Weird Lens Allows Light Field Passthrough For VR Headset

Light Fields are a subtle but critical element to making 3D video look “real”, and it has little to do with either resolution or field of view. Meta (formerly Facebook) provides a look at a prototype VR headset that provides light field passthrough video to the user for a more realistic view of their surroundings, and it uses a nifty lens and aperture combination to make it happen.

As humans move our eyes (or our heads, for that matter) to take in a scene, we see things from slightly different perspectives in the process. These differences are important cues for our brains to interpret our world. But when cameras capture a scene, they capture it as a flat plane, which is different in a number of important ways from the manner in which our eyes work. A big reason stereoscopic 3D video doesn’t actually look particularly real is because the information it presents lacks these subtleties.

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Why VR As Monitor Replacement Is Likely To Be Terrible For A While Yet

Putting on a headset and using virtual monitors in VR instead of physical ones is a use case that pops up, but is it really something feasible? [Karl Guttag], who has long experience and a deep understanding of the technical challenges that face such devices, doesn’t seem to think so.

In his writeup [Karl] often focuses on the recently-unveiled high resolution Apple Vision Pro, but the issues he discusses transcend any particular product. His article is worth the read for anyone with an interest in these issues, but we’ll summarize some main points here. Continue reading “Why VR As Monitor Replacement Is Likely To Be Terrible For A While Yet”

DIY Eye Tracking For VR Headsets, From A To Z

Eye tracking is a useful feature in social virtual reality (VR) spaces because it really enhances presence and communication when one’s avatar has a realistic gaze. Most headsets lack this feature, but EyeTrackVR has a completely open source solution ready for anyone willing to put it together.

Camera is visible in lower right corner.

EyeTrackVR is a combination of hardware, software, and 3D printable mounts for attaching a pair of microcontroller boards, cameras, and IR LEDs to just about any existing VR headset out there. An ESP32-based board and tiny camera module watches each eyeball, and under IR illumination the pupil presents as an easily-identified round black area. Software takes care of turning the camera’s view of the pupil into a gaze direction value that can be plugged into other software.

The project is still under active development, but in its current state is perfectly suitable for creating a functional system that can integrate into a variety of existing headsets with printed mounting brackets. Interested? Check out the intro and if it sounds up your alley, dive into the build guide which spells out everything you need to know. Check out the video below for a demo of EyeTrackVR working in VRChat, along with an overview of software support.

We’ve seen headsets built to custom specs that integrate eye tracking, but even if one is repackaging an existing headset that’s a perfect opportunity to include this feature.

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Making Your Own VR Headset? Consider This DIY Lens Design

Lenses are a necessary part of any head-mounted display, but unfortunately, they aren’t always easy to source. Taking them out of an existing headset is one option, but one may wish for a more customized approach, and that’s where [WalkerDev]’s homebrewed “pancake” lenses might come in handy.

Engineering is all about trade-offs, and that’s especially true in VR headset design. Pancake lenses are compact units that rely on polarization to bounce light around internally, resulting in a very compact assembly at the cost of relatively poor light efficiency. That compactness is what [WalkerDev] found attractive, and in the process discovered that stacking two different Fresnel lenses and putting them in a 3D printed housing yielded a very compact pancake-like unit that gave encouraging results.

This project is still in development, and while the original lens assembly is detailed in this build log, there are some potential improvements to be made, so stay tuned if you’re interested in using this design. A DIY headset doesn’t mean you also must DIY the lenses entirely from scratch, and this option seems economical enough to warrant following up.

Want to experiment with mixing and matching optics on your own? Not only has [WalkerDev]’s project shown that off-the-shelf Fresnel lenses can be put to use, it’s in a way good news that phone-based VR is dead. Google shipped over 10 million cardboard headsets and Gear VR sold over 5 million units, which means there are a whole lot of lenses in empty headsets laying around, waiting to be harvested and repurposed.

Beautifully Rebuilding A VR Headset To Add AR Features

[PyottDesign] recently wrapped up a personal project to create himself a custom AR/VR headset that could function as an AR (augmented reality) platform, and make it easier to develop new applications in a headset that could do everything he needed. He succeeded wonderfully, and published a video showcase of the finished project.

Getting a headset with the features he wanted wasn’t possible by buying off the shelf, so he accomplished his goals with a skillful custom repackaging of a Quest 2 VR headset, integrating a Stereolabs Zed Mini stereo camera (aimed at mixed reality applications) and an Ultraleap IR 170 hand tracking module. These hardware modules have tons of software support and are not very big, but when sticking something onto a human face, every millimeter and gram counts.

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Closing In On A PC Enabled PSVR2

When the PlayStation VR2 headset was released, people wondered whether it would be possible to get the headset to work as a PC VR headset. That would mean being able to plug it into a PC and have it work as a VR headset, instead of it only working on a PS5 as Sony intended.

Enthusiasts were initially skeptical and at times despondent about the prospects, but developer [iVRy]’s efforts recently had a breakthrough. A PC-compatible VR2 is looking more likely to happen.

So far [iVRy] is claiming they have 6 DOF SLAM (Simultaneous Localisation and Mapping), Prox sensor, and stereo camera data.

Most of the juicy bits are paywalled behind [iVRy]’s Patreon.  We’re hoping the jailbreak process will eventually be open-sourced.

The PS VR2 headset is quite unlike a PC VR headset in a number of ways, and it has not been historically easy to work with Sony’s products from a reverse-engineering perspective, whether it’s an attempt to improve the user experience of an annoying headset, or an attempt to understand the not-even-remotely-sanely-designed protocols behind the Sony Memory Stick. Getting the PS VR2 headset to work in a way it wasn’t intended was expected to be an uphill battle.

It’s not a finished job, but judging by the progress regularly shared on [iVRy]’s Twitter account, it might only be a matter of time.

Behold A Gallery Of Sony’s PS VR2 Prototypes

Every finished product stands at the end of a long line of prototypes, and Sony have recently shared an interview and images of their PlayStation VR2 prototypes.

Many of the prototypes focus on a specific functionality, and readers who are not familiar with building things might find it a bit wild to see just how big and ungainly un-optimized hardware can be.

Finished product (bottom) contrasted with functionally-identical prototype (top).

The images are definitely the best part of that link, but the interview has a few interesting bits. For example, one prototype was optimized for evaluating and testing camera placement with a high degree of accuracy, and it hardly looks like a VR headset at all.

The controllers on the other hand seem to have gone though more iterations based on the ergonomics and physical layout of controls. The VR2 controllers integrate the adaptive triggers from the PlayStation 5, which are of a genuinely clever design capable of variable resistance as well as an active force feedback effect that’s not quite like anything that’s come before.

There’s a lot of work that goes into developing something like a VR headset, as we see here and we’ve seen with Facebook’s (now Meta) VR research prototypes. But even when one can leverage pre-made modules as much as possible and doesn’t need to start entirely from scratch, making a VR headset remains a whole heap of work.