Tired Of The Cat-and-Mouse

Facebook just announced their plans for the Oculus Quest 2 VR headset. You probably won’t be surprised, but they want more of your user data, and more control over how you use the hardware. To use the device at all, you’ll need a verified Facebook account. Worse, they’re restricting access to the wide world of community-developed applications by requiring a developer account to be able to “sideload” non-Facebook software onto the device. Guess who decides who gets to be a developer. Hint: it’s not the people developing software.

Our article suggests that this will be the beginning of a race to jailbreak the headset on the community’s part, and to get ahead of the hackers on Facebook’s. Like every new release of iOS gets a jailbreak within a week or two, and then Apple patches it up as fast as they can, are we going to see a continual game of hacker cat-and-mouse with Facebook?

I don’t care. And that’s not because I don’t care about open hardware or indie VR developers. Quite the opposite! But like that romance you used to have with the girl who was absolutely no good for you, the toxic relationship with a company that will not let you run other people’s games on their hardware is one that you’re better off without. Sure, you can try to fix it, or hack it. You can tell yourself that maybe Facebook will come around if you just give them one more chance. It’s going to hurt at first.

But in the end, there is going to be this eternal fight between the user and the company that wants to use them, and that’s just sad. I used to look forward to the odd game of cat and mouse, but nowadays the cats are just too well bankrolled to make it a fair fight. If you’re buying a Quest 2 today with the intent of hacking it, I’d suggest you spend your time with someone else. You’re signing up for a string of heartbreaks. Nip it in the bud. You deserve better. There are too many fish in the sea, right?

What are our options?

As Facebook Tightens Their Grip On VR, Jailbreaking Looks More Likely

The Quest 2 wireless VR headset by Oculus was recently released, and improves on the one-and-a-half year old Quest mainly in terms of computing power and screen resolution. But Oculus is owned by Facebook, a fact that Facebook is increasingly keen on making very clear. The emerging scene is one that looks familiar: a successful hardware device, and a manufacturer that wants to keep users in a walled garden while fully controlling how the device can be used. Oculus started out very differently, but the writing has been on the wall for a while. Rooting and jailbreaking the Quest 2 seems inevitable, but what will happen then? Continue reading “As Facebook Tightens Their Grip On VR, Jailbreaking Looks More Likely”

Light Fields: Missing Ingredient For Immersive 3D Video Gets Improved

46 time-synchronized action cameras make up the guts of the capture device.

3D video content has a significant limitation, one that is not trivial to solve. Video captured by a camera — even one with high resolution and a very wide field of view — still records a scene as a flat plane, from a fixed point of view. The limitation this brings will be familiar to anyone who has watched a 3D video (or “360 video”) in VR and moved their head the wrong way. In these videos one is free to look around, but may not change the position of their head in the process. Put another way, pivoting one’s head to look up, down, left, or right is fine. Moving one’s head higher, lower, closer, further, or to the side? None of that works. Natural movements like trying to peek over an object, or moving slightly to the side for a better view simply do not work.

Light field video changes that. It is captured using a device like the one in the image above, and Google has a resource page giving an excellent overview of what light field video is, what it can look like, and how they are doing it. That link covers recent improvements to their camera apparatus as well as to video encoding and rendering, but serves as a great show-and-tell of what light fields are and what they can do.

Continue reading “Light Fields: Missing Ingredient For Immersive 3D Video Gets Improved”

Distance Learning Land

[familylovermommy] has been homeschooling her kids even before the pandemic, so she’s pretty well-versed on being a learning coach and a teacher. One of the activities she designed for her boys has them creating 3D models using Tinkercad. In the spirit of openness and cultivating freethinking, she did not give them very many constraints. But rather, gave them the liberty to creatively design whatever scene they imagined.

In the Instructable, she shares her sons’ designs along with instructions to recreate the models. The designs as you’ll see are pretty extensive, so she embedded the Tinkercad designs directly into it. You can even see a number of video showcases as well.

This is a really cool showcase of some pretty stellar workmanship. Also, maybe a bit of inspiration for some of our readers who are creating work from home activities of their own.

While you’re at it, check out some of these other work-from-home hacks.

Continue reading “Distance Learning Land”

Open Source VR Headset For $200

We’ve seen homemade VR headsets before, but, often they are dependent on special software or are not really up to par with commercial products. Not so with Relativity, an open source project from [Max Coutte] and [Gabriel Combe]. [Max] says it best:

Relativty is not a consumer product. We made Relativty in my bedroom with a soldering iron and a 3D printer and we expect you to do the same: build it yourself.

Unlike some homebrew gear, Relativity has full Steam VR support. It also has experimental support for positional scaling that tracks your body based on video input.

Continue reading “Open Source VR Headset For $200”

VR Technology Helps Bring A Galaxy Far, Far Away To Our TV

Virtual reality is usually an isolated individual experience very different from the shared group experience of a movie screen or even a living room TV. But those worlds of entertainment are more closely intertwined than most audiences are aware. Video game engines have been taking a growing role in film and television production behind the scenes, and now they’re stepping out in front of the camera in a big way for making The Mandalorian TV series.

Big in this case is a three-quarters cylindrical LED array 75 ft (23 m) in diameter and 20 ft (6 m) high. But the LEDs covering its walls and ceiling aren’t pointing outwards like some installation for Times Square. This setup, called the Volume, points inward to display background images for camera and crew working within. It’s an immersive LED backdrop and stage environment.

Incorporating projected imagery on stage is a technique going at least as far back as 1933’s King Kong, but it is very limited. Lighting and camera motion has to be very constrained in order to avoid breaking the fragile illusion. More recently, productions have favored green screens replaced with computer imagery in post production. It removed most camera motion and lighting constraints, but costs a lot of money and time. It is also more difficult for actors to perform their roles convincingly against big blank slabs of green. The Volume solves all of those problems by putting computer-generated imagery on set, rendered in real time via video game engine Unreal.

Continue reading “VR Technology Helps Bring A Galaxy Far, Far Away To Our TV”

Want To Support Hacker-friendly Hardware Design? Follow Valve’s Example

It’s been just over a year since Valve released Index, their flagship VR system, and it’s worth looking back at this GitHub repository as a fine example of how to provide supporting materials to a hacker-friendly hardware design. The image above shows off one of the hacker-friendly design elements: an empty space behind the visor, with a USB port off to the right, that exists for no reason other than to make it easier to mount and plug in whatever one might come up with. There’s more to it than that, however. If one wishes to provide supporting materials for a hardware design, one could certainly do worse than emulate Valve’s example.

The violet 3D model shows the area that modifications can occupy without getting in the way of any sensors.

The hardware repository contains not just CAD models of mod-friendly hardware pieces (both in high-resolution STEP models as well as STL files) but also 3D models of the sensor zones, so modders can ensure they avoid occluding any sensors with their creations. Examples are great, and one provided by Valve is the Booster; a hand controller add-on providing extra comfort for people with large hands or long thumbs. The model also doubles as a reference for designing attachments that will not interfere with any of the tracking or touch-sensitive surfaces of the controllers.

Being hacker-friendly doesn’t mean the hardware has no warranty, but it does mean that there is concrete guidance on what does or doesn’t risk voiding it. In the case of the Index hardware, the guidance is simple: “Anything that requires a T5 or smaller is not user serviceable.”

To us, the whole attitude of being hacker-friendly is exemplified by a statement about the headstrap, found about half-way down the page. The words “removing the headstrap is not recommended” are followed immediately by clear directions on how to do exactly that, demonstrating the kind of trust necessary to reduce barriers for add-ons and modifications. That is a great way to help foster experimentation, like this project for 1:1 mapping of physical elements to their VR counterparts, to make awesome spaceship cockpits.