2,799 Kickstarter price). If you're interested in getting notified an hour before our campaign starts (to max the chances of getting one), you can sign up here: https://buttondown.email/simula_one_kickstarter
What might happen is that you developed a box on h.256 optimized for super low latencies. Sounds as valuable tech on its own. :-)
I use reading glasses. Would I need to wear them inside the headset?
I dot lots of video conferencing. How would I appear in a zoom or msteams call with this on?
Calling horseshit on that, I have a Quest 2 and it is a brilliant bit of kit for 1/10th the price.
Is it a VRPC or whatever they are on about, no - it was clearly not intended to be, is it the sweetspot for VR right now, yep and it works fantastically when connected to a PC or standalone, the boy loves it.