Intel is exploring an interesting approach to making VR less expensive and more accessible. The company’s so-called ‘Portal Ridge’ system streams SteamVR content to a smartphone-based headset over WiFi while using the Vive Tracker and controllers for tracking of the headset and input.

At an Intel event hosted in San Francisco, I got to see the Portal Ridge proof of concept for myself. The system was composed of a powerful host computer running Steam, a Pixel smartphone, Daydream headset, as well as the Vive Tracker and controllers. The host computer was rendering the experience which was being streamed as a video over the phone’s built-in 5GHz 802.11ac WiFi. The Vive Tracker, attached to the front of the Daydream headset, allowed for full positional tracking and the controllers worked just like you’d expect for input.

Photo by Road to VR

Inside the headset the image showed clear signs of compression, and the latency left a good bit to be desired, but on the whole the system did its job well as a proof of concept, allowing me to play through The Lab just as I’d expect to do so on the Vive. With some additional optimization, the potential here seems promising, potentially offering end-users a high-end taste of VR at a fraction of the cost of buying a high-end PC headset. And while many of the cost savings come from relying on smartphone hardware that many already own anyway, Intel’s approach could also ease PC hardware requirements.

Intel wouldn’t be the first to think of streaming VR content to a smartphone. VRidge is one example that does just that. But Intel’s system takes things one step further by offloading some of the VR-specific rendering work to the phone itself, meaning that the host computer doesn’t need to be quite as powerful to provide the same experience.

Kim Pallister, Director of the Virtual Reality Center of Excellence at Intel, told me that the company worked with Valve to get access to the rendered VR frames on the host computer, prior to any distortion. Those raw, pre-adjusted frames are streamed to the smartphone where they receive their final treatment, like barrel distortion, chromatic aberration correction, and timewarp.

Photo by Road to VR

Pallister admits that those adjustments account for a small portion of the overall VR rendering workload when considering the power of a high-end gaming PC, but says that, for less capable computers, offloading that work could represent more significant gains in efficiency, thereby lowering the hardware bar for a VR-capable system.

While the proof of concept system I tried relied on the Vive Tracker and controllers (and necessarily, the SteamVR Tracking basestations) for positional tracking and input, Pallister says that future smartphones with built-in inside-out tracking technology could eliminate those added costs.

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One vision of such a productized version of this tech might be a PC client / smartphone client application pair which would talk to each other. A relatively inexpensive mobile shell headset to house a smartphone already owned by the user, with the phone providing both inside-out tracking and hand-tracking, thereby eliminating the need for dedicated controllers. That could be a great, inexpensive starting point for VR, possibly with an option to upgrade to dedicated controllers for added precision for specific gaming tasks.

Intel says that they aren’t planning to productize this tech (as is tradition), but they are open to talking with potential partners.

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Ben is the world's most senior professional analyst solely dedicated to the XR industry, having founded Road to VR in 2011—a year before the Oculus Kickstarter sparked a resurgence that led to the modern XR landscape. He has authored more than 3,000 articles chronicling the evolution of the XR industry over more than a decade. With that unique perspective, Ben has been consistently recognized as one of the most influential voices in XR, giving keynotes and joining panel and podcast discussions at key industry events. He is a self-described "journalist and analyst, not evangelist."
  • Mark

    Is this really that much cheaper? You still need the PC, Vive Tracker, Two Controllers, and the Base Stations. Granted it’s wireless so that’s great but the performance hit compared to the Vive makes the price pretty negligible.

    • benz145

      “One vision of such a productized version of this tech might be a PC client / smartphone client application pair which would talk to each other. A relatively inexpensive mobile shell headset to house a smartphone already owned by the user, with the phone providing both inside-out tracking and hand-tracking, thereby eliminating the need for dedicated controllers. That could be a great, inexpensive starting point for VR, possibly with an option to upgrade to dedicated controllers for added precision for specific gaming tasks.”

  • Firestorm185

    Inside out tracking phone plus haptic gloves that track to the headset somehow. Boom. That would be awesome!

    • Ted Joseph

      With 200 deg FOV at at least 4K resolution…. Would be wild!

  • Lucidfeuer

    How is this different from all the solutions like Riftcat that have existed for what, 3 years already?

    • benz145

      “Intel wouldn’t be the first to think of streaming VR content to a smartphone. [Riftcat] is one example that does just that. But Intel’s system takes things one step further by offloading some of the VR-specific rendering work to the phone itself, meaning that the host computer doesn’t need to be quite as powerful to provide the same experience.”

      • Lucidfeuer

        But I don’t understand what they’re adding besides timewarp knowing that VRidge is already planning that and will, without a doubt, be “first to market” with an actually existing, accessible and usable package (could be this year, could be early 2018, but in any case it certainly is more “real” than Intel’s vague announcement of things I don’t see them implementing on any platform).

  • iVRy

    As the developer of a “mobile phone as VR headset” app/driver, I’m not impressed with this. I (and others) have been doing this for a while already, and putting a Vive-tracker onto a “cardboard” HMD is nothing new. The lens distortion phase of the rendering pipeline is so minor, that doing it or not doing it on the PC doesn’t even make a difference to the frame-rate. Where Intel could be bringing something to the table is with faster Wifi, as that is the *massive* limitation in the way of satisfactory wireless streaming (over USB, it’s possible to stream 1920×1080 in high quality already).

  • Jerald Doerr

    This is just dumb… Lucidfeuer is 100% correct.. NO POINT.. already done and don’t give me that crap about unloading some of the GPU/CPU to your crappy ass phone… Intel just missed the memo and hopes they get credit for something that was done years ago!

  • Xavi Selva

    So yeah, pretty much what Trinus has been doing for years (including offloading lens correction)…