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	<updated>2026-04-16T06:36:12Z</updated>
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		<id>https://vrarwiki.com/index.php?title=Augmented_Reality&amp;diff=24924</id>
		<title>Augmented Reality</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Augmented_Reality&amp;diff=24924"/>
		<updated>2017-12-15T11:42:31Z</updated>

		<summary type="html">&lt;p&gt;OptoVR: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCRIGHT}}&lt;br /&gt;
==General Information==&lt;br /&gt;
&#039;&#039;&#039;Augmented Reality&#039;&#039;&#039; or &#039;&#039;&#039;AR&#039;&#039;&#039; is a technology that enhances perception, allowing environments to be enriched in new ways. A basic characteristic of AR is that it merges the real and the virtual worlds. The technology aims to enhance our perception of reality through the incorporation of computer generated data and simulations into our senses, creating a reality-based interface &amp;lt;ref name=”6”&amp;gt;&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
The goal of AR devices is to supplement the real world with virtual objects by overlaying digital imageries and information on top of physical objects and enabling the users of the devices to seamlessly interact with the digital content. Through the use of [[computer vision]] and [[object recognition]], digital information about the real world around us can not only be viewed but also manipulated in real-time &amp;lt;ref name=”6”&amp;gt;&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
In general, the technology combines real and virtual objects, aligns real and virtual objects with each other, and runs interactively in real-time. Furthermore, it is not restricted to a specific type of display technology, like an HMD, and can potentially be applied to other senses beside sight &amp;lt;ref name=”6”&amp;gt;&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
In the [[mixed reality]] spectrum, AR is closer to a real environment. Therefore, unlike Virtual Reality, Augmented Reality does not replace the real world with a virtual one. AR simply enhances and modifies the real world &amp;lt;ref name=”6”&amp;gt;&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
In 2007, MIT recognized AR as one of ten emerging technologies, reporting that this type of human-computer interaction is on the verge of major adoption &amp;lt;ref name=”6”&amp;gt;&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==Technologies==&lt;br /&gt;
===Optical head-mounted display===&lt;br /&gt;
Augmented Reality devices are transparent glasses-like wearables called [[optical head-mounted display]]s ([[OHMD]]s). These devices have displays with small projectors that create digital information and rendered images on top of objects in the physical world. These devices have built-in cameras that uses [[computer vision]] and [[object recognition]] to identify objects and decipher the physical environment around the devices. Information and data about the surroundings can be streamed into the display in real time. Users can interact and manipulate the information through various input methods such as voice commands, hand and body gestures, touchpads and more.&lt;br /&gt;
&lt;br /&gt;
==Platforms==&lt;br /&gt;
&#039;&#039;&#039;[[Windows Mixed Reality]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[SmartEyeglass]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Magic Leap]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Devices==&lt;br /&gt;
&#039;&#039;&#039;[[Microsoft HoloLens]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Meta 2]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Google Glass]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[castAR]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[SmartEyeglass Developer Edition SED-E1|SmartEyeglass Developer Edition]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Impression Pi]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[R-7 Smartglasses]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Atheer AiR]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[R-8 Smartglasses]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[R-9 Smartglasses]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Apps==&lt;br /&gt;
[[AR Apps]]&lt;br /&gt;
&lt;br /&gt;
[[Pokemon Go]] - first smash hit AR app.&lt;br /&gt;
&lt;br /&gt;
==Developer Resources==&lt;br /&gt;
===Developer APIs===&lt;br /&gt;
[[ARKit]] - [[Apple]]&#039;s AR API that allows developers to create AR apps for [[iOS]] devices.&lt;br /&gt;
&lt;br /&gt;
[[ARCore]] - [[Google]]&#039;s AR API that allows developers to create AR apps for [[Android]] devices.&lt;br /&gt;
&lt;br /&gt;
==Use Cases==&lt;br /&gt;
{{see also|Augmented Reality Use Cases}}&lt;br /&gt;
{{:Augmented Reality Use Cases}}&lt;br /&gt;
&lt;br /&gt;
==Augmented Reality history timeline==&lt;br /&gt;
[[File:Augmented Reality Medical.jpg|thumb|1. Medical AR application (Image: www.informit.com)]]&lt;br /&gt;
[[File:Augmented Reality Studierstube.jpg|thumb|2. Studierstube (Image: www.informit.com)]]&lt;br /&gt;
[[File:Augmented Reality Touring Machine.jpg|thumb|3. Touring Machine (Image: www.informit.com)]]&lt;br /&gt;
[[File:Augmented Reality ARQuake.jpg|thumb|4. ARQuake (Image: www.informit.com)]]&lt;br /&gt;
[[File:Augmented Reality Invisible Train.jpg|thumb|5. The Invisible Train (Image: www.informit.com)]]&lt;br /&gt;
&lt;br /&gt;
The historical development of AR technologies intersects with that of virtual reality. During the initial stages of its evolution, the terms augmented reality and virtual reality had not been coined and, consequently, there wasn’t a clear distinction between the two &amp;lt;ref name=”1”&amp;gt; The Interaction Design Foundation. Augmented Reality - The past, the present and the Future. Retrieved from https://www.interaction-design.org/literature/article/augmented-reality-the-past-the-present-and-the-future&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===1901- A Concept of AR===&lt;br /&gt;
Frank L Baum writes a novel in which there is a concept that can be equated to AR: a set of electronic glasses called “character marker” that were used to map data onto people &amp;lt;ref name=”1”&amp;gt;&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===1957 - The Sensorama===&lt;br /&gt;
The cinematographer Morton Heilig invented the Sensorama. This machine delivered visuals, sound, vibration, and smell to the viewer. It was not controlled by a computer but, nevertheless, it was an attempt at adding additional data to an experience. The machine was patented in 1961, and it looked like an arcade machine &amp;lt;ref name=”1”&amp;gt;&amp;lt;/ref&amp;gt; &amp;lt;ref name=”2”&amp;gt; Sawers, P. (2011). Augmented reality: The past, present and future. Retrieved from https://thenextweb.com/insider/2011/07/03/augmented-reality-the-past-present-and-future/#.tnw_tfKQ6SY7&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===1968 - The Sword of Damocles HMD===&lt;br /&gt;
Ivan Sutherland and Bob Sproull created a head-mounted display system at Harvard University and the University of Utah. The device presented simple wireframe graphics, used see-through optics, and was held to the ceiling by a mechanical arm which tracked the head movements of the user. This iteration of the technology would prove to be impractical for mass use. Sutherland also postulated the concept of the “Ultimate Display” in 1965 and would have a great impact in the VR and AR fields of study &amp;lt;ref name=”1”&amp;gt;&amp;lt;/ref&amp;gt; &amp;lt;ref name=”3”&amp;gt; Hollerer, T. and Schmalstieg, D. (2016). Introduction to Augmented Reality. Retrieved from http://www.informit.com/articles/article.aspx?p=2516729&amp;lt;/ref&amp;gt; &amp;lt;ref name=”4”&amp;gt; Javornik, A. (2016). The mainstreaming of augmented reality: A brief history. Retrieved from https://hbr.org/2016/10/the-mainstreaming-of-augmented-reality-a-brief-history&amp;lt;/ref&amp;gt; &amp;lt;ref name=”5”&amp;gt; Virtual Reality Society. History of Virtual Reality. Retrieved from https://www.vrs.org.uk/virtual-reality/history.html&amp;lt;/ref&amp;gt; &amp;lt;ref name=”6”&amp;gt; van Krevelen, D. W. F. (2007). Augmented Reality: Technologies, applications, and limitations. Retrieved from https://www.researchgate.net/profile/Rick_Van_Krevelen2/publication/292150312_Augmented_Reality_Technologies_Applications_and_Limitations/links/56ab2b4108aed5a01359c113.pdf&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===1975 - Videoplace===&lt;br /&gt;
The videoplace was developed by the American computer artist Myron Krueger. It was an interface that allowed users to manipulate and interact with virtual objects in real-time. It combined projectors, video-cameras and special purpose hardware, as well as onscreen silhouettes of the users &amp;lt;ref name=”1”&amp;gt;&amp;lt;/ref&amp;gt; &amp;lt;ref name=”2”&amp;gt;&amp;lt;/ref&amp;gt; &amp;lt;ref name=”3”&amp;gt;&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===1980 - Wearable computing===&lt;br /&gt;
The computational photography researcher Steve Mann creates the first example of wearable computing &amp;lt;ref name=”1”&amp;gt;&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===1990 - Augmented Reality===&lt;br /&gt;
Professor Thomas P. Caudell, a researcher at Boeing, coined the term augmented reality. The term was in reference to a HMD that guided workers through assembling electrical wires in aircrafts &amp;lt;ref name=”1”&amp;gt;&amp;lt;/ref&amp;gt; &amp;lt;ref name=”2”&amp;gt;&amp;lt;/ref&amp;gt; &amp;lt;ref name=”6”&amp;gt;&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===1992 - Virtual Fixtures===&lt;br /&gt;
Virtual Fixtures is developed at USAF Armstrong’s Research Lab by Louis Rosenberg. According to some sources, it can be considered the first properly functioning AR system. It was a system that overlaid sensory information on a workspace to improve human productivity &amp;lt;ref name=”1”&amp;gt;&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===1993 - KARMA===&lt;br /&gt;
Feiner and colleagues introduced KARMA - Knowledge-based augmented reality for maintenance assistance. KARMA was capable of inferring instructions sequences for repair and maintenance procedures &amp;lt;ref name=”3”&amp;gt;&amp;lt;/ref&amp;gt;.&lt;br /&gt;
During the same year, Fitzmaurice created the first handheld spatially aware display called Chameleon - a precursor to handheld AR. It consisted of a tethered handheld LCD screen that showed the video output of an SGI graphics workstation and was spatially tracked using a magnetic tracking device. The system was capable of providing information to the user such as providing information about a location on a wall-mounted map &amp;lt;ref name=”3”&amp;gt;&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===1994 - Medical AR===&lt;br /&gt;
At the University of North Carolina, State and colleagues presented a medical AR application. It was capable of allowing a physician to observe a fetus directly within a pregnant woman (Figure 1) &amp;lt;ref name=”3”&amp;gt;&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===1995 - NaviCam===&lt;br /&gt;
Rekimoto and Nagao developed a true handheld AR display, although it was still tethered to a workstation. The NaviCam had a forward-facing camera, and from its video feed it could detect color-coded markers, displaying information on a video see-through view &amp;lt;ref name=”3”&amp;gt;&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===1996 -  Studierstube===&lt;br /&gt;
The first collaborative AR system is developed by Schmalstieg and colleagues. The Studierstube allowed for multiple users to experience virtual objects in the same shared space through the use of HMDs. Each user from their individual viewpoint could see an image in correct perspective &amp;lt;ref name=”3”&amp;gt;&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===1997 - The Touring Machine===&lt;br /&gt;
Feiner and colleagues create the first outdoor AR system, at Columbia University. The Touring Machine (Figure 3) had a see-through HMD, GPS, and orientation tracking. The system needed a backpack with a computer to deliver mobile 3D graphics, various sensors, and an earlier version of a tablet computer for input &amp;lt;ref name=”3”&amp;gt;&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===2000 - ARQuake===&lt;br /&gt;
The AR version of the Quake game is developed by Bruce Thomas, at the University of South Australia (Figure 4). It was an outdoor mobile version of the game developed by Id Software &amp;lt;ref name=”2”&amp;gt;&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===2003 - First autonomous handheld AR system===&lt;br /&gt;
Wagner and Schmalstieg presented a precursor to the current smartphones - a handheld AR system that ran autonomously on a “personal digital assistant.” In 2004, a multiplayer handheld AR game called Invisible Train (Figure 5) was shown at the SIGGRAPH Emerging Technologies show floor &amp;lt;ref name=”3”&amp;gt;&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===2008 - A commercial AR application===&lt;br /&gt;
The first commercial AR application is developed by German agencies in Munich for advertising. It consisted of a printed magazine ad of a model BMW mini. When held in front of a computer’s camera, a user could manipulate the virtual car on the screen and move it around to view different angles &amp;lt;ref name=”4”&amp;gt;&amp;lt;/ref&amp;gt; &amp;lt;ref name=”7”&amp;gt; History Hole (2016). The history of augmented reality. Retrieved from http://historyhole.com/history-augmented-reality&amp;lt;/ref&amp;gt;.&lt;br /&gt;
During the same year, the Wikitude AR Travel Guide was released for the G1 Android phone &amp;lt;ref name=”2”&amp;gt;&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===2009 - ARToolkit===&lt;br /&gt;
A design tool, ARToolkit, is made available in Adobe Flash &amp;lt;ref name=”1”&amp;gt;&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===2013 - Google Glass===&lt;br /&gt;
The open beta of Google Glass is announced &amp;lt;ref name=”1”&amp;gt;&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===2015 - HoloLens===&lt;br /&gt;
Microsoft announced AR support for the company’s AR headset HoloLens &amp;lt;ref name=”1”&amp;gt;&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===2016 - Pokémon Go===&lt;br /&gt;
Pokémon Go is released and becomes a major success. It is considered an achievement for the AR industry. The game hit its peak in August 2016 with almost 46 million users. While the game has failed to maintain high levels of engagement, it showed the potential of AR &amp;lt;ref name=”4”&amp;gt;&amp;lt;/ref&amp;gt; &amp;lt;ref name=”7”&amp;gt;&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Terms]]&lt;/div&gt;</summary>
		<author><name>OptoVR</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Daydream_View&amp;diff=24923</id>
		<title>Daydream View</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Daydream_View&amp;diff=24923"/>
		<updated>2017-12-15T11:31:16Z</updated>

		<summary type="html">&lt;p&gt;OptoVR: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{Device Infobox&lt;br /&gt;
|image={{#ev:youtube|rLLAA4ENIP4|350}}&lt;br /&gt;
|VR/AR=[[Virtual Reality]]&lt;br /&gt;
|Type=[[Head-mounted display]]&lt;br /&gt;
|Subtype=[[Slide-on HMD]]&lt;br /&gt;
|Platform=[[Daydream]]&lt;br /&gt;
|Creator=&lt;br /&gt;
|Developer=[[Google]]&lt;br /&gt;
|Manufacturer=&lt;br /&gt;
|Operating System=[[Android]]&lt;br /&gt;
|Versions=&lt;br /&gt;
|Requires=Daydream Ready Phones&lt;br /&gt;
|Predecessor=[[Google Cardbord]]&lt;br /&gt;
|Successor=&lt;br /&gt;
|Display=5 / 5.5 inch AMOLED (Pixel / Pixel XL)&lt;br /&gt;
|Resolution=1920 x 1080 / 2560 x 1440 (Pixel / Pixel XL)&lt;br /&gt;
|Pixel Density=&lt;br /&gt;
|Refresh Rate=60 Hz&lt;br /&gt;
|Persistence=5.1ms (Pixel), 3.1ms (Moto Z), 3.3ms (Huawei Mate 9 Pro)&lt;br /&gt;
|Field of View=90° (nominal)&lt;br /&gt;
|Tracking=3DOF&lt;br /&gt;
|Rotational Tracking=[[Accelerator]], [[Gyrometer]], [[Proximity]]&lt;br /&gt;
|Positional Tracking=None&lt;br /&gt;
|Update Rate=Rotational: 1000 Hz, high accuracy&lt;br /&gt;
|Latency=Motion to Photon: &amp;lt;6 ms (Pixel), &amp;lt;6ms (Mate 9 Pro), &amp;lt;10ms (MotoZ)&lt;br /&gt;
|Audio=None?&lt;br /&gt;
|Camera=??&lt;br /&gt;
|Input=[[Daydream Controller]]&lt;br /&gt;
|Connectivity=&lt;br /&gt;
|Weight=???&lt;br /&gt;
|Size=202 x 116 x 93mm&lt;br /&gt;
|Release Date=November 10, 2016&lt;br /&gt;
|Price=$79&lt;br /&gt;
|Website=[https://vr.google.com/daydream/headset/ Daydream View Website]&lt;br /&gt;
}}&lt;br /&gt;
==Introduction==&lt;br /&gt;
[[Daydream]] is a [[Virtual Reality]] [[head-mounted display]] developed by [[Google]] for [[Daydream|Daydream Platform]]. To use Daydream View, users need to mount a [[#Daydream Ready Phones|Daydream ready Smartphone]] inside it. The smartphone serves not only as View&#039;s screen but also as its processor and tracking device. For [[input]], Daydream View has a [[Daydream Controller|small, remote-like controller]] with [[rotational tracking]] (3[[DOF]]) built-in. Neither the HMD nor the controller possess [[positional tracking]].&lt;br /&gt;
&lt;br /&gt;
Announced on October 4, 2016, Daydream View was released in November 10, 2016 for $79. Users who pre-order Pixel or Pixel XL will receive the HMD for free.&lt;br /&gt;
__TOC__&lt;br /&gt;
==Daydream Ready Phones==&lt;br /&gt;
===Google===&lt;br /&gt;
*[[Pixel]] - Released on October 20, 2016 for $649&lt;br /&gt;
&lt;br /&gt;
*[[Pixel XL]] - Released on October 20, 2016 for $769&lt;br /&gt;
&lt;br /&gt;
*[[Pixel 2]]&lt;br /&gt;
&lt;br /&gt;
*[[Pixel 2 XL]]&lt;br /&gt;
&lt;br /&gt;
===Motorola===&lt;br /&gt;
*[[Moto Z]] - Released on June, 2016 for $400&lt;br /&gt;
&lt;br /&gt;
*[[Moto Z Force]]&lt;br /&gt;
&lt;br /&gt;
*[[Moto Z2]]&lt;br /&gt;
&lt;br /&gt;
===Huawei===&lt;br /&gt;
*[[Mate 9 Pro]]&lt;br /&gt;
&lt;br /&gt;
*[[Porsche Design Mate 9]]&lt;br /&gt;
&lt;br /&gt;
===ZTE===&lt;br /&gt;
*[[Axon 7]]&lt;br /&gt;
&lt;br /&gt;
===Samsung===&lt;br /&gt;
*[[Galaxy S8]]&lt;br /&gt;
&lt;br /&gt;
*[[Galaxy S8+]]&lt;br /&gt;
&lt;br /&gt;
*[[Galaxy Note 8]]&lt;br /&gt;
&lt;br /&gt;
===LG===&lt;br /&gt;
*[[V30]]&lt;br /&gt;
&lt;br /&gt;
===Asus===&lt;br /&gt;
*[[ZenFone AR]]&lt;br /&gt;
&lt;br /&gt;
==Hardware==&lt;br /&gt;
===Design of HMD===&lt;br /&gt;
Daydream View consists of a plastic body wrapped in soft and cushy fabric. The HMD fits over most eyeglasses and the outer fabric is removable and washable. The overall feel of the HMD is simple and light without being cheap. It comes in 3 colors: slate, snow and crimson.&lt;br /&gt;
&lt;br /&gt;
Unlike [[Gear VR]], which has [[IMUs]], fans and microUSB port, Daydream View has only [[lenses]] and a [[NFC]] tag concealed within the front cover. The HMD does not need to be connected to the phone, the NFC tag detects the phone when it is in place. View not only relies on the phone for processing but also for [[tracking]] (3[[DOF]]).&lt;br /&gt;
&lt;br /&gt;
The front cover of the HMD is mostly open. It relies on a spring-loaded hinge below, an elastic hook above and few high-friction pads to keep the phone in place. This method allows the HMD to be compatible with phones of various sizes and thicknesses. Additionally, there are 2 black capacity pads that touch the phone&#039;s screen. The HMD detects when the phone is in place and these pads adjust the screen to the correct position. &lt;br /&gt;
&lt;br /&gt;
Unlike many other HMD, Daydream View does not have a top strap. It has 1 strap that goes horizontally across your head. It does not use velcro, instead the HMD uses plastic loops to adjust, tighten and loosen the straps.&lt;br /&gt;
&lt;br /&gt;
===Problems===&lt;br /&gt;
[[Light leak]] and [[lens glare]] are two of the problems with the Daydream View. Because the HMD is designed to accommodate phones of various sizes, light from external environment can enter the HMD from the side of lenses. In scenes of high contrast such as white objects on a black background, you&#039;ll see thin layer of light around the edges of your view. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;With Pixel&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Screen door effect]] is less noticeable on View than on [[Rift]] or [[Vive]]. Black smear, dark areas of the screen that smear across light areas during head movement, occurs due to OLED’s inability to change true black pixel colors very rapidly.&lt;br /&gt;
&lt;br /&gt;
===The Controller===&lt;br /&gt;
[[Daydream Controller]] is a small, remote-like [[device]] with [[rotational tracking]] (3[[DOF]]). It allows the user to intuitively point at objects in VR with a mouse cursor. In addition to 3DOF tracking, the controller has a trackpad and 2 round buttons on top and 2 volume buttons on the sides. The controller is wireless and is recharged through a USB-C cable.&lt;br /&gt;
&lt;br /&gt;
==Specifications==&lt;br /&gt;
===Head-Mounted Display===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Part&lt;br /&gt;
!Spec&lt;br /&gt;
|-&lt;br /&gt;
|Field of View||90° (nominal), varies by phone&lt;br /&gt;
|-&lt;br /&gt;
|Dimensions|| 202 x 116 x 93mm&lt;br /&gt;
|-&lt;br /&gt;
|Weight||??g&lt;br /&gt;
|-&lt;br /&gt;
|Sensors||[[Accelerator]], [[Gyrometer]], [[Proximity]]&lt;br /&gt;
|-&lt;br /&gt;
|Tracking||3 degrees of freedom (rotational)&lt;br /&gt;
|-&lt;br /&gt;
|Update Rate|| Rotational Tracking: 1000 Hz, high accuracy&lt;br /&gt;
|-&lt;br /&gt;
|Latency|| Motion to Photon: &amp;lt;6 ms (Pixel), &amp;lt;6ms (Mate 9 Pro), &amp;lt;10ms (MotoZ)&lt;br /&gt;
|-&lt;br /&gt;
|Input|| [[Daydream Controller]]&lt;br /&gt;
|-&lt;br /&gt;
|Audio|| None?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Smartphones===&lt;br /&gt;
====Google Pixel / Pixel XL====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Part&lt;br /&gt;
!Spec&lt;br /&gt;
|-&lt;br /&gt;
|Display size || 5 / 5.5 inch AMOLED&lt;br /&gt;
|-&lt;br /&gt;
|[[Resolution]] || 1920 x 1080 / 2560×1440&lt;br /&gt;
|-&lt;br /&gt;
|[[Pixel density]] || &lt;br /&gt;
|-&lt;br /&gt;
|Refresh rate || 60 Hz Low-persistence&lt;br /&gt;
|-&lt;br /&gt;
|RAM || 4GB&lt;br /&gt;
|-&lt;br /&gt;
|Storage || 32 or 128 GB&lt;br /&gt;
|-&lt;br /&gt;
|Battery || 2770 mAh / 3450 mAh&amp;lt;br&amp;gt;Non-removable&lt;br /&gt;
|-&lt;br /&gt;
|Weight || 143g / 168g&lt;br /&gt;
|-&lt;br /&gt;
|OS || Android 7.1 and up&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Requirements====&lt;br /&gt;
*MUST have at least 2 physical cores.&lt;br /&gt;
*MUST support sustained performance mode.&lt;br /&gt;
*MUST support Vulkan Hardware Level 0 and SHOULD support Vulkan Hardware Level 1.&lt;br /&gt;
*MUST support H.264 decoding at least 3840 x 2160 @ 30fps-40Mbps.&lt;br /&gt;
*MUST support HEVC and VP9, MUST be capable to decode at least 1920 x 1080 @ 30 fps-10Mbps and SHOULD be capable to decode 3840 x 2160 @ 30fps-20Mbps (equivalent to 4 instances of 1920 x 1080 @ 30fps-5Mbps).&lt;br /&gt;
*STRONGLY RECOMMENDED to support android.hardware.sensor.hifi_sensors feature and MUST meet the gyroscope, accelerometer, and magnetometer related requirements for android.hardware.hifi_sensors&lt;br /&gt;
*MUST have an embedded screen, and its resolution MUST be at least be Full HD (1080p) and STRONGLY RECOMMENDED to be Quad HD (1440p) or higher&lt;br /&gt;
*MUST measure between 4.7″ and 6″ diagonal&lt;br /&gt;
*MUST update at least 60 Hz while in VR Mode&lt;br /&gt;
*The display latency on Gray-to-Gray, White-to-Black, and Black-to-White switching time MUST be ≤ 3 ms&lt;br /&gt;
*The display MUST support a low-persistence mode with ≤5 ms persistence&lt;br /&gt;
*Device implementations MUST support Bluetooth 4.2 and Bluetooth LE Data Length Extension.&amp;lt;ref&amp;gt;http://source.android.com/compatibility/android-cdd.html#7_9_virtual_reality&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Setup Tutorial==&lt;br /&gt;
Setting up the HMD is very easy.&lt;br /&gt;
#Open the HMD&#039;s front cover and remove the included [[Daydream Controller|controller]].&lt;br /&gt;
#Turn your phone on and put it inside the front cover.&lt;br /&gt;
#Close the cover and place the HMD on your head.&lt;br /&gt;
#Adjust the HMD until the images are clear.&lt;br /&gt;
#Adjust the straps.&lt;br /&gt;
#Calibrate the controller.&lt;br /&gt;
&lt;br /&gt;
==Apps==&lt;br /&gt;
===Daydream Home===&lt;br /&gt;
[[Daydream Home]] &lt;br /&gt;
&lt;br /&gt;
===Other Apps===&lt;br /&gt;
*[[Gunjack 2]]&lt;br /&gt;
*[[Netflix]]&lt;br /&gt;
*[[HBO]]&lt;br /&gt;
*[[Hulu]]&lt;br /&gt;
*[[Star Chart]]&lt;br /&gt;
*[[Google Movies]]&lt;br /&gt;
*[[Google Photos]]&lt;br /&gt;
*[[Google Street View]]&lt;br /&gt;
*[[YouTube VR]]&lt;br /&gt;
*[[Fotonica]]&lt;br /&gt;
*[[Land’s End]]&lt;br /&gt;
*[[Minecraft: Pocket Edition]]&lt;br /&gt;
*[[Lara Croft Go]]&lt;br /&gt;
*[[Talking and Nobody Explodes]]&lt;br /&gt;
*[[Smash Hit]]&lt;br /&gt;
*[[The Room]]&lt;br /&gt;
*[[Google Arts and Culture]]&lt;br /&gt;
*[[Wonderglade]]&lt;br /&gt;
*[[Mekorama]]&lt;br /&gt;
*[[Star Chart VR]]&lt;br /&gt;
*[[Hunter&#039;s Gate]]&lt;br /&gt;
*[[Wall Street Journal]]&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
[[File:daydream view1.jpg|300px]] [[File:daydream view2.jpg|300px]] [[File:daydream view3.png|300px]]&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&#039;&#039;&#039;November 10, 2016&#039;&#039;&#039; - Daydream View is released.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;October 4, 2016&#039;&#039;&#039; - Daydream View is announced.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;May 18, 2016&#039;&#039;&#039; - [[Daydream]] Platform is announced at [[Google I/O 2016]].&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Virtual Reality Devices]]&lt;/div&gt;</summary>
		<author><name>OptoVR</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Microsoft_HoloLens&amp;diff=24922</id>
		<title>Microsoft HoloLens</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Microsoft_HoloLens&amp;diff=24922"/>
		<updated>2017-12-15T11:28:08Z</updated>

		<summary type="html">&lt;p&gt;OptoVR: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Device Infobox&lt;br /&gt;
|image=[[File:microsoft hololens2.jpg|350px]]&lt;br /&gt;
|VR/AR=[[Augmented Reality]]&lt;br /&gt;
|Type=[[Optical head-mounted display]]&lt;br /&gt;
|Subtype=[[Integrated HMD]]&lt;br /&gt;
|Platform=[[Windows Mixed Reality]]&lt;br /&gt;
|Creator=[[Alex Kipman]]&lt;br /&gt;
|Developer=[[Microsoft]]&lt;br /&gt;
|Manufacturer=Microsoft&lt;br /&gt;
|Operating System=[[Windows 10]]&lt;br /&gt;
|Versions=&lt;br /&gt;
|Requires=Nothing&lt;br /&gt;
|Predecessor=None&lt;br /&gt;
|Successor=[[Microsoft HoloLens 2]]&lt;br /&gt;
|CPU=Intel 32 bit architecture&lt;br /&gt;
|GPU=&lt;br /&gt;
|HPU=[[Holographic processing unit]]&lt;br /&gt;
|Memory=2 GB&lt;br /&gt;
|Storage=64 GB Flash&lt;br /&gt;
|Display=2 HD 16:9 light engines&lt;br /&gt;
|Resolution=Holographic resolution: 2.3M total light points&lt;br /&gt;
|Pixel Density=Holographic density: over 2.5k radiants (light points per radian)&lt;br /&gt;
|Refresh Rate=240Hz (60Hz content rate, each frame consists of four sequential colors: R-G-B-G)&lt;br /&gt;
|Persistence=2.5ms&lt;br /&gt;
|Precision=&lt;br /&gt;
|Field of View=30°H and 17.5°V&lt;br /&gt;
|Optics=See-through holographic lenses (waveguides)&lt;br /&gt;
|Tracking=6DOF&lt;br /&gt;
|Rotational Tracking=[[Gyroscope]], [[Magnetometer]], [[Accelerometer]]&lt;br /&gt;
|Positional Tracking=Depth Camera with 120°×120° FOV, 4 greyscale cameras&lt;br /&gt;
|Update Rate=&lt;br /&gt;
|Latency=Motion to Photon: less than 2ms&lt;br /&gt;
|Audio=Built-in speakers, Audio 3.5mm jack&lt;br /&gt;
|Camera=2MP photo / HD video camera, depth camera, 4 greyscale cameras&lt;br /&gt;
|Sensors=ambient light sensor, array of 4 microphones&lt;br /&gt;
|Input=Gaze, Gesture, Voice, HoloLens Clicker, Keyboard, Mouse&lt;br /&gt;
|Connectivity=WiFi, Bluetooth&lt;br /&gt;
|Power=Battery (2.5 to 5.5 hours per charge)&lt;br /&gt;
|Weight=579g&lt;br /&gt;
|Size=&lt;br /&gt;
|Cable Length=Wireless&lt;br /&gt;
|Release Date=March 30, 2016&lt;br /&gt;
|Price=$3,000 / £2,000&lt;br /&gt;
|Website=[http://www.microsoft.com/microsoft-hololens/en-us Microsoft HoloLens]&lt;br /&gt;
}}&lt;br /&gt;
==Introduction==&lt;br /&gt;
[[Microsoft HoloLens]] is an [[Augmented Reality]] [[device]] developed by [[Microsoft]]. It is part of the [[Windows Mixed Reality]] [[AR Platform]] incorporated with [[Windows 10]] OS. Similar to other [[OHMD]]s (optical head-mounted displays), HoloLens is a see-through display worn over your eyes. Unlike the [[Oculus Rift]] and other [[Virtual Reality#Devices|VR Devices]], the eye-piece component of HoloLens is transparent and the headset requires neither PC nor smartphone. It is able to project high-definition (HD) virtual content or [[hologram]]s over real world objects. &amp;lt;ref name=”one”&amp;gt;Microsoft. Microsoft HoloLens. Retrieved from https://www.microsoft.com/en-us/hololens&amp;lt;/ref&amp;gt; &amp;lt;ref name=”two”&amp;gt;Microsoft. Why HoloLens.	Retrieved from https://www.microsoft.com/en-us/hololens/why-hololens&amp;lt;/ref&amp;gt;&lt;br /&gt;
__TOC__&lt;br /&gt;
==General Information==&lt;br /&gt;
Microsoft HoloLens runs a self-contained Windows 10 computer.  It features an HD 3D optical head-mounted display, spatial sound projection and advanced sensors to allow its users to interact with AR applications through head movements, [[#Gesture|gestures]] and [[#Voice|voices]]. Microsoft has said that “The key to a great holographic experience is holograms that are light point rich, i.e. have a high holographic density, and are pinned or anchored to the world around you. To achieve this, HoloLens has been designed for optimal holographic density of 2.5K radiants. The more radiants and light points there are, the brighter and richer the holograms become.” &amp;lt;ref name=”four”&amp;gt;Roberts, J. (2016). What is HoloLens? Microsoft’s holographic headset explained. Retrieved from http://www.trustedreviews.com/opinion/hololens-release-date-news-and-price-2922378&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
HoloLens has various sensors and a high-end CPU and GPU, which Microsoft says gives the headset more processing power than an average laptop. &amp;lt;ref name=”four”&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The potential uses of the HoloLens are vast. From social apps to games, to navigation, there’s an incredible potential that this [[mixed reality]] device can tap into. Indeed, Microsoft collaborated with NASA in the making of HoloLens, and there is the potential to control the Mars rover Curiosity via the headset, allowing Nasa staff to work as if they were on the planet themselves. Microsoft also partnered with Volvo to showcase another possible use - using it in car showrooms for customers to view different color configurations for their chosen car and see features in action. &amp;lt;ref name=”four”&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At the end of March 2016, holoportation was showcased. The video demonstration showed how it could be possible - through the use of multiple cameras - to use the HoloLens to view a 3D version of a person. &amp;lt;ref name=”four”&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
While the HoloLens price is high, it is an impressive piece of hardware and indicates that Microsoft is taking the augmented reality and virtual reality markets seriously. &amp;lt;ref name=”three”&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Announcement and Release==&lt;br /&gt;
Microsoft HoloLens was announced during a Windows 10 Event on January 21st, 2015. The Development Edition was released on March 30, 2016, for $3,000 or £2,000. It allowed developers to start making apps and games for the headset. Months later, it became available to anyone with a Microsoft account. During the last quarter of 2016, the program expanded beyond the United States into countries like the United Kingdom, Ireland, France, Germany, Australia and New Zealand. Currently, there’s still no information regarding a consumer edition release date. &amp;lt;ref name=”three”&amp;gt;Sophie, C. (2017). Microsoft HoloLens: Everything you need to know about the $3,000 AR headset. Retrieved from https://www.wareable.com/microsoft/microsoft-hololens-everything-you-need-to-know-about-the-futuristic-ar-headset-735&amp;lt;/ref&amp;gt; &amp;lt;ref name=”four”&amp;gt;&amp;lt;/ref&amp;gt; &amp;lt;ref name=”five”&amp;gt;Spence, E. (2017). Microsoft HoloLens Review: Winning the reality wars. Retrieved from https://www.forbes.com/sites/ewanspence/2017/01/14/microsoft-hololens-review-experience-review/2/#4053cf3d43f9&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Features==&lt;br /&gt;
[[Holograms]] - realistic 3D projections that can be anchored onto real life objects. These virtual objects are projected at about 60 cm (near plane) to few meters. &lt;br /&gt;
&lt;br /&gt;
[[Spatial Mapping]] - scans the environment in real time to create a mesh of an X/Y/Z coordinate plane. Objects can be accurately projected into the mesh.&lt;br /&gt;
&lt;br /&gt;
[[Spatial Audio]] - in-app audio will come from different directions which depend on where you are in relation to the virtual object making the sound&lt;br /&gt;
&lt;br /&gt;
[[#Voice|Voice Recognition]] - recognizes various voice commands.&lt;br /&gt;
&lt;br /&gt;
[[#Gesture|Gesture Recognition]] - recognizes various gesture commands such as the [[Air Tap]].&lt;br /&gt;
&lt;br /&gt;
[[#Gaze|Gaze Recognition]] - HoloLens tracks your gaze.&lt;br /&gt;
&lt;br /&gt;
==Hardware==&lt;br /&gt;
===Review===&lt;br /&gt;
&#039;&#039;&#039;Headset and Display&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
HoloLens requires neither cords nor phones. It features an optical [[HMD]] on top of a plastic ring that wraps around the head. The plastic ring has a soft foam cushion on the inside. Like other HMDs, the weight of HoloLens is front loaded and feels a bit bulky. HoloLens can be used with most prescription glasses.&lt;br /&gt;
&lt;br /&gt;
The transparent dual displays are made of three layers of glass (red, blue and green). A light engine is mounted above the displays and projects light on the lenses. The tiny corrugated grooves in each layer of glass diffract these light particles, making them bounce around and helping to trick your eyes into perceiving virtual objects at virtual distances.&lt;br /&gt;
&lt;br /&gt;
The [[field of view]] where the holograms appear is quite small - 30° horizontal and 17.5° vertical. It is the same as a 16:9 monitor with 15 feet diagonal, 2 feet away from you face.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sensors&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Sensors include head tracking [[IMU]]s (Inertial Measuring Unit); a sound capture system consisting of an array of 4 microphones; an energy efficient depth camera with 120°×120° [[FOV]], an RGB 2-megapixel photo / HD video camera and an ambient light sensor. Additionally, it has 4 greyscale environment sensing cameras that work with the depth camera to track the head, hands and the surrounding environment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Processors&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
For processors, in addition to [[CPU]] and [[GPU]], HoloLens possess an [[HPU]], ([[holographic processing unit]]). The HPU is a coprocessor dedicated to integrating real world and virtually generated content. It consolidates and processes all the data from various sensors and produces a thin stream of useful information to the other processors. HPU removes the burden of handling heavy external data from the CPU and GPU, allowing them to focus on creating content.&lt;br /&gt;
&lt;br /&gt;
[[HPU]] - processes all of the data from its sensors, depth camera, microphone etc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Audio&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The [[3D audio|Spatial sound system]] consists of 2 small speakers are located on the sides of the OHMD, sitting above the ears. Unlike headphones, these speakers do not prevent the user from hearing external sounds. In-app audio will come from different directions which depend on where you are in relation to the virtual object making the sound.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Input and Interface&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A pair of buttons responsible for brightness is above the left ear while another pair of buttons responsible for volume is above the right ear. In each pair, one of the buttons is concave while the other one is convex. There is also a Power button. These are the only physical inputs - HoloLens is largely controlled by [[#Voice|voice]], [[#Gesture|gesture]] and [[#Gaze|gaze]] along with [[HoloLens Clicker|a bluetooth clicker]]&lt;br /&gt;
&lt;br /&gt;
5 LEDs are present on the left side of the OHMD. These LEDs display various system statuses such as power and battery conditions. A microUSB port is present for charging and connection. It is possible to use Microsoft HoloLens while it’s charging over microUSB. &amp;lt;ref name=”four”&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Power and Connectivity&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The battery in HoloLens lasts around 2.5 hours during processor intensive use. It lasts around 5.5 hours during regular use. &lt;br /&gt;
&lt;br /&gt;
HoloLens can connect to any WiFi or Bluetooth-equipped device. &lt;br /&gt;
&lt;br /&gt;
HoloLens can run any universal Windows 10 app.&lt;br /&gt;
&lt;br /&gt;
===In the Box===&lt;br /&gt;
*HoloLens Development Edition&lt;br /&gt;
*[[HoloLens Clicker]]&lt;br /&gt;
*Carrying case&lt;br /&gt;
*Charger and cable&lt;br /&gt;
*Microfiber cloth&lt;br /&gt;
*Nose pads&lt;br /&gt;
*Overhead strap&lt;br /&gt;
&lt;br /&gt;
==Specifications==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Part&lt;br /&gt;
!Spec&lt;br /&gt;
|-&lt;br /&gt;
| CPU || Intel 32 bit architecture&lt;br /&gt;
|-&lt;br /&gt;
| GPU || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[HPU]] || Custom-built Microsoft Holographic Processing Unit (HPU 1.0)&lt;br /&gt;
|-&lt;br /&gt;
|RAM || 2 GB&lt;br /&gt;
|-&lt;br /&gt;
|Storage || 64 GB Flash&lt;br /&gt;
|-&lt;br /&gt;
|Display || 2 HD 16:9 light engines&lt;br /&gt;
|-&lt;br /&gt;
|Optics || See-through holographic lenses (waveguides)&lt;br /&gt;
|-&lt;br /&gt;
|[[IPD]] || Automatic pupillary distance calibration&lt;br /&gt;
|-&lt;br /&gt;
|Holographic Resolution || 2.3M total light points&lt;br /&gt;
|-&lt;br /&gt;
|Holographic Density|| &amp;gt;2.5k radiants (light points per radian)&lt;br /&gt;
|-&lt;br /&gt;
|Field of View || 30°H and 17.5°V&lt;br /&gt;
|-&lt;br /&gt;
|Cameras || 2 Mega-pixel photo / HD video camera, depth camera, 4 greyscale environment understanding cameras&lt;br /&gt;
|-&lt;br /&gt;
|Sensors || ambient light sensor, 4 microphones&lt;br /&gt;
|-&lt;br /&gt;
|[[Tracking]] || 6 degrees of freedom&lt;br /&gt;
|-&lt;br /&gt;
|[[Rotational tracking]] || [[Gyroscope]], [[Magnetometer]], [[Accelerometer]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Positional tracking]] || depth camera, 4 greyscale environment understanding cameras&lt;br /&gt;
|-&lt;br /&gt;
|Update Rate || &lt;br /&gt;
|-&lt;br /&gt;
|[[#Tracking volume|Tracking Volume]] || &lt;br /&gt;
|-&lt;br /&gt;
|Latency || Motion to Photon: less than 2ms&lt;br /&gt;
|-&lt;br /&gt;
|Audio || Built-in speakers, Audio 3.5mm jack&lt;br /&gt;
|-&lt;br /&gt;
|Connectivity || Wi-Fi 802.11ac, Micro USB 2.0, Bluetooth 4.1 LE&lt;br /&gt;
|-&lt;br /&gt;
|Power || Battery: 2-3 hours of active use, Up to 2 weeks of standby time&lt;br /&gt;
|-&lt;br /&gt;
|Weight || 579g&lt;br /&gt;
|-&lt;br /&gt;
|User Input || [[Gaze]], [[voice]], [[gesture]]&lt;br /&gt;
|-&lt;br /&gt;
|Buttons || Brightness, volume, power&lt;br /&gt;
|-&lt;br /&gt;
|OS || Windows 10&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Setup Tutorial==&lt;br /&gt;
&lt;br /&gt;
==Commands==&lt;br /&gt;
===Gaze===&lt;br /&gt;
HoloLens tracks your gaze. When you perform a gesture such as air tap, look at the part of hologram where you want to place your tap. &lt;br /&gt;
===Gesture===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Action&lt;br /&gt;
!Description&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|[[Air Tap]] || With your index finger pointed upward, bend it forward || Simulates a mouse click in a desktop environment. Activates the interactive component&lt;br /&gt;
|-&lt;br /&gt;
|Home/Start || Opening your hand with palm facing up || Simulates the Windows key on a keyboard or Home button on a Windows Tablet. Opens up the holographic start menu. &lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Voice===&lt;br /&gt;
Microsoft&#039;s virtual assistant [[Cortana]] is incorporated into the HoloLens. Users can interact with her with natural language commands. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Action&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|&amp;quot;Follow me&amp;quot; || The window follows the user, along the wall. &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Input Devices==&lt;br /&gt;
&#039;&#039;&#039;[[HoloLens Clicker]]&#039;&#039;&#039; - a small clicker with a loop that wraps around your middle or index finger. It is held with the microUSB port towards your body and your thumb resting on top of the click, in the indentation. The clicker features a single button and [[rotational tracking]]. It allows a user to click and scroll with minimal hand motion as a replacement for the air-tap gesture.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bluetooth Mouse and Keyboard&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Apps== &lt;br /&gt;
HoloLens can project various Windows 10 Apps, programs, and browsers onto walls and other objects. One of the examples Microsoft used was Windows-like interfaces projected onto walls and furniture. Users can interact with these projections with gaze, gestures and voice commands.&lt;br /&gt;
&lt;br /&gt;
[[SketchUp]] &lt;br /&gt;
&lt;br /&gt;
[[Holo Studio]] - Allows the user to create 3D models used for [[3D Printing]]. In addition to gesture commands, it also accepts voice commands.&lt;br /&gt;
&lt;br /&gt;
[[Minecraft]] - An Augmented Reality version of Minecraft.&lt;br /&gt;
&lt;br /&gt;
[[Project Xray]] - A [[mixed reality]] shooter game.&lt;br /&gt;
&lt;br /&gt;
[[Actiongram]] - Place 3D models into real world environments and record videos with them, mixing reality with digital overlays.&lt;br /&gt;
&lt;br /&gt;
[[HoloGuide]] - Guides a user through low visibility areas.&lt;br /&gt;
&lt;br /&gt;
[[HoloHear]] - Instantly translates speech into sign language for deaf people.&lt;br /&gt;
&lt;br /&gt;
[[Teomirn]] - Overlays prompts and instructions on a real piano to help people learn how to play. &amp;lt;ref name=”three”&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Developer==&lt;br /&gt;
[[Windows Mixed Reality]] is Microsoft&#039;s AR platform incorporated in Windows 10 OS. Windows Mixed Reality API is implemented in all devices running Windows 10 including smartphones and tablets.&lt;br /&gt;
&lt;br /&gt;
To develop for HoloLens, you need a Windows 10 PC able to run [[Visual Studio 2015]] and [[Unity]].&lt;br /&gt;
&lt;br /&gt;
===Tools===&lt;br /&gt;
[[Unity]]&lt;br /&gt;
&lt;br /&gt;
[[Visual Studio 2015]]&lt;br /&gt;
&lt;br /&gt;
[[Windows SDK]]&lt;br /&gt;
&lt;br /&gt;
[[Windows Device Portal]]&lt;br /&gt;
====HoloLens Emulator====&lt;br /&gt;
[[HoloLens Emulator]] allows the user to test Holographic apps on their PCs without the need of a physical HoloLens. The human and environmental inputs that would usually be read by the sensors on the HoloLens are instead simulated using your keyboard, mouse, or Xbox controller. Apps don&#039;t need to be modified to run on the emulator and don&#039;t know that they aren&#039;t running on a real HoloLens. &amp;lt;ref&amp;gt;Microsoft. Using the HoloLens emulator. Retrieved from https://developer.microsoft.com/en-us/windows/holographic/using_the_hololens_emulator&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&#039;&#039;&#039;January 21, 2015&#039;&#039;&#039; - Microsoft HoloLens was officially announced.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;April 28, 2015&#039;&#039;&#039; - First live stage presentation of the HoloLens.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;March 30, 2016&#039;&#039;&#039; - Developer Edition of the HoloLens is officially released.&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
[[File:microsoft hololens3.jpg|300px]] [[File:microsoft hololens4.jpg|300px]] [[File:microsoft hololens5.jpg|300px]] [[File:microsoft hololens6.jpg|300px]]&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Augmented Reality Devices]]&lt;/div&gt;</summary>
		<author><name>OptoVR</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Microsoft_HoloLens&amp;diff=24921</id>
		<title>Microsoft HoloLens</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Microsoft_HoloLens&amp;diff=24921"/>
		<updated>2017-12-15T11:27:13Z</updated>

		<summary type="html">&lt;p&gt;OptoVR: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Device Infobox&lt;br /&gt;
|image=[[File:microsoft hololens2.jpg|350px]]&lt;br /&gt;
|VR/AR=[[Augmented Reality]]&lt;br /&gt;
|Type=[[Optical head-mounted display]]&lt;br /&gt;
|Subtype=[[Integrated HMD]]&lt;br /&gt;
|Platform=[[Windows Mixed Reality]]&lt;br /&gt;
|Creator=[[Alex Kipman]]&lt;br /&gt;
|Developer=[[Microsoft]]&lt;br /&gt;
|Manufacturer=Microsoft&lt;br /&gt;
|Operating System=[[Windows 10]]&lt;br /&gt;
|Versions=&lt;br /&gt;
|Requires=Nothing&lt;br /&gt;
|Predecessor=None&lt;br /&gt;
|Successor=[[Microsoft HoloLens 2]]&lt;br /&gt;
|CPU=Intel 32 bit architecture&lt;br /&gt;
|GPU=&lt;br /&gt;
|HPU=[[Holographic processing unit]]&lt;br /&gt;
|Memory=2 GB&lt;br /&gt;
|Storage=64 GB Flash&lt;br /&gt;
|Display=2 HD 16:9 light engines&lt;br /&gt;
|Resolution=Holographic resolution: 2.3M total light points&lt;br /&gt;
|Pixel Density=Holographic density: over 2.5k radiants (light points per radian)&lt;br /&gt;
|Refresh Rate=240Hz (60Hz content rate, each frame consists of four sequential colors: R-G-B-G)&lt;br /&gt;
|Persistence=2.5ms&lt;br /&gt;
|Precision=&lt;br /&gt;
|Field of View=30°H and 17.5°V&lt;br /&gt;
|Optics=See-through holographic lenses (waveguides)&lt;br /&gt;
|Tracking=6DOF&lt;br /&gt;
|Rotational Tracking=[[Gyroscope]], [[Magnetometer]], [[Accelerometer]]&lt;br /&gt;
|Positional Tracking=Depth Camera with 120°×120° FOV, 4 greyscale cameras&lt;br /&gt;
|Update Rate=&lt;br /&gt;
|Latency=&lt;br /&gt;
|Audio=Built-in speakers, Audio 3.5mm jack&lt;br /&gt;
|Camera=2MP photo / HD video camera, depth camera, 4 greyscale cameras&lt;br /&gt;
|Sensors=ambient light sensor, array of 4 microphones&lt;br /&gt;
|Input=Gaze, Gesture, Voice, HoloLens Clicker, Keyboard, Mouse&lt;br /&gt;
|Connectivity=WiFi, Bluetooth&lt;br /&gt;
|Power=Battery (2.5 to 5.5 hours per charge)&lt;br /&gt;
|Weight=579g&lt;br /&gt;
|Size=&lt;br /&gt;
|Cable Length=Wireless&lt;br /&gt;
|Release Date=March 30, 2016&lt;br /&gt;
|Price=$3,000 / £2,000&lt;br /&gt;
|Website=[http://www.microsoft.com/microsoft-hololens/en-us Microsoft HoloLens]&lt;br /&gt;
}}&lt;br /&gt;
==Introduction==&lt;br /&gt;
[[Microsoft HoloLens]] is an [[Augmented Reality]] [[device]] developed by [[Microsoft]]. It is part of the [[Windows Mixed Reality]] [[AR Platform]] incorporated with [[Windows 10]] OS. Similar to other [[OHMD]]s (optical head-mounted displays), HoloLens is a see-through display worn over your eyes. Unlike the [[Oculus Rift]] and other [[Virtual Reality#Devices|VR Devices]], the eye-piece component of HoloLens is transparent and the headset requires neither PC nor smartphone. It is able to project high-definition (HD) virtual content or [[hologram]]s over real world objects. &amp;lt;ref name=”one”&amp;gt;Microsoft. Microsoft HoloLens. Retrieved from https://www.microsoft.com/en-us/hololens&amp;lt;/ref&amp;gt; &amp;lt;ref name=”two”&amp;gt;Microsoft. Why HoloLens.	Retrieved from https://www.microsoft.com/en-us/hololens/why-hololens&amp;lt;/ref&amp;gt;&lt;br /&gt;
__TOC__&lt;br /&gt;
==General Information==&lt;br /&gt;
Microsoft HoloLens runs a self-contained Windows 10 computer.  It features an HD 3D optical head-mounted display, spatial sound projection and advanced sensors to allow its users to interact with AR applications through head movements, [[#Gesture|gestures]] and [[#Voice|voices]]. Microsoft has said that “The key to a great holographic experience is holograms that are light point rich, i.e. have a high holographic density, and are pinned or anchored to the world around you. To achieve this, HoloLens has been designed for optimal holographic density of 2.5K radiants. The more radiants and light points there are, the brighter and richer the holograms become.” &amp;lt;ref name=”four”&amp;gt;Roberts, J. (2016). What is HoloLens? Microsoft’s holographic headset explained. Retrieved from http://www.trustedreviews.com/opinion/hololens-release-date-news-and-price-2922378&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
HoloLens has various sensors and a high-end CPU and GPU, which Microsoft says gives the headset more processing power than an average laptop. &amp;lt;ref name=”four”&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The potential uses of the HoloLens are vast. From social apps to games, to navigation, there’s an incredible potential that this [[mixed reality]] device can tap into. Indeed, Microsoft collaborated with NASA in the making of HoloLens, and there is the potential to control the Mars rover Curiosity via the headset, allowing Nasa staff to work as if they were on the planet themselves. Microsoft also partnered with Volvo to showcase another possible use - using it in car showrooms for customers to view different color configurations for their chosen car and see features in action. &amp;lt;ref name=”four”&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At the end of March 2016, holoportation was showcased. The video demonstration showed how it could be possible - through the use of multiple cameras - to use the HoloLens to view a 3D version of a person. &amp;lt;ref name=”four”&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
While the HoloLens price is high, it is an impressive piece of hardware and indicates that Microsoft is taking the augmented reality and virtual reality markets seriously. &amp;lt;ref name=”three”&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Announcement and Release==&lt;br /&gt;
Microsoft HoloLens was announced during a Windows 10 Event on January 21st, 2015. The Development Edition was released on March 30, 2016, for $3,000 or £2,000. It allowed developers to start making apps and games for the headset. Months later, it became available to anyone with a Microsoft account. During the last quarter of 2016, the program expanded beyond the United States into countries like the United Kingdom, Ireland, France, Germany, Australia and New Zealand. Currently, there’s still no information regarding a consumer edition release date. &amp;lt;ref name=”three”&amp;gt;Sophie, C. (2017). Microsoft HoloLens: Everything you need to know about the $3,000 AR headset. Retrieved from https://www.wareable.com/microsoft/microsoft-hololens-everything-you-need-to-know-about-the-futuristic-ar-headset-735&amp;lt;/ref&amp;gt; &amp;lt;ref name=”four”&amp;gt;&amp;lt;/ref&amp;gt; &amp;lt;ref name=”five”&amp;gt;Spence, E. (2017). Microsoft HoloLens Review: Winning the reality wars. Retrieved from https://www.forbes.com/sites/ewanspence/2017/01/14/microsoft-hololens-review-experience-review/2/#4053cf3d43f9&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Features==&lt;br /&gt;
[[Holograms]] - realistic 3D projections that can be anchored onto real life objects. These virtual objects are projected at about 60 cm (near plane) to few meters. &lt;br /&gt;
&lt;br /&gt;
[[Spatial Mapping]] - scans the environment in real time to create a mesh of an X/Y/Z coordinate plane. Objects can be accurately projected into the mesh.&lt;br /&gt;
&lt;br /&gt;
[[Spatial Audio]] - in-app audio will come from different directions which depend on where you are in relation to the virtual object making the sound&lt;br /&gt;
&lt;br /&gt;
[[#Voice|Voice Recognition]] - recognizes various voice commands.&lt;br /&gt;
&lt;br /&gt;
[[#Gesture|Gesture Recognition]] - recognizes various gesture commands such as the [[Air Tap]].&lt;br /&gt;
&lt;br /&gt;
[[#Gaze|Gaze Recognition]] - HoloLens tracks your gaze.&lt;br /&gt;
&lt;br /&gt;
==Hardware==&lt;br /&gt;
===Review===&lt;br /&gt;
&#039;&#039;&#039;Headset and Display&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
HoloLens requires neither cords nor phones. It features an optical [[HMD]] on top of a plastic ring that wraps around the head. The plastic ring has a soft foam cushion on the inside. Like other HMDs, the weight of HoloLens is front loaded and feels a bit bulky. HoloLens can be used with most prescription glasses.&lt;br /&gt;
&lt;br /&gt;
The transparent dual displays are made of three layers of glass (red, blue and green). A light engine is mounted above the displays and projects light on the lenses. The tiny corrugated grooves in each layer of glass diffract these light particles, making them bounce around and helping to trick your eyes into perceiving virtual objects at virtual distances.&lt;br /&gt;
&lt;br /&gt;
The [[field of view]] where the holograms appear is quite small - 30° horizontal and 17.5° vertical. It is the same as a 16:9 monitor with 15 feet diagonal, 2 feet away from you face.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sensors&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Sensors include head tracking [[IMU]]s (Inertial Measuring Unit); a sound capture system consisting of an array of 4 microphones; an energy efficient depth camera with 120°×120° [[FOV]], an RGB 2-megapixel photo / HD video camera and an ambient light sensor. Additionally, it has 4 greyscale environment sensing cameras that work with the depth camera to track the head, hands and the surrounding environment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Processors&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
For processors, in addition to [[CPU]] and [[GPU]], HoloLens possess an [[HPU]], ([[holographic processing unit]]). The HPU is a coprocessor dedicated to integrating real world and virtually generated content. It consolidates and processes all the data from various sensors and produces a thin stream of useful information to the other processors. HPU removes the burden of handling heavy external data from the CPU and GPU, allowing them to focus on creating content.&lt;br /&gt;
&lt;br /&gt;
[[HPU]] - processes all of the data from its sensors, depth camera, microphone etc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Audio&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The [[3D audio|Spatial sound system]] consists of 2 small speakers are located on the sides of the OHMD, sitting above the ears. Unlike headphones, these speakers do not prevent the user from hearing external sounds. In-app audio will come from different directions which depend on where you are in relation to the virtual object making the sound.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Input and Interface&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A pair of buttons responsible for brightness is above the left ear while another pair of buttons responsible for volume is above the right ear. In each pair, one of the buttons is concave while the other one is convex. There is also a Power button. These are the only physical inputs - HoloLens is largely controlled by [[#Voice|voice]], [[#Gesture|gesture]] and [[#Gaze|gaze]] along with [[HoloLens Clicker|a bluetooth clicker]]&lt;br /&gt;
&lt;br /&gt;
5 LEDs are present on the left side of the OHMD. These LEDs display various system statuses such as power and battery conditions. A microUSB port is present for charging and connection. It is possible to use Microsoft HoloLens while it’s charging over microUSB. &amp;lt;ref name=”four”&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Power and Connectivity&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The battery in HoloLens lasts around 2.5 hours during processor intensive use. It lasts around 5.5 hours during regular use. &lt;br /&gt;
&lt;br /&gt;
HoloLens can connect to any WiFi or Bluetooth-equipped device. &lt;br /&gt;
&lt;br /&gt;
HoloLens can run any universal Windows 10 app.&lt;br /&gt;
&lt;br /&gt;
===In the Box===&lt;br /&gt;
*HoloLens Development Edition&lt;br /&gt;
*[[HoloLens Clicker]]&lt;br /&gt;
*Carrying case&lt;br /&gt;
*Charger and cable&lt;br /&gt;
*Microfiber cloth&lt;br /&gt;
*Nose pads&lt;br /&gt;
*Overhead strap&lt;br /&gt;
&lt;br /&gt;
==Specifications==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Part&lt;br /&gt;
!Spec&lt;br /&gt;
|-&lt;br /&gt;
| CPU || Intel 32 bit architecture&lt;br /&gt;
|-&lt;br /&gt;
| GPU || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[HPU]] || Custom-built Microsoft Holographic Processing Unit (HPU 1.0)&lt;br /&gt;
|-&lt;br /&gt;
|RAM || 2 GB&lt;br /&gt;
|-&lt;br /&gt;
|Storage || 64 GB Flash&lt;br /&gt;
|-&lt;br /&gt;
|Display || 2 HD 16:9 light engines&lt;br /&gt;
|-&lt;br /&gt;
|Optics || See-through holographic lenses (waveguides)&lt;br /&gt;
|-&lt;br /&gt;
|[[IPD]] || Automatic pupillary distance calibration&lt;br /&gt;
|-&lt;br /&gt;
|Holographic Resolution || 2.3M total light points&lt;br /&gt;
|-&lt;br /&gt;
|Holographic Density|| &amp;gt;2.5k radiants (light points per radian)&lt;br /&gt;
|-&lt;br /&gt;
|Field of View || 30°H and 17.5°V&lt;br /&gt;
|-&lt;br /&gt;
|Cameras || 2 Mega-pixel photo / HD video camera, depth camera, 4 greyscale environment understanding cameras&lt;br /&gt;
|-&lt;br /&gt;
|Sensors || ambient light sensor, 4 microphones&lt;br /&gt;
|-&lt;br /&gt;
|[[Tracking]] || 6 degrees of freedom&lt;br /&gt;
|-&lt;br /&gt;
|[[Rotational tracking]] || [[Gyroscope]], [[Magnetometer]], [[Accelerometer]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Positional tracking]] || depth camera, 4 greyscale environment understanding cameras&lt;br /&gt;
|-&lt;br /&gt;
|Update Rate || &lt;br /&gt;
|-&lt;br /&gt;
|[[#Tracking volume|Tracking Volume]] || &lt;br /&gt;
|-&lt;br /&gt;
|Latency || Motion to Photon: less than 2ms&lt;br /&gt;
|-&lt;br /&gt;
|Audio || Built-in speakers, Audio 3.5mm jack&lt;br /&gt;
|-&lt;br /&gt;
|Connectivity || Wi-Fi 802.11ac, Micro USB 2.0, Bluetooth 4.1 LE&lt;br /&gt;
|-&lt;br /&gt;
|Power || Battery: 2-3 hours of active use, Up to 2 weeks of standby time&lt;br /&gt;
|-&lt;br /&gt;
|Weight || 579g&lt;br /&gt;
|-&lt;br /&gt;
|User Input || [[Gaze]], [[voice]], [[gesture]]&lt;br /&gt;
|-&lt;br /&gt;
|Buttons || Brightness, volume, power&lt;br /&gt;
|-&lt;br /&gt;
|OS || Windows 10&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Setup Tutorial==&lt;br /&gt;
&lt;br /&gt;
==Commands==&lt;br /&gt;
===Gaze===&lt;br /&gt;
HoloLens tracks your gaze. When you perform a gesture such as air tap, look at the part of hologram where you want to place your tap. &lt;br /&gt;
===Gesture===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Action&lt;br /&gt;
!Description&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|[[Air Tap]] || With your index finger pointed upward, bend it forward || Simulates a mouse click in a desktop environment. Activates the interactive component&lt;br /&gt;
|-&lt;br /&gt;
|Home/Start || Opening your hand with palm facing up || Simulates the Windows key on a keyboard or Home button on a Windows Tablet. Opens up the holographic start menu. &lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Voice===&lt;br /&gt;
Microsoft&#039;s virtual assistant [[Cortana]] is incorporated into the HoloLens. Users can interact with her with natural language commands. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Action&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|&amp;quot;Follow me&amp;quot; || The window follows the user, along the wall. &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Input Devices==&lt;br /&gt;
&#039;&#039;&#039;[[HoloLens Clicker]]&#039;&#039;&#039; - a small clicker with a loop that wraps around your middle or index finger. It is held with the microUSB port towards your body and your thumb resting on top of the click, in the indentation. The clicker features a single button and [[rotational tracking]]. It allows a user to click and scroll with minimal hand motion as a replacement for the air-tap gesture.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bluetooth Mouse and Keyboard&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Apps== &lt;br /&gt;
HoloLens can project various Windows 10 Apps, programs, and browsers onto walls and other objects. One of the examples Microsoft used was Windows-like interfaces projected onto walls and furniture. Users can interact with these projections with gaze, gestures and voice commands.&lt;br /&gt;
&lt;br /&gt;
[[SketchUp]] &lt;br /&gt;
&lt;br /&gt;
[[Holo Studio]] - Allows the user to create 3D models used for [[3D Printing]]. In addition to gesture commands, it also accepts voice commands.&lt;br /&gt;
&lt;br /&gt;
[[Minecraft]] - An Augmented Reality version of Minecraft.&lt;br /&gt;
&lt;br /&gt;
[[Project Xray]] - A [[mixed reality]] shooter game.&lt;br /&gt;
&lt;br /&gt;
[[Actiongram]] - Place 3D models into real world environments and record videos with them, mixing reality with digital overlays.&lt;br /&gt;
&lt;br /&gt;
[[HoloGuide]] - Guides a user through low visibility areas.&lt;br /&gt;
&lt;br /&gt;
[[HoloHear]] - Instantly translates speech into sign language for deaf people.&lt;br /&gt;
&lt;br /&gt;
[[Teomirn]] - Overlays prompts and instructions on a real piano to help people learn how to play. &amp;lt;ref name=”three”&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Developer==&lt;br /&gt;
[[Windows Mixed Reality]] is Microsoft&#039;s AR platform incorporated in Windows 10 OS. Windows Mixed Reality API is implemented in all devices running Windows 10 including smartphones and tablets.&lt;br /&gt;
&lt;br /&gt;
To develop for HoloLens, you need a Windows 10 PC able to run [[Visual Studio 2015]] and [[Unity]].&lt;br /&gt;
&lt;br /&gt;
===Tools===&lt;br /&gt;
[[Unity]]&lt;br /&gt;
&lt;br /&gt;
[[Visual Studio 2015]]&lt;br /&gt;
&lt;br /&gt;
[[Windows SDK]]&lt;br /&gt;
&lt;br /&gt;
[[Windows Device Portal]]&lt;br /&gt;
====HoloLens Emulator====&lt;br /&gt;
[[HoloLens Emulator]] allows the user to test Holographic apps on their PCs without the need of a physical HoloLens. The human and environmental inputs that would usually be read by the sensors on the HoloLens are instead simulated using your keyboard, mouse, or Xbox controller. Apps don&#039;t need to be modified to run on the emulator and don&#039;t know that they aren&#039;t running on a real HoloLens. &amp;lt;ref&amp;gt;Microsoft. Using the HoloLens emulator. Retrieved from https://developer.microsoft.com/en-us/windows/holographic/using_the_hololens_emulator&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&#039;&#039;&#039;January 21, 2015&#039;&#039;&#039; - Microsoft HoloLens was officially announced.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;April 28, 2015&#039;&#039;&#039; - First live stage presentation of the HoloLens.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;March 30, 2016&#039;&#039;&#039; - Developer Edition of the HoloLens is officially released.&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
[[File:microsoft hololens3.jpg|300px]] [[File:microsoft hololens4.jpg|300px]] [[File:microsoft hololens5.jpg|300px]] [[File:microsoft hololens6.jpg|300px]]&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Augmented Reality Devices]]&lt;/div&gt;</summary>
		<author><name>OptoVR</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Daydream_View&amp;diff=24920</id>
		<title>Daydream View</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Daydream_View&amp;diff=24920"/>
		<updated>2017-12-15T11:12:38Z</updated>

		<summary type="html">&lt;p&gt;OptoVR: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{Device Infobox&lt;br /&gt;
|image={{#ev:youtube|rLLAA4ENIP4|350}}&lt;br /&gt;
|VR/AR=[[Virtual Reality]]&lt;br /&gt;
|Type=[[Head-mounted display]]&lt;br /&gt;
|Subtype=[[Slide-on HMD]]&lt;br /&gt;
|Platform=[[Daydream]]&lt;br /&gt;
|Creator=&lt;br /&gt;
|Developer=[[Google]]&lt;br /&gt;
|Manufacturer=&lt;br /&gt;
|Operating System=[[Android]]&lt;br /&gt;
|Versions=&lt;br /&gt;
|Requires=Daydream Ready Phones&lt;br /&gt;
|Predecessor=[[Google Cardbord]]&lt;br /&gt;
|Successor=&lt;br /&gt;
|Display=5 / 5.5 inch AMOLED (Pixel / Pixel XL)&lt;br /&gt;
|Resolution=1920 x 1080 / 2560 x 1440 (Pixel / Pixel XL)&lt;br /&gt;
|Pixel Density=&lt;br /&gt;
|Refresh Rate=60 Hz&lt;br /&gt;
|Persistence=5.1ms (Pixel), 3.1ms (Moto Z), 3.3ms (Huawei Mate 9 Pro)&lt;br /&gt;
|Field of View=90° (nominal)&lt;br /&gt;
|Tracking=3DOF&lt;br /&gt;
|Rotational Tracking=[[Accelerator]], [[Gyrometer]], [[Proximity]]&lt;br /&gt;
|Positional Tracking=None&lt;br /&gt;
|Update Rate=Rotational: 1000 Hz, high accuracy&lt;br /&gt;
|Latency=Motion to Photon: &amp;lt;6 ms (Pixel), &amp;lt;6ms (Mate 9 Pro), &amp;lt;10ms (MotoZ)&lt;br /&gt;
|Audio=None?&lt;br /&gt;
|Camera=??&lt;br /&gt;
|Input=[[Daydream Controller]]&lt;br /&gt;
|Connectivity=&lt;br /&gt;
|Weight=???&lt;br /&gt;
|Size=202 x 116 x 93mm&lt;br /&gt;
|Release Date=November 10, 2016&lt;br /&gt;
|Price=$79&lt;br /&gt;
|Website=[https://vr.google.com/daydream/headset/ Daydream View Website]&lt;br /&gt;
}}&lt;br /&gt;
==Introduction==&lt;br /&gt;
[[Daydream]] is a [[Virtual Reality]] [[head-mounted display]] developed by [[Google]] for [[Daydream|Daydream Platform]]. To use Daydream View, users need to mount a [[#Daydream Ready Phones|Daydream ready Smartphone]] inside it. The smartphone serves not only as View&#039;s screen but also as its processor and tracking device. For [[input]], Daydream View has a [[Daydream Controller|small, remote-like controller]] with [[rotational tracking]] (3[[DOF]]) built-in. Neither the HMD nor the controller possess [[positional tracking]].&lt;br /&gt;
&lt;br /&gt;
Announced on October 4, 2016, Daydream View was released in November 10, 2016 for $79. Users who pre-order Pixel or Pixel XL will receive the HMD for free.&lt;br /&gt;
__TOC__&lt;br /&gt;
==Daydream Ready Phones==&lt;br /&gt;
===Google===&lt;br /&gt;
*[[Pixel]] - Released on October 20, 2016 for $649&lt;br /&gt;
&lt;br /&gt;
*[[Pixel XL]] - Released on October 20, 2016 for $769&lt;br /&gt;
&lt;br /&gt;
*[[Pixel 2]]&lt;br /&gt;
&lt;br /&gt;
*[[Pixel 2 XL]]&lt;br /&gt;
&lt;br /&gt;
===Motorola===&lt;br /&gt;
*[[Moto Z]] - Released on June, 2016 for $400&lt;br /&gt;
&lt;br /&gt;
*[[Moto Z Force]]&lt;br /&gt;
&lt;br /&gt;
*[[Moto Z2]]&lt;br /&gt;
&lt;br /&gt;
===Huawei===&lt;br /&gt;
*[[Mate 9 Pro]]&lt;br /&gt;
&lt;br /&gt;
*[[Porsche Design Mate 9]]&lt;br /&gt;
&lt;br /&gt;
===ZTE===&lt;br /&gt;
*[[Axon 7]]&lt;br /&gt;
&lt;br /&gt;
===Samsung===&lt;br /&gt;
*[[Galaxy S8]]&lt;br /&gt;
&lt;br /&gt;
*[[Galaxy S8+]]&lt;br /&gt;
&lt;br /&gt;
*[[Galaxy Note 8]]&lt;br /&gt;
&lt;br /&gt;
===LG===&lt;br /&gt;
*[[V30]]&lt;br /&gt;
&lt;br /&gt;
===Asus===&lt;br /&gt;
*[[ZenFone AR]]&lt;br /&gt;
&lt;br /&gt;
==Hardware==&lt;br /&gt;
===Design of HMD===&lt;br /&gt;
Daydream View consists of a plastic body wrapped in soft and cushy fabric. The HMD fits over most eyeglasses and the outer fabric is removable and washable. The overall feel of the HMD is simple and light without being cheap. It comes in 3 colors: slate, snow and crimson.&lt;br /&gt;
&lt;br /&gt;
Unlike [[Gear VR]], which has [[IMUs]], fans and microUSB port, Daydream View has only [[lenses]] and a [[NFC]] tag concealed within the front cover. The HMD does not need to be connected to the phone, the NFC tag detects the phone when it is in place. View not only relies on the phone for processing but also for [[tracking]] (3[[DOF]]).&lt;br /&gt;
&lt;br /&gt;
The front cover of the HMD is mostly open. It relies on a spring-loaded hinge below, an elastic hook above and few high-friction pads to keep the phone in place. This method allows the HMD to be compatible with phones of various sizes and thicknesses. Additionally, there are 2 black capacity pads that touch the phone&#039;s screen. The HMD detects when the phone is in place and these pads adjust the screen to the correct position. &lt;br /&gt;
&lt;br /&gt;
Unlike many other HMD, Daydream View does not have a top strap. It has 1 strap that goes horizontally across your head. It does not use velcro, instead the HMD uses plastic loops to adjust, tighten and loosen the straps.&lt;br /&gt;
&lt;br /&gt;
===Problems===&lt;br /&gt;
[[Light leak]] and [[lens glare]] are two of the problems with the Daydream View. Because the HMD is designed to accommodate phones of various sizes, light from external environment can enter the HMD from the side of lenses. In scenes of high contrast such as white objects on a black background, you&#039;ll see thin layer of light around the edges of your view. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;With Pixel&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Screen door effect]] is less noticeable on View than on [[Rift]] or [[Vive]]. Black smear, dark areas of the screen that smear across light areas during head movement, occurs due to OLED’s inability to change true black pixel colors very rapidly.&lt;br /&gt;
&lt;br /&gt;
===The Controller===&lt;br /&gt;
[[Daydream Controller]] is a small, remote-like [[device]] with [[rotational tracking]] (3[[DOF]]). It allows the user to intuitively point at objects in VR with a mouse cursor. In addition to 3DOF tracking, the controller has a trackpad and 2 round buttons on top and 2 volume buttons on the sides. The controller is wireless and is recharged through a USB-C cable.&lt;br /&gt;
&lt;br /&gt;
==Specifications==&lt;br /&gt;
===Head-Mounted Display===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Part&lt;br /&gt;
!Spec&lt;br /&gt;
|-&lt;br /&gt;
|Field of View||90° (nominal), varies by phone&lt;br /&gt;
|-&lt;br /&gt;
|Dimensions|| 202 x 116 x 93mm&lt;br /&gt;
|-&lt;br /&gt;
|Weight||??g&lt;br /&gt;
|-&lt;br /&gt;
|Sensors||[[Accelerator]], [[Gyrometer]], [[Proximity]]&lt;br /&gt;
|-&lt;br /&gt;
|Tracking||3 degrees of freedom (rotational)&lt;br /&gt;
|-&lt;br /&gt;
|Update Rate|| Rotational Tracking: 1000 Hz, high accuracy&lt;br /&gt;
|-&lt;br /&gt;
|Latency||Motion to Photon Latency: Less than 20ms&lt;br /&gt;
|-&lt;br /&gt;
|Input|| [[Daydream Controller]]&lt;br /&gt;
|-&lt;br /&gt;
|Audio|| None?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Smartphones===&lt;br /&gt;
====Google Pixel / Pixel XL====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Part&lt;br /&gt;
!Spec&lt;br /&gt;
|-&lt;br /&gt;
|Display size || 5 / 5.5 inch AMOLED&lt;br /&gt;
|-&lt;br /&gt;
|[[Resolution]] || 1920 x 1080 / 2560×1440&lt;br /&gt;
|-&lt;br /&gt;
|[[Pixel density]] || &lt;br /&gt;
|-&lt;br /&gt;
|Refresh rate || 60 Hz Low-persistence&lt;br /&gt;
|-&lt;br /&gt;
|RAM || 4GB&lt;br /&gt;
|-&lt;br /&gt;
|Storage || 32 or 128 GB&lt;br /&gt;
|-&lt;br /&gt;
|Battery || 2770 mAh / 3450 mAh&amp;lt;br&amp;gt;Non-removable&lt;br /&gt;
|-&lt;br /&gt;
|Weight || 143g / 168g&lt;br /&gt;
|-&lt;br /&gt;
|OS || Android 7.1 and up&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Requirements====&lt;br /&gt;
*MUST have at least 2 physical cores.&lt;br /&gt;
*MUST support sustained performance mode.&lt;br /&gt;
*MUST support Vulkan Hardware Level 0 and SHOULD support Vulkan Hardware Level 1.&lt;br /&gt;
*MUST support H.264 decoding at least 3840 x 2160 @ 30fps-40Mbps.&lt;br /&gt;
*MUST support HEVC and VP9, MUST be capable to decode at least 1920 x 1080 @ 30 fps-10Mbps and SHOULD be capable to decode 3840 x 2160 @ 30fps-20Mbps (equivalent to 4 instances of 1920 x 1080 @ 30fps-5Mbps).&lt;br /&gt;
*STRONGLY RECOMMENDED to support android.hardware.sensor.hifi_sensors feature and MUST meet the gyroscope, accelerometer, and magnetometer related requirements for android.hardware.hifi_sensors&lt;br /&gt;
*MUST have an embedded screen, and its resolution MUST be at least be Full HD (1080p) and STRONGLY RECOMMENDED to be Quad HD (1440p) or higher&lt;br /&gt;
*MUST measure between 4.7″ and 6″ diagonal&lt;br /&gt;
*MUST update at least 60 Hz while in VR Mode&lt;br /&gt;
*The display latency on Gray-to-Gray, White-to-Black, and Black-to-White switching time MUST be ≤ 3 ms&lt;br /&gt;
*The display MUST support a low-persistence mode with ≤5 ms persistence&lt;br /&gt;
*Device implementations MUST support Bluetooth 4.2 and Bluetooth LE Data Length Extension.&amp;lt;ref&amp;gt;http://source.android.com/compatibility/android-cdd.html#7_9_virtual_reality&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Setup Tutorial==&lt;br /&gt;
Setting up the HMD is very easy.&lt;br /&gt;
#Open the HMD&#039;s front cover and remove the included [[Daydream Controller|controller]].&lt;br /&gt;
#Turn your phone on and put it inside the front cover.&lt;br /&gt;
#Close the cover and place the HMD on your head.&lt;br /&gt;
#Adjust the HMD until the images are clear.&lt;br /&gt;
#Adjust the straps.&lt;br /&gt;
#Calibrate the controller.&lt;br /&gt;
&lt;br /&gt;
==Apps==&lt;br /&gt;
===Daydream Home===&lt;br /&gt;
[[Daydream Home]] &lt;br /&gt;
&lt;br /&gt;
===Other Apps===&lt;br /&gt;
*[[Gunjack 2]]&lt;br /&gt;
*[[Netflix]]&lt;br /&gt;
*[[HBO]]&lt;br /&gt;
*[[Hulu]]&lt;br /&gt;
*[[Star Chart]]&lt;br /&gt;
*[[Google Movies]]&lt;br /&gt;
*[[Google Photos]]&lt;br /&gt;
*[[Google Street View]]&lt;br /&gt;
*[[YouTube VR]]&lt;br /&gt;
*[[Fotonica]]&lt;br /&gt;
*[[Land’s End]]&lt;br /&gt;
*[[Minecraft: Pocket Edition]]&lt;br /&gt;
*[[Lara Croft Go]]&lt;br /&gt;
*[[Talking and Nobody Explodes]]&lt;br /&gt;
*[[Smash Hit]]&lt;br /&gt;
*[[The Room]]&lt;br /&gt;
*[[Google Arts and Culture]]&lt;br /&gt;
*[[Wonderglade]]&lt;br /&gt;
*[[Mekorama]]&lt;br /&gt;
*[[Star Chart VR]]&lt;br /&gt;
*[[Hunter&#039;s Gate]]&lt;br /&gt;
*[[Wall Street Journal]]&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
[[File:daydream view1.jpg|300px]] [[File:daydream view2.jpg|300px]] [[File:daydream view3.png|300px]]&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&#039;&#039;&#039;November 10, 2016&#039;&#039;&#039; - Daydream View is released.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;October 4, 2016&#039;&#039;&#039; - Daydream View is announced.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;May 18, 2016&#039;&#039;&#039; - [[Daydream]] Platform is announced at [[Google I/O 2016]].&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Virtual Reality Devices]]&lt;/div&gt;</summary>
		<author><name>OptoVR</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Samsung_Gear_VR_(2015/2016)&amp;diff=24919</id>
		<title>Samsung Gear VR (2015/2016)</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Samsung_Gear_VR_(2015/2016)&amp;diff=24919"/>
		<updated>2017-12-15T11:09:52Z</updated>

		<summary type="html">&lt;p&gt;OptoVR: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{Device Infobox&lt;br /&gt;
|image=[[file:samsung gear vr2.jpg|350px]]&lt;br /&gt;
|VR/AR=[[Virtual Reality]]&lt;br /&gt;
|Type=[[Head-mounted display]]&lt;br /&gt;
|Subtype=[[Slide-on HMD]]&lt;br /&gt;
|Platform=[[Oculus Rift (Platform)]]&lt;br /&gt;
|Creator=&lt;br /&gt;
|Developer=[[Samsung]], [[Oculus VR]]&lt;br /&gt;
|Manufacturer=Samsung&lt;br /&gt;
|Operating System=[[Android]]&lt;br /&gt;
|Versions=&lt;br /&gt;
|Requires=All Samsung Smartphones 2015 and newer&lt;br /&gt;
|Predecessor=[[Samsung Gear VR Innovator Edition]]&lt;br /&gt;
|Successor=[[Samsung Gear VR 2]]&lt;br /&gt;
|Display=5.7 / 5.1 inch Super AMOLED (RGBG PenTile)&lt;br /&gt;
|Resolution=2560 x 1440, 1280 x 1440 per eye&lt;br /&gt;
|Pixel Density=518 PPI - 577 PPI&lt;br /&gt;
|Refresh Rate=60 Hz&lt;br /&gt;
|Persistence=3.4ms (Galaxy S7), 5.0ms (Galaxy S8)&lt;br /&gt;
|Field of View=96° (nominal)&lt;br /&gt;
|Tracking=3DOF&lt;br /&gt;
|Rotational Tracking=[[Accelerator]], [[Gyrometer]], [[Proximity]]&lt;br /&gt;
|Positional Tracking=None&lt;br /&gt;
|Update Rate=Rotational: 1000 Hz, high accuracy&lt;br /&gt;
|Latency=Motion to Photon: Less than 6 ms&lt;br /&gt;
|Audio=3D Spatial Sound&lt;br /&gt;
|Camera=High Frame Rate Preview (60fps)&lt;br /&gt;
|Input=Touchpad, Back Button, Volume Key, Focus adjustment wheel&lt;br /&gt;
|Connectivity=microUSB to the smartphone&lt;br /&gt;
|Weight=318g&lt;br /&gt;
|Size=201.9 x 116.4 x 92.6 mm&lt;br /&gt;
|Release Date=November 20, 2015&lt;br /&gt;
|Price=$99&lt;br /&gt;
|Website=[http://www.samsung.com/global/galaxy/wearables/gear-vr/ Samsung Gear VR Website]&lt;br /&gt;
}}&lt;br /&gt;
==Introduction==&lt;br /&gt;
[[Samsung Gear VR]] is a [[Virtual Reality]] [[head-mounted display]] developed by [[Samsung]] and [[Oculus VR]]. Succeeding the [[Samsung Gear VR Innovator Edition|Gear VR Innovator Edition]], Samsung Gear VR is [[Oculus Rift (Platform)]]&#039;s first consumer mobile device and the 2nd device in the Gear VR series. To use Gear VR, users need to mount a 2015 or newer Samsung Smartphone inside it. The smartphone serves not only as Gear VR&#039;s screen but also as its computer. Unlike other mobile [[HMDs]], Gear VR does not solely rely on the smartphone&#039;s [[IMUs]] for tracking. It has additional IMUs and Oculus&#039; [[rotational tracking]] technology built within, allowing for fast and accurate tracking of the user&#039;s head movements. While impressive, the current Gear VR does not possess [[positional tracking]]. &lt;br /&gt;
&lt;br /&gt;
Announced during [[Oculus Connect 2]], Samsung Gear VR was released in November 20, 2015 for $99. Users who pre-order Galaxy S7 and S7 edge will receive the HMD for free.&lt;br /&gt;
==Hardware==&lt;br /&gt;
Gear VR works with 2015 or newer Samsung smartphones such as [[Galaxy S7]], [[Galaxy S7 edge]], [[Galaxy S6]], [[Galaxy S6 edge]], [[Galaxy S6 edge+]] and [[Galaxy Note 5]]. All phones must be running Android Lollipop 5.0.1 and newer to work with the headset.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comparing to other mobile HMDs&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Gear VR has high quality lenses for better viewing quality and a touchpad for input. It also does not rely on the smartphone&#039;s IMUs for head tracking. Gear VR has IMUs built within, allowing for fast and accurate rotational tracking. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comparing to Innovator Edition&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
The design of Gear VR is less bulky and more streamlined than its predecessor.  By replacing some plastic parts for webbing and mesh, Gear VR is 22% lighter than the [[Samsung Gear VR Innovator Edition#Hardware|Innovator Edition]]. A soft layer of microfleece is added where the HMD meets the user&#039;s face. The touchpad on the side the HMD now has small grooves that guide the user&#039;s fingers in the 4 directions. &lt;br /&gt;
&lt;br /&gt;
===Specifications===&lt;br /&gt;
====Head-Mounted Display====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Part&lt;br /&gt;
!Spec&lt;br /&gt;
|-&lt;br /&gt;
|Field of View||96° (nominal)&lt;br /&gt;
|-&lt;br /&gt;
|Dimensions||201.9 x 116.4 x 92.6 mm&lt;br /&gt;
|-&lt;br /&gt;
|Weight||318g&lt;br /&gt;
|-&lt;br /&gt;
|Interpupillary Distance||55-71 mm????&lt;br /&gt;
|-&lt;br /&gt;
|Sensors||[[Accelerator]], [[Gyrometer]], [[Proximity]]&lt;br /&gt;
|-&lt;br /&gt;
|Tracking||3 degrees of freedom (rotational)&lt;br /&gt;
|-&lt;br /&gt;
|Update Rate|| Rotational Tracking: 1000 Hz, high accuracy&lt;br /&gt;
|-&lt;br /&gt;
|Latency||Motion to Photon Latency: Less than 20ms&lt;br /&gt;
|-&lt;br /&gt;
|Focal Adjustment||Covers Nearsighted / Farsighted Eyes&lt;br /&gt;
|-&lt;br /&gt;
|Input||Touchpad, Back Button, Volume Key, Focus adjustment wheel&lt;br /&gt;
|-&lt;br /&gt;
|Connectivity||microUSB connection to the Smartphone&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Smartphones====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Spec&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| S6 &lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| S6 edge &lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| S6 edge+ &lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Note 5&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Display size &lt;br /&gt;
| 5.1&amp;quot; || 5.1&amp;quot; || 5.7&amp;quot; || 5.7&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| [[Resolution]]&lt;br /&gt;
| 2560 x 1440 || 2560 x 1440 || 2560 x 1440 || 2560 x 1440&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| [[Pixel density]]&lt;br /&gt;
| 577 PPI || 577 PPI || 518 PPI || 518 PPI&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot;| Screen shape&lt;br /&gt;
| Flat || Curved || Curved || Flat&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot;| RAM &lt;br /&gt;
| 3 GB RAM || 3 GB RAM || 4 GB RAM || 4 GB RAM&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot; | Storage&lt;br /&gt;
| 32/64/128 GB || 32/64/128 GB || 32/64 GB || 32/64 GB&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot;| Battery &lt;br /&gt;
| 2550 mAh || 2600 mAh || 3000 mAh || 3000 mAh&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot; | Weight &lt;br /&gt;
| 138 g || 132 g || 153 g || 171 g&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
*Note that all 5 phones have identical CPU and GPU.&lt;br /&gt;
&lt;br /&gt;
==Accessories==&lt;br /&gt;
&#039;&#039;&#039;[[Samsung Gear VR Controller]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Apps==&lt;br /&gt;
[[VR Apps]] from [[Oculus Store]]&lt;br /&gt;
&lt;br /&gt;
To use [[Google Cardboard]] [[apps]], users must install [[CB Enabler for Gear VR]]&amp;lt;ref&amp;gt;https://play.google.com/store/apps/details?id=com.youtopiavr.cbenabler&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
[[Oculus Cinema]], [[Oculus 360 Photos]], [[Oculus 360 Videos]] and [[VR Gallery]]. &lt;br /&gt;
&lt;br /&gt;
[[TheBluVR]], [[Milk VR]]&lt;br /&gt;
&lt;br /&gt;
==Developer==&lt;br /&gt;
===Oculus Mobile SDK===&lt;br /&gt;
[[Oculus Mobile SDK]] is initially developed for Gear VR.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&#039;&#039;&#039;September 24, 2015&#039;&#039;&#039;: Samsung Gear VR CV1 is announced during [[Oculus Connect 2]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;November 20, 2015&#039;&#039;&#039;: Samsung Gear VR CV1 was released for $99.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;January 30, 2016&#039;&#039;&#039;: Video capture function is added to [[Gear VR SDK]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feburary 21, 2016&#039;&#039;&#039;: During Android World, Samsung announced that users will receive a free Samsung Gear VR for each pre-order of Galaxy S7 or Galaxy S7 Edge smartphone.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;May 11, 2016&#039;&#039;&#039;: [[Oculus VR]] announced that Gear VR has reached over 1 million monthly users in April 2016 and over 250 apps in the [[Oculus Home]] for Gear VR.&amp;lt;ref&amp;gt;https://www.oculus.com/en-us/blog/gear-vr-ecosystem-expands-to-include-facebook-360-photos-over-250-apps-and-new-video-content/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;January 4, 2017&#039;&#039;&#039;: Samsung announced that 5 million Gear VR headsets are sold to date.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;May 10, 2017&#039;&#039;&#039;: Samsung sold 782,000 units of Gear VR in Q1 2017&amp;lt;ref&amp;gt;http://vrsource.com/samsung-gear-vr-782000-units-sold-q1-10762/&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Virtual Reality Devices]]&lt;/div&gt;</summary>
		<author><name>OptoVR</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Oculus_Rift&amp;diff=24918</id>
		<title>Oculus Rift</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Oculus_Rift&amp;diff=24918"/>
		<updated>2017-12-15T11:07:27Z</updated>

		<summary type="html">&lt;p&gt;OptoVR: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Device Infobox&lt;br /&gt;
|image=[[File:rift front1.jpg|350px]]&lt;br /&gt;
|VR/AR=[[Virtual Reality]]&lt;br /&gt;
|Type=[[Head-mounted display]]&lt;br /&gt;
|Subtype=[[Discrete HMD]]&lt;br /&gt;
|Platform=[[Oculus Rift (Platform)]]&lt;br /&gt;
|Developer=[[Oculus VR]]&lt;br /&gt;
|Operating System=[[Windows]]&lt;br /&gt;
|Requires=PC&lt;br /&gt;
|Predecessor=[[Oculus Rift DK2]]&lt;br /&gt;
|Successor=[[Oculus Rift CV2]]&lt;br /&gt;
|Display=Dual OLED Panels&lt;br /&gt;
|Resolution=2160 x 1200 (1080 x 1200 per eye)&lt;br /&gt;
|Pixel Density=455.63 PPI per eye&lt;br /&gt;
|Refresh Rate=90 Hz&lt;br /&gt;
|Persistence=2.1ms&lt;br /&gt;
|Field of View=110° (diagonal)&lt;br /&gt;
|Optics=[[Fresnel lenses]]&lt;br /&gt;
|Tracking=6DOF&lt;br /&gt;
|Rotational Tracking=[[Gyroscope]], [[Accelerometer]], [[Magnetometer]]&lt;br /&gt;
|Positional Tracking=Oculus Sensor&lt;br /&gt;
|Update Rate=Rotational: 1000Hz, Positional: 60Hz&lt;br /&gt;
|Tracking Volume=100°H x 70°V (over 18 feet range)&lt;br /&gt;
|Latency=Motion to Photon: less than 5ms&lt;br /&gt;
|Audio=Built-in headphones, external headphones, built-in microphone&lt;br /&gt;
|Camera=&lt;br /&gt;
|Sensors=&lt;br /&gt;
|Input=[[Xbox One controller]], [[Oculus Touch]], [[Oculus Remote]]&lt;br /&gt;
|Connectivity=HDMI, USB&lt;br /&gt;
|Weight=360g&lt;br /&gt;
|Cable Length=4 meters (Headset), 2.5 meters (Sensor)&lt;br /&gt;
|Release Date=March 28, 2016&lt;br /&gt;
|Price=$399 with Touch&lt;br /&gt;
|Website=https://www.oculus.com/en-us/rift/ &lt;br /&gt;
}}&lt;br /&gt;
{{see also|Oculus Rift (Platform)}}&lt;br /&gt;
__TOC__&lt;br /&gt;
==Introduction==&lt;br /&gt;
The &#039;&#039;&#039;Oculus Rift&#039;&#039;&#039; - also known as &#039;&#039;&#039;Oculus Rift CV1&#039;&#039;&#039; or simply as &#039;&#039;&#039;Rift&#039;&#039;&#039; - is the first version of the [[Oculus Rift (Platform)|Oculus Rift]] [[Virtual Reality]] head-mounted display [[HMD]] built for consumers. The Oculus Rift was released on March 28, 2016. &amp;lt;ref name=”one”&amp;gt;Greenwald, W. (2017). Oculus Rift. Retrieved from https://www.pcmag.com/review/343413/oculus-rift&amp;lt;/ref&amp;gt; Unlike its predecessors, [[DK1]] and [[DK2]] (Development Kits), the Rift&#039;s target demographic moves beyond developers and serious [[virtual reality]] (VR) enthusiasts to include people with only casual interest in VR..&lt;br /&gt;
&lt;br /&gt;
The Oculus Rift was the result of four years of research that started on Kickstarter. At the time, the project raised $2 million from supporters before being purchased by Facebook. The commercial version of the HMD marks and improvement over the previous developments kits, being easier to setup and requiring less technical know-how to install games and troubleshoot when problems appear. &amp;lt;ref name=”two”&amp;gt;Pino, N. (2017). Oculus Rift review. Retrieved from http://www.techradar.com/reviews/gaming/gaming-accessories/oculus-rift-1123963/review&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Rift produces two images simultaneously and tracks the user’s movement to create a sense of presence in the virtual worlds. According to some publications, the previous versions of this VR headset felt rough and cheap, with problems with tracking and lag-free gameplay. &amp;lt;ref name=”two”&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The consumer version of the Rift has been described as elegant and sleek. But while it has received overall praise, it also has its negative points. The Oculus Rift games have been described as the best VR games available. It also has a growing list of movies and apps that will lead to the device being an immersive window into new worlds, with hundreds of VR experiences. The headset is also comfortable to wear. The minimum PC requirements and the induced nausea caused by some experiences are viewed as negatives. While in the beginning the Rift was less immersive than the HTC Vive due to the lack of motion controllers, Oculus has since released its own motion controllers - the Oculus Touch. &amp;lt;ref name=”two”&amp;gt;&amp;lt;/ref&amp;gt; &amp;lt;ref name=”three”&amp;gt;Stein, S. and Hollister, S. Oculus Rift: Welcome to the future. Retrieved from https://www.cnet.com/special-reports/oculus-rift-review/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Since its development, the minimum specs of the headset have been brought down. These changes might increase its accessibility to a larger number of people since not everyone invests in a powerful PC. This, in conjunction with the Oculus Rift price reduction and release of the Touch controllers, is a strategy to increase the appeal of the VR headset to the general public. &amp;lt;ref name=”one”&amp;gt;&amp;lt;/ref&amp;gt; &amp;lt;ref name=”two”&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Oculus Rift has the potential to be the next evolution of Facebook, to be used as a therapeutic tool, as a gateway to music festivals and sports games. Its scope will not only be limited to games or small VR experiences, as the VR landscape changes with time, but will expand as virtual reality becomes more present in the minds of the general public. &amp;lt;ref name=”two”&amp;gt;&amp;lt;/ref&amp;gt; &amp;lt;ref name=”three”&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
__TOC__&lt;br /&gt;
==Release and Pricing==&lt;br /&gt;
===Current Prices===&lt;br /&gt;
On October 11, 2017, during the [[Oculus Connect 4]], Hugo Barra, Oculus&#039; Vice President of Virtual Reality, announced the permanent price reduction of Oculus Rift and Touch bundle to $399.&lt;br /&gt;
&lt;br /&gt;
===Price History===&lt;br /&gt;
In July 2017, the price of the Oculus Rift CV1 bundled with [[Oculus Touch]] was reduced to $499. Note that the bundle does not come with the Xbox 360 Controller nor the [[Oculus Remote]]. However, it comes with two [[Oculus Sensor]]s.&lt;br /&gt;
&lt;br /&gt;
Every order of the Rift comes with the HMD, [[Oculus Sensor]], Xbox One controller and [[Oculus Remote]]. Pre-orders for the Rift began on January 6, 2016, for $599. On March 1, 2017, the price of CV1 was reduced to $499.&lt;br /&gt;
&lt;br /&gt;
==Hardware==&lt;br /&gt;
&#039;&#039;&#039;Design and Ergonomics&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The all-black Rift HMD has a sleek and refined design, with improved ergonomics when compared to the [[DK2]]. Soft plastic and fabric are used throughout. Smooth rubber and course cloth cover the front and sides of the headset. A single cable tethers the HMD to your PC while a mesh of lycra envelopes the [[lenses]] of the headset. The [[interpupillary distance]] (IPD) can be adjusted physically through the dial on the bottom of the HMD. The user’s face makes contact with the HMD through a comfortable foam faceplate. These &amp;quot;face interfaces&amp;quot; are removable and interchangeable. Oculus has mentioned that they are creating multiple facial interfaces with different interior faceplates to accommodate various facial features and users with glasses. With the default face interface, Oculus recommends a frame width of 142mm or less and a frame height of 50mm or less, if the user has to wear glasses.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Display and Optics&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The dual OLED panel displays of CV1 is a large improvement over its predecessors. The colors are vibrant, the [[resolution]] is adequate and the [[screen door effect]] is minimal. The only glaring flaw of CV1&#039;s display and optics system is the [[god rays]]. The god rays are caused by [[Fresnel lenses]]&#039; ridges which scatter light. They look similar to lens flares and are noticeable whenever there are high-contrast elements on the screen (i.e. white text on a black background). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracking&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Head [[tracking]] in the Rift has no visible [[latency]]. The [[Tracking#Systems|tracking system]] employed by Oculus Rift is called [[Constellation]]. It is an improved version from [[DK2]] and [[Crescent Bay]]. While [[rotational tracking]] is achieved with [[inertial measuring unit|inertial measuring units]] (IMUs), [[positional tracking]] is accomplished with an [[Oculus Sensor]] ([[outside-in tracking]]). Tiny LED markers are placed on the HMD, and the camera sensor is able to recognize these markers to track the position of the HMD. The markers on the back straps of the HMD allows the back of the user’s head to be tracked. This potentially allows for 360 degrees of tracking. The Rift&#039;s tracking is designed for both [[Seated VR|seated]] and [[standing VR]] experiences. &lt;br /&gt;
&lt;br /&gt;
The [[Oculus Sensor]] is not only able to track the headset but also the [[Oculus Touch]] controllers. Users can use multiple sensors to increase the [[#Tracking volume|tracking volume]] for the HMD and controllers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Voice and Audio&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Oculus Rift has a microphone and built-in, removable headphones. Users can detach the headphones and replace them with their own audio devices. [[3D audio]] technology is incorporated into the Rift.&lt;br /&gt;
&lt;br /&gt;
===Specifications===&lt;br /&gt;
Two 90mm screens, at a resolution of 1080 x 1200 per eye, makes each display 455.63 PPI. &amp;lt;ref&amp;gt;iFixit (2016). Oculus Rift CV1 Teardown. Retrieved from https://www.ifixit.com/Teardown/Oculus+Rift+CV1+Teardown/60612#s126626&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;Orland, K. (2016). iFixit digs into Oculus Rift’s 461 PPI OLED display, custom lenses. Retrieved from https://arstechnica.com/gaming/2016/03/ifixit-digs-into-oculus-rifts-461ppi-oled-display-custom-lenses/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Part&lt;br /&gt;
!Spec&lt;br /&gt;
|-&lt;br /&gt;
|Display || Dual OLED Panels&lt;br /&gt;
|-&lt;br /&gt;
|Resolution || 2160 x 1200 (1080 x 1200 per eye)&lt;br /&gt;
|-&lt;br /&gt;
|Pixel density || 455.63 PPI per eye&lt;br /&gt;
|-&lt;br /&gt;
|Refresh rate || 90 Hz&lt;br /&gt;
|-&lt;br /&gt;
|Persistence || Low&lt;br /&gt;
|-&lt;br /&gt;
|Field of View || 110° (diagonal)&lt;br /&gt;
|-&lt;br /&gt;
|Optics || [[Fresnel lenses]]&lt;br /&gt;
|-&lt;br /&gt;
|[[IPD]] || 58-72mm&lt;br /&gt;
|-&lt;br /&gt;
|[[Tracking]] || 6 degrees of freedom&lt;br /&gt;
|-&lt;br /&gt;
|[[Rotational tracking]] || [[Gyroscope]], [[Accelerometer]], [[Magnetometer]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Positional tracking]] || Oculus Sensor ([[outside-in tracking]])&lt;br /&gt;
|-&lt;br /&gt;
|Update Rate || Rotational: 1000Hz, Positional: 60Hz&lt;br /&gt;
|-&lt;br /&gt;
|[[#Tracking volume|Tracking Volume]] || 100°H x 70°V (over 18 feet range)&lt;br /&gt;
|-&lt;br /&gt;
|Latency || &lt;br /&gt;
|-&lt;br /&gt;
|Connectivity || 4m custom cable that integrates USB and HDMI connections&lt;br /&gt;
|-&lt;br /&gt;
|Weight || 360 grams (0.8 pounds)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==System Requirements==&lt;br /&gt;
===Recommended===&lt;br /&gt;
*&#039;&#039;&#039;GPU&#039;&#039;&#039;: NVIDIA GTX 970 or AMD 290, equivalent or greater&lt;br /&gt;
*&#039;&#039;&#039;CPU&#039;&#039;&#039;: Intel i5-4590, equivalent or greater&lt;br /&gt;
*&#039;&#039;&#039;RAM&#039;&#039;&#039;: 8GB+&lt;br /&gt;
*&#039;&#039;&#039;OS&#039;&#039;&#039;: Windows 7 SP1 or newer&lt;br /&gt;
*&#039;&#039;&#039;USB Ports&#039;&#039;&#039;: 3x USB 3.0 ports, 1x USB 2.0 port&lt;br /&gt;
*&#039;&#039;&#039;Video Output&#039;&#039;&#039;: Compatible HDMI 1.3 video output&lt;br /&gt;
&lt;br /&gt;
===Oculus Ready===&lt;br /&gt;
[[File:oculus ready1.jpg|right]]&lt;br /&gt;
Oculus Ready is a PC program that partners with hardware manufacturers such as Asus, Dell, and Alienware to create pre-built PCs that meet the system requirements of the Rift. PCs that qualify will have an Oculus Ready sticker on its case. Price points of these systems start from under $1000.&lt;br /&gt;
&lt;br /&gt;
Players can purchase the Oculus Rift bundled with an Oculus Ready PC for $1499.&lt;br /&gt;
&lt;br /&gt;
===Compatibility Tool===&lt;br /&gt;
The Rift’s Compatibility Tool is used to verify if a Windows PC is Rift ready. It checks the PC&#039;s GPU, RAM, OS, CPU, and USB. For each subpar spec, it offers a link to the Compatibility Tool Support Page&amp;lt;ref&amp;gt;Oculus. Oculus Support Center. Retrieved from https://support.oculus.com/hc/en-us/sections/203483987-Compatibility-Tool-and-Error-Messages-&amp;lt;/ref&amp;gt; that recommends necessary upgrades and solutions.&lt;br /&gt;
&lt;br /&gt;
==Setup Tutorial==&lt;br /&gt;
{{see also|Oculus Rift Adjustment Guide}}&lt;br /&gt;
#Go to Setup on Oculus.com.&amp;lt;ref&amp;gt;Oculus. Retrieved from https://www3.oculus.com/en-us/setup/&amp;lt;/ref&amp;gt;&lt;br /&gt;
#Download and run Rift&#039;s setup tool. All the software required for the Rift is automatically installed.&lt;br /&gt;
#Perform the setup and configuration.&lt;br /&gt;
#Plug the HMDI cable of the HMD into the HDMI port of your PC&#039;s graphics card. Plug the USB cable of the HMD into the USB 3.0 port of your PC.&lt;br /&gt;
#Plug the USB cable of the sensor into the USB 3.0 port of your PC.&lt;br /&gt;
#Update HMD and sensor firmware.&lt;br /&gt;
#The instruction will tell you to pull out the plastic tab at the bottom of the [[Oculus Remote]]. Do not just pull it out. Instead, slide open the back cover of the Remote, then peel the tab from the battery. If you forcefully yank the tab out, you might break it. &lt;br /&gt;
#Update the Oculus remote firmware.&lt;br /&gt;
#Setup the Xbox controller by plugging the wireless adapter into the USB port. Use the USB extender as needed. Put the two AA batteries into the controller and start it up.&lt;br /&gt;
#Press the button on the wireless adapter until the LED blinks then press and hold the same button on the Xbox controller until the Xbox logo stops blinking to sync the controller to your PC.&lt;br /&gt;
#Setup the Sensor by placing it about 3 feet away from you. Tilt the glossy side of the sensor head to aim at your face. Make sure there is a clear [[line-of-sight]] between you and the sensor.&lt;br /&gt;
#Setup the HMD.&lt;br /&gt;
#Customize the fit of HMD. Look at the straps of the HMD - two on the sides, one on top. Loosen the tabs of the straps. Put the HMD on your head. Tighten the straps until the HMD comfortably fits on your head.&lt;br /&gt;
#Use the slider at the bottom of the HMD to adjust the distance between the lenses. Make sure the distance fits your [[IPD]].&lt;br /&gt;
#Wear the HMD to continue setup.&lt;br /&gt;
#Move the HMD around until you can see the &#039;&#039;&#039;+&#039;&#039;&#039; clearly. Make sure you are in range of the sensor (2-5 feet).&lt;br /&gt;
&lt;br /&gt;
==Input Devices==&lt;br /&gt;
[[Xbox One controller]] - comes with every Oculus Rift.&lt;br /&gt;
&lt;br /&gt;
[[Oculus Touch]] -  A unique controller released after the Rift&#039;s release.&lt;br /&gt;
&lt;br /&gt;
[[Oculus Remote]] - allows the user to simply and intuitively navigate [[VR experience]]s. It is the ideal input device for introducing VR to non-gamers.&lt;br /&gt;
&lt;br /&gt;
==Apps==&lt;br /&gt;
&#039;&#039;&#039;[[Oculus Rift Apps]]&#039;&#039;&#039; from [[Oculus Share]] and [[Oculus Store]].&lt;br /&gt;
&lt;br /&gt;
[[EVE: Valkyrie]] - comes with every Oculus Rift CV1 pre-order.&lt;br /&gt;
&lt;br /&gt;
[[Lucky&#039;s Tale]] - comes with every Rift CV1.&lt;br /&gt;
&lt;br /&gt;
If you purchase the $499 Oculus + Touch bundle released starting from July 2017, you will also get the [[Oculus Touch#Bundled Titles|Bundled Titles from Touch]].&lt;br /&gt;
&lt;br /&gt;
==Developer==&lt;br /&gt;
===Oculus SDK===&lt;br /&gt;
[[Oculus SDK]]&lt;br /&gt;
&lt;br /&gt;
===Unity===&lt;br /&gt;
Each order of the Oculus Rift comes with 4 months of [[Unity|Unity Pro]] trial.&lt;br /&gt;
&lt;br /&gt;
==Tracking volume==&lt;br /&gt;
{{see also|Tracking volume}}&lt;br /&gt;
[[File:oculus rift cv1 tracking volume1.png|270px]] [[File:oculus rift cv1 tracking volume2.png|410px]]&lt;br /&gt;
&lt;br /&gt;
100°H x 70°V (&amp;gt;18 feet range)&lt;br /&gt;
&lt;br /&gt;
Room size: 15 feet by 15 feet&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
&#039;&#039;&#039;Oculus Rift box set&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
[[File:oculus rift cv1 box set1.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HMD&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
[[file:rift front1.jpg|300px]] [[file:rift back1.jpg|300px]] [[file:rift inside1.jpg|300px]] [[file:rift top1.jpg|300px]] &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Oculus Sensor&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
[[file:rift camera sensor1.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Oculus Remote&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
[[File:oculus remote1.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&#039;&#039;&#039;January 6, 2016&#039;&#039;&#039;: Pre-orders for the Oculus Rift began on Oculus.com for $599.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;February 16, 2016&#039;&#039;&#039;: Pre-orders for the Oculus Rift and Oculus Ready PC bundle began for $1,499.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;March 28, 2016&#039;&#039;&#039;: Oculus Rift is officially released.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Virtual Reality Devices]]&lt;/div&gt;</summary>
		<author><name>OptoVR</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=LG_360_VR&amp;diff=24917</id>
		<title>LG 360 VR</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=LG_360_VR&amp;diff=24917"/>
		<updated>2017-12-15T11:06:28Z</updated>

		<summary type="html">&lt;p&gt;OptoVR: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Device Infobox&lt;br /&gt;
|image=[[File:lg360 vr1.jpg|400px]]&lt;br /&gt;
|VR/AR=[[Virtual Reality]]&lt;br /&gt;
|Type=[[Head-mounted display]]&lt;br /&gt;
|Subtype=[[Discrete HMD]]&lt;br /&gt;
|Platform=&lt;br /&gt;
|Creator=[[LG Electronics]]&lt;br /&gt;
|Developer=[[LG Electronics]]&lt;br /&gt;
|Manufacturer=[[LG Electronics]]&lt;br /&gt;
|Operating System=&lt;br /&gt;
|Versions=&lt;br /&gt;
|Requires=[[LG G5]]&lt;br /&gt;
|Predecessor=&lt;br /&gt;
|Successor=&lt;br /&gt;
|CPU=&lt;br /&gt;
|GPU=&lt;br /&gt;
|HPU=&lt;br /&gt;
|Memory=&lt;br /&gt;
|Storage=&lt;br /&gt;
|Display=1.88&amp;quot; IPS LCD x 2 EA, 920 x 720 per Eye, 639 ppi Real RGB&lt;br /&gt;
|Resolution=960x720 pixels at 693ppi (per eye)&lt;br /&gt;
|Pixel Density=&lt;br /&gt;
|Refresh Rate=60Hz&lt;br /&gt;
|Persistence=16.7ms (full persistence)&lt;br /&gt;
|Precision=&lt;br /&gt;
|Field of View=&lt;br /&gt;
|Optics=Horizontal FOV (field-of-view) 80° lens&lt;br /&gt;
|Tracking=&lt;br /&gt;
|Rotational Tracking=&lt;br /&gt;
|Positional Tracking=&lt;br /&gt;
|Update Rate=&lt;br /&gt;
|Tracking Volume=&lt;br /&gt;
|Latency=Motion to Photon: over 50ms&lt;br /&gt;
|Audio=&lt;br /&gt;
|Camera=&lt;br /&gt;
|Sensors=6-axis (Gyro &amp;amp; Accelerometer) Proximity Sensor&lt;br /&gt;
|Input=&lt;br /&gt;
|Connectivity=&lt;br /&gt;
|Power=&lt;br /&gt;
|Weight=4.12 oz.&lt;br /&gt;
|Size=164.1 x 185.6 x 45.9 mm&lt;br /&gt;
|Cable Length=&lt;br /&gt;
|Release Date=&lt;br /&gt;
|Price=$199.99&lt;br /&gt;
|Website=[http://www.lg.com/us/lg-friends/lg-LGR100.AVRZTS-360-vr// LG 360 VR]&lt;br /&gt;
}}&lt;br /&gt;
==Introduction==&lt;br /&gt;
The LG 360 VR are new [[virtual reality]] [[HMD]] designed to connect with smartphones via the included USB-C jack, rather than housing the phone inside. They have been introduced at Mobile World Congress in Barcelona to complement LG&#039;s newest G5 phone. &amp;lt;ref&amp;gt;http://www.cnet.com/products/lg-360-vr/&amp;lt;/ref&amp;gt;&lt;br /&gt;
__TOC__&lt;br /&gt;
== Features ==&lt;br /&gt;
The main features of these VR glasses is their small size and weight. Because they don&#039;t have to carry the weight of the smartphone the entire housing is very slim and weighs just 180 grams (6.3 ounces). &lt;br /&gt;
&lt;br /&gt;
Currently, the glasses are limited to just the LG G5, but it&#039;s expected that compatibility for additional devices will be added in the future. &lt;br /&gt;
== Hardware ==&lt;br /&gt;
The LG 360 VR uses dual 1080p OLED screens with a resolution of 639 ppi. According to LG, these displays should provide a viewing experience similar to a 130-inch TV viewed from two meters. &amp;lt;ref&amp;gt;http://arstechnica.com/gadgets/2016/02/lg-jumps-on-the-vr-bandwagon-with-the-lg-360-vr/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A USB-C cable is used to connect power and video, which frees the phone itself to be used as a controller for virtual reality applications and games. The glasses also have additional control buttons on top that are used for confirmations and as a &amp;quot;back&amp;quot; button. &lt;br /&gt;
&lt;br /&gt;
Sound can be outputted through the 3.5mm headphone socket on the underside of the 360 VR headset. &amp;lt;ref&amp;gt;http://www.pocket-lint.com/review/136800-lg-360-vr-preview-a-unique-perspective-on-mobile-vr&amp;lt;/ref&amp;gt; &lt;br /&gt;
=== Technical Specifications ===&lt;br /&gt;
* Dimension: 160.07 mm x 185.61 mm x 45.9 mm&lt;br /&gt;
* Connectivity: USB 2.0 + Type C Plug&lt;br /&gt;
* Physical UI: Keys (Back, Select)&lt;br /&gt;
* Memory: 4GB eMMC / Micro SD (up to 2T)&lt;br /&gt;
* Chipset: STM32F411 - Cortex-M4 100MHz&lt;br /&gt;
== Software ==&lt;br /&gt;
&lt;br /&gt;
== Apps ==&lt;br /&gt;
The 360 VR supports Google Cardboard apps and 360 videos.&amp;lt;ref&amp;gt;http://www.roadtovr.com/good-bad-meh-lg-360-vr/&amp;lt;/ref&amp;gt; &lt;br /&gt;
== Developer ==&lt;br /&gt;
Developers who would like to create their own virtual reality applications for the LG 360 VR are encouraged to check out the [https://developers.google.com/cardboard/android Cardboard SDKs for Android], which allows applications to display 3D scenes with binocular rendering and head tracking. &lt;br /&gt;
&lt;br /&gt;
There is also the [https://developers.google.com/cardboard/unity Cardboard SDK for Unity], which helps developers adapt existing Unity 3D apps for virtual reality or build their own VR experience from scratch.&amp;lt;ref&amp;gt;https://developers.google.com/cardboard/overview&amp;lt;/ref&amp;gt;&lt;br /&gt;
== Accessories ==&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
There is currently no information about availability or pricing for the 360 VR, but the headset is supposedly scheduled to be released sometime this summer. &amp;lt;ref&amp;gt;http://www.theverge.com/2016/2/24/11100776/lg-vr-360-headset-announced-mwc-2016&amp;lt;/ref&amp;gt;&lt;br /&gt;
== History ==&lt;br /&gt;
* Unveiled at MWC 2016&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Devices]] [[Category:Virtual Reality Devices]]&lt;/div&gt;</summary>
		<author><name>OptoVR</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Acer_Windows_Mixed_Reality_Headset&amp;diff=24916</id>
		<title>Acer Windows Mixed Reality Headset</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Acer_Windows_Mixed_Reality_Headset&amp;diff=24916"/>
		<updated>2017-12-15T11:03:53Z</updated>

		<summary type="html">&lt;p&gt;OptoVR: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
{{Device Infobox&lt;br /&gt;
|image=[[File:Acervrheadset.png|350px]]&lt;br /&gt;
|VR/AR= [[Virtual Reality]]&lt;br /&gt;
|Type= [[Head-mounted display]]&lt;br /&gt;
|Subtype= [[Discrete HMD]]&lt;br /&gt;
|Platform=[[Microsoft Windows Mixed Reality (Platform)]]&lt;br /&gt;
|Developer= [[Acer]]&lt;br /&gt;
|Operating System= [[Windows 10]]&lt;br /&gt;
|Requires= [[PC]]&lt;br /&gt;
|Display=  Dual LCD display &lt;br /&gt;
|Resolution= 2880 x 1440 (1440 x 1440 per eye)&lt;br /&gt;
|Pixel Density= 706 ppi&lt;br /&gt;
|Refresh Rate= 90Hz&lt;br /&gt;
|Field of View= 95 Degree Horizontal&lt;br /&gt;
|Optics= [[Fresnel lenses]]&lt;br /&gt;
|Tracking= 6DOF&lt;br /&gt;
|Rotational Tracking= [[Gyroscope]], [[Accelerometer]], [[Magnetometer]]&lt;br /&gt;
|Positional Tracking= Inside-out tracking&lt;br /&gt;
|Latency= Motion to Photon: Less than 10ms&lt;br /&gt;
|Input= [[Keyboard/Mouse]],[[Xbox One GamePad]], [[Motion Controllers]]&lt;br /&gt;
|Connectivity= HDMI, USB&lt;br /&gt;
|Weight= 1.87 lb &lt;br /&gt;
|Size= Width : 7.7&amp;quot;x 94.3&amp;quot; x 2.9&amp;quot; &lt;br /&gt;
|Cable Length= 4 m &lt;br /&gt;
|Release Date= August 2017&lt;br /&gt;
|Price= $399 with Motion Controller&lt;br /&gt;
|Website= https://www.acer.com/ac/en/US/content/series/wmr&lt;br /&gt;
}}&lt;br /&gt;
== Introduction ==&lt;br /&gt;
The [[Acer Windows Mixed Reality Headset]] is one of the first [[head-mounted display|head-mounted displays]] (HMDs) developed in partnership with [[Microsoft]] for this company’s flagship operating system (OS). It is part of a new line of [[virtual reality]] (VR) headsets for the [[Windows 10 VR]], and one of the first to have a prototype ready for testing. The [[VR Headsets|VR headset]] takes advantage of the [[VR]] and [[augmented reality]] (AR) capabilities provided by the [[Windows 10 Creators Update]].&lt;br /&gt;
&lt;br /&gt;
Microsoft refers to this new range of headsets as [[mixed reality]] (MR), blurring the boundary between AR and VR. The mixed reality headset targets developers and VR/AR enthusiasts. It creates a virtual space where the user can interact with the OS by, for example, projecting Windows apps on the wall or in the middle of thin air.&lt;br /&gt;
&lt;br /&gt;
Acer’s VR headset uses positioning technology from the [[HoloLens]] project, avoiding the necessity of external infrared illuminators. Indeed, one of the core reasons for Microsoft to introduce its mixed reality headsets is the complexity of setting up virtual reality hardware, which could deter its adoption for some users. Microsoft aims to simplify the setup process - Acer’s headset is designed to be simply plug-and-play - and deliver virtual experiences to users in an affordable manner.&lt;br /&gt;
&lt;br /&gt;
There have been some issues with the early development kit; there were reports of ambient light affecting how the headset tracking works and causing the screen to black out. However, it is expected that these problems will be solved before its release to the general public.&lt;br /&gt;
&lt;br /&gt;
The first batch of the headset is scheduled to release in August 2017, at $300, and targets developers. The commercial version is expected to be available at the end of the same year.&lt;br /&gt;
&lt;br /&gt;
The headset also comes bundled with two motion controllers for $399. This means that Acer VR headset costs the same as the more advanced Oculus Rift.&lt;br /&gt;
  &lt;br /&gt;
== Features ==&lt;br /&gt;
Moving away from [[infrared tracking]] [[positional tracking]] technology that involves wall hacking or placing trackers on a crowded desk, The Acer Mixed Reality headset is built upon the evolution of Hololens [[inside-out tracking]] technology. &lt;br /&gt;
 &lt;br /&gt;
With two front facing cameras that track head position and environment, the headset is able to achieve 6[[DoF]] positional tracking without any external trackers. This easy setup made the headset attractive to VR users who find it a burden setting up trackers.&lt;br /&gt;
  &lt;br /&gt;
== Hardware ==&lt;br /&gt;
 &lt;br /&gt;
The Acer Mixed Reality Headset is considerably lighter than [[Rift]] and [[Vive]] and spots a simple sharp colored design. Unlike most headset with clear lens, the headset comes with an opaque lens where you can flip the visor up a clear view of your physical environment. &lt;br /&gt;
 &lt;br /&gt;
The headset also boasts two 2.89” HD LCD displays with 1440 x 1440 resolution per eye at 90Hz refresh rate and 95 degrees [[FOV]]. A single cable with HDMI 2.0 and USB3.0 connectors is all it takes to connect the headset to a high-performance PC. Rather than wand type controllers as in higher-end competitors, the mixed reality headset works with Xbox one controller. &lt;br /&gt;
 &lt;br /&gt;
== Technical Specifications ==&lt;br /&gt;
&lt;br /&gt;
=== Specifications ===&lt;br /&gt;
* Two high-resolution liquid crystal displays at 1440 x 1440 &lt;br /&gt;
* 2.89” diagonal display size (x2) &lt;br /&gt;
* Front hinged display &lt;br /&gt;
* 95 degrees horizontal field of view &lt;br /&gt;
* Display refresh rate up to 90 Hz (native) &lt;br /&gt;
* Built-in audio out and microphone support through 3.5mm jack &lt;br /&gt;
* Single cable with HDMI 2.0 (display) and USB 3.0 (data) for connectivity &lt;br /&gt;
* [[Inside-out tracking]]&lt;br /&gt;
* 4.00m cable &lt;br /&gt;
  &lt;br /&gt;
=== System recommendations for app developers ===&lt;br /&gt;
 &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Operating systems||  Windows 10 – Creators Update (Developer Mode enabled)&lt;br /&gt;
|-&lt;br /&gt;
| Processor|| Desktop: Intel Desktop i7 (6+ Core) OR AMD Ryzen 7 1700 (8-Core, 16 threads)&lt;br /&gt;
|-&lt;br /&gt;
| Graphics GPU|| Desktop: NVIDIA GTX 980/1060 | AMD Radeon RX 480 (8GB) equivalent or greater | DX12 and WDDM 2.2 capable GPU&lt;br /&gt;
|-&lt;br /&gt;
| Graphics drivers|| Windows Display Driver Model (WDDM) 2.2&lt;br /&gt;
|-&lt;br /&gt;
| Thermal design power|| 15W or greater&lt;br /&gt;
|-&lt;br /&gt;
| HMD connectors|| HDMI 1.4 or Display Port 1.2 for 60 Hz HMDs&lt;br /&gt;
HDMI 2.0 or Display Port 1.2 for 90 Hz HMDs&lt;br /&gt;
1x available graphics display port for HMD&lt;br /&gt;
 &lt;br /&gt;
|-&lt;br /&gt;
| Resolution|| SVGA (800x600)&lt;br /&gt;
|-&lt;br /&gt;
| Bit depth || 32 bits of color per pixel&lt;br /&gt;
|-&lt;br /&gt;
| RAM|| 16GB or greater&lt;br /&gt;
|-&lt;br /&gt;
| Storage|| &amp;gt;10GB additional free space&lt;br /&gt;
|-&lt;br /&gt;
| USB|| 1x available USB port for HMD&lt;br /&gt;
USB 3.0 Type-A&lt;br /&gt;
Note: USB must supply a minimum of 900mA&lt;br /&gt;
|-&lt;br /&gt;
| Bluetooth|| &amp;gt;Bluetooth 4.0 (for accessory connectivity)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Software ==&lt;br /&gt;
The Acer Windows 10 Mixed Reality Headset requires the Windows 10 Creator Update to function.&lt;br /&gt;
 &lt;br /&gt;
== Apps ==&lt;br /&gt;
The Acer Windows 10 Mixed Reality Headset allows basically any apps on Windows 10 Creator Update to run. As of November 2017, selected VR software from Valve´s Steam VR catalog will be available.&lt;br /&gt;
&lt;br /&gt;
== Developer ==&lt;br /&gt;
Developers who are looking to work on the Acer Windows 10 Mixed Reality Headset could check out more resources at &lt;br /&gt;
&lt;br /&gt;
https://developer.microsoft.com/en-us/windows/projects/campaigns/windows-mixed-reality&lt;br /&gt;
  &lt;br /&gt;
==Hardware analysis and reception==&lt;br /&gt;
One of the main points that virtual reality analysts have noticed is that the Acer Windows Mixed Reality headset is not really mixed reality - at least not for now. Since the Acer Windows headset has cameras on the front that could provide video of the outside world for augmented reality, the fact is that these are - currently - only used for inside-out tracking. However, the HMD’s dual cameras provide the technical capability for augmented reality and, therefore, become a truly ‘mixed reality’ device.&lt;br /&gt;
&lt;br /&gt;
Depending on the characteristics that the user values, the Acer Windows Mixed Reality headset could be a good option for VR since it has balancing pros and cons. For example, the hardware’s setup is very easy, with Windows 10 native support and no external tracking sensors required; the inside-out head tracking is also considered top-notch but the motions controllers are not on the same level as the competition.&lt;br /&gt;
&lt;br /&gt;
Dan Ackerman, from CNET, gave an overall impression of the hardware by saying that he was “pleasantly surprised to say that it&#039;s far better than it was just a few months ago. Performance has greatly improved since those earlier demo sessions, and setting up the hardware - long a pain point for VR headsets - is quick and easy. But for now, the overall Windows Mixed Reality experience still leaves me with mixed emotions.”&lt;br /&gt;
&lt;br /&gt;
While the Acer Windows Mixed Reality headset does not break into ‘next-gent’ territory, it could become an entry-level device for VR since the minimal requirements are lower than high-end VR headsets. On the other side, the Oculus Rift costs the same as the Acer Windows HMD and has an advantage over content currently available.&lt;br /&gt;
&lt;br /&gt;
Below, the main characteristics of the hardware are evaluated regarding pros and cons.&lt;br /&gt;
&lt;br /&gt;
===Display===&lt;br /&gt;
&#039;&#039;&#039;Pros&#039;&#039;&#039; - Acer’s VR headset has a display resolution of 1,440 x 1,440 per-eye and a field of view of around 100 degrees. The image quality is considered good with a noticeable increase in sharpness compared to the Rift and HTC Vive.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cons&#039;&#039;&#039; - The ‘screen door effect’ is still visible, although reduced. This could be the result of using an LCD display that “in some ways has a more uniform screen door structure than the PenTile subpixel layout of the Rift and Vive.” However, the lack of inconsistencies in color and brightness from one pixel to the next - known as mura - results in a reasonable step up in clarity. Also, quick head movements when combined with high-contrast scene elements reveal a bit of ghosting effect, although this is not particularly noticeable unless one looks for it.&lt;br /&gt;
&lt;br /&gt;
The Acer Windows Mixed Reality headset display uses Fresnel lenses with medium grit ridges that are between the ones used in the Oculus Rift and the HTC Vive. In high contrast scenes, god ray artifacts can be seen.&lt;br /&gt;
&lt;br /&gt;
===Headset design===&lt;br /&gt;
&#039;&#039;&#039;Pros&#039;&#039;&#039; - The headset is light, well-balanced, and practical, allowing for long sessions in VR without weighing heavily on the head.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cons&#039;&#039;&#039; - The design of the Acer Windows headset and the materials used give it more of a toy feeling instead of being a premium product. Also, It can be difficult to keep the eyes in the sweet spot of the lenses. Due to the weight of the headset’s cord, sometimes the device goes off-balance to the right side, needing adjustment and tightening of the headstrap.&lt;br /&gt;
&lt;br /&gt;
===Headphones===&lt;br /&gt;
&#039;&#039;&#039;Cons&#039;&#039;&#039; - There is no integrated headphones. The user will need to plug a 3.5 mm headphones or use a wireless pair. With the cord being positioned on the right side of the Acer Windows Mixed Reality headset, this could interfere with larger headphones. Earbuds might be the better option for the Acer Windows VR headset.&lt;br /&gt;
&lt;br /&gt;
===Visor===&lt;br /&gt;
&#039;&#039;&#039;Pros&#039;&#039;&#039; - The Acer Mixed Reality headset has a flip-up visor that has been praised for its convenience. It lets the user easily see the real world without removing the HMD. The flip-up visor also simplifies putting the headset on.&lt;br /&gt;
&lt;br /&gt;
The visor completely prevents any external light from leaking.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cons&#039;&#039;&#039; - For some people, the foam around the nose might affect their normal air intake by pinching the nose slightly.&lt;br /&gt;
&lt;br /&gt;
===Motion Controllers===&lt;br /&gt;
&#039;&#039;&#039;Cons&#039;&#039;&#039; -The design of the Acer Windows Mixed Reality headset motion controllers is between the Oculus Touch and the HTC Vive wand controllers but with an inferior build quality. They have also been considered large and unbalanced.&lt;br /&gt;
&lt;br /&gt;
The controllers have a trackpad and thumbstick, and their placement is not the best for how the thumb naturally wants to rest. The ‘grip button’ is small and can be difficult to press depending upon how the user is gripping the controller.&lt;br /&gt;
&lt;br /&gt;
===Acer Mixed Reality headset setup===&lt;br /&gt;
&#039;&#039;&#039;Pros&#039;&#039;&#039; - The setup for Acer’s Windows headset is fast; the first time setting up the HMD can take around 10 minutes or even less. A factor that contributes to this is the lack of external sensors, saving time by avoiding the setup of a tracking system.&lt;br /&gt;
&lt;br /&gt;
===Head tracking===&lt;br /&gt;
&#039;&#039;&#039;Pros&#039;&#039;&#039; - The inside-out head-tracking technology of Acer Windows Mixed Reality headset is one of the best, being robust and precise. Occasionally, the system loses tracking and a message is shown asking the user to look around in order to reestablish tracking. The inside-out tracking system seems to work fine even at low levels of light.&lt;br /&gt;
&lt;br /&gt;
===Controller tracking===&lt;br /&gt;
&#039;&#039;&#039;Mixed&#039;&#039;&#039; - The inside-out tracking system for the motion controllers is not on the same level than the head tracking. Good positional tracking is only obtained when the controllers are in the field of view of the headset’s cameras, which is larger than the FOV of the HMD. When the controllers are out of the cameras’ FOV, location is only assessed by the controllers&#039; internal sensors. In this case, tracking becomes inaccurate quickly. However, when the motion controllers are in front of the cameras, they work closer to what can be expected from the Oculus Rift or HTC Vive. For casual users of VR, the Windows Mixed Reality controllers can be satisfactory, but for hardcore gamers, or users, the inside-out tracking might not be the best.&lt;br /&gt;
&lt;br /&gt;
===Operating system===&lt;br /&gt;
&#039;&#039;&#039;Pros&#039;&#039;&#039; - The Windows 10 is the foundation for the Mixed Reality experiences that can be accessed by the Acer Windows Mixed Reality headset. Ben Lang, from Road to VR, wrote that it “is an impressive immersive computing foundation that Microsoft has built into Windows 10. Not only is essentially every piece of software on your computer available inside of VR, the Mixed Reality environment also employs robust voice control via Cortona which can help you quickly execute common actions.”&lt;br /&gt;
&lt;br /&gt;
The VR content is presented in a virtual reality environment called ‘Windows Cliff House’ - a hub for Windows’ VR content which includes flat desktop apps and proper VR apps. The Cliff House is functional and can be customized to the user’s liking.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cons&#039;&#039;&#039; - While the Cliff House is polished and has a sound concept, it still needs to mature and improve the method of controlling traditional apps.&lt;br /&gt;
&lt;br /&gt;
===Content===&lt;br /&gt;
&#039;&#039;&#039;Cons&#039;&#039;&#039; - Currently, there are only 47 VR apps available to the Windows Mixed Reality headsets. Microsoft will need to improve the content library in order for the headset to become a viable option when compared to its competition.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
* October 2016: Microsoft announced a partnership with Acer for the development of a mixed reality headset.&lt;br /&gt;
* January 2017: Acer Mixed Reality Headset revealed to attendees at CES 2017.&lt;br /&gt;
* August 2017: Developer Version release date.&lt;br /&gt;
* October 2017: Consumer Version release date.&lt;br /&gt;
 &lt;br /&gt;
== References ==&lt;br /&gt;
* http://sea.pcmag.com/consumer-electronics-reviews-ratings-comparisons/15364/news/hands-on-acers-windows-10-mixed-reality-headset&lt;br /&gt;
* https://www.vrfocus.com/2017/04/acer-reveal-upcoming-windows-10-vr-headset/&lt;br /&gt;
* https://www.engadget.com/2017/04/12/acer-microsoft-vr-mixed-reality/&lt;br /&gt;
* https://www.cnet.com/au/products/acer-windows-mixed-reality-headset/preview/&lt;br /&gt;
* https://www.theverge.com/2017/3/1/14779706/microsoft-acer-windows-holographic-mixed-reality-headset&lt;br /&gt;
* http://www.pcworld.com/article/3194877/virtual-reality/pc-makers-will-ship-windows-10-mixed-reality-headsets-in-q4.html&lt;br /&gt;
* https://uploadvr.com/full-specs-revealed-hp-acer-windows-10-headsets-releasing-august/&lt;br /&gt;
* https://www.microsoft.com/en-us/store/d/acer-windows-mixed-reality-headset-developer-edition/8pb4twx13m2n&lt;br /&gt;
* https://www.vrheads.com/windows-mixed-reality&lt;br /&gt;
* http://www.pcmag.com/news/353384/hands-on-acers-windows-10-mixed-reality-headset&lt;br /&gt;
* https://www.cnet.com/products/acer-windows-mixed-reality-headset/review/&lt;br /&gt;
* https://www.cnet.com/news/youll-be-able-to-play-steam-games-in-windows-vr-next-week/&lt;br /&gt;
* https://www.roadtovr.com/acer-windows-mixed-reality-vr-headset-review-ah101/&lt;br /&gt;
* https://www.wareable.com/acer/acer-windows-mixed-reality-hmd-headset-review&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Devices]] [[Category:Virtual Reality Devices]]&lt;/div&gt;</summary>
		<author><name>OptoVR</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Acer_Windows_Mixed_Reality_Headset&amp;diff=24915</id>
		<title>Acer Windows Mixed Reality Headset</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Acer_Windows_Mixed_Reality_Headset&amp;diff=24915"/>
		<updated>2017-12-15T10:53:22Z</updated>

		<summary type="html">&lt;p&gt;OptoVR: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
{{Device Infobox&lt;br /&gt;
|image=[[File:Acervrheadset.png|350px]]&lt;br /&gt;
|VR/AR= [[Virtual Reality]]&lt;br /&gt;
|Type= [[Head-mounted display]]&lt;br /&gt;
|Subtype= [[Discrete HMD]]&lt;br /&gt;
|Platform=[[Microsoft Windows Mixed Reality (Platform)]]&lt;br /&gt;
|Developer= [[Acer]]&lt;br /&gt;
|Operating System= [[Windows 10]]&lt;br /&gt;
|Requires= [[PC]]&lt;br /&gt;
|Display=  Dual LCD display &lt;br /&gt;
|Resolution= 2880 x 1440 (1440 x 1440 per eye)&lt;br /&gt;
|Pixel Density= 706 ppi&lt;br /&gt;
|Refresh Rate= 90Hz&lt;br /&gt;
|Field of View= 95 Degree Horizontal&lt;br /&gt;
|Optics= [[Fresnel lenses]]&lt;br /&gt;
|Tracking= 6DOF&lt;br /&gt;
|Rotational Tracking= [[Gyroscope]], [[Accelerometer]], [[Magnetometer]]&lt;br /&gt;
|Positional Tracking= Inside-out tracking&lt;br /&gt;
|Latency= Less than 10ms motion-to-photon&lt;br /&gt;
|Input= [[Keyboard/Mouse]],[[Xbox One GamePad]], [[Motion Controllers]]&lt;br /&gt;
|Connectivity= HDMI, USB&lt;br /&gt;
|Weight= 1.87 lb &lt;br /&gt;
|Size= Width : 7.7&amp;quot;x 94.3&amp;quot; x 2.9&amp;quot; &lt;br /&gt;
|Cable Length= 4 m &lt;br /&gt;
|Release Date= August 2017&lt;br /&gt;
|Price= $399 with Motion Controller&lt;br /&gt;
|Website= https://www.acer.com/ac/en/US/content/series/wmr&lt;br /&gt;
}}&lt;br /&gt;
== Introduction ==&lt;br /&gt;
The [[Acer Windows Mixed Reality Headset]] is one of the first [[head-mounted display|head-mounted displays]] (HMDs) developed in partnership with [[Microsoft]] for this company’s flagship operating system (OS). It is part of a new line of [[virtual reality]] (VR) headsets for the [[Windows 10 VR]], and one of the first to have a prototype ready for testing. The [[VR Headsets|VR headset]] takes advantage of the [[VR]] and [[augmented reality]] (AR) capabilities provided by the [[Windows 10 Creators Update]].&lt;br /&gt;
&lt;br /&gt;
Microsoft refers to this new range of headsets as [[mixed reality]] (MR), blurring the boundary between AR and VR. The mixed reality headset targets developers and VR/AR enthusiasts. It creates a virtual space where the user can interact with the OS by, for example, projecting Windows apps on the wall or in the middle of thin air.&lt;br /&gt;
&lt;br /&gt;
Acer’s VR headset uses positioning technology from the [[HoloLens]] project, avoiding the necessity of external infrared illuminators. Indeed, one of the core reasons for Microsoft to introduce its mixed reality headsets is the complexity of setting up virtual reality hardware, which could deter its adoption for some users. Microsoft aims to simplify the setup process - Acer’s headset is designed to be simply plug-and-play - and deliver virtual experiences to users in an affordable manner.&lt;br /&gt;
&lt;br /&gt;
There have been some issues with the early development kit; there were reports of ambient light affecting how the headset tracking works and causing the screen to black out. However, it is expected that these problems will be solved before its release to the general public.&lt;br /&gt;
&lt;br /&gt;
The first batch of the headset is scheduled to release in August 2017, at $300, and targets developers. The commercial version is expected to be available at the end of the same year.&lt;br /&gt;
&lt;br /&gt;
The headset also comes bundled with two motion controllers for $399. This means that Acer VR headset costs the same as the more advanced Oculus Rift.&lt;br /&gt;
  &lt;br /&gt;
== Features ==&lt;br /&gt;
Moving away from [[infrared tracking]] [[positional tracking]] technology that involves wall hacking or placing trackers on a crowded desk, The Acer Mixed Reality headset is built upon the evolution of Hololens [[inside-out tracking]] technology. &lt;br /&gt;
 &lt;br /&gt;
With two front facing cameras that track head position and environment, the headset is able to achieve 6[[DoF]] positional tracking without any external trackers. This easy setup made the headset attractive to VR users who find it a burden setting up trackers.&lt;br /&gt;
  &lt;br /&gt;
== Hardware ==&lt;br /&gt;
 &lt;br /&gt;
The Acer Mixed Reality Headset is considerably lighter than [[Rift]] and [[Vive]] and spots a simple sharp colored design. Unlike most headset with clear lens, the headset comes with an opaque lens where you can flip the visor up a clear view of your physical environment. &lt;br /&gt;
 &lt;br /&gt;
The headset also boasts two 2.89” HD LCD displays with 1440 x 1440 resolution per eye at 90Hz refresh rate and 95 degrees [[FOV]]. A single cable with HDMI 2.0 and USB3.0 connectors is all it takes to connect the headset to a high-performance PC. Rather than wand type controllers as in higher-end competitors, the mixed reality headset works with Xbox one controller. &lt;br /&gt;
 &lt;br /&gt;
== Technical Specifications ==&lt;br /&gt;
&lt;br /&gt;
=== Specifications ===&lt;br /&gt;
* Two high-resolution liquid crystal displays at 1440 x 1440 &lt;br /&gt;
* 2.89” diagonal display size (x2) &lt;br /&gt;
* Front hinged display &lt;br /&gt;
* 95 degrees horizontal field of view &lt;br /&gt;
* Display refresh rate up to 90 Hz (native) &lt;br /&gt;
* Built-in audio out and microphone support through 3.5mm jack &lt;br /&gt;
* Single cable with HDMI 2.0 (display) and USB 3.0 (data) for connectivity &lt;br /&gt;
* [[Inside-out tracking]]&lt;br /&gt;
* 4.00m cable &lt;br /&gt;
  &lt;br /&gt;
=== System recommendations for app developers ===&lt;br /&gt;
 &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Operating systems||  Windows 10 – Creators Update (Developer Mode enabled)&lt;br /&gt;
|-&lt;br /&gt;
| Processor|| Desktop: Intel Desktop i7 (6+ Core) OR AMD Ryzen 7 1700 (8-Core, 16 threads)&lt;br /&gt;
|-&lt;br /&gt;
| Graphics GPU|| Desktop: NVIDIA GTX 980/1060 | AMD Radeon RX 480 (8GB) equivalent or greater | DX12 and WDDM 2.2 capable GPU&lt;br /&gt;
|-&lt;br /&gt;
| Graphics drivers|| Windows Display Driver Model (WDDM) 2.2&lt;br /&gt;
|-&lt;br /&gt;
| Thermal design power|| 15W or greater&lt;br /&gt;
|-&lt;br /&gt;
| HMD connectors|| HDMI 1.4 or Display Port 1.2 for 60 Hz HMDs&lt;br /&gt;
HDMI 2.0 or Display Port 1.2 for 90 Hz HMDs&lt;br /&gt;
1x available graphics display port for HMD&lt;br /&gt;
 &lt;br /&gt;
|-&lt;br /&gt;
| Resolution|| SVGA (800x600)&lt;br /&gt;
|-&lt;br /&gt;
| Bit depth || 32 bits of color per pixel&lt;br /&gt;
|-&lt;br /&gt;
| RAM|| 16GB or greater&lt;br /&gt;
|-&lt;br /&gt;
| Storage|| &amp;gt;10GB additional free space&lt;br /&gt;
|-&lt;br /&gt;
| USB|| 1x available USB port for HMD&lt;br /&gt;
USB 3.0 Type-A&lt;br /&gt;
Note: USB must supply a minimum of 900mA&lt;br /&gt;
|-&lt;br /&gt;
| Bluetooth|| &amp;gt;Bluetooth 4.0 (for accessory connectivity)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Software ==&lt;br /&gt;
The Acer Windows 10 Mixed Reality Headset requires the Windows 10 Creator Update to function.&lt;br /&gt;
 &lt;br /&gt;
== Apps ==&lt;br /&gt;
The Acer Windows 10 Mixed Reality Headset allows basically any apps on Windows 10 Creator Update to run. As of November 2017, selected VR software from Valve´s Steam VR catalog will be available.&lt;br /&gt;
&lt;br /&gt;
== Developer ==&lt;br /&gt;
Developers who are looking to work on the Acer Windows 10 Mixed Reality Headset could check out more resources at &lt;br /&gt;
&lt;br /&gt;
https://developer.microsoft.com/en-us/windows/projects/campaigns/windows-mixed-reality&lt;br /&gt;
  &lt;br /&gt;
==Hardware analysis and reception==&lt;br /&gt;
One of the main points that virtual reality analysts have noticed is that the Acer Windows Mixed Reality headset is not really mixed reality - at least not for now. Since the Acer Windows headset has cameras on the front that could provide video of the outside world for augmented reality, the fact is that these are - currently - only used for inside-out tracking. However, the HMD’s dual cameras provide the technical capability for augmented reality and, therefore, become a truly ‘mixed reality’ device.&lt;br /&gt;
&lt;br /&gt;
Depending on the characteristics that the user values, the Acer Windows Mixed Reality headset could be a good option for VR since it has balancing pros and cons. For example, the hardware’s setup is very easy, with Windows 10 native support and no external tracking sensors required; the inside-out head tracking is also considered top-notch but the motions controllers are not on the same level as the competition.&lt;br /&gt;
&lt;br /&gt;
Dan Ackerman, from CNET, gave an overall impression of the hardware by saying that he was “pleasantly surprised to say that it&#039;s far better than it was just a few months ago. Performance has greatly improved since those earlier demo sessions, and setting up the hardware - long a pain point for VR headsets - is quick and easy. But for now, the overall Windows Mixed Reality experience still leaves me with mixed emotions.”&lt;br /&gt;
&lt;br /&gt;
While the Acer Windows Mixed Reality headset does not break into ‘next-gent’ territory, it could become an entry-level device for VR since the minimal requirements are lower than high-end VR headsets. On the other side, the Oculus Rift costs the same as the Acer Windows HMD and has an advantage over content currently available.&lt;br /&gt;
&lt;br /&gt;
Below, the main characteristics of the hardware are evaluated regarding pros and cons.&lt;br /&gt;
&lt;br /&gt;
===Display===&lt;br /&gt;
&#039;&#039;&#039;Pros&#039;&#039;&#039; - Acer’s VR headset has a display resolution of 1,440 x 1,440 per-eye and a field of view of around 100 degrees. The image quality is considered good with a noticeable increase in sharpness compared to the Rift and HTC Vive.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cons&#039;&#039;&#039; - The ‘screen door effect’ is still visible, although reduced. This could be the result of using an LCD display that “in some ways has a more uniform screen door structure than the PenTile subpixel layout of the Rift and Vive.” However, the lack of inconsistencies in color and brightness from one pixel to the next - known as mura - results in a reasonable step up in clarity. Also, quick head movements when combined with high-contrast scene elements reveal a bit of ghosting effect, although this is not particularly noticeable unless one looks for it.&lt;br /&gt;
&lt;br /&gt;
The Acer Windows Mixed Reality headset display uses Fresnel lenses with medium grit ridges that are between the ones used in the Oculus Rift and the HTC Vive. In high contrast scenes, god ray artifacts can be seen.&lt;br /&gt;
&lt;br /&gt;
===Headset design===&lt;br /&gt;
&#039;&#039;&#039;Pros&#039;&#039;&#039; - The headset is light, well-balanced, and practical, allowing for long sessions in VR without weighing heavily on the head.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cons&#039;&#039;&#039; - The design of the Acer Windows headset and the materials used give it more of a toy feeling instead of being a premium product. Also, It can be difficult to keep the eyes in the sweet spot of the lenses. Due to the weight of the headset’s cord, sometimes the device goes off-balance to the right side, needing adjustment and tightening of the headstrap.&lt;br /&gt;
&lt;br /&gt;
===Headphones===&lt;br /&gt;
&#039;&#039;&#039;Cons&#039;&#039;&#039; - There is no integrated headphones. The user will need to plug a 3.5 mm headphones or use a wireless pair. With the cord being positioned on the right side of the Acer Windows Mixed Reality headset, this could interfere with larger headphones. Earbuds might be the better option for the Acer Windows VR headset.&lt;br /&gt;
&lt;br /&gt;
===Visor===&lt;br /&gt;
&#039;&#039;&#039;Pros&#039;&#039;&#039; - The Acer Mixed Reality headset has a flip-up visor that has been praised for its convenience. It lets the user easily see the real world without removing the HMD. The flip-up visor also simplifies putting the headset on.&lt;br /&gt;
&lt;br /&gt;
The visor completely prevents any external light from leaking.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cons&#039;&#039;&#039; - For some people, the foam around the nose might affect their normal air intake by pinching the nose slightly.&lt;br /&gt;
&lt;br /&gt;
===Motion Controllers===&lt;br /&gt;
&#039;&#039;&#039;Cons&#039;&#039;&#039; -The design of the Acer Windows Mixed Reality headset motion controllers is between the Oculus Touch and the HTC Vive wand controllers but with an inferior build quality. They have also been considered large and unbalanced.&lt;br /&gt;
&lt;br /&gt;
The controllers have a trackpad and thumbstick, and their placement is not the best for how the thumb naturally wants to rest. The ‘grip button’ is small and can be difficult to press depending upon how the user is gripping the controller.&lt;br /&gt;
&lt;br /&gt;
===Acer Mixed Reality headset setup===&lt;br /&gt;
&#039;&#039;&#039;Pros&#039;&#039;&#039; - The setup for Acer’s Windows headset is fast; the first time setting up the HMD can take around 10 minutes or even less. A factor that contributes to this is the lack of external sensors, saving time by avoiding the setup of a tracking system.&lt;br /&gt;
&lt;br /&gt;
===Head tracking===&lt;br /&gt;
&#039;&#039;&#039;Pros&#039;&#039;&#039; - The inside-out head-tracking technology of Acer Windows Mixed Reality headset is one of the best, being robust and precise. Occasionally, the system loses tracking and a message is shown asking the user to look around in order to reestablish tracking. The inside-out tracking system seems to work fine even at low levels of light.&lt;br /&gt;
&lt;br /&gt;
===Controller tracking===&lt;br /&gt;
&#039;&#039;&#039;Mixed&#039;&#039;&#039; - The inside-out tracking system for the motion controllers is not on the same level than the head tracking. Good positional tracking is only obtained when the controllers are in the field of view of the headset’s cameras, which is larger than the FOV of the HMD. When the controllers are out of the cameras’ FOV, location is only assessed by the controllers&#039; internal sensors. In this case, tracking becomes inaccurate quickly. However, when the motion controllers are in front of the cameras, they work closer to what can be expected from the Oculus Rift or HTC Vive. For casual users of VR, the Windows Mixed Reality controllers can be satisfactory, but for hardcore gamers, or users, the inside-out tracking might not be the best.&lt;br /&gt;
&lt;br /&gt;
===Operating system===&lt;br /&gt;
&#039;&#039;&#039;Pros&#039;&#039;&#039; - The Windows 10 is the foundation for the Mixed Reality experiences that can be accessed by the Acer Windows Mixed Reality headset. Ben Lang, from Road to VR, wrote that it “is an impressive immersive computing foundation that Microsoft has built into Windows 10. Not only is essentially every piece of software on your computer available inside of VR, the Mixed Reality environment also employs robust voice control via Cortona which can help you quickly execute common actions.”&lt;br /&gt;
&lt;br /&gt;
The VR content is presented in a virtual reality environment called ‘Windows Cliff House’ - a hub for Windows’ VR content which includes flat desktop apps and proper VR apps. The Cliff House is functional and can be customized to the user’s liking.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cons&#039;&#039;&#039; - While the Cliff House is polished and has a sound concept, it still needs to mature and improve the method of controlling traditional apps.&lt;br /&gt;
&lt;br /&gt;
===Content===&lt;br /&gt;
&#039;&#039;&#039;Cons&#039;&#039;&#039; - Currently, there are only 47 VR apps available to the Windows Mixed Reality headsets. Microsoft will need to improve the content library in order for the headset to become a viable option when compared to its competition.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
* October 2016: Microsoft announced a partnership with Acer for the development of a mixed reality headset.&lt;br /&gt;
* January 2017: Acer Mixed Reality Headset revealed to attendees at CES 2017.&lt;br /&gt;
* August 2017: Developer Version release date.&lt;br /&gt;
* October 2017: Consumer Version release date.&lt;br /&gt;
 &lt;br /&gt;
== References ==&lt;br /&gt;
* http://sea.pcmag.com/consumer-electronics-reviews-ratings-comparisons/15364/news/hands-on-acers-windows-10-mixed-reality-headset&lt;br /&gt;
* https://www.vrfocus.com/2017/04/acer-reveal-upcoming-windows-10-vr-headset/&lt;br /&gt;
* https://www.engadget.com/2017/04/12/acer-microsoft-vr-mixed-reality/&lt;br /&gt;
* https://www.cnet.com/au/products/acer-windows-mixed-reality-headset/preview/&lt;br /&gt;
* https://www.theverge.com/2017/3/1/14779706/microsoft-acer-windows-holographic-mixed-reality-headset&lt;br /&gt;
* http://www.pcworld.com/article/3194877/virtual-reality/pc-makers-will-ship-windows-10-mixed-reality-headsets-in-q4.html&lt;br /&gt;
* https://uploadvr.com/full-specs-revealed-hp-acer-windows-10-headsets-releasing-august/&lt;br /&gt;
* https://www.microsoft.com/en-us/store/d/acer-windows-mixed-reality-headset-developer-edition/8pb4twx13m2n&lt;br /&gt;
* https://www.vrheads.com/windows-mixed-reality&lt;br /&gt;
* http://www.pcmag.com/news/353384/hands-on-acers-windows-10-mixed-reality-headset&lt;br /&gt;
* https://www.cnet.com/products/acer-windows-mixed-reality-headset/review/&lt;br /&gt;
* https://www.cnet.com/news/youll-be-able-to-play-steam-games-in-windows-vr-next-week/&lt;br /&gt;
* https://www.roadtovr.com/acer-windows-mixed-reality-vr-headset-review-ah101/&lt;br /&gt;
* https://www.wareable.com/acer/acer-windows-mixed-reality-hmd-headset-review&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Devices]] [[Category:Virtual Reality Devices]]&lt;/div&gt;</summary>
		<author><name>OptoVR</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Microsoft_HoloLens&amp;diff=20494</id>
		<title>Microsoft HoloLens</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Microsoft_HoloLens&amp;diff=20494"/>
		<updated>2017-04-04T20:08:50Z</updated>

		<summary type="html">&lt;p&gt;OptoVR: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Device Infobox&lt;br /&gt;
|image=[[File:microsoft hololens2.jpg|350px]]&lt;br /&gt;
|VR/AR=[[Augmented Reality]]&lt;br /&gt;
|Type=[[Optical head-mounted display]]&lt;br /&gt;
|Subtype=[[Integrated HMD]]&lt;br /&gt;
|Platform=[[Windows Holographic]]&lt;br /&gt;
|Creator=[[Alex Kipman]]&lt;br /&gt;
|Developer=[[Microsoft]]&lt;br /&gt;
|Manufacturer=Microsoft&lt;br /&gt;
|Operating System=[[Windows 10]]&lt;br /&gt;
|Versions=&lt;br /&gt;
|Requires=Nothing&lt;br /&gt;
|Predecessor=None&lt;br /&gt;
|Successor=[[Microsoft HoloLens 2]]&lt;br /&gt;
|CPU=Intel 32 bit architecture&lt;br /&gt;
|GPU=&lt;br /&gt;
|HPU=[[Holographic processing unit]]&lt;br /&gt;
|Memory=2 GB&lt;br /&gt;
|Storage=64 GB Flash&lt;br /&gt;
|Display=2 HD 16:9 light engines&lt;br /&gt;
|Resolution=Holographic resolution: 2.3M total light points&lt;br /&gt;
|Pixel Density=Holographic density: over 2.5k radiants (light points per radian)&lt;br /&gt;
|Refresh Rate=240Hz (60Hz content rate, each frame consists of four sequential colors: R-G-B-G)&lt;br /&gt;
|Persistence=2.5ms&lt;br /&gt;
|Precision=&lt;br /&gt;
|Field of View=30°H and 17.5°V&lt;br /&gt;
|Optics=See-through holographic lenses (waveguides)&lt;br /&gt;
|Tracking=6DOF&lt;br /&gt;
|Rotational Tracking=[[Gyroscope]], [[Magnetometer]], [[Accelerometer]]&lt;br /&gt;
|Positional Tracking=Depth Camera with 120°×120° FOV, 4 greyscale cameras&lt;br /&gt;
|Update Rate=&lt;br /&gt;
|Latency=&lt;br /&gt;
|Audio=Built-in speakers, Audio 3.5mm jack&lt;br /&gt;
|Camera=2MP photo / HD video camera, depth camera, 4 greyscale cameras&lt;br /&gt;
|Sensors=ambient light sensor, array of 4 microphones&lt;br /&gt;
|Input=Gaze, Gesture, Voice, HoloLens Clicker, Keyboard, Mouse&lt;br /&gt;
|Connectivity=WiFi, Bluetooth&lt;br /&gt;
|Power=Battery (2.5 to 5.5 hours per charge)&lt;br /&gt;
|Weight=579g&lt;br /&gt;
|Size=&lt;br /&gt;
|Cable Length=Wireless&lt;br /&gt;
|Release Date=March 30, 2016&lt;br /&gt;
|Price=$3,000 / £2,000&lt;br /&gt;
|Website=[http://www.microsoft.com/microsoft-hololens/en-us Microsoft HoloLens]&lt;br /&gt;
}}&lt;br /&gt;
[[Microsoft HoloLens]] is a [[Augmented Reality]] [[device]] developed by [[Microsoft]]. It is part of the [[Windows Holographic]] [[AR Platform]] incorporated with [[Windows 10]] OS. Similar to other [[OHMD]]s, HoloLens is a see through display worn over your eyes. Unlike [[Oculus Rift]] and [[Virtual Reality#Devices|VR Devices]], the eye-piece component of HoloLens is transparent and the headset requires neither PC nor smartphone. It is able to project high-definition virtual content or [[hologram]]s over real world objects.&lt;br /&gt;
&lt;br /&gt;
Microsoft HoloLens runs a self-contained Windows 10 computer. It features HD 3D optical head-mounted display, spatial sound projection and advanced sensors to allow its users to interact its AR applications through head movements, [[#Gesture|gestures]] and [[#Voice|voices]]. &lt;br /&gt;
&lt;br /&gt;
HoloLens was announced in Windows 10 Event on January 21st, 2015. The Development Edition was released on March 30, 2016 for $3,000 or £2,000.&lt;br /&gt;
&lt;br /&gt;
==Features==&lt;br /&gt;
[[Holograms]] - realistic 3D projections that can be anchored onto real life objects. These virtual objects are projected at about 60 cm (near plane) to few meters. &lt;br /&gt;
&lt;br /&gt;
[[Spatial Mapping]] - scans the environment in real time to create a mesh of an X/Y/Z coordinate plane. Objects can be accurately projected into the mesh.&lt;br /&gt;
&lt;br /&gt;
[[Spatial Audio]] - in-app audio will come from different directions which depend on where you are in relation to the virtual object making the sound&lt;br /&gt;
&lt;br /&gt;
[[#Voice|Voice Recognition]] - recognizes various voice commands.&lt;br /&gt;
&lt;br /&gt;
[[#Gesture|Gesture Recognition]] - recognizes various gesture commands such as the [[Air Tap]].&lt;br /&gt;
&lt;br /&gt;
[[#Gaze|Gaze Recognition]] - HoloLens tracks your gaze.&lt;br /&gt;
&lt;br /&gt;
==Hardware==&lt;br /&gt;
===Review===&lt;br /&gt;
&#039;&#039;&#039;Headset and Display&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
HoloLens requires neither cords nor phones. It features a [[optical head-mounted display]] mounted on top of a plastic ring that wraps around your head. The plastic ring has a soft foam cushion on the inside. Like other HMDs, the weight of HoloLens is front loaded and feels a bit bulky. HoloLens can be used with most prescription glasses.&lt;br /&gt;
&lt;br /&gt;
The transparent dual displays are made of out 3 layers of glass (red, blue and green). A light engine is mounted above the displays and projects light on the lenses. The tiny corrugated grooves in each layer of glass diffract these light particles, making them bounce around and helping to trick your eyes into perceiving virtual objects at virtual distances.&lt;br /&gt;
&lt;br /&gt;
The [[field of view]] where the holograms appear is quite small, 30° Horizontal and 17.5° Vertical. It is the same as a 16:9 monitor with 15 feet diagonal, 2 feet away from you face.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sensors&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Sensors include head tracking [[IMU]]s, sound capture system consist of an array of 4 microphones, an energy efficient depth camera with 120°×120° [[FOV]], a RGB 2-megapixel photo / HD video camera and an ambient light sensor. Additionally, it has 4 greyscale environment sensing cameras that work with the depth camera to track your head, hands and the surrounding environment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Processors&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
For processors, in addition to [[CPU]] and [[GPU]], HoloLens possess an [[HPU]], [[holographic processing unit]]. HPU is a coprocessor that is dedicated to integrating real world and virtually generated content. It consolidates and processes all the data from various sensors and produces a thin stream of useful information to the other processors. HPU removes the burden of handling heavy external data from the CPU and GPU, allowing them to focus on creating content.&lt;br /&gt;
&lt;br /&gt;
[[HPU]] - processes all of the data from its sensors, depth camera, microphone etc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Audio&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
[[3D audio|Spatial sound system]] consist of 2 small speakers are located on the sides of OHMD, sitting above the ears. Unlike headphones, these speakers do not prevent the user from hearing external sound. In-app audio will come from different directions which depend on where you are in relation to the virtual object making the sound.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Input and Interface&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
A pair of buttons responsible for brightness is above the left ear while another pair of buttons responsible for volume is above the right ear. In each pair, one of the buttons is concave while the other one is convex. There is also a Power button. These are the only physical inputs, HoloLens is largely controlled by [[#Voice|voice]], [[#Gesture|gesture]] and [[#Gaze|gaze]] along with [[HoloLens Clicker|a bluetooth clicker]]&lt;br /&gt;
&lt;br /&gt;
5 LEDs are present on the left side of the OHMD. These LEDs display various system statuses such as power and battery conditions. A microUSB port is present for charging and connection.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Power and Connectivity&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Battery in HoloLens lasts around 2.5 hours during processor intensive use. It lasts around 5.5 hours during regular use. &lt;br /&gt;
&lt;br /&gt;
HoloLens can connect to any any WiFi or Bluetooth-equipped device. &lt;br /&gt;
&lt;br /&gt;
HoloLens can run any universal Windows 10 app.&lt;br /&gt;
&lt;br /&gt;
===In the Box===&lt;br /&gt;
*HoloLens Development Edition&lt;br /&gt;
*[[HoloLens Clicker]]&lt;br /&gt;
*Carrying case&lt;br /&gt;
*Charger and cable&lt;br /&gt;
*Microfiber cloth&lt;br /&gt;
*Nose pads&lt;br /&gt;
*Overhead strap&lt;br /&gt;
&lt;br /&gt;
==Specifications==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Part&lt;br /&gt;
!Spec&lt;br /&gt;
|-&lt;br /&gt;
| CPU || Intel 32 bit architecture&lt;br /&gt;
|-&lt;br /&gt;
| GPU || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[HPU]] || Custom-built Microsoft Holographic Processing Unit (HPU 1.0)&lt;br /&gt;
|-&lt;br /&gt;
|RAM || 2 GB&lt;br /&gt;
|-&lt;br /&gt;
|Storage || 64 GB Flash&lt;br /&gt;
|-&lt;br /&gt;
|Display || 2 HD 16:9 light engines&lt;br /&gt;
|-&lt;br /&gt;
|Optics || See-through holographic lenses (waveguides)&lt;br /&gt;
|-&lt;br /&gt;
|[[IPD]] || Automatic pupillary distance calibration&lt;br /&gt;
|-&lt;br /&gt;
|Holographic Resolution || 2.3M total light points&lt;br /&gt;
|-&lt;br /&gt;
|Holographic Density|| &amp;gt;2.5k radiants (light points per radian)&lt;br /&gt;
|-&lt;br /&gt;
|Field of View || 30°H and 17.5°V&lt;br /&gt;
|-&lt;br /&gt;
|Cameras || 2 Mega-pixel photo / HD video camera, depth camera, 4 greyscale environment understanding cameras&lt;br /&gt;
|-&lt;br /&gt;
|Sensors || ambient light sensor, 4 microphones&lt;br /&gt;
|-&lt;br /&gt;
|[[Tracking]] || 6 degrees of freedom&lt;br /&gt;
|-&lt;br /&gt;
|[[Rotational tracking]] || [[Gyroscope]], [[Magnetometer]], [[Accelerometer]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Positional tracking]] || depth camera, 4 greyscale environment understanding cameras&lt;br /&gt;
|-&lt;br /&gt;
|Update Rate || &lt;br /&gt;
|-&lt;br /&gt;
|[[#Tracking volume|Tracking Volume]] || &lt;br /&gt;
|-&lt;br /&gt;
|Latency || &lt;br /&gt;
|-&lt;br /&gt;
|Audio || Built-in speakers, Audio 3.5mm jack&lt;br /&gt;
|-&lt;br /&gt;
|Connectivity || Wi-Fi 802.11ac, Micro USB 2.0, Bluetooth 4.1 LE&lt;br /&gt;
|-&lt;br /&gt;
|Power || Battery: 2-3 hours of active use, Up to 2 weeks of standby time&lt;br /&gt;
|-&lt;br /&gt;
|Weight || 579g&lt;br /&gt;
|-&lt;br /&gt;
|User Input || [[Gaze]], [[voice]], [[gesture]]&lt;br /&gt;
|-&lt;br /&gt;
|Buttons || Brightness, volume, power&lt;br /&gt;
|-&lt;br /&gt;
|OS || Windows 10&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Setup Tutorial==&lt;br /&gt;
&lt;br /&gt;
==Commands==&lt;br /&gt;
===Gaze===&lt;br /&gt;
HoloLens tacks your gaze. When you perform a gesture such as air tap, look at the part of hologram where you want to place your tap. &lt;br /&gt;
===Gesture===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Action&lt;br /&gt;
!Description&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|[[Air Tap]] || With your index finger pointed upward, bend it forward || Simulates a mouse click in a desktop environment. Activates the interactive component&lt;br /&gt;
|-&lt;br /&gt;
|Home/Start || Opening your hand with palm facing up || Simulates the Windows key on a keyboard or Home button on a Windows Tablet. Opens up the holographic start menu. &lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Voice===&lt;br /&gt;
Microsoft&#039;s virtual assistant [[Cortana]] is incorporated into the HoloLens. Users can interact with her with natural language commands. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Action&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|&amp;quot;Follow me&amp;quot; || The window follows the user, along the wall. &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Input Devices==&lt;br /&gt;
&#039;&#039;&#039;[[HoloLens Clicker]]&#039;&#039;&#039; - a small clicker with a loop that wraps around your middle or index finger. It is held with the microUSB port towards your body and your thumb resting on top of the click, in the indentation. The clicker features a single button and [[rotational tracking]]. It allows a user to click and scroll with minimal hand motion as a replacement for the air-tap gesture.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bluetooth Mouse and Keyboard&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Apps== &lt;br /&gt;
HoloLens can project various Windows 10 Apps, programs and browsers onto walls and other objects. One of the example Microsoft used was Windows-like interfaces were projected onto walls and furniture. Users can interact with these projections with gaze, gestures and voice commands.&lt;br /&gt;
&lt;br /&gt;
[[SketchUp]] &lt;br /&gt;
&lt;br /&gt;
[[Holo Studio]] allows the user to create 3D models used for [[3D Printing]]. In addition to gesture commands it allow accepts voice commands.&lt;br /&gt;
&lt;br /&gt;
[[Minecraft]] is a Augmented Reality version of Minecraft.&lt;br /&gt;
&lt;br /&gt;
[[Project Xray]] - [[Mixed reality]] shooter game.&lt;br /&gt;
&lt;br /&gt;
[[Actiongram]] - place 3D models into real world environments and recording videos with them in it.&lt;br /&gt;
&lt;br /&gt;
==Developer==&lt;br /&gt;
[[Windows Holographic]] is Microsoft&#039;s AR platform incorporated in Windows 10 OS. Windows Holographic API is implemented in all devices running Windows 10 including smartphones and tablets.&lt;br /&gt;
&lt;br /&gt;
To develop for HoloLens, you need a Windows 10 PC able to run [[Visual Studio 2015]] and [[Unity]].&lt;br /&gt;
&lt;br /&gt;
===Tools===&lt;br /&gt;
[[Unity]]&lt;br /&gt;
&lt;br /&gt;
[[Visual Studio 2015]]&lt;br /&gt;
&lt;br /&gt;
[[Windows SDK]]&lt;br /&gt;
&lt;br /&gt;
[[Windows Device Portal]]&lt;br /&gt;
====HoloLens Emulator====&lt;br /&gt;
[[HoloLens Emulator]] allows the user to test Holographic apps on their PCs with the need of a physical HoloLens. The human and environmental inputs that would usually be read by the sensors on the HoloLens are instead simulated using your keyboard, mouse, or Xbox controller. Apps don&#039;t need to be modified to run on the emulator and don&#039;t know that they aren&#039;t running on a real HoloLens. &amp;lt;ref&amp;gt;https://developer.microsoft.com/en-us/windows/holographic/using_the_hololens_emulator&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&#039;&#039;&#039;January 21, 2015&#039;&#039;&#039; - Microsoft HoloLens was officially announced.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;April 28, 2015&#039;&#039;&#039; - First live stage presentation of the HoloLens.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;March 30, 2016&#039;&#039;&#039; - Developer Edition of the HoloLens is officially released.&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
[[File:microsoft hololens3.jpg|300px]] [[File:microsoft hololens4.jpg|300px]] [[File:microsoft hololens5.jpg|300px]] [[File:microsoft hololens6.jpg|300px]]&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Augmented Reality Devices]]&lt;/div&gt;</summary>
		<author><name>OptoVR</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=OptoFidelity_VR_Multimeter&amp;diff=20493</id>
		<title>OptoFidelity VR Multimeter</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=OptoFidelity_VR_Multimeter&amp;diff=20493"/>
		<updated>2017-04-04T20:04:34Z</updated>

		<summary type="html">&lt;p&gt;OptoVR: Created page with &amp;quot;== OptoFidelity VR Multimeter == OptoFidelity VR Multimeter is an end-to-end, optical test instrument for measuring the VR Performance KPI&amp;#039;s such as motion-to-photon, pixel pe...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== OptoFidelity VR Multimeter ==&lt;br /&gt;
OptoFidelity VR Multimeter is an end-to-end, optical test instrument for measuring the VR Performance KPI&#039;s such as motion-to-photon, pixel persistence and frame update frequency. [http://www.optofidelity.com/test-solutions/rd-testing/virtual-reality-performance-testing/ Read more about the product line].&lt;/div&gt;</summary>
		<author><name>OptoVR</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=User_talk:OptoVR&amp;diff=20492</id>
		<title>User talk:OptoVR</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=User_talk:OptoVR&amp;diff=20492"/>
		<updated>2017-04-04T19:59:11Z</updated>

		<summary type="html">&lt;p&gt;OptoVR: /* Thank you for contributing */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Thanks!==&lt;br /&gt;
Thanks for creating our company page! We have recently carried out some M2P and Persistence measurements for a bunch of VR devices, so I contributed with updates to the VR HMDs page / information table. --BR, Kimmo / OptoVR&lt;br /&gt;
&lt;br /&gt;
==Thank you for contributing==&lt;br /&gt;
Hello OptoVR, thank you for contributing to the wiki. We&#039;ve created the page for your company [[OptoFidelity]], feel free to change any changes. Your products are really interesting, good luck with your VR endeavors. -[[User:Xinreality|Xinreality]] ([[User talk:Xinreality|talk]]) 12:54, 4 December 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
{{Template:Welcome|realName=Kimmo Jokinen|name=OptoVR}}&lt;br /&gt;
&lt;br /&gt;
-- [[User:New user message|New user message]] ([[User talk:New user message|talk]]) 10:01, 29 November 2016 (UTC)&lt;/div&gt;</summary>
		<author><name>OptoVR</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Samsung_Gear_VR_(2015/2016)&amp;diff=20491</id>
		<title>Samsung Gear VR (2015/2016)</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Samsung_Gear_VR_(2015/2016)&amp;diff=20491"/>
		<updated>2017-04-04T19:44:40Z</updated>

		<summary type="html">&lt;p&gt;OptoVR: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{Device Infobox&lt;br /&gt;
|image=[[file:samsung gear vr2.jpg|350px]]&lt;br /&gt;
|VR/AR=[[Virtual Reality]]&lt;br /&gt;
|Type=[[Head-mounted display]]&lt;br /&gt;
|Subtype=[[Slide-on HMD]]&lt;br /&gt;
|Platform=[[Oculus Rift (Platform)]]&lt;br /&gt;
|Creator=&lt;br /&gt;
|Developer=[[Samsung]], [[Oculus VR]]&lt;br /&gt;
|Manufacturer=Samsung&lt;br /&gt;
|Operating System=[[Android]]&lt;br /&gt;
|Versions=&lt;br /&gt;
|Requires=All Samsung Smartphones 2015 and newer&lt;br /&gt;
|Predecessor=[[Samsung Gear VR Innovator Edition]]&lt;br /&gt;
|Successor=[[Samsung Gear VR 2]]&lt;br /&gt;
|Display=5.7 / 5.1 inch Super AMOLED (RGBG PenTile)&lt;br /&gt;
|Resolution=2560 x 1440, 1280 x 1440 per eye&lt;br /&gt;
|Pixel Density=518 PPI - 577 PPI&lt;br /&gt;
|Refresh Rate=60 Hz&lt;br /&gt;
|Persistence=3.4ms&lt;br /&gt;
|Field of View=96° (nominal)&lt;br /&gt;
|Tracking=3DOF&lt;br /&gt;
|Rotational Tracking=[[Accelerator]], [[Gyrometer]], [[Proximity]]&lt;br /&gt;
|Positional Tracking=None&lt;br /&gt;
|Update Rate=Rotational: 1000 Hz, high accuracy&lt;br /&gt;
|Latency=Motion to Photon: Less than 10 ms&lt;br /&gt;
|Audio=3D Spatial Sound&lt;br /&gt;
|Camera=High Frame Rate Preview (60fps)&lt;br /&gt;
|Input=Touchpad, Back Button, Volume Key, Focus adjustment wheel&lt;br /&gt;
|Connectivity=microUSB to the smartphone&lt;br /&gt;
|Weight=318g&lt;br /&gt;
|Size=201.9 x 116.4 x 92.6 mm&lt;br /&gt;
|Release Date=November 20, 2015&lt;br /&gt;
|Price=$99&lt;br /&gt;
|Website=[http://www.samsung.com/global/galaxy/wearables/gear-vr/ Samsung Gear VR Website]&lt;br /&gt;
}}&lt;br /&gt;
[[Samsung Gear VR]] is a [[Virtual Reality]] [[head-mounted display]] developed by [[Samsung]] and [[Oculus VR]]. Succeeding the [[Samsung Gear VR Innovator Edition|Gear VR Innovator Edition]], Samsung Gear VR is [[Oculus Rift (Platform)]]&#039;s first consumer mobile device and the 2nd device in the Gear VR series. To use Gear VR, users need to mount a 2015 or newer Samsung Smartphone inside it. The smartphone serves not only as Gear VR&#039;s screen but also as its computer. Unlike other mobile [[HMDs]], Gear VR does not solely rely on the smartphone&#039;s [[IMUs]] for tracking. It has additional IMUs and Oculus&#039; [[rotational tracking]] technology built within, allowing for fast and accurate tracking of the user&#039;s head movements. While impressive, the current Gear VR does not possess [[positional tracking]]. &lt;br /&gt;
&lt;br /&gt;
Announced during [[Oculus Connect 2]], Samsung Gear VR was released in November 20, 2015 for $99. Users who pre-order Galaxy S7 and S7 edge will receive the HMD for free.&lt;br /&gt;
==Hardware==&lt;br /&gt;
Gear VR works with 2015 or newer Samsung smartphones such as [[Galaxy S7]], [[Galaxy S7 edge]], [[Galaxy S6]], [[Galaxy S6 edge]], [[Galaxy S6 edge+]] and [[Galaxy Note 5]]. All phones must be running Android Lollipop 5.0.1 and newer to work with the headset.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comparing to other mobile HMDs&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Gear VR has high quality lenses for better viewing quality and a touchpad for input. It also does not rely on the smartphone&#039;s IMUs for head tracking. Gear VR has IMUs built within, allowing for fast and accurate rotational tracking. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comparing to Innovator Edition&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
The design of Gear VR is less bulky and more streamlined than its predecessor.  By replacing some plastic parts for webbing and mesh, Gear VR is 22% lighter than the [[Samsung Gear VR Innovator Edition#Hardware|Innovator Edition]]. A soft layer of microfleece is added where the HMD meets the user&#039;s face. The touchpad on the side the HMD now has small grooves that guide the user&#039;s fingers in the 4 directions. &lt;br /&gt;
&lt;br /&gt;
===Specifications===&lt;br /&gt;
====Head-Mounted Display====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Part&lt;br /&gt;
!Spec&lt;br /&gt;
|-&lt;br /&gt;
|Field of View||96° (nominal)&lt;br /&gt;
|-&lt;br /&gt;
|Dimensions||201.9 x 116.4 x 92.6 mm&lt;br /&gt;
|-&lt;br /&gt;
|Weight||318g&lt;br /&gt;
|-&lt;br /&gt;
|Interpupillary Distance||55-71 mm????&lt;br /&gt;
|-&lt;br /&gt;
|Sensors||[[Accelerator]], [[Gyrometer]], [[Proximity]]&lt;br /&gt;
|-&lt;br /&gt;
|Tracking||3 degrees of freedom (rotational)&lt;br /&gt;
|-&lt;br /&gt;
|Update Rate|| Rotational Tracking: 1000 Hz, high accuracy&lt;br /&gt;
|-&lt;br /&gt;
|Latency||Motion to Photon Latency: Less than 20ms&lt;br /&gt;
|-&lt;br /&gt;
|Focal Adjustment||Covers Nearsighted / Farsighted Eyes&lt;br /&gt;
|-&lt;br /&gt;
|Input||Touchpad, Back Button, Volume Key, Focus adjustment wheel&lt;br /&gt;
|-&lt;br /&gt;
|Connectivity||microUSB connection to the Smartphone&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Smartphones====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Spec&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| S6 &lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| S6 edge &lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| S6 edge+ &lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Note 5&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Display size &lt;br /&gt;
| 5.1&amp;quot; || 5.1&amp;quot; || 5.7&amp;quot; || 5.7&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| [[Resolution]]&lt;br /&gt;
| 2560 x 1440 || 2560 x 1440 || 2560 x 1440 || 2560 x 1440&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| [[Pixel density]]&lt;br /&gt;
| 577 PPI || 577 PPI || 518 PPI || 518 PPI&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot;| Screen shape&lt;br /&gt;
| Flat || Curved || Curved || Flat&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot;| RAM &lt;br /&gt;
| 3 GB RAM || 3 GB RAM || 4 GB RAM || 4 GB RAM&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot; | Storage&lt;br /&gt;
| 32/64/128 GB || 32/64/128 GB || 32/64 GB || 32/64 GB&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot;| Battery &lt;br /&gt;
| 2550 mAh || 2600 mAh || 3000 mAh || 3000 mAh&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot; | Weight &lt;br /&gt;
| 138 g || 132 g || 153 g || 171 g&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
*Note that all 5 phones have identical CPU and GPU.&lt;br /&gt;
&lt;br /&gt;
==Setup Tutorial==&lt;br /&gt;
&lt;br /&gt;
==Apps==&lt;br /&gt;
[[VR Apps]] from [[Oculus Store]]&lt;br /&gt;
&lt;br /&gt;
To use [[Google Cardboard]] [[apps]], users must install [[CB Enabler for Gear VR]]&amp;lt;ref&amp;gt;https://play.google.com/store/apps/details?id=com.youtopiavr.cbenabler&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
[[Oculus Cinema]], [[Oculus 360 Photos]], [[Oculus 360 Videos]] and [[VR Gallery]]. &lt;br /&gt;
&lt;br /&gt;
[[TheBluVR]], [[Milk VR]]&lt;br /&gt;
&lt;br /&gt;
==Developer==&lt;br /&gt;
===Oculus Mobile SDK===&lt;br /&gt;
[[Oculus Mobile SDK]] is initially developed for Gear VR.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&#039;&#039;&#039;September 24, 2015&#039;&#039;&#039;: Samsung Gear VR CV1 is announced during [[Oculus Connect 2]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;November 20, 2015&#039;&#039;&#039;: Samsung Gear VR CV1 was released for $99.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;January 30, 2016&#039;&#039;&#039;: Video capture function is added to [[Gear VR SDK]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feburary 21, 2016&#039;&#039;&#039;: During Android World, Samsung announced that users will receive a free Samsung Gear VR for each pre-order of Galaxy S7 or Galaxy S7 Edge smartphone.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;May 11, 2016&#039;&#039;&#039;: [[Oculus VR]] announced that Gear VR has reached over 1 million monthly users in April 2016 and over 250 apps in the [[Oculus Home]] for Gear VR.&amp;lt;ref&amp;gt;https://www.oculus.com/en-us/blog/gear-vr-ecosystem-expands-to-include-facebook-360-photos-over-250-apps-and-new-video-content/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;January 4, 2017&#039;&#039;&#039;: Samsung announced that 5 million Gear VR headsets are sold to date.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Virtual Reality Devices]]&lt;/div&gt;</summary>
		<author><name>OptoVR</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=PlayStation_VR&amp;diff=20490</id>
		<title>PlayStation VR</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=PlayStation_VR&amp;diff=20490"/>
		<updated>2017-04-04T19:43:50Z</updated>

		<summary type="html">&lt;p&gt;OptoVR: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Device Infobox&lt;br /&gt;
|image={{#ev:youtube|LMq8gQkljMw|350}}&lt;br /&gt;
|VR/AR=[[Virtual Reality]]&lt;br /&gt;
|Type=[[Head-mounted display]]&lt;br /&gt;
|Subtype=[[Discrete HMD]]&lt;br /&gt;
|Platform=[[PlayStation VR]]&lt;br /&gt;
|Creator=&lt;br /&gt;
|Developer=[[Sony]]&lt;br /&gt;
|Manufacturer=Sony&lt;br /&gt;
|Operating System=[[PlayStation 4]], [[PlayStation Vita]]&lt;br /&gt;
|Requires=[[PlayStation 4]]&lt;br /&gt;
|Predecessor=[[Project Morpheus]]&lt;br /&gt;
|Successor=[[PlayStation VR 2]]&lt;br /&gt;
|Display=5.7 inch OLED&lt;br /&gt;
|Resolution=1920 x 1080, 960 x 1080 per eye&lt;br /&gt;
|Pixel Density=386 PPI&lt;br /&gt;
|Refresh Rate=90 Hz, 120 Hz&lt;br /&gt;
|Persistence=2.5ms&lt;br /&gt;
|Field of View=100°&lt;br /&gt;
|Optics=??&lt;br /&gt;
|Tracking=6DOF&lt;br /&gt;
|Rotational Tracking=[[Accelerometer]], [[Gyroscope]]&lt;br /&gt;
|Positional Tracking=[[PlayStation Camera]]&lt;br /&gt;
|Update Rate=?&lt;br /&gt;
|Tracking Volume=72°H x 45°V (15 feet range estimated)&lt;br /&gt;
|Latency=Less than 18ms&lt;br /&gt;
|Audio=[[3D audio]]&lt;br /&gt;
|Input=[[DualShock 4 Wireless Controller]], [[PlayStation Move Motion Controller]], [[PlayStation VR Aim]]&lt;br /&gt;
|Connectivity=HDMI, USB&lt;br /&gt;
|Weight=&lt;br /&gt;
|Cable Length=??&lt;br /&gt;
|Release Date=October 13, 2016&lt;br /&gt;
|Price=$399&lt;br /&gt;
|Website=&lt;br /&gt;
}}&lt;br /&gt;
[[PlayStation VR]], formerly known as &#039;&#039;&#039;Project Morpheus&#039;&#039;&#039;, is a [[Virtual Reality]] [[head-mounted display]] developed by [[Sony]]. Initially unveiled in GDC 2014, PlayStation VR is designed to be compatible with PlayStation 4 and PlayStation Vita. PlayStation VR features include a stylish and sleek visor with wide field of view display, 6 degrees of freedom head tracker and a [[3D audio]] output. &lt;br /&gt;
&lt;br /&gt;
PlayStation VR is scheduled to be released in the October 13, 2016 for $399. [[PlayStation Camera]], which is required, is sold separately. Users can purchase PlayStation VR Launch bundle for $499 that includes not only the [[HMD]], but also the PlayStation Camera, 2 [[PlayStation Move]] controllers and [[PlayStation VR Worlds]] game.&lt;br /&gt;
&lt;br /&gt;
==Advantages and Features==&lt;br /&gt;
*Fixed spec platform - PS4&lt;br /&gt;
*Established controller interface - DualShock 4 controller and PlayStation Move with PlayStation Camera&lt;br /&gt;
*Large PS4 player base - over 20 million &lt;br /&gt;
*Established content marketplace and ecosystem&lt;br /&gt;
*Popular, intuitive and motion tracked controllers&lt;br /&gt;
&lt;br /&gt;
===Technical Features===&lt;br /&gt;
*Low [[latency]]&lt;br /&gt;
*High [[framerate]] - 120 Hz - renders at 60 Hz, [[reprojection|reprojects]] at 120 Hz&lt;br /&gt;
*More pixels on the center of view to match human visual system.&lt;br /&gt;
*Unified tracking support for all PS VR and Input devices such as the HMD, [[DualShock 4]], [[Move]] and [[Move Navigation]].&lt;br /&gt;
*Multiple devices are tracked in the same coordinate space in any combination.&lt;br /&gt;
*VR players and non-VR players playing together.&lt;br /&gt;
*[[3D audio]]&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|3RNbZpcfAhE|350|right|PSVR presentation}}&lt;br /&gt;
&lt;br /&gt;
==Bundles==&lt;br /&gt;
Core Bundle retails for $399 while the Launch Bundle retails for $499.&lt;br /&gt;
===Core Bundle===&lt;br /&gt;
*PSVR HMD&lt;br /&gt;
*[[PSVR External Processing Unit|Processor unit]]&lt;br /&gt;
*HMD connection cable&lt;br /&gt;
*HDMI cable&lt;br /&gt;
*USB cable&lt;br /&gt;
*Stereo headphones&lt;br /&gt;
*AC power cord&lt;br /&gt;
*AC adaptor&lt;br /&gt;
*PlayStation VR Demo game&lt;br /&gt;
&lt;br /&gt;
===Launch Bundle===&lt;br /&gt;
*Everything in the Core Bundle&lt;br /&gt;
*PlayStation Camera&lt;br /&gt;
*2 [[PlayStation Move]] controllers&lt;br /&gt;
*[[PlayStation VR Worlds]] game&lt;br /&gt;
&lt;br /&gt;
==Hardware==&lt;br /&gt;
PlayStation VR&#039; curved, stylish black visor is worn over your eyes. The black visor features a 1080p HD OLED display with 960 x 1080 resolution for each eye. It&#039;s edges consist of LED lights that emit a glowing blue light when the device is in use. A white, headband-like apparatus extrudes from top of the visor. The headband-like apparatus is worn over your head to securely and comfortably attach the visor over your eyes. Additional black strap is worn around your head to further adhere the visor to your face. Because of the sensor placed at the back of your head, you can make 180 degree turns and allow PSVR to accurately detect your line of sight. &lt;br /&gt;
&lt;br /&gt;
PlayStation VR connects to a PlayStation 4 for information processing and streaming. A small, black box called [[PSVR External Processing Unit|External Processing Unit]] (EPU) also called Breakout Box is required to be connected to the PS4. EPU handles the output of HMD view to a monitor, [[3D audio]] processing, and display PS4&#039;s software interface in the [[Cinematic mode]]. Note that EPU does NOT provide extra GPU, CPU or help PS to distort the HMD output.&lt;br /&gt;
&lt;br /&gt;
PlayStation VR integrates with various other products in the PlayStation universe such as PlayStation Camera, PS Move and PS4 Controller. PSVR integrates with the PlayStation Camera to accurately track the user&#039;s head movements and positions. With help of the 9 [[LED]]s on the HMD, the PS Camera tracks the user up to 1000 times per second. The camera allows more precise tracking when combined with in-helmet sensors.&lt;br /&gt;
&lt;br /&gt;
PlayStation VR uses the 3D audio technology developed by Sony. Users will not only experience sound from left, right, front and back but also hear sound from above and below.&lt;br /&gt;
&lt;br /&gt;
===Specifications===&lt;br /&gt;
&#039;&#039;&#039;HMD&#039;&#039;&#039;:&lt;br /&gt;
*Note that these are prototype specs released on 3/18/2014 in GDC 2014.&amp;lt;ref&amp;gt;http://www.sony.com/SCA/company-news/press-releases/sony-computer-entertainment-america-inc/2014/sony-computer-entertainment-announces-project-morp.shtml&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Part&lt;br /&gt;
!Spec&lt;br /&gt;
|-&lt;br /&gt;
|Component || Processor unit, head-mounted unit&lt;br /&gt;
|-&lt;br /&gt;
|Display || 5.7 inch OLED, low persistence (2.5ms)&lt;br /&gt;
|-&lt;br /&gt;
|Resolution || 1920 x 1080  (960 x 1080 per eye)&lt;br /&gt;
|-&lt;br /&gt;
|Frame Rate || 90 Hz, 120 Hz&lt;br /&gt;
|-&lt;br /&gt;
|Field of View || 100°&lt;br /&gt;
|-&lt;br /&gt;
|Tracking || 6 degrees of freedom&lt;br /&gt;
|-&lt;br /&gt;
|Rotational Tracking || [[Accelerometer]], [[Gyroscope]]&lt;br /&gt;
|-&lt;br /&gt;
|Positional Tracking || PlayStation Camera and 9 LEDs on the HMD&lt;br /&gt;
|-&lt;br /&gt;
|Latency || &amp;lt;18ms&lt;br /&gt;
|-&lt;br /&gt;
|Input || [[DualShock 4 Wireless Controller]]* &amp;lt;br&amp;gt; [[PlayStation Move Motion Controller]]*&lt;br /&gt;
|-&lt;br /&gt;
|Output|| To both VR headset and TV screen &amp;lt;br&amp;gt; Mirrored and Separate Modes&lt;br /&gt;
|-&lt;br /&gt;
|Connectivity || HDMI, USB&lt;br /&gt;
|-&lt;br /&gt;
|Audio || [[3D audio]] with stereo mini jack and mic input&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;These items are sold separately, they are not part of PSVR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;EPU&#039;&#039;&#039;:&lt;br /&gt;
*Size: 140x140x35mm&lt;br /&gt;
*Connectivity: HDMI input and output, USB&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
==Setup Tutorial==&lt;br /&gt;
&lt;br /&gt;
==Input Devices==&lt;br /&gt;
[[PlayStation Move Motion Controller]]&lt;br /&gt;
&lt;br /&gt;
[[PlayStation VR Aim]]&lt;br /&gt;
&lt;br /&gt;
[[DualShock 4 Wireless Controller]]&lt;br /&gt;
&lt;br /&gt;
==Games==&lt;br /&gt;
{{#ev:youtube|peT_qtnatsc|350|right|PSVR games trailer from PlayStation Experience 2015}}&lt;br /&gt;
Various games for PlayStation 4 will be compatible with PSVR. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;List of Games&#039;&#039;&#039;:&lt;br /&gt;
*[[100ft Robot Golf]]&lt;br /&gt;
*[[Ace Combat 7]]&lt;br /&gt;
*[[ADR1ft]]&lt;br /&gt;
*[[Albino Lullaby]]&lt;br /&gt;
*[[Aquarian Evol]]&lt;br /&gt;
*[[ARK: Survival Evolved]]&lt;br /&gt;
*[[Atom Universe]]&lt;br /&gt;
*[[Batman: Arkham VR]]&lt;br /&gt;
*[[Battlezone]]&lt;br /&gt;
*[[Bebylon Battle Royale]]&lt;br /&gt;
*[[Bound]]&lt;br /&gt;
*[[Dead or Alive Xtreme 3]]&lt;br /&gt;
*[[Distance]]&lt;br /&gt;
*[[DriveClub]]&lt;br /&gt;
*[[Dreams]]&lt;br /&gt;
*[[Eagle Flight]]&lt;br /&gt;
*[[Earthlight]]&lt;br /&gt;
*[[Eclipse]]&lt;br /&gt;
*[[EVE: Valkyrie]]&lt;br /&gt;
*[[Faceted Flight]]&lt;br /&gt;
*[[Farpoint]]&lt;br /&gt;
*[[Fated]]&lt;br /&gt;
*[[Final Fantasy XV VR]]&lt;br /&gt;
*[[Futuridium VR]]&lt;br /&gt;
*[[Ghost Machine Golf]]&lt;br /&gt;
*[[GNOG]]&lt;br /&gt;
*[[Godling]]&lt;br /&gt;
*[[Golem]]&lt;br /&gt;
*[[Gran Turismo Sport]]&lt;br /&gt;
*[[Harmonix Music VR]]&lt;br /&gt;
*[[Headmaster]]&lt;br /&gt;
*[[Here They Lie]]&lt;br /&gt;
*[[Holodance]]&lt;br /&gt;
*[[How We Soar]]&lt;br /&gt;
*[[Impulse Gear]]&lt;br /&gt;
*[[Job Simulator]]&lt;br /&gt;
*[[Joysound VR]]&lt;br /&gt;
*[[Jurassic Encounter]]&lt;br /&gt;
*[[Keep Talking and Nobody Explodes]]&lt;br /&gt;
*[[Loading Human]]&lt;br /&gt;
*[[Lucid Trips]]&lt;br /&gt;
*[[Megaton Rainfall]]&lt;br /&gt;
*[[Modern Zombie Taxi Co.]]&lt;br /&gt;
*[[Omega Agent]]&lt;br /&gt;
*[[Paranormal Activity]]&lt;br /&gt;
*[[The Playroom VR]]&lt;br /&gt;
*[[Pollen]]&lt;br /&gt;
*[[Project CARS]]&lt;br /&gt;
*[[Psychonauts: In the Rhombus of Ruin]]&lt;br /&gt;
*[[Radial-G]]&lt;br /&gt;
*[[Resident Evil 7: Biohazard]]&lt;br /&gt;
*[[Rez Infinite]]&lt;br /&gt;
*[[RIGS: Mechanised Combat League]] - Competitive FPS game&lt;br /&gt;
*[[Robinson: The Journey]]&lt;br /&gt;
*[[Statik Institute of Retention]]&lt;br /&gt;
*[[SuperHyperCube]]&lt;br /&gt;
*[[Surgeon Simulator: Experience Reality]]&lt;br /&gt;
*[[Technolust]]&lt;br /&gt;
*[[Tekken 7]]&lt;br /&gt;
*[[Tethered]]&lt;br /&gt;
*[[The Apollo 11 Experience]]&lt;br /&gt;
*[[The Assembly]]&lt;br /&gt;
*[[The PlayRoom VR]]&lt;br /&gt;
*[[Thumper]]&lt;br /&gt;
*[[Trackmania Turbo]]&lt;br /&gt;
*[[Until Dawn Rush of Blood]]&lt;br /&gt;
*[[Vanguard V]]&lt;br /&gt;
*[[Volume Coda]]&lt;br /&gt;
*[[Wayward Sky]]&lt;br /&gt;
*[[Whiteday]]&lt;br /&gt;
*[[World War Toons]]&lt;br /&gt;
&lt;br /&gt;
==Developer==&lt;br /&gt;
PlayStation VR SDK is under development.&lt;br /&gt;
&lt;br /&gt;
==Tracking volume==&lt;br /&gt;
{{see also|Tracking volume}}&lt;br /&gt;
[[File:playstation vr tracking volume1.png|400px]]&lt;br /&gt;
&lt;br /&gt;
72°H x 45°V (15 feet range estimate)&lt;br /&gt;
&lt;br /&gt;
Room size: 15 feet by 15 feet&lt;br /&gt;
&lt;br /&gt;
==Features==&lt;br /&gt;
===Asynchronous Reprojection===&lt;br /&gt;
[[Asynchronous Reprojection]] aka [[Timewarp]] - developers can render their game at 60 fps then use Asynchronous Reprojection to increase the fps to 120.&lt;br /&gt;
&lt;br /&gt;
===Cinematic Mode===&lt;br /&gt;
Cinematic Mode allows the user to play all the PS4 games wearing the HMD.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&#039;&#039;&#039;March 22, 2016&#039;&#039;&#039; - Pre-orders for PlayStation VR began for various retailers such as Amazon, Best Buy, Target, GameStop, Walmart etc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;June 16, 2016&#039;&#039;&#039; - Sony announced that PlayStation VR Demos will be available in 30 GameStop and Best Buy in North America starting from June 17 and 18. Starting from June 24, PlayStation VR Demos will be available in 300 locations across U.S. and Canada.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;October 13, 2016&#039;&#039;&#039; - PlayStation VR is released for $399 for the core HMD and $499 for the HMD and the camera and controller.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;February 19, 2017&#039;&#039;&#039; - 915,000 units of PlayStation VR have been sold worldwide.&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
[[file:project morpheus1.jpg|350px]]&lt;br /&gt;
&lt;br /&gt;
Image of Project Morpheus, prototype of PlayStation VR. Notice the lack of positional tracking LEDs&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Virtual Reality Devices]]&lt;/div&gt;</summary>
		<author><name>OptoVR</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Daydream_View&amp;diff=20489</id>
		<title>Daydream View</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Daydream_View&amp;diff=20489"/>
		<updated>2017-04-04T19:42:17Z</updated>

		<summary type="html">&lt;p&gt;OptoVR: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{Device Infobox&lt;br /&gt;
|image={{#ev:youtube|rLLAA4ENIP4|350}}&lt;br /&gt;
|VR/AR=[[Virtual Reality]]&lt;br /&gt;
|Type=[[Head-mounted display]]&lt;br /&gt;
|Subtype=[[Slide-on HMD]]&lt;br /&gt;
|Platform=[[Daydream]]&lt;br /&gt;
|Creator=&lt;br /&gt;
|Developer=[[Google]]&lt;br /&gt;
|Manufacturer=&lt;br /&gt;
|Operating System=[[Android]]&lt;br /&gt;
|Versions=&lt;br /&gt;
|Requires=Daydream Ready Phones&lt;br /&gt;
|Predecessor=[[Google Cardbord]]&lt;br /&gt;
|Successor=&lt;br /&gt;
|Display=5 / 5.5 inch AMOLED (Pixel / Pixel XL)&lt;br /&gt;
|Resolution=1920 x 1080 / 2560 x 1440 (Pixel / Pixel XL)&lt;br /&gt;
|Pixel Density=&lt;br /&gt;
|Refresh Rate=60 Hz&lt;br /&gt;
|Persistence=5.1ms (Pixel), 3.1ms (Moto Z)&lt;br /&gt;
|Field of View=90° (nominal)&lt;br /&gt;
|Tracking=3DOF&lt;br /&gt;
|Rotational Tracking=[[Accelerator]], [[Gyrometer]], [[Proximity]]&lt;br /&gt;
|Positional Tracking=None&lt;br /&gt;
|Update Rate=Rotational: 1000 Hz, high accuracy&lt;br /&gt;
|Latency=Motion to Photon: Less than 10 ms&lt;br /&gt;
|Audio=None?&lt;br /&gt;
|Camera=??&lt;br /&gt;
|Input=[[Daydream Controller]]&lt;br /&gt;
|Connectivity=&lt;br /&gt;
|Weight=???&lt;br /&gt;
|Size=202 x 116 x 93mm&lt;br /&gt;
|Release Date=November 10, 2016&lt;br /&gt;
|Price=$79&lt;br /&gt;
|Website=[https://vr.google.com/daydream/headset/ Daydream View Website]&lt;br /&gt;
}}&lt;br /&gt;
==Introduction==&lt;br /&gt;
[[Daydream]] is a [[Virtual Reality]] [[head-mounted display]] developed by [[Google]] for [[Daydream|Daydream Platform]]. To use Daydream View, users need to mount a [[#Daydream Ready Phones|Daydream ready Smartphone]] inside it. The smartphone serves not only as View&#039;s screen but also as its processor and tracking device. For [[input]], Daydream View has a [[Daydream Controller|small, remote-like controller]] with [[rotational tracking]] (3[[DOF]]) built-in. Neither the HMD nor the controller possess [[positional tracking]].&lt;br /&gt;
&lt;br /&gt;
Announced on October 4, 2016, Daydream View was released in November 10, 2016 for $79. Users who pre-order Pixel or Pixel XL will receive the HMD for free.&lt;br /&gt;
__TOC__&lt;br /&gt;
==Daydream Ready Phones==&lt;br /&gt;
*[[Google Pixel]] - Released on October 20, 2016 for $649&lt;br /&gt;
&lt;br /&gt;
*[[Google Pixel XL]] - Released on October 20, 2016 for $769&lt;br /&gt;
&lt;br /&gt;
*[[Moto Z]] - Released on June, 2016 for $400&lt;br /&gt;
&lt;br /&gt;
==Hardware==&lt;br /&gt;
===Design of HMD===&lt;br /&gt;
Daydream View consists of a plastic body wrapped in soft and cushy fabric. The HMD fits over most eyeglasses and the outer fabric is removable and washable. The overall feel of the HMD is simple and light without being cheap. It comes in 3 colors: slate, snow and crimson.&lt;br /&gt;
&lt;br /&gt;
Unlike [[Gear VR]], which has [[IMUs]], fans and microUSB port, Daydream View has only [[lenses]] and a [[NFC]] tag concealed within the front cover. The HMD does not need to be connected to the phone, the NFC tag detects the phone when it is in place. View not only relies on the phone for processing but also for [[tracking]] (3[[DOF]]).&lt;br /&gt;
&lt;br /&gt;
The front cover of the HMD is mostly open. It relies on a spring-loaded hinge below, an elastic hook above and few high-friction pads to keep the phone in place. This method allows the HMD to be compatible with phones of various sizes and thicknesses. Additionally, there are 2 black capacity pads that touch the phone&#039;s screen. The HMD detects when the phone is in place and these pads adjust the screen to the correct position. &lt;br /&gt;
&lt;br /&gt;
Unlike many other HMD, Daydream View does not have a top strap. It has 1 strap that goes horizontally across your head. It does not use velcro, instead the HMD uses plastic loops to adjust, tighten and loosen the straps.&lt;br /&gt;
&lt;br /&gt;
===Problems===&lt;br /&gt;
[[Light leak]] and [[lens glare]] are two of the problems with the Daydream View. Because the HMD is designed to accommodate phones of various sizes, light from external environment can enter the HMD from the side of lenses. In scenes of high contrast such as white objects on a black background, you&#039;ll see thin layer of light around the edges of your view. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;With Pixel&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Screen door effect]] is less noticeable on View than on [[Rift]] or [[Vive]]. Black smear, dark areas of the screen that smear across light areas during head movement, occurs due to OLED’s inability to change true black pixel colors very rapidly.&lt;br /&gt;
&lt;br /&gt;
===The Controller===&lt;br /&gt;
[[Daydream Controller]] is a small, remote-like [[device]] with [[rotational tracking]] (3[[DOF]]). It allows the user to intuitively point at objects in VR with a mouse cursor. In addition to 3DOF tracking, the controller has a trackpad and 2 round buttons on top and 2 volume buttons on the sides. The controller is wireless and is recharged through a USB-C cable.&lt;br /&gt;
&lt;br /&gt;
==Specifications==&lt;br /&gt;
===Head-Mounted Display===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Part&lt;br /&gt;
!Spec&lt;br /&gt;
|-&lt;br /&gt;
|Field of View||90° (nominal), varies by phone&lt;br /&gt;
|-&lt;br /&gt;
|Dimensions|| 202 x 116 x 93mm&lt;br /&gt;
|-&lt;br /&gt;
|Weight||??g&lt;br /&gt;
|-&lt;br /&gt;
|Sensors||[[Accelerator]], [[Gyrometer]], [[Proximity]]&lt;br /&gt;
|-&lt;br /&gt;
|Tracking||3 degrees of freedom (rotational)&lt;br /&gt;
|-&lt;br /&gt;
|Update Rate|| Rotational Tracking: 1000 Hz, high accuracy&lt;br /&gt;
|-&lt;br /&gt;
|Latency||Motion to Photon Latency: Less than 20ms&lt;br /&gt;
|-&lt;br /&gt;
|Input|| [[Daydream Controller]]&lt;br /&gt;
|-&lt;br /&gt;
|Audio|| None?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Smartphones===&lt;br /&gt;
====Google Pixel / Pixel XL====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Part&lt;br /&gt;
!Spec&lt;br /&gt;
|-&lt;br /&gt;
|Display size || 5 / 5.5 inch AMOLED&lt;br /&gt;
|-&lt;br /&gt;
|[[Resolution]] || 1920 x 1080 / 2560×1440&lt;br /&gt;
|-&lt;br /&gt;
|[[Pixel density]] || &lt;br /&gt;
|-&lt;br /&gt;
|Refresh rate || 60 Hz Low-persistence&lt;br /&gt;
|-&lt;br /&gt;
|RAM || 4GB&lt;br /&gt;
|-&lt;br /&gt;
|Storage || 32 or 128 GB&lt;br /&gt;
|-&lt;br /&gt;
|Battery || 2770 mAh / 3450 mAh&amp;lt;br&amp;gt;Non-removable&lt;br /&gt;
|-&lt;br /&gt;
|Weight || 143g / 168g&lt;br /&gt;
|-&lt;br /&gt;
|OS || Android 7.1 and up&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Requirements====&lt;br /&gt;
*MUST have at least 2 physical cores.&lt;br /&gt;
*MUST support sustained performance mode.&lt;br /&gt;
*MUST support Vulkan Hardware Level 0 and SHOULD support Vulkan Hardware Level 1.&lt;br /&gt;
*MUST support H.264 decoding at least 3840 x 2160 @ 30fps-40Mbps.&lt;br /&gt;
*MUST support HEVC and VP9, MUST be capable to decode at least 1920 x 1080 @ 30 fps-10Mbps and SHOULD be capable to decode 3840 x 2160 @ 30fps-20Mbps (equivalent to 4 instances of 1920 x 1080 @ 30fps-5Mbps).&lt;br /&gt;
*STRONGLY RECOMMENDED to support android.hardware.sensor.hifi_sensors feature and MUST meet the gyroscope, accelerometer, and magnetometer related requirements for android.hardware.hifi_sensors&lt;br /&gt;
*MUST have an embedded screen, and its resolution MUST be at least be Full HD (1080p) and STRONGLY RECOMMENDED to be Quad HD (1440p) or higher&lt;br /&gt;
*MUST measure between 4.7″ and 6″ diagonal&lt;br /&gt;
*MUST update at least 60 Hz while in VR Mode&lt;br /&gt;
*The display latency on Gray-to-Gray, White-to-Black, and Black-to-White switching time MUST be ≤ 3 ms&lt;br /&gt;
*The display MUST support a low-persistence mode with ≤5 ms persistence&lt;br /&gt;
*Device implementations MUST support Bluetooth 4.2 and Bluetooth LE Data Length Extension.&amp;lt;ref&amp;gt;http://source.android.com/compatibility/android-cdd.html#7_9_virtual_reality&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Setup Tutorial==&lt;br /&gt;
Setting up the HMD is very easy.&lt;br /&gt;
#Open the HMD&#039;s front cover and remove the included [[Daydream Controller|controller]].&lt;br /&gt;
#Turn your phone on and put it inside the front cover.&lt;br /&gt;
#Close the cover and place the HMD on your head.&lt;br /&gt;
#Adjust the HMD until the images are clear.&lt;br /&gt;
#Adjust the straps.&lt;br /&gt;
#Calibrate the controller.&lt;br /&gt;
&lt;br /&gt;
==Apps==&lt;br /&gt;
===Daydream Home===&lt;br /&gt;
[[Daydream Home]] &lt;br /&gt;
&lt;br /&gt;
===Other Apps===&lt;br /&gt;
*[[Gunjack 2]]&lt;br /&gt;
*[[Netflix]]&lt;br /&gt;
*[[HBO]]&lt;br /&gt;
*[[Hulu]]&lt;br /&gt;
*[[Star Chart]]&lt;br /&gt;
*[[Google Movies]]&lt;br /&gt;
*[[Google Photos]]&lt;br /&gt;
*[[Google Street View]]&lt;br /&gt;
*[[YouTube VR]]&lt;br /&gt;
*[[Fotonica]]&lt;br /&gt;
*[[Land’s End]]&lt;br /&gt;
*[[Minecraft: Pocket Edition]]&lt;br /&gt;
*[[Lara Croft Go]]&lt;br /&gt;
*[[Talking and Nobody Explodes]]&lt;br /&gt;
*[[Smash Hit]]&lt;br /&gt;
*[[The Room]]&lt;br /&gt;
*[[Google Arts and Culture]]&lt;br /&gt;
*[[Wonderglade]]&lt;br /&gt;
*[[Mekorama]]&lt;br /&gt;
*[[Star Chart VR]]&lt;br /&gt;
*[[Hunter&#039;s Gate]]&lt;br /&gt;
*[[Wall Street Journal]]&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
[[File:daydream view1.jpg|300px]] [[File:daydream view2.jpg|300px]] [[File:daydream view3.png|300px]]&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&#039;&#039;&#039;November 10, 2016&#039;&#039;&#039; - Daydream View is released.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;October 4, 2016&#039;&#039;&#039; - Daydream View is announced.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;May 18, 2016&#039;&#039;&#039; - [[Daydream]] Platform is announced at [[Google I/O 2016]].&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Virtual Reality Devices]]&lt;/div&gt;</summary>
		<author><name>OptoVR</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Daydream_View&amp;diff=20488</id>
		<title>Daydream View</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Daydream_View&amp;diff=20488"/>
		<updated>2017-04-04T19:41:23Z</updated>

		<summary type="html">&lt;p&gt;OptoVR: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{Device Infobox&lt;br /&gt;
|image={{#ev:youtube|rLLAA4ENIP4|350}}&lt;br /&gt;
|VR/AR=[[Virtual Reality]]&lt;br /&gt;
|Type=[[Head-mounted display]]&lt;br /&gt;
|Subtype=[[Slide-on HMD]]&lt;br /&gt;
|Platform=[[Daydream]]&lt;br /&gt;
|Creator=&lt;br /&gt;
|Developer=[[Google]]&lt;br /&gt;
|Manufacturer=&lt;br /&gt;
|Operating System=[[Android]]&lt;br /&gt;
|Versions=&lt;br /&gt;
|Requires=Daydream Ready Phones&lt;br /&gt;
|Predecessor=[[Google Cardbord]]&lt;br /&gt;
|Successor=&lt;br /&gt;
|Display=5 / 5.5 inch AMOLED (Pixel / Pixel XL)&lt;br /&gt;
|Resolution=1920 x 1080 / 2560 x 1440 (Pixel / Pixel XL)&lt;br /&gt;
|Pixel Density=&lt;br /&gt;
|Refresh Rate=60 Hz&lt;br /&gt;
|Persistence=5.1ms&lt;br /&gt;
|Field of View=90° (nominal)&lt;br /&gt;
|Tracking=3DOF&lt;br /&gt;
|Rotational Tracking=[[Accelerator]], [[Gyrometer]], [[Proximity]]&lt;br /&gt;
|Positional Tracking=None&lt;br /&gt;
|Update Rate=Rotational: 1000 Hz, high accuracy&lt;br /&gt;
|Latency=Motion to Photon: Less than 10 ms&lt;br /&gt;
|Audio=None?&lt;br /&gt;
|Camera=??&lt;br /&gt;
|Input=[[Daydream Controller]]&lt;br /&gt;
|Connectivity=&lt;br /&gt;
|Weight=???&lt;br /&gt;
|Size=202 x 116 x 93mm&lt;br /&gt;
|Release Date=November 10, 2016&lt;br /&gt;
|Price=$79&lt;br /&gt;
|Website=[https://vr.google.com/daydream/headset/ Daydream View Website]&lt;br /&gt;
}}&lt;br /&gt;
==Introduction==&lt;br /&gt;
[[Daydream]] is a [[Virtual Reality]] [[head-mounted display]] developed by [[Google]] for [[Daydream|Daydream Platform]]. To use Daydream View, users need to mount a [[#Daydream Ready Phones|Daydream ready Smartphone]] inside it. The smartphone serves not only as View&#039;s screen but also as its processor and tracking device. For [[input]], Daydream View has a [[Daydream Controller|small, remote-like controller]] with [[rotational tracking]] (3[[DOF]]) built-in. Neither the HMD nor the controller possess [[positional tracking]].&lt;br /&gt;
&lt;br /&gt;
Announced on October 4, 2016, Daydream View was released in November 10, 2016 for $79. Users who pre-order Pixel or Pixel XL will receive the HMD for free.&lt;br /&gt;
__TOC__&lt;br /&gt;
==Daydream Ready Phones==&lt;br /&gt;
*[[Google Pixel]] - Released on October 20, 2016 for $649&lt;br /&gt;
&lt;br /&gt;
*[[Google Pixel XL]] - Released on October 20, 2016 for $769&lt;br /&gt;
&lt;br /&gt;
*[[Moto Z]] - Released on June, 2016 for $400&lt;br /&gt;
&lt;br /&gt;
==Hardware==&lt;br /&gt;
===Design of HMD===&lt;br /&gt;
Daydream View consists of a plastic body wrapped in soft and cushy fabric. The HMD fits over most eyeglasses and the outer fabric is removable and washable. The overall feel of the HMD is simple and light without being cheap. It comes in 3 colors: slate, snow and crimson.&lt;br /&gt;
&lt;br /&gt;
Unlike [[Gear VR]], which has [[IMUs]], fans and microUSB port, Daydream View has only [[lenses]] and a [[NFC]] tag concealed within the front cover. The HMD does not need to be connected to the phone, the NFC tag detects the phone when it is in place. View not only relies on the phone for processing but also for [[tracking]] (3[[DOF]]).&lt;br /&gt;
&lt;br /&gt;
The front cover of the HMD is mostly open. It relies on a spring-loaded hinge below, an elastic hook above and few high-friction pads to keep the phone in place. This method allows the HMD to be compatible with phones of various sizes and thicknesses. Additionally, there are 2 black capacity pads that touch the phone&#039;s screen. The HMD detects when the phone is in place and these pads adjust the screen to the correct position. &lt;br /&gt;
&lt;br /&gt;
Unlike many other HMD, Daydream View does not have a top strap. It has 1 strap that goes horizontally across your head. It does not use velcro, instead the HMD uses plastic loops to adjust, tighten and loosen the straps.&lt;br /&gt;
&lt;br /&gt;
===Problems===&lt;br /&gt;
[[Light leak]] and [[lens glare]] are two of the problems with the Daydream View. Because the HMD is designed to accommodate phones of various sizes, light from external environment can enter the HMD from the side of lenses. In scenes of high contrast such as white objects on a black background, you&#039;ll see thin layer of light around the edges of your view. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;With Pixel&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Screen door effect]] is less noticeable on View than on [[Rift]] or [[Vive]]. Black smear, dark areas of the screen that smear across light areas during head movement, occurs due to OLED’s inability to change true black pixel colors very rapidly.&lt;br /&gt;
&lt;br /&gt;
===The Controller===&lt;br /&gt;
[[Daydream Controller]] is a small, remote-like [[device]] with [[rotational tracking]] (3[[DOF]]). It allows the user to intuitively point at objects in VR with a mouse cursor. In addition to 3DOF tracking, the controller has a trackpad and 2 round buttons on top and 2 volume buttons on the sides. The controller is wireless and is recharged through a USB-C cable.&lt;br /&gt;
&lt;br /&gt;
==Specifications==&lt;br /&gt;
===Head-Mounted Display===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Part&lt;br /&gt;
!Spec&lt;br /&gt;
|-&lt;br /&gt;
|Field of View||90° (nominal), varies by phone&lt;br /&gt;
|-&lt;br /&gt;
|Dimensions|| 202 x 116 x 93mm&lt;br /&gt;
|-&lt;br /&gt;
|Weight||??g&lt;br /&gt;
|-&lt;br /&gt;
|Sensors||[[Accelerator]], [[Gyrometer]], [[Proximity]]&lt;br /&gt;
|-&lt;br /&gt;
|Tracking||3 degrees of freedom (rotational)&lt;br /&gt;
|-&lt;br /&gt;
|Update Rate|| Rotational Tracking: 1000 Hz, high accuracy&lt;br /&gt;
|-&lt;br /&gt;
|Latency||Motion to Photon Latency: Less than 20ms&lt;br /&gt;
|-&lt;br /&gt;
|Input|| [[Daydream Controller]]&lt;br /&gt;
|-&lt;br /&gt;
|Audio|| None?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Smartphones===&lt;br /&gt;
====Google Pixel / Pixel XL====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Part&lt;br /&gt;
!Spec&lt;br /&gt;
|-&lt;br /&gt;
|Display size || 5 / 5.5 inch AMOLED&lt;br /&gt;
|-&lt;br /&gt;
|[[Resolution]] || 1920 x 1080 / 2560×1440&lt;br /&gt;
|-&lt;br /&gt;
|[[Pixel density]] || &lt;br /&gt;
|-&lt;br /&gt;
|Refresh rate || 60 Hz Low-persistence&lt;br /&gt;
|-&lt;br /&gt;
|RAM || 4GB&lt;br /&gt;
|-&lt;br /&gt;
|Storage || 32 or 128 GB&lt;br /&gt;
|-&lt;br /&gt;
|Battery || 2770 mAh / 3450 mAh&amp;lt;br&amp;gt;Non-removable&lt;br /&gt;
|-&lt;br /&gt;
|Weight || 143g / 168g&lt;br /&gt;
|-&lt;br /&gt;
|OS || Android 7.1 and up&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Requirements====&lt;br /&gt;
*MUST have at least 2 physical cores.&lt;br /&gt;
*MUST support sustained performance mode.&lt;br /&gt;
*MUST support Vulkan Hardware Level 0 and SHOULD support Vulkan Hardware Level 1.&lt;br /&gt;
*MUST support H.264 decoding at least 3840 x 2160 @ 30fps-40Mbps.&lt;br /&gt;
*MUST support HEVC and VP9, MUST be capable to decode at least 1920 x 1080 @ 30 fps-10Mbps and SHOULD be capable to decode 3840 x 2160 @ 30fps-20Mbps (equivalent to 4 instances of 1920 x 1080 @ 30fps-5Mbps).&lt;br /&gt;
*STRONGLY RECOMMENDED to support android.hardware.sensor.hifi_sensors feature and MUST meet the gyroscope, accelerometer, and magnetometer related requirements for android.hardware.hifi_sensors&lt;br /&gt;
*MUST have an embedded screen, and its resolution MUST be at least be Full HD (1080p) and STRONGLY RECOMMENDED to be Quad HD (1440p) or higher&lt;br /&gt;
*MUST measure between 4.7″ and 6″ diagonal&lt;br /&gt;
*MUST update at least 60 Hz while in VR Mode&lt;br /&gt;
*The display latency on Gray-to-Gray, White-to-Black, and Black-to-White switching time MUST be ≤ 3 ms&lt;br /&gt;
*The display MUST support a low-persistence mode with ≤5 ms persistence&lt;br /&gt;
*Device implementations MUST support Bluetooth 4.2 and Bluetooth LE Data Length Extension.&amp;lt;ref&amp;gt;http://source.android.com/compatibility/android-cdd.html#7_9_virtual_reality&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Setup Tutorial==&lt;br /&gt;
Setting up the HMD is very easy.&lt;br /&gt;
#Open the HMD&#039;s front cover and remove the included [[Daydream Controller|controller]].&lt;br /&gt;
#Turn your phone on and put it inside the front cover.&lt;br /&gt;
#Close the cover and place the HMD on your head.&lt;br /&gt;
#Adjust the HMD until the images are clear.&lt;br /&gt;
#Adjust the straps.&lt;br /&gt;
#Calibrate the controller.&lt;br /&gt;
&lt;br /&gt;
==Apps==&lt;br /&gt;
===Daydream Home===&lt;br /&gt;
[[Daydream Home]] &lt;br /&gt;
&lt;br /&gt;
===Other Apps===&lt;br /&gt;
*[[Gunjack 2]]&lt;br /&gt;
*[[Netflix]]&lt;br /&gt;
*[[HBO]]&lt;br /&gt;
*[[Hulu]]&lt;br /&gt;
*[[Star Chart]]&lt;br /&gt;
*[[Google Movies]]&lt;br /&gt;
*[[Google Photos]]&lt;br /&gt;
*[[Google Street View]]&lt;br /&gt;
*[[YouTube VR]]&lt;br /&gt;
*[[Fotonica]]&lt;br /&gt;
*[[Land’s End]]&lt;br /&gt;
*[[Minecraft: Pocket Edition]]&lt;br /&gt;
*[[Lara Croft Go]]&lt;br /&gt;
*[[Talking and Nobody Explodes]]&lt;br /&gt;
*[[Smash Hit]]&lt;br /&gt;
*[[The Room]]&lt;br /&gt;
*[[Google Arts and Culture]]&lt;br /&gt;
*[[Wonderglade]]&lt;br /&gt;
*[[Mekorama]]&lt;br /&gt;
*[[Star Chart VR]]&lt;br /&gt;
*[[Hunter&#039;s Gate]]&lt;br /&gt;
*[[Wall Street Journal]]&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
[[File:daydream view1.jpg|300px]] [[File:daydream view2.jpg|300px]] [[File:daydream view3.png|300px]]&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&#039;&#039;&#039;November 10, 2016&#039;&#039;&#039; - Daydream View is released.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;October 4, 2016&#039;&#039;&#039; - Daydream View is announced.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;May 18, 2016&#039;&#039;&#039; - [[Daydream]] Platform is announced at [[Google I/O 2016]].&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Virtual Reality Devices]]&lt;/div&gt;</summary>
		<author><name>OptoVR</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=HTC_Vive&amp;diff=20487</id>
		<title>HTC Vive</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=HTC_Vive&amp;diff=20487"/>
		<updated>2017-04-04T19:37:57Z</updated>

		<summary type="html">&lt;p&gt;OptoVR: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Device Infobox&lt;br /&gt;
|image=[[File:htv vive cv1 hmd1.jpg|350px]]&lt;br /&gt;
|VR/AR=[[Virtual Reality]]&lt;br /&gt;
|Type=[[Head-mounted display]]&lt;br /&gt;
|Subtype=[[Discrete HMD]]&lt;br /&gt;
|Platform=[[SteamVR]]&lt;br /&gt;
|Developer=[[HTC]], [[Valve]]&lt;br /&gt;
|Operating System=[[Windows]]&lt;br /&gt;
|Requires=PC&lt;br /&gt;
|Predecessor=[[HTC Vive Pre]]&lt;br /&gt;
|Successor=[[HTC Vive CV2]]&lt;br /&gt;
|Display=Dual Panel&lt;br /&gt;
|Resolution=2160 x 1200 (1080 x 1200 per eye)&lt;br /&gt;
|Pixel Density=455.63 PPI per eye&lt;br /&gt;
|Refresh Rate=90 Hz&lt;br /&gt;
|Persistence=1.9ms&lt;br /&gt;
|Field of View=110° (diagonal)&lt;br /&gt;
|Optics=Fresnel Lenses&lt;br /&gt;
|Tracking=6DOF&lt;br /&gt;
|Rotational Tracking=[[Gyroscope]], [[Accelerometer]], Laser Position Sensor&lt;br /&gt;
|Positional Tracking=[[Base Stations]]&lt;br /&gt;
|Update Rate=Rotational: 1000Hz, Positional: 60Hz&lt;br /&gt;
|Tracking Volume=120°H x 120°V (over 21 feet range)&lt;br /&gt;
|Latency=Motion to Photon, 7ms (no load), 15ms (medium load)&lt;br /&gt;
|Audio=Built-in headphones, external headphones&lt;br /&gt;
|Camera=Pass-through camera&lt;br /&gt;
|Sensors=&lt;br /&gt;
|Input=Controllers in both hands&lt;br /&gt;
|Connectivity=2 HDMI ports, 2 USB ports, 1 headphone jack&lt;br /&gt;
|Cable Length=5+ meters&lt;br /&gt;
|Release Date=April 5, 2016&lt;br /&gt;
|Price=$799, €899, £689, Business Edition: $1200&lt;br /&gt;
|Website=http://www.htcvr.com/&lt;br /&gt;
}}&lt;br /&gt;
{{see also|HTC Vive Developer Editions}}&lt;br /&gt;
[[HTC Vive]] also known as &#039;&#039;&#039;HTC Vive CV1&#039;&#039;&#039; or simply as the &#039;&#039;&#039;Vive&#039;&#039;&#039; is the first consumer version of [[HTC Vive (Platform)]] [[Virtual Reality Devices|Virtual Reality HMD]] developed by [[HTC]]. It is part of the [[SteamVR]] ecosystem created by [[Valve]].&lt;br /&gt;
&lt;br /&gt;
Pre-orders for the Vive begins on February 29, 2016 for $799. Vive released on April 5, 2016. HTC Vive CV1 comes with the [[head-mounted display]], 2 [[SteamVR Controllers|wireless, motion tracked controllers]] and 2 [[lighthouse]] [[Base Stations]] positional sensors that enable [[room-scale VR]]. &lt;br /&gt;
&lt;br /&gt;
On June 9, 2016, Vive announced Business Edition of Vive, called Vive BE, for $1200. While the only physical difference between Vive and Vive BE is 2 extra face cushions, Business Edition includes a 12-month limited warranty and a dedicated Vive BE customer support line.&lt;br /&gt;
==Features==&lt;br /&gt;
*[[Room-scale VR]] - Move around freely in a 12 feet by 12 feet space. Both HMD and the 2 controllers are accurately tracked within that space.&lt;br /&gt;
&lt;br /&gt;
*[[Wireless SteamVR Controllers]] - Input with 2 motion-tracked controllers, 1 held in each hand. &lt;br /&gt;
&lt;br /&gt;
*[[Chaperone]] - Prevents the user from bumping into real life walls and other obstacles.&lt;br /&gt;
&lt;br /&gt;
*Front facing camera - Allows the user see the real life environment in front of them while wearing the HMD.&lt;br /&gt;
&lt;br /&gt;
*[[#Connecting to Your Phone|Smartphone connectivity]] - Connect the HMD to your smartphone via Bluetooth, allowing the user to receive calls, messages remainders and return calls.&lt;br /&gt;
&lt;br /&gt;
==Hardware==&lt;br /&gt;
===Review===&lt;br /&gt;
&#039;&#039;&#039;Design and Ergonomics&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
The all-black HMD is sleek and sturdy. It is secured to the user&#039;s head with a harness-like series of straps. The user&#039;s face contacts the HMD with a soft and comfortable facial interface. The foam gasket part of the interface can be removed and replaced by lifting it from the velcro. Vive comes with 2 foam gaskets: the larger &amp;quot;Wide Face&amp;quot; and the smaller &amp;quot;Thin Face&amp;quot;. The You can change the distance between the [[lenses]] to fit your [[IPD]] with the dial on the right side of HMD. [[Eye relief]], the distance between the lenses and your eyes, can be adjusted with 2 gray knobs that you can pull out and rotate to extend or retract the sides of the HMD. While this function allows the Vive to accommodate most glasses, please be aware that increasing the eye relief does negatively affect the [[FOV]]. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Display and Optics&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Vive features dual OLED panel displays of 1080 x 1200 per eye. The colors are vibrant, the [[resolution]] is adequate and the [[screen door effect]] is minimal. The only glaring flaw of Vive&#039;s display and optics system is the [[god rays]]. The god rays are caused by [[Fresnel lenses]]&#039; ridges which scatter light. They look similar to lens flares and are noticeable whenever there are high contract elements on the screen i.e. white text on a black background. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Front facing camera&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
A camera is located in the front, bottom of the HMD. The camera can bring up a wide [[FOV]] view of the environment that is in front of you. Players can activate the camera by double tapping of SteamVR controller&#039;s &amp;quot;System&amp;quot; button or set it to automatically activate when you wander too close to the [[Chaperone]] boundaries. Working in conjunction with Chaperone, the camera create another layer that keeps the player safe while moving around wearing the HMD. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracking&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
[[Tracking]] in Vive has no visible [[latency]]. The [[Tracking#Systems|tracking system]] employed by HTC Vive is called [[Lighthouse]]. While [[rotational tracking]] is achieved with [[IMUs]], [[positional tracking]] is accomplish with 2 IR base stations called [[Base Stations]]. The Base Stations would constantly flood the room with IR that are detected by sensors on the HMD and [[SteamVR Controllers]]. HMD and controllers would figure out where they are in relation to the Base Stations ([[inside-out tracking]]). Vive&#039;s tracking is designed for both [[Seated VR|seated]],  [[standing VR|standing]] and most importantly [[Room-scale VR]] experiences. &lt;br /&gt;
&lt;br /&gt;
Vive is designed to accurately track the position and orientation of the HMD and [[SteamVR Controllers|controllers]] within 12 by 12 feet space.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Voice and Audio&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Vive has a built-in mic but does not have built-in headphones. It comes with a set of earbuds that can be plugged into a headphone jack extending from the HMD.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cables and Ports&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
===In The Box===&lt;br /&gt;
[[File:htc vive cv1 in the box1.jpg|400px|right]]&lt;br /&gt;
A. 2 [[Base Stations]]&lt;br /&gt;
&lt;br /&gt;
B. Sync cable - optional&lt;br /&gt;
&lt;br /&gt;
C. 2 Base station power adapter &lt;br /&gt;
&lt;br /&gt;
D. Mount kit&lt;br /&gt;
&lt;br /&gt;
E. Link box&lt;br /&gt;
&lt;br /&gt;
F. Link box mounting pad&lt;br /&gt;
&lt;br /&gt;
G. Link box power adapter&lt;br /&gt;
&lt;br /&gt;
H. HDMI cable&lt;br /&gt;
&lt;br /&gt;
I. USB cable&lt;br /&gt;
&lt;br /&gt;
J. Earbuds&lt;br /&gt;
&lt;br /&gt;
K. Alternate face cushion (narrow) - &lt;br /&gt;
&lt;br /&gt;
L. Cleaning cloth&lt;br /&gt;
&lt;br /&gt;
M. Documentation&lt;br /&gt;
&lt;br /&gt;
N. Headset with 3-in-1 cable and audio cable&lt;br /&gt;
&lt;br /&gt;
O. 2 Controllers (with lanyard)&lt;br /&gt;
&lt;br /&gt;
P. 2 Micro-USB charger&lt;br /&gt;
&lt;br /&gt;
===Specifications===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Part&lt;br /&gt;
!Spec&lt;br /&gt;
|-&lt;br /&gt;
|Display || Dual OLED Panels&lt;br /&gt;
|-&lt;br /&gt;
|Resolution || 2160 x 1200 (1080 x 1200 per eye)&lt;br /&gt;
|-&lt;br /&gt;
|Pixel density || ???&lt;br /&gt;
|-&lt;br /&gt;
|Refresh rate || 90 Hz&lt;br /&gt;
|-&lt;br /&gt;
|Persistence || Low&lt;br /&gt;
|-&lt;br /&gt;
|Field of View || 110° (diagonal)&lt;br /&gt;
|-&lt;br /&gt;
|Optics || [[Fresnel lenses]]&lt;br /&gt;
|-&lt;br /&gt;
|[[IPD]] || 60.2-74.5mm &lt;br /&gt;
|-&lt;br /&gt;
|[[Tracking]] || 6 degrees of freedom&lt;br /&gt;
|-&lt;br /&gt;
|[[Rotational tracking]] || [[Gyroscope]], [[Accelerometer]], [[Magnetometer]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Positional tracking]] || [[Base Stations]]&lt;br /&gt;
|-&lt;br /&gt;
|Update Rate || Rotational: 1000Hz, Positional: 60Hz&lt;br /&gt;
|-&lt;br /&gt;
|[[#Tracking volume|Tracking Volume]] || 120°H x 120°V (&amp;gt;21 feet range)&lt;br /&gt;
|-&lt;br /&gt;
|Latency || &lt;br /&gt;
|-&lt;br /&gt;
|Connectivity || Multi-part cable with HDMI, USB and power that is connected to a junction box&lt;br /&gt;
|-&lt;br /&gt;
|Weight || 555 grams (1.2 pounds)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==System Requirements==&lt;br /&gt;
===Recommended===&lt;br /&gt;
*&#039;&#039;&#039;GPU&#039;&#039;&#039;: NVIDIA® GeForce® GTX 970, AMD Radeon™ R9 290 equivalent or better&lt;br /&gt;
*&#039;&#039;&#039;CPU&#039;&#039;&#039;: Intel® i5-4590 / AMD FX 8350 equivalent or better&lt;br /&gt;
*&#039;&#039;&#039;RAM&#039;&#039;&#039;: 4 GB or more&lt;br /&gt;
*&#039;&#039;&#039;Video Output&#039;&#039;&#039;: HDMI 1.4, DisplayPort 1.2 or newer&lt;br /&gt;
*&#039;&#039;&#039;USB Port&#039;&#039;&#039;: 1x USB 2.0 or better port&lt;br /&gt;
*&#039;&#039;&#039;Operating System&#039;&#039;&#039;: Windows 7 SP1, Windows 8.1 or later, Windows 10&lt;br /&gt;
&lt;br /&gt;
===SteamVR Performance Test===&lt;br /&gt;
[http://store.steampowered.com/app/323910 SteamVR Performance Test] is a benchmark software that checks if your system is ready for Vive. It checks your system&#039;s OS, GPU and CPU to see if it has the capability of running VR at 90 FPS and whether VR content can tune the visual fidelity up to the recommended level.&lt;br /&gt;
&lt;br /&gt;
==Play Area Requirements==&lt;br /&gt;
{{see also|#Play Area Setup}}&lt;br /&gt;
The play area sets the virtual boundaries of Vive. Your interaction with VR objects happen within the play area. &lt;br /&gt;
*Make sure your play area is free of furniture and other obstacles. &lt;br /&gt;
*Place your PC next to the play area because the cable of your HMD connecting to your PC is 5 meters long. &lt;br /&gt;
*Make sure your base stations are mounted near power outlets.&lt;br /&gt;
===Room-scale VR Requirements===&lt;br /&gt;
For [[Room-scale VR]], you need a space where you can move freely.&lt;br /&gt;
*Minimum room size: 2 m x 1.5 m (6 feet 6 inches x 5 feet)&lt;br /&gt;
*Maximum between base stations: 5 m (16 feet), Room size: 3.5 m x 3.5 m (11 feet 7 inches x 11 feet 7 inches)&lt;br /&gt;
**Base stations can track further but the length of headset cable is 5 meters.&lt;br /&gt;
&lt;br /&gt;
===Standing/Seated VR Requirements===&lt;br /&gt;
*No minimum space requirements&lt;br /&gt;
&lt;br /&gt;
==Setup Tutorial==&lt;br /&gt;
===HMD Setup===&lt;br /&gt;
&#039;&#039;&#039;Putting the HMD on&#039;&#039;&#039;:&lt;br /&gt;
#Pull the HMD down over your eyes.&lt;br /&gt;
#Slide the straps around the back of your head, and adjust them so that the headset fits.&lt;br /&gt;
#Make sure that the 3-in-1 cables pass through the sleeve at the back of the headset, and are positioned straight down your back.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Adjusting the Head Straps to Fit Perfectly&#039;&#039;&#039;:&lt;br /&gt;
#Walk towards your chaperone boundaries with the Vive on. Get really close to them.&lt;br /&gt;
#Adjust the Vive left and right until the vertical lines don&#039;t have &amp;quot;god rays&amp;quot;. They should become solid and not look smudgy. Once you find a good placement tighten down the side straps.&lt;br /&gt;
#Adjust the Vive up and down until the horizontal chaperone lines don&#039;t look blurry/smudged and don&#039;t have god rays. Tighten the top strap until it&#039;s a nice snug fit.&lt;br /&gt;
#Turn the IPD all the way up, you&#039;ll probably notice the chaperone lines getting blurry. Once it&#039;s at max, bring it back down and they&#039;ll become more in focus. Once they start getting blurry again just open the IPD up a bit, like focusing binoculars.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Adjust IPD&#039;&#039;&#039;: [[IPD]] is the distance between the center of the pupils of in your eyes. You can adjust the distance between the [[lenses]] to match the distance between your pupils by turning the knob on the right side of HMD.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Adjust Eye relief&#039;&#039;&#039;: [[Eye-relief]] is the distance between the lenses and your eyes. Keep the lenses as close as possible because increasing the eye-relief lowers the [[field of view]]. Only increase it if you really need to, such as fitting eye glasses. You can adjust your eye-relief with the 2 large, circular knobs on the sides of HMD. Pull the knobs out then rotate them to increase or decrease the distance. Press them back in to lock the HMD in place.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Replace face cushion&#039;&#039;&#039;: If the face cushion is too wide, replace it with the thin cushion cushion. You can exchange the cushions by peeling the velcro off from the two ends.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Replace nose rest&#039;&#039;&#039;: Remove the nose rest by peeling the flap too. Replace the nose rest by pressing the tabs into their slots and make sure that the flaps are behind the face cushion.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unplugging the 3-in-1 cable&#039;&#039;&#039;: Slide open the small compartment on top to reveal the cables. Pull the tag to unplug the HDMI cable. Unplug the other cables (USB and power). Slide the cover back on to close the compartment.&lt;br /&gt;
&lt;br /&gt;
===Link Box Setup===&lt;br /&gt;
#Connect the 3-in-1 cable from the HMD to the orange trim side of the link box.&lt;br /&gt;
#Connect the power adapter cable to its corresponding port on the link box, then plug the other side of the cable to an electrical outlet.&lt;br /&gt;
#Insert the HDMI cable to the HDMI port on the link box, and then insert the other end to the HDMI port on your computer&#039;s graphic card.&lt;br /&gt;
#Insert the USB cable on the USB port on the link box, and then insert the opposite end on your computer&#039;s USB port.&lt;br /&gt;
#You can permanently secure the link box to an area by using the adhesive pad.&lt;br /&gt;
&lt;br /&gt;
===Controllers Setup===&lt;br /&gt;
&#039;&#039;&#039;Charging&#039;&#039;&#039;: Charge the Controller with the microUSB cable and/or power adapter. You can check the battery level of the controllers when no apps are running, or when the System Dashboard is up.&lt;br /&gt;
Dashboard is up.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;On/Off&#039;&#039;&#039;: To turn the Controller on, press the System button until you hear a beep. To turn the Controller off, press and hold the System button until you hear a beep. Controller automatically turns off when it is idled for a long time or when you exit SteamVR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pairing with HMD&#039;&#039;&#039;: Controller pairs with the HMD automatically when it is on. To manually pair,  launch the SteamVR app, tap Down, and then select Devices then Pair Controller. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Updating Firmware&#039;&#039;&#039;: When SteamVR notifies you about outdated firmware. Connect the Controller to your PC with the microUSB cable to update automatically.&lt;br /&gt;
&lt;br /&gt;
===Base Stations Setup===&lt;br /&gt;
&#039;&#039;&#039;Placing the base stations&#039;&#039;&#039;: &lt;br /&gt;
#Mount the base stations diagonally at the opposite corners of your [[#Play Area Requirements|play area]], ideally more than 2m (6 ft 6in) above ground.&lt;br /&gt;
#Use the mounting kits, tripods, book shelves, poles and light stands to mount the base stations. Find stable places and secure them so they cannot be easily moved or jostled. &lt;br /&gt;
#Make sure the front of the base stations are facing the center of the play area. Each base station has 120 degrees [[FOV]], tilt them about 30 to 45 degrees to fully cover the play area.&lt;br /&gt;
#Connect the base stations to power outlets with power cables. &lt;br /&gt;
#Connect the base stations and set channels:&lt;br /&gt;
##Without Sync Cable: Press the Channel buttons at the back of the base stations so that one base station is set to channel “b”, while the other is set to channel “c”.&lt;br /&gt;
##With Sync Cable: Press the Channel buttons at the back of the base stations so that one base station is set to channel “A”, while the other is set to channel “b”.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Using the mounting kits&#039;&#039;&#039;:&lt;br /&gt;
#Mark where you want to install each of the mounts on your wall, and then screw the mounts in. &lt;br /&gt;
#Rotate the base station to screw it onto the threaded ball joint. Do not screw the base station all the way in, only enough to be stable and oriented correctly.&lt;br /&gt;
#Tighten the wingnut to the base station to secure it in place.&lt;br /&gt;
#To adjust the angle of the base station, loosen the clamping ring while carefully holding the base station to prevent it from falling.&lt;br /&gt;
#Tilt the base station toward the play area.&lt;br /&gt;
#Connect the power cables to each base station and its power outlet.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Update base station firmware&#039;&#039;&#039;: When SteamVR indicates that base station firmware is out of date, unplug and unmount the base stations. Connect the base stations to the PC with a microUSB cable, one at a time. While pressing the Channel button at the back of the base station, plug in the base station’s power adapter. Update should start automatically once SteamVR detects the base station.&lt;br /&gt;
&lt;br /&gt;
===Play Area Setup===&lt;br /&gt;
{{see also|#Play Area Requirements}}&lt;br /&gt;
*The minimum space for a room-scale VR experience is 2m x 1.5m (6ft 6in x 5ft). Standing and seated VR experiences do not require much space. &lt;br /&gt;
&lt;br /&gt;
*Clear of furnitures and other obstacles in the play area. &lt;br /&gt;
&lt;br /&gt;
*Place the PC near the play area. The HMD cable is 5m (16ft 4in) long.&lt;br /&gt;
&lt;br /&gt;
*Place the base stations diagonal to each other, on the opposite corners of the play area space. Make sure there are power outlets near the base stations. Use 12V extension cords as needed.&lt;br /&gt;
&lt;br /&gt;
*Do not leave your HMD in direct sunlight, display can be damaged.&lt;br /&gt;
&lt;br /&gt;
===Software Setup===&lt;br /&gt;
#Download the setup from http://www.htcvive.com/SETUP&lt;br /&gt;
#Install Vive software&lt;br /&gt;
#Install Steam software&lt;br /&gt;
#Install SteamVR&lt;br /&gt;
#Launch SteamVR&lt;br /&gt;
#Pair HMD and Controllers from the SteamVR menu.&lt;br /&gt;
&lt;br /&gt;
===Setup Tips and Tricks===&lt;br /&gt;
*During Play Area Setup, the system asks you to point your controller at your computer monitor. The system performs this because it wants to establish the forward position in VR about 180 degrees from the monitor. It assumes that your computer is in the direction of the monitor and wants you to face opposite of the computer so your cables will go smoothly from the back of your head to the computer.&lt;br /&gt;
&lt;br /&gt;
*During the Play Area Setup, If you have trouble setting up the floor area, try placing your controllers upside down. It can give more accurate readings.&lt;br /&gt;
&lt;br /&gt;
*Be sure to turn on &#039;&#039;Enable Bluetooth communication&#039;&#039; in the General tab of the Settings. It not only allows you to connect your HMD to your phone but also makes your Base Stations &amp;quot;smarter&amp;quot;. Now when you don&#039;t have SteamVR on, your Base Stations will power down and go to stand by mode. You will no longer hear the humming noise created by the spinning gyroscopes inside the Base Stations.&lt;br /&gt;
&lt;br /&gt;
*Take a look at the Audio tab in the Settings. You can do things such as mirror your audio from VR in the speakers.&lt;br /&gt;
&lt;br /&gt;
*In Settings, you can enable the front facing camera in your HMD.&lt;br /&gt;
&lt;br /&gt;
*In VR, at the bottom of your controller you not only have battery indicators but also left and right hand signs to show which controller is for which hand.&lt;br /&gt;
&lt;br /&gt;
*[[SteamVR Desktop Theater Mode]], which you can activate only in VR, allows you to play non-VR Steam games on a big screen in VR.&lt;br /&gt;
&lt;br /&gt;
==Input Devices==&lt;br /&gt;
[[SteamVR Controllers]] - 1 held in each hand, these controllers are tracked by the same system as the HMD ([[Lighthouse]]). &lt;br /&gt;
&lt;br /&gt;
Other devices compatible with [[Steam]]&lt;br /&gt;
&lt;br /&gt;
==Accessories==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style= &amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Accessory&lt;br /&gt;
! Cost When&amp;lt;br&amp;gt;Purchased Separately&lt;br /&gt;
|-&lt;br /&gt;
|[[SteamVR Base Stations|Base Station]] with AC || $135&lt;br /&gt;
|-&lt;br /&gt;
|[[SteamVR Controllers|Controller]] with AC || $130&lt;br /&gt;
|-&lt;br /&gt;
|HDMI 3-in-1 Cable || $40&lt;br /&gt;
|-&lt;br /&gt;
|Control Box (no AC) || $30&lt;br /&gt;
|-&lt;br /&gt;
|USB 2.0 Cable (AA) 4.5mm || $10&lt;br /&gt;
|-&lt;br /&gt;
|Face Cushion Set of 2 (Narrow) || $25 &lt;br /&gt;
|-&lt;br /&gt;
|Face Cushion Set of 2 (Wide) || $25 &lt;br /&gt;
|-&lt;br /&gt;
|Nose Rest Set of 3 (Narrow) || $13 &lt;br /&gt;
|-&lt;br /&gt;
|Nose Rest Set of 3 (Wide) || $13 &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Apps==&lt;br /&gt;
&#039;&#039;&#039;[[HTC Vive Apps]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Second Bundle (August 12, 2016 and onward): HTC Vive CV1 is shipped with 3 free games: [[Tilt Brush]] by [[Google]], [[The Gallery - Episode 1: Call of the Starseed]] by [[Cloudhead Games]] and [[Zombie Training Simulator]] by [[Acceleroto]].&lt;br /&gt;
&lt;br /&gt;
First Bundle (no longer available): HTC Vive CV1 is shipped with 3 free games: [[Job Simulator: The 2050 Archives]] by [[Owlchemy Labs]], [[Fantastic Contraption]] by [[Northway Games]] and [[Tilt Brush]] by [[Google]].&lt;br /&gt;
&lt;br /&gt;
[[The Lab]] by [[Valve]] is available for free to all Vive users.&lt;br /&gt;
&lt;br /&gt;
==Connecting to Your Phone==&lt;br /&gt;
Users can install the Vive mobile app on their phone from the App Store&amp;lt;ref&amp;gt;https://itunes.apple.com/us/app/htc-vive/id1091173853?mt=8&amp;lt;/ref&amp;gt; or Google Play&amp;lt;ref&amp;gt;https://play.google.com/store/apps/details?id=com.htc.vivephoneservice&amp;amp;hl=en&amp;lt;/ref&amp;gt;. The apps enable your HTC Vive HMD to connect to your mobile phones through Bluetooth. It allows your Vive HMD to receive calls, texts and calendar reminders while your are in [[VR]].&lt;br /&gt;
&lt;br /&gt;
To make phone calls, users need to download the Vive software package &amp;lt;ref&amp;gt;https://www.htcvive.com/us/setup/&amp;lt;/ref&amp;gt; for their PC. Now when you receive a call or text, you&#039;ll be able to call back the individual through the Vive menu.&lt;br /&gt;
&lt;br /&gt;
==Developer==&lt;br /&gt;
&lt;br /&gt;
==Tracking volume==&lt;br /&gt;
{{see also|Tracking volume}}&lt;br /&gt;
[[File:htc vive tracking volume1.png|400px]]&lt;br /&gt;
&lt;br /&gt;
120°H x 120°V (&amp;gt;21 feet range)&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&#039;&#039;&#039;February 29, 2016&#039;&#039;&#039; - Pre-orders for HTC Vive CV1 begin.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;April 5, 2016&#039;&#039;&#039; - HTC Vive CV1 is officially released.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;April 26, 2016&#039;&#039;&#039; - [[Vive X]], $100 million [[HTC Vive]] accelerator program was announced. Vive X will be involved in Seed and Series A investments and are located in Beijing, Taipei and San Francisco.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;June 9, 2016&#039;&#039;&#039; - Business Edition of Vive is announced.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;October 26, 2016&#039;&#039;&#039; - Hundreds of Vive VR cafes are scheduled to roll out in China in 2016 and 2017.&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
[[File:htc vive cv1 set1.jpg|300px]] [[File:htc vive cv1 hmd2.jpg|300px]] [[File:htc vive cv1 controllers1.jpg|300px]]&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Devices]] [[Category:Virtual Reality Devices]]&lt;/div&gt;</summary>
		<author><name>OptoVR</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=HTC_Vive&amp;diff=20486</id>
		<title>HTC Vive</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=HTC_Vive&amp;diff=20486"/>
		<updated>2017-04-04T19:36:52Z</updated>

		<summary type="html">&lt;p&gt;OptoVR: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Device Infobox&lt;br /&gt;
|image=[[File:htv vive cv1 hmd1.jpg|350px]]&lt;br /&gt;
|VR/AR=[[Virtual Reality]]&lt;br /&gt;
|Type=[[Head-mounted display]]&lt;br /&gt;
|Subtype=[[Discrete HMD]]&lt;br /&gt;
|Platform=[[SteamVR]]&lt;br /&gt;
|Developer=[[HTC]], [[Valve]]&lt;br /&gt;
|Operating System=[[Windows]]&lt;br /&gt;
|Requires=PC&lt;br /&gt;
|Predecessor=[[HTC Vive Pre]]&lt;br /&gt;
|Successor=[[HTC Vive CV2]]&lt;br /&gt;
|Display=Dual Panel&lt;br /&gt;
|Resolution=2160 x 1200 (1080 x 1200 per eye)&lt;br /&gt;
|Pixel Density=455.63 PPI per eye&lt;br /&gt;
|Refresh Rate=90 Hz&lt;br /&gt;
|Persistence=1.9ms&lt;br /&gt;
|Field of View=110° (diagonal)&lt;br /&gt;
|Optics=Fresnel Lenses&lt;br /&gt;
|Tracking=6DOF&lt;br /&gt;
|Rotational Tracking=[[Gyroscope]], [[Accelerometer]], Laser Position Sensor&lt;br /&gt;
|Positional Tracking=[[Base Stations]]&lt;br /&gt;
|Update Rate=Rotational: 1000Hz, Positional: 60Hz&lt;br /&gt;
|Tracking Volume=120°H x 120°V (over 21 feet range)&lt;br /&gt;
|Latency=7ms (no load), 15ms (medium load)&lt;br /&gt;
|Audio=Built-in headphones, external headphones&lt;br /&gt;
|Camera=Pass-through camera&lt;br /&gt;
|Sensors=&lt;br /&gt;
|Input=Controllers in both hands&lt;br /&gt;
|Connectivity=2 HDMI ports, 2 USB ports, 1 headphone jack&lt;br /&gt;
|Cable Length=5+ meters&lt;br /&gt;
|Release Date=April 5, 2016&lt;br /&gt;
|Price=$799, €899, £689, Business Edition: $1200&lt;br /&gt;
|Website=http://www.htcvr.com/&lt;br /&gt;
}}&lt;br /&gt;
{{see also|HTC Vive Developer Editions}}&lt;br /&gt;
[[HTC Vive]] also known as &#039;&#039;&#039;HTC Vive CV1&#039;&#039;&#039; or simply as the &#039;&#039;&#039;Vive&#039;&#039;&#039; is the first consumer version of [[HTC Vive (Platform)]] [[Virtual Reality Devices|Virtual Reality HMD]] developed by [[HTC]]. It is part of the [[SteamVR]] ecosystem created by [[Valve]].&lt;br /&gt;
&lt;br /&gt;
Pre-orders for the Vive begins on February 29, 2016 for $799. Vive released on April 5, 2016. HTC Vive CV1 comes with the [[head-mounted display]], 2 [[SteamVR Controllers|wireless, motion tracked controllers]] and 2 [[lighthouse]] [[Base Stations]] positional sensors that enable [[room-scale VR]]. &lt;br /&gt;
&lt;br /&gt;
On June 9, 2016, Vive announced Business Edition of Vive, called Vive BE, for $1200. While the only physical difference between Vive and Vive BE is 2 extra face cushions, Business Edition includes a 12-month limited warranty and a dedicated Vive BE customer support line.&lt;br /&gt;
==Features==&lt;br /&gt;
*[[Room-scale VR]] - Move around freely in a 12 feet by 12 feet space. Both HMD and the 2 controllers are accurately tracked within that space.&lt;br /&gt;
&lt;br /&gt;
*[[Wireless SteamVR Controllers]] - Input with 2 motion-tracked controllers, 1 held in each hand. &lt;br /&gt;
&lt;br /&gt;
*[[Chaperone]] - Prevents the user from bumping into real life walls and other obstacles.&lt;br /&gt;
&lt;br /&gt;
*Front facing camera - Allows the user see the real life environment in front of them while wearing the HMD.&lt;br /&gt;
&lt;br /&gt;
*[[#Connecting to Your Phone|Smartphone connectivity]] - Connect the HMD to your smartphone via Bluetooth, allowing the user to receive calls, messages remainders and return calls.&lt;br /&gt;
&lt;br /&gt;
==Hardware==&lt;br /&gt;
===Review===&lt;br /&gt;
&#039;&#039;&#039;Design and Ergonomics&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
The all-black HMD is sleek and sturdy. It is secured to the user&#039;s head with a harness-like series of straps. The user&#039;s face contacts the HMD with a soft and comfortable facial interface. The foam gasket part of the interface can be removed and replaced by lifting it from the velcro. Vive comes with 2 foam gaskets: the larger &amp;quot;Wide Face&amp;quot; and the smaller &amp;quot;Thin Face&amp;quot;. The You can change the distance between the [[lenses]] to fit your [[IPD]] with the dial on the right side of HMD. [[Eye relief]], the distance between the lenses and your eyes, can be adjusted with 2 gray knobs that you can pull out and rotate to extend or retract the sides of the HMD. While this function allows the Vive to accommodate most glasses, please be aware that increasing the eye relief does negatively affect the [[FOV]]. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Display and Optics&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Vive features dual OLED panel displays of 1080 x 1200 per eye. The colors are vibrant, the [[resolution]] is adequate and the [[screen door effect]] is minimal. The only glaring flaw of Vive&#039;s display and optics system is the [[god rays]]. The god rays are caused by [[Fresnel lenses]]&#039; ridges which scatter light. They look similar to lens flares and are noticeable whenever there are high contract elements on the screen i.e. white text on a black background. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Front facing camera&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
A camera is located in the front, bottom of the HMD. The camera can bring up a wide [[FOV]] view of the environment that is in front of you. Players can activate the camera by double tapping of SteamVR controller&#039;s &amp;quot;System&amp;quot; button or set it to automatically activate when you wander too close to the [[Chaperone]] boundaries. Working in conjunction with Chaperone, the camera create another layer that keeps the player safe while moving around wearing the HMD. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracking&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
[[Tracking]] in Vive has no visible [[latency]]. The [[Tracking#Systems|tracking system]] employed by HTC Vive is called [[Lighthouse]]. While [[rotational tracking]] is achieved with [[IMUs]], [[positional tracking]] is accomplish with 2 IR base stations called [[Base Stations]]. The Base Stations would constantly flood the room with IR that are detected by sensors on the HMD and [[SteamVR Controllers]]. HMD and controllers would figure out where they are in relation to the Base Stations ([[inside-out tracking]]). Vive&#039;s tracking is designed for both [[Seated VR|seated]],  [[standing VR|standing]] and most importantly [[Room-scale VR]] experiences. &lt;br /&gt;
&lt;br /&gt;
Vive is designed to accurately track the position and orientation of the HMD and [[SteamVR Controllers|controllers]] within 12 by 12 feet space.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Voice and Audio&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Vive has a built-in mic but does not have built-in headphones. It comes with a set of earbuds that can be plugged into a headphone jack extending from the HMD.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cables and Ports&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
===In The Box===&lt;br /&gt;
[[File:htc vive cv1 in the box1.jpg|400px|right]]&lt;br /&gt;
A. 2 [[Base Stations]]&lt;br /&gt;
&lt;br /&gt;
B. Sync cable - optional&lt;br /&gt;
&lt;br /&gt;
C. 2 Base station power adapter &lt;br /&gt;
&lt;br /&gt;
D. Mount kit&lt;br /&gt;
&lt;br /&gt;
E. Link box&lt;br /&gt;
&lt;br /&gt;
F. Link box mounting pad&lt;br /&gt;
&lt;br /&gt;
G. Link box power adapter&lt;br /&gt;
&lt;br /&gt;
H. HDMI cable&lt;br /&gt;
&lt;br /&gt;
I. USB cable&lt;br /&gt;
&lt;br /&gt;
J. Earbuds&lt;br /&gt;
&lt;br /&gt;
K. Alternate face cushion (narrow) - &lt;br /&gt;
&lt;br /&gt;
L. Cleaning cloth&lt;br /&gt;
&lt;br /&gt;
M. Documentation&lt;br /&gt;
&lt;br /&gt;
N. Headset with 3-in-1 cable and audio cable&lt;br /&gt;
&lt;br /&gt;
O. 2 Controllers (with lanyard)&lt;br /&gt;
&lt;br /&gt;
P. 2 Micro-USB charger&lt;br /&gt;
&lt;br /&gt;
===Specifications===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Part&lt;br /&gt;
!Spec&lt;br /&gt;
|-&lt;br /&gt;
|Display || Dual OLED Panels&lt;br /&gt;
|-&lt;br /&gt;
|Resolution || 2160 x 1200 (1080 x 1200 per eye)&lt;br /&gt;
|-&lt;br /&gt;
|Pixel density || ???&lt;br /&gt;
|-&lt;br /&gt;
|Refresh rate || 90 Hz&lt;br /&gt;
|-&lt;br /&gt;
|Persistence || Low&lt;br /&gt;
|-&lt;br /&gt;
|Field of View || 110° (diagonal)&lt;br /&gt;
|-&lt;br /&gt;
|Optics || [[Fresnel lenses]]&lt;br /&gt;
|-&lt;br /&gt;
|[[IPD]] || 60.2-74.5mm &lt;br /&gt;
|-&lt;br /&gt;
|[[Tracking]] || 6 degrees of freedom&lt;br /&gt;
|-&lt;br /&gt;
|[[Rotational tracking]] || [[Gyroscope]], [[Accelerometer]], [[Magnetometer]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Positional tracking]] || [[Base Stations]]&lt;br /&gt;
|-&lt;br /&gt;
|Update Rate || Rotational: 1000Hz, Positional: 60Hz&lt;br /&gt;
|-&lt;br /&gt;
|[[#Tracking volume|Tracking Volume]] || 120°H x 120°V (&amp;gt;21 feet range)&lt;br /&gt;
|-&lt;br /&gt;
|Latency || &lt;br /&gt;
|-&lt;br /&gt;
|Connectivity || Multi-part cable with HDMI, USB and power that is connected to a junction box&lt;br /&gt;
|-&lt;br /&gt;
|Weight || 555 grams (1.2 pounds)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==System Requirements==&lt;br /&gt;
===Recommended===&lt;br /&gt;
*&#039;&#039;&#039;GPU&#039;&#039;&#039;: NVIDIA® GeForce® GTX 970, AMD Radeon™ R9 290 equivalent or better&lt;br /&gt;
*&#039;&#039;&#039;CPU&#039;&#039;&#039;: Intel® i5-4590 / AMD FX 8350 equivalent or better&lt;br /&gt;
*&#039;&#039;&#039;RAM&#039;&#039;&#039;: 4 GB or more&lt;br /&gt;
*&#039;&#039;&#039;Video Output&#039;&#039;&#039;: HDMI 1.4, DisplayPort 1.2 or newer&lt;br /&gt;
*&#039;&#039;&#039;USB Port&#039;&#039;&#039;: 1x USB 2.0 or better port&lt;br /&gt;
*&#039;&#039;&#039;Operating System&#039;&#039;&#039;: Windows 7 SP1, Windows 8.1 or later, Windows 10&lt;br /&gt;
&lt;br /&gt;
===SteamVR Performance Test===&lt;br /&gt;
[http://store.steampowered.com/app/323910 SteamVR Performance Test] is a benchmark software that checks if your system is ready for Vive. It checks your system&#039;s OS, GPU and CPU to see if it has the capability of running VR at 90 FPS and whether VR content can tune the visual fidelity up to the recommended level.&lt;br /&gt;
&lt;br /&gt;
==Play Area Requirements==&lt;br /&gt;
{{see also|#Play Area Setup}}&lt;br /&gt;
The play area sets the virtual boundaries of Vive. Your interaction with VR objects happen within the play area. &lt;br /&gt;
*Make sure your play area is free of furniture and other obstacles. &lt;br /&gt;
*Place your PC next to the play area because the cable of your HMD connecting to your PC is 5 meters long. &lt;br /&gt;
*Make sure your base stations are mounted near power outlets.&lt;br /&gt;
===Room-scale VR Requirements===&lt;br /&gt;
For [[Room-scale VR]], you need a space where you can move freely.&lt;br /&gt;
*Minimum room size: 2 m x 1.5 m (6 feet 6 inches x 5 feet)&lt;br /&gt;
*Maximum between base stations: 5 m (16 feet), Room size: 3.5 m x 3.5 m (11 feet 7 inches x 11 feet 7 inches)&lt;br /&gt;
**Base stations can track further but the length of headset cable is 5 meters.&lt;br /&gt;
&lt;br /&gt;
===Standing/Seated VR Requirements===&lt;br /&gt;
*No minimum space requirements&lt;br /&gt;
&lt;br /&gt;
==Setup Tutorial==&lt;br /&gt;
===HMD Setup===&lt;br /&gt;
&#039;&#039;&#039;Putting the HMD on&#039;&#039;&#039;:&lt;br /&gt;
#Pull the HMD down over your eyes.&lt;br /&gt;
#Slide the straps around the back of your head, and adjust them so that the headset fits.&lt;br /&gt;
#Make sure that the 3-in-1 cables pass through the sleeve at the back of the headset, and are positioned straight down your back.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Adjusting the Head Straps to Fit Perfectly&#039;&#039;&#039;:&lt;br /&gt;
#Walk towards your chaperone boundaries with the Vive on. Get really close to them.&lt;br /&gt;
#Adjust the Vive left and right until the vertical lines don&#039;t have &amp;quot;god rays&amp;quot;. They should become solid and not look smudgy. Once you find a good placement tighten down the side straps.&lt;br /&gt;
#Adjust the Vive up and down until the horizontal chaperone lines don&#039;t look blurry/smudged and don&#039;t have god rays. Tighten the top strap until it&#039;s a nice snug fit.&lt;br /&gt;
#Turn the IPD all the way up, you&#039;ll probably notice the chaperone lines getting blurry. Once it&#039;s at max, bring it back down and they&#039;ll become more in focus. Once they start getting blurry again just open the IPD up a bit, like focusing binoculars.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Adjust IPD&#039;&#039;&#039;: [[IPD]] is the distance between the center of the pupils of in your eyes. You can adjust the distance between the [[lenses]] to match the distance between your pupils by turning the knob on the right side of HMD.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Adjust Eye relief&#039;&#039;&#039;: [[Eye-relief]] is the distance between the lenses and your eyes. Keep the lenses as close as possible because increasing the eye-relief lowers the [[field of view]]. Only increase it if you really need to, such as fitting eye glasses. You can adjust your eye-relief with the 2 large, circular knobs on the sides of HMD. Pull the knobs out then rotate them to increase or decrease the distance. Press them back in to lock the HMD in place.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Replace face cushion&#039;&#039;&#039;: If the face cushion is too wide, replace it with the thin cushion cushion. You can exchange the cushions by peeling the velcro off from the two ends.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Replace nose rest&#039;&#039;&#039;: Remove the nose rest by peeling the flap too. Replace the nose rest by pressing the tabs into their slots and make sure that the flaps are behind the face cushion.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unplugging the 3-in-1 cable&#039;&#039;&#039;: Slide open the small compartment on top to reveal the cables. Pull the tag to unplug the HDMI cable. Unplug the other cables (USB and power). Slide the cover back on to close the compartment.&lt;br /&gt;
&lt;br /&gt;
===Link Box Setup===&lt;br /&gt;
#Connect the 3-in-1 cable from the HMD to the orange trim side of the link box.&lt;br /&gt;
#Connect the power adapter cable to its corresponding port on the link box, then plug the other side of the cable to an electrical outlet.&lt;br /&gt;
#Insert the HDMI cable to the HDMI port on the link box, and then insert the other end to the HDMI port on your computer&#039;s graphic card.&lt;br /&gt;
#Insert the USB cable on the USB port on the link box, and then insert the opposite end on your computer&#039;s USB port.&lt;br /&gt;
#You can permanently secure the link box to an area by using the adhesive pad.&lt;br /&gt;
&lt;br /&gt;
===Controllers Setup===&lt;br /&gt;
&#039;&#039;&#039;Charging&#039;&#039;&#039;: Charge the Controller with the microUSB cable and/or power adapter. You can check the battery level of the controllers when no apps are running, or when the System Dashboard is up.&lt;br /&gt;
Dashboard is up.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;On/Off&#039;&#039;&#039;: To turn the Controller on, press the System button until you hear a beep. To turn the Controller off, press and hold the System button until you hear a beep. Controller automatically turns off when it is idled for a long time or when you exit SteamVR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pairing with HMD&#039;&#039;&#039;: Controller pairs with the HMD automatically when it is on. To manually pair,  launch the SteamVR app, tap Down, and then select Devices then Pair Controller. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Updating Firmware&#039;&#039;&#039;: When SteamVR notifies you about outdated firmware. Connect the Controller to your PC with the microUSB cable to update automatically.&lt;br /&gt;
&lt;br /&gt;
===Base Stations Setup===&lt;br /&gt;
&#039;&#039;&#039;Placing the base stations&#039;&#039;&#039;: &lt;br /&gt;
#Mount the base stations diagonally at the opposite corners of your [[#Play Area Requirements|play area]], ideally more than 2m (6 ft 6in) above ground.&lt;br /&gt;
#Use the mounting kits, tripods, book shelves, poles and light stands to mount the base stations. Find stable places and secure them so they cannot be easily moved or jostled. &lt;br /&gt;
#Make sure the front of the base stations are facing the center of the play area. Each base station has 120 degrees [[FOV]], tilt them about 30 to 45 degrees to fully cover the play area.&lt;br /&gt;
#Connect the base stations to power outlets with power cables. &lt;br /&gt;
#Connect the base stations and set channels:&lt;br /&gt;
##Without Sync Cable: Press the Channel buttons at the back of the base stations so that one base station is set to channel “b”, while the other is set to channel “c”.&lt;br /&gt;
##With Sync Cable: Press the Channel buttons at the back of the base stations so that one base station is set to channel “A”, while the other is set to channel “b”.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Using the mounting kits&#039;&#039;&#039;:&lt;br /&gt;
#Mark where you want to install each of the mounts on your wall, and then screw the mounts in. &lt;br /&gt;
#Rotate the base station to screw it onto the threaded ball joint. Do not screw the base station all the way in, only enough to be stable and oriented correctly.&lt;br /&gt;
#Tighten the wingnut to the base station to secure it in place.&lt;br /&gt;
#To adjust the angle of the base station, loosen the clamping ring while carefully holding the base station to prevent it from falling.&lt;br /&gt;
#Tilt the base station toward the play area.&lt;br /&gt;
#Connect the power cables to each base station and its power outlet.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Update base station firmware&#039;&#039;&#039;: When SteamVR indicates that base station firmware is out of date, unplug and unmount the base stations. Connect the base stations to the PC with a microUSB cable, one at a time. While pressing the Channel button at the back of the base station, plug in the base station’s power adapter. Update should start automatically once SteamVR detects the base station.&lt;br /&gt;
&lt;br /&gt;
===Play Area Setup===&lt;br /&gt;
{{see also|#Play Area Requirements}}&lt;br /&gt;
*The minimum space for a room-scale VR experience is 2m x 1.5m (6ft 6in x 5ft). Standing and seated VR experiences do not require much space. &lt;br /&gt;
&lt;br /&gt;
*Clear of furnitures and other obstacles in the play area. &lt;br /&gt;
&lt;br /&gt;
*Place the PC near the play area. The HMD cable is 5m (16ft 4in) long.&lt;br /&gt;
&lt;br /&gt;
*Place the base stations diagonal to each other, on the opposite corners of the play area space. Make sure there are power outlets near the base stations. Use 12V extension cords as needed.&lt;br /&gt;
&lt;br /&gt;
*Do not leave your HMD in direct sunlight, display can be damaged.&lt;br /&gt;
&lt;br /&gt;
===Software Setup===&lt;br /&gt;
#Download the setup from http://www.htcvive.com/SETUP&lt;br /&gt;
#Install Vive software&lt;br /&gt;
#Install Steam software&lt;br /&gt;
#Install SteamVR&lt;br /&gt;
#Launch SteamVR&lt;br /&gt;
#Pair HMD and Controllers from the SteamVR menu.&lt;br /&gt;
&lt;br /&gt;
===Setup Tips and Tricks===&lt;br /&gt;
*During Play Area Setup, the system asks you to point your controller at your computer monitor. The system performs this because it wants to establish the forward position in VR about 180 degrees from the monitor. It assumes that your computer is in the direction of the monitor and wants you to face opposite of the computer so your cables will go smoothly from the back of your head to the computer.&lt;br /&gt;
&lt;br /&gt;
*During the Play Area Setup, If you have trouble setting up the floor area, try placing your controllers upside down. It can give more accurate readings.&lt;br /&gt;
&lt;br /&gt;
*Be sure to turn on &#039;&#039;Enable Bluetooth communication&#039;&#039; in the General tab of the Settings. It not only allows you to connect your HMD to your phone but also makes your Base Stations &amp;quot;smarter&amp;quot;. Now when you don&#039;t have SteamVR on, your Base Stations will power down and go to stand by mode. You will no longer hear the humming noise created by the spinning gyroscopes inside the Base Stations.&lt;br /&gt;
&lt;br /&gt;
*Take a look at the Audio tab in the Settings. You can do things such as mirror your audio from VR in the speakers.&lt;br /&gt;
&lt;br /&gt;
*In Settings, you can enable the front facing camera in your HMD.&lt;br /&gt;
&lt;br /&gt;
*In VR, at the bottom of your controller you not only have battery indicators but also left and right hand signs to show which controller is for which hand.&lt;br /&gt;
&lt;br /&gt;
*[[SteamVR Desktop Theater Mode]], which you can activate only in VR, allows you to play non-VR Steam games on a big screen in VR.&lt;br /&gt;
&lt;br /&gt;
==Input Devices==&lt;br /&gt;
[[SteamVR Controllers]] - 1 held in each hand, these controllers are tracked by the same system as the HMD ([[Lighthouse]]). &lt;br /&gt;
&lt;br /&gt;
Other devices compatible with [[Steam]]&lt;br /&gt;
&lt;br /&gt;
==Accessories==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style= &amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Accessory&lt;br /&gt;
! Cost When&amp;lt;br&amp;gt;Purchased Separately&lt;br /&gt;
|-&lt;br /&gt;
|[[SteamVR Base Stations|Base Station]] with AC || $135&lt;br /&gt;
|-&lt;br /&gt;
|[[SteamVR Controllers|Controller]] with AC || $130&lt;br /&gt;
|-&lt;br /&gt;
|HDMI 3-in-1 Cable || $40&lt;br /&gt;
|-&lt;br /&gt;
|Control Box (no AC) || $30&lt;br /&gt;
|-&lt;br /&gt;
|USB 2.0 Cable (AA) 4.5mm || $10&lt;br /&gt;
|-&lt;br /&gt;
|Face Cushion Set of 2 (Narrow) || $25 &lt;br /&gt;
|-&lt;br /&gt;
|Face Cushion Set of 2 (Wide) || $25 &lt;br /&gt;
|-&lt;br /&gt;
|Nose Rest Set of 3 (Narrow) || $13 &lt;br /&gt;
|-&lt;br /&gt;
|Nose Rest Set of 3 (Wide) || $13 &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Apps==&lt;br /&gt;
&#039;&#039;&#039;[[HTC Vive Apps]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Second Bundle (August 12, 2016 and onward): HTC Vive CV1 is shipped with 3 free games: [[Tilt Brush]] by [[Google]], [[The Gallery - Episode 1: Call of the Starseed]] by [[Cloudhead Games]] and [[Zombie Training Simulator]] by [[Acceleroto]].&lt;br /&gt;
&lt;br /&gt;
First Bundle (no longer available): HTC Vive CV1 is shipped with 3 free games: [[Job Simulator: The 2050 Archives]] by [[Owlchemy Labs]], [[Fantastic Contraption]] by [[Northway Games]] and [[Tilt Brush]] by [[Google]].&lt;br /&gt;
&lt;br /&gt;
[[The Lab]] by [[Valve]] is available for free to all Vive users.&lt;br /&gt;
&lt;br /&gt;
==Connecting to Your Phone==&lt;br /&gt;
Users can install the Vive mobile app on their phone from the App Store&amp;lt;ref&amp;gt;https://itunes.apple.com/us/app/htc-vive/id1091173853?mt=8&amp;lt;/ref&amp;gt; or Google Play&amp;lt;ref&amp;gt;https://play.google.com/store/apps/details?id=com.htc.vivephoneservice&amp;amp;hl=en&amp;lt;/ref&amp;gt;. The apps enable your HTC Vive HMD to connect to your mobile phones through Bluetooth. It allows your Vive HMD to receive calls, texts and calendar reminders while your are in [[VR]].&lt;br /&gt;
&lt;br /&gt;
To make phone calls, users need to download the Vive software package &amp;lt;ref&amp;gt;https://www.htcvive.com/us/setup/&amp;lt;/ref&amp;gt; for their PC. Now when you receive a call or text, you&#039;ll be able to call back the individual through the Vive menu.&lt;br /&gt;
&lt;br /&gt;
==Developer==&lt;br /&gt;
&lt;br /&gt;
==Tracking volume==&lt;br /&gt;
{{see also|Tracking volume}}&lt;br /&gt;
[[File:htc vive tracking volume1.png|400px]]&lt;br /&gt;
&lt;br /&gt;
120°H x 120°V (&amp;gt;21 feet range)&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&#039;&#039;&#039;February 29, 2016&#039;&#039;&#039; - Pre-orders for HTC Vive CV1 begin.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;April 5, 2016&#039;&#039;&#039; - HTC Vive CV1 is officially released.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;April 26, 2016&#039;&#039;&#039; - [[Vive X]], $100 million [[HTC Vive]] accelerator program was announced. Vive X will be involved in Seed and Series A investments and are located in Beijing, Taipei and San Francisco.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;June 9, 2016&#039;&#039;&#039; - Business Edition of Vive is announced.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;October 26, 2016&#039;&#039;&#039; - Hundreds of Vive VR cafes are scheduled to roll out in China in 2016 and 2017.&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
[[File:htc vive cv1 set1.jpg|300px]] [[File:htc vive cv1 hmd2.jpg|300px]] [[File:htc vive cv1 controllers1.jpg|300px]]&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Devices]] [[Category:Virtual Reality Devices]]&lt;/div&gt;</summary>
		<author><name>OptoVR</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=HTC_Vive&amp;diff=20485</id>
		<title>HTC Vive</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=HTC_Vive&amp;diff=20485"/>
		<updated>2017-04-04T19:35:43Z</updated>

		<summary type="html">&lt;p&gt;OptoVR: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Device Infobox&lt;br /&gt;
|image=[[File:htv vive cv1 hmd1.jpg|350px]]&lt;br /&gt;
|VR/AR=[[Virtual Reality]]&lt;br /&gt;
|Type=[[Head-mounted display]]&lt;br /&gt;
|Subtype=[[Discrete HMD]]&lt;br /&gt;
|Platform=[[SteamVR]]&lt;br /&gt;
|Developer=[[HTC]], [[Valve]]&lt;br /&gt;
|Operating System=[[Windows]]&lt;br /&gt;
|Requires=PC&lt;br /&gt;
|Predecessor=[[HTC Vive Pre]]&lt;br /&gt;
|Successor=[[HTC Vive CV2]]&lt;br /&gt;
|Display=Dual Panel&lt;br /&gt;
|Resolution=2160 x 1200 (1080 x 1200 per eye)&lt;br /&gt;
|Pixel Density=455.63 PPI per eye&lt;br /&gt;
|Refresh Rate=90 Hz&lt;br /&gt;
|Persistence=1.9ms&lt;br /&gt;
|Field of View=110° (diagonal)&lt;br /&gt;
|Optics=Fresnel Lenses&lt;br /&gt;
|Tracking=6DOF&lt;br /&gt;
|Rotational Tracking=[[Gyroscope]], [[Accelerometer]], Laser Position Sensor&lt;br /&gt;
|Positional Tracking=[[Base Stations]]&lt;br /&gt;
|Update Rate=Rotational: 1000Hz, Positional: 60Hz&lt;br /&gt;
|Tracking Volume=120°H x 120°V (over 21 feet range)&lt;br /&gt;
|Motion to Photon Latency=7ms (no load), 15ms (medium load)&lt;br /&gt;
|Audio=Built-in headphones, external headphones&lt;br /&gt;
|Camera=Pass-through camera&lt;br /&gt;
|Sensors=&lt;br /&gt;
|Input=Controllers in both hands&lt;br /&gt;
|Connectivity=2 HDMI ports, 2 USB ports, 1 headphone jack&lt;br /&gt;
|Cable Length=5+ meters&lt;br /&gt;
|Release Date=April 5, 2016&lt;br /&gt;
|Price=$799, €899, £689, Business Edition: $1200&lt;br /&gt;
|Website=http://www.htcvr.com/&lt;br /&gt;
}}&lt;br /&gt;
{{see also|HTC Vive Developer Editions}}&lt;br /&gt;
[[HTC Vive]] also known as &#039;&#039;&#039;HTC Vive CV1&#039;&#039;&#039; or simply as the &#039;&#039;&#039;Vive&#039;&#039;&#039; is the first consumer version of [[HTC Vive (Platform)]] [[Virtual Reality Devices|Virtual Reality HMD]] developed by [[HTC]]. It is part of the [[SteamVR]] ecosystem created by [[Valve]].&lt;br /&gt;
&lt;br /&gt;
Pre-orders for the Vive begins on February 29, 2016 for $799. Vive released on April 5, 2016. HTC Vive CV1 comes with the [[head-mounted display]], 2 [[SteamVR Controllers|wireless, motion tracked controllers]] and 2 [[lighthouse]] [[Base Stations]] positional sensors that enable [[room-scale VR]]. &lt;br /&gt;
&lt;br /&gt;
On June 9, 2016, Vive announced Business Edition of Vive, called Vive BE, for $1200. While the only physical difference between Vive and Vive BE is 2 extra face cushions, Business Edition includes a 12-month limited warranty and a dedicated Vive BE customer support line.&lt;br /&gt;
==Features==&lt;br /&gt;
*[[Room-scale VR]] - Move around freely in a 12 feet by 12 feet space. Both HMD and the 2 controllers are accurately tracked within that space.&lt;br /&gt;
&lt;br /&gt;
*[[Wireless SteamVR Controllers]] - Input with 2 motion-tracked controllers, 1 held in each hand. &lt;br /&gt;
&lt;br /&gt;
*[[Chaperone]] - Prevents the user from bumping into real life walls and other obstacles.&lt;br /&gt;
&lt;br /&gt;
*Front facing camera - Allows the user see the real life environment in front of them while wearing the HMD.&lt;br /&gt;
&lt;br /&gt;
*[[#Connecting to Your Phone|Smartphone connectivity]] - Connect the HMD to your smartphone via Bluetooth, allowing the user to receive calls, messages remainders and return calls.&lt;br /&gt;
&lt;br /&gt;
==Hardware==&lt;br /&gt;
===Review===&lt;br /&gt;
&#039;&#039;&#039;Design and Ergonomics&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
The all-black HMD is sleek and sturdy. It is secured to the user&#039;s head with a harness-like series of straps. The user&#039;s face contacts the HMD with a soft and comfortable facial interface. The foam gasket part of the interface can be removed and replaced by lifting it from the velcro. Vive comes with 2 foam gaskets: the larger &amp;quot;Wide Face&amp;quot; and the smaller &amp;quot;Thin Face&amp;quot;. The You can change the distance between the [[lenses]] to fit your [[IPD]] with the dial on the right side of HMD. [[Eye relief]], the distance between the lenses and your eyes, can be adjusted with 2 gray knobs that you can pull out and rotate to extend or retract the sides of the HMD. While this function allows the Vive to accommodate most glasses, please be aware that increasing the eye relief does negatively affect the [[FOV]]. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Display and Optics&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Vive features dual OLED panel displays of 1080 x 1200 per eye. The colors are vibrant, the [[resolution]] is adequate and the [[screen door effect]] is minimal. The only glaring flaw of Vive&#039;s display and optics system is the [[god rays]]. The god rays are caused by [[Fresnel lenses]]&#039; ridges which scatter light. They look similar to lens flares and are noticeable whenever there are high contract elements on the screen i.e. white text on a black background. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Front facing camera&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
A camera is located in the front, bottom of the HMD. The camera can bring up a wide [[FOV]] view of the environment that is in front of you. Players can activate the camera by double tapping of SteamVR controller&#039;s &amp;quot;System&amp;quot; button or set it to automatically activate when you wander too close to the [[Chaperone]] boundaries. Working in conjunction with Chaperone, the camera create another layer that keeps the player safe while moving around wearing the HMD. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracking&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
[[Tracking]] in Vive has no visible [[latency]]. The [[Tracking#Systems|tracking system]] employed by HTC Vive is called [[Lighthouse]]. While [[rotational tracking]] is achieved with [[IMUs]], [[positional tracking]] is accomplish with 2 IR base stations called [[Base Stations]]. The Base Stations would constantly flood the room with IR that are detected by sensors on the HMD and [[SteamVR Controllers]]. HMD and controllers would figure out where they are in relation to the Base Stations ([[inside-out tracking]]). Vive&#039;s tracking is designed for both [[Seated VR|seated]],  [[standing VR|standing]] and most importantly [[Room-scale VR]] experiences. &lt;br /&gt;
&lt;br /&gt;
Vive is designed to accurately track the position and orientation of the HMD and [[SteamVR Controllers|controllers]] within 12 by 12 feet space.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Voice and Audio&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Vive has a built-in mic but does not have built-in headphones. It comes with a set of earbuds that can be plugged into a headphone jack extending from the HMD.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cables and Ports&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
===In The Box===&lt;br /&gt;
[[File:htc vive cv1 in the box1.jpg|400px|right]]&lt;br /&gt;
A. 2 [[Base Stations]]&lt;br /&gt;
&lt;br /&gt;
B. Sync cable - optional&lt;br /&gt;
&lt;br /&gt;
C. 2 Base station power adapter &lt;br /&gt;
&lt;br /&gt;
D. Mount kit&lt;br /&gt;
&lt;br /&gt;
E. Link box&lt;br /&gt;
&lt;br /&gt;
F. Link box mounting pad&lt;br /&gt;
&lt;br /&gt;
G. Link box power adapter&lt;br /&gt;
&lt;br /&gt;
H. HDMI cable&lt;br /&gt;
&lt;br /&gt;
I. USB cable&lt;br /&gt;
&lt;br /&gt;
J. Earbuds&lt;br /&gt;
&lt;br /&gt;
K. Alternate face cushion (narrow) - &lt;br /&gt;
&lt;br /&gt;
L. Cleaning cloth&lt;br /&gt;
&lt;br /&gt;
M. Documentation&lt;br /&gt;
&lt;br /&gt;
N. Headset with 3-in-1 cable and audio cable&lt;br /&gt;
&lt;br /&gt;
O. 2 Controllers (with lanyard)&lt;br /&gt;
&lt;br /&gt;
P. 2 Micro-USB charger&lt;br /&gt;
&lt;br /&gt;
===Specifications===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Part&lt;br /&gt;
!Spec&lt;br /&gt;
|-&lt;br /&gt;
|Display || Dual OLED Panels&lt;br /&gt;
|-&lt;br /&gt;
|Resolution || 2160 x 1200 (1080 x 1200 per eye)&lt;br /&gt;
|-&lt;br /&gt;
|Pixel density || ???&lt;br /&gt;
|-&lt;br /&gt;
|Refresh rate || 90 Hz&lt;br /&gt;
|-&lt;br /&gt;
|Persistence || Low&lt;br /&gt;
|-&lt;br /&gt;
|Field of View || 110° (diagonal)&lt;br /&gt;
|-&lt;br /&gt;
|Optics || [[Fresnel lenses]]&lt;br /&gt;
|-&lt;br /&gt;
|[[IPD]] || 60.2-74.5mm &lt;br /&gt;
|-&lt;br /&gt;
|[[Tracking]] || 6 degrees of freedom&lt;br /&gt;
|-&lt;br /&gt;
|[[Rotational tracking]] || [[Gyroscope]], [[Accelerometer]], [[Magnetometer]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Positional tracking]] || [[Base Stations]]&lt;br /&gt;
|-&lt;br /&gt;
|Update Rate || Rotational: 1000Hz, Positional: 60Hz&lt;br /&gt;
|-&lt;br /&gt;
|[[#Tracking volume|Tracking Volume]] || 120°H x 120°V (&amp;gt;21 feet range)&lt;br /&gt;
|-&lt;br /&gt;
|Latency || &lt;br /&gt;
|-&lt;br /&gt;
|Connectivity || Multi-part cable with HDMI, USB and power that is connected to a junction box&lt;br /&gt;
|-&lt;br /&gt;
|Weight || 555 grams (1.2 pounds)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==System Requirements==&lt;br /&gt;
===Recommended===&lt;br /&gt;
*&#039;&#039;&#039;GPU&#039;&#039;&#039;: NVIDIA® GeForce® GTX 970, AMD Radeon™ R9 290 equivalent or better&lt;br /&gt;
*&#039;&#039;&#039;CPU&#039;&#039;&#039;: Intel® i5-4590 / AMD FX 8350 equivalent or better&lt;br /&gt;
*&#039;&#039;&#039;RAM&#039;&#039;&#039;: 4 GB or more&lt;br /&gt;
*&#039;&#039;&#039;Video Output&#039;&#039;&#039;: HDMI 1.4, DisplayPort 1.2 or newer&lt;br /&gt;
*&#039;&#039;&#039;USB Port&#039;&#039;&#039;: 1x USB 2.0 or better port&lt;br /&gt;
*&#039;&#039;&#039;Operating System&#039;&#039;&#039;: Windows 7 SP1, Windows 8.1 or later, Windows 10&lt;br /&gt;
&lt;br /&gt;
===SteamVR Performance Test===&lt;br /&gt;
[http://store.steampowered.com/app/323910 SteamVR Performance Test] is a benchmark software that checks if your system is ready for Vive. It checks your system&#039;s OS, GPU and CPU to see if it has the capability of running VR at 90 FPS and whether VR content can tune the visual fidelity up to the recommended level.&lt;br /&gt;
&lt;br /&gt;
==Play Area Requirements==&lt;br /&gt;
{{see also|#Play Area Setup}}&lt;br /&gt;
The play area sets the virtual boundaries of Vive. Your interaction with VR objects happen within the play area. &lt;br /&gt;
*Make sure your play area is free of furniture and other obstacles. &lt;br /&gt;
*Place your PC next to the play area because the cable of your HMD connecting to your PC is 5 meters long. &lt;br /&gt;
*Make sure your base stations are mounted near power outlets.&lt;br /&gt;
===Room-scale VR Requirements===&lt;br /&gt;
For [[Room-scale VR]], you need a space where you can move freely.&lt;br /&gt;
*Minimum room size: 2 m x 1.5 m (6 feet 6 inches x 5 feet)&lt;br /&gt;
*Maximum between base stations: 5 m (16 feet), Room size: 3.5 m x 3.5 m (11 feet 7 inches x 11 feet 7 inches)&lt;br /&gt;
**Base stations can track further but the length of headset cable is 5 meters.&lt;br /&gt;
&lt;br /&gt;
===Standing/Seated VR Requirements===&lt;br /&gt;
*No minimum space requirements&lt;br /&gt;
&lt;br /&gt;
==Setup Tutorial==&lt;br /&gt;
===HMD Setup===&lt;br /&gt;
&#039;&#039;&#039;Putting the HMD on&#039;&#039;&#039;:&lt;br /&gt;
#Pull the HMD down over your eyes.&lt;br /&gt;
#Slide the straps around the back of your head, and adjust them so that the headset fits.&lt;br /&gt;
#Make sure that the 3-in-1 cables pass through the sleeve at the back of the headset, and are positioned straight down your back.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Adjusting the Head Straps to Fit Perfectly&#039;&#039;&#039;:&lt;br /&gt;
#Walk towards your chaperone boundaries with the Vive on. Get really close to them.&lt;br /&gt;
#Adjust the Vive left and right until the vertical lines don&#039;t have &amp;quot;god rays&amp;quot;. They should become solid and not look smudgy. Once you find a good placement tighten down the side straps.&lt;br /&gt;
#Adjust the Vive up and down until the horizontal chaperone lines don&#039;t look blurry/smudged and don&#039;t have god rays. Tighten the top strap until it&#039;s a nice snug fit.&lt;br /&gt;
#Turn the IPD all the way up, you&#039;ll probably notice the chaperone lines getting blurry. Once it&#039;s at max, bring it back down and they&#039;ll become more in focus. Once they start getting blurry again just open the IPD up a bit, like focusing binoculars.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Adjust IPD&#039;&#039;&#039;: [[IPD]] is the distance between the center of the pupils of in your eyes. You can adjust the distance between the [[lenses]] to match the distance between your pupils by turning the knob on the right side of HMD.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Adjust Eye relief&#039;&#039;&#039;: [[Eye-relief]] is the distance between the lenses and your eyes. Keep the lenses as close as possible because increasing the eye-relief lowers the [[field of view]]. Only increase it if you really need to, such as fitting eye glasses. You can adjust your eye-relief with the 2 large, circular knobs on the sides of HMD. Pull the knobs out then rotate them to increase or decrease the distance. Press them back in to lock the HMD in place.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Replace face cushion&#039;&#039;&#039;: If the face cushion is too wide, replace it with the thin cushion cushion. You can exchange the cushions by peeling the velcro off from the two ends.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Replace nose rest&#039;&#039;&#039;: Remove the nose rest by peeling the flap too. Replace the nose rest by pressing the tabs into their slots and make sure that the flaps are behind the face cushion.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unplugging the 3-in-1 cable&#039;&#039;&#039;: Slide open the small compartment on top to reveal the cables. Pull the tag to unplug the HDMI cable. Unplug the other cables (USB and power). Slide the cover back on to close the compartment.&lt;br /&gt;
&lt;br /&gt;
===Link Box Setup===&lt;br /&gt;
#Connect the 3-in-1 cable from the HMD to the orange trim side of the link box.&lt;br /&gt;
#Connect the power adapter cable to its corresponding port on the link box, then plug the other side of the cable to an electrical outlet.&lt;br /&gt;
#Insert the HDMI cable to the HDMI port on the link box, and then insert the other end to the HDMI port on your computer&#039;s graphic card.&lt;br /&gt;
#Insert the USB cable on the USB port on the link box, and then insert the opposite end on your computer&#039;s USB port.&lt;br /&gt;
#You can permanently secure the link box to an area by using the adhesive pad.&lt;br /&gt;
&lt;br /&gt;
===Controllers Setup===&lt;br /&gt;
&#039;&#039;&#039;Charging&#039;&#039;&#039;: Charge the Controller with the microUSB cable and/or power adapter. You can check the battery level of the controllers when no apps are running, or when the System Dashboard is up.&lt;br /&gt;
Dashboard is up.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;On/Off&#039;&#039;&#039;: To turn the Controller on, press the System button until you hear a beep. To turn the Controller off, press and hold the System button until you hear a beep. Controller automatically turns off when it is idled for a long time or when you exit SteamVR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pairing with HMD&#039;&#039;&#039;: Controller pairs with the HMD automatically when it is on. To manually pair,  launch the SteamVR app, tap Down, and then select Devices then Pair Controller. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Updating Firmware&#039;&#039;&#039;: When SteamVR notifies you about outdated firmware. Connect the Controller to your PC with the microUSB cable to update automatically.&lt;br /&gt;
&lt;br /&gt;
===Base Stations Setup===&lt;br /&gt;
&#039;&#039;&#039;Placing the base stations&#039;&#039;&#039;: &lt;br /&gt;
#Mount the base stations diagonally at the opposite corners of your [[#Play Area Requirements|play area]], ideally more than 2m (6 ft 6in) above ground.&lt;br /&gt;
#Use the mounting kits, tripods, book shelves, poles and light stands to mount the base stations. Find stable places and secure them so they cannot be easily moved or jostled. &lt;br /&gt;
#Make sure the front of the base stations are facing the center of the play area. Each base station has 120 degrees [[FOV]], tilt them about 30 to 45 degrees to fully cover the play area.&lt;br /&gt;
#Connect the base stations to power outlets with power cables. &lt;br /&gt;
#Connect the base stations and set channels:&lt;br /&gt;
##Without Sync Cable: Press the Channel buttons at the back of the base stations so that one base station is set to channel “b”, while the other is set to channel “c”.&lt;br /&gt;
##With Sync Cable: Press the Channel buttons at the back of the base stations so that one base station is set to channel “A”, while the other is set to channel “b”.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Using the mounting kits&#039;&#039;&#039;:&lt;br /&gt;
#Mark where you want to install each of the mounts on your wall, and then screw the mounts in. &lt;br /&gt;
#Rotate the base station to screw it onto the threaded ball joint. Do not screw the base station all the way in, only enough to be stable and oriented correctly.&lt;br /&gt;
#Tighten the wingnut to the base station to secure it in place.&lt;br /&gt;
#To adjust the angle of the base station, loosen the clamping ring while carefully holding the base station to prevent it from falling.&lt;br /&gt;
#Tilt the base station toward the play area.&lt;br /&gt;
#Connect the power cables to each base station and its power outlet.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Update base station firmware&#039;&#039;&#039;: When SteamVR indicates that base station firmware is out of date, unplug and unmount the base stations. Connect the base stations to the PC with a microUSB cable, one at a time. While pressing the Channel button at the back of the base station, plug in the base station’s power adapter. Update should start automatically once SteamVR detects the base station.&lt;br /&gt;
&lt;br /&gt;
===Play Area Setup===&lt;br /&gt;
{{see also|#Play Area Requirements}}&lt;br /&gt;
*The minimum space for a room-scale VR experience is 2m x 1.5m (6ft 6in x 5ft). Standing and seated VR experiences do not require much space. &lt;br /&gt;
&lt;br /&gt;
*Clear of furnitures and other obstacles in the play area. &lt;br /&gt;
&lt;br /&gt;
*Place the PC near the play area. The HMD cable is 5m (16ft 4in) long.&lt;br /&gt;
&lt;br /&gt;
*Place the base stations diagonal to each other, on the opposite corners of the play area space. Make sure there are power outlets near the base stations. Use 12V extension cords as needed.&lt;br /&gt;
&lt;br /&gt;
*Do not leave your HMD in direct sunlight, display can be damaged.&lt;br /&gt;
&lt;br /&gt;
===Software Setup===&lt;br /&gt;
#Download the setup from http://www.htcvive.com/SETUP&lt;br /&gt;
#Install Vive software&lt;br /&gt;
#Install Steam software&lt;br /&gt;
#Install SteamVR&lt;br /&gt;
#Launch SteamVR&lt;br /&gt;
#Pair HMD and Controllers from the SteamVR menu.&lt;br /&gt;
&lt;br /&gt;
===Setup Tips and Tricks===&lt;br /&gt;
*During Play Area Setup, the system asks you to point your controller at your computer monitor. The system performs this because it wants to establish the forward position in VR about 180 degrees from the monitor. It assumes that your computer is in the direction of the monitor and wants you to face opposite of the computer so your cables will go smoothly from the back of your head to the computer.&lt;br /&gt;
&lt;br /&gt;
*During the Play Area Setup, If you have trouble setting up the floor area, try placing your controllers upside down. It can give more accurate readings.&lt;br /&gt;
&lt;br /&gt;
*Be sure to turn on &#039;&#039;Enable Bluetooth communication&#039;&#039; in the General tab of the Settings. It not only allows you to connect your HMD to your phone but also makes your Base Stations &amp;quot;smarter&amp;quot;. Now when you don&#039;t have SteamVR on, your Base Stations will power down and go to stand by mode. You will no longer hear the humming noise created by the spinning gyroscopes inside the Base Stations.&lt;br /&gt;
&lt;br /&gt;
*Take a look at the Audio tab in the Settings. You can do things such as mirror your audio from VR in the speakers.&lt;br /&gt;
&lt;br /&gt;
*In Settings, you can enable the front facing camera in your HMD.&lt;br /&gt;
&lt;br /&gt;
*In VR, at the bottom of your controller you not only have battery indicators but also left and right hand signs to show which controller is for which hand.&lt;br /&gt;
&lt;br /&gt;
*[[SteamVR Desktop Theater Mode]], which you can activate only in VR, allows you to play non-VR Steam games on a big screen in VR.&lt;br /&gt;
&lt;br /&gt;
==Input Devices==&lt;br /&gt;
[[SteamVR Controllers]] - 1 held in each hand, these controllers are tracked by the same system as the HMD ([[Lighthouse]]). &lt;br /&gt;
&lt;br /&gt;
Other devices compatible with [[Steam]]&lt;br /&gt;
&lt;br /&gt;
==Accessories==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style= &amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Accessory&lt;br /&gt;
! Cost When&amp;lt;br&amp;gt;Purchased Separately&lt;br /&gt;
|-&lt;br /&gt;
|[[SteamVR Base Stations|Base Station]] with AC || $135&lt;br /&gt;
|-&lt;br /&gt;
|[[SteamVR Controllers|Controller]] with AC || $130&lt;br /&gt;
|-&lt;br /&gt;
|HDMI 3-in-1 Cable || $40&lt;br /&gt;
|-&lt;br /&gt;
|Control Box (no AC) || $30&lt;br /&gt;
|-&lt;br /&gt;
|USB 2.0 Cable (AA) 4.5mm || $10&lt;br /&gt;
|-&lt;br /&gt;
|Face Cushion Set of 2 (Narrow) || $25 &lt;br /&gt;
|-&lt;br /&gt;
|Face Cushion Set of 2 (Wide) || $25 &lt;br /&gt;
|-&lt;br /&gt;
|Nose Rest Set of 3 (Narrow) || $13 &lt;br /&gt;
|-&lt;br /&gt;
|Nose Rest Set of 3 (Wide) || $13 &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Apps==&lt;br /&gt;
&#039;&#039;&#039;[[HTC Vive Apps]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Second Bundle (August 12, 2016 and onward): HTC Vive CV1 is shipped with 3 free games: [[Tilt Brush]] by [[Google]], [[The Gallery - Episode 1: Call of the Starseed]] by [[Cloudhead Games]] and [[Zombie Training Simulator]] by [[Acceleroto]].&lt;br /&gt;
&lt;br /&gt;
First Bundle (no longer available): HTC Vive CV1 is shipped with 3 free games: [[Job Simulator: The 2050 Archives]] by [[Owlchemy Labs]], [[Fantastic Contraption]] by [[Northway Games]] and [[Tilt Brush]] by [[Google]].&lt;br /&gt;
&lt;br /&gt;
[[The Lab]] by [[Valve]] is available for free to all Vive users.&lt;br /&gt;
&lt;br /&gt;
==Connecting to Your Phone==&lt;br /&gt;
Users can install the Vive mobile app on their phone from the App Store&amp;lt;ref&amp;gt;https://itunes.apple.com/us/app/htc-vive/id1091173853?mt=8&amp;lt;/ref&amp;gt; or Google Play&amp;lt;ref&amp;gt;https://play.google.com/store/apps/details?id=com.htc.vivephoneservice&amp;amp;hl=en&amp;lt;/ref&amp;gt;. The apps enable your HTC Vive HMD to connect to your mobile phones through Bluetooth. It allows your Vive HMD to receive calls, texts and calendar reminders while your are in [[VR]].&lt;br /&gt;
&lt;br /&gt;
To make phone calls, users need to download the Vive software package &amp;lt;ref&amp;gt;https://www.htcvive.com/us/setup/&amp;lt;/ref&amp;gt; for their PC. Now when you receive a call or text, you&#039;ll be able to call back the individual through the Vive menu.&lt;br /&gt;
&lt;br /&gt;
==Developer==&lt;br /&gt;
&lt;br /&gt;
==Tracking volume==&lt;br /&gt;
{{see also|Tracking volume}}&lt;br /&gt;
[[File:htc vive tracking volume1.png|400px]]&lt;br /&gt;
&lt;br /&gt;
120°H x 120°V (&amp;gt;21 feet range)&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&#039;&#039;&#039;February 29, 2016&#039;&#039;&#039; - Pre-orders for HTC Vive CV1 begin.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;April 5, 2016&#039;&#039;&#039; - HTC Vive CV1 is officially released.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;April 26, 2016&#039;&#039;&#039; - [[Vive X]], $100 million [[HTC Vive]] accelerator program was announced. Vive X will be involved in Seed and Series A investments and are located in Beijing, Taipei and San Francisco.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;June 9, 2016&#039;&#039;&#039; - Business Edition of Vive is announced.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;October 26, 2016&#039;&#039;&#039; - Hundreds of Vive VR cafes are scheduled to roll out in China in 2016 and 2017.&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
[[File:htc vive cv1 set1.jpg|300px]] [[File:htc vive cv1 hmd2.jpg|300px]] [[File:htc vive cv1 controllers1.jpg|300px]]&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Devices]] [[Category:Virtual Reality Devices]]&lt;/div&gt;</summary>
		<author><name>OptoVR</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Daydream_View&amp;diff=20484</id>
		<title>Daydream View</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Daydream_View&amp;diff=20484"/>
		<updated>2017-04-04T19:34:03Z</updated>

		<summary type="html">&lt;p&gt;OptoVR: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{Device Infobox&lt;br /&gt;
|image={{#ev:youtube|rLLAA4ENIP4|350}}&lt;br /&gt;
|VR/AR=[[Virtual Reality]]&lt;br /&gt;
|Type=[[Head-mounted display]]&lt;br /&gt;
|Subtype=[[Slide-on HMD]]&lt;br /&gt;
|Platform=[[Daydream]]&lt;br /&gt;
|Creator=&lt;br /&gt;
|Developer=[[Google]]&lt;br /&gt;
|Manufacturer=&lt;br /&gt;
|Operating System=[[Android]]&lt;br /&gt;
|Versions=&lt;br /&gt;
|Requires=Daydream Ready Phones&lt;br /&gt;
|Predecessor=[[Google Cardbord]]&lt;br /&gt;
|Successor=&lt;br /&gt;
|Display=5 / 5.5 inch AMOLED (Pixel / Pixel XL)&lt;br /&gt;
|Resolution=1920 x 1080 / 2560 x 1440 (Pixel / Pixel XL)&lt;br /&gt;
|Pixel Density=&lt;br /&gt;
|Refresh Rate=60 Hz&lt;br /&gt;
|Persistence=5.1ms&lt;br /&gt;
|Field of View=90° (nominal)&lt;br /&gt;
|Tracking=3DOF&lt;br /&gt;
|Rotational Tracking=[[Accelerator]], [[Gyrometer]], [[Proximity]]&lt;br /&gt;
|Positional Tracking=None&lt;br /&gt;
|Update Rate=Rotational: 1000 Hz, high accuracy&lt;br /&gt;
|Latency=Motion to Photon: Less than 10 ms&lt;br /&gt;
|Audio=None?&lt;br /&gt;
|Camera=??&lt;br /&gt;
|Input=[[Daydream Controller]]&lt;br /&gt;
|Connectivity=&lt;br /&gt;
|Weight=???&lt;br /&gt;
|Size=202 x 116 x 93mm&lt;br /&gt;
|Release Date=November 10, 2016&lt;br /&gt;
|Price=$79&lt;br /&gt;
|Website=[https://vr.google.com/daydream/headset/ Daydream View Website]&lt;br /&gt;
}}&lt;br /&gt;
==Introduction==&lt;br /&gt;
[[Daydream]] is a [[Virtual Reality]] [[head-mounted display]] developed by [[Google]] for [[Daydream|Daydream Platform]]. To use Daydream View, users need to mount a [[#Daydream Ready Phones|Daydream ready Smartphone]] inside it. The smartphone serves not only as View&#039;s screen but also as its processor and tracking device. For [[input]], Daydream View has a [[Daydream Controller|small, remote-like controller]] with [[rotational tracking]] (3[[DOF]]) built-in. Neither the HMD nor the controller possess [[positional tracking]].&lt;br /&gt;
&lt;br /&gt;
Announced on October 4, 2016, Daydream View was released in November 10, 2016 for $79. Users who pre-order Pixel or Pixel XL will receive the HMD for free.&lt;br /&gt;
__TOC__&lt;br /&gt;
==Daydream Ready Phones==&lt;br /&gt;
*[[Google Pixel]] - Released on October 20, 2016 for $649&lt;br /&gt;
&lt;br /&gt;
*[[Google Pixel XL]] - Released on October 20, 2016 for $769&lt;br /&gt;
&lt;br /&gt;
==Hardware==&lt;br /&gt;
===Design of HMD===&lt;br /&gt;
Daydream View consists of a plastic body wrapped in soft and cushy fabric. The HMD fits over most eyeglasses and the outer fabric is removable and washable. The overall feel of the HMD is simple and light without being cheap. It comes in 3 colors: slate, snow and crimson.&lt;br /&gt;
&lt;br /&gt;
Unlike [[Gear VR]], which has [[IMUs]], fans and microUSB port, Daydream View has only [[lenses]] and a [[NFC]] tag concealed within the front cover. The HMD does not need to be connected to the phone, the NFC tag detects the phone when it is in place. View not only relies on the phone for processing but also for [[tracking]] (3[[DOF]]).&lt;br /&gt;
&lt;br /&gt;
The front cover of the HMD is mostly open. It relies on a spring-loaded hinge below, an elastic hook above and few high-friction pads to keep the phone in place. This method allows the HMD to be compatible with phones of various sizes and thicknesses. Additionally, there are 2 black capacity pads that touch the phone&#039;s screen. The HMD detects when the phone is in place and these pads adjust the screen to the correct position. &lt;br /&gt;
&lt;br /&gt;
Unlike many other HMD, Daydream View does not have a top strap. It has 1 strap that goes horizontally across your head. It does not use velcro, instead the HMD uses plastic loops to adjust, tighten and loosen the straps.&lt;br /&gt;
&lt;br /&gt;
===Problems===&lt;br /&gt;
[[Light leak]] and [[lens glare]] are two of the problems with the Daydream View. Because the HMD is designed to accommodate phones of various sizes, light from external environment can enter the HMD from the side of lenses. In scenes of high contrast such as white objects on a black background, you&#039;ll see thin layer of light around the edges of your view. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;With Pixel&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Screen door effect]] is less noticeable on View than on [[Rift]] or [[Vive]]. Black smear, dark areas of the screen that smear across light areas during head movement, occurs due to OLED’s inability to change true black pixel colors very rapidly.&lt;br /&gt;
&lt;br /&gt;
===The Controller===&lt;br /&gt;
[[Daydream Controller]] is a small, remote-like [[device]] with [[rotational tracking]] (3[[DOF]]). It allows the user to intuitively point at objects in VR with a mouse cursor. In addition to 3DOF tracking, the controller has a trackpad and 2 round buttons on top and 2 volume buttons on the sides. The controller is wireless and is recharged through a USB-C cable.&lt;br /&gt;
&lt;br /&gt;
==Specifications==&lt;br /&gt;
===Head-Mounted Display===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Part&lt;br /&gt;
!Spec&lt;br /&gt;
|-&lt;br /&gt;
|Field of View||90° (nominal), varies by phone&lt;br /&gt;
|-&lt;br /&gt;
|Dimensions|| 202 x 116 x 93mm&lt;br /&gt;
|-&lt;br /&gt;
|Weight||??g&lt;br /&gt;
|-&lt;br /&gt;
|Sensors||[[Accelerator]], [[Gyrometer]], [[Proximity]]&lt;br /&gt;
|-&lt;br /&gt;
|Tracking||3 degrees of freedom (rotational)&lt;br /&gt;
|-&lt;br /&gt;
|Update Rate|| Rotational Tracking: 1000 Hz, high accuracy&lt;br /&gt;
|-&lt;br /&gt;
|Latency||Motion to Photon Latency: Less than 20ms&lt;br /&gt;
|-&lt;br /&gt;
|Input|| [[Daydream Controller]]&lt;br /&gt;
|-&lt;br /&gt;
|Audio|| None?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Smartphones===&lt;br /&gt;
====Google Pixel / Pixel XL====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Part&lt;br /&gt;
!Spec&lt;br /&gt;
|-&lt;br /&gt;
|Display size || 5 / 5.5 inch AMOLED&lt;br /&gt;
|-&lt;br /&gt;
|[[Resolution]] || 1920 x 1080 / 2560×1440&lt;br /&gt;
|-&lt;br /&gt;
|[[Pixel density]] || &lt;br /&gt;
|-&lt;br /&gt;
|Refresh rate || 60 Hz Low-persistence&lt;br /&gt;
|-&lt;br /&gt;
|RAM || 4GB&lt;br /&gt;
|-&lt;br /&gt;
|Storage || 32 or 128 GB&lt;br /&gt;
|-&lt;br /&gt;
|Battery || 2770 mAh / 3450 mAh&amp;lt;br&amp;gt;Non-removable&lt;br /&gt;
|-&lt;br /&gt;
|Weight || 143g / 168g&lt;br /&gt;
|-&lt;br /&gt;
|OS || Android 7.1 and up&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Requirements====&lt;br /&gt;
*MUST have at least 2 physical cores.&lt;br /&gt;
*MUST support sustained performance mode.&lt;br /&gt;
*MUST support Vulkan Hardware Level 0 and SHOULD support Vulkan Hardware Level 1.&lt;br /&gt;
*MUST support H.264 decoding at least 3840 x 2160 @ 30fps-40Mbps.&lt;br /&gt;
*MUST support HEVC and VP9, MUST be capable to decode at least 1920 x 1080 @ 30 fps-10Mbps and SHOULD be capable to decode 3840 x 2160 @ 30fps-20Mbps (equivalent to 4 instances of 1920 x 1080 @ 30fps-5Mbps).&lt;br /&gt;
*STRONGLY RECOMMENDED to support android.hardware.sensor.hifi_sensors feature and MUST meet the gyroscope, accelerometer, and magnetometer related requirements for android.hardware.hifi_sensors&lt;br /&gt;
*MUST have an embedded screen, and its resolution MUST be at least be Full HD (1080p) and STRONGLY RECOMMENDED to be Quad HD (1440p) or higher&lt;br /&gt;
*MUST measure between 4.7″ and 6″ diagonal&lt;br /&gt;
*MUST update at least 60 Hz while in VR Mode&lt;br /&gt;
*The display latency on Gray-to-Gray, White-to-Black, and Black-to-White switching time MUST be ≤ 3 ms&lt;br /&gt;
*The display MUST support a low-persistence mode with ≤5 ms persistence&lt;br /&gt;
*Device implementations MUST support Bluetooth 4.2 and Bluetooth LE Data Length Extension.&amp;lt;ref&amp;gt;http://source.android.com/compatibility/android-cdd.html#7_9_virtual_reality&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Setup Tutorial==&lt;br /&gt;
Setting up the HMD is very easy.&lt;br /&gt;
#Open the HMD&#039;s front cover and remove the included [[Daydream Controller|controller]].&lt;br /&gt;
#Turn your phone on and put it inside the front cover.&lt;br /&gt;
#Close the cover and place the HMD on your head.&lt;br /&gt;
#Adjust the HMD until the images are clear.&lt;br /&gt;
#Adjust the straps.&lt;br /&gt;
#Calibrate the controller.&lt;br /&gt;
&lt;br /&gt;
==Apps==&lt;br /&gt;
===Daydream Home===&lt;br /&gt;
[[Daydream Home]] &lt;br /&gt;
&lt;br /&gt;
===Other Apps===&lt;br /&gt;
*[[Gunjack 2]]&lt;br /&gt;
*[[Netflix]]&lt;br /&gt;
*[[HBO]]&lt;br /&gt;
*[[Hulu]]&lt;br /&gt;
*[[Star Chart]]&lt;br /&gt;
*[[Google Movies]]&lt;br /&gt;
*[[Google Photos]]&lt;br /&gt;
*[[Google Street View]]&lt;br /&gt;
*[[YouTube VR]]&lt;br /&gt;
*[[Fotonica]]&lt;br /&gt;
*[[Land’s End]]&lt;br /&gt;
*[[Minecraft: Pocket Edition]]&lt;br /&gt;
*[[Lara Croft Go]]&lt;br /&gt;
*[[Talking and Nobody Explodes]]&lt;br /&gt;
*[[Smash Hit]]&lt;br /&gt;
*[[The Room]]&lt;br /&gt;
*[[Google Arts and Culture]]&lt;br /&gt;
*[[Wonderglade]]&lt;br /&gt;
*[[Mekorama]]&lt;br /&gt;
*[[Star Chart VR]]&lt;br /&gt;
*[[Hunter&#039;s Gate]]&lt;br /&gt;
*[[Wall Street Journal]]&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
[[File:daydream view1.jpg|300px]] [[File:daydream view2.jpg|300px]] [[File:daydream view3.png|300px]]&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&#039;&#039;&#039;November 10, 2016&#039;&#039;&#039; - Daydream View is released.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;October 4, 2016&#039;&#039;&#039; - Daydream View is announced.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;May 18, 2016&#039;&#039;&#039; - [[Daydream]] Platform is announced at [[Google I/O 2016]].&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Virtual Reality Devices]]&lt;/div&gt;</summary>
		<author><name>OptoVR</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=PlayStation_VR&amp;diff=20482</id>
		<title>PlayStation VR</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=PlayStation_VR&amp;diff=20482"/>
		<updated>2017-04-04T19:05:25Z</updated>

		<summary type="html">&lt;p&gt;OptoVR: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Device Infobox&lt;br /&gt;
|image={{#ev:youtube|LMq8gQkljMw|350}}&lt;br /&gt;
|VR/AR=[[Virtual Reality]]&lt;br /&gt;
|Type=[[Head-mounted display]]&lt;br /&gt;
|Subtype=[[Discrete HMD]]&lt;br /&gt;
|Platform=[[PlayStation VR]]&lt;br /&gt;
|Creator=&lt;br /&gt;
|Developer=[[Sony]]&lt;br /&gt;
|Manufacturer=Sony&lt;br /&gt;
|Operating System=[[PlayStation 4]], [[PlayStation Vita]]&lt;br /&gt;
|Requires=[[PlayStation 4]]&lt;br /&gt;
|Predecessor=[[Project Morpheus]]&lt;br /&gt;
|Successor=[[PlayStation VR 2]]&lt;br /&gt;
|Display=5.7 inch OLED&lt;br /&gt;
|Resolution=1920 x 1080, 960 x 1080 per eye&lt;br /&gt;
|Pixel Density=386 PPI&lt;br /&gt;
|Refresh Rate=90 Hz, 120 Hz (Pixel persistence 2.5ms)&lt;br /&gt;
|Field of View=100°&lt;br /&gt;
|Optics=??&lt;br /&gt;
|Tracking=6DOF&lt;br /&gt;
|Rotational Tracking=[[Accelerometer]], [[Gyroscope]]&lt;br /&gt;
|Positional Tracking=[[PlayStation Camera]]&lt;br /&gt;
|Update Rate=?&lt;br /&gt;
|Tracking Volume=72°H x 45°V (15 feet range estimated)&lt;br /&gt;
|Latency=Less than 18ms&lt;br /&gt;
|Audio=[[3D audio]]&lt;br /&gt;
|Input=[[DualShock 4 Wireless Controller]], [[PlayStation Move Motion Controller]], [[PlayStation VR Aim]]&lt;br /&gt;
|Connectivity=HDMI, USB&lt;br /&gt;
|Weight=&lt;br /&gt;
|Cable Length=??&lt;br /&gt;
|Release Date=October 13, 2016&lt;br /&gt;
|Price=$399&lt;br /&gt;
|Website=&lt;br /&gt;
}}&lt;br /&gt;
[[PlayStation VR]], formerly known as &#039;&#039;&#039;Project Morpheus&#039;&#039;&#039;, is a [[Virtual Reality]] [[head-mounted display]] developed by [[Sony]]. Initially unveiled in GDC 2014, PlayStation VR is designed to be compatible with PlayStation 4 and PlayStation Vita. PlayStation VR features include a stylish and sleek visor with wide field of view display, 6 degrees of freedom head tracker and a [[3D audio]] output. &lt;br /&gt;
&lt;br /&gt;
PlayStation VR is scheduled to be released in the October 13, 2016 for $399. [[PlayStation Camera]], which is required, is sold separately. Users can purchase PlayStation VR Launch bundle for $499 that includes not only the [[HMD]], but also the PlayStation Camera, 2 [[PlayStation Move]] controllers and [[PlayStation VR Worlds]] game.&lt;br /&gt;
&lt;br /&gt;
==Advantages and Features==&lt;br /&gt;
*Fixed spec platform - PS4&lt;br /&gt;
*Established controller interface - DualShock 4 controller and PlayStation Move with PlayStation Camera&lt;br /&gt;
*Large PS4 player base - over 20 million &lt;br /&gt;
*Established content marketplace and ecosystem&lt;br /&gt;
*Popular, intuitive and motion tracked controllers&lt;br /&gt;
&lt;br /&gt;
===Technical Features===&lt;br /&gt;
*Low [[latency]]&lt;br /&gt;
*High [[framerate]] - 120 Hz - renders at 60 Hz, [[reprojection|reprojects]] at 120 Hz&lt;br /&gt;
*More pixels on the center of view to match human visual system.&lt;br /&gt;
*Unified tracking support for all PS VR and Input devices such as the HMD, [[DualShock 4]], [[Move]] and [[Move Navigation]].&lt;br /&gt;
*Multiple devices are tracked in the same coordinate space in any combination.&lt;br /&gt;
*VR players and non-VR players playing together.&lt;br /&gt;
*[[3D audio]]&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|3RNbZpcfAhE|350|right|PSVR presentation}}&lt;br /&gt;
&lt;br /&gt;
==Bundles==&lt;br /&gt;
Core Bundle retails for $399 while the Launch Bundle retails for $499.&lt;br /&gt;
===Core Bundle===&lt;br /&gt;
*PSVR HMD&lt;br /&gt;
*[[PSVR External Processing Unit|Processor unit]]&lt;br /&gt;
*HMD connection cable&lt;br /&gt;
*HDMI cable&lt;br /&gt;
*USB cable&lt;br /&gt;
*Stereo headphones&lt;br /&gt;
*AC power cord&lt;br /&gt;
*AC adaptor&lt;br /&gt;
*PlayStation VR Demo game&lt;br /&gt;
&lt;br /&gt;
===Launch Bundle===&lt;br /&gt;
*Everything in the Core Bundle&lt;br /&gt;
*PlayStation Camera&lt;br /&gt;
*2 [[PlayStation Move]] controllers&lt;br /&gt;
*[[PlayStation VR Worlds]] game&lt;br /&gt;
&lt;br /&gt;
==Hardware==&lt;br /&gt;
PlayStation VR&#039; curved, stylish black visor is worn over your eyes. The black visor features a 1080p HD OLED display with 960 x 1080 resolution for each eye. It&#039;s edges consist of LED lights that emit a glowing blue light when the device is in use. A white, headband-like apparatus extrudes from top of the visor. The headband-like apparatus is worn over your head to securely and comfortably attach the visor over your eyes. Additional black strap is worn around your head to further adhere the visor to your face. Because of the sensor placed at the back of your head, you can make 180 degree turns and allow PSVR to accurately detect your line of sight. &lt;br /&gt;
&lt;br /&gt;
PlayStation VR connects to a PlayStation 4 for information processing and streaming. A small, black box called [[PSVR External Processing Unit|External Processing Unit]] (EPU) also called Breakout Box is required to be connected to the PS4. EPU handles the output of HMD view to a monitor, [[3D audio]] processing, and display PS4&#039;s software interface in the [[Cinematic mode]]. Note that EPU does NOT provide extra GPU, CPU or help PS to distort the HMD output.&lt;br /&gt;
&lt;br /&gt;
PlayStation VR integrates with various other products in the PlayStation universe such as PlayStation Camera, PS Move and PS4 Controller. PSVR integrates with the PlayStation Camera to accurately track the user&#039;s head movements and positions. With help of the 9 [[LED]]s on the HMD, the PS Camera tracks the user up to 1000 times per second. The camera allows more precise tracking when combined with in-helmet sensors.&lt;br /&gt;
&lt;br /&gt;
PlayStation VR uses the 3D audio technology developed by Sony. Users will not only experience sound from left, right, front and back but also hear sound from above and below.&lt;br /&gt;
&lt;br /&gt;
===Specifications===&lt;br /&gt;
&#039;&#039;&#039;HMD&#039;&#039;&#039;:&lt;br /&gt;
*Note that these are prototype specs released on 3/18/2014 in GDC 2014.&amp;lt;ref&amp;gt;http://www.sony.com/SCA/company-news/press-releases/sony-computer-entertainment-america-inc/2014/sony-computer-entertainment-announces-project-morp.shtml&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Part&lt;br /&gt;
!Spec&lt;br /&gt;
|-&lt;br /&gt;
|Component || Processor unit, head-mounted unit&lt;br /&gt;
|-&lt;br /&gt;
|Display || 5.7 inch OLED, low persistence (2.5ms)&lt;br /&gt;
|-&lt;br /&gt;
|Resolution || 1920 x 1080  (960 x 1080 per eye)&lt;br /&gt;
|-&lt;br /&gt;
|Frame Rate || 90 Hz, 120 Hz&lt;br /&gt;
|-&lt;br /&gt;
|Field of View || 100°&lt;br /&gt;
|-&lt;br /&gt;
|Tracking || 6 degrees of freedom&lt;br /&gt;
|-&lt;br /&gt;
|Rotational Tracking || [[Accelerometer]], [[Gyroscope]]&lt;br /&gt;
|-&lt;br /&gt;
|Positional Tracking || PlayStation Camera and 9 LEDs on the HMD&lt;br /&gt;
|-&lt;br /&gt;
|Latency || &amp;lt;18ms&lt;br /&gt;
|-&lt;br /&gt;
|Input || [[DualShock 4 Wireless Controller]]* &amp;lt;br&amp;gt; [[PlayStation Move Motion Controller]]*&lt;br /&gt;
|-&lt;br /&gt;
|Output|| To both VR headset and TV screen &amp;lt;br&amp;gt; Mirrored and Separate Modes&lt;br /&gt;
|-&lt;br /&gt;
|Connectivity || HDMI, USB&lt;br /&gt;
|-&lt;br /&gt;
|Audio || [[3D audio]] with stereo mini jack and mic input&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;These items are sold separately, they are not part of PSVR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;EPU&#039;&#039;&#039;:&lt;br /&gt;
*Size: 140x140x35mm&lt;br /&gt;
*Connectivity: HDMI input and output, USB&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
==Setup Tutorial==&lt;br /&gt;
&lt;br /&gt;
==Input Devices==&lt;br /&gt;
[[PlayStation Move Motion Controller]]&lt;br /&gt;
&lt;br /&gt;
[[PlayStation VR Aim]]&lt;br /&gt;
&lt;br /&gt;
[[DualShock 4 Wireless Controller]]&lt;br /&gt;
&lt;br /&gt;
==Games==&lt;br /&gt;
{{#ev:youtube|peT_qtnatsc|350|right|PSVR games trailer from PlayStation Experience 2015}}&lt;br /&gt;
Various games for PlayStation 4 will be compatible with PSVR. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;List of Games&#039;&#039;&#039;:&lt;br /&gt;
*[[100ft Robot Golf]]&lt;br /&gt;
*[[Ace Combat 7]]&lt;br /&gt;
*[[ADR1ft]]&lt;br /&gt;
*[[Albino Lullaby]]&lt;br /&gt;
*[[Aquarian Evol]]&lt;br /&gt;
*[[ARK: Survival Evolved]]&lt;br /&gt;
*[[Atom Universe]]&lt;br /&gt;
*[[Batman: Arkham VR]]&lt;br /&gt;
*[[Battlezone]]&lt;br /&gt;
*[[Bebylon Battle Royale]]&lt;br /&gt;
*[[Bound]]&lt;br /&gt;
*[[Dead or Alive Xtreme 3]]&lt;br /&gt;
*[[Distance]]&lt;br /&gt;
*[[DriveClub]]&lt;br /&gt;
*[[Dreams]]&lt;br /&gt;
*[[Eagle Flight]]&lt;br /&gt;
*[[Earthlight]]&lt;br /&gt;
*[[Eclipse]]&lt;br /&gt;
*[[EVE: Valkyrie]]&lt;br /&gt;
*[[Faceted Flight]]&lt;br /&gt;
*[[Farpoint]]&lt;br /&gt;
*[[Fated]]&lt;br /&gt;
*[[Final Fantasy XV VR]]&lt;br /&gt;
*[[Futuridium VR]]&lt;br /&gt;
*[[Ghost Machine Golf]]&lt;br /&gt;
*[[GNOG]]&lt;br /&gt;
*[[Godling]]&lt;br /&gt;
*[[Golem]]&lt;br /&gt;
*[[Gran Turismo Sport]]&lt;br /&gt;
*[[Harmonix Music VR]]&lt;br /&gt;
*[[Headmaster]]&lt;br /&gt;
*[[Here They Lie]]&lt;br /&gt;
*[[Holodance]]&lt;br /&gt;
*[[How We Soar]]&lt;br /&gt;
*[[Impulse Gear]]&lt;br /&gt;
*[[Job Simulator]]&lt;br /&gt;
*[[Joysound VR]]&lt;br /&gt;
*[[Jurassic Encounter]]&lt;br /&gt;
*[[Keep Talking and Nobody Explodes]]&lt;br /&gt;
*[[Loading Human]]&lt;br /&gt;
*[[Lucid Trips]]&lt;br /&gt;
*[[Megaton Rainfall]]&lt;br /&gt;
*[[Modern Zombie Taxi Co.]]&lt;br /&gt;
*[[Omega Agent]]&lt;br /&gt;
*[[Paranormal Activity]]&lt;br /&gt;
*[[The Playroom VR]]&lt;br /&gt;
*[[Pollen]]&lt;br /&gt;
*[[Project CARS]]&lt;br /&gt;
*[[Psychonauts: In the Rhombus of Ruin]]&lt;br /&gt;
*[[Radial-G]]&lt;br /&gt;
*[[Resident Evil 7: Biohazard]]&lt;br /&gt;
*[[Rez Infinite]]&lt;br /&gt;
*[[RIGS: Mechanised Combat League]] - Competitive FPS game&lt;br /&gt;
*[[Robinson: The Journey]]&lt;br /&gt;
*[[Statik Institute of Retention]]&lt;br /&gt;
*[[SuperHyperCube]]&lt;br /&gt;
*[[Surgeon Simulator: Experience Reality]]&lt;br /&gt;
*[[Technolust]]&lt;br /&gt;
*[[Tekken 7]]&lt;br /&gt;
*[[Tethered]]&lt;br /&gt;
*[[The Apollo 11 Experience]]&lt;br /&gt;
*[[The Assembly]]&lt;br /&gt;
*[[The PlayRoom VR]]&lt;br /&gt;
*[[Thumper]]&lt;br /&gt;
*[[Trackmania Turbo]]&lt;br /&gt;
*[[Until Dawn Rush of Blood]]&lt;br /&gt;
*[[Vanguard V]]&lt;br /&gt;
*[[Volume Coda]]&lt;br /&gt;
*[[Wayward Sky]]&lt;br /&gt;
*[[Whiteday]]&lt;br /&gt;
*[[World War Toons]]&lt;br /&gt;
&lt;br /&gt;
==Developer==&lt;br /&gt;
PlayStation VR SDK is under development.&lt;br /&gt;
&lt;br /&gt;
==Tracking volume==&lt;br /&gt;
{{see also|Tracking volume}}&lt;br /&gt;
[[File:playstation vr tracking volume1.png|400px]]&lt;br /&gt;
&lt;br /&gt;
72°H x 45°V (15 feet range estimate)&lt;br /&gt;
&lt;br /&gt;
Room size: 15 feet by 15 feet&lt;br /&gt;
&lt;br /&gt;
==Features==&lt;br /&gt;
===Asynchronous Reprojection===&lt;br /&gt;
[[Asynchronous Reprojection]] aka [[Timewarp]] - developers can render their game at 60 fps then use Asynchronous Reprojection to increase the fps to 120.&lt;br /&gt;
&lt;br /&gt;
===Cinematic Mode===&lt;br /&gt;
Cinematic Mode allows the user to play all the PS4 games wearing the HMD.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&#039;&#039;&#039;March 22, 2016&#039;&#039;&#039; - Pre-orders for PlayStation VR began for various retailers such as Amazon, Best Buy, Target, GameStop, Walmart etc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;June 16, 2016&#039;&#039;&#039; - Sony announced that PlayStation VR Demos will be available in 30 GameStop and Best Buy in North America starting from June 17 and 18. Starting from June 24, PlayStation VR Demos will be available in 300 locations across U.S. and Canada.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;October 13, 2016&#039;&#039;&#039; - PlayStation VR is released for $399 for the core HMD and $499 for the HMD and the camera and controller.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;February 19, 2017&#039;&#039;&#039; - 915,000 units of PlayStation VR have been sold worldwide.&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
[[file:project morpheus1.jpg|350px]]&lt;br /&gt;
&lt;br /&gt;
Image of Project Morpheus, prototype of PlayStation VR. Notice the lack of positional tracking LEDs&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Virtual Reality Devices]]&lt;/div&gt;</summary>
		<author><name>OptoVR</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Samsung_Gear_VR_(2015/2016)&amp;diff=20481</id>
		<title>Samsung Gear VR (2015/2016)</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Samsung_Gear_VR_(2015/2016)&amp;diff=20481"/>
		<updated>2017-04-04T19:03:18Z</updated>

		<summary type="html">&lt;p&gt;OptoVR: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{Device Infobox&lt;br /&gt;
|image=[[file:samsung gear vr2.jpg|350px]]&lt;br /&gt;
|VR/AR=[[Virtual Reality]]&lt;br /&gt;
|Type=[[Head-mounted display]]&lt;br /&gt;
|Subtype=[[Slide-on HMD]]&lt;br /&gt;
|Platform=[[Oculus Rift (Platform)]]&lt;br /&gt;
|Creator=&lt;br /&gt;
|Developer=[[Samsung]], [[Oculus VR]]&lt;br /&gt;
|Manufacturer=Samsung&lt;br /&gt;
|Operating System=[[Android]]&lt;br /&gt;
|Versions=&lt;br /&gt;
|Requires=All Samsung Smartphones 2015 and newer&lt;br /&gt;
|Predecessor=[[Samsung Gear VR Innovator Edition]]&lt;br /&gt;
|Successor=[[Samsung Gear VR 2]]&lt;br /&gt;
|Display=5.7 / 5.1 inch Super AMOLED (RGBG PenTile)&lt;br /&gt;
|Resolution=2560 x 1440, 1280 x 1440 per eye&lt;br /&gt;
|Pixel Density=518 PPI - 577 PPI&lt;br /&gt;
|Refresh Rate=60 Hz Low-persistence (3.4ms)&lt;br /&gt;
|Field of View=96° (nominal)&lt;br /&gt;
|Tracking=3DOF&lt;br /&gt;
|Rotational Tracking=[[Accelerator]], [[Gyrometer]], [[Proximity]]&lt;br /&gt;
|Positional Tracking=None&lt;br /&gt;
|Update Rate=Rotational: 1000 Hz, high accuracy&lt;br /&gt;
|Latency=Motion to Photon: Less than 10 ms&lt;br /&gt;
|Audio=3D Spatial Sound&lt;br /&gt;
|Camera=High Frame Rate Preview (60fps)&lt;br /&gt;
|Input=Touchpad, Back Button, Volume Key, Focus adjustment wheel&lt;br /&gt;
|Connectivity=microUSB to the smartphone&lt;br /&gt;
|Weight=318g&lt;br /&gt;
|Size=201.9 x 116.4 x 92.6 mm&lt;br /&gt;
|Release Date=November 20, 2015&lt;br /&gt;
|Price=$99&lt;br /&gt;
|Website=[http://www.samsung.com/global/galaxy/wearables/gear-vr/ Samsung Gear VR Website]&lt;br /&gt;
}}&lt;br /&gt;
[[Samsung Gear VR]] is a [[Virtual Reality]] [[head-mounted display]] developed by [[Samsung]] and [[Oculus VR]]. Succeeding the [[Samsung Gear VR Innovator Edition|Gear VR Innovator Edition]], Samsung Gear VR is [[Oculus Rift (Platform)]]&#039;s first consumer mobile device and the 2nd device in the Gear VR series. To use Gear VR, users need to mount a 2015 or newer Samsung Smartphone inside it. The smartphone serves not only as Gear VR&#039;s screen but also as its computer. Unlike other mobile [[HMDs]], Gear VR does not solely rely on the smartphone&#039;s [[IMUs]] for tracking. It has additional IMUs and Oculus&#039; [[rotational tracking]] technology built within, allowing for fast and accurate tracking of the user&#039;s head movements. While impressive, the current Gear VR does not possess [[positional tracking]]. &lt;br /&gt;
&lt;br /&gt;
Announced during [[Oculus Connect 2]], Samsung Gear VR was released in November 20, 2015 for $99. Users who pre-order Galaxy S7 and S7 edge will receive the HMD for free.&lt;br /&gt;
==Hardware==&lt;br /&gt;
Gear VR works with 2015 or newer Samsung smartphones such as [[Galaxy S7]], [[Galaxy S7 edge]], [[Galaxy S6]], [[Galaxy S6 edge]], [[Galaxy S6 edge+]] and [[Galaxy Note 5]]. All phones must be running Android Lollipop 5.0.1 and newer to work with the headset.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comparing to other mobile HMDs&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Gear VR has high quality lenses for better viewing quality and a touchpad for input. It also does not rely on the smartphone&#039;s IMUs for head tracking. Gear VR has IMUs built within, allowing for fast and accurate rotational tracking. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comparing to Innovator Edition&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
The design of Gear VR is less bulky and more streamlined than its predecessor.  By replacing some plastic parts for webbing and mesh, Gear VR is 22% lighter than the [[Samsung Gear VR Innovator Edition#Hardware|Innovator Edition]]. A soft layer of microfleece is added where the HMD meets the user&#039;s face. The touchpad on the side the HMD now has small grooves that guide the user&#039;s fingers in the 4 directions. &lt;br /&gt;
&lt;br /&gt;
===Specifications===&lt;br /&gt;
====Head-Mounted Display====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Part&lt;br /&gt;
!Spec&lt;br /&gt;
|-&lt;br /&gt;
|Field of View||96° (nominal)&lt;br /&gt;
|-&lt;br /&gt;
|Dimensions||201.9 x 116.4 x 92.6 mm&lt;br /&gt;
|-&lt;br /&gt;
|Weight||318g&lt;br /&gt;
|-&lt;br /&gt;
|Interpupillary Distance||55-71 mm????&lt;br /&gt;
|-&lt;br /&gt;
|Sensors||[[Accelerator]], [[Gyrometer]], [[Proximity]]&lt;br /&gt;
|-&lt;br /&gt;
|Tracking||3 degrees of freedom (rotational)&lt;br /&gt;
|-&lt;br /&gt;
|Update Rate|| Rotational Tracking: 1000 Hz, high accuracy&lt;br /&gt;
|-&lt;br /&gt;
|Latency||Motion to Photon Latency: Less than 20ms&lt;br /&gt;
|-&lt;br /&gt;
|Focal Adjustment||Covers Nearsighted / Farsighted Eyes&lt;br /&gt;
|-&lt;br /&gt;
|Input||Touchpad, Back Button, Volume Key, Focus adjustment wheel&lt;br /&gt;
|-&lt;br /&gt;
|Connectivity||microUSB connection to the Smartphone&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Smartphones====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Spec&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| S6 &lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| S6 edge &lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| S6 edge+ &lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Note 5&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Display size &lt;br /&gt;
| 5.1&amp;quot; || 5.1&amp;quot; || 5.7&amp;quot; || 5.7&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| [[Resolution]]&lt;br /&gt;
| 2560 x 1440 || 2560 x 1440 || 2560 x 1440 || 2560 x 1440&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| [[Pixel density]]&lt;br /&gt;
| 577 PPI || 577 PPI || 518 PPI || 518 PPI&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot;| Screen shape&lt;br /&gt;
| Flat || Curved || Curved || Flat&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot;| RAM &lt;br /&gt;
| 3 GB RAM || 3 GB RAM || 4 GB RAM || 4 GB RAM&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot; | Storage&lt;br /&gt;
| 32/64/128 GB || 32/64/128 GB || 32/64 GB || 32/64 GB&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot;| Battery &lt;br /&gt;
| 2550 mAh || 2600 mAh || 3000 mAh || 3000 mAh&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot; | Weight &lt;br /&gt;
| 138 g || 132 g || 153 g || 171 g&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
*Note that all 5 phones have identical CPU and GPU.&lt;br /&gt;
&lt;br /&gt;
==Setup Tutorial==&lt;br /&gt;
&lt;br /&gt;
==Apps==&lt;br /&gt;
[[VR Apps]] from [[Oculus Store]]&lt;br /&gt;
&lt;br /&gt;
To use [[Google Cardboard]] [[apps]], users must install [[CB Enabler for Gear VR]]&amp;lt;ref&amp;gt;https://play.google.com/store/apps/details?id=com.youtopiavr.cbenabler&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
[[Oculus Cinema]], [[Oculus 360 Photos]], [[Oculus 360 Videos]] and [[VR Gallery]]. &lt;br /&gt;
&lt;br /&gt;
[[TheBluVR]], [[Milk VR]]&lt;br /&gt;
&lt;br /&gt;
==Developer==&lt;br /&gt;
===Oculus Mobile SDK===&lt;br /&gt;
[[Oculus Mobile SDK]] is initially developed for Gear VR.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&#039;&#039;&#039;September 24, 2015&#039;&#039;&#039;: Samsung Gear VR CV1 is announced during [[Oculus Connect 2]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;November 20, 2015&#039;&#039;&#039;: Samsung Gear VR CV1 was released for $99.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;January 30, 2016&#039;&#039;&#039;: Video capture function is added to [[Gear VR SDK]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feburary 21, 2016&#039;&#039;&#039;: During Android World, Samsung announced that users will receive a free Samsung Gear VR for each pre-order of Galaxy S7 or Galaxy S7 Edge smartphone.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;May 11, 2016&#039;&#039;&#039;: [[Oculus VR]] announced that Gear VR has reached over 1 million monthly users in April 2016 and over 250 apps in the [[Oculus Home]] for Gear VR.&amp;lt;ref&amp;gt;https://www.oculus.com/en-us/blog/gear-vr-ecosystem-expands-to-include-facebook-360-photos-over-250-apps-and-new-video-content/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;January 4, 2017&#039;&#039;&#039;: Samsung announced that 5 million Gear VR headsets are sold to date.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Virtual Reality Devices]]&lt;/div&gt;</summary>
		<author><name>OptoVR</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Daydream_View&amp;diff=20480</id>
		<title>Daydream View</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Daydream_View&amp;diff=20480"/>
		<updated>2017-04-04T19:02:03Z</updated>

		<summary type="html">&lt;p&gt;OptoVR: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{Device Infobox&lt;br /&gt;
|image={{#ev:youtube|rLLAA4ENIP4|350}}&lt;br /&gt;
|VR/AR=[[Virtual Reality]]&lt;br /&gt;
|Type=[[Head-mounted display]]&lt;br /&gt;
|Subtype=[[Slide-on HMD]]&lt;br /&gt;
|Platform=[[Daydream]]&lt;br /&gt;
|Creator=&lt;br /&gt;
|Developer=[[Google]]&lt;br /&gt;
|Manufacturer=&lt;br /&gt;
|Operating System=[[Android]]&lt;br /&gt;
|Versions=&lt;br /&gt;
|Requires=Daydream Ready Phones&lt;br /&gt;
|Predecessor=[[Google Cardbord]]&lt;br /&gt;
|Successor=&lt;br /&gt;
|Display=5 / 5.5 inch AMOLED (Pixel / Pixel XL)&lt;br /&gt;
|Resolution=1920 x 1080 / 2560 x 1440 (Pixel / Pixel XL)&lt;br /&gt;
|Pixel Density=&lt;br /&gt;
|Refresh Rate=60 Hz Low-persistence (5.1ms)&lt;br /&gt;
|Field of View=90° (nominal)&lt;br /&gt;
|Tracking=3DOF&lt;br /&gt;
|Rotational Tracking=[[Accelerator]], [[Gyrometer]], [[Proximity]]&lt;br /&gt;
|Positional Tracking=None&lt;br /&gt;
|Update Rate=Rotational: 1000 Hz, high accuracy&lt;br /&gt;
|Latency=Motion to Photon: Less than 10 ms&lt;br /&gt;
|Audio=None?&lt;br /&gt;
|Camera=??&lt;br /&gt;
|Input=[[Daydream Controller]]&lt;br /&gt;
|Connectivity=&lt;br /&gt;
|Weight=???&lt;br /&gt;
|Size=202 x 116 x 93mm&lt;br /&gt;
|Release Date=November 10, 2016&lt;br /&gt;
|Price=$79&lt;br /&gt;
|Website=[https://vr.google.com/daydream/headset/ Daydream View Website]&lt;br /&gt;
}}&lt;br /&gt;
==Introduction==&lt;br /&gt;
[[Daydream]] is a [[Virtual Reality]] [[head-mounted display]] developed by [[Google]] for [[Daydream|Daydream Platform]]. To use Daydream View, users need to mount a [[#Daydream Ready Phones|Daydream ready Smartphone]] inside it. The smartphone serves not only as View&#039;s screen but also as its processor and tracking device. For [[input]], Daydream View has a [[Daydream Controller|small, remote-like controller]] with [[rotational tracking]] (3[[DOF]]) built-in. Neither the HMD nor the controller possess [[positional tracking]].&lt;br /&gt;
&lt;br /&gt;
Announced on October 4, 2016, Daydream View was released in November 10, 2016 for $79. Users who pre-order Pixel or Pixel XL will receive the HMD for free.&lt;br /&gt;
__TOC__&lt;br /&gt;
==Daydream Ready Phones==&lt;br /&gt;
*[[Google Pixel]] - Released on October 20, 2016 for $649&lt;br /&gt;
&lt;br /&gt;
*[[Google Pixel XL]] - Released on October 20, 2016 for $769&lt;br /&gt;
&lt;br /&gt;
==Hardware==&lt;br /&gt;
===Design of HMD===&lt;br /&gt;
Daydream View consists of a plastic body wrapped in soft and cushy fabric. The HMD fits over most eyeglasses and the outer fabric is removable and washable. The overall feel of the HMD is simple and light without being cheap. It comes in 3 colors: slate, snow and crimson.&lt;br /&gt;
&lt;br /&gt;
Unlike [[Gear VR]], which has [[IMUs]], fans and microUSB port, Daydream View has only [[lenses]] and a [[NFC]] tag concealed within the front cover. The HMD does not need to be connected to the phone, the NFC tag detects the phone when it is in place. View not only relies on the phone for processing but also for [[tracking]] (3[[DOF]]).&lt;br /&gt;
&lt;br /&gt;
The front cover of the HMD is mostly open. It relies on a spring-loaded hinge below, an elastic hook above and few high-friction pads to keep the phone in place. This method allows the HMD to be compatible with phones of various sizes and thicknesses. Additionally, there are 2 black capacity pads that touch the phone&#039;s screen. The HMD detects when the phone is in place and these pads adjust the screen to the correct position. &lt;br /&gt;
&lt;br /&gt;
Unlike many other HMD, Daydream View does not have a top strap. It has 1 strap that goes horizontally across your head. It does not use velcro, instead the HMD uses plastic loops to adjust, tighten and loosen the straps.&lt;br /&gt;
&lt;br /&gt;
===Problems===&lt;br /&gt;
[[Light leak]] and [[lens glare]] are two of the problems with the Daydream View. Because the HMD is designed to accommodate phones of various sizes, light from external environment can enter the HMD from the side of lenses. In scenes of high contrast such as white objects on a black background, you&#039;ll see thin layer of light around the edges of your view. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;With Pixel&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Screen door effect]] is less noticeable on View than on [[Rift]] or [[Vive]]. Black smear, dark areas of the screen that smear across light areas during head movement, occurs due to OLED’s inability to change true black pixel colors very rapidly.&lt;br /&gt;
&lt;br /&gt;
===The Controller===&lt;br /&gt;
[[Daydream Controller]] is a small, remote-like [[device]] with [[rotational tracking]] (3[[DOF]]). It allows the user to intuitively point at objects in VR with a mouse cursor. In addition to 3DOF tracking, the controller has a trackpad and 2 round buttons on top and 2 volume buttons on the sides. The controller is wireless and is recharged through a USB-C cable.&lt;br /&gt;
&lt;br /&gt;
==Specifications==&lt;br /&gt;
===Head-Mounted Display===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Part&lt;br /&gt;
!Spec&lt;br /&gt;
|-&lt;br /&gt;
|Field of View||90° (nominal), varies by phone&lt;br /&gt;
|-&lt;br /&gt;
|Dimensions|| 202 x 116 x 93mm&lt;br /&gt;
|-&lt;br /&gt;
|Weight||??g&lt;br /&gt;
|-&lt;br /&gt;
|Sensors||[[Accelerator]], [[Gyrometer]], [[Proximity]]&lt;br /&gt;
|-&lt;br /&gt;
|Tracking||3 degrees of freedom (rotational)&lt;br /&gt;
|-&lt;br /&gt;
|Update Rate|| Rotational Tracking: 1000 Hz, high accuracy&lt;br /&gt;
|-&lt;br /&gt;
|Latency||Motion to Photon Latency: Less than 20ms&lt;br /&gt;
|-&lt;br /&gt;
|Input|| [[Daydream Controller]]&lt;br /&gt;
|-&lt;br /&gt;
|Audio|| None?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Smartphones===&lt;br /&gt;
====Google Pixel / Pixel XL====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Part&lt;br /&gt;
!Spec&lt;br /&gt;
|-&lt;br /&gt;
|Display size || 5 / 5.5 inch AMOLED&lt;br /&gt;
|-&lt;br /&gt;
|[[Resolution]] || 1920 x 1080 / 2560×1440&lt;br /&gt;
|-&lt;br /&gt;
|[[Pixel density]] || &lt;br /&gt;
|-&lt;br /&gt;
|Refresh rate || 60 Hz Low-persistence&lt;br /&gt;
|-&lt;br /&gt;
|RAM || 4GB&lt;br /&gt;
|-&lt;br /&gt;
|Storage || 32 or 128 GB&lt;br /&gt;
|-&lt;br /&gt;
|Battery || 2770 mAh / 3450 mAh&amp;lt;br&amp;gt;Non-removable&lt;br /&gt;
|-&lt;br /&gt;
|Weight || 143g / 168g&lt;br /&gt;
|-&lt;br /&gt;
|OS || Android 7.1 and up&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Requirements====&lt;br /&gt;
*MUST have at least 2 physical cores.&lt;br /&gt;
*MUST support sustained performance mode.&lt;br /&gt;
*MUST support Vulkan Hardware Level 0 and SHOULD support Vulkan Hardware Level 1.&lt;br /&gt;
*MUST support H.264 decoding at least 3840 x 2160 @ 30fps-40Mbps.&lt;br /&gt;
*MUST support HEVC and VP9, MUST be capable to decode at least 1920 x 1080 @ 30 fps-10Mbps and SHOULD be capable to decode 3840 x 2160 @ 30fps-20Mbps (equivalent to 4 instances of 1920 x 1080 @ 30fps-5Mbps).&lt;br /&gt;
*STRONGLY RECOMMENDED to support android.hardware.sensor.hifi_sensors feature and MUST meet the gyroscope, accelerometer, and magnetometer related requirements for android.hardware.hifi_sensors&lt;br /&gt;
*MUST have an embedded screen, and its resolution MUST be at least be Full HD (1080p) and STRONGLY RECOMMENDED to be Quad HD (1440p) or higher&lt;br /&gt;
*MUST measure between 4.7″ and 6″ diagonal&lt;br /&gt;
*MUST update at least 60 Hz while in VR Mode&lt;br /&gt;
*The display latency on Gray-to-Gray, White-to-Black, and Black-to-White switching time MUST be ≤ 3 ms&lt;br /&gt;
*The display MUST support a low-persistence mode with ≤5 ms persistence&lt;br /&gt;
*Device implementations MUST support Bluetooth 4.2 and Bluetooth LE Data Length Extension.&amp;lt;ref&amp;gt;http://source.android.com/compatibility/android-cdd.html#7_9_virtual_reality&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Setup Tutorial==&lt;br /&gt;
Setting up the HMD is very easy.&lt;br /&gt;
#Open the HMD&#039;s front cover and remove the included [[Daydream Controller|controller]].&lt;br /&gt;
#Turn your phone on and put it inside the front cover.&lt;br /&gt;
#Close the cover and place the HMD on your head.&lt;br /&gt;
#Adjust the HMD until the images are clear.&lt;br /&gt;
#Adjust the straps.&lt;br /&gt;
#Calibrate the controller.&lt;br /&gt;
&lt;br /&gt;
==Apps==&lt;br /&gt;
===Daydream Home===&lt;br /&gt;
[[Daydream Home]] &lt;br /&gt;
&lt;br /&gt;
===Other Apps===&lt;br /&gt;
*[[Gunjack 2]]&lt;br /&gt;
*[[Netflix]]&lt;br /&gt;
*[[HBO]]&lt;br /&gt;
*[[Hulu]]&lt;br /&gt;
*[[Star Chart]]&lt;br /&gt;
*[[Google Movies]]&lt;br /&gt;
*[[Google Photos]]&lt;br /&gt;
*[[Google Street View]]&lt;br /&gt;
*[[YouTube VR]]&lt;br /&gt;
*[[Fotonica]]&lt;br /&gt;
*[[Land’s End]]&lt;br /&gt;
*[[Minecraft: Pocket Edition]]&lt;br /&gt;
*[[Lara Croft Go]]&lt;br /&gt;
*[[Talking and Nobody Explodes]]&lt;br /&gt;
*[[Smash Hit]]&lt;br /&gt;
*[[The Room]]&lt;br /&gt;
*[[Google Arts and Culture]]&lt;br /&gt;
*[[Wonderglade]]&lt;br /&gt;
*[[Mekorama]]&lt;br /&gt;
*[[Star Chart VR]]&lt;br /&gt;
*[[Hunter&#039;s Gate]]&lt;br /&gt;
*[[Wall Street Journal]]&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
[[File:daydream view1.jpg|300px]] [[File:daydream view2.jpg|300px]] [[File:daydream view3.png|300px]]&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&#039;&#039;&#039;November 10, 2016&#039;&#039;&#039; - Daydream View is released.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;October 4, 2016&#039;&#039;&#039; - Daydream View is announced.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;May 18, 2016&#039;&#039;&#039; - [[Daydream]] Platform is announced at [[Google I/O 2016]].&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Virtual Reality Devices]]&lt;/div&gt;</summary>
		<author><name>OptoVR</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Samsung_Gear_VR_(2015/2016)&amp;diff=20479</id>
		<title>Samsung Gear VR (2015/2016)</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Samsung_Gear_VR_(2015/2016)&amp;diff=20479"/>
		<updated>2017-04-04T18:59:12Z</updated>

		<summary type="html">&lt;p&gt;OptoVR: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{Device Infobox&lt;br /&gt;
|image=[[file:samsung gear vr2.jpg|350px]]&lt;br /&gt;
|VR/AR=[[Virtual Reality]]&lt;br /&gt;
|Type=[[Head-mounted display]]&lt;br /&gt;
|Subtype=[[Slide-on HMD]]&lt;br /&gt;
|Platform=[[Oculus Rift (Platform)]]&lt;br /&gt;
|Creator=&lt;br /&gt;
|Developer=[[Samsung]], [[Oculus VR]]&lt;br /&gt;
|Manufacturer=Samsung&lt;br /&gt;
|Operating System=[[Android]]&lt;br /&gt;
|Versions=&lt;br /&gt;
|Requires=All Samsung Smartphones 2015 and newer&lt;br /&gt;
|Predecessor=[[Samsung Gear VR Innovator Edition]]&lt;br /&gt;
|Successor=[[Samsung Gear VR 2]]&lt;br /&gt;
|Display=5.7 / 5.1 inch Super AMOLED (RGBG PenTile)&lt;br /&gt;
|Resolution=2560 x 1440, 1280 x 1440 per eye&lt;br /&gt;
|Pixel Density=518 PPI - 577 PPI&lt;br /&gt;
|Refresh Rate=60 Hz Low-persistence&lt;br /&gt;
|Field of View=96° (nominal)&lt;br /&gt;
|Tracking=3DOF&lt;br /&gt;
|Rotational Tracking=[[Accelerator]], [[Gyrometer]], [[Proximity]]&lt;br /&gt;
|Positional Tracking=None&lt;br /&gt;
|Update Rate=Rotational: 1000 Hz, high accuracy&lt;br /&gt;
|Latency=Motion to Photon: Less than 10 ms&lt;br /&gt;
|Audio=3D Spatial Sound&lt;br /&gt;
|Camera=High Frame Rate Preview (60fps)&lt;br /&gt;
|Input=Touchpad, Back Button, Volume Key, Focus adjustment wheel&lt;br /&gt;
|Connectivity=microUSB to the smartphone&lt;br /&gt;
|Weight=318g&lt;br /&gt;
|Size=201.9 x 116.4 x 92.6 mm&lt;br /&gt;
|Release Date=November 20, 2015&lt;br /&gt;
|Price=$99&lt;br /&gt;
|Website=[http://www.samsung.com/global/galaxy/wearables/gear-vr/ Samsung Gear VR Website]&lt;br /&gt;
}}&lt;br /&gt;
[[Samsung Gear VR]] is a [[Virtual Reality]] [[head-mounted display]] developed by [[Samsung]] and [[Oculus VR]]. Succeeding the [[Samsung Gear VR Innovator Edition|Gear VR Innovator Edition]], Samsung Gear VR is [[Oculus Rift (Platform)]]&#039;s first consumer mobile device and the 2nd device in the Gear VR series. To use Gear VR, users need to mount a 2015 or newer Samsung Smartphone inside it. The smartphone serves not only as Gear VR&#039;s screen but also as its computer. Unlike other mobile [[HMDs]], Gear VR does not solely rely on the smartphone&#039;s [[IMUs]] for tracking. It has additional IMUs and Oculus&#039; [[rotational tracking]] technology built within, allowing for fast and accurate tracking of the user&#039;s head movements. While impressive, the current Gear VR does not possess [[positional tracking]]. &lt;br /&gt;
&lt;br /&gt;
Announced during [[Oculus Connect 2]], Samsung Gear VR was released in November 20, 2015 for $99. Users who pre-order Galaxy S7 and S7 edge will receive the HMD for free.&lt;br /&gt;
==Hardware==&lt;br /&gt;
Gear VR works with 2015 or newer Samsung smartphones such as [[Galaxy S7]], [[Galaxy S7 edge]], [[Galaxy S6]], [[Galaxy S6 edge]], [[Galaxy S6 edge+]] and [[Galaxy Note 5]]. All phones must be running Android Lollipop 5.0.1 and newer to work with the headset.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comparing to other mobile HMDs&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Gear VR has high quality lenses for better viewing quality and a touchpad for input. It also does not rely on the smartphone&#039;s IMUs for head tracking. Gear VR has IMUs built within, allowing for fast and accurate rotational tracking. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comparing to Innovator Edition&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
The design of Gear VR is less bulky and more streamlined than its predecessor.  By replacing some plastic parts for webbing and mesh, Gear VR is 22% lighter than the [[Samsung Gear VR Innovator Edition#Hardware|Innovator Edition]]. A soft layer of microfleece is added where the HMD meets the user&#039;s face. The touchpad on the side the HMD now has small grooves that guide the user&#039;s fingers in the 4 directions. &lt;br /&gt;
&lt;br /&gt;
===Specifications===&lt;br /&gt;
====Head-Mounted Display====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Part&lt;br /&gt;
!Spec&lt;br /&gt;
|-&lt;br /&gt;
|Field of View||96° (nominal)&lt;br /&gt;
|-&lt;br /&gt;
|Dimensions||201.9 x 116.4 x 92.6 mm&lt;br /&gt;
|-&lt;br /&gt;
|Weight||318g&lt;br /&gt;
|-&lt;br /&gt;
|Interpupillary Distance||55-71 mm????&lt;br /&gt;
|-&lt;br /&gt;
|Sensors||[[Accelerator]], [[Gyrometer]], [[Proximity]]&lt;br /&gt;
|-&lt;br /&gt;
|Tracking||3 degrees of freedom (rotational)&lt;br /&gt;
|-&lt;br /&gt;
|Update Rate|| Rotational Tracking: 1000 Hz, high accuracy&lt;br /&gt;
|-&lt;br /&gt;
|Latency||Motion to Photon Latency: Less than 20ms&lt;br /&gt;
|-&lt;br /&gt;
|Focal Adjustment||Covers Nearsighted / Farsighted Eyes&lt;br /&gt;
|-&lt;br /&gt;
|Input||Touchpad, Back Button, Volume Key, Focus adjustment wheel&lt;br /&gt;
|-&lt;br /&gt;
|Connectivity||microUSB connection to the Smartphone&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Smartphones====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Spec&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| S6 &lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| S6 edge &lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| S6 edge+ &lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Note 5&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Display size &lt;br /&gt;
| 5.1&amp;quot; || 5.1&amp;quot; || 5.7&amp;quot; || 5.7&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| [[Resolution]]&lt;br /&gt;
| 2560 x 1440 || 2560 x 1440 || 2560 x 1440 || 2560 x 1440&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| [[Pixel density]]&lt;br /&gt;
| 577 PPI || 577 PPI || 518 PPI || 518 PPI&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot;| Screen shape&lt;br /&gt;
| Flat || Curved || Curved || Flat&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot;| RAM &lt;br /&gt;
| 3 GB RAM || 3 GB RAM || 4 GB RAM || 4 GB RAM&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot; | Storage&lt;br /&gt;
| 32/64/128 GB || 32/64/128 GB || 32/64 GB || 32/64 GB&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot;| Battery &lt;br /&gt;
| 2550 mAh || 2600 mAh || 3000 mAh || 3000 mAh&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot; | Weight &lt;br /&gt;
| 138 g || 132 g || 153 g || 171 g&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
*Note that all 5 phones have identical CPU and GPU.&lt;br /&gt;
&lt;br /&gt;
==Setup Tutorial==&lt;br /&gt;
&lt;br /&gt;
==Apps==&lt;br /&gt;
[[VR Apps]] from [[Oculus Store]]&lt;br /&gt;
&lt;br /&gt;
To use [[Google Cardboard]] [[apps]], users must install [[CB Enabler for Gear VR]]&amp;lt;ref&amp;gt;https://play.google.com/store/apps/details?id=com.youtopiavr.cbenabler&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
[[Oculus Cinema]], [[Oculus 360 Photos]], [[Oculus 360 Videos]] and [[VR Gallery]]. &lt;br /&gt;
&lt;br /&gt;
[[TheBluVR]], [[Milk VR]]&lt;br /&gt;
&lt;br /&gt;
==Developer==&lt;br /&gt;
===Oculus Mobile SDK===&lt;br /&gt;
[[Oculus Mobile SDK]] is initially developed for Gear VR.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&#039;&#039;&#039;September 24, 2015&#039;&#039;&#039;: Samsung Gear VR CV1 is announced during [[Oculus Connect 2]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;November 20, 2015&#039;&#039;&#039;: Samsung Gear VR CV1 was released for $99.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;January 30, 2016&#039;&#039;&#039;: Video capture function is added to [[Gear VR SDK]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feburary 21, 2016&#039;&#039;&#039;: During Android World, Samsung announced that users will receive a free Samsung Gear VR for each pre-order of Galaxy S7 or Galaxy S7 Edge smartphone.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;May 11, 2016&#039;&#039;&#039;: [[Oculus VR]] announced that Gear VR has reached over 1 million monthly users in April 2016 and over 250 apps in the [[Oculus Home]] for Gear VR.&amp;lt;ref&amp;gt;https://www.oculus.com/en-us/blog/gear-vr-ecosystem-expands-to-include-facebook-360-photos-over-250-apps-and-new-video-content/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;January 4, 2017&#039;&#039;&#039;: Samsung announced that 5 million Gear VR headsets are sold to date.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Virtual Reality Devices]]&lt;/div&gt;</summary>
		<author><name>OptoVR</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=LG_360_VR&amp;diff=20478</id>
		<title>LG 360 VR</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=LG_360_VR&amp;diff=20478"/>
		<updated>2017-04-04T18:55:56Z</updated>

		<summary type="html">&lt;p&gt;OptoVR: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Device Infobox&lt;br /&gt;
|image=[[File:lg360 vr1.jpg|400px]]&lt;br /&gt;
|VR/AR=[[Virtual Reality]]&lt;br /&gt;
|Type=[[VR Glasses]]&lt;br /&gt;
|Subtype=[[Multimedia Headset &amp;amp; Mobile Tethered Type]]&lt;br /&gt;
|Platform=&lt;br /&gt;
|Creator=[[LG Electronics]]&lt;br /&gt;
|Developer=[[LG Electronics]]&lt;br /&gt;
|Manufacturer=[[LG Electronics]]&lt;br /&gt;
|Operating System=&lt;br /&gt;
|Versions=&lt;br /&gt;
|Requires=[[LG G5]]&lt;br /&gt;
|Predecessor=&lt;br /&gt;
|Successor=&lt;br /&gt;
|CPU=&lt;br /&gt;
|GPU=&lt;br /&gt;
|HPU=&lt;br /&gt;
|Memory=&lt;br /&gt;
|Storage=&lt;br /&gt;
|Display=1.88&amp;quot; IPS LCD x 2 EA, 920 x 720 per Eye, 639 ppi Real RGB&lt;br /&gt;
|Resolution=960x720 pixels at 693ppi (per eye)&lt;br /&gt;
|Pixel Density=&lt;br /&gt;
|Refresh Rate=60Hz&lt;br /&gt;
|Persistence=16.7ms (full persistence)&lt;br /&gt;
|Precision=&lt;br /&gt;
|Field of View=&lt;br /&gt;
|Optics=Horizontal FOV (field-of-view) 80° lens&lt;br /&gt;
|Tracking=&lt;br /&gt;
|Rotational Tracking=&lt;br /&gt;
|Positional Tracking=&lt;br /&gt;
|Update Rate=&lt;br /&gt;
|Tracking Volume=&lt;br /&gt;
|Latency=&amp;gt;50ms&lt;br /&gt;
|Audio=&lt;br /&gt;
|Camera=&lt;br /&gt;
|Sensors=6-axis (Gyro &amp;amp; Accelerometer) Proximity Sensor&lt;br /&gt;
|Input=&lt;br /&gt;
|Connectivity=&lt;br /&gt;
|Power=&lt;br /&gt;
|Weight=4.12 oz.&lt;br /&gt;
|Size=164.1 x 185.6 x 45.9 mm&lt;br /&gt;
|Cable Length=&lt;br /&gt;
|Release Date=&lt;br /&gt;
|Price=$199.99&lt;br /&gt;
|Website=[http://www.lg.com/us/lg-friends/lg-LGR100.AVRZTS-360-vr// LG 360 VR]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The LG 360 VR are new virtual reality glasses designed to connect with smartphones via the included USB-C jack, rather than housing the phone inside. They have been introduced at Mobile World Congress in Barcelona to complement LG&#039;s newest G5 phone. &amp;lt;ref&amp;gt;http://www.cnet.com/products/lg-360-vr/&amp;lt;/ref&amp;gt;&lt;br /&gt;
== Features ==&lt;br /&gt;
The main features of these VR glasses is their small size and weight. Because they don&#039;t have to carry the weight of the smartphone the entire housing is very slim and weighs just 180 grams (6.3 ounces). &lt;br /&gt;
&lt;br /&gt;
Currently, the glasses are limited to just the LG G5, but it&#039;s expected that compatibility for additional devices will be added in the future. &lt;br /&gt;
== Hardware ==&lt;br /&gt;
The LG 360 VR uses dual 1080p OLED screens with a resolution of 639 ppi. According to LG, these displays should provide a viewing experience similar to a 130-inch TV viewed from two meters. &amp;lt;ref&amp;gt;http://arstechnica.com/gadgets/2016/02/lg-jumps-on-the-vr-bandwagon-with-the-lg-360-vr/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A USB-C cable is used to connect power and video, which frees the phone itself to be used as a controller for virtual reality applications and games. The glasses also have additional control buttons on top that are used for confirmations and as a &amp;quot;back&amp;quot; button. &lt;br /&gt;
&lt;br /&gt;
Sound can be outputted through the 3.5mm headphone socket on the underside of the 360 VR headset. &amp;lt;ref&amp;gt;http://www.pocket-lint.com/review/136800-lg-360-vr-preview-a-unique-perspective-on-mobile-vr&amp;lt;/ref&amp;gt; &lt;br /&gt;
=== Technical Specifications ===&lt;br /&gt;
* Dimension: 160.07 mm x 185.61 mm x 45.9 mm&lt;br /&gt;
* Connectivity: USB 2.0 + Type C Plug&lt;br /&gt;
* Physical UI: Keys (Back, Select)&lt;br /&gt;
* Memory: 4GB eMMC / Micro SD (up to 2T)&lt;br /&gt;
* Chipset: STM32F411 - Cortex-M4 100MHz&lt;br /&gt;
== Software ==&lt;br /&gt;
&lt;br /&gt;
== Apps ==&lt;br /&gt;
The 360 VR supports Google Cardboard apps and 360 videos.&amp;lt;ref&amp;gt;http://www.roadtovr.com/good-bad-meh-lg-360-vr/&amp;lt;/ref&amp;gt; &lt;br /&gt;
== Developer ==&lt;br /&gt;
Developers who would like to create their own virtual reality applications for the LG 360 VR are encouraged to check out the [https://developers.google.com/cardboard/android Cardboard SDKs for Android], which allows applications to display 3D scenes with binocular rendering and head tracking. &lt;br /&gt;
&lt;br /&gt;
There is also the [https://developers.google.com/cardboard/unity Cardboard SDK for Unity], which helps developers adapt existing Unity 3D apps for virtual reality or build their own VR experience from scratch.&amp;lt;ref&amp;gt;https://developers.google.com/cardboard/overview&amp;lt;/ref&amp;gt;&lt;br /&gt;
== Accessories ==&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
There is currently no information about availability or pricing for the 360 VR, but the headset is supposedly scheduled to be released sometime this summer. &amp;lt;ref&amp;gt;http://www.theverge.com/2016/2/24/11100776/lg-vr-360-headset-announced-mwc-2016&amp;lt;/ref&amp;gt;&lt;br /&gt;
== History ==&lt;br /&gt;
* Unveiled at MWC 2016&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Virtual Reality Devices]]&lt;/div&gt;</summary>
		<author><name>OptoVR</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=HTC_Vive&amp;diff=20477</id>
		<title>HTC Vive</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=HTC_Vive&amp;diff=20477"/>
		<updated>2017-04-04T18:54:28Z</updated>

		<summary type="html">&lt;p&gt;OptoVR: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Device Infobox&lt;br /&gt;
|image=[[File:htv vive cv1 hmd1.jpg|350px]]&lt;br /&gt;
|VR/AR=[[Virtual Reality]]&lt;br /&gt;
|Type=[[Head-mounted display]]&lt;br /&gt;
|Subtype=[[Discrete HMD]]&lt;br /&gt;
|Platform=[[SteamVR]]&lt;br /&gt;
|Developer=[[HTC]], [[Valve]]&lt;br /&gt;
|Operating System=[[Windows]]&lt;br /&gt;
|Requires=PC&lt;br /&gt;
|Predecessor=[[HTC Vive Pre]]&lt;br /&gt;
|Successor=[[HTC Vive CV2]]&lt;br /&gt;
|Display=Dual Panel&lt;br /&gt;
|Resolution=2160 x 1200 (1080 x 1200 per eye)&lt;br /&gt;
|Pixel Density=455.63 PPI per eye&lt;br /&gt;
|Refresh Rate=90 Hz&lt;br /&gt;
|Field of View=110° (diagonal)&lt;br /&gt;
|Optics=Fresnel Lenses&lt;br /&gt;
|Tracking=6DOF&lt;br /&gt;
|Rotational Tracking=[[Gyroscope]], [[Accelerometer]], Laser Position Sensor&lt;br /&gt;
|Positional Tracking=[[Base Stations]]&lt;br /&gt;
|Update Rate=Rotational: 1000Hz, Positional: 60Hz&lt;br /&gt;
|Tracking Volume=120°H x 120°V (over 21 feet range)&lt;br /&gt;
|Latency=7ms (no load), 15ms (medium load)&lt;br /&gt;
|Audio=Built-in headphones, external headphones&lt;br /&gt;
|Camera=Pass-through camera&lt;br /&gt;
|Sensors=&lt;br /&gt;
|Input=Controllers in both hands&lt;br /&gt;
|Connectivity=2 HDMI ports, 2 USB ports, 1 headphone jack&lt;br /&gt;
|Cable Length=5+ meters&lt;br /&gt;
|Release Date=April 5, 2016&lt;br /&gt;
|Price=$799, €899, £689, Business Edition: $1200&lt;br /&gt;
|Website=http://www.htcvr.com/&lt;br /&gt;
}}&lt;br /&gt;
{{see also|HTC Vive Developer Editions}}&lt;br /&gt;
[[HTC Vive]] also known as &#039;&#039;&#039;HTC Vive CV1&#039;&#039;&#039; or simply as the &#039;&#039;&#039;Vive&#039;&#039;&#039; is the first consumer version of [[HTC Vive (Platform)]] [[Virtual Reality Devices|Virtual Reality HMD]] developed by [[HTC]]. It is part of the [[SteamVR]] ecosystem created by [[Valve]].&lt;br /&gt;
&lt;br /&gt;
Pre-orders for the Vive begins on February 29, 2016 for $799. Vive released on April 5, 2016. HTC Vive CV1 comes with the [[head-mounted display]], 2 [[SteamVR Controllers|wireless, motion tracked controllers]] and 2 [[lighthouse]] [[Base Stations]] positional sensors that enable [[room-scale VR]]. &lt;br /&gt;
&lt;br /&gt;
On June 9, 2016, Vive announced Business Edition of Vive, called Vive BE, for $1200. While the only physical difference between Vive and Vive BE is 2 extra face cushions, Business Edition includes a 12-month limited warranty and a dedicated Vive BE customer support line.&lt;br /&gt;
==Features==&lt;br /&gt;
*[[Room-scale VR]] - Move around freely in a 12 feet by 12 feet space. Both HMD and the 2 controllers are accurately tracked within that space.&lt;br /&gt;
&lt;br /&gt;
*[[Wireless SteamVR Controllers]] - Input with 2 motion-tracked controllers, 1 held in each hand. &lt;br /&gt;
&lt;br /&gt;
*[[Chaperone]] - Prevents the user from bumping into real life walls and other obstacles.&lt;br /&gt;
&lt;br /&gt;
*Front facing camera - Allows the user see the real life environment in front of them while wearing the HMD.&lt;br /&gt;
&lt;br /&gt;
*[[#Connecting to Your Phone|Smartphone connectivity]] - Connect the HMD to your smartphone via Bluetooth, allowing the user to receive calls, messages remainders and return calls.&lt;br /&gt;
&lt;br /&gt;
==Hardware==&lt;br /&gt;
===Review===&lt;br /&gt;
&#039;&#039;&#039;Design and Ergonomics&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
The all-black HMD is sleek and sturdy. It is secured to the user&#039;s head with a harness-like series of straps. The user&#039;s face contacts the HMD with a soft and comfortable facial interface. The foam gasket part of the interface can be removed and replaced by lifting it from the velcro. Vive comes with 2 foam gaskets: the larger &amp;quot;Wide Face&amp;quot; and the smaller &amp;quot;Thin Face&amp;quot;. The You can change the distance between the [[lenses]] to fit your [[IPD]] with the dial on the right side of HMD. [[Eye relief]], the distance between the lenses and your eyes, can be adjusted with 2 gray knobs that you can pull out and rotate to extend or retract the sides of the HMD. While this function allows the Vive to accommodate most glasses, please be aware that increasing the eye relief does negatively affect the [[FOV]]. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Display and Optics&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Vive features dual OLED panel displays of 1080 x 1200 per eye. The colors are vibrant, the [[resolution]] is adequate and the [[screen door effect]] is minimal. The only glaring flaw of Vive&#039;s display and optics system is the [[god rays]]. The god rays are caused by [[Fresnel lenses]]&#039; ridges which scatter light. They look similar to lens flares and are noticeable whenever there are high contract elements on the screen i.e. white text on a black background. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Front facing camera&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
A camera is located in the front, bottom of the HMD. The camera can bring up a wide [[FOV]] view of the environment that is in front of you. Players can activate the camera by double tapping of SteamVR controller&#039;s &amp;quot;System&amp;quot; button or set it to automatically activate when you wander too close to the [[Chaperone]] boundaries. Working in conjunction with Chaperone, the camera create another layer that keeps the player safe while moving around wearing the HMD. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracking&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
[[Tracking]] in Vive has no visible [[latency]]. The [[Tracking#Systems|tracking system]] employed by HTC Vive is called [[Lighthouse]]. While [[rotational tracking]] is achieved with [[IMUs]], [[positional tracking]] is accomplish with 2 IR base stations called [[Base Stations]]. The Base Stations would constantly flood the room with IR that are detected by sensors on the HMD and [[SteamVR Controllers]]. HMD and controllers would figure out where they are in relation to the Base Stations ([[inside-out tracking]]). Vive&#039;s tracking is designed for both [[Seated VR|seated]],  [[standing VR|standing]] and most importantly [[Room-scale VR]] experiences. &lt;br /&gt;
&lt;br /&gt;
Vive is designed to accurately track the position and orientation of the HMD and [[SteamVR Controllers|controllers]] within 12 by 12 feet space.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Voice and Audio&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Vive has a built-in mic but does not have built-in headphones. It comes with a set of earbuds that can be plugged into a headphone jack extending from the HMD.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cables and Ports&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
===In The Box===&lt;br /&gt;
[[File:htc vive cv1 in the box1.jpg|400px|right]]&lt;br /&gt;
A. 2 [[Base Stations]]&lt;br /&gt;
&lt;br /&gt;
B. Sync cable - optional&lt;br /&gt;
&lt;br /&gt;
C. 2 Base station power adapter &lt;br /&gt;
&lt;br /&gt;
D. Mount kit&lt;br /&gt;
&lt;br /&gt;
E. Link box&lt;br /&gt;
&lt;br /&gt;
F. Link box mounting pad&lt;br /&gt;
&lt;br /&gt;
G. Link box power adapter&lt;br /&gt;
&lt;br /&gt;
H. HDMI cable&lt;br /&gt;
&lt;br /&gt;
I. USB cable&lt;br /&gt;
&lt;br /&gt;
J. Earbuds&lt;br /&gt;
&lt;br /&gt;
K. Alternate face cushion (narrow) - &lt;br /&gt;
&lt;br /&gt;
L. Cleaning cloth&lt;br /&gt;
&lt;br /&gt;
M. Documentation&lt;br /&gt;
&lt;br /&gt;
N. Headset with 3-in-1 cable and audio cable&lt;br /&gt;
&lt;br /&gt;
O. 2 Controllers (with lanyard)&lt;br /&gt;
&lt;br /&gt;
P. 2 Micro-USB charger&lt;br /&gt;
&lt;br /&gt;
===Specifications===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Part&lt;br /&gt;
!Spec&lt;br /&gt;
|-&lt;br /&gt;
|Display || Dual OLED Panels&lt;br /&gt;
|-&lt;br /&gt;
|Resolution || 2160 x 1200 (1080 x 1200 per eye)&lt;br /&gt;
|-&lt;br /&gt;
|Pixel density || ???&lt;br /&gt;
|-&lt;br /&gt;
|Refresh rate || 90 Hz&lt;br /&gt;
|-&lt;br /&gt;
|Persistence || Low&lt;br /&gt;
|-&lt;br /&gt;
|Field of View || 110° (diagonal)&lt;br /&gt;
|-&lt;br /&gt;
|Optics || [[Fresnel lenses]]&lt;br /&gt;
|-&lt;br /&gt;
|[[IPD]] || 60.2-74.5mm &lt;br /&gt;
|-&lt;br /&gt;
|[[Tracking]] || 6 degrees of freedom&lt;br /&gt;
|-&lt;br /&gt;
|[[Rotational tracking]] || [[Gyroscope]], [[Accelerometer]], [[Magnetometer]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Positional tracking]] || [[Base Stations]]&lt;br /&gt;
|-&lt;br /&gt;
|Update Rate || Rotational: 1000Hz, Positional: 60Hz&lt;br /&gt;
|-&lt;br /&gt;
|[[#Tracking volume|Tracking Volume]] || 120°H x 120°V (&amp;gt;21 feet range)&lt;br /&gt;
|-&lt;br /&gt;
|Latency || &lt;br /&gt;
|-&lt;br /&gt;
|Connectivity || Multi-part cable with HDMI, USB and power that is connected to a junction box&lt;br /&gt;
|-&lt;br /&gt;
|Weight || 555 grams (1.2 pounds)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==System Requirements==&lt;br /&gt;
===Recommended===&lt;br /&gt;
*&#039;&#039;&#039;GPU&#039;&#039;&#039;: NVIDIA® GeForce® GTX 970, AMD Radeon™ R9 290 equivalent or better&lt;br /&gt;
*&#039;&#039;&#039;CPU&#039;&#039;&#039;: Intel® i5-4590 / AMD FX 8350 equivalent or better&lt;br /&gt;
*&#039;&#039;&#039;RAM&#039;&#039;&#039;: 4 GB or more&lt;br /&gt;
*&#039;&#039;&#039;Video Output&#039;&#039;&#039;: HDMI 1.4, DisplayPort 1.2 or newer&lt;br /&gt;
*&#039;&#039;&#039;USB Port&#039;&#039;&#039;: 1x USB 2.0 or better port&lt;br /&gt;
*&#039;&#039;&#039;Operating System&#039;&#039;&#039;: Windows 7 SP1, Windows 8.1 or later, Windows 10&lt;br /&gt;
&lt;br /&gt;
===SteamVR Performance Test===&lt;br /&gt;
[http://store.steampowered.com/app/323910 SteamVR Performance Test] is a benchmark software that checks if your system is ready for Vive. It checks your system&#039;s OS, GPU and CPU to see if it has the capability of running VR at 90 FPS and whether VR content can tune the visual fidelity up to the recommended level.&lt;br /&gt;
&lt;br /&gt;
==Play Area Requirements==&lt;br /&gt;
{{see also|#Play Area Setup}}&lt;br /&gt;
The play area sets the virtual boundaries of Vive. Your interaction with VR objects happen within the play area. &lt;br /&gt;
*Make sure your play area is free of furniture and other obstacles. &lt;br /&gt;
*Place your PC next to the play area because the cable of your HMD connecting to your PC is 5 meters long. &lt;br /&gt;
*Make sure your base stations are mounted near power outlets.&lt;br /&gt;
===Room-scale VR Requirements===&lt;br /&gt;
For [[Room-scale VR]], you need a space where you can move freely.&lt;br /&gt;
*Minimum room size: 2 m x 1.5 m (6 feet 6 inches x 5 feet)&lt;br /&gt;
*Maximum between base stations: 5 m (16 feet), Room size: 3.5 m x 3.5 m (11 feet 7 inches x 11 feet 7 inches)&lt;br /&gt;
**Base stations can track further but the length of headset cable is 5 meters.&lt;br /&gt;
&lt;br /&gt;
===Standing/Seated VR Requirements===&lt;br /&gt;
*No minimum space requirements&lt;br /&gt;
&lt;br /&gt;
==Setup Tutorial==&lt;br /&gt;
===HMD Setup===&lt;br /&gt;
&#039;&#039;&#039;Putting the HMD on&#039;&#039;&#039;:&lt;br /&gt;
#Pull the HMD down over your eyes.&lt;br /&gt;
#Slide the straps around the back of your head, and adjust them so that the headset fits.&lt;br /&gt;
#Make sure that the 3-in-1 cables pass through the sleeve at the back of the headset, and are positioned straight down your back.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Adjusting the Head Straps to Fit Perfectly&#039;&#039;&#039;:&lt;br /&gt;
#Walk towards your chaperone boundaries with the Vive on. Get really close to them.&lt;br /&gt;
#Adjust the Vive left and right until the vertical lines don&#039;t have &amp;quot;god rays&amp;quot;. They should become solid and not look smudgy. Once you find a good placement tighten down the side straps.&lt;br /&gt;
#Adjust the Vive up and down until the horizontal chaperone lines don&#039;t look blurry/smudged and don&#039;t have god rays. Tighten the top strap until it&#039;s a nice snug fit.&lt;br /&gt;
#Turn the IPD all the way up, you&#039;ll probably notice the chaperone lines getting blurry. Once it&#039;s at max, bring it back down and they&#039;ll become more in focus. Once they start getting blurry again just open the IPD up a bit, like focusing binoculars.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Adjust IPD&#039;&#039;&#039;: [[IPD]] is the distance between the center of the pupils of in your eyes. You can adjust the distance between the [[lenses]] to match the distance between your pupils by turning the knob on the right side of HMD.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Adjust Eye relief&#039;&#039;&#039;: [[Eye-relief]] is the distance between the lenses and your eyes. Keep the lenses as close as possible because increasing the eye-relief lowers the [[field of view]]. Only increase it if you really need to, such as fitting eye glasses. You can adjust your eye-relief with the 2 large, circular knobs on the sides of HMD. Pull the knobs out then rotate them to increase or decrease the distance. Press them back in to lock the HMD in place.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Replace face cushion&#039;&#039;&#039;: If the face cushion is too wide, replace it with the thin cushion cushion. You can exchange the cushions by peeling the velcro off from the two ends.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Replace nose rest&#039;&#039;&#039;: Remove the nose rest by peeling the flap too. Replace the nose rest by pressing the tabs into their slots and make sure that the flaps are behind the face cushion.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unplugging the 3-in-1 cable&#039;&#039;&#039;: Slide open the small compartment on top to reveal the cables. Pull the tag to unplug the HDMI cable. Unplug the other cables (USB and power). Slide the cover back on to close the compartment.&lt;br /&gt;
&lt;br /&gt;
===Link Box Setup===&lt;br /&gt;
#Connect the 3-in-1 cable from the HMD to the orange trim side of the link box.&lt;br /&gt;
#Connect the power adapter cable to its corresponding port on the link box, then plug the other side of the cable to an electrical outlet.&lt;br /&gt;
#Insert the HDMI cable to the HDMI port on the link box, and then insert the other end to the HDMI port on your computer&#039;s graphic card.&lt;br /&gt;
#Insert the USB cable on the USB port on the link box, and then insert the opposite end on your computer&#039;s USB port.&lt;br /&gt;
#You can permanently secure the link box to an area by using the adhesive pad.&lt;br /&gt;
&lt;br /&gt;
===Controllers Setup===&lt;br /&gt;
&#039;&#039;&#039;Charging&#039;&#039;&#039;: Charge the Controller with the microUSB cable and/or power adapter. You can check the battery level of the controllers when no apps are running, or when the System Dashboard is up.&lt;br /&gt;
Dashboard is up.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;On/Off&#039;&#039;&#039;: To turn the Controller on, press the System button until you hear a beep. To turn the Controller off, press and hold the System button until you hear a beep. Controller automatically turns off when it is idled for a long time or when you exit SteamVR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pairing with HMD&#039;&#039;&#039;: Controller pairs with the HMD automatically when it is on. To manually pair,  launch the SteamVR app, tap Down, and then select Devices then Pair Controller. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Updating Firmware&#039;&#039;&#039;: When SteamVR notifies you about outdated firmware. Connect the Controller to your PC with the microUSB cable to update automatically.&lt;br /&gt;
&lt;br /&gt;
===Base Stations Setup===&lt;br /&gt;
&#039;&#039;&#039;Placing the base stations&#039;&#039;&#039;: &lt;br /&gt;
#Mount the base stations diagonally at the opposite corners of your [[#Play Area Requirements|play area]], ideally more than 2m (6 ft 6in) above ground.&lt;br /&gt;
#Use the mounting kits, tripods, book shelves, poles and light stands to mount the base stations. Find stable places and secure them so they cannot be easily moved or jostled. &lt;br /&gt;
#Make sure the front of the base stations are facing the center of the play area. Each base station has 120 degrees [[FOV]], tilt them about 30 to 45 degrees to fully cover the play area.&lt;br /&gt;
#Connect the base stations to power outlets with power cables. &lt;br /&gt;
#Connect the base stations and set channels:&lt;br /&gt;
##Without Sync Cable: Press the Channel buttons at the back of the base stations so that one base station is set to channel “b”, while the other is set to channel “c”.&lt;br /&gt;
##With Sync Cable: Press the Channel buttons at the back of the base stations so that one base station is set to channel “A”, while the other is set to channel “b”.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Using the mounting kits&#039;&#039;&#039;:&lt;br /&gt;
#Mark where you want to install each of the mounts on your wall, and then screw the mounts in. &lt;br /&gt;
#Rotate the base station to screw it onto the threaded ball joint. Do not screw the base station all the way in, only enough to be stable and oriented correctly.&lt;br /&gt;
#Tighten the wingnut to the base station to secure it in place.&lt;br /&gt;
#To adjust the angle of the base station, loosen the clamping ring while carefully holding the base station to prevent it from falling.&lt;br /&gt;
#Tilt the base station toward the play area.&lt;br /&gt;
#Connect the power cables to each base station and its power outlet.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Update base station firmware&#039;&#039;&#039;: When SteamVR indicates that base station firmware is out of date, unplug and unmount the base stations. Connect the base stations to the PC with a microUSB cable, one at a time. While pressing the Channel button at the back of the base station, plug in the base station’s power adapter. Update should start automatically once SteamVR detects the base station.&lt;br /&gt;
&lt;br /&gt;
===Play Area Setup===&lt;br /&gt;
{{see also|#Play Area Requirements}}&lt;br /&gt;
*The minimum space for a room-scale VR experience is 2m x 1.5m (6ft 6in x 5ft). Standing and seated VR experiences do not require much space. &lt;br /&gt;
&lt;br /&gt;
*Clear of furnitures and other obstacles in the play area. &lt;br /&gt;
&lt;br /&gt;
*Place the PC near the play area. The HMD cable is 5m (16ft 4in) long.&lt;br /&gt;
&lt;br /&gt;
*Place the base stations diagonal to each other, on the opposite corners of the play area space. Make sure there are power outlets near the base stations. Use 12V extension cords as needed.&lt;br /&gt;
&lt;br /&gt;
*Do not leave your HMD in direct sunlight, display can be damaged.&lt;br /&gt;
&lt;br /&gt;
===Software Setup===&lt;br /&gt;
#Download the setup from http://www.htcvive.com/SETUP&lt;br /&gt;
#Install Vive software&lt;br /&gt;
#Install Steam software&lt;br /&gt;
#Install SteamVR&lt;br /&gt;
#Launch SteamVR&lt;br /&gt;
#Pair HMD and Controllers from the SteamVR menu.&lt;br /&gt;
&lt;br /&gt;
===Setup Tips and Tricks===&lt;br /&gt;
*During Play Area Setup, the system asks you to point your controller at your computer monitor. The system performs this because it wants to establish the forward position in VR about 180 degrees from the monitor. It assumes that your computer is in the direction of the monitor and wants you to face opposite of the computer so your cables will go smoothly from the back of your head to the computer.&lt;br /&gt;
&lt;br /&gt;
*During the Play Area Setup, If you have trouble setting up the floor area, try placing your controllers upside down. It can give more accurate readings.&lt;br /&gt;
&lt;br /&gt;
*Be sure to turn on &#039;&#039;Enable Bluetooth communication&#039;&#039; in the General tab of the Settings. It not only allows you to connect your HMD to your phone but also makes your Base Stations &amp;quot;smarter&amp;quot;. Now when you don&#039;t have SteamVR on, your Base Stations will power down and go to stand by mode. You will no longer hear the humming noise created by the spinning gyroscopes inside the Base Stations.&lt;br /&gt;
&lt;br /&gt;
*Take a look at the Audio tab in the Settings. You can do things such as mirror your audio from VR in the speakers.&lt;br /&gt;
&lt;br /&gt;
*In Settings, you can enable the front facing camera in your HMD.&lt;br /&gt;
&lt;br /&gt;
*In VR, at the bottom of your controller you not only have battery indicators but also left and right hand signs to show which controller is for which hand.&lt;br /&gt;
&lt;br /&gt;
*[[SteamVR Desktop Theater Mode]], which you can activate only in VR, allows you to play non-VR Steam games on a big screen in VR.&lt;br /&gt;
&lt;br /&gt;
==Input Devices==&lt;br /&gt;
[[SteamVR Controllers]] - 1 held in each hand, these controllers are tracked by the same system as the HMD ([[Lighthouse]]). &lt;br /&gt;
&lt;br /&gt;
Other devices compatible with [[Steam]]&lt;br /&gt;
&lt;br /&gt;
==Accessories==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style= &amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Accessory&lt;br /&gt;
! Cost When&amp;lt;br&amp;gt;Purchased Separately&lt;br /&gt;
|-&lt;br /&gt;
|[[SteamVR Base Stations|Base Station]] with AC || $135&lt;br /&gt;
|-&lt;br /&gt;
|[[SteamVR Controllers|Controller]] with AC || $130&lt;br /&gt;
|-&lt;br /&gt;
|HDMI 3-in-1 Cable || $40&lt;br /&gt;
|-&lt;br /&gt;
|Control Box (no AC) || $30&lt;br /&gt;
|-&lt;br /&gt;
|USB 2.0 Cable (AA) 4.5mm || $10&lt;br /&gt;
|-&lt;br /&gt;
|Face Cushion Set of 2 (Narrow) || $25 &lt;br /&gt;
|-&lt;br /&gt;
|Face Cushion Set of 2 (Wide) || $25 &lt;br /&gt;
|-&lt;br /&gt;
|Nose Rest Set of 3 (Narrow) || $13 &lt;br /&gt;
|-&lt;br /&gt;
|Nose Rest Set of 3 (Wide) || $13 &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Apps==&lt;br /&gt;
&#039;&#039;&#039;[[HTC Vive Apps]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Second Bundle (August 12, 2016 and onward): HTC Vive CV1 is shipped with 3 free games: [[Tilt Brush]] by [[Google]], [[The Gallery - Episode 1: Call of the Starseed]] by [[Cloudhead Games]] and [[Zombie Training Simulator]] by [[Acceleroto]].&lt;br /&gt;
&lt;br /&gt;
First Bundle (no longer available): HTC Vive CV1 is shipped with 3 free games: [[Job Simulator: The 2050 Archives]] by [[Owlchemy Labs]], [[Fantastic Contraption]] by [[Northway Games]] and [[Tilt Brush]] by [[Google]].&lt;br /&gt;
&lt;br /&gt;
[[The Lab]] by [[Valve]] is available for free to all Vive users.&lt;br /&gt;
&lt;br /&gt;
==Connecting to Your Phone==&lt;br /&gt;
Users can install the Vive mobile app on their phone from the App Store&amp;lt;ref&amp;gt;https://itunes.apple.com/us/app/htc-vive/id1091173853?mt=8&amp;lt;/ref&amp;gt; or Google Play&amp;lt;ref&amp;gt;https://play.google.com/store/apps/details?id=com.htc.vivephoneservice&amp;amp;hl=en&amp;lt;/ref&amp;gt;. The apps enable your HTC Vive HMD to connect to your mobile phones through Bluetooth. It allows your Vive HMD to receive calls, texts and calendar reminders while your are in [[VR]].&lt;br /&gt;
&lt;br /&gt;
To make phone calls, users need to download the Vive software package &amp;lt;ref&amp;gt;https://www.htcvive.com/us/setup/&amp;lt;/ref&amp;gt; for their PC. Now when you receive a call or text, you&#039;ll be able to call back the individual through the Vive menu.&lt;br /&gt;
&lt;br /&gt;
==Developer==&lt;br /&gt;
&lt;br /&gt;
==Tracking volume==&lt;br /&gt;
{{see also|Tracking volume}}&lt;br /&gt;
[[File:htc vive tracking volume1.png|400px]]&lt;br /&gt;
&lt;br /&gt;
120°H x 120°V (&amp;gt;21 feet range)&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&#039;&#039;&#039;February 29, 2016&#039;&#039;&#039; - Pre-orders for HTC Vive CV1 begin.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;April 5, 2016&#039;&#039;&#039; - HTC Vive CV1 is officially released.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;April 26, 2016&#039;&#039;&#039; - [[Vive X]], $100 million [[HTC Vive]] accelerator program was announced. Vive X will be involved in Seed and Series A investments and are located in Beijing, Taipei and San Francisco.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;June 9, 2016&#039;&#039;&#039; - Business Edition of Vive is announced.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;October 26, 2016&#039;&#039;&#039; - Hundreds of Vive VR cafes are scheduled to roll out in China in 2016 and 2017.&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
[[File:htc vive cv1 set1.jpg|300px]] [[File:htc vive cv1 hmd2.jpg|300px]] [[File:htc vive cv1 controllers1.jpg|300px]]&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Devices]] [[Category:Virtual Reality Devices]]&lt;/div&gt;</summary>
		<author><name>OptoVR</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=User_talk:Xinreality&amp;diff=20476</id>
		<title>User talk:Xinreality</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=User_talk:Xinreality&amp;diff=20476"/>
		<updated>2017-04-04T18:51:19Z</updated>

		<summary type="html">&lt;p&gt;OptoVR: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Thanks for adding our company (OptoFidelity) information, that was very kind! We are very excited about our line of VR Performance solutions, we just shipped the first systems to customers. There is going to be more announcements soon! I will update information about those here in the XinReality ass well. -OptoVR-&lt;br /&gt;
&lt;br /&gt;
==Ruthalas==&lt;br /&gt;
&lt;br /&gt;
Thank you for your kind words!&lt;br /&gt;
&lt;br /&gt;
I&#039;ll be wandering around filling in pages on subjects I have some passing understanding when I can.&lt;/div&gt;</summary>
		<author><name>OptoVR</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=OptoFidelity&amp;diff=20475</id>
		<title>OptoFidelity</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=OptoFidelity&amp;diff=20475"/>
		<updated>2017-04-04T18:42:31Z</updated>

		<summary type="html">&lt;p&gt;OptoVR: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{Company Infobox&lt;br /&gt;
|image=&lt;br /&gt;
|Type=Private&lt;br /&gt;
|Industry=[[Testing and Measurement]]&lt;br /&gt;
|Founded=2005&lt;br /&gt;
|Founder=Pertti Aimonen, Kimmo Jokinen, Tapio Koskinen&lt;br /&gt;
|Headquarters=Visiokatu 3 Tampere, 33720 Finland&lt;br /&gt;
|Notable Personnel=Pertti Aimonen (CEO). Kimmo Jokinen (CTO).&lt;br /&gt;
|Products=[[OptoFidelity VR Multimeter]]&lt;br /&gt;
|Parent=&lt;br /&gt;
|Website=http://www.optofidelity.com/&lt;br /&gt;
}}&lt;br /&gt;
[[OptoFidelity]] is a technology company that provides robot assisted testing and measurement systems for smart phones, tablets, laptops, automotive infotainment and industrial machinery. OptoFidelity has developed the OptoFidelity VR Multimeter, a line of [[virtual reality]] and [[augmented reality]] performance testing solutions.&lt;br /&gt;
&lt;br /&gt;
==OptoFidelity VR Multimeter==&lt;br /&gt;
OptoFidelity VR Multimeter allows users to objectively and repeatedly analyze VR performance ([[motion-to-photon latency|motion-to-photon]], [[pixel persistence]], [[refresh rate]] and other important factors). Users can even measure audio to video synchronization and so called [[motion-to-audio-latency]] for [[spatial audio]].&amp;lt;ref name=&amp;quot;optofidelity&amp;quot;&amp;gt;http://www.optofidelity.com/test-solutions/rd-testing/virtual-reality-performance-testing/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
OptoFidelity VR Multimeter provides futureproof results based on characterized measurement technology. With its novel synchronization technology, consistent measurements are possible from both present and future display technologies. OptoFidelity continuously build support for new technologies, like OLED, projector-based, [[holographic]] and [[light field displays]].&amp;lt;ref name=&amp;quot;optofidelity&amp;quot;&amp;gt;http://www.optofidelity.com/test-solutions/rd-testing/virtual-reality-performance-testing/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Companies]]&lt;/div&gt;</summary>
		<author><name>OptoVR</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=OptoFidelity&amp;diff=20474</id>
		<title>OptoFidelity</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=OptoFidelity&amp;diff=20474"/>
		<updated>2017-04-04T13:55:01Z</updated>

		<summary type="html">&lt;p&gt;OptoVR: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{Company Infobox&lt;br /&gt;
|image=&lt;br /&gt;
|Type=Private&lt;br /&gt;
|Industry=[[Testing and Measurement]]&lt;br /&gt;
|Founded=2005&lt;br /&gt;
|Founder=&lt;br /&gt;
|Headquarters=Visiokatu 3 Tampere, 33720 Finland&lt;br /&gt;
|Notable Personnel=Pertti Aimonen (CEO). Kimmo Jokinen (CTO).&lt;br /&gt;
|Products=[[OptoFidelity VR Multimeter]]&lt;br /&gt;
|Parent=&lt;br /&gt;
|Website=http://www.optofidelity.com/&lt;br /&gt;
}}&lt;br /&gt;
[[OptoFidelity]] is a technology company that provides robot assisted testing and measurement systems for smart phones, tablets, laptops, automotive infotainment and industrial machinery. OptoFidelity is creating the OptoFidelity Video Multimeter xR Performance VR, a line of [[virtual reality]] and [[augmented reality]] performance testing solutions.&lt;br /&gt;
&lt;br /&gt;
==OptoFidelity VR Multimeter==&lt;br /&gt;
OptoFidelity VR Multimeter allows users to objectively and repeatedly analyze VR performance ([[motion-to-photon latency|motion-to-photon]], [[pixel persistence]], [[refresh rate]] and other important factors). Users can even measure audio to video synchronization and so called [[motion-to-audio-latency]] for [[spatial audio]].&amp;lt;ref name=&amp;quot;optofidelity&amp;quot;&amp;gt;http://www.optofidelity.com/test-solutions/rd-testing/virtual-reality-performance-testing/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
OptoFidelity VR Multimeter provides futureproof results based on characterized measurement technology. With its novel synchronization technology, consistent measurements are possible from both present and future display technologies. OptoFidelity continuously build support for new technologies, like OLED, projector-based, [[holographic]] and [[light field displays]].&amp;lt;ref name=&amp;quot;optofidelity&amp;quot;&amp;gt;http://www.optofidelity.com/test-solutions/rd-testing/virtual-reality-performance-testing/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Companies]]&lt;/div&gt;</summary>
		<author><name>OptoVR</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Timewarp&amp;diff=18615</id>
		<title>Timewarp</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Timewarp&amp;diff=18615"/>
		<updated>2016-11-29T10:22:19Z</updated>

		<summary type="html">&lt;p&gt;OptoVR: /* How Timewarp Reduces Latency */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{see also|Asynchronous Spacewarp}}&lt;br /&gt;
__TOC__&lt;br /&gt;
==General Information==&lt;br /&gt;
&#039;&#039;&#039;Timewarp&#039;&#039;&#039; / &#039;&#039;&#039;Time warping&#039;&#039;&#039; also known as &#039;&#039;&#039;Reprojection&#039;&#039;&#039; is a technique in [[VR]] that warps the rendered image before sending it to the display to correct for the head movement occurred after the rendering.&amp;lt;ref name=ATW blog1&amp;quot;&amp;gt;https://www.oculus.com/blog/asynchronous-timewarp/&amp;lt;/ref&amp;gt; Timewarp can reduce [[latency]] and increase or maintain [[frame rate]]. Additionally, it can reduce [[judder]] caused missed frames (when frames take too long to render).&amp;lt;ref name=&amp;quot;YT1&amp;quot;&amp;gt;https://www.youtube.com/watch?v=WvtEXMlQQtI&amp;lt;/ref&amp;gt; This process takes the already rendered image, modify it with freshly collected positional information from your [[HMD]]&#039;s sensors, then display it to your screen. Utilizing [[depth maps]] ([[Z Buffers]]) already present in the engine, Timewarp requires very little computation.&lt;br /&gt;
&lt;br /&gt;
Timewarp is a feature of [[Oculus SDK]]. It was initially released in the version 0.3.1 of the SDK. [[#Positional Timewarp|Positional Timewarp]] was introduced in [[Oculus PC SDK]] 0.6.0&amp;lt;ref&amp;gt;https://twitter.com/volgaksoy/status/599251845156995072&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
[[Runtime]]s for various platforms such as the [[Oculus Runtime]] and [[SteamVR Runtime]] are responsible for Timewarp. Different runtimes [[#Oculus Rift vs. SteamVR vs. PSVR|perform timewarp differently]].&lt;br /&gt;
&lt;br /&gt;
==Asynchronous Timewarp (ATW)==&lt;br /&gt;
&#039;&#039;&#039;Asynchronous Timewarp&#039;&#039;&#039; or &#039;&#039;&#039;ATW&#039;&#039;&#039; is when timewarp occurs on another thread in parallel (asynchronously) with rendering. Before every [[vsync]], the ATW thread generates a new timewarped frame from the latest frame completed by the rendering thread.&amp;lt;ref name=ATW blog1&amp;quot;&amp;gt;https://www.oculus.com/blog/asynchronous-timewarp/&amp;lt;/ref&amp;gt; ATW fills in the missed frames and reduces [[judder]].&amp;lt;ref&amp;gt;https://developer.oculus.com/blog/asynchronous-timewarp-on-oculus-rift/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==How Timewarp Reduces Latency==&lt;br /&gt;
Without Timewarp, your HMD would capture the data about the position of your head, render the image based on this data (correct angle etc.), then display the image when the next scene is due to be on screen. In a 60 fps game, a new scene is displayed once every 16.7 milliseconds. With this process, each image you see is based on the head-tracking data from almost 17 milliseconds ago. &lt;br /&gt;
&lt;br /&gt;
With Timewarp, the first 2 parts of the process is the same. your HMD would capture the data about the position of your head and render the image based on the data. Before this image is displayed, your HMD captures the position of your head again. Using this information, the rendered image is modified with a mathematical calculation to fit the latest data. Finally the modified image is displayed on screen. The resulting image is more recent and more accurately depict the position of your head at the time of display than the image initially rendered. Timewarp only works in very short distances and time intervals or the resulting image will look unrealistic or out of place.&lt;br /&gt;
&lt;br /&gt;
==How Timewarp Increases Frame Rate==&lt;br /&gt;
Timewarp allows engines to increase or maintain frame rate when they are otherwise unable to do. It does this by artificially filling in dropped frames.&lt;br /&gt;
&lt;br /&gt;
In a game engine limited to 50 frames per second, a new frame is displayed once every 20 milliseconds. To increase the game&#039;s frame rate to 60, you need to display a new frame once every 16.7 milliseconds. To increase the fps through timewarp, the last completely rendered frame, not the one that is currently rendering, is updated with the latest data about the position of your head. The modified frame is displayed before your eyes.&amp;lt;ref name=&amp;quot;YT1&amp;quot;&amp;gt;https://www.youtube.com/watch?v=WvtEXMlQQtI&amp;lt;/ref&amp;gt; Theoretically, this method could increase frame rate from 1 to 60. Realistically, timewarp only works in very short distances and time intervals. Long distances or time intervals will make the image appear unrealistic or out of place.&lt;br /&gt;
&lt;br /&gt;
==Limitations of Timewarp==&lt;br /&gt;
Timewarp works well in a rotational only tracking system. When positional / translational tracking is introduced, it does not work as well and presents a few problems.&amp;lt;ref name=ATW blog1&amp;quot;&amp;gt;https://www.oculus.com/blog/asynchronous-timewarp/&amp;lt;/ref&amp;gt; When timewarp is used with positional tracking, only the rotational change is reflected in the resulting image. The positional change is ignore, causing [[judder]]. This is solved through the introduction of [[#Positional Timewarp|Positional Timewarp]].&lt;br /&gt;
&lt;br /&gt;
Moving objects such as an animated character can also cause judder. The notice-bility of the judder depends on the size, number and speed of the moving object.&amp;lt;ref name=ATW blog1&amp;quot;&amp;gt;https://www.oculus.com/blog/asynchronous-timewarp/&amp;lt;/ref&amp;gt; Large and fast moving objects can cause very noticeable judder.&lt;br /&gt;
&lt;br /&gt;
==Positional Timewarp==&lt;br /&gt;
[[Positional Timewarp]], also known as [[Asynchronous Spacewarp]] ([[ASW]]), applies animation detection, camera translation, and head translation to previous frames in order to predict the next frame. ASW expends upon [[Asynchronous Timewarp]] (ATW), which only applies to the [[rotational tracking]] of the head.&lt;br /&gt;
&lt;br /&gt;
==Oculus Rift vs. SteamVR vs. PSVR==&lt;br /&gt;
The [[Oculus Runtime]] uses asynchronous timewarp to interpolate frames from any frame rate to 90. I.e. the game has a massive explosion, fps drop to 70, async timewarp interpolates to 90.&lt;br /&gt;
&lt;br /&gt;
The [[SteamVR Runtime]] uses reprojection when the target frame rate is not met. But instead of interpolating from an arbitrary frame rate to 90, it forces the game to render at 45fps and then doubles the frame rate via interpolation.&lt;br /&gt;
&lt;br /&gt;
Both approaches have advantages and disadvantages. Asynchronous timewarp is great for very short dips below 90, but it&#039;s variability means frame times aren&#039;t that smooth. SteamVR&#039;s reprojection has very smooth and predictable frame times, however the fps hit is much higher, which could look weird if animations and physics are meant to run with 90Hz.&lt;br /&gt;
&lt;br /&gt;
Sony&#039;s [[PSVR]] is using SteamVR style reprojection as one of their default modes. Games can render at 60fps and will be reprojected to 120.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Terms]] [[Category:Technical Terms]]&lt;/div&gt;</summary>
		<author><name>OptoVR</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=PlayStation_VR&amp;diff=18613</id>
		<title>PlayStation VR</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=PlayStation_VR&amp;diff=18613"/>
		<updated>2016-11-29T10:09:22Z</updated>

		<summary type="html">&lt;p&gt;OptoVR: /* Specifications */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Device Infobox&lt;br /&gt;
|image={{#ev:youtube|LMq8gQkljMw|350}}&lt;br /&gt;
|VR/AR=[[Virtual Reality]]&lt;br /&gt;
|Type=[[Head-mounted display]]&lt;br /&gt;
|Subtype=[[Discrete HMD]]&lt;br /&gt;
|Platform=[[PlayStation VR]]&lt;br /&gt;
|Creator=&lt;br /&gt;
|Developer=[[Sony]]&lt;br /&gt;
|Manufacturer=Sony&lt;br /&gt;
|Operating System=[[PlayStation 4]], [[PlayStation Vita]]&lt;br /&gt;
|Requires=[[PlayStation 4]]&lt;br /&gt;
|Predecessor=[[Project Morpheus]]&lt;br /&gt;
|Successor=[[PlayStation VR 2]]&lt;br /&gt;
|Display=5.7 inch OLED&lt;br /&gt;
|Resolution=1920 x 1080, 960 x 1080 per eye&lt;br /&gt;
|Pixel Density=386 PPI&lt;br /&gt;
|Refresh Rate=90 Hz, 120 Hz&lt;br /&gt;
|Field of View=100°&lt;br /&gt;
|Optics=??&lt;br /&gt;
|Tracking=6DOF&lt;br /&gt;
|Rotational Tracking=[[Accelerometer]], [[Gyroscope]]&lt;br /&gt;
|Positional Tracking=[[PlayStation Camera]]&lt;br /&gt;
|Update Rate=?&lt;br /&gt;
|Tracking Volume=72°H x 45°V (15 feet range estimated)&lt;br /&gt;
|Latency=Less than 18ms&lt;br /&gt;
|Audio=[[3D audio]]&lt;br /&gt;
|Input=[[DualShock 4 Wireless Controller]], [[PlayStation Move Motion Controller]], [[PlayStation VR Aim]]&lt;br /&gt;
|Connectivity=HDMI, USB&lt;br /&gt;
|Weight=&lt;br /&gt;
|Cable Length=??&lt;br /&gt;
|Release Date=October 13, 2016&lt;br /&gt;
|Price=$399&lt;br /&gt;
|Website=&lt;br /&gt;
}}&lt;br /&gt;
[[PlayStation VR]], formerly known as &#039;&#039;&#039;Project Morpheus&#039;&#039;&#039;, is a [[Virtual Reality]] [[head-mounted display]] developed by [[Sony]]. Initially unveiled in GDC 2014, PlayStation VR is designed to be compatible with PlayStation 4 and PlayStation Vita. PlayStation VR features include a stylish and sleek visor with wide field of view display, 6 degrees of freedom head tracker and a [[3D audio]] output. &lt;br /&gt;
&lt;br /&gt;
PlayStation VR is scheduled to be released in the October 13, 2016 for $399. [[PlayStation Camera]], which is required, is sold separately. Users can purchase PlayStation VR Launch bundle for $499 that includes not only the [[HMD]], but also the PlayStation Camera, 2 [[PlayStation Move]] controllers and [[PlayStation VR Worlds]] game.&lt;br /&gt;
&lt;br /&gt;
==Advantages and Features==&lt;br /&gt;
*Fixed spec platform - PS4&lt;br /&gt;
*Established controller interface - DualShock 4 controller and PlayStation Move with PlayStation Camera&lt;br /&gt;
*Large PS4 player base - over 20 million &lt;br /&gt;
*Established content marketplace and ecosystem&lt;br /&gt;
*Popular, intuitive and motion tracked controllers&lt;br /&gt;
&lt;br /&gt;
===Technical Features===&lt;br /&gt;
*Low [[latency]]&lt;br /&gt;
*High [[framerate]] - 120 Hz - renders at 60 Hz, [[reprojection|reprojects]] at 120 Hz&lt;br /&gt;
*More pixels on the center of view to match human visual system.&lt;br /&gt;
*Unified tracking support for all PS VR and Input devices such as the HMD, [[DualShock 4]], [[Move]] and [[Move Navigation]].&lt;br /&gt;
*Multiple devices are tracked in the same coordinate space in any combination.&lt;br /&gt;
*VR players and non-VR players playing together.&lt;br /&gt;
*[[3D audio]]&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|3RNbZpcfAhE|350|right|PSVR presentation}}&lt;br /&gt;
&lt;br /&gt;
==Bundles==&lt;br /&gt;
Core Bundle retails for $399 while the Launch Bundle retails for $499.&lt;br /&gt;
===Core Bundle===&lt;br /&gt;
*PSVR HMD&lt;br /&gt;
*[[PSVR External Processing Unit|Processor unit]]&lt;br /&gt;
*HMD connection cable&lt;br /&gt;
*HDMI cable&lt;br /&gt;
*USB cable&lt;br /&gt;
*Stereo headphones&lt;br /&gt;
*AC power cord&lt;br /&gt;
*AC adaptor&lt;br /&gt;
*PlayStation VR Demo game&lt;br /&gt;
&lt;br /&gt;
===Launch Bundle===&lt;br /&gt;
*Everything in the Core Bundle&lt;br /&gt;
*PlayStation Camera&lt;br /&gt;
*2 [[PlayStation Move]] controllers&lt;br /&gt;
*[[PlayStation VR Worlds]] game&lt;br /&gt;
&lt;br /&gt;
==Hardware==&lt;br /&gt;
PlayStation VR&#039; curved, stylish black visor is worn over your eyes. The black visor features a 1080p HD OLED display with 960 x 1080 resolution for each eye. It&#039;s edges consist of LED lights that emit a glowing blue light when the device is in use. A white, headband-like apparatus extrudes from top of the visor. The headband-like apparatus is worn over your head to securely and comfortably attach the visor over your eyes. Additional black strap is worn around your head to further adhere the visor to your face. Because of the sensor placed at the back of your head, you can make 180 degree turns and allow PSVR to accurately detect your line of sight. &lt;br /&gt;
&lt;br /&gt;
PlayStation VR connects to a PlayStation 4 for information processing and streaming. A small, black box called [[PSVR External Processing Unit|External Processing Unit]] (EPU) also called Breakout Box is required to be connected to the PS4. EPU handles the output of HMD view to a monitor, [[3D audio]] processing, and display PS4&#039;s software interface in the [[Cinematic mode]]. Note that EPU does NOT provide extra GPU, CPU or help PS to distort the HMD output.&lt;br /&gt;
&lt;br /&gt;
PlayStation VR integrates with various other products in the PlayStation universe such as PlayStation Camera, PS Move and PS4 Controller. PSVR integrates with the PlayStation Camera to accurately track the user&#039;s head movements and positions. With help of the 9 [[LED]]s on the HMD, the PS Camera tracks the user up to 1000 times per second. The camera allows more precise tracking when combined with in-helmet sensors.&lt;br /&gt;
&lt;br /&gt;
PlayStation VR uses the 3D audio technology developed by Sony. Users will not only experience sound from left, right, front and back but also hear sound from above and below.&lt;br /&gt;
&lt;br /&gt;
===Specifications===&lt;br /&gt;
&#039;&#039;&#039;HMD&#039;&#039;&#039;:&lt;br /&gt;
*Note that these are prototype specs released on 3/18/2014 in GDC 2014.&amp;lt;ref&amp;gt;http://www.sony.com/SCA/company-news/press-releases/sony-computer-entertainment-america-inc/2014/sony-computer-entertainment-announces-project-morp.shtml&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Part&lt;br /&gt;
!Spec&lt;br /&gt;
|-&lt;br /&gt;
|Component || Processor unit, head-mounted unit&lt;br /&gt;
|-&lt;br /&gt;
|Display || 5.7 inch OLED, low persistence (2.5ms)&lt;br /&gt;
|-&lt;br /&gt;
|Resolution || 1920 x 1080  (960 x 1080 per eye)&lt;br /&gt;
|-&lt;br /&gt;
|Frame Rate || 90 Hz, 120 Hz&lt;br /&gt;
|-&lt;br /&gt;
|Field of View || 100°&lt;br /&gt;
|-&lt;br /&gt;
|Tracking || 6 degrees of freedom&lt;br /&gt;
|-&lt;br /&gt;
|Rotational Tracking || [[Accelerometer]], [[Gyroscope]]&lt;br /&gt;
|-&lt;br /&gt;
|Positional Tracking || PlayStation Camera and 9 LEDs on the HMD&lt;br /&gt;
|-&lt;br /&gt;
|Latency || &amp;lt;18ms&lt;br /&gt;
|-&lt;br /&gt;
|Input || [[DualShock 4 Wireless Controller]]* &amp;lt;br&amp;gt; [[PlayStation Move Motion Controller]]*&lt;br /&gt;
|-&lt;br /&gt;
|Output|| To both VR headset and TV screen &amp;lt;br&amp;gt; Mirrored and Separate Modes&lt;br /&gt;
|-&lt;br /&gt;
|Connectivity || HDMI, USB&lt;br /&gt;
|-&lt;br /&gt;
|Audio || [[3D audio]] with stereo mini jack and mic input&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;These items are sold separately, they are not part of PSVR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;EPU&#039;&#039;&#039;:&lt;br /&gt;
*Size: 140x140x35mm&lt;br /&gt;
*Connectivity: HDMI input and output, USB&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
==Setup Tutorial==&lt;br /&gt;
&lt;br /&gt;
==Input Devices==&lt;br /&gt;
[[PlayStation Move Motion Controller]]&lt;br /&gt;
&lt;br /&gt;
[[PlayStation VR Aim]]&lt;br /&gt;
&lt;br /&gt;
[[DualShock 4 Wireless Controller]]&lt;br /&gt;
&lt;br /&gt;
==Games==&lt;br /&gt;
{{#ev:youtube|peT_qtnatsc|350|right|PSVR games trailer from PlayStation Experience 2015}}&lt;br /&gt;
Various games for PlayStation 4 will be compatible with PSVR. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;List of Games&#039;&#039;&#039;:&lt;br /&gt;
*[[100ft Robot Golf]]&lt;br /&gt;
*[[Ace Combat 7]]&lt;br /&gt;
*[[ADR1ft]]&lt;br /&gt;
*[[Albino Lullaby]]&lt;br /&gt;
*[[Aquarian Evol]]&lt;br /&gt;
*[[ARK: Survival Evolved]]&lt;br /&gt;
*[[Atom Universe]]&lt;br /&gt;
*[[Batman: Arkham VR]]&lt;br /&gt;
*[[Battlezone]]&lt;br /&gt;
*[[Bebylon Battle Royale]]&lt;br /&gt;
*[[Bound]]&lt;br /&gt;
*[[Dead or Alive Xtreme 3]]&lt;br /&gt;
*[[Distance]]&lt;br /&gt;
*[[DriveClub]]&lt;br /&gt;
*[[Dreams]]&lt;br /&gt;
*[[Eagle Flight]]&lt;br /&gt;
*[[Earthlight]]&lt;br /&gt;
*[[Eclipse]]&lt;br /&gt;
*[[EVE: Valkyrie]]&lt;br /&gt;
*[[Faceted Flight]]&lt;br /&gt;
*[[Farpoint]]&lt;br /&gt;
*[[Fated]]&lt;br /&gt;
*[[Final Fantasy XV VR]]&lt;br /&gt;
*[[Futuridium VR]]&lt;br /&gt;
*[[Ghost Machine Golf]]&lt;br /&gt;
*[[GNOG]]&lt;br /&gt;
*[[Godling]]&lt;br /&gt;
*[[Golem]]&lt;br /&gt;
*[[Gran Turismo Sport]]&lt;br /&gt;
*[[Harmonix Music VR]]&lt;br /&gt;
*[[Headmaster]]&lt;br /&gt;
*[[Here They Lie]]&lt;br /&gt;
*[[Holodance]]&lt;br /&gt;
*[[How We Soar]]&lt;br /&gt;
*[[Impulse Gear]]&lt;br /&gt;
*[[Job Simulator]]&lt;br /&gt;
*[[Joysound VR]]&lt;br /&gt;
*[[Jurassic Encounter]]&lt;br /&gt;
*[[Keep Talking and Nobody Explodes]]&lt;br /&gt;
*[[Loading Human]]&lt;br /&gt;
*[[Lucid Trips]]&lt;br /&gt;
*[[Megaton Rainfall]]&lt;br /&gt;
*[[Modern Zombie Taxi Co.]]&lt;br /&gt;
*[[Omega Agent]]&lt;br /&gt;
*[[Paranormal Activity]]&lt;br /&gt;
*[[The Playroom VR]]&lt;br /&gt;
*[[Pollen]]&lt;br /&gt;
*[[Project CARS]]&lt;br /&gt;
*[[Psychonauts: In the Rhombus of Ruin]]&lt;br /&gt;
*[[Radial-G]]&lt;br /&gt;
*[[Resident Evil 7: Biohazard]]&lt;br /&gt;
*[[Rez Infinite]]&lt;br /&gt;
*[[RIGS: Mechanised Combat League]] - Competitive FPS game&lt;br /&gt;
*[[Robinson: The Journey]]&lt;br /&gt;
*[[Statik Institute of Retention]]&lt;br /&gt;
*[[SuperHyperCube]]&lt;br /&gt;
*[[Surgeon Simulator: Experience Reality]]&lt;br /&gt;
*[[Technolust]]&lt;br /&gt;
*[[Tekken 7]]&lt;br /&gt;
*[[Tethered]]&lt;br /&gt;
*[[The Apollo 11 Experience]]&lt;br /&gt;
*[[The Assembly]]&lt;br /&gt;
*[[The PlayRoom VR]]&lt;br /&gt;
*[[Thumper]]&lt;br /&gt;
*[[Trackmania Turbo]]&lt;br /&gt;
*[[Until Dawn Rush of Blood]]&lt;br /&gt;
*[[Vanguard V]]&lt;br /&gt;
*[[Volume Coda]]&lt;br /&gt;
*[[Wayward Sky]]&lt;br /&gt;
*[[Whiteday]]&lt;br /&gt;
*[[World War Toons]]&lt;br /&gt;
&lt;br /&gt;
==Developer==&lt;br /&gt;
PlayStation VR SDK is under development.&lt;br /&gt;
&lt;br /&gt;
==Tracking volume==&lt;br /&gt;
{{see also|Tracking volume}}&lt;br /&gt;
[[File:playstation vr tracking volume1.png|400px]]&lt;br /&gt;
&lt;br /&gt;
72°H x 45°V (15 feet range estimate)&lt;br /&gt;
&lt;br /&gt;
Room size: 15 feet by 15 feet&lt;br /&gt;
&lt;br /&gt;
==Features==&lt;br /&gt;
===Asynchronous Reprojection===&lt;br /&gt;
[[Asynchronous Reprojection]] aka [[Timewarp]] - developers can render their game at 60 fps then use Asynchronous Reprojection to increase the fps to 120.&lt;br /&gt;
&lt;br /&gt;
===Cinematic Mode===&lt;br /&gt;
Cinematic Mode allows the user to play all the PS4 games wearing the HMD.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&#039;&#039;&#039;March 22, 2016&#039;&#039;&#039; - Pre-orders for PlayStation VR began for various retailers such as Amazon, Best Buy, Target, GameStop, Walmart etc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;June 16, 2016&#039;&#039;&#039; - Sony announced that PlayStation VR Demos will be available in 30 GameStop and Best Buy in North America starting from June 17 and 18. Starting from June 24, PlayStation VR Demos will be available in 300 locations across U.S. and Canada.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;October 13, 2016&#039;&#039;&#039; - PlayStation VR is released for $399 for the core HMD and $499 for the HMD and the camera and controller.&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
[[file:project morpheus1.jpg|350px]]&lt;br /&gt;
&lt;br /&gt;
Image of Project Morpheus, prototype of PlayStation VR. Notice the lack of positional tracking LEDs&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Virtual Reality Devices]]&lt;/div&gt;</summary>
		<author><name>OptoVR</name></author>
	</entry>
</feed>