Oculus Go VR Headset Gets Root Access, No Jailbreak Needed

The Oculus Go, Facebook’s first generation standalone VR headset, hit the market back in 2018 but it’s taken until now for owners to get an official unlocked OS build. The release was hinted at by former Oculus CTO John Carmack in a recent Tweet as something he had been pushing for years. This opens the hardware completely, allowing root access without the need for an unofficial jailbreak.

Oculus Go headset [image: WikiMedia Commons]
The Oculus Go is Android-based and has specifications that are not exactly cutting edge by VR standards, especially since head tracking is limited to three degrees of freedom (DoF). This makes it best suited to seated applications like media consumption. That said, it’s still a remarkable amount of integrated hardware that can be available for a low price on the secondary market. Official support for the Go ended in December 2020, and the ability to completely unlock the device is a positive step towards rescuing the hardware from semi-hoarded tech junk piles where it might otherwise simply gather dust.

When phone-based VR went the way of the dodo, millions of empty headsets went obsolete with it for a variety of reasons, but at least this way perfectly-good (if dated) hardware might still get some use in clever projects. Credit where credit is due; opening up root access to old but still perfectly functional hardware is the right thing to do, and it’s nice to see it happening.

Software Removes The Facebook From Facebook’s VR Headset (Mostly)

It’s not a jailbreak, but [basti564]’s Oculess software nevertheless allows one the option to remove telemetry and account dependencies from Facebook’s Oculus Quest VR headsets. It is not normally possible to use these devices without a valid Facebook account (or a legacy Oculus account in the case of the original Quest), so the ability to flip any kind of disconnect switch without bricking the hardware is a step forward, even if there are a few caveats to the process.

To be clear, the Quest devices still require normal activation and setup via a Facebook account. But once that initial activation is complete, Oculess allows one the option of disabling telemetry or completely disconnecting the headset from its Facebook account. Removing telemetry means that details about what apps are launched, how the device is used, and all other usage-related data is no longer sent to Facebook. Disconnecting will log the headset out of its account, but doing so means apps purchased from the store will no longer work and neither will factory-installed apps like Oculus TV or the Oculus web browser.

What will still work is the ability to sideload unsigned software, which are applications that are neither controlled nor distributed by Facebook. Sideloading isn’t on by default; it’s enabled by putting the headset into Developer Mode (a necessary step to installing Oculess in the first place, by the way.) There’s a fairly active scene around unsigned software for the Quest headsets, as evidenced by the existence of the alternate app store SideQuest.

Facebook’s control over their hardware and its walled-garden ecosystem continues to increase, but clearly there are people interested in putting the brakes on where they can. It’s possible the devices might see a full jailbreak someday, but even if so, what happens then?

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Hackaday Links: August 15, 2021

Unless you’re in the market for a new car, household appliance, or game console, or if you’re involved in the manufacture of these things, chances are pretty good that the global semiconductor shortage hasn’t directly impacted you yet. But we hobbyists might be due for a comeuppance as the chip shortage starts to impact our corner of the market. We suppose it’s natural that supplies of the chips needed to build Arduinos and Raspberry Pis would start to dry up, as semiconductor manufacturers realign their resources to service their most lucrative markets. Still, it was all sort of abstract until now, but seeing dire quotes from the likes of Adafruit, Pololu, and Sparkfun about the long lead times they’re being quoted — some chips won’t be seen until 2023! — is disheartening. As are the reports of price gouging and even hoarding; when a $10 part can suddenly command $350, you know something has gone seriously wrong.

But have no fear — we’re certain the global chip shortage will have no impact on the planned 2027 opening of the world’s first space hotel. Voyager Station — once dubbed Von Braun Station but renamed for some reason — looks for all the world like Space Station V in “2001: A Space Odyssey”, or at least half of it. The thing is enormous — witness the Starship docked in the center hub, as well as the several dozen shuttle-like craft — escape pods, perhaps? — attached to the outer rim. The renders are imaginative, to say the least — the station looks very sleek, completely unfettered by such banalities as, say, solar panels. We get that a private outfit needs to attract deep-pocketed investors, and that one doesn’t do that by focusing on the technical details when they can sell a “premium experience”. But really, if you’re going to space, do you want basically the same look and feel as a premium hotel on Earth, just with a better view? Or would you rather feel like you’ve actually traveled to space?

Speaking of space, did you ever wonder what the first programmable calculator in space was? Neither did we, but that doesn’t mean we didn’t find this detailed story about the HP-65 that was sent up on the Apollo-Soyuz Test Project in 1975 pretty fascinating. The ASTP was the last hurrah of Apollo, and an often underappreciated engineering challenge. Linking up the two spacecraft safely was not trivial, and a fair number of burn calculations had to be made in orbit to achieve rendezvous and docking, as well as to maintain orbit. The HP-65, a programmable calculator that went for about $750 at the time (for the non-space-rated version, of course) had several programs loaded onto its removable magnetic cards, and the Apollo crew used it to verify the results calculated by the Apollo Guidance Computer (AGC).

Facebook, a company that exists by providing people with a product they don’t need but now somehow can’t live without, is now dipping a toe into weird, weird waters: reverse-passthrough virtual reality. The idea, we take it, is that as users more widely adopt VR and integrate it into their daily lives, the VR headsets everyone will be wearing will make face-to-face contact more difficult. So what better way to solve that problem than by projecting a live image of the VR user’s eyes onto a screen outside the VR rig, for any and all to see? Pure genius, and not the least bit creepy. They’ve perhaps got a bit of work to go before achieving their goal of “seamless social connection between real and virtual worlds”.

And speaking of eyes, it’s good to know that developers are still hard at work keeping the most vital applications running at peak efficiency on today’s hardware. Yes, the venerable XEyes, a program for the X Window System on Unix-like operating systems that draws a pair of googly eyes on the screen to follow your mouse movements, has finally moved to version 1.2.0. It’s been 11 years since the 1.1.0 upgrade, so it was a long time coming. If you haven’t had the chance to play with XEyes, fear not — just about any Linux machine should be able to show you what you’ve been missing. Or, you know, you could even run it on a camera as the video below the break shows.

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Heatsink Makes VR Even Cooler

Our first thought was that having big fins coming out of your VR goggles might not look very cool. But then we realized if you are wearing VR goggles, that’s probably not your biggest concern. (Ba-doom, tss.) Seriously, though, high-intensity graphics can cause your phone or device to get pretty toasty up there pressed against your face, so [arfish] set out to make a heatsink.

The build isn’t very hard. Some 0.8 mm aluminum sheet is easy to shape and cut. Thermal pads from the PC world help with heat transfer.

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Teardown: RADICA I-Racer

Long before the Oculus Rift and HTC Vive came along, some of the biggest names in gaming tried to develop practical stereoscopic displays. These early attempts at virtual reality (VR) were hindered by the technical limitations of their time, and most never progressed beyond the prototype stage. Of the ones that did make it to retail shelves, none managed to stick around for very long. The best known example is Nintendo’s Virtual Boy, which ended up being a financial disaster upon its release in 1995 and some regard as the gaming giant’s greatest blunder.

Despite these public failures, Radica still felt compelled to throw their hat into the ring. Best known for their line of relatively simplistic LCD handheld games, the company produced several rudimentary stereoscopic stand-alone titles in the late 1990s to try and cash in on the VR fad. Among the later entries in this series was 1999’s NASCAR i-Racer, which at least externally, looks quite a bit like modern VR headset.

Featuring a head-mounted stereoscopic display, a handheld controller, force feedback, and integrated headphones, you’d certainly be forgiven for thinking the i-Racer was ahead of its time. But its reliance on the primitive LCD technology that put Radica on the map, combined with the need to keep the game as cheap as possible, keeps the experience planted firmly in the 1990s. But perhaps there’s something we can do about that.

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Commodore 64 Emulator In VR Delivers A Full 80s Experience

The simulated color CRT monitor looks surprisingly convincing in VR.

One way to play with vintage hardware without owning the hardware is to use an emulator, but [omni_shaNker] announced taking it to the next level by using VR to deliver a complete Commodore 64 system, in its full glory, complete with a native 80s habitat playset! This is a pretty interesting angle for simulating vintage hardware, especially since the emulator is paired with what looks like a pretty convincing CRT monitor effect in VR, not to mention a virtual 5.25″ floppy drive that makes compellingly authentic sounds.

The project is hosted on GitHub and supports a variety of VR hardware, but for owners of Oculus headsets, the application is also available on SideQuest for maximum convenience. SideQuest is essentially an off-the-books app store for managing software that is neither approved nor distributed by Facebook. Oculus is owned by Facebook, and Facebook is keen to keep a tight grip on their hardware.

As functional as the application is, there are still improvements and optimizations to be made. To address this, [omni_shaNker] put out a call for beta testers on Reddit, so if that’s up your alley be sure to get in touch. A video demonstration and overview that is chock-full of technical details is also embedded below; be sure to give it a watch to see what the project is all about.

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Virtual Reality Experiment Tricks Your Feet Into Walking While Sitting Down

The whole idea behind virtual reality is that you don’t really know what’s going on in the world around you. You only know what your senses tell you is there. If you can fake out your vision, for example, then your brain won’t realize you are floating in a tank providing power for the robot hordes. However, scientists in Japan think that you can even fool your feet into thinking they are walking when they aren’t. In a recent paper, they describe a test they did that combined audio cues with buzzing on different parts of the feet to simulate the feel of walking.

The trick only requires four transducers, two on each foot. They tested several different configurations of what the effect looked like in the participant’s virtual reality headgear. Tests were performed in third person didn’t cause test subjects to associate the foot vibrations with walking. But the first-person perspective caused sensations of walking, with a full-body avatar working the best, compared to showing just hands and feet or no avatar at all.

Making people think they are walking in VR can be tricky but it does explain how they fit all that stuff in a little holodeck. Of course, it is nice if you can also sense walking and use it to move your avatar, but that’s another problem.