In addition to announcing Dual Render Fusion, Qualcomm also announced new Metaverse Fund investments and partners. The user interface definitely feels somewhat limited today, but I think the involvement of developers will be critical for improving the experience and pushing Qualcomm to add features and capabilities. At AWE 2023, I saw a few demos of developer apps running Snapdragon Spaces with Dual Render Fusion, and it was interesting to see the OpenXR component of it also working. For context on this, I recently reviewed the OnePlus 11 5G, the first phone to come with native support for Snapdragon Spaces. Additionally, not all Snapdragon phones are compatible with Snapdragon Spaces yet. The biggest issue with this approach is that it still depends on the smartphone user having a Snapdragon smartphone, which excludes anyone using a device with a MediaTek or Samsung chipset. I believe that this approach is much more palatable for developers at the same time that it targets the largest potential base of customers. This change in strategy blossomed into enabling developers to create spatial components of their apps that still run on smartphones but that also take advantage of the smartphone as a user interface for XR headsets. However, with the market moving as slowly as it has, it became quite clear that Qualcomm and the industry needed to pivot in another, more developer-friendly direction so they could take advantage of the compute that people have already paid for. In earlier phases of the XR industry’s development, there was a push to get developers to leave 2-D apps behind and move straight into spatial apps. This makes Lenovo’s platform a one-stop shop for companies looking to deploy AR, VR and/or MR across Snapdragon Spaces with a single hardware partner.ĭual Render Fusion delivers on Qualcomm’s promise to unify the XR headset experience with the smartphone ecosystem. In addition to the ThinkReality A3, Lenovo also announced that its first standalone VR/MR headset-the VRX-will be the first VR headset to support Snapdragon Spaces. These headsets join the Lenovo ThinkReality A3, a smartphone- or PC-tethered AR headset that I wrote a paper about last year. DigiLens’ ARGO is the first enterprise standalone AR headset to support Snapdragon Spaces, while the TCL Rayneo may be the first standalone consumer AR headset to do the same. Speaking of AR headsets, Qualcomm also announced that its other hardware partners, DigiLens and TCL, would be supporting Snapdragon Spaces on their headsets. I believe that Niantic and Qualcomm are looking for a way to pair lightweight and comfortable AR headsets with smartphones to maximize the user experience in AR. This is a significant development because Niantic is betting heavily on mobile AR experiences and has already built a reference design headset with Qualcomm to prototype those experiences. Qualcomm also announced that it is working with Niantic to bring its Lightship Virtual Positioning System (VPS) into Snapdragon Spaces, and that it already has 10 developers working on apps that take advantage of both Snapdragon Spaces and Lightship VPS.
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