Somnium Space Announces a Branded Virtual Reality Headset

Somnium Space’s announced VR headset will work both standalone and tethered (image source)

Somnium Space has been busy! In a Medium post last October, as part of several announcements of investments in various XR technologies such as TESLASUIT and XTAL, they wrote:

We are extremely excited to share with all of you what we have been working on already for months — a Somnium Space VR headset. At Somnium we believe that users must have the right of choice. That VR hardware market should not consist of few big players producing headsets with closed eco systems thus creating silos and with full control over user experience and more importantly data. Moreover, as a decentralized and open Metaverse company we cannot allow Somnium Space to be dependent on hardware gatekeepers to be able to communicate and engage with our users. That is why, earlier this year we have taken a strategic decision to start working on our own VR headset.

Currently we are deep in the R&D phase, finalizing specifications and component details. Testing compatibility and preparing supply chain. In December 2021, during Somnium Connect physical and VR event we will release final specifications and more details about production and delivery timelines, prices and much more. As of now we can share few high-level teasers about headset:

– Standalone mode powered by Snapdragon XR2 chip

– Native PC VR mode

– Open, community driven software eco-system

– Modular design

We can not wait to share more information in December and work on this together with you — community and amazing partner companies for seamless integrations of hardware and software experiences.

On Dec. 22nd, 2021, Bobby Carleton of VRScout reported:

The headset, which [Somnium Space CEO Artur] Sychov refers to as the “Somnium VR Headset”, is packed with some killer specs and designed specifically for a VR audience that doesn’t want to be tied to a specific app store or be boxed into any sort of platform restrictions. 

“We wanted to create a headset that you truly own. We didn’t want to lock you down into our ecosystem,” said Sychov. “We didn’t not want to allow you to do things with your own items. If you buy a VR headset from Somnium Space, you truly own it.”

According to Somnium, the headset features a modular design that allows you to easily customize your experience. You can also remove the sides and bottom of the headset to add custom 3D printed accessories (up to 55 lbs!), making it a truly customizable VR headset. “We really believe in modularity,” said Sychov, adding, “with access to the platform, you’ll be able to extend the life of the headset.” 

Another cool feature is that Somnium’s VR headset is completely programmable, which means you can dive into the system to change the actions of the buttons and sensors in order to meet your custom needs. 

Somnium Space, which is best known for its open social VR platform that integrates blockchain and cryptocurrency for true ownership of digital goods and virtual land, partnered with VRgineers (makers of the XTAL 3 headset) to develop their own hardware. Though not as beefy as VRgineers’ XTAL 3 headset, which is designed for enterprise use, Somnium Space looks to raise the bar for non-enterprise VR headset expectations.

Somnium Space hopes to deliver their branded virtual reality headset to consumers by the fourth quarter of 2022. These are very ambitious plans, and UploadVR‘s Jamie Felton notes:

These are ambitious plans for sure, and it’s worth remembering the difficulties many other small to medium-sized companies have faced bringing VR hardware to market. DecaGear recently drastically revised its plans for a $450 SteamVR headset to $700, citing the realities of competing with Meta. Plus there are many vital elements of Somnium’s plans that still sound up in the air, like a reference to “researching Micro OLED displays” which would surely drastically change the shape and form of the product.

As far as I am aware, Somnium Space is the first social VR platform (besides Meta) to offer a branded VR headset. I wish Artur Sychov and his team every success in their gutsy endeavour!

Is PCVR Dead?

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Does the sales success of the Oculus Quest 2 spell doom for tethered VR hardware and software? (Photo by Remy Gieling on Unsplash)

Cix Liv, a VR developer who has a bit of a reputation as a gadfly in the virtual reality industry, made the following bold claim on Twitter yesterday:

Sorry to my VR friends.

I declare PCVR dead.

Prove me wrong.

PCVR is the umbrella term used to refer to tethered VR headsets, which require a high-end desktop computer with a powerful graphics card to run. Examples of PCVR headsets are the Oculus Rift, the HTC Vive, and my beloved Valve Index. Right now, the standalone Oculus Quest 2 is selling like hotcakes, and Facebook has in fact stopped selling the Oculus Rift headset:

It was only a matter of time, really. Facebook announced in April of this year that it would not be sending more Rift S units to retailers—once they sold out, that was it for the Rift S.

“Rift S is still available for sale currently in some channels around the world, but as we announced last year, we plan to stop selling Rift S in 2021,” Facebook told UploadVR at the time. “Generally speaking, as channels sell out of stock, they won’t be replenished.”

So, while you can probably still get your hands on an Rift via resellers (you can still find units on Amazon, for example), its days are clearly numbered.

Is PCVR indeed dead, as Cix asserts? His tweet raised a lot of comments, among them Kent Bye, a thoughtful VR commentator and podcaster of the Voices of VR podcast:

Kent Bye: There’s still lots of things at the frontiers of digital culture still in PCVR< like film festivals (Sundance, Tribeca, Venice and SXSW) happening in the Museum of Other Realities, full-body tracking, LBE [location-based events], live theater in VRChat and NeosVR. It’s an open platform that’ll never really die.

Cix Liv: “Die” is an extreme claim that is lacking nuance. The more expanded nuance would address the specific use cases where it will never die: mocap [motion capture], LBE, emboded docial [platforms] like VRChat. For broad consumer uses, it’s dead [in my opinion).

Kent Bye: I disagree. New communications mediums never fully replace previous mediums. We still have radio, TV, PCs, phones. PCs are ‘open platforms”. Mobile has thermal/power tradeoffs and people will ALWAYS want premium experiences like Half-Life: Alyx, Also, Steam Deck is an open PC.

Thrillseeker actually dropped a 15-minute YouTube video on this very topic today:

The video is engaging and raises lots of good points, but Thrillseeker eventually declares himself for the PCVR-is-not-dead camp, noting that the Oculus Quest 2 can also be used as a PCVR headset. He predicts that PCVR will never die, as Kent did.

Cix Liv eventually got so much blowback that he tweeted:

Please god tell everyone else that in the thread who is lighting me up for saying this.

I am not hating on PC VR because it’s trendy, the numbers so low Devs can’t even make a living now.

The reasons can be debated, but it’s the reality.

Cix argues that the numbers of sales of PCVR hardware and software are now so much lower than standalone VR, that it’s not worth the risk to develop for PCVR. For example, Oculus just announced that Lone Echo 2 would be the last PCVR exclusive that they would be shipping. Steam statistics show that PCVR usage is down. There’s haven’t been any really big PCVR releases in a while, with really nothing to match the hype of Half-Life: Alyx. And PCVR-only social VR platforms have struggled lately, either pivoting to new markets (e.g. Sansar, to live events) or shutting down completely (e.g. the old High Fidelity platform).

So, what do you think? Is PCVR doomed, or it just having a pause? Are standalone VR headsets going to kill tethered VR headsets? Please feel free to leave a comment on this blogpost, or join in the never-ending, freewheeling discussions and debates taking place among the 500+ users on the RyanSchultz.com Discord server. Thanks!