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{"id":3080309,"date":"2021-04-12T15:03:00","date_gmt":"2021-04-12T13:03:00","guid":{"rendered":"https:\/\/4players.fdpub.de\/allgemein\/virtual_reality-huawei_vr_glass_vr-headset_im_sonnenbrillen-format_mit_raum-tracking_vorgefuehrt\/3080309"},"modified":"2024-05-03T14:04:00","modified_gmt":"2024-05-03T12:04:00","slug":"virtual_reality-huawei_vr_glass_vr-headset_im_sonnenbrillen-format_mit_raum-tracking_vorgefuehrt","status":"publish","type":"post","link":"https:\/\/4players.fdpub.de\/news\/virtual_reality-huawei_vr_glass_vr-headset_im_sonnenbrillen-format_mit_raum-tracking_vorgefuehrt\/3080309","title":{"rendered":"Virtual Reality – Huawei VR Glass: VR-Headset im Sonnenbrillen-Format mit Raum-Tracking vorgef\u00fchrt"},"content":{"rendered":"

Nicht nur Panasonic t\u00fcftelt an “VR Glasses” im kompakten Schwimmbrillen-Design<\/a> – auch Huawei arbeitet seit rund zwei Jahren an einem kompatken VR-Headset. Urspr\u00fcnglich war die “Huawei VR Glass” vor allem als Videobrille f\u00fcr mobile Zuspieler wie Smartphones geplant (bereits erh\u00e4ltlich), doch im Herbst 2020 wurde laut Mixed.de<\/a> eine verbesserte Version mit Raum-Tracking (“6DOF”) vorgestellt, was die Hardware nat\u00fcrlich f\u00fcr Spieler interessanter macht.

Eine Kameraleiste auf der Oberseite des Ger\u00e4ts hat Tracking-Technik des chinesischen Startups Camsense verbaut. Brille und Controller werden mittels dieser Leiste im Raum erfasst. Solch ein Entwicklermodell stellte der VR-Entwickler Nikk Mitchell vom chinesischen VR-Studio FXG j\u00fcngst auf Twitter vor:

<\/p>

Part 2\/2 of my Huawei 6dof first impressions. I figure out that I didn’t have sound on and my @synthridersvr<\/a> game improves drastically. \u00f0\u0178\u2122\u2021 pic.twitter.com\/ovcx7hYIAI<\/a><\/p>\u2014 Nikk Mitchell \u00f0\u0178\u203a\u00b8 (@nikkmitchell) April 9, 2021<\/a><\/blockquote>

Das Tracking ist laut Mitchell zwar etwas “locker”, aber durchaus brauchbar, so dass er zur Vorf\u00fchrung erfolgreich einige Kombos im Musik-Spiel
Synth Riders<\/a> aufbaute, w\u00e4hrend das Ger\u00e4t an einen PC gest\u00f6pselt und mit SteamVR verbunden war. Eine nur minimale Verz\u00f6gerung sei so gut wie nicht mehr sp\u00fcrbar. Die Soundqualit\u00e4t vergleicht er mit dem [klanglich nur durchwachsenen] Standard der Oculus Quest und Rift S. Die Brille wirkt im Einsatz tats\u00e4chlich erfreulich kompakt und erinnert an die Ma\u00dfe einer Ski- oder Schwimmbrille. Ein leichter Druck auf der Nase sei laut Mitchell allerdings noch sp\u00fcrbar. Mixed.de erl\u00e4utert auch die technischen Daten:

“Das Geh\u00e4use des ersten Modells ist gerade einmal 2,66 Zentimeter tief und mit 166 Gramm ein echtes Leichtgewicht. Die aktuelle Entwicklerversion d\u00fcrfte wegen der zus\u00e4tzlichen Kameraleiste etwas schwerer sein. Im ersten Prototyp sind zwei LC-Displays mit 1.600 mal 1.600 Bildpunkten pro Auge verbaut, die Sichtfeldweite ist nicht bekannt.”<\/em>

Laut Mitchell soll sich die Brille au\u00dferdem – wie urspr\u00fcnglich vorgesehen – an einem verbundenen Smartphone betreiben lassen. Anfangs war ein Release im April 2021 geplant. Aktuell gibt es aber keinen genauen Termin und noch keine Prognose f\u00fcr den Preis f\u00fcr die Variante mit 6DOF-Raumtracking.
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