Yes Virginia, there is a Nokia ... and there is a new phone

Subject: Mobile | July 16, 2018 - 06:12 PM |
Tagged: nokia 6.1, nokia, HMD, android 8.1

Ah Nokia, what a strange life you have lived.  You went from being the eminent cellphone company, to a cell company that didn't actually make any phones, to being purchased and decimated by Microsoft to being taken over by a Finnish company called HMD Global.  Ars Technica delves into the story behind how all this happened, as well as reviewing the actual phone in this article.  The Nokia 6.1 will cost you ~$270 all told and it's 1080p 5.5" screen is powered by the popular Qualcomm Snapdragon 630, with 3GB of RAM and 32GB of local storage.  There is a microSD slot to expand this and not only is there a Type-C USB port it also has a headphone jack which leaves that USB port open for use.  

Also worth noting is that it runs vanilla Android 8.1, no fancy skins or weird enhancements!

Nokia-61-1-1440x1080.jpg

"Enter HMD's Nokia phones, an entire lineup of cheap smartphones ranging from $100 to $400. HMD recently launched the second generation of its lineup, with phones like the Nokia 2.1, 3.1, and 5.1. We recently spent time with the highest end phone in this series that happens to be one of the few HMD devices for sale in the US: the Nokia 6.1."

Here are some more Mobile articles from around the web:

More Mobile Articles

Source: Ars Technica

GDC 2018: Qualcomm Talks Future of VR and AR with Upcoming Dev Kit

Subject: General Tech | March 21, 2018 - 09:20 AM |
Tagged: xr, VR, Tobii, qualcomm, HMD, GDC 2018, GDC, eye-tracking, developers, dev kit, AR

We have recently covered news of Qualcomm's ongoing VR/AR efforts (the two terms now combine as "XR", for eXtended reality), with news of the Snapdragon 845-powered reference HMD and more recently the collaboration with Tobii to bring eye-tracking to the Qualcomm development platform. Today at GDC Qualcomm is mapping out their vision for the future of XR, and providing additional details about the Snapdragon 845 dev kit - and announcing support for the HTC Vive Wave SDK.

QC_XR.png

From Qualcomm:

For the first time, many new technologies that are crucial for an optimal and immersive VR user experience will be supported in the Snapdragon 845 Virtual Reality Development Kit. These include:

6DoF.png

  • Room-scale 6DoF SLAM: The Snapdragon 845 Virtual Reality Development Kit is engineered to help VR developers create applications that allow users to explore virtual worlds, moving freely around in a room, rather than being constrained to a single viewing position. Un-tethered mobile VR experiences like these can benefit from the Snapdragon 845 Virtual Reality Development Kit’s pre-optimized hardware and software for room-scale six degrees of freedom (6DoF) with “inside-out” simultaneous localization and mapping (SLAM). All of this is designed to be accomplished without any external setup in the room by the users, and without any cables or wires.
  • Qualcomm® Adreno™ Foveation: Our eyes are only able to observe significant details in a very small center of our field of vision - this region is called the “fovea”. Foveated rendering utilizes this understanding to boost performance & save power, while also improving visual quality. This is accomplished through multiple technology advancements for multi-view, tile-based foveation with eye-tracking and fine grain preemption to help VR application developers deliver truly immersive visuals with optimal power efficiency.

Eye_Tracking.png

  • Eye Tracking: Users naturally convey intentions about how and where they want to interact within virtual worlds through their eyes. Qualcomm Technologies worked with Tobii AB to develop an integrated and optimized eye tracking solution for the Snapdragon 845 VR Development Kit. The cutting-edge eye tracking solution on Snapdragon 845 VR Development Kit is designed to help developers utilize Tobii’s EyeCore™ eye tracking algorithms to create content that utilizes gaze direction for fast interactions, and superior intuitive interfaces.
  • Boundary System: The new SDK for the Snapdragon 845 VR Development Kit supports a boundary system that is engineered to help VR application developers accurately visualize real-world spatial constraints within virtual worlds, so that their applications can effectively manage notifications and play sequences for VR games or videos, as the user approaches the boundaries of the real-world play space.

ViveWave.png

In addition to enhancing commercial reach for the VR developer community, Qualcomm Technologies is excited to announce support for the HTC Vive Wave™ VR SDK on the Snapdragon 845 Virtual Reality Development Kit, anticipated to be available later this year. The Vive Wave™ VR SDK is a comprehensive tool set of APIs that is designed to help developers create high-performance, Snapdragon-optimized content across diverse hardware vendors at scale, and offer a path to monetizing applications on future HTC Vive ready products via the multi-OEM Viveport™ application store.

The Snapdragon 845 HMD/dev kit and SDK are expected to be available in Q2 2018.

Source: Qualcomm

Tobii and Qualcomm Announce Collaboration on Mobile VR Headsets with Eye-Tracking

Subject: General Tech | March 16, 2018 - 09:45 AM |
Tagged: xr, VR, Tobii, snapdragon 845, qualcomm, mobile, HMD, head mounted display, eye tracking, AR, Adreno 630

Tobii and Qualcomm's collaboration in the VR HMD (head-mounted display) space is a convergence of two recent stories, with Tobii's impressing showing of a prototype HMD device at CES featuring their eye-tracking technology, and Qualcomm's unvieling last month of their updated mobile VR platform, featuring the new Snapdragon 845.

SVR845.jpg

The Qualcomm Snapdragon 845 Mobile VR Reference Platform

What does this new collaboration mean for the VR industry? For now it means a new reference design and dev kit with the latest tech from Tobii and Qualcomm:

"As a result of their collaboration, Tobii and Qualcomm are creating a full reference design and development kit for the Qualcomm Snapdragon 845 Mobile VR Platform, which includes Tobii's EyeCore eye tracking algorithms and hardware design. Tobii will license its eye tracking technologies and system and collaborate with HMD manufacturers on the optical solution for the reference design."

The press release announcing this collaboration recaps the benefits of Tobii eye tracking in a mobile VR/AR device, which include:

  • Foveated Rendering: VR/AR devices become aware of where you are looking and can direct high-definition graphics processing power to that exact spot in real time. This enables higher definition displays, more efficient devices, longer battery life and increased mobility.
  • Interpupillary Distance: Devices automatically orient images to align with your pupils. This enables devices to adapt to the individual user, helping to increase the visual quality of virtual and augmented reality experiences.
  • Hand-Eye Coordination: By using your eyes in harmony with your hands and associated controllers, truly natural interaction and immersion, not possible without the use of gaze, is realized.
  • Interactive Eye Contact: Devices can accurately track your gaze in real time, enabling content creators to express one of the most fundamental dimensions of human interaction – eye contact. VR technologies hold the promise of enabling a new and immersive medium for social interaction. The addition of true eye contact to virtual reality helps deliver that promise.

_MG_9854_2.JPG

Tobii's prototype eye-tracking HMD

For its part, Qualcomm's Snapdragon 845-powered VR mobile platform promises greater portability of a better VR experience, with expanded freedom on top of the improved graphics horsepower from the new Adreno 630 GPU in the Snapdragon 845. This portability includes 6DoF (6 degrees of freedom) using external cameras to identify location within a room, eliminating the need for external room sensors.

"Together, 6DoF and SLAM deliver Roomscale - the ability to track the body and location within a room so you can freely walk around your XR environment without cables or separate room sensors – the first on a mobile standalone device. Much of this is processed on the new dedicated Qualcomm Hexagon Digital Signal Processor (DSP) and Adreno Graphics Processing Unit within the Snapdragon 845. Qualcomm Technologies’ reference designs have supported some of the first wave of standalone VR devices from VR ecosystem leaders like Google Daydream, Oculus and Vive."

It is up to developers, and consumer interest in VR moving forward, to see what this collaboration will produce. To editorialize briefly, from first-hand experience I can vouch for the positive impact of eye-tracking with an HMD, and if future products live up to the promise of a portable, high-performance VR experience (with a more natural feel from less rapid head movement) a new generation of VR enthusiasts could be born.

Source: PR Newswire
Author:
Subject: Editorial
Manufacturer: iD

3+ Hours of discussion later...

IMG_2469.jpg

The beginning of QuakeCon is always started by several hours of John Carmack talking about very technical things.  This two hour keynote typically runs into the three to four hour range, and it was no different this time.  John certainly has the gift of gab when it comes to his projects, but unlike others his gab is chock full of useful information, often quite beyond the understanding of those in the audience.

 

RAGE-logo1.png

The first topic of discussion was that of last year’s Rage launch.  John was quite apologetic about how it went, especially in terms of PC support.  For a good portion of users out there, it simply would not work due to driver issues on the AMD side.  The amount of lessons they learned from Rage were tremendous.  iD simply cannot afford to release two games in one decade.  Rage took some six plus years of development.  Consider that Doom 3 was released in 2004, and we did not see Rage until Fall 2011.  The technology in Rage is a big step up due to the use of iD Tech 5, and the art assets of the title are very impressive.

iD also made some big mistakes in how they have marketed the title.  Many people were assuming that it would be a title more in line with Bethesda’s Fallout 3 with a lot of RPG type missions and storyline.  Instead of a 80 hour title that one would expect, it was a 10+ hour action title.  So marketing needs to create a better representation of what the game entails.  They also need to stay a bit more focused on what they will be delivering, and be able to do so in a timely manner.

Read the rest of John's Keynote by clicking here.