Inside the Burgeoning World of Chinese VR Headsets and HMDs

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Over the last three years, the rise of VR in public discourse has been impossible to ignore. During this time, most mainstream discussions have centered on the same few efforts in the US : Oculus, Valve/HTC, Sony, Samsung, and Google. But there’s something just as important going on roughly 7,000 miles west of San Francisco.


Guest article by Anjney Midha:

Anjney-MidhaAnjney leads KPCB Edge as Founding Partner, and focuses on Virtual Reality and Drones & Aerospace companies. Before founding Edge, Anjney was the youngest partner at Kleiner Perkins Caufield & Byers, and was closely involved with the firm’s investments in RelateIQ (acquired by Salesforce), Ayasdi, Magic Leap, Enjoy, and True Caller, where he is a board observer. Anjney pursued undergraduate and graduate degrees at Stanford, and is on a leave of absence from the Biomedical Informatics department at the Stanford School of Medicine. Anjney enjoys flying microlight planes and modding quadcopters.


chinese virtual reality head mounted displays (13)

Across the Pacific Ocean in Shenzhen, China, in the markets of Huaqiangbei, the factories in Dongguan, and in the high rise offices of Nanshan, is where demand and supply for VR hardware and software are on par, if not outpacing, the US. The Edge team took a few days to go on the ground in Shenzhen in March, and this is a summary of what we saw.

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See Also: A Company Serving 100 Million Gamers Wants to Help Bring Your VR Game to China

If you, like us, believe that VR has a bright future, then you likely believe in the ability of most people on Earth to access mobile VR. This is because smartphones are the only devices that have anywhere near the scale, computational ability, and price points to bring VR to most of the planet in the near future. This is the story playing out in Shenzhen. Unlike the Rift and Vive, which cost around $1,600 all-in for headset and PC, there are a hundred different flowers of mobile VR blooming (pun intended) in the Chinese electronics market, ranging from low tech VR smartphone cases to standalone Android headsets. Not all of these are strictly VR devices (we’ll get into that in a moment), but when it comes to stereoscopic, head mounted displays (HMDs) for consumers, Shenzhen is a leader.

Broadly, most devices we saw fell into three categories — Mobile VR headsets, PC HMDs, and standalone headsets.

Mobile VR (a.k.a. Budget VR)

These mobile headsets involve turning your phone into a VR viewer by adding a couple of plastic biconvex lenses to a frame that holds your mobile device, essentially a nicer version of Google Cardboard. The sheer range of these is reminiscent of the explosion in custom smartphone cases since 2010. The bulk of stores we saw dedicated to mobile VR headsets were located in the SEG Communications Market, a multi storey edifice dedicated just to mobile parts and accessories, sold by the sorts of retailers who would otherwise be selling cases, chargers, cables and lens protectors for phones.

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The cheapest of these was the $10 VRCase iPhone case viewer below (prices can drop quickly below this with the number of units you buy) similar to the Figment Kickstarter, with the most expensive one at $45 for a drop-in style viewer.

There are entire retail storefronts, like the one pictured below, dedicated just to these mobile VR headsets. While speaking to the folks manning these stores, we were told it’s common to move up to 1,000 headsets a day in retail, and 10k units a day to distributors, with orders mostly from locals or buyers visiting from Korea and Japan.

When we asked the VR salesmen which apps were most popular with consumers in China, we saw a combination of apps from overseas like Homido and Cmoar’s cinema apps, and homegrown first party apps, like Baofeng Mojing and VRCase’s iOS VR players. Watching 2D movies and videos in 3D spaces is by far the most popular use case for these headsets, with gaming and virtual tours as runner ups.

PC-only Headsets (a.k.a High End VR)

Adjacent to the mobile accessories building is the main SEG tower, a 72 story building with 10 floors dedicated to a dizzying range and number of electronics retailers. Here is where we spotted a few Oculus and Rift alternatives, like the AntVR pictured below which offers similar specs to the DK2 for around $280 and comparable build quality, and the Deepoon E2, another DK2 alternative.

The lack of enthusiasm for these compared to the mobile headsets from the retailers was palpable, and it sometimes felt like these headsets were displayed more for novelty value than anything else. This is understandable, given the low volume of these headsets that are moving in the market and their relatively high prices for the average Chinese consumer market.

All-In Headsets

Walking through Huaqiangbei, it became apparent to us that there’s a secondary consequence of the rise of VR taking place — namely, a halo effect on non-VR HMDs. These are essentially stereoscopic media players, which give you the ability to watch your regular 2D content on a display that, when suspended on your face, offers the effect of a much larger screen. While these have been around for years in various form factors and high price points like the $799 Sony HMZ (which launched in 2011) and the $500 Vuzix iWear, we saw a plethora of newer, cheaper alternatives.

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See Also: Shanghai Vive Jam Kicks off With 40 of China’s Top VR Developers

We were told these have become popular as HMDs like the GearVR and Oculus are making it more palatable for consumers to strap displays to their faces. Most of these were running their own flavors of Android on the headset, and had USB ports for users to plug in their own content. These ranged from $120 video players, to the $617 RoyoleX headset that offers a direct alternative to devices like the $700 Avegant Glyph. While none of these are VR headsets in the strict sense that they didn’t have gyroscopes and accelerometers to allow head tracking, it seems to be only a matter of time before that changes with the coming launches of devices like the Baofeng Mowang, LeTV’s Helmet, and Pico Neo.

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One of the headsets we bought, the Bijela iTheater (pictured), essentially works as a fully functional tablet, allowing you to run all the apps you’d typically want to use with a desktop monitor (Gmail, Chrome, Kindle Reader etc.) but with a mobile device that fits in your backpack, costs you roughly $190 and weighs about 40% less than a GearVR with a phone. It’s easy to see why headsets like these that are somewhere between VR headsets and smartphones both in functionality and price points could become popular with young consumers who have never owned a dedicated PC or laptop.

The Bijela iTheater — one of many non VR HMDs seen in Huaqiangbei

Takeaways

Last year, we wrote about a coming age of mobile VR. Shenzhen is where that future is approaching quickly. It’s an exciting time in history, where for the first time we’re seeing the convergence of two unique trends — massive numbers of smartphones in the hands of billions of people, combined with the sheer range of low cost VR headsets described above. Over the next few years, founders working on compelling software experiences in VR will be able to build for an audience of hundreds of millions of users who can access VR for the price of a low cost smartphone accessory. This is the reason we’re excited to work with entrepreneurs working on building the apps, services and metaverses that will bring these headsets to life for consumers across the world.

If you’re one of these founders, let’s talk!


This article was published originally on the KPCB Edge blog.

 

SDC 2016 Highlights: Gear 360 Pricing, Milk VR Powers Up and Hints of a New VR Device

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Samsung’s developer conference, dedicated to all things part of the mobile giant’s hardware and software ecosystem took place last week. Here are some of the VR highlights from the conference.

Sony Takes PlayStation VR on Tour to a US Town Near You

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Sony is taking it’s soon-to-arrive virtual reality headset, PlayStation VR, on tour across the USA for a brand offensive called “The Road to Greatness”.

Developer Teases Room-scale Version of ‘New Retro Arcade’ for HTC Vive

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New Retro Arcade is easily the best virtual reality arcade experience we’ve seen yet, but it was released prior to the introduction of motion controls from HTC and Oculus and before room-scale gameplay. Somehow the game seems like it was designed for both from the beginning, and now the developer is teasing a new version in the works for the Vive and SteamVR.

Watch: ‘High Fidelity’ Live Demo at SVVR 2016, Beta Client Access Available Now

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High Fidelity describes itself as an “open source, shared Virtual Reality” application which gives people a virtual platform to build whatever universe they want and share it with others. The app just opened its door to beta testers, and to give you a glimpse as to what High Fidelity’s all about, we a have a video presentation from the project’s founder, ex Linden Lab founder Philip Rosedale.

Microsoft’s Lead Producer on ‘Minecraft VR’

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Minecraft VR was released on the Gear VR this week, and it completes the long journey of making one of John Carmack’s dreams come true. If you haven’t watched John’s Oculus Connect 2 keynote yet, then now is a good time to go back and check it out because his passion, drive, and vision is crystal clear. John believes that bringing Minecraft to VR will be a significant milestone and inflection point in the overall consumer launch and mass adoption of virtual reality.

Minecraft has already played an important role in social VR within the consumer virtual reality community. The Minecrift mod was the first modern social VR experience for a lot of DK1 early adopters including Cymatic Bruce, D from eVRydayVR, Aaron Davies, Gunter S. Thompson, Cris Miranda, OlivierJT, and many others.

I had a chance to catch up with Jesse Merriam at GDC, who is the lead producer for the Redmond Minecraft Team at Microsoft to talk more about bringing Minecraft to VR.

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John Carmack has never been as excited to give a keynote as he was at Oculus Connect 2, where he was able to share his enthusiasm and passion about Minecraft VR to the world for the first time publicly. After hearing John’s story, it’s really quite an amazing that this even happened.

I think this tweet perfectly captures some of the new types of experiences that family and friends will be sharing with each other in Minecraft VR:

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AltspaceVR’s New Slack Integration Makes Team Meetings in Virtual Reality a Snap

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This week AltspaceVR launched a Slack integration which makes it easy to quickly pull team members into a virtual reality meeting space for some real-time communication.

The Future of Music Creation & DJ Performance with ‘TheWave’

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aaron-lemkeOne of the most immersive and memorable experiences that I tried at the Silicon Valley Virtual Reality Conference yesterday was TheWave. Just as TiltBrush is able to unlock your creative expression through 3D drawing, TheWave has the potential to lower the barrier to composing music with their 3D sequencer tools. TheWave development team is made up of a collection of VR developers who are also musicians wanting to use VR to unlock their musical creativity, but also eventually help to revitalize the music industry by providing working musicians another outlet for doing live virtual performances.

One of the developers is Unello Design’s Aaron Lemke, who originally got into VR with because he wanted to have an outlet for his ambient music with experiences like Eden River. I had a chance to catch up with Aaron at SVVR where he talks about TheWave’s musical composition create mode as well as a DJ performance mode, their cross-platform networked experience that they premiered at the VR Mixer at GDC, and how he sees VR playing into the future of music composition and performance.

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Here’s a video demo of the DJ performance mode for TheWave

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Subscribe to the Voices of VR podcast.

Review: ‘Fated’ is a Viking Age Adventure That Plays a Number on Your Heartstrings

I try not to let my emotions get the better of me, but in Fated: The Silent Oath, a first-person action-adventure game recently released for Oculus Rift and HTC Vive, there’s really nothing I could do to ward off the strange feeling that I, the least dad-like person on the planet, had to protect a human child. And you know what? I kind of liked it.

Review: ‘The Climb’ is the Best-Looking VR Game I’ve Ever Played, But My Neck is Killing Me

The Climb is a first-person rock climbing game from Crytek that offers charmingly realistic scenery alongside an interesting set of game mechanics that you may or may not fully appreciate. And as one person’s experience may vastly differ from another’s—a necessary preface to what I’ll say next—sufferers of vertigo and/or chronic neck pain will undoubtedly want to pass on Oculus’ newest exclusive.

Spherica’s Hardware-stabilized Rig Makes VR Camera Movement More Practical

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Every time I’ve ever been shown a piece of 360 video content with an improperly aligned horizon, I’ve wondered to myself why it seems like no one is using hardware-stabilization. Then I saw Spherica’s custom-built 360 camera rig which is designed to do exactly that.

First Look: ‘TheWave’ Lets DJs Drop the Beat in VR

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DJs looking to hone their musical craft in front of a live audience – or perhaps those looking for a more stimulating way to mix music – can rejoice. TheWave from developer WaveVR is looking to provide DJs with a psychedelic immersive interface to allow them to express themselves creatively and show it off to a virtual audience. Here’s a look at it in action.

Minecraft for Gear VR Now Available, Brings First Person and Comfort Modes

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Oculus’ long fought partnership with Microsoft, to bring the enormously successful social, creative Minecraft franchise to VR, begins with a release to Samsung Gear VR today as the title hits the Oculus Store.

Redirected Touch: Using Perceptual Hacks to Create Convincing Haptics

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Luv-KohliRedirected walking is a concept within VR that tricks a user into walking into circles, but gives them visual feedback that they’re walking in a straight line. We tend to trust our visual input over our other senses, and so redirected touch using that same principle of visual dominance in order to trick our minds into thinking it’s touching different objects while only using a single passive haptic object. It can also fool us into thinking that straight surfaces feel like curved surfaces.

Luv Kohli is one of the pioneers of redirected touch, and he wrote his Ph.D. thesis on the topic at the University of North Carolina at Chapel Hill in 2013. I had a chance to catch up with Luv at the IEEE VR conference to learn more about the extent that we can warp VR spaces without our minds being able to consciously perceive it beyond having it temporarily feel weird.

VREAL’s Innovative VR Livestreaming Platform Feels Like Something Completely New

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Today VREAL is taking the shroud off of their VR livestreaming platform that puts viewers inside the game, right next to their favorite streamers. The unique mashup of virtual reality, game streaming, and social interaction feels like something we’ve simply not seen before.

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