VR headsets – Addressing the Requirements of Immersive Experiences with AWS-2

The other half or so of headsets sold now actually have their own CPU and GPU embedded within them. This allows them to run a local operating system (typically Android) for independent operation:

  Model NameResolutionRefreshFRCPURAMGPUConnectionPrice
Pico 42,160 x 2,16090 HzNoXR2 G18Adreno 650Wi-Fi$430
Meta Quest 32,064 x 2,208120 HzNoXR2 G28Adreno 740Wi-Fi$500
Lenovo TR VRX2,280 x 2,28090 HzNoXR2+ G112Adreno 650Wi-Fi$1,300
Pimax Crystal2,880 x 2,880160 HzYesXR2 G18Adreno 650Wi-Fi$1,600
AjnaXR Pro2,280 x 2,28090 HzYesXR2 G16Adreno 650Wi-Fi$1,800
Apple Vision Pro3,400 x 3,40090 HzYesApple M216Apple R1Wi-Fi$3,500
XRSpace Manova1,440 x 1,44090 HzNo8456Adreno 6305G$500
DPVR P1 Ultra 4K3,840 x 2,16090 HzNo8456Adreno 6155G$900
HTC Vive Focus 31,920 x 1,92090 HzNoXR2 G112Adreno 6505G$1100

Figure 11.5 – Comparison of standalone VR headsets

The headsets listed in the preceding table are examples of devices that can operate in a completely standalone mode – with no attached PC or gaming console. However, you will notice that the CPU and GPU onboard these devices are meant for mobile devices. This limits the complexity of applications they can support in this mode. That is why even standalone units normally have an attached mode that lets the user leverage a more powerful GPU in a desktop computer.

Host connectivity: Most headsets that can connect to a computer or gaming console offer some form of wired connection for this purpose. This is typically USB 3 or better (5-20 Gbps), although DisplayPort (10-20 Gbps) is used on a few models. Some models offer methods of connecting to their host PC via Bluetooth or Wi-Fi, but in most cases, this results in significantly poorer performance due to the lower throughput and higher latency any wireless technology introduces compared to a direct cable.

Internet connectivity: Headsets attached to a host computer effectively use whatever internet connection that computer has because the application isn’t running on the headset. However, headsets operating in fully standalone mode need some way to connect to the internet to download applications and interact with other users online. Almost all can connect to a nearby Wi-Fi network. Some can also connect via 4G/LTE or 5G directly.

Accessories: The design and functionality of any accessories that can be attached to the headset vary considerably. Most headsets include relatively simple hand-held controllers whose position is tracked by cameras on the headset. This limits what a user can do with their hands because they have to grip them – but they are sufficient for games.

However, they don’t work for use cases that require free hand movement or those that need a fine-grained understanding of what each finger is doing. Such applications might require spatial trackers with multiple cameras that visualize the user’s hand movements, independent of the headset. Sometimes, these are mounted on the user’s wrists, on base stations nearby, or even on special shoes that have upward-facing cameras.

In some cases, the situation will benefit from haptics – features that give physical feedback to the user. For instance, VR gloves can simulate pressure or resistance when a user touches a virtual object.

Fitness applications are popular in VR marketplaces, and they need a way to determine the user’s body position – where are the user’s left knee and right foot at this moment? These questions can be answered with cameras on the headset, of course, but that imposes limitations based on line of sight. To help with this, Inertial Measurement Units (IMUs) can be built into clip-on wearables or even shoes to work around this.

There are also omnidirectional treadmills that let a VR user walk through a virtual environment without going anywhere physically.

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