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Oculus Demos Crescent Bay and VR Audio

Oculus Demos Crescent Bay and VR Audio

I’ve been following Oculus Rift since the Kickstarter a couple years back, and while I didn’t help kickstart the project it has always been an intriguing idea. Of course Oculus ended up being purchased for a large chunk of cash and VC funding, but that’s a different story. Having tested DevKit 1 and DevKit 2, I was really interested to see what changes have been made with the latest prototype. The short answer is that ventilation has improved (less fogging up of the glasses), the display resolution is now higher, the screen refreshes faster, tracking is better, and combined with the VR Audio the experience is more immersive than ever.

To be clear, this is the first time Oculus Crescent Bay has been demonstrated publicly and the first time ever that Oculus has shown VR Audio to anyone outside the company. They held private screenings for the press and other “VIPs”, and on the way there we passed by the Oculus booth that had a long line of people waiting to experience Oculus. Being able to jump the line and go into a private screening, I can’t help but feel a bit sorry for them. As for Crescent Bay, things have come a long way since the last time I tried Oculus (DevKit 2 at NVIDIA in September, if you’re wondering).

For Crescent Bay, Oculus put together a series of short demos that lasted about five minutes I’d estimate. All of these used positional audio, so as you turned or leaned in, you got a clear sense of the sounds moving around you. This isn’t anything really new, as we’ve had audio HRTF (Head Related Transfer Functions) doing positional audio for a while now, but combined with the goggles and stereoscopic 3D it’s very immersive. Oculus has licensed Visisonics’ 3D audio libraries, though they’re doing a lot of customizations to make things work with the Oculus Rift obviously. I had seen some of the demos before, and some of them were more in line with what you would expect from indie games; a few however were really designed to impress.

One was a city-scape that looked a bit like Gotham, with your view positioned on a platform high in the air. Looking down and stepping off the edge of the platform definitely gives a sense of vertigo, though the demo didn’t let you plummet towards the ground sadly. (And when you look down and can’t see your feet or any other representation of your persona, it definitely removes you a bit from the experience.) Another sequence has a T-Rex come stomping around a corner, similar to a scene from Jurassic Park. I was admiring the level of detail when the dinosaur puts his face right next to you, opens his mouth, and roars. The little bits of spittle flying through the air are a nice touch. Finally, there’s a slow motion on-rails sequence where your view moves forward toward a large alien robot with bullets, missiles, and even cars flying through the air – NVIDIA called this the “car flip demo” back in September. This was one demo where I definitely noticed the increase in visual fidelity thanks to the higher resolution display and the VR Audio.

In terms of the hardware, Oculus wouldn’t provide us with very many specifics of the display, but all indications are that they’re using a 2560×1440 OLED display like that in the Samsung Galaxy 4 Note. While they wouldn’t tell us the actual resolution, however, they did tell us some of the changes that they’ve made since DevKit 2. DK1 obviously was the starting point, and it used a 1280×720 60Hz LCD. While it looked okay, pixilation was very visible and there was some ghosting between images. For DK2, Oculus switched to a 1920×1080 OLED display, and they were able to drive it at 75Hz. They also use minimal persistence where the image is shown on the OLEDs for 2ms and then the image is blacked out, which works better with our eyes and doesn’t lead to ghosting as much – but it was still present at times with DK2. Crescent Bay has increased the refresh rate to 90Hz, with 2ms showing the image and then blacking out the screen, and that combined with an increase in resolution helps to improve the visuals even more. This was the first time I didn’t notice any ghosting on Oculus.

One thing Oculus wouldn’t comment on is a release date. The hardware at this point could probably ship and people would be really impressed, but there’s a lot of work yet to be done with interacting with the environment and the user interface. I wouldn’t be surprised if Crescent Bay gets released to developers as DevKit 3 later this year, but other than some cool tech demos this isn’t really something end users would want/need just yet. It could easily be a couple more years before public release and by then we might see 4K or even 8K displays in the goggles. More important however is that we’ll need compelling games and other software that people can actually use, and that will take time more than anything.

I should also note that I was able to try a few other VR headsets at CES. The first was from SoftKinetic, and they mounted a forward facing 3D camera on the Oculus DK2 to allow you to interact with the environment using your hands. The demo involved reaching into the space in front of you to “grab” boxes, stack them up, and then you could whack them around and knock them over – all with your virtual hands floating in the air. This helped place you in the environment, but it is still early in development. The second was similar in some ways, in that it involved a forward facing camera mounted on the goggles, and it was at the Razer booth. You were supposed to hold your hands in front of you and fire and ice would appear in your left and right hands, which you could then throw at flaming or freezing floating skulls to “kill” them. It was a game of sorts, and the goggles use different software and hardware than the Oculus Rift, but the demo at least for me was a bit raw – most of the time my hands wouldn’t actually appear in front of me. Oculus also had Samsung’s Gear VR (powered by Oculus) available, but the software being run wasn’t at the same level as the Crescent Bay demo, and the hardware seemed more like a cross between DK1 and DK2.

There’s definitely a lot of interesting stuff being done with VR these days, and compared to the stuff I saw back in the 90s what we have now is truly impressive. Large polygons have given way to impressively realistic textures and models, and the positional tracking and latency are very good as well. It’s not perfect yet but we’re getting there. It’s going to be interesting to see who manages to release a public product first and what software we’ll end up using, and I’m looking forward to seeing more over the coming years.

Oculus Demos Crescent Bay and VR Audio

Oculus Demos Crescent Bay and VR Audio

I’ve been following Oculus Rift since the Kickstarter a couple years back, and while I didn’t help kickstart the project it has always been an intriguing idea. Of course Oculus ended up being purchased for a large chunk of cash and VC funding, but that’s a different story. Having tested DevKit 1 and DevKit 2, I was really interested to see what changes have been made with the latest prototype. The short answer is that ventilation has improved (less fogging up of the glasses), the display resolution is now higher, the screen refreshes faster, tracking is better, and combined with the VR Audio the experience is more immersive than ever.

To be clear, this is the first time Oculus Crescent Bay has been demonstrated publicly and the first time ever that Oculus has shown VR Audio to anyone outside the company. They held private screenings for the press and other “VIPs”, and on the way there we passed by the Oculus booth that had a long line of people waiting to experience Oculus. Being able to jump the line and go into a private screening, I can’t help but feel a bit sorry for them. As for Crescent Bay, things have come a long way since the last time I tried Oculus (DevKit 2 at NVIDIA in September, if you’re wondering).

For Crescent Bay, Oculus put together a series of short demos that lasted about five minutes I’d estimate. All of these used positional audio, so as you turned or leaned in, you got a clear sense of the sounds moving around you. This isn’t anything really new, as we’ve had audio HRTF (Head Related Transfer Functions) doing positional audio for a while now, but combined with the goggles and stereoscopic 3D it’s very immersive. Oculus has licensed Visisonics’ 3D audio libraries, though they’re doing a lot of customizations to make things work with the Oculus Rift obviously. I had seen some of the demos before, and some of them were more in line with what you would expect from indie games; a few however were really designed to impress.

One was a city-scape that looked a bit like Gotham, with your view positioned on a platform high in the air. Looking down and stepping off the edge of the platform definitely gives a sense of vertigo, though the demo didn’t let you plummet towards the ground sadly. (And when you look down and can’t see your feet or any other representation of your persona, it definitely removes you a bit from the experience.) Another sequence has a T-Rex come stomping around a corner, similar to a scene from Jurassic Park. I was admiring the level of detail when the dinosaur puts his face right next to you, opens his mouth, and roars. The little bits of spittle flying through the air are a nice touch. Finally, there’s a slow motion on-rails sequence where your view moves forward toward a large alien robot with bullets, missiles, and even cars flying through the air – NVIDIA called this the “car flip demo” back in September. This was one demo where I definitely noticed the increase in visual fidelity thanks to the higher resolution display and the VR Audio.

In terms of the hardware, Oculus wouldn’t provide us with very many specifics of the display, but all indications are that they’re using a 2560×1440 OLED display like that in the Samsung Galaxy 4 Note. While they wouldn’t tell us the actual resolution, however, they did tell us some of the changes that they’ve made since DevKit 2. DK1 obviously was the starting point, and it used a 1280×720 60Hz LCD. While it looked okay, pixilation was very visible and there was some ghosting between images. For DK2, Oculus switched to a 1920×1080 OLED display, and they were able to drive it at 75Hz. They also use minimal persistence where the image is shown on the OLEDs for 2ms and then the image is blacked out, which works better with our eyes and doesn’t lead to ghosting as much – but it was still present at times with DK2. Crescent Bay has increased the refresh rate to 90Hz, with 2ms showing the image and then blacking out the screen, and that combined with an increase in resolution helps to improve the visuals even more. This was the first time I didn’t notice any ghosting on Oculus.

One thing Oculus wouldn’t comment on is a release date. The hardware at this point could probably ship and people would be really impressed, but there’s a lot of work yet to be done with interacting with the environment and the user interface. I wouldn’t be surprised if Crescent Bay gets released to developers as DevKit 3 later this year, but other than some cool tech demos this isn’t really something end users would want/need just yet. It could easily be a couple more years before public release and by then we might see 4K or even 8K displays in the goggles. More important however is that we’ll need compelling games and other software that people can actually use, and that will take time more than anything.

I should also note that I was able to try a few other VR headsets at CES. The first was from SoftKinetic, and they mounted a forward facing 3D camera on the Oculus DK2 to allow you to interact with the environment using your hands. The demo involved reaching into the space in front of you to “grab” boxes, stack them up, and then you could whack them around and knock them over – all with your virtual hands floating in the air. This helped place you in the environment, but it is still early in development. The second was similar in some ways, in that it involved a forward facing camera mounted on the goggles, and it was at the Razer booth. You were supposed to hold your hands in front of you and fire and ice would appear in your left and right hands, which you could then throw at flaming or freezing floating skulls to “kill” them. It was a game of sorts, and the goggles use different software and hardware than the Oculus Rift, but the demo at least for me was a bit raw – most of the time my hands wouldn’t actually appear in front of me. Oculus also had Samsung’s Gear VR (powered by Oculus) available, but the software being run wasn’t at the same level as the Crescent Bay demo, and the hardware seemed more like a cross between DK1 and DK2.

There’s definitely a lot of interesting stuff being done with VR these days, and compared to the stuff I saw back in the 90s what we have now is truly impressive. Large polygons have given way to impressively realistic textures and models, and the positional tracking and latency are very good as well. It’s not perfect yet but we’re getting there. It’s going to be interesting to see who manages to release a public product first and what software we’ll end up using, and I’m looking forward to seeing more over the coming years.

Origin PC Shows Off High-End Notebooks and the “Not-a-Steam-Machine” Omega

Origin PC Shows Off High-End Notebooks and the “Not-a-Steam-Machine” Omega

CES now over, which means for a lot of the editors we can finally sit down and write about some of the stuff we saw during the week. If you follow me on Twitter, you were able to see a bunch of the products I looked at in pseudo-real-time, but Tweet limitations mean there’s often far more to be said. So rolling back to last Wednesday, let’s go over my meeting with Origin PC.

This was the first time I was able to go hands on with the new Clevo laptops. The designs have been updated since the last generation, with some minor to moderate tweaks in terms of aesthetics. Perhaps more importantly, they Clevo ditched the awful (IMO) trackpads from the last generation, so there’s no “tribal tattoo” this time.

For the mainstream mobile segment, Origin was showing the Clevo P650SG, which they call the EON15-S. It’s the update to the P150SM more or less, with support for up to GTX 980M. This is still running Intel’s HM87 Mobile Haswell platform, but of course standard voltage and quad-core Broadwell hasn’t launched yet so that’s to be expected at the high-end. The CPU is the i7-4720HQ, and the chassis has support for two M.2 SATA drives (or two M.2 PCIe drives) along with two 2.5” drive bays.

Origin also says the laptop has “4K gaming support with 4K Ready external display”; 3K and 4K 15.6” displays are available on the market, but for now it doesn’t appear Origin will be offering the EON15-S with those; I believe the included 1080p display was wide viewing angle at least, which is likely sufficient for most users. I didn’t have a lot of time to really get a feel for the laptop, but while the keyboard looks pretty much unchanged the touchpad was much more responsive than the last P157SM that I tested, and it is using a Synaptics touchpad. The new EON15-S is also 36% thinner (1.13”) and 25% lighter (5.5 lbs.) than the previous model, which is a welcome change.

 

For those who are looking for extreme performance, Origin PC has two new notebooks that have desktop CPUs, including support for the Devil’s Canyon i7-4790K. Origin calls these the 15.6” EON15-X and the 17.3” EON17-X, and they use the Clevo P750ZM and P770ZM, respectively. Overclocking is apparently supported, but only up to 4.5 gigahertz – though that is on all four CPU cores. Of course battery life will take a hit, with or without overclocking, so these are very much transportable laptops rather than something that you could use unplugged for a long period of time.

Other features are similar to the P650SG: dual M.2 PCIe drives with dual 2.5” drives for HDD/SDD use. The laptops all support four SO-DIMMs for up to 32GB RAM, and Origin plans to ship 1080p IPS displays in these systems (though it might take a bit longer to get in sufficient supply of the 17.3” IPS displays; the model they showed was still using a TN panel). Also note that all three models have dropped support for optical drives, so if you need an optical drive you’ll have to look at other options. The EON15-X measures 1.4” thick and weighs 7.49 lbs. so it’s not exactly light, but it is a reduction compared to the previous model. EON17-X meanwhile sees some larger changes, reducing the thickness by 37.5% (1.52” thick now) and it weighs 8.59 lbs. All of the EON notebooks also support full color configurable RGB zoned backlighting.

Origin also carries MSI based laptops now, with Origin PC branding. They had the new GS60 based notebook on display, the EVO15-S, sporting the GTX 970M. This model was also equipped with a 4K 3840×2160 panel, which is one step up from the 2880×1620 model I reviewed last year. I don’t expect cooling and battery life has improved much since the 870M MSI variant I tested, though it’s possible firmware tweaks have helped. Regardless, this is still a nice looking notebook and the 970M should offer more performance with perhaps slightly lower power requirements.

All of these notebooks are available for order now and should ship in the near future. Origin PC systems tend to cost a lot of money and they list the starting price at around $1850; that includes the 980M on the new EON15-S, but that’s with 8GB RAM and a 500GB HDD. A single 480GB PCIe SSD and 16GB DDR3-1600 (and no HDD) will result in a price of $2406. As for the EON15-X, the base price includes the 970M and an i5-4460S, which seems pointless as anyone after a desktop processor will probably want something significantly faster than mobile options. With a 980M, 16GB RAM, 480GB PCIe SSD, and an i7-4790K, the price jumps to $2874. The EON17-X is slightly more at $2906 with the same components, though again note that the display at this time isn’t an IPS panel.

In short, Origin PC provides a premium laptop experience for dedicated gamers that have enough cash to afford the fastest systems. Origin does offer some free aesthetic alterations to their notebooks at least (multiple colors are available for the top cover) and they provide lifetime 24/7 US-based phone technical support for customers. Laptops that support overclocking also receive “free” professional tuning, though I personally am hesitant to recommend overclocking of any laptop as they already tend to run hot and loud with this level of performance; YMMV.

One final item to quickly mention is the upcoming Origin Omega. This was previously supposed to be a Steam Machine when Valve first launched the platform, but delays to the Steam Machine platform (ostensibly due to controller modifications) have delayed that long enough that many companies are choosing to ship the PCs with Windows. That’s the situation with the Omega, a system with support for liquid cooling and up to two GTX 980 or Titan Black GeForce cards in SLI. Pricing will depend heavily on the configuration, with availability planned for this quarter.

Origin PC Shows Off High-End Notebooks and the “Not-a-Steam-Machine” Omega

Origin PC Shows Off High-End Notebooks and the “Not-a-Steam-Machine” Omega

CES now over, which means for a lot of the editors we can finally sit down and write about some of the stuff we saw during the week. If you follow me on Twitter, you were able to see a bunch of the products I looked at in pseudo-real-time, but Tweet limitations mean there’s often far more to be said. So rolling back to last Wednesday, let’s go over my meeting with Origin PC.

This was the first time I was able to go hands on with the new Clevo laptops. The designs have been updated since the last generation, with some minor to moderate tweaks in terms of aesthetics. Perhaps more importantly, they Clevo ditched the awful (IMO) trackpads from the last generation, so there’s no “tribal tattoo” this time.

For the mainstream mobile segment, Origin was showing the Clevo P650SG, which they call the EON15-S. It’s the update to the P150SM more or less, with support for up to GTX 980M. This is still running Intel’s HM87 Mobile Haswell platform, but of course standard voltage and quad-core Broadwell hasn’t launched yet so that’s to be expected at the high-end. The CPU is the i7-4720HQ, and the chassis has support for two M.2 SATA drives (or two M.2 PCIe drives) along with two 2.5” drive bays.

Origin also says the laptop has “4K gaming support with 4K Ready external display”; 3K and 4K 15.6” displays are available on the market, but for now it doesn’t appear Origin will be offering the EON15-S with those; I believe the included 1080p display was wide viewing angle at least, which is likely sufficient for most users. I didn’t have a lot of time to really get a feel for the laptop, but while the keyboard looks pretty much unchanged the touchpad was much more responsive than the last P157SM that I tested, and it is using a Synaptics touchpad. The new EON15-S is also 36% thinner (1.13”) and 25% lighter (5.5 lbs.) than the previous model, which is a welcome change.

 

For those who are looking for extreme performance, Origin PC has two new notebooks that have desktop CPUs, including support for the Devil’s Canyon i7-4790K. Origin calls these the 15.6” EON15-X and the 17.3” EON17-X, and they use the Clevo P750ZM and P770ZM, respectively. Overclocking is apparently supported, but only up to 4.5 gigahertz – though that is on all four CPU cores. Of course battery life will take a hit, with or without overclocking, so these are very much transportable laptops rather than something that you could use unplugged for a long period of time.

Other features are similar to the P650SG: dual M.2 PCIe drives with dual 2.5” drives for HDD/SDD use. The laptops all support four SO-DIMMs for up to 32GB RAM, and Origin plans to ship 1080p IPS displays in these systems (though it might take a bit longer to get in sufficient supply of the 17.3” IPS displays; the model they showed was still using a TN panel). Also note that all three models have dropped support for optical drives, so if you need an optical drive you’ll have to look at other options. The EON15-X measures 1.4” thick and weighs 7.49 lbs. so it’s not exactly light, but it is a reduction compared to the previous model. EON17-X meanwhile sees some larger changes, reducing the thickness by 37.5% (1.52” thick now) and it weighs 8.59 lbs. All of the EON notebooks also support full color configurable RGB zoned backlighting.

Origin also carries MSI based laptops now, with Origin PC branding. They had the new GS60 based notebook on display, the EVO15-S, sporting the GTX 970M. This model was also equipped with a 4K 3840×2160 panel, which is one step up from the 2880×1620 model I reviewed last year. I don’t expect cooling and battery life has improved much since the 870M MSI variant I tested, though it’s possible firmware tweaks have helped. Regardless, this is still a nice looking notebook and the 970M should offer more performance with perhaps slightly lower power requirements.

All of these notebooks are available for order now and should ship in the near future. Origin PC systems tend to cost a lot of money and they list the starting price at around $1850; that includes the 980M on the new EON15-S, but that’s with 8GB RAM and a 500GB HDD. A single 480GB PCIe SSD and 16GB DDR3-1600 (and no HDD) will result in a price of $2406. As for the EON15-X, the base price includes the 970M and an i5-4460S, which seems pointless as anyone after a desktop processor will probably want something significantly faster than mobile options. With a 980M, 16GB RAM, 480GB PCIe SSD, and an i7-4790K, the price jumps to $2874. The EON17-X is slightly more at $2906 with the same components, though again note that the display at this time isn’t an IPS panel.

In short, Origin PC provides a premium laptop experience for dedicated gamers that have enough cash to afford the fastest systems. Origin does offer some free aesthetic alterations to their notebooks at least (multiple colors are available for the top cover) and they provide lifetime 24/7 US-based phone technical support for customers. Laptops that support overclocking also receive “free” professional tuning, though I personally am hesitant to recommend overclocking of any laptop as they already tend to run hot and loud with this level of performance; YMMV.

One final item to quickly mention is the upcoming Origin Omega. This was previously supposed to be a Steam Machine when Valve first launched the platform, but delays to the Steam Machine platform (ostensibly due to controller modifications) have delayed that long enough that many companies are choosing to ship the PCs with Windows. That’s the situation with the Omega, a system with support for liquid cooling and up to two GTX 980 or Titan Black GeForce cards in SLI. Pricing will depend heavily on the configuration, with availability planned for this quarter.

AMD’s Carrizo not on the Desktop? Depends What You Define as Desktop

AMD’s Carrizo not on the Desktop? Depends What You Define as Desktop

We reported on AMD’s next iteration of their Bulldozer architecture, code named Excavator, during the press release regarding their next processor line up called Carrizo. At the time, the focus for Carrizo (and Carrizo-L) was aimed at notebooks and laptops, with the road-map from AMD on 2015 looking at 15-35W BGA parts in the performance and mainstream. Carrizo-L specifically took Puma+ cores, from the Cat family of cores, down to 10-25W, with Mullins running the ultra-low-power market at 2W. All of these being full SoCs, and soldered down BGA packages. The feeling at the time was that Carrizo would be a mobile focused launch, with the potential for desktop to be examined at a later date as AMD takes pride in owning the desktop integrated graphics title with Kaveri, and AMD would need something to compete against the upcoming Broadwell as well as Skylake in 2015.

However, in our periphery we noted The Tech Report come out and categorically state that ‘Carrizo will face off with Broadwell-U, won’t land in desktops’. The first part of that is definitely true, with Carrizo’s 15W-35W range synchronizing nicely with Broadwell-U’s 15W-28W parts, however the second part of it is somewhat new. Up until this point, AMD had neither confirmed nor denied (in true CIA style) about the future of their desktop landscape, to the point that their desktop roadmap stopped at 2014:

The Tech Report mentions a single line to the claim: ‘AMD has no plans to offer Carrizo as a socketed chip for desktop PCs’. We reached out to AMD for some form of confirmation or explanation as to this line, because it felt kind of odd. With a well-positioned launch, with enough SKUs in enough markets to cater up and down the price range, AMD could re-launch the APU line with the latest architecture updates for the better. We received the following response from AMD’s James Prior:

“With regards to your specific question, we expect Carrizo will be seen in BGA form factor desktops designs from our OEM partners. The Carrizo project was focused on thermally constrained form factors, which is where you’ll see the big differences in performance and other experiences that consumers value.”

There’s no direct denial of socketed Carrizo based parts here, but all arrows point to BGA desktops, such as all-in-ones and mini-PCs (the high-end segment for Broadwell-U). We have seen at least one socketed part, when AMD launched its Carrizo video:

But this was labelled as a pure engineering sample when we saw it at AMD’s suite at CES. So while we can’t confirm the ‘no plans’ part from TR’s quote, Carrizo as a socketed part for desktops is currently not public knowledge as of yet. AMD is in a quiet period right now and not wanting to rock the boat from what is currently on the market by announcing anything on the desktop side. This is despite AMD’s list of features being a prominent slide in their Carrizo slide deck, most of which would be important parts within a desktop environment.

If AMD is planning no further socketed desktop APUs from the base-Bulldozer architecture, we would have to head towards Jim Keller’s team and K12/Zen in 2016 as the next port of call, despite that platform currently being touted more for low power, servers and embedded right now. Part of me wants to believe we won’t have to wait that long, given that Kaveri first appeared in January 2014 at it would mark a two-to-three year gap on the desktop side. Even AMD would have a hard time explaining that one, unless it made financial sense overall.