Hands-On Impressions of Intel Project Alloy at CES 2017

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Hands-On Impressions of Intel Project Alloy at CES 2017

Table of Contents

  1. Introduction
  2. Trying Santa Cruz from Oculus
  3. Trying Intel Project Alloy Demo
  4. Limitations of the Current Tech Demo
  5. Future Consumer Product Improvements
  6. Weight and Heat Concerns
  7. Frame Rate and Performance
  8. The Issue of Drift
  9. Is there a Lot of Polishing Needed?
  10. Conclusion

Trying Santa Cruz from Oculus

Have you ever wondered what it's like to try the latest virtual reality (VR) headsets? Well, I had the opportunity to try both Santa Cruz from Oculus and the latest Intel Project Alloy Demo. These standalone inside-out VR systems require no external hardware, which makes them incredibly convenient to use. In this article, I'll share my experiences with both devices and delve into the pros and cons of each.

Trying Intel Project Alloy Demo

Let's start with the Intel Project Alloy Demo. The first thing that caught my attention was the free dog controller, which allowed me to navigate the virtual world by moving left, right, up, and down. However, I couldn't reach back or forward with the controller, limiting my interaction with the virtual environment. This made me keen to try a sixth-off controller in the future to have more freedom of movement.

During my demo experience, I noticed some drifting in the virtual room. This means that the visual alignment between the physical world and the virtual world was slightly off, resulting in an unstable Perception of space. The demo representatives assured me that the drift was due to the large number of people in the room and not a fault of the technology itself. Nevertheless, this made me slightly apprehensive about the accuracy of the system in real-world scenarios.

Limitations of the Current Tech Demo

The current tech demo of Project Alloy had a few limitations that I believe are important to address. Firstly, the environment I saw was quite sparse and lacked dynamic elements. While there were a few moving objects, it didn't provide the immersive experience I was expecting. Additionally, the collision detection seemed to be less accurate than anticipated. I tried to dodge incoming particle beams, but the system didn't register my movements as efficiently as I hoped.

Future Consumer Product Improvements

According to the representatives, all the limitations I noted in the current tech demo are expected to be resolved in the consumer product scheduled to be released later this year. They assured me that the final product will include improvements such as six degrees of freedom (6DOF) controllers, which will allow for greater interactivity and won't cause significant drift in the virtual room. These enhancements are promising and definitely address some of the concerns I had during the demo.

Weight and Heat Concerns

One aspect that I found notable about the Project Alloy demo was its weight distribution. Although the unit felt heavy overall, the weight was evenly distributed, preventing excessive strain on the nose. However, the front of the unit, where the processor and screen are located, emitted a significant amount of heat. The representatives explained that the processor housed inside the unit is comparable to the processing power of a Surface Book. As a result, I found myself perspiring quite a bit during the short session. Nevertheless, they assured me that this heat issue would be resolved in the final consumer version.

Frame Rate and Performance

During my experience with Santa Cruz from Oculus, I couldn't help but wonder about the frame rate. The representatives Mentioned that the demo ran at 90 frames per Second (FPS), but when I saw the Oculus Santa Cruz demo, I was uncertain if it ran at the same speed. This raised questions about the overall performance and smoothness of the VR experience. It is crucial for VR systems to maintain a high frame rate to avoid motion sickness and provide a truly immersive environment.

The Issue of Drift

One of the biggest concerns I had with the Project Alloy demo was the issue of drift. The slight misalignment between the virtual and physical world caused a disorienting experience. While it might not be a significant problem in a controlled environment, it could become a major issue in real-world scenarios. Furthermore, the presence of more people in the room might exacerbate the drift problem. Overcoming this challenge is crucial for delivering a seamless and immersive VR experience.

Is there a Lot of Polishing Needed?

As an observer, it is evident that there is still a lot of room for improvement before both Santa Cruz and Project Alloy become consumer-ready products. The current tech demos showcased potential, but they also highlighted certain limitations and areas that require further development. The pressure is on the developers to enhance the user experience, improve functionality, and ensure optimal performance.

Conclusion

In conclusion, my time trying both Santa Cruz from Oculus and the Intel Project Alloy Demo gave me a glimpse into the future of VR technology. While there were limitations and concerns, it's clear that significant progress has been made in the VR industry. As these standalone inside-out VR systems continue to evolve, we can look forward to more immersive and interactive experiences in the near future.

Highlights

  • Standalone inside-out VR systems
  • Intuitive dog controller for movement
  • Drifting issues in the Project Alloy demo
  • Expectations for future consumer product
  • Weight distribution and heat concerns
  • Uncertainty about frame rate and performance
  • The challenge of drift in VR experiences
  • Room for improvement in both systems
  • The promising future of VR technology

FAQ

Q: Are Santa Cruz and Project Alloy compatible with other VR accessories? A: Both Santa Cruz and Project Alloy are standalone systems and don't require external accessories. However, compatibility with additional VR accessories may vary based on the specific product and its software.

Q: Can I use the sixth-off controller with Santa Cruz or Project Alloy? A: While the current demos of both Santa Cruz and Project Alloy had limitations with the dog controller, there are plans to introduce more advanced controllers with improved functionality, such as the sixth-off controller. These advancements aim to enhance the user experience and provide greater freedom of movement.

Q: How important is the frame rate in a VR system? A: The frame rate is crucial in a VR system as it directly affects the smoothness and fluidity of the virtual experience. A high frame rate, such as 90 FPS, helps prevent motion sickness and provides a more immersive environment for the user.

Q: Will the drift issue be resolved in the consumer version of Project Alloy? A: According to representatives, the drift issue experienced in the current Project Alloy demo is expected to be addressed in the final consumer version. They assure that advancements in tracking technology and software improvements will minimize drift and provide a more accurate virtual experience.

Q: When are Santa Cruz and Project Alloy expected to be released? A: The consumer versions of Santa Cruz and Project Alloy are scheduled to be released later this year. However, specific release dates may vary, so it's advisable to stay updated through official announcements and news from the respective companies.

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