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!

UPDATED! Editorial: Why Facebook Horizon Will Be Delayed

Facebook was originally planning to launch their social VR platform, called Facebook Horizon, in a closed beta test early this year. Many people were expecting an announcement at their annual Facebook F8 Developer Conference, or perhaps at the Game Developers Conference.

Well, on February 27th, TechCrunch reported that Facebook was cancelling its F8 conference, citing coronavirus concerns:

Facebook  has confirmed that it has canceled its annual F8 developers conference over growing concerns about the COVID-19 coronavirus pandemic.

More specifically, the company says it’s canceling the “in-person component,” which would have been held in San Jose, Calif. There may still be video presentations, along with live-streamed and local events, under the F8 umbrella.

“Celebrating our global developer community at F8 each year is incredibly important to us at Facebook, but we won’t sacrifice the health and safety of our community to do so,” said Konstantinos Papamiltiadis, Facebook’s director of developer platforms and programs, in a statement. “Out of concerns around COVID-19, we’re cancelling the in-person component of F8, but we look forward to connecting with our developer partners through local events, video and live streamed content.”

And more recently, it was announced that the Game Developers Conference, which was supposed to take place this month, would be postponed until later this summer. UploadVR reports:

The organizers of the Game Developers Conference postponed the event after sponsors, attendees, journalists, and developers decided not to come due to concerns surrounding the coronavirus.

In recent days some of the event’s biggest supporters including Epic, Unity, Facebook, Sony, Amazon, and many more, along with a large number of journalists and developers, pulled out of attendance at the event. Many companies encouraged their employees not to travel to the March event in San Francisco.

Here’s the statement from organizers:

After close consultation with our partners in the game development industry and community around the world, we’ve made the difficult decision to postpone the Game Developers Conference this March.

Having spent the past year preparing for the show with our advisory boards, speakers, exhibitors, and event partners, we’re genuinely upset and disappointed not to be able to host you at this time .

We want to thank all our customers and partners for their support, open discussions and encouragement. As everyone has been reminding us, great things happen when the community comes together and connects at GDC. For this reason, we fully intend to host a GDC event later in the summer. We will be working with our partners to finalize the details and will share more information about our plans in the coming weeks.

The SARS-CoV-2 outbreak and resulting travel restrictions has led to dozens of conferences around the world being cancelled or postponed. Many major corporations such as Amazon, Facebook and Google are also restricting or outright cancelling employee travel.

I think all this means that Facebook will likely postpone the launch of Facebook Horizon, since they won’t have any suitable venue at which to make a splashy announcement. And let’s face it, with the world being so preoccupied with this expanding global public health emergency, any platform launch would likely be muted, sidelined, and overlooked. People have other, much more pressing, priorities at the moment, like trying to find supplies of Purell hand sanitizer and 3M face masks.

Another complicating factor, as I have reported before, is that supplies of both Oculus Quest and Oculus Rift S VR headsets are simply unavailable in most markets, due to the coronavirus shutting down many Chinese factories. Apparently, production of the Valve Index VR headset is also being negatively impacted. The HTC Vive headset is manufactured in Taiwan, and so far does not appear to have been impacted by the coronavirus outbreak. (Here’s a February 28th article from IGN on how SARS-CoV-2 is impacting the manufacture and sales of VR headsets.)

Of course, Facebook may just decide to launch Facebook Horizon in closed beta anyway, using livestreamed video and other not-in-person means, but I think they will choose to hold back. A company that makes billions of dollars in profit from advertising knows full well the benefit of a well-timed product launch, with an all-out advertising push. The timing is just plain wrong.

P.S. I am curious though; has anybody been invited yet to take part in the closed beta test for Facebook Horizon? I haven’t (but then, given how critical I have been of Facebook on this blog, I wasn’t expecting to be invited). Any anonymous tipsters want to whisper in my ear? 😉

UPDATE March 3rd: I’ve heard through the grapevine that Facebook will be launching a closed (invitation-only) alpha of Facebook Horizon this spring.

How a Potential Coronavirus Pandemic Will Help (and Hurt) Virtual Reality in 2020

This scanning electron microscope image shows SARS-CoV-2 (yellow)—also known as 2019-nCoV, the virus that causes COVID-19—isolated from a patient in the U.S., emerging from the surface of cells (blue/pink) cultured in the lab. Credit: NIAID-RML

Although I said I would no longer write daily updates about the Wuhan coronavirus (now officially called SARS-CoV-2), I feel that now is a good time to talk about how a potential global pandemic could impact the still-nascent virtual reality market.

The world may be facing a situation not encountered in 102 years, when the 1918/1919 Spanish influenza pandemic swept around the globe in three successive waves in 18 months (in an era before commercial air travel), infecting one third of the world’s population and killing over 50 million people, more than the total number who died in World War I.

Not too long ago, I blogged about the eight tactics used to limit the spread of infectious diseases throughout human history. Of those eight tactics, two—quarantines and social distancing—are already being heavily used in China.

Yesterday, The New York Times reported (archived version):

Residential lockdowns of varying strictness — from checkpoints at building entrances to hard limits on going outdoors — now cover at least 760 million people in China, or more than half the country’s population, according to a New York Times analysis of government announcements in provinces and major cities. Many of these people live far from the city of Wuhan, where the virus was first reported and which the government sealed off last month.

Many infectious disease experts have already stated that they believe that the SARS-CoV-2 virus can no longer be contained to China. Indeed, we are already seeing cases of human-to-human transmission in many countries and areas, notably Hong Kong, Singapore, and Japan, including 355 confirmed cases on a cruise ship docked at Yokohama (the largest single infection site outside mainland China). The virus is spreading.

Humanity has no natural immunity to this coronavirus (despite the hucksters taking advantage of the situation to sell you various “immunity boosters”). There is no vaccine against SARS-CoV-2, and there will not be one for at least a year. The World Health Organization has already stated that existing pneumonia vaccines are useless against the specific kind of pneumonia caused by SARS-CoV-2.

In other words, you really can’t prepare your body for this infection. It is true that some people seem to have very light or no symptoms at all (but are still able to infect others). The virus appears to be deadlier to older people, overweight people, and people with pre-existing health conditions, such as asthma and diabetes. (In other words, I am a sitting duck.)

Researchers are still trying to calculate the infectiousness (R0 or R-naught) and case fatality rate (CFR) of this new viral outbreak, and experiments with various treatment options are currently being conducted on infected patients to see what works and what doesn’t. However, all the preliminary reports suggest that the SARS-CoV-2 is about as easily transmissible as the regular, seasonal influenza we see every year.

As an interim measure, it is possible (some would say, likely) that we will begin to see the same kind of social distancing and quarantine policies currently seen in China being implemented by governments around the world. Travel between countries has already been and will continue to be negatively impacted. Major international conferences, such as the Mobile World Conference, are already being cancelled.

All of the preceding discussion is merely preamble to the point I am trying to make: that a potential pandemic will both help and hurt virtual reality.

How will a potential coronavirus pandemic help VR?

I believe that this truly unprecedented combination of circumstances might actually drive more people to embrace virtual reality technology and social VR platforms as a way to safely attend conferences, training sessions, and other events, where it is not physically possible due to pandemic quarantines and social distancing policies. In other words, more people will be exposed to VR, and sooner than predicted, due to the impact of SARS-CoV-2.

Some people (who might not be aware of social VR) are already tweeting about the need for this:

To which I replied:

This situation might even lead to a boom in the use of various social VR platforms (and perhaps even non-VR virtual worlds such as Second Life). We will probably begin to see many more conferences held partly or completely in virtual reality, such as this week’s Educators in VR 2020 International Summit, where presenters and attendees can share ideas and mingle without the worry of being exposed to an infectious virus!

How will a potential coronavirus pandemic hurt VR?

Many factories have shut down production of goods in mainland China, where many of the computer gadgets we use everyday are manufactured. While a potential pandemic might strengthen demand for VR headsets, it might also make it much harder to get your hands on one.

For example, I have already written about the impact that the Wuhan coronavirus is having on availability of the popular Oculus Quest headset, which is now completely sold out in most consumer markets. We can expect to see similar problems crop up with other VR hardware that is fully or partially manufactured by those countries affected by SARS-CoV-2. Tony (a.k.a SkarredGhost) of the VR newsblog The Ghost Howls reports that Beijing-based augmented reality headset maker nReal has completely shut down production, for example.

So, the coronavirus is a double-edged sword with respect to virtual reality.


Good Sources of Information on SARS-CoV-2

Here is my updated list of good, credible, authoritative resources to learn more about the Wuhan coronoavirus (formerly called 2019-nCoV and now officially called SARS-CoV-2; the disease the virus causes is now called COVID-19):

If you want a quick, up-to-date overview of the current situation, here are three good places to check:

Stay informed and stay healthy!

P.S. Effective today, I have created a new blogpost category called Virtual Reality (General), under which I will put those blogposts that talk about VR in a general way that don’t fit under a more specific existing category. I will try to go back and add this category to older blogposts, but obviously, at 1,700 blogposts written to date, I can’t go back and do them all!

A VR Gamer/YouTuber Delivers a Gut-Punch Reality Check to Virtual Reality Gaming: It’s Not Just Social VR That’s Struggling to Take Off, It’s the Entire VR Industry

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Someone posted the following YouTube video to the official Sansar Discord channel today. It’s a mixed-reality video recorded on a green-screen set constructed by Drift0r, a VR enthusiast and avid gamer, within his own home (which should tell you quite a bit about what level a fan he is of virtual reality).

But he certainly does not pull any punches when it comes down to dissecting exactly what’s wrong with the current state of virtual reality in general, and VR gaming in particular:

Now, this is not some VR dilettante; this is what I would consider a hardcore VR gamer who has made a sizeable investment in both the computer hardware and software, not only to play VR games but to record videos of himself doing so. He’s also a popular YouTube personality with over 1.3 million subscribers. And he says in the description of this particular video:

Virtual Reality has been struggling to catch on and go mainstream for almost four years now. I personally am a huge fan of VR and own the Rift, Vive, & PSVR; but I have to face the fact that VR gaming is dying. This video goes over the current major issues with VR gaming and offers some suggestions on how to fix them. I show off Beat Saber, Sprint Vector, Doom VFR, Sairento, Gorn, Creed, Raw Data, and several other games in mixed reality too.

For someone like this to be saying that VR is dying, and to suggest that full mainstream acceptance of VR may lie 20 to 30 years in the future, instead of the 5 to 10 years most VR market forecasters are predicting, should give a lot of companies working in VR serious pause (including those firms building social VR platforms). This guy is the consummate insider, somebody who should be leading the cheering section, telling us that things are not okay with the current state of VR gaming, at least.

The dirty secret of VR gaming overall, let alone social VR, is that very few people still own a VR headset. The vast majority of people playing VR-capable games and visiting VR-capable virtual worlds are not using a VR headset; they are in desktop mode. And it’s not just social VR that is struggling to attract paying customers, it’s the entire VR industry that is facing the reality that most people aren’t adopting the technology. As Drift0r explains, the hard, cold truth of VR gaming is that the games are selling in numbers that are pitiful by desktop game standards.


So, what does this mean for Sansar, High Fidelity, and the other social VR companies? It means that they should be wary of over-focusing on virtual reality to the exclusion of desktop users. Linden Lab smartly made the move to integrate text chat in Sansar for both desktop and VR users, something that Philip Rosedale has been notably loathe to do in High Fidelity (although I understand that text chat is included in the HiFi client, but disabled by default).

Virtual reality may not be dying, as this YouTuber asserts, but it isn’t looking overly healthy, either. I’ve already blogged about a couple of social VR projects that have fallen on hard times waiting for virtual reality to become more popular (Anyland and, more recently, Virtual Universe). The advent of the attractively-priced, standalone Oculus Quest headset might ignite the VR marketplace, but the forecasters have been wrong before.

So, what do you think? Feel free to leave a comment here with your thoughts and opinions. Or, even better, join us on the RyanSchultz.com Discord server! Over 150 people who are passionate about social VR and virtual worlds are talking about this and other topics every day. And you’re invited to join our discussions!