Bigscreen Beyond – Small VR Headset
twitter.com
twitter.com
This is one of the reasons why I think the people discounting VR/AR are misguided or at least basing their thinking on incorrect assumptions. These breakthroughs will fundmentally change some aspects of the value proposition.
Displays and optics have been some of the blockers.
6DOF tracking seems to be mostly solved (albeit in a very costly manner) and seemingly settled on inside-out tracking.
Controls are IMHO a very weak point with no clear line of sight path to a solution.
Software could help, but so far I think that poor engineering did not help to highlight the hardware qualities of the various prototype we've seen (I've not tried everything but I would not call any of those a mass-market product)
Industrial design could be the magic sauce, this is why people have been hoping for Apple to save the day. Given their recent track record I am not convinced this will happen.
a) Have acquired [1] a ridiculous number of AR/VR companies including Limbak [2] who have conceptual lens designs which are far better than anything on the market today.
b) Proven supply chain and expertise with LiDAR, MicroLED, Photonics, Glass, Custom Silicon, Batteries, Power Management, Wearable Fabrics etc.
c) Up to version 6 of their ARKit SDK [3] and decade of experience in building ultra low power operating systems e.g. Secure Enclave OS, watchOS etc.
[1] https://en.wikipedia.org/wiki/List_of_mergers_and_acquisitio...
The latest rumors say that the current headset requires you to carry a large battery separate to it all for 2 hours of battery life. That sounds like a failure to be ultra low power.
Inertial charging still requires that you put the effort in, the trick is that with watches it's very little effort – equivalent to winding the watch every few days – so you don't feel it.
If you have ever used a hand-crank torch or radio, or something else that converts effort into power, you'll know that it takes a fair bit of effort, and that's for low power devices. Inertial charging to recoup, say, 5k mAh to charge a smart phone for a day, would therefore require a lot of effort. This would be spread out over a day, but might feel like, for example, carrying a heavy backpack the whole day.
I think the greatest weakness of VR is total immersion. Its not clear to me that people will ever really want to be completely shut off from reality while in virtual space.
I don’t feel that you’d want this all the time, but if for some reason you cant go outside; being able to be in a completely virtual environment gives you a giant sense of space
It would be better and more portable than my multi monitor setup. Maybe I'd be able to focus and concentrate more.
Which would be the downsides?
Your monitors would be a higher resolution than these. You would be tethered to your PC.
The other thing to consider in terms of portability is that these have very high resolution displays (they just don't necessarily look high resolution because they take up such a large fraction of your field of view), and also need to be run at 100+ hz to minimize motion sickness. While this is easily doable with gaming graphics cards, many development-focused laptops don't have the GPU horsepower necessary to handle it.
Finally, it looks like this is using SteamVR headset tracking. This is an outside-in tracking system that relies on a pair of external tracking beacons that the headset needs to have line of sight to, to figure out its position and orientation. If these are moved, their position needs to be recalibrated. So it's also less ideal for portability in that you need to set up and run power to two other external devices and have somewhere to mount them while using the headset.
You need >35 PPD to read legible text on a displays. 62PPD is the maximum resolution of the typical human eye.
So, if you can get the company to advertise their PPD (doubtful, but some display providers do and are truthful), then you can answer your question.
Note that that 35PPD spec comes from the equivalent PPD when viewing 12pt font on a physical standard 1280p 14" display monitor at a seated distance (eye relief) of 20" from the monitor. So, there's some subjectivity in that value. I guess if you're used to working in, say, 38pt font or so, the this 28PPD might be ok? (I didn't do the math)
"If there is any single number that people point to for resolution, it is the 1 arcminute value that Apple uses to indicate a “Retina Display”. This number corresponds to around 300 PPI for a display that is at 10-12 inches from the eye. In other words, this is about 60 pixels per degree (PPD)."
1.) https://www.anandtech.com/show/7743/the-pixel-density-race-a...
The downside has always been comfort and screen clarity, which this headset seems to solve!
The main downside is that the resolution just isn't there yet on the Quest Pro to make what you are seeing comparable to a real monitor. If you want to see the same "amount" of eg: text, you will be looking at a bigger screen in space - which is what I do. I stare at the equivalent of about a 32" monitor. It is OK if you only need to use a single monitor, but the advertised benefit of having as many monitors as you want isn't as great as you would think because they have to be so big that you have to rotate your head a lot.
You also need to be pretty good at touch typing. If you can't type without looking at your fingers, it becomes painful fast - even with passthrough showing you the keyboard or with a tracked keyboard (which shows up rendered in VR).
All of this will change with the next gen as they bump up significantly in resolution. I already use it routinely to get a "change of scene" and to focus more. It's quite fun to go into the public rooms and co-work with half a dozen other people doing the same thing from all over the world. So once the resolution goes up another notch I think we'll hit the point where it's unambiguously better for a lot of people than a real monitor and this will start to take off. For now, you have to have a reason or be an enthusiast to want to do it.
Self-contained VR is going to look cheap for quite a while, because you need a gamer PC or a good game console to make it go, and you just can't cram that much graphics power and battery into non-clunky headgear. However, wireless with a local base station generating video ought to work fine.
- $999
- Molded to your face
- 2560 × 2560 per eye (higher than the HP Reverb and nearly every other headset, lower than PIMAX 8K)
- 90° × 93° FOV (lower than most other headsets)
- 127g (excluding strap/cord, MUCH lighter than any existing headset)
- Does not come with controllers or trackers (compatible with existing lighthouses, bring your own)
That said, lightweight is awesome. I think getting weight out of the headset is going to be really important for any sort of casual use of VR, but I don't think this product is good example of that, just because of all the other requirements.
I have a very mild interest in VR but if the tech really improves this is something I could try. Past experiences have been disappointing.
The last chances of a truly privacy-respecting VR experience dried up when "The Industry" walked away from OpenXR and other efforts to treat VR like a first-class technology and not a toy. Maybe not the worst choice in hindsight, but it's also the one that lead us down this road of "product-ized" virtual reality.
The right headset is around the corner, but this isn't it.
But on a long-distance train or a long plane flight? I could totally see people reclining and wearing this to watch TV and movies.
(Honestly, the gigantic IMAX-sized cinema screen in VR is kind of the killer app nobody is talking about. Not to mention it's the highest quality 3D movie experience you can get, if you want to watch something like Avatar.)
Obviously nobody's going to be playing games on a VR headset on public transportation, at least not ones that require moving controllers in space.
I've got a Quest 2, and the app to use is Skybox, and I watch stuff over SMB on my local NAS. The key things are being able to adjust the size of the screen and the angle of the screen. I can literally lie on my back on bed and watch TV on the ceiling. And the visual quality tends to be somewhere between 720p and 1080p -- you can make the screen big enough to resolve all 1080p detail, but it's kind of too large at that point. I think I mostly watch around an "850p" level of detail.
I also watch it with my AirPods Pro paired up, and the app lets me manually adjust the audio sync by 100 ms to compensate for the Bluetooth delay.
Watching TV through various specific apps can be more hit or miss, as they won't allow you to adjust the angle of the screen for example, so you can watch comfortably while reclining, or the Bluetooth audio delay. I assume they'll all figure this stuff out eventually.
So the tech is absolutely all there, but the UX can be very app-dependent.
It cost $300 not $1000 (at least when I bought it), and there's no big-screen TV that comes even close to the size of the screen in my headset. And there's certainly no room in my bedroom to put a big-screen TV anyways, which is where I'm watching something if somebody's watching something else in the living room.
- all the TVs in the house are taken
- you want privacy. This is more for dorm rooms
- you want to watch something with your family or friends who live far away. This is way better than zoom or facetime
- you want something that’s the size of a 500 in screen or larger
- you want to watch something in 3D. 3D movies never worked for me until VR and the Big Screen app
Those can be trendy and nice looking, and people are still wearing them outside, even the bulkier models.
This feels like a dealbreaker for me, and I should be firmly in the target demo for this product (PC VR user, flight sim enjoyer) - putting up Lighthouses on my walls so I can do some basic VR gaming is IMO a pretty tall order.
There's a really good reason inside-out tracking has practically fully displaced stuff that requires you to install new stuff in a room.
However, if their whole goal was "smallest lightest headset" then you can't really blame them for removing every single piece of tech from the headset they possibly could and outsourcing it to another device to maintain that claim. The right call? I dunno. But if this headset can be a drop-in replacement for my Vive one, I will buy the hell out of that. It's a strict upgrade for me with basically no extra expenditure of effort/money beyond the cost of the headset.
To each their own though!
Sure you can - IMO (and of course reasonable minds can disagree) - you can surely blame a product when they've optimized to the point of going below-MVP.
I get the desire to be smaller and lighter than the rest, but IMO inside-out is table stakes and is part of the "minimum viable" requirement...
I've seen the portable lighthouse setups, but IMO that's even worse. I've done the lighthouse setup back when it was I had the Oculus CV1 - and those didn't even need to be positioned high on the walls, and IMO it was a huge pain the ass. I think I ended up using them a total of 5 times because of how much fiddling was required to get into VR.
PCVR is already a vanishingly small market, this particular quirk of the spec IMO puts the product below minimum viability.
I think for the "casual" use cases it might be possible to get away with a single lighthouse (~$100) and no controllers (stick to keyboard/mouse, console controller, or HOTAS) but that's pushing it.
The main advantage light houses offer is that it makes full body tracking possible, assuming people are willing to pay for 2-3 extra trackers AND more developers start supporting it. As of right now, I am only aware of 3-5 games and apps that support full body tracking.
-Many Vive headsets are compatible with valve base stations, so there are many lighthouse kits around [0]
-This headsets supports both versions, 1.0 and 2.0
-Valve Knuckles are still considered the most advanced controllers on the market
0: https://www.vive.com/ca/support/vive-pro-hmd/category_howto/...
Lighthouses are a pain to install and configure just right. However, it’s also the most accurate tracking system to date and it makes full body tracking possible.
Cheap camera tripods or lighthouse holders make it much easier to deal with
(Admittedly this product does include lighthouse sensors, slightly reducing the amount of third party equipment you need to implement a 6dof system.)
<144Hz sounds suboptimal for a VR headset
https://heresphere.itch.io/heresphere-vr-video-player-quest-...
The demo is limited only by a nag screen if you want to check it out.
Going for fixed IPD and producing 15 different size displays this commitment.
Compare this 127g to Valve index's 809g, anybody owning an headset knows the impact on immersion, especially mass away from the center of gravity (like the display)
And right now the only phone with them and that has a usable API is apparently the iPhone.
This was covered in a walkthrough with a VR YouTuber: https://www.youtube.com/watch?v=yvih_ljVc_w
That may have been the case around 5+ years ago when flagship Samsung phones were significantly cheaper than iPhones. Then Samsung (for example) moved away from plastic screens and chassis to glass and aluminum, the prices went up.
Here in Australia the flagship iPhone 14 pro is from $1,899 with the flagship Samsung $1,949. With the Samsung fold at a whopping $2,499.
A normal Samsung S23 and iPhone 14 both go for the same price.
Of course we're just talking flagships, with both brands offering lower priced phones around that half price.
Fortunately, I can borrow an iPhone from work
I don't really know if it's possible to get the accuracy out of a simple webcam that the IR blaster/FaceID hardware can get. Sure you can do facial comparisons to unlock the phone, but that doesn't give you as detailed geometry as the Face ID hardware does.
Keep the lens and display assembly + tracking cameras on headset but power and computing is USB-C to an android device.
So same concept software wise as the Go but not strapping a phone to your face.
With pancake lens and all I think you'd get a very thin and light headset with the same computing power as a Quest 2 with a better profile and something people might actually be comfortable wearing for many hours.
Supposedly, Ive’s last decision was to kill the puck or hub which is why Apple’s headset is shipping so late, but the new rumors dispute that
"A waist-mounted battery, connected via a magnetic, MagSafe-like power cable to the headset's headband"
https://www.macrumors.com/2023/01/03/report-reveals-wave-of-...
> The source in question came to me with a prepared information package. I did not personally seek out this person or attempt to bribe or entice them into leaking trade secrets.
Full clarification post here:
https://twitter.com/SadlyItsBradley/status/16251978833088389...
- He negotiated a revenue split with the source so he could publish the information publicly.
- He claims he didn’t know better from an ethics standpoint.
- He says the amount was small but gives no indication what that really means.
They advertise shareability via magnetically removable foam, but also say they've reduced weight by making 15 different versions for IPDs between 58mm and 72mm, suggesting sharing will only work well among those with similar IPDs.
Not super compelling IMHO unless you own a modern iPhone and you're already heavily invested in a gaming PC and the Steam ecosystem (which, admittedly, many are!)
It uses an iPhone XR or above. The XR was released five years ago.
I use a Quest 2 mainly for playing the modded PC version of Beat Saber, and it's decent but has some annoying drawbacks — mainly, it's front-heavy due to onboard compute and battery, which I've offset with a counterweight on the back of the strap, which in turn increases total unit weight. Also, while its inside-out tracking is convenient it's also very fussy about environment lighting, with it easily forgetting its guardian boundaries with minor lighting changes, and it occasionally loses tracking with sudden head or arm movements. It's also a Meta product and firmly locked into Windows (no hope of using it under Linux).
The Index is the next best thing but the current revision of that is getting a bit long on the tooth, so until Valve gives the Index a spec bump, things like this seem like the best bet for a headset upgrade.
Valve knows how many Steam VR users have like 4080's and 4090's, or AMD's flagship, and the numbers aren't good.
I also did previously own an index and also had custom lenses for that and I think the quest 2 that I own now is way better especially over USB but wireless is pretty good too.
As far as comfort goes it's not bad and the headphones on the Vive's strap are a solid upgrade from the Quest 2's directional speakers, but I'd still prefer for any headset I upgrade to in the future to be more lightweight.
Sure, it's nerdcool and might get you a slightly better fit to your face, but it makes it much harder for people to try their friend's headset and say "whoa! I need one too!"
Optimizing for virality as a consumer product designer is pretty much always the right business decision.
This is a design tradeoff.
The few times I tried VR headsets I have to say that I was annoyed by the adjustments and the cheap/weak materials that was used, also I noticed some drift after a very short time (likely due to wear for a demo headset, but still)
Not sure if custom made is necessary, but like with any eye wear, the correct size and alignment should probably be built into the device itself, it is more practical and durable.
I haven't been anywhere near one of these units, yet, but I found this explanation highly compelling: https://youtu.be/mieWJ9vupqw?t=228
That said, I'd love to have something like this that's compact and provides the equivalent of a big, 4K or better, monitor. It's also too big of a gamble for me to plonk down $1K to find out, and it looks like it won't support an M1 MacBook Pro due to the video card requirements anyway, so I'll have to wait.
old headset criticism: "hey the resolution is pretty bad" its not resolution bro, headsets use this other term that doesn't address your actual observation at all.
fun fact, nobody cares!
so now we have high quality visuals, the same quirky new terms that more closely match some technological aspect that nobody cares about, and equivalent resolution terms that manage expectations pretty perfectly!
That's backwards. PPD (pixels per degree) and MTF (modulation transform function) are much better measurements to use to compare the optics between different headsets because they actually measure the resolution and sharpness that your eyes actually see instead of just the resolution of one part of the optics stack.
>fun fact, nobody cares!
This is true. Resolution numbers are purely for marketing purely because people think bigger number = better product.
>and equivalent resolution terms
2560x2560 tells you nothing about if the actual image is a blurry mess or if there is screen door effect. It doesn't tell you if that resolution is being spread over a small portion of your view to be super high resolution or if it's being stretched over your entire field of view for an okay resolution.
- 90 FOV
No thanks! Compelling though, if your use-case is viewing 2D content on virtual screens -- the metaverse app Bigscreen makes, a virtual environment for sharing 2D content.
If so, that's great! Previously it looked like Shiftall had a great product, but no budget to bring it to a large market.
*when I purchased mine
Btw, does it consider the myopia users?
If you're excited for VR products I recommend checking out the existing competition. My old Valve Index (sold to help pay for a boat), has been available for a few years now and is comparable. Different refresh, resolution etc. and importantly a higher FOV. Were I in the market I'd probably consider another Index over this.
"Allow". Trust me, these things are not at all designed to be worn over glasses. It is uncomfortable as fuck and getting everything aligned properly so you can actually see is a pain too.
Buying prescription inserts is basically a requirement if you can't manage without your glasses.
I don't need to trust you, I've owned three headsets so far, an Oculus Rift DK2, a HTC Vive and a Valve Index. I have a fairly large head (to the extent that many glasses don't fit me) and yet have never had an issue with glasses in any of the headsets. I also have -6.5 in each eye so can't use the headsets without vision correction.
It's not as convenient as not wearing glasses for sure, I had to guide the glasses into place in the headset, but I've played hundreds of hours of games in each headset, including many multi-hour stints in Fallout 4 VR which requires a lot of movement and Elite: Dangerous, and wearing glasses just wasn't an issue.
> Buying prescription inserts is basically a requirement if you can't manage without your glasses.
My experience would suggest it's not a requirement at all.
As far as FOV, it sounds like based on one video review that the company is giving a low estimate for FOV so as to avoid over promising, and they suggest that users may find the FOV is higher.
> As far as FOV, it sounds like based on one video review that the company is giving a low estimate for FOV so as to avoid over promising, and they suggest that users may find the FOV is higher.
I'm not sure I'd trust that, I'd like to hear some other reviews first. The 90Hz thing is still an issue for me though, it turns out that higher refresh is important for immersion. I don't play "flat" games at higher than 60Hz, but 90 to 120 (HTC Vive to Valve Index) was a good change.
Wake me up when we have at least 180 without early adopter prices.
I see the potential and I experience the need regularly: I want to watch movies with friends remotely in a cool VR environment that feels like we're watching together in a theater.
In practice my options are to:
- pay to watch "a vast movie selection" of 140 films, the majority of which are anime[1]
- run the buggy (and so aptly named) Bigscreen Beta PC client[2] which will probably crash during weird unlikely edge cases like your screensaver turning on and critically depends on your internet upload speed for a good movie watching experience for everyone. Get ready for frequent "wait is it showing a black screen for you guys?" troubleshooting. It only runs on beefy PCs right now but don't worry: a macOS version is being worked on circa 2019[3].
- send the video file to everyone and get them to download it to a folder of their headset (which involves running Android File Transfer; nontechnical friends will struggle) then start a shared room. Arguably the least painful option with the best overall quality.
When it works though it's so good. Watching a film in Bigscreen feels like watching a film in an actual theater. Their drawing and popcorn throwing features are hilarious and fun. Their spacial audio is a blast. Their selection of virtual theaters is plentiful.
Here's the experience I want to watch a film with friends in Bigscreen:
- log into my Netflix/Hulu/Disney+ account through Bigscreen
- create a new room
- pick a movie
- share an invite code
I understand for that to work Bigscreen would need to make complicated partnerships happen, so in the meanwhile I'd like to be able to:
- drag and drop a video file into bigscreen.com/newroom
- see an invite code I can join from my headset and share with other people
Please someone create this experience. You can use WebXR[4] to do the whole thing with the web stack you already know and you could probably just download a ready-made 3D model of a movie theater[5].
1. https://www.bigscreenvr.com/movies/catalog
2. https://store.steampowered.com/app/457550/Bigscreen_Beta/
3. https://www.reddit.com/r/OculusQuest/comments/c7kx2n/bigscre...
I don’t see any anime on that page. Would actually be a plus for me.
That's also why your complaints about the PC side of things don't really make sense to me, as someone who's been using Bigscreen since the literal beginning.
> run the buggy (and so aptly named) Bigscreen Beta PC client[2] which will probably crash during weird unlikely edge cases like your screensaver turning on
A lot of games will do weird things if a screen saver turns on. That's why there are standard APIs to disable the screen saver while they're running, which are also used by media players. Bigscreen, like most games, does this, so if you're even getting the screen saver kicking on something has gone wrong specific to your setup.
> and critically depends on your internet upload speed for a good movie watching experience for everyone.
Yeah, that's the nature of hosting a peer-to-peer stream. The host needs to have the bandwidth. Are you expecting Bigscreen's developers to provide high bandwidth video relaying to their users for free?
> Get ready for frequent "wait is it showing a black screen for you guys?" troubleshooting.
I've watched many movies with friends in Bigscreen and never had this. Plenty of issues getting audio hooked up right thanks to the need to use an awkward virtual soundcard on Windows, especially with surround sources, but video always worked fine.
> It only runs on beefy PCs right now
If by "beefy" you mean literally the original 2016 recommended specs for PC VR, a 4th-gen Intel quad core and a GeForce 970, then sure? A PC that was maybe $1500 including the monitor when it was built in late 2014. Then yeah, sure, "beefy".
It's never going to run on any Intel integrated graphics systems that exist at the time of this post, but there are four generations of dedicated GPUs and eight generations of Intel CPUs that have come out since the first machine I hosted a Bigscreen room on, which is still my secondary gaming PC to this day.
In the end it's still a VR game, if your computer struggles with Minecraft it's never going to run VR anything well, but basically anything that honestly deserved the title "gaming computer" in the better part of the last decade should be able to do it.
> but don't worry: a macOS version is being worked on circa 2019[3].
Apple has basically neglected the idea of gaming on macOS. They were already far behind on OpenGL and then abandoned it entirely for Metal, which is great for portability between Mac and iOS but for titles that will never target phones or tablets it makes the Mac a much more annoying niche to develop for.
Both Valve and Oculus had at least discussed if not announced plans for Mac support for their VR systems initially, but even then basically only the Mac Pro could actually meet the minimum requirements.
---
You understand why the direct streaming approach isn't going to work out, but that's also why they'll never do what you ask for with regards to being able to upload a video. At that point they'd again be providing bandwidth and also have to deal with piracy issues. P2P streams are not their problem in any way.
The spec sheet FOV may not be the absolute largest available, but it doesn't seem that compromised. FOV is tricky to measure and just looking at numbers to compare two headsets may not give the whole picture (pun intended). The custom fit and prescription optics allowing the lenses to be at the optimal position for your eyes without needing glasses may make the FOV better in practice than other headsets with a larger theoretical peak FOV which isn't achieved due to imperfect fit.
Norm from Tested[1] and Brad Lynch[2] are two of the most knowledgeable and experienced VR reviewers out there and they've both used it and did not report that FOV was noticeably worse than Quest. The clarity of the optics, the resolution, and the contrast ratio will be much better and could easily make up for a couple of degrees of FOV.
I'm surprised I haven't seen people talking about using this as a monitor replacement for laptops or desktops. People talked about it for Quest Pro but this has significantly more pixels per degree and is much more portable (for 3DOF use at least) and comfortable, which could address the biggest issues with Quest Pro for that use case. I would definitely buy this over Quest Pro if I was interested in monitor replacement.
Screenshot from above video: https://imgur.com/0JVeyRC