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After the first day of Vrvana’s Kickstarter campaign for the Totem VR headset the company has raised more than $100,000 CAD toward their $350,000 goal. I recently spoke with Vrvana CEO Bert Nepveu to learn more about the Totem headset, including details on the planned hardware acceleration that’s designed to increase VR rendering performance.

Vrvana launched their Totem VR headset Kickstarter yesterday afternoon and have had a strong opening thus far, now nearly one-third of the way to their $350,000 CAD goal at $105,000.

The company is raising funds to create a developer kit of the Totem headset which is promised to have a number of unique features when compared to other consumer-level headsets that we’ve seen thus far: a stereo-pair of front-facing cameras for 3D passthrough video and inside-out positional tracking, dual on-headset headphone plugs, per-eye lens focus, and hardware acceleration.

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‘Hardware acceleration’ is a rather nebulous term; in a detailed interview with Vrvana CEO Bert Nepveu, I learned more about the headset and how it would use on-board computing with the hopes of improving VR performance.

See Also: Totem VR Headset Kickstarter is Live, In-depth Interview with Vrvana CEO Bert Nepveu

Nepveu told me that the Totem does pre-distortion on the headset itself rather than the host computer.

“It takes a lot of horsepower to do the pre-lens distortion… so that will really offload your computer so you don’t need a Titan to play in VR [jokingly]. So you’ll save money on your graphics card; it will cost a little bit more for the Totem but we think we have lots of added value that people will enjoy,” he said.

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Because the Totem and other VR headsets use lenses to allow users’ to focus on a screen that’s just inches from their eyes, the image seen on the screen is inevitably distorted by the lenses. To compensate for this distortion, frames coming from the host computer are inversely pre-distorted so that, when seen through the lenses, the image appears normal—it’s akin to the way that noise canceling headphones cancel outside noise by creating an inverse sound wave to counter incoming sounds.

In the Oculus Rift and similar headsets seen to date, pre-distortion is the job of the host computer. Totem, on the other hand, relieves the host computer from having to process pre-distortion by accepting undistorted side-by-side frames and handling distortion through hardware built into the headset. The goal is to free up computing resources for fasting rendering, allowing the host computer to process frames more quickly and (hopefully) reduce latency.

“I don’t want to get too [laughs] specific because you know we have to do extensive testing, but my partner had a really basic laptop and I remember it was in Tuscany [VR demo]… it was barely making I think 45 frames per second and then [after disabling pre-distortion]… it went up to I think 75 [frames per second] so it’s like a 50% difference,” Nepveu said. “So I guess it will depend on your GPU and things like that, but I see for certain applications where maybe you’re on a laptop and you want to show something about architecture and you have a Mac which has not a really great graphics card but you still want to give a good experience, that’s where the Totem will really be beneficial because it will offload your laptop.”

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Nepveu also told me that chromatic aberration correction—adjusting color channels of the image to compensate for light of difference frequencies passing through the lenses slightly differently—would also be handled on the headset itself.

“Since we design our own optics, we know exactly the distortion they do… it’s different per color because the light travels at a different speed depending on the colors so we can adapt to that in the headset…”

We’ll keep our eyes on the Totem Kickstarter and continue to watch as Vrvana makes progress with this interesting VR headset.

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Ben is the world's most senior professional analyst solely dedicated to the XR industry, having founded Road to VR in 2011—a year before the Oculus Kickstarter sparked a resurgence that led to the modern XR landscape. He has authored more than 3,000 articles chronicling the evolution of the XR industry over more than a decade. With that unique perspective, Ben has been consistently recognized as one of the most influential voices in XR, giving keynotes and joining panel and podcast discussions at key industry events. He is a self-described "journalist and analyst, not evangelist."
  • Darshan Gayake

    This surely elaborates hardware acceleration but not necessarily explains it. While this device claim to be compatible with PS3/PS4/XBOX all.

    how its going to generate view for second eye for console non stereo games is not cleared.Is it also going to be done by same hardware chip that creates distortion correction?

    How its going to handle content that is made for RIFT as it will surely have distortion correction already done before sending frame to Totem?

    If its not going to support RIFT games then exactly which category it fall? as non rift games will though have still chance of display stereo by middleware but games them selves were not meant to be played in VR it will surely have issues with UI, UX and Motion sickness inducing things as part of game as designers have never thought their games going to be played in VR.

    Here i also want to mention amazing finding. While there is only one Natively Stereo Game 2010’s ‘James Cameron’s Avatar: The Game’ was also having flaw of omission when you drive buggy
    http://james-camerons-avatar.wikia.com/wiki/Buggy
    in jungle in first person it was fastest induce vomiting feeling. There are many examples. So its software side that makes me more worried.

  • Elchtest

    1) Can the hardware distortion correction be bypassed or will it always be on?
    2) Does the hardware unit only take images in 1920×1080? If so, oversampling to reduce blur would not be possible?
    3) Has the Totem an option like the Oculus Rift eye relief? Depending on that distance the CA distortion parameters seem to be different in the lastest Oculus SDK. Can the hardware unit be set to different parameters?

    Thanks.

  • Ralf Ostertag

    It would be interesting to know how they intend to deal with FOV when processing unaltered console output, especially considering that most console games are running at a FOV of merely 60-70°.

    Getting the FOV right is the the most important thing to create a fully immersive output, above S3D even. Doing this purely by post processing the output image – be it in hardware or not – is something I would call impossible.

  • Psuedonymous

    It takes a lot of horsepower to do the pre-lens distortion

    No it doesn’t. The rendered buffer is pasted as a texture onto a surface in front of the camera. This isn’t a strenuous operation.

    my partner had a really basic laptop and I remember it was in Tuscany [VR demo]… it was barely making I think 45 frames per second and then [after disabling pre-distortion]… it went up to I think 75 [frames per second] so it’s like a 50% difference

    This isn’t because of the distortion pass. In order to perform the distortion with optimum quality, you want to have an oversampled input (essentially building SSAA into the distortion pass rather than doing it separately). For this reason, the game is rendered to a buffer significantly larger than 1920×1080, which after distortion results in the 1920×1080 buffer that gets passed to the HMD. Disabling the distortion pass also tells the game to render directly to 1920×1080, resulting in a speedup. But it will also result in a drop in output quality, and you could achieve the same speedup by just rendering to a 1920×1080 buffer before performing the distortion pass.

    • Ben Lang

      Good insight here Psuedonymous. We’ll see if we can get some official test figures from them.