The tech behind making VR streaming and gameplay more mobile is getting a lot more intense. Quark VR has, since last year, been planning on making the HTC Vive more mobile-friendly by releasing it of its cables for a more portable experience. Recently, a video had emerged with the CEO of Quark VR reportedly playing on an independent Quark VR set up using the HTC Vive.
Quark VR is working to create an HTC Vive that streams over Wi-Fi: Quark VR originally collaborated with Valve back in September of 2016 to create a setup that did not need to be tethered to a system through wires and cables. Instead, Quark had established an easier route where the Vive is connected to a single PC board with a battery pack that are both attached to a belt worn by the user. On a single charge, the entire system can support up to just two hours of gameplay.
Although the belt setup is said to be a temporary situation by the company since what has currently been developed so far is only a prototype, some improvements to the design will probably be made. Hopefully, they will look into cranking up the juice on the battery for more gameplay hours. Why Quark’s initiative is so relevant today in the VR world, is because unlike other portable VR solutions, Quark can actually support multiple VR headsets. Some areas of concern will be the compatibility and the list of devices that will be allowed to run on the system, as well as the latency of the input from the VR headsets.
The company will soon be demoing its tech with multiple headsets soon until the finished product is done. It is currently the only true solution out there that can support multiple VR headset models. The other being TPCast which also provides for a wireless solution to the HTC Vive, according to UploadVR.
If this tech is proven to be possible and successful, we can see the applications stemming across multiple industries and sectors. The solution works in such a way that the content will be streaming live from the user’s PC to the wearable board that the user will be wearing on their belt. So, factors such as distance signal strength, wireless connectivity and so on will be integral to the success of this tech. It would be nice to see a backpack form of wearable that some manufacturers have adapted for their portable VR solutions since it could provide for more battery capacities and even employ a full-fledged PC build within the containment in order to run applications without any hiccups.
Such developments in VR only prove just how necessary and effective this kind of tech can be for the future of entertainment.