Daily Archives: December 27, 2016

Virtual reality, one year out: What went right, what didn …

Posted: December 27, 2016 at 5:59 pm

After years of teases, tantalizing promises, and Kickstarter campaigns, virtual reality finally became actual reality in 2016, with VRs mere existence thrusting the entire PC industry into glorious, wonderful turmoil. Despite being around for just a handful of months, virtual reality has already inspired totally new genres of computers, wormed its way deep into Windows, and sent the price of graphics cards plummeting.

Not too shabby for VRs first real year on the streets, though the implementations could still use some fine-tuning. Lets look back at howthis wild new frontier blossomed in 2016.

From the very start of 2016 it was clear that the dawn of proper PC-powered VR had arrived. You could see evidence of this fact all overCES 2016 in January, where EVGA introduced a specialized graphics card designed to fit VR headset ergonomics; Nvidia rolled out a VR certification program;and seemingly every booth boasted some sort of virtual-reality hook, from VR treadmills toVR pornandVR Everest climbs(the latter two being mind-blowing in their own ways).

The PC world was ready. But virtual reality itself wasnt, at least until the Oculus Rifts big consumer launch later that spring.

The Oculus Rift.

Well, big in theory. While PCWorld praisedthe Oculus Rift in its reviewvirtual reality was here, and it was magical!the launch was far from perfect. The rumbling began in the run-up to the headsets release, with Rifts $600 launch price far exceeding the $250 to $500 range that Oculus higher-ups had teased repeatedly. Once it actually launched, the headset was plagued by hardware shortages and significant shipment delays, which didnt go over well at all.

But the biggest problem for the Rift was that even at launch its days already felt numberednot a vibe you want from $600 hardware. The Rift was designed primarily as a seated VR experience, with a controller in your hands. By the time it launched on March 28, enthusiasts and industry press had already spent time playing with the SteamVR-powered HTC Vive, which used made-for-VR controllers and dedicated tracking stations to enable room-scale VR experiences that let you wander around and actually touch things. After trying Vive, going back to the Rifts sedentary experience felt far less satisfying.

The HTC Vive.

And the HTC/Valve duo didnt waste any time capitalizing on its advantage. The HTC Vive launched on April 5, roughly a week after the Oculus Rift, and immediately seized the crown as PCWorlds preferred VR solution.

Despite that, we recommendpassing on the Rift and the Vive, and for very good reason. While VR can be nothing short of awe-inspiring, these first-gen products also have some obvious flaws.

Man, virtual-reality headsets are expensive.

Oculus Rift with its Touch controllers.

Thats to be expected with bleeding-edge hardware, but $600 for the Oculus Rift or $800 for the HTC Vive puts them firmly in the one percent category. The recent release of Oculuss $200 Touch controllers drove the cost of a full Rift setup to the Vives level, or even more if you want kinda-sorta room-scale experiences and need an extra sensor. VR experiences tend to be high-priced and relatively short-lived compared to traditional PC games. This is not a cheap hobby.

That priciness was exacerbated by the need to connect these headsets to a pretty powerful PCthat cost of which was roughly $1,000 to $1,500 at the time of the headsets' launch. Fortunately, while the Vive and Rift themselves have stayed at the same lofty prices, the cost of a computer to run them absolutely plunged as the year carried on.

The plunge began with the launch of AMDs Radeon RX 480, which revolutionized whats possible with a $200 graphics card. Before its release, VR-capable graphics cards cost nearly twice that amount. (Nvidia quickly followed suit with the $250 GeForce GTX 1060.) Jumping forward two full technological generations paid major dividends for graphics cards.

The AMD Radeon RX 480.

Software tricks helped democratize VR just as much. At the Oculus Connect conference in October, the company revealed a new feature dubbed Asynchronous Spacewarp that used technical tricks to drive the barrier to entry for Rift VR way, way downall the way to an AMD AM4 or Intel Core i3-6100 processor, and a GeForce GTX 960 graphics card. In March, a Rift-ready PC cost at least $1,000; after Oculus Connect, Rift-ready PCs started at $500, and as I write this theres a Best Buy promotion offering a full PC and the Rift itself for $999.

Hot damn, prices plunged fast. And another pesky PC VR problem is already in everybodys sights.

The HTC Vive and Oculus Rift both drive very high-fidelity gaming experiences, and headsets need to be physically tethered to your PC in order to work. That kind of sucks. Its all too easy to trip over the thick cables while youre wandering around the room ensconced in a virtual world, or to twist and turn so much that the cord eventually jerks your head back.

HPs Omen X VR PC.

That (sometimes literal) headache inspired the birth of a whole new class of gaming PCsones that you wear on your back. Youre still wired up, sure, but those wires travel with you instead of getting tangled between your feet. Zotac, MSI, Alienware, and HP have all revealed backpack PCs of various designs, though none have actually hit the street yet.

The standalone Oculus Santa Cruz prototype.

As nifty as they are, however, backpack PCs feel like a stopgap solutiona fix to a problem that will disappear when more robust wireless display technologies or more potent mobile graphics arrive. And you can already see that wireless future on the horizon, with Oculus testing a fully self-contained mobile Rift prototype pictured above and HTC backing a $220 add-on kit that makes the Vive wireless.

While powerful PC-based VR experiences may be tethered, the more modest world of phone-driven mobile VR has already left cords far behind.

Googles Daydream View.

Samsungs Gear VR headset (which only works with Samsung Galaxy phones) blazed the Android VR trail, while Googles low-cost Cardboard brought it to the masses. In late 2016 Google stomped into the Gear VRs turf with Daydream VR, an Android-centric initiative that brings premium mobile VR to the entire ecosystem rather than Samsungs phones alone.

Daydream centers on a trio of pillars: powerful phones, Daydream VR headsets, and Android Nougats new VR features. While Googles own Daydream View headset and Pixel phone kicked off the program, Daydream isnt its alone. HTC, LG, Xiaomi, Huawei, ZTE, Asus, Alcatel, Lenovo, and yes, even Samsung have pledged to create Daydream mobile devices.

A Microsoft rendering shows simulated HoloLens apps.

Microsofts HoloLens is kind of a mix of PC and mobile VR, while also a different beast entirely. Its a portable, fully self-contained system that doesnt need to connect to a PC, but HoloLens utilizes augmented reality, not virtual reality. Virtual reality plops you in fully realized virtual worlds; augmented reality, as the name implies, augments the real world with overlaid objects, such as a Minecraft world sprouting from your coffee table or a Skype video chat appearing on your wall.

Microsoft still hasnt revealed details about when (or if) HoloLens will be available to consumer users, or how much it would cost, but deep-pocketed developers and enterprise users can already pick up the headset for a cool $3,000.

Pricey HoloLens headset arent Microsofts only foray into VR. The massive Windows 10 Creators Update next spring will bake augmented reality features much, much more deeply into the flagship PC operating system, and itll be accompanied by an army of new Windows 10 VR headsets at launchheadsets that will start at just $300 and run on surprisingly modest PCs. Meanwhile, Intel and Microsofts Project Evo partnership aims to change how computers think, see, and hear, with a specific goal of driving mixed reality forward.

Players enjoy a VR experience at HTCs Viveland arcade in Taiwan.

If 2016 was birth of a virtual-reality revolution, look for 2017 to be a year of VR refinement. Witness the new, Oculus Touch-esque Vive controllers that Valve already began to tease, and bookmark the holiday 2017 launch of Microsofts powerful Xbox Scorpio consolewhich could very possibly leverage the Windows 10 Creators Update to run the Oculus Rift or Windows 10 VR headsets as a counter to Sonys surprisingly okay PlayStation VR.

Next year, VR games should only get better as developers gain more experience... if they can navigate the complicated world of consumer expectationsand discover what people really want from the medium, that is. The cost of VR-capable PCs will only keep going down. Expect augmented reality to continue making inroads in car tech. The Vive and Rift may even get price cuts! Heck, with enough advances, 2017 may be the year PCWorld officially recommends you buy a VR headset.

Or it could all come crashing down like previous virtual-reality attempts. (Remember Sega VR?) Living on the bleeding edge may be expensive and exciting, but its not always a sure betthough with so many of techs biggest names spending billions on virtual reality, its hard to imagine this latest push fizzling completely. Time will tell.

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NBA broadcasts games in virtual reality with NextVR …

Posted: at 5:59 pm

The NBA is upping its game, giving fans a whole new perspective. Thanks to virtual reality technology, fans who might never have a chance to get to an NBA game can now feel like theyre in the stands, or even courtside.

All you need is a subscription to the NBA League Pass, a virtual reality headset, and the free app NextVR on your smartphone.

CBS News correspondent Dana Jacobson gave the technology a try.

I mean, the players are like, there. I should be touching them but Im not, Jacobson said. Its so clear. I dont know how to describe it. Its just unreal.

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Traditionally, sport has been watched on a flat screen and now for the first time in history, we take you inside the screen in a way that youve never been able to stream content, said Danny Keens, vice president of content at NextVR -- NBA Digitals partner in a weekly virtual reality broadcast.

We cant just be different from traditional television; we have be better than television and we cant just be different from being at the game, Keens said. We have to be better than being at the game.

What was it like the first time you watched that full broadcast with the NextVR technology? Jacobson asked Jeff Marsilio, who heads the venture for the NBA.

I was nervous and then I was really excited as I saw it really come together, said Marsilio. We sat the camera at a courtside table and just you know, filmed -- no real production, nothing more than just filming and capturing. But when we watched the experience, we were blown away.

But to broadcast a game each week, the league realized it needed to do more.

Its not enough to simply put the camera down and walk away, Marsilio said. What weve discovered is you really do need the context that you get from some of the more traditional things that we see in television.

That means an entire broadcast crew -- up to eight unmanned cameras with 180-degree views -- are set up throughout the arena, including one on the stanchion of each basket and one center court on the scorers table.

CBS News

And this is actually your right eye, and this is your left eye, Keens explained.

Does it combine in my brain? Jacobson asked about the headset.

Yeah it combines actually in the VR Headset. And so that gives you the depth of 3D because each one is slightly off, and in the headset, it puts it back together and it gives you this sense of a 3D world, Keens said.

One camera is also positioned at a stanchion underneath a basket. Tickets are not available for the seats there.

Theres no ticket for that on the basket position. Just in last weeks game, there was a moment when LeBron [James] was running down the court right at you and you feel like, Oh man, hes coming at me. And the hair raises on your arms. Its pretty exciting, Marsilio said.

From a designated announce team, to the way a game is cut and even the graphics you see, once the headset goes on, its all designed to keep fans engaged.

There is no multi-tasking, there is no Facebook, no Twitter, theres no checking emails, theres no sending a text message, Keens said. So you become fully engaged in the content in a way that youve never been engaged. So youre 100 percent committed to watching the game.

The league is not releasing specific numbers, but told CBS News people are watching the VR games. As for whats next, both the NBA and NextVR said the technology is rapidly improving so they expect the quality of games and the number of broadcasts to grow.

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H.R.2802 – 114th Congress (2015-2016): First Amendment …

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Tracker:

This bill has the status Introduced

Here are the steps for Status of Legislation:

Array ( [actionDate] => 2015-06-17 [displayText] => Introduced in House [externalActionCode] => 1000 [description] => Introduced )

First Amendment Defense Act

Prohibits the federal government from taking discriminatory action against a person on the basis that such person believes or acts in accordance with a religious belief or moral conviction that: (1) marriage is or should be recognized as the union of one man and one woman, or (2) sexual relations are properly reserved to such a marriage.

Defines "discriminatory action" as any federal government action to discriminate against a person with such beliefs or convictions, including a federal government action to:

Requires the federal government to consider to be accredited, licensed, or certified for purposes of federal law any person who would be accredited, licensed, or certified for such purposes but for a determination that the person believes or acts in accordance with such a religious belief or moral conviction.

Permits a person to assert an actual or threatened violation of this Act as a claim or defense in a judicial or administrative proceeding and to obtain compensatory damages or other appropriate relief against the federal government.

Authorizes the Attorney General to bring an action to enforce this Act against the Government Accountability Office or an establishment in the executive branch, other than the U.S. Postal Service or the Postal Regulatory Commission, that is not an executive department, military department, or government corporation.

Defines "person" as any person regardless of religious affiliation, including corporations and other entities regardless of for-profit or nonprofit status.

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