Half of SteamVR Tracking Technology Course participants come from non-gaming areas

Valve opened the SteamVR tracking technology licensing project last August, allowing all developers to create their own SteamVR tracking objects. Valve worked with Synapse, a Seattle-based product development company, to provide a mandatory training program for all SteamVR licensees. A few days ago, RoadtoVR interviewed Synapse's electrical engineering project leader and Doug Bruey, instructor of the SteamVR positioning system course, to discuss the tracking system and applications targeted by developers.

From the experience of teaching SteamVR tracking courses, Bruier has his own opinion on the application that developers are targeting, and when their labor results will meet with you. The following is an interview segment organized by E-Net:

Reporter: How many students have passed the SteamVR tracking training course?

Bruier: We have a total of 15 courses, 149 employees from 113 companies participated in the course.

Reporter: What kind of industries are students from?

Brue: There are all walks of life. I would say that 50% comes from games, but from the earliest classes, there are people from many different fields such as cars, advertising, sports, games, computers, education, hospitals, industrial training and agriculture. We also saw several different NASA contractors who were in charge of astronaut training simulations and setups. Generally speaking, a large part of the participants in the course come from the field of games and game accessories, but the other half come from areas you might not have imagined.

Reporter: When will the first product from graduates of the course be unveiled?

Brue: You may be able to see the product release before the end of this year. The typical product cycle is about 18 months. Since people started accepting this course last fall, when they graduated and went back to work, I believe you may be able to see product releases and officially launch the market later this year or next year.

Reporter: For some VR startups, coming to Seattle is not easy. Will you consider offering online courses in the future?

Bruier: If people are interested, we are willing to provide such courses. In March, Valve announced that the curriculum was no longer mandatory, because the documentation was adequate and the tools were adequate, so people could start learning on their own. Because of this, we see that the demand for courses is declining because they do not necessarily have to take courses to acquire relevant knowledge. They can learn to explore on their own.

We believe that curriculum can really accelerate research and development and ensure that companies can truly understand what they need to learn and avoid mistakes. But we are a product development company and a technology training company, so if people can rely on documents and self-control, then they can gain greater strength. More people will have access to this technology because there are fewer barriers to entry.

Reporter: You made some prototype hardware for the course, and this seems to be what people are willing to buy. Is there a channel for people to buy or acquire this device from Synapse?

Bruier: We have already developed a prototype board and integrated it into (tracking) reference objects. Authorizers have access to all design documents. If they need to develop their own equipment, they can also access all necessary things. If they want to buy existing hardware, Triad Semiconductor can provide this reference design. Triad Semiconductor is a team that develops application specific integrated circuits for photosensors. You can buy those products and circuit boards directly from their hands. We have developed the design, and Triad is a retail manufacturer.

Reporter: In last year's Steam Dev Days, Valve released a new version of the controller. Does Synapse have any role in the development of the device?

Bruier: Synapse helped develop the electronics and firmware architecture and we have always been involved in this way. However, product development, ergonomics, mechanics and control all make it a unique product, all of which are Valve's own achievements.

Reporter: Is there anything exciting about the future of virtual reality and augmented reality?

Bruier: I am very pleased to see related technologies entering other fields and solutions provided in areas that no one has ever imagined. Just as games are the spearhead of PC performance, people use this to improve other completely different computing domains. I saw the same thing happening in VR.

In the market, the game will promote the development of VR. Once consumer prices reach a reasonable point, people with fantastic ideas in medical devices, cinemas, or any other area will be able to access this technology because they can already afford the relevant products. By then, we will see new solutions in these areas. I am very much looking forward to VR can find its unique position in these markets.

The other part that I really interest is where technology drivers will come from. Our laptops have these ultra-high resolution displays, and our brains think "Wow, I can't distinguish them because my eyes don't see pixels." How will display technology evolve? I think it's interesting that we will need something like a 16K monitor because our eyes are so close to this resolution. In order to achieve retina display resolution in VR setup, we will need higher resolution.

The other thing is that we need different video compression methods. Now for Netflix and other online video distribution platforms, latency is not a problem because the compression methods they use can achieve very high compression ratios. But for VR, the driving force has always been 'How can I cut the cables of the system?' 'How can I achieve cable-free constraints as much as possible, and I want to wear no backpacks on my back?' To do this, you need video to enable wireless transmission, especially when you reach 4K or higher resolution, which involves a very large amount of data. Compression requires more intelligence and lower latency. I think we will start to see some interesting developments in VR compression technology.

VR will once again become a spearhead, pushing the development of the lowest possible delay. But then, from the game to all other areas trying to achieve low-latency video, who knows what applications people will find for them?

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