VR and AR at CES 2022 - Latest News

A Decade of Virtual Reality: Reflecting on Progress and Future Steps
Remarkably, nearly ten years have passed since the initial Oculus Rift campaign launched on Kickstarter.
Over the last ten years, virtual reality headsets have consistently improved in capability. However, widespread adoption of VR technology is proving to be a slower process than initially anticipated.
The Path to Mainstream VR
The future likely doesn't hinge on a single revolutionary product. Instead, the integration of VR (and potentially AR or mixed reality) into daily life will likely occur through a series of small advancements.
Experiences like Beat Saber and Supernatural are paving the way. Continuous improvements in headset design – making them lighter, faster, and more comfortable – are also crucial.
Increased use of headsets for professional training and a clearer definition of the metaverse concept could further accelerate adoption.
CES 2024: Incremental Advancements in VR/AR
This pattern of gradual progress was evident at this year’s CES. While no single announcement was groundbreaking, numerous developments collectively moved the VR/AR landscape forward.
The show highlighted a continued evolution, rather than a revolution, in the technology.
The Apple Factor
A potential catalyst for rapid change remains the possibility of Apple entering the market. Historically, Apple has disrupted categories by arriving later with a polished, refined offering.
Rumors of an Apple VR/AR headset have circulated for some time, suggesting a potential shift in the industry dynamic.
Key Takeaways from CES
Let's summarize the most noteworthy VR/AR announcements from the event.
- Continued refinement of existing headset technology.
- Exploration of new use cases beyond gaming and entertainment.
- Ongoing development of the metaverse ecosystem.
Sony PS VR2
For some time, Sony’s development of a next-generation headset for the PlayStation 5 has been known. This follows the 2016 release of the original PS VR headset.Beyond an initial announcement in early 2021 and subsequent details regarding the controllers a few months later, specific information remained limited.
While some details are still being withheld, further specifications for what is now officially the PS VR2 have been revealed.
Key Features of the PS VR2
- The headset will deliver a resolution of 2000×2040 pixels per eye.
- A broader field of view, measuring 110 degrees, will be implemented, exceeding the first-generation headset’s 96 degrees.
- Refresh rates of 90/120 Hz are supported.
- The device will incorporate eye-tracking technology, potentially enabling features like interface element selection through gaze.
- Foveated rendering will be utilized, optimizing processing power by prioritizing the central area of the user’s vision.
- New controllers, featuring finger detection and the PS5’s innovative adaptive triggers, are being developed.
The physical design of the headset remains undisclosed. A firm release date is yet to be announced.Considering the PS VR’s relative success in offering user-friendliness comparable to the Meta Quest, Sony’s continued investment in this technology is encouraging.
HTC Vive Wrist Tracker
Determining the optimal method for input within virtual reality environments remains a key challenge. The majority of widely-used VR headsets currently employ handheld controllers for user interaction.
However, an alternative approach involves utilizing the user’s hands directly as the control mechanism, eliminating the need for external devices.
While hand tracking technology isn't novel, numerous companies have explored and subsequently discontinued development centered around it as a core feature.
A Unique Tracking Solution
HTC is pursuing a distinct strategy in this domain. Rather than solely depending on camera-based tracking, they propose the use of wrist-worn sensors.
These sensor-equipped bands are designed to augment the system’s ability to monitor hand movements, particularly in scenarios where cameras have limited visibility.
This includes instances where one hand obstructs the view of the other, or when the arm is positioned behind the user, such as during a simulated golf swing.
During demonstrations, the sensors were also shown functioning when affixed to various objects, including ping pong paddles and a NERF blaster.
Availability and Compatibility
HTC anticipates the sensors will become available for purchase later this year, with a price point of $129.
Currently, however, compatibility is limited to HTC’s Vive Focus 3 headset.
This initial restriction means the wrist trackers will, at least initially, function exclusively within the HTC ecosystem.
Shiftall MeganeX
Recent years have seen significant advancements in VR headset design, resulting in more streamlined devices. However, a fundamental question remains: how much further can size be reduced?
Shiftall, a subsidiary of Panasonic, is addressing this challenge with the development of the MeganeX headset. This device is engineered to be both exceptionally lightweight and deliver ultra-high-resolution visuals.
Key Features and Design
Unlike traditional VR headsets, the MeganeX adopts a unique form factor. It resembles an oversized pair of steampunk-style sunglasses, integrating speakers directly into the frames.
- Each eye benefits from a 1.3-inch display boasting a resolution of 2560x2560 pixels.
- The headset is designed for portability, being both lightweight and foldable.
Despite its compact design, the MeganeX requires a wired connection. Graphical processing is handled by an external computer, linked via USB-C.
Availability and Pricing
Shiftall anticipates the MeganeX will become available for purchase within the current year. The projected retail price is estimated to be under $900.
The device represents a novel approach to VR technology, prioritizing a reduced form factor without compromising visual fidelity.
Microsoft and Qualcomm Collaborate on Augmented Reality Chip Development
A strengthened partnership between Microsoft and Qualcomm has been revealed, focusing on the creation of specialized chips for augmented reality (AR) devices.
Expanding an Existing Relationship
Microsoft currently leverages Qualcomm’s silicon in its HoloLens headsets. However, a more formalized agreement was declared this week, solidifying their collaborative efforts.
The announcement, made during Qualcomm’s keynote presentation, details a joint initiative to engineer chips uniquely tailored for AR headset applications.
Platform Support and Future Development
These newly developed chips will be designed to seamlessly integrate with both Microsoft’s Mesh platform and Qualcomm’s Snapdragon Spaces, their respective augmented reality development environments.
This collaboration aims to foster innovation and accelerate the advancement of augmented reality technology.
The partnership signifies a commitment from both companies to the future of spatial computing and the development of immersive experiences.
Nvidia Omniverse
While not focused on groundbreaking hardware, Nvidia has introduced a potentially significant advancement in software. This week marked the public release of Omniverse, a suite of tools designed to facilitate collaborative, real-time workflows for 3D content creators.The core function of Omniverse is to enable seamless teamwork among artists and designers working with 3D projects.
Key Features and Functionality
As detailed by Frederic Lardinois, the platform offers a unique approach to 3D content creation. It allows multiple users to simultaneously access and modify the same 3D scene.
This collaborative environment is achieved through a shared virtual space, eliminating the traditional bottlenecks associated with file sharing and version control.
- Real-time Collaboration: Multiple users can work on a single project concurrently.
- Workflow Enhancement: Streamlines the 3D content creation process.
- Compatibility: Designed to integrate with various 3D software applications.
Nvidia positions Omniverse as a foundational platform for the metaverse, enabling the creation of physically accurate virtual worlds.
The platform’s capabilities extend beyond simple collaboration, encompassing features like physically accurate simulation and rendering.
This allows creators to visualize their designs in a realistic environment before they are physically realized.
Impact on 3D Content Creation
The introduction of Omniverse has the potential to significantly alter the landscape of 3D content creation. By fostering greater collaboration and efficiency, it can accelerate the development of complex 3D projects.
Previously, 3D workflows often involved a series of disjointed steps, with artists and designers working in isolation. Omniverse aims to bridge these gaps, creating a more unified and streamlined process.
The platform’s open nature and compatibility with existing software tools further enhance its appeal to a wide range of users.
TCL's Augmented Reality Glasses
Currently, TCL’s offering appears primarily as a conceptual design, and immediate enthusiasm should be tempered. However, the diversified technology company TCL, known for televisions, mobile phones, and air conditioning units, is exploring the augmented reality (AR) glasses market.
Their approach aims to replicate some functionality of devices like Google Glass, but within a form factor resembling conventional eyeglasses. The glasses utilize “holographic optical waveguide technology” to project images directly onto the lenses and into the user’s visual perception.
Key Features and Design
A demonstration video highlights the potential for touch-sensitive controls integrated directly into the frames of the glasses. This suggests an intuitive user interface for interacting with the AR experience.
The design prioritizes a more discreet appearance compared to earlier AR glasses iterations. TCL is attempting to bridge the gap between technological capability and everyday wearability.
Further development is needed to determine the full capabilities and market readiness of these AR glasses. However, TCL’s entry signals growing interest in this emerging technology sector.





