Latest VR/MR Devices that you would not want to sleep on! Read below to find out more!

Virtual Reality

There are countless VR devices that are currently available on the market, and each with its own pros and cons. There are those that require wires, and those that don’t. There are those that requires a phone, and those that don’t, and this list goes on. I personally believe that the best VR experience definitely woould be one that does not require any external wires, or devices, and one with an extensive support of different controllers and softwares.

Here are some of the notable VR systems in the market:

Device ProsCons
Oculus Rift SAccurate motion tracking
Full software library
DisplayPort only
Requires physical wires
HTC ViveImmersive experience
Wide support for different controllers
Supports “whole-room VR” with use of external sensors
Expensive
Requires physical wires
Nintendo Labo Toy-ConGreat design
Engaging physical construction and play
More expensive than standard first party games
Playstation VRImmersive experience
Works with non-VR apps and games
Motion control support
Requires separate PlayStation Camera
Less powerful hardware

All of these are spectacular VR Headsets and has its own perks, and all of these are targeted at slightly different audiences. Lets say you already have a Playstation and prefer it over a PC, then the Sony Playstation VR Is hands down the best headset you should get.

I would choose the Nintendo labo Toy-Con variety Kit over the rest. Yes, it may not have the most impressive hardware, nor the most immersive VR experience as compared to those listed above, it does intrigue most with its unique hands-on approach to DIY VR.

Going into further detail regarding the Nintendo Labo, the Labo uses the existing Switch device, and its JoyCon Controllers to provide different experiences using separately purchasable Kits. Currently there are 4 kits: VR Kit, Variety Kit, Robot Kit and a Vehicle Kit.

The VR Kit provides a more traditional VR experience where one would have a headset, but with different customisable experiences.

For example, the VR Kit has 6 different projects, the VR Goggles, Blaster, camera, Elephant, Bird and the Wind Pedal. The variety of projects that one create with just a switch and the kit is one of the reasons why i would love to try out the Nintendo Labo (If anyone would like to sponsor me this do let me know, so that I can provide a more thorough review)

Image from https://labo.nintendo.com/kits/vr-kit/

Furthermore, playing this with kids will be a joyful experience and one where they will be able to learn and further appreciate VR technology.

Mixed Reality

What caught my eye for Mixed Reality devices was the Volvo x Varjo XR-1 system shown during lecture. I personally felt that the application of mixed reality in such a situation is really useful.

i am really looking forward for this to be available to drivers as it would be essential for existing drivers to be able to experience different situations in simulation.

Yes, the driving school has taught us how to drive, but one thing it is unable to do is to put us in dangerous situations without endangering any lives.

VR/MR Headsets

VR Devices

In a VR Headset, I usually look out for the common factors that make a headset distinguish itself from others, like higher DOF, FOV, refresh rate and more importantly for me, an non-tethered headset, which brings a feeling of freedom.

It is of course, difficult to find a good device that does all of the above and still remains affordable. A common few headsets that receive much popularity are the Oculus Quest and HTC Vive.

As such, it is a surprise even to myself, that one of my personal favorites for VR is the Nintendo Labo VR.

Image result for nintendo labo vr
1,280 by 720 Resolution, 60Hz Refresh, 3 DOF. Not the most amazing specs you’ll see.

While it can be coined as “VR but not exactly” by many people, the main reason as to why it catches my attention is the idea of learning and creativity.

Not many people have the opportunity to experience VR, especially kids. With a Google Cardboard-like experience, many people can get their first VR experience, beginning from “building” their own VR headset.

From there on, they can shape their own VR experiences by building a variety of different extensions through the many Toy-Con projects available (elephant, camera, blaster…), or simply experience compatible Nintendo games through the lens of VR. Players also have the option to make their own mini VR games.

Looking at its specs, it is clear that this is not the most outstanding VR device and it definitely can’t compete with other specific sets like the Playstation VR (though Labo is more affordable than many). However its main selling point lies not in its tech, but how it makes VR more understandable through its play experience.

From building to basic programming, the Nintendo Labo makes VR more accessible to people and the idea of VR more tangible. Rather than letting VR seem like something futuristic and daunting, it gently introduces people into the VR space. Especially for kids, this helps with the learning experience and is a great first introduction to VR, which can hopefully ignite an interest in them.

Everyone has different thoughts on what is the best system, and a cool extensive list of VR devices and their specs can be found here.

MR Devices

While I’m not exactly familiar with MR tech (affordability being an issue of course), upon research, one of the headsets that catches my eye is the Microsoft Hololens 2, a popular pick for many.

Image result for microsoft hololens 2
A pricey piece with 52 FOV, about 3h battery life, and more power than its predecessor.

With a stylish design including a flip-up visor and improved fit, it’s cool to see how the device has been advanced for user comfort and experience. Tracking (gesture, gaze, hand) and various sensors increase the possibilities that the HMD can bring, and I’m interested in seeing how the experience is as compared to the Hololens 1.

VR/MR Headsets

VR Headset

Here is a list of VR headsets that I think great with their main parameters:

ProductTypeConnectionResolution(per eye)Refresh Rate(Hz)
HTC ViveTetheredHDMI, USB3.01280 x 144090
Sony Playstation VRTetheredHDMI, USB2.01080 x 1200120
Nintendo Labo VR KitMobile960 x 108060
Oculus QuestStandalone1440 x 160072

Among these VR headsets, personally I like HTC Vive most.

HTC Vive can provide the best immersive experiences with their eerily accurate room-tracking technology and smooth graphics. [1] Although it is tethered, which makes it less flexible when comparing to other types of VR equipments, I still think that the sense of immersions should be the most important thing when evaluating VR equipments. In my opinion, the biggest selling point of VR technology itself is exactly the immersive experiences provided. That’s why consumers would like to bother buying a VR headset instead of simply sitting in front of their own PC or a mobile phone.

Besides the delivery of a variety of thrills and chills via its room-tracking technology and touch-enabled controllers, HTC Vive can sit comfortably on user’s face, adding padding and softness to the headset and allowing user to wear it for longer. Valve’s experience with Steam and the wealth of options and social features within is another reason that I would like to recommend HTC Vive.

[1]https://www.tomsguide.com/us/htc-vive,review-3513.html

MR Headset

Here is a list of MR headsets that I think great with their main parameters:

ProductMax Field of ViewResolutionScreen TypePixel Density(ppi)Price
Samsung HMD Odyssey Mixed Reality110°2880 x 1600Amoled615$499
Acer Windows Mixed Reality100°2880 x 1440LCD706$285.99
Lenovo Explorer110°2880 x 1440LCDunknown$265

Among these MR headsets, I like Samsung HMD Odyssey Mixed Reality most (not only because it’s the most expensive one).

From the chart above, we can easily see that HMD Odyssey has the largest max field of view and resolution, and its screen type is Amoled instead of LCD. Additionally, Samsung has cut down on screen-door effect (SDE) with new technology that doubles the 616 pixels-per-inch (PPI) provided by the native resolution. 

HMD Odyssey has been tweaked with a wider nose guard and eye box, and making it easier to wear for anyone with prescription frames.[2] This is also why I would like to suggest HMD Odyssey most among those MR devices in the market.

[2]https://www.windowscentral.com/best-windows-mixed-reality-headsets

HW1: VR MR Headsets

VR Headset

I decided my favorite VR and MR headsets thinking about as if I was going to buy the actual headset; therefore, I based my decisions on price, image quality, experience and usability. As other classmates have written in this forum, I have to say my favorite VR headset is the Oculus Quest. At first I thought the Oculus Rift S was better; but after considering some tradeoffs, I prefer the Quest.

Firstly, Oculus Quest is easier to start with, I liked the fact that you do not need a VR capable PC, you just need your smartphone to start using it. For me, being able to share the VR experience with my friends and family is important as I enjoy playing games or living new experiences with them. In addition, carrying a laptop everywhere I want to go with the headset  isn’t really what I’d like to do, so portability is another important factor for me.

Secondly, the Quest has two 1600×1440 OLED Panels at 72Hz. The Rift S has a better image quality; nevertheless, I think some games with not really photorealistic graphics will look the same, in my case, I prefer more cartoony games so I still prefer the Quest.

Thirdly, while both the Quest and Rift S have 6 degrees of freedom, I believe the fact that the Quest is wireless even gives you more freedom to move and even not feeling the wires on your body enhances the level of immersion you have while playing.

Fourthly, Oculus Quest has a manual IPD adjustment; therefore, it’s easier to adjust it to your facial features for a better experience.

On the other hand, some downsides to the Oculus Quest are that if you need to play VR PC games you better get the Oculus S as the graphics and the overall experience are better. Also, for me it’s pricey, but I think If I had money I would probably buy it for just the $399 it’s worth.

Oculus Quest [2]

Specs references:

[1]https://www.forbes.com/sites/solrogers/2019/05/03/oculus-quest-the-best-standalone-vr-headset/#7140f29b8ed8

[2] http://www.immersiveshooter.com/2019/07/17/what-oculus-quest-content-standards-say-about-the-state-of-vr/

MR Headset

In my opinion MR is all about being able to expand your current reality to have even more information or objects in your field of view, but I believe being able to mix this without even noticing you are wearing something is really important. That is the reason why my top pic are the Nreal light Mixed Reality Glasses.

The thing that caught my eye about this MR Glasses is that they almost look like regular sunglasses. In addition, they just weight 88 grams. Also they are USB-C compatible, they have 6 degrees of freedom and simultaneous localization and mapping.

Furthermore, for a MR device, the 53 degree FOV is considered to be really good. Other features include voice control and built in 3D sound speakers.

A downside of it is that you need to use another device: the Computing Unit which runs Android and the controller for the lenses.  but if I had money I would definitely still buy this lenses for $599 to try them just because of their design and weight, considering that they can also be used with prescription lenses which is really important for people like me who wear glasses!

Nreal Light MR Glasses [3]

Specs reference:

[3] https://www.nreal.ai/specs

My preferred VR and MR devices

My preferred VR device is Sony PlayStation VR. The main reason I pick Sony’s VR device as my favorite is that it has the highest refresh rate which is 120Hz while the refresh rates of other devices are usually 60Hz to 90Hz. According to my experience, the refresh rate has a strong influence on the playing experience of games, especially for shooting games. Moreover, low refreshing rates of VR devices may cause nausea in certain conditions. However, a high refresh rate also requires stronger hardware. The resolution of it is also less than the devices produced by other companies. Nevertheless, for me, it is okay to have a less resolution in the trade of a higher refresh rate.

PlayStation VR headset
Sony PlayStation VR CUH-ZVR2 Series
https://www.playstation.com/en-sg/explore/playstation-vr/tips-and-specs/

My preferred MR device is Windows Mixed Reality Headset (HC102) produced by ASUS. The reason I like it is that it has the lightest weight compared to other devices such as HP’s(898 g) and ACER’s(848 g) without comprising on screen quality. It still has a screen with 2.89 inch size and 1440*1440 resolution per eye. However, the field of view of it is 95 degrees horizontal Fresnel-Aspherical which is slightly smaller than others which are usually 100 degrees. With a lighter weight pressing on their shoulders, users can act more flexibly and have MR experience for a longer time. Last but not least, in my opinion, the outward appearance of it also looks better compared to other devices.

ASUS Windows Mixed Reality Headset (HC102)
https://www.asus.com/Headset/ASUS-Windows-Mixed-Reality-Headset-HC102/Features/

VR/MR Headset Review

Preferred VR Headset

My ideal VR headset would be the powerful Valve Index VR Headset assuming that money wasn’t a factor due to its high-end price.

Valve Index VR Headset

This beast of a headset has a display with 1440×1600 per-eye resolution, a 120 Hz refresh rate (with experimental 144 Hz mode) and an approximately 130 degrees FOV. It also has motion controllers with individual finger tracking as well as built-in speakers with excellent audio meaning there is no need for secondary headphones.

Although this headset’s specs make it one of the best VR headsets on the market, its steep price tag, difficult initial set up, and restricting PC-tethered experience makes the high-end headset unwelcoming to casual gamers and newcomers to the VR ecosystem. Having used this headset in a VR arcade recently, I was extremely amazed at how immersive the experience felt so I undoubtedly have to choose this headset as my favorite. If I ever purchased the headset, I would personally be comfortable with the tethered experience; however, I could always just set up a pulley system to hold the wires within my room to avoid accidental tangling if necessary. If I was planning to spend a long time in VR and had the money, I would definitely get this headset since it is extremely comfortable, offers amazing visuals, and the device’s battery life would never be a concern like with standalone headsets.

Preferred MR Headset

My ideal MR headset would be the sophisticated Microsoft Hololens 2 MR Headset, although it is pretty much an enterprise exclusive.

Microsoft Hololens 2 MR Headset

Being lightweight and well-designed, the Hololens 2 headset is an expensive premium product designed with a strong enterprise-focus. With a larger FOV and a more comfortable fit than its predecessor, it is mainly useful for visualization and training purposes within the workplace. If I had the resources and had to choose an MR headset, I would definitely pick this powerful headset due to its intelligent visual overlay and eye/hand tracking. Although this product will probably never make it into the hands of low-budget consumers, I believe that this product has a lot of potential to greatly improve the training process within businesses.

List of Latest XR Headsets

SIGGRAPH 2018 – AnimVR

AnimVR is an animation tool shown during SIGGRAPH 2018 that released later that year on Steam and their site. In the program, you can draw from scratch, set the keyframes, color, and storyboard, just as a start.

It looks like a great tool for anyone in animation, as it can be exported to a standard device.
But, you might ask, why in VR?

AnimVR was made with VR in mind to help make an easier transition into creating 3D production content. When something is already made in the desired platform, there is less of a need to fix it up for a new platform. Now, it is easier than before to create animated 3D films and shorts.

That being said, the reviews are mixed. The main complaint is that the controllers tend to register strokes when drawing, even though the users never inputted the command. Some other complaints are that the tutorials are almost non-existent and not helpful, leaving the user to attempt to learn the program by themselves.

However, seeing that AnimVR was publicized at SIGGRAPH 2018 and also has some larger studios using the program, such as Aardman Productions (of Wallace and Gromit fame), there is potential to this program. And it seems that there are continual updates to this program, at least to fix bugs, but also to try and streamline the creation process.

Since it’s the 1st of its kind, in terms of an animation program pre-made on a VR platform, there are bound to be bugs and missteps. But I think with time and continual updating, there could be something outstanding to work with here.
Below are links to the company site, Steam game, and SIGGRAPH article:
https://nvrmind.io/
https://store.steampowered.com/app/508690/AnimVR/
https://dl.acm.org/doi/abs/10.1145/3226552.3226553

VR/MR Headsets

VR Headset

My ideal VR headset would have to be the Oculus Quest. It has a good balance of features that make it appealing to the VR newbie.

Obligatory photo of Oculus Quest

Like its predecessor the Oculus Go, it consists of a built in ARM SOC that allows it to play VR games optimised for smartphones. While these lack the graphics detail of AAA-grade PC games, they nonetheless provide plenty of immersion and fun. It also means that setup is extremely simple, allowing those with dirge-like technical knowledge to jump in and start playing. Its standalone nature makes it perfect for toting along to parties and being known as ‘the fun one’.

The standout feature (IMO) is the interpupillary distance (IPD) adjustment, which makes it more ergonomic compared to the Oculus Go and Rift S. The horizontal distance between the VR lenses can be adjusted, such that the light rays get focused correctly into your eyeballs. I tried an Oculus Rift in 2014 and got VR sickness pretty fast, so anything that makes the experience less disorientating is always welcome.

Figure 1: IPDs of Oculus VR headsets, compared. [1]
Figure 2: IPDs of Oculus Headsets, broken down by gender. [1]

As can be seen in the bar chart, the Quest has a far greater IPD range than the Rift S and the Go. It’s great to see that Oculus is finally thinking of the women and children, and also those with tiny mongoloid faces (myself included).

The only downside I can think of is that it seems pretty front-heavy, which is never a good thing for extended periods of use. I’d have to actually try it on to see how it feels, though.

[1] https://uploadvr.com/data-suggests-oculus-rift-s-ipd-range-best-for-around-half-of-adults/

MR Headset

The Microsoft Hololens 2, released just last year, is a significant advance on the previous version. It has twice the field of view, it’s lighter, and the weight is balanced more towards the back. It now features a flip up visor, which makes toggling between MR and RR (real reality) a seamless experience. This should let it fit nicely into various industry-oriented workflows. Like the original Hololens, it works when worn over spectacles.

The Hololens 2 is able to understand its environment and user to a much greater degree. Some game changing features that have been added include Eye-tracking, Iris recognition, and custom-built AI inference capabilities. This opens up a world of possibilities for application developers – from biometric authentication to adaptive ergonomics.

However, the biggest indication that the Hololens ecosystem is starting to take off is the amount of buy-in in industries where MR makes the most sense. For example, GIGXR and Medivis are launching MR software platforms that focus on medical training and surgical theatre imaging. [2,3] These were developed in collaboration with Microsoft, and make use of its Hololens hardware.

“Pass me the virtual scalpel, I’m going to do some virtual cuts”
“Get it yourself”

Having come from a surgical robotics background, such developments in the operating theatre are exciting to me and are part of the reason I took CS4240.

[2] https://techcrunch.com/2019/12/18/snagging-pearsons-ar-assets-and-1-million-in-cash-gigxr-is-ready-for-its-close-up/
[3] https://techcrunch.com/2019/05/30/medivis-gets-fda-approval-for-its-augmented-reality-surgical-planning-toolkit/

VR/MR Headsets

Here is a list of VR/AR/MR headsets that I think are great:

  • Oculus Quest
  • Sony PS VR
  • Valve Index
  • ThirdEye Gen X2
  • Vuzix Blade Smart Glasses
  • Microsoft HoloLens
  • Nreal Lightweight Glasses

In terms of my favourite VR headset, it would have to be the Oculus Quest.

Image result for oculus quest

The Oculus Quest pales in comparison in terms of specification compared to other VR headsets out there, such as the Valve Index. However, its best feature is the simplicity in setting it up. The Oculus Quest utilizes a built-in sensor array that recognizes the user’s environment, allowing them to easily map out a VR space the user can use. The Quest is also completely wireless, which adds on to a more immersive experience.

As a newcomer to the VR industry, the idea of a system that requires minimal setup and is essentially “plug-and-play” makes it extremely attractive. It is also reasonably priced with mid-ranged specs, allowing new users to obtain a decent VR experience without having to fork out exorbitant amounts of money.

Based on my search online, the preferred MR headset I would use is the Microsoft HoloLens. The HoloLens provides gesturing and gaze tracking, and can accurately map and interact with the environment, allowing for a seamless and immersive MR experience.

Image result for microsoft hololens black background

The only downside to the device would be its cost: with a price of $3000, it would be more suited towards professional or industrial usage, rather than for personal entertainment.

Heroes of Might and Magic IV

Heroes of Might and Magic IV is a turn-based strategy game developed by New World Computing (bankrupt) and published by the 3DO Company (also bankrupt) in 2002. It is set in the fictional world of Axeoth where there are mythical creatures such as dragons and vampires and elves and dwarves.

Image of adventure map taken from GoG

Lens of Elemental Tetrad:

Aesthetics:
The graphics of the game were not particularly groundbreaking or realistic for its time. However, the art style was overall unified and consistent. It was also higher quality than the one in its predecessor HOMM III. While simple in design, the animated sprites were able to help players like me visualize the terrain and other objects in the game. Each creature and hero also had simple but unique character portraits to depict their appearances.

The game audio is composed by Rob King, Paul Romero and Steve Baca and features many different soundtracks from a variety of genres including classical, folk and country. The background music changes from town to town and also when travelling across biomes. Difference in music style across the biomes helps to further distinguish each of the representing factions. For example, Necropolis and Asylum have more chaotic and faster paced orchestral music while Nature is peaceful and relaxed. All in all, the game tracks and sound effects did very well in making HOMM IV an immersive and enjoyable experience.

Story:
During the Reckoning, the world of Enroth is destroyed. Most of its inhabitants manage to escape through mysterious portals to the new world of Axeoth, where the game takes place. The base game features six individual campaigns that tell the story of how each of the leaders of the major factions of Axeoth came to power.

Mechanics:
Everything in the game can be controlled with the left click of the mouse, from adventure movement to combat movement and even troop and structure management.

Players usually control one or more heroes and take command of an army of mythical creatures to travel and explore the map for towns, dwellings or resources while battling monsters and hostile armies. As heroes level up, they can pick up a new skill or improve an existing one such as Diplomacy or Archery. There are over 40 different specialized classes and a total of 36 skills that each have 5 levels of progression.

A campaign can span over multiple maps and ends when a key hero has died or when the player successfully completes the questline. Each adventure map is further divided into two levels, a subterranean underground and the surface. Players can traverse between the levels using portals located at certain points in the map.

Technology:
Heroes of Might and Magic IV is available on Windows and Mac OS. It can run smoothly on any modern computer. The game supports multiplayer on the same computer and also over LAN as well.

Lens #4: The Lens of Curiosity
While most of the campaign maps feature a linear story line, players are still encouraged to explore other parts of the map that are not necessary to completing the main objectives. Players are often rewarded with additional resource mines or story snippets as they explore every corner of each map.

Lens #16: The Lens of the Player
Generally, players who play the Heroes of Might and Magic series like it for the depth of its gameplay. There are a ton of interactions between each creature due to the unique traits they can posses (for example, vampires can attack without retaliation while also leeching life at the same time) and players are constantly finding new strategies as they play through maps, be it against the AI or against another player.

Heroes of Might and Magic 4 remains true to the core gameplay of the series while making QoL changes to the UI, creature tiers and hero skillsets. This makes it an enjoyable game for both newcomers and veterans alike.

Lens #32: The Lens of Meaningful Choices
Game Designer Sid Meier once said: “A game is a series of interesting decisions”. In Heroes of Might and Magic IV, you have to make many important decisions throughout the game.

Limited by resources and dwelling production rate, players have to make the choice between which types of creatures to produce and how many of each to produce. Throughout most of a campaign, players have to balance between building up their towns or buying units or equipment in order to maximize their effectiveness on the campaign map. During combat, the skillful micromanagement of a player can often turn the tide of battle against a numerically superior army.

Players can find enjoyment in min-maxing their army and hero builds and the veterans of the series are well rewarded for making smart choices by being able to conquer large expands of a map within a much shorter period of time than perhaps another player who is new to the game.

Lens #45: The Lens of Imagination
HOMM IV is set in a fictional medieval world, represented by simple but yet detailed game sprites. A large portion of the game has been crafted in such a way to help the players imagine that they are a part of this imaginary game world. For example, the UI is designed very nicely such that every button has a look that fits into the theme of the game. Most of the story in the campaign is delivered by text in a box that looks like an old parchment and also narrated by voice actors (who sort of play as the character saying the lines) as you read through it. As mentioned above, the soundtracks do an excellent job of representing the traits of each faction and helps to build the atmosphere.