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Sources: New Oculus Quest Has Adjustable Lenses For IPD

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Reliable sources confirm the new Oculus Quest features an adjustable system to fit the lenses to different eye distances.

The upcoming Oculus Quest, first leaked last week, has a new system for physically adjusting the lenses to your IPD (interpupillary distance). The current Oculus Quest uses the same kind of mechanism as the original Oculus Rift from 2016- a slider on the bottom side of the headset sets the lens separation. The new Quest exchanges the slider on the underside of the headset for a new system of directly moving the eye cups to put the lenses into three distinct positions.

Why does this matter?

Lens view of the new Oculus Quest.

The slider on the original Oculus Quest would let people adjust the position of the lenses (and panels) of the headset such that their positions match the center of their eyes. This can provide clearer visuals for some folks with eye distances that are outside the average.

Some people might return 2019’s Oculus Rift S, for instance, because it doesn’t feature this adjustment and their eye distances are so outside the average that the visuals delivered by the headset become uncomfortable. While I have a wider distance between my pupils than most, I find the Rift S design tolerable. Still, I prefer to use the Valve Index and Quest which each feature this adjustment. In some cases, then, mismatching a person’s IPD with the optical design of a VR headset might be thought of as analogous to wearing a wrong size shoe.

The original Oculus Quest slider offers millimeter by millimeter adjustment to this distance. The slider, however, might be hard for some folks to set right, and it could be forgotten entirely by others who don’t use VR very much. Might this system on the new Quest be easier to set appropriately? We’re not sure yet but a distinct numerical setting may be easier to remember than a value in millimeters and could encourage more people to adjust the lenses correctly before use.

On Friday, UploadVR staffer David Heaney wrote on Twitter to the original leaker of the new Quest asking for a closer view of the lenses. In a reply, the leaker provided the best view yet of the lens system showing space on the side of the eyecups where the lenses could be moved into a narrower position. The number “2” is displayed below where the proximity sensor usually sits on all other Oculus VR headsets. Our sources confirm there’s a wider setting as well for wider eye distances, making “2” the middle setting between “1” and “3”.

Unanswered Questions About The New Oculus Quest

While we can’t yet confirm other headset specifications — including the resolution or what kind of display panel it features — we believe Facebook is likely targeting a lighter headset as a top priority for this new Quest. The original Quest’s heaviness (1.25 pounds) could lead to headaches in a matter of minutes. Some even found the original Quest unwearable due to the amount of weight centered on the cheeks, forehead and nose, with accessories like the VR Power battery pack and modifications like the Frankenquest gaining popularity to better balance the load.

Earlier this year Bloomberg’s Mark Gurman reported Oculus was planning a new Quest with 20% less weight while exploring higher frame rates alongside new Touch controllers. Photos of both new Touch controllers and a slimmer Oculus Quest with a slightly new placement for the tracking cameras leaked late last week.

Source: https://uploadvr.com/new-oculus-quest-ipd/

AR/VR

Unity announces plans to release experimental version of Unity OpenXR early next year

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In Augmented Reality, Virtual Reality and Mixed Reality News

October 24, 2020 – Unity Technologies, a leading platform for creating and operating interactive, real-time 3D content, has recently announced that it plans to have early previews of its support of OpenXR on some platforms as early as the end of this year (Unity 2020 release cycle). The company noted that it has been closely monitoring the development of the OpenXR standard, and has accelerated its efforts to enable OpenXR in Unity.

OpenXR is an open standard created by the Khronos Group, aimed at simplifying augmented and virtual reality (AR/VR) development by allowing developers to seamlessly target a wide range of AR/VR devices. Unity is a member of the Khronos Group and is an active contributor to the OpenXR standard.

In a blog post on the announcement, Matt Fuad, Sr. Technical Product Manager, AR/VR at Unity, commented: “We’re at an inflection point now, where OpenXR 1.0 has been ratified and OpenXR runtimes by various vendors are reaching maturity. This inflection point has accelerated our efforts to enable OpenXR in Unity. Though we’re still working through some details, we want to reiterate our commitment to OpenXR and are excited to share our latest plans.” 

As OpenXR becomes the primary backend for many platforms, Unity added that it is working with its partners to ensure full Unity support of their OpenXR runtimes, along with the necessary OpenXR extensions to ensure parity with existing features. The company stated that its development efforts and support will be focused on providing the best developer experience on Unity supported platforms.

Furthermore, by enabling OpenXR support on partner platforms, it affords Unity the ability to make support widely available for other OpenXR runtimes/devices. Early next year, the company plans to release an experimental version of Unity OpenXR that works with other conformant OpenXR runtimes based on the OpenXR 1.0 specification. Of course, the company clarified that given the unbounded combinations of possible hardware/software configurations, it will not be able to test or guarantee that all configurations will work optimally. However, as issues are discovered with runtimes, Unity stated that it will work to contribute conformance tests and specification changes back to the Khronos working group to help the community as a whole. Additionally, the company will also make sure that it is clear to developers which platforms have been fully tested and thus supported by Unity.

Fuad added: “Our mission is to make it as easy as possible for developers to take their content to the widest set of desired platforms. OpenXR is an important part of that story, and will be implemented as a part of our XR plug-in framework (XR SDK).”

This means developers will be able to continue using Unity’s suite of XR workflows and frameworks (AR Foundation, XR Interaction Toolkit, Unity MARS) for platforms that adopt OpenXR, as well as platforms that may choose not to adopt it.

Unity noted that it will be announcing more updates over the coming months. For more information on OpenXR, please visit the Khronos Group’s website.

Image credit: Unity Technologies / Khronos Group

About the author

Sam Sprigg

Sam is the Founder and Managing Editor of Auganix. With a background in research and report writing, he covers news articles on both the AR and VR industries. He also has an interest in human augmentation technology as a whole, and does not just limit his learning specifically to the visual experience side of things.

Source: https://www.auganix.org/unity-announces-plans-to-release-experimental-version-of-unity-openxr-early-next-year/

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AR/VR

Competition: Win Either Angry Birds VR or Acron: Attack of the Squirrels! for Oculus Quest

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It’s coming up to the season of giving and what better way to start the celebrations early than with a competition where you can win some videogames. Today’s giveaway is a double bill, with Resolution Games’ Angry Birds VR: Isle of Pigs and Acron: Attack of the Squirrels! up for grabs.

Angry Birds VR

Rovio’s iconic Angry Birds franchise came to VR in 2019 with a selection of core levels which have been expanded upon over time. One of the major updates to the bird flinging experience was the addition of a level builder late last year, followed by online sharing to massively enhance the gameplay possibilities.

Acron: Attack of the Squirrels! on the other hand, is a purely multiplayer experience. One person is in VR controlling a tree trying to protect its golden acorns from a bunch of thieving squirrels. All the squirrels are controlled by players on mobile devices – via a free app – who are able to select characters with particular traits such as burrowing short distances underground. All making for a fast and entertaining party game.

Most recently, Resolution Games released a Halloween update for both titles, adding new levels as well as spooky themes to get into the spirit of the season as a lot of developers like to do.

Acron: Attack of the Squirrels

So onto the competition. VRFocus has got six codes to give away, three for Angry Birds VR: Isle of Pigs and three for Acron: Attack of the Squirrels, both for the Oculus Quest platform. There are multiple ways to enter the giveaway with the standard prize draw entry rules applying: Follow us (or already be following us) on Twitter or alternatively, visit our Facebook page or YouTube channel to get an entry for each. Winners will receive a single randomly drawn code. The competition will be open until 11.59 pm GMT on Monday 26th October 2020. The draw will be made shortly thereafter.

Win Angry Birds VR or Acron: Attack of the Squirrels!

Source: https://www.vrfocus.com/2020/10/competition-win-either-angry-birds-vr-or-acron-attack-of-the-squirrels-for-oculus-quest/

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AR/VR

Sayduck enters three-year license agreement with Forms+Surfaces to create 3D product models for AR visualization

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In Augmented Reality News 

October 23, 2020 – Bublar Group has announced that its subsidiary Sayduck has expanded its collaboration with one of its oldest customers and entered into a three-year licence agreement with design and manufacturing company Forms+Surfaces based in the US.

The new assignment will consist of Sayduck building an online 3D configurator for over 80 of Forms+Surfaces’ different furnishing products for public spaces. Forms+Surfaces designs and manufactures architectural products used in public spaces, from walls and elevator interiors to site furnishings and lighting.

According to Bublar, the 3D configurator will make it possible to realistically present complex products that come in a multitude of variations and combinations that typically are not easily showcased online. It will also allow Forms+Surfaces customers to visualize product selections in augmented reality (AR), a core feature of the Sayduck Platform.

“We are truly excited about our continued collaboration with Sayduck. We knew that we were only scratching the surface as far as business opportunities when Forms+Surfaces introduced the AR technology to architects and designers for select products back in 2013. This new 3D configurator project is a natural extension of our digital outreach, helping streamline the specification process of our entire outdoor product line for our customers,” commented Jeffrey Stork, President, Forms+Surfaces, Inc.

Examples of Forms+Surfaces’ products

Earlier assignments from Forms+Surfaces have included an AR-enabled iOS app. In addition, Sayduck states that it has created multiple products as simpler, non-configurable items in the past.

Commenting on the agreement, Niklas Slotte, Managing Director at Sayduck, said: “I am very happy that we have gained continued trust from one of our oldest customers. We have had a strong collaboration for more than seven years and with this agreement we will develop our partnership even further.”

Bublar added that Sayduck’s strategy is to help product manufacturers and e-commerce companies to showcase and present their products in more immersive ways. The Sayduck Platform allows companies to create unique web 3D and AR experiences for their customers, helping to drive product engagement and customer confidence.

For more information on Sayduck and its 3D Configurator product, please visit the company’s website.

Image credit: Sayduck / Forms+Surfaces

About the author

Sam Sprigg

Sam is the Founder and Managing Editor of Auganix. With a background in research and report writing, he covers news articles on both the AR and VR industries. He also has an interest in human augmentation technology as a whole, and does not just limit his learning specifically to the visual experience side of things.

Source: https://www.auganix.org/sayduck-enters-three-year-license-agreement-with-formssurfaces-to-create-3d-product-models-for-ar-visualization/

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