Behold A DIY VR Headset Its Creator Will “Never” Build Again

Unsatisfied with commercial VR headset options, [dragonskyrunner] did what any enterprising hacker would: gathered parts over time and ultimately made their own. Behold the Hades Widebody (HWD), a DIY PC VR headset that aims for a wide field of view and even manages to integrate some face and eye tracking. (Editor’s note: link went dead in 2025. You’ll find the Hades Widebody here. Thanks [DragonSkyRunner] for keeping us in the loop!)

The Fresnel elements hugging the primary lenses provide a way of extending the display into the wearer’s peripheral vision.

[dragonskyrunner] is — and we quote — “NEVER building one of these again.” The reason is easily relatable to anyone who has spent a lot of time and effort creating something special: it does the job it was created for, but it also has limitations and is a lot of work. If one were to do it all over again, there would be a host of improvements and changes to consider. But one won’t be doing it all over again any time soon because it’s done now.

The good news is that [dragonskyrunner] made an effort to document things, so there is at least a parts list and enough details for any suitably motivated hacker to replicate the work and perhaps even put their own spin on it.

The Hades Widebody has a dual-lens arrangement and wide displays that aim to provide a wider field of view than most setups allow. There’s a main lens in front of the user’s eyes and a cut Fresnel lens providing a sort of extension to the side. [dragonskyrunner] claims that while there is certainly not a seamless transition between the lens elements, it does a better job than an Ambilight at providing a sense of visuals extending into the wearer’s peripheral vision.

The DIY spirit of making a piece of hardware to suit one’s own needs is exactly the sort of thing that would fit into our 2023 Cyberdeck content, and while a headset by itself isn’t quite enough to qualify (devices must have some form of usable input and output), it just might get those creative juices flowing.

Enhance VR Immersion By Shoehorning An Ambilight Into A Headset

Everyone wants a wider field of view in their VR headsets, but that’s not an easy nut to crack. [Statonwest] shows there’s a way to get at least some of the immersion benefits with a bit of simple hardware thanks to the VR Ambilight.

Continue reading “Enhance VR Immersion By Shoehorning An Ambilight Into A Headset”

Headset’s Poor Range Fixed By Replacing Antenna

[rafii6312]’s Corsair HS80 wireless headset had a big problem: short range. The sound quality was great, but the wireless range wasn’t winning any friends. Fortunately, the solution was just to swap the small SMT antenna on the USB transmitter for an external one.

Original SMT antenna (blue component) offers small size, but poor range.

This particular headset relies on a USB dongle to transmit audio from PC to headset over its own 2.4 GHz wireless connection. By popping open the USB dongle, [rafii6312] was able to identify an SMT antenna and easily desolder it, replacing it with a wired connection to a spare 2.4 GHz external antenna. That’s all it took to boost the headset’s range from barely one room to easily three rooms, which is a success by any measure.

Sadly, the USB transmitter dongle doesn’t have any intention of being opened and puts up a fight, so the process was a bit destructive. No problem, [rafii6312] simply fired up Fusion360 to design a new 3D-printed enclosure that accommodated the new antenna. Pictures, instructions, and 3D model files are all available on the project page, if you want to improve your headset, too.

This kind of antenna upgrade is reasonably straightforward, but if one is armed with the right knowledge, antenna upgrades from scratch using scrap wire and dollar store hardware are entirely possible. Just be sure to pick an antenna that doesn’t weigh down your headset.

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Hackaday Links: November 13, 2022

Talk about playing on hard mode! The news this week was rife with stories about Palmer Luckey’s murder-modified VR headset, which ostensibly kills the wearer if their character dies in-game. The headset appears to have three shaped charges in the visor pointing right at the wearer’s frontal lobe, and would certainly do a dandy job of executing someone. In a blog post that we suspect was written with tongue planted firmly in cheek, Luckey, the co-founder of Oculus, describes that the interface from the helmet to the game is via optical sensors that watch the proceeding on the screen, and fire when a certain frequency of flashing red light is detected. He’s also talking about ways to prevent the removal of the headset once donned, in case someone wants to tickle the dragon’s tail and try to quickly rip off the headset as in-game death approaches. We’re pretty sure this isn’t serious, as Luckey himself suggested that it was more of an office art thing, but you never know what extremes a “three commas” net worth can push someone to.

There’s light at the end of the Raspberry Pi supply chain tunnel, as CEO Eben Upton announced that he foresees the Pi problems resolving completely by this time next year. Upton explains his position in the video embedded in the linked article, which is basically that the lingering effects of the pandemic should resolve themselves over the next few months, leading to normalization of inventory across all Pi models. That obviously has to be viewed with some skepticism; after all, nobody saw the supply chain issues coming in the first place, and there certainly could be another black swan event waiting for us that might cause a repeat performance. But it’s good to hear his optimism, as well as his vision for the future now that we’re at the ten-year anniversary of the first Pi’s release.

Continue reading “Hackaday Links: November 13, 2022”

Gaming Headset Gets Simple Wireless Charging

Despite the technology itself being widely available and relatively cheap, devices that offer wireless charging as a feature still aren’t as common as many would like. Sure it can’t deliver as much power as something like USB-C, but for low-draw devices that don’t necessarily need to be recharged in a hurry, the convenience is undeniable.

Sick of having to plug it in after each session, [Taylor Burley] decided to take matters into his own hands and add wireless charging capability to his Turtle Beach Recon 200 headset. But ultimately, there’s nothing about this project that couldn’t be adapted to your own particular headset of choice. Or any other device that charges via USB, for that matter.

To keep things simple, [Taylor] used an off-the-shelf wireless charging transmitter and receiver pair. The transmitter is housed in a 3D printed mount that the headset hangs from, and the receiver was simply glued to the top of the headset. The receiver is covered with a thin 3D printed plate, but a couple turns of electrical tape would work just as well if you didn’t want to design a whole new part.

Once everything was in place, he then ran a wire down the side of the headset and tapped into the five volt trace coming from the USB port. So now long as [Taylor] remembers to hang the headset up after he’s done playing, the battery will always be topped off the next time he reaches for it.

Considering how many projects we’ve seen that add wireless charging to consumer devices, it’s honestly kind of surprising that it’s still not a standard feature in 2021. Until manufacturers figure out what they want to do with the technology, it seems like hackers will just have to keep doing it themselves.

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See The Science Behind VR Display Design, And What Makes A Problem Important

VR headsets are more and more common, but they aren’t perfect devices. That meant [Douglas Lanman] had a choice of problems to address when he joined Facebook Reality Labs several years ago. Right from the start, he perceived an issue no one seemed to be working on: the fact that the closer an object in VR is to one’s face, the less “real” it seems. There are several reasons for this, but the general way it presents is that the closer a virtual object is to the viewer, the more blurred and out of focus it appears to be. [Douglas] talks all about it and related issues in a great presentation from earlier this year (YouTube video) at the Electronic Imaging Symposium that sums up the state of the art for VR display technology while giving a peek at the kind of hard scientific work that goes into identifying and solving new problems.

Early varifocal prototype

[Douglas] chose to address seemingly-minor aspects of how the human eye and brain perceive objects and infer depth, and did so for two reasons: one was that no good solutions existed for it, and the other was that it was important because these cues play a large role in close-range VR interactions. Things within touching or throwing distance are a sweet spot for interactive VR content, and the state of the art wasn’t really delivering what human eyes and brain were expecting to see. This led to years of work on designing and testing varifocal and multi-focal displays which, among other things, were capable of presenting images in a variety of realistic focal planes instead of a single flat one. Not only that, but since the human eye expects things that are not in the correct focal plane to appear blurred (which is itself a depth cue), simulating that accurately was part of things, too.

The entire talk is packed full of interesting details and prototypes. If you have any interest in VR imaging and headset design and have a spare hour, watch it in the video embedded below.

Continue reading “See The Science Behind VR Display Design, And What Makes A Problem Important”

Ask Hackaday: Is Anyone Sad Phone VR Is Dead?

It’s official: smartphone-based VR is dead. The two big players in this space were Samsung Gear VR (powered by Oculus, which is owned by Facebook) and Google Daydream. Both have called it quits, with Google omitting support from their newer phones and Oculus confirming that the Gear VR has reached the end of its road. Things aren’t entirely shut down quite yet, but when it does it will sure leave a lot of empty headsets laying around. These things exist in the millions, but did anyone really use phone-based VR? Are any of you sad to see it go?

Google Cardboard, lowering cost and barrier to entry about as low as it could go.

In case you’re unfamiliar with phone-based VR, this is how it works: the user drops their smartphone into a headset, puts it on their head, and optionally uses a wireless controller to interact with things. The smartphone takes care of tracking motion and displaying 3D content while the headset itself takes care of the optics and holds everything in front of the user’s eyeballs. On the low end was Google Cardboard and on the higher end was Daydream and Gear VR. It works, and is both cheap and portable, so what happened?

In short, phone-based VR had constraints that limited just how far it could go when it came to delivering a VR experience, and these constraints kept it from being viable in the long run. Here are some of the reasons smartphone-based VR hit the end of the road: Continue reading “Ask Hackaday: Is Anyone Sad Phone VR Is Dead?”