🤿 neon-xr


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user-52e548 08 July, 2024, 06:53:31

Does anyone have any examples of using Neon with the Varjo headset? I would appreciate it if you could share any reviews of ease of use, both in terms of hardware and software!

user-d407c1 11 July, 2024, 06:12:37

Hi @user-52e548 ! Perhaps someone in the community has already integrated it with Varjo, in the meantime. If you would like a walkthrough of Neon, how can be integrated and the software, you can book a demo call with our Product Specialists here.

user-5fe304 11 July, 2024, 17:58:33

Hi, if I am already in the process of ordering Neon, and am interested in the utilizing Neon with Quest 3. Is my thinking correct that, that the frame mount only would be sufficient?

user-07e923 11 July, 2024, 18:05:36

Hey @user-5fe304, thanks for reaching out 🙂 Yes, that's correct! Neon is modular. If you bought a bundle from us, you can buy additional accessory frames, such as the Quest 3 mount, and swap the module between frames.

A bundle includes the module, the selected frame, the Companion device, a fast quick charger, access to our software, warranty, and a 30-minute Onboarding call.

user-5fe304 11 July, 2024, 18:29:29

Excellent!

user-1ec436 12 July, 2024, 09:36:59

Hello, we have started a research project using Neon, Unity, and Quest 3. I'm here to ask you about using USB Hub.

We want to minimize the latency of DataTransfer. According to the following document, using a USB Hub seems to be the best option for us.

Using a USB Hub https://docs.pupil-labs.com/neon/hardware/using-a-usb-hub/#using-a-usb-hub

However, we are not sure how to wire it specifically.

  • If we connect the USB Hub and the PC (Unity Editor) via Ethernet, will the transfer be faster?
  • When using a USB Hub, do we need to change any settings in the Unity Editor?

Thank you so much in advance for your help!

user-f43a29 12 July, 2024, 09:54:50

Hi @user-1ec436 , yes, using Ethernet via the USB hub will lead to lower data transfer latency. On my systems, it gets down to around ~0.4ms transfer latency per gaze datum.

The hub that we link to in those docs is at least tested by us and known to work. I cannot comment on other hubs. Do you already have that hub? At least with that hub, there is an order you want to follow when connecting the plugs.

And what operating system are you on? That also plays a role.

Once you are setup and connected via Ethernet, you should not need to change any settings in Unity.

user-1ec436 12 July, 2024, 10:03:13

Thank you, @user-f43a29 ! We are using Windows 11 as the OS and CalDigit's Thunderbolt Station 4 as the USB Hub. The Thunderbolt Station 4 is connected to a Switching Hub via Ethernet.

user-f43a29 12 July, 2024, 11:07:50

I am not familiar with that USB hub and cannot make any guarantees that it will work correctly.

Using an intermediary switching hub could make for less or more setup steps (personally, never used a switching hub), but should work fine.

Essentially, you need that the Ethernet connection of the Companion device is recognized as a separate wired interface and that the Companion device receives an IP address. Typically, this is done with the tested hub by either:

  • Connecting the PC and Companion device to the same router
    • The companion device's connection should be configured automatically
  • Connecting the Companion device directly to an Ethernet port on the PC
    • In this case, you then set the "Internet" connection of the hub's Ethernet port to be "shared with others". The instructions for each OS are different, so you would want to check the instructions for Windows 11 when doing it this way.
  • If done this way, it could require manually creating a new wired Ethernet connection/interface. This is the case on Ubuntu, for example.

In both cases, the real-time API (and therefore, our Unity integration) should discover the device automatically, but in the case of the switching hub, you might need to directly connect to the IP address of the device, which you can find in the streaming section of the Companion App (the button in the top right corner, under settings). It would just require a test of which way works.

user-1ec436 12 July, 2024, 11:52:34

@user-f43a29 Thank you for your great support ! We will try USB Hub transfer following your advice !

user-f43a29 12 July, 2024, 11:57:57

No problem. If you decide to use the tested hub, then I can send more detailed instructions for it.

user-8619fb 23 July, 2024, 16:48:21

Hi, I am trying to run the neon companion app on the khadas edge 2 pro. Has anyone tried that before? The app installs nicely but when connecting the neon module to the Khadas2, the app automatically closes. It runs Android 13. Any ideas on this?

user-f43a29 23 July, 2024, 16:52:09

Hi @user-8619fb , only specific devices are supported. Compatible Companion devices are listed in the docs. Did you order a bundle that came with a Companion device?

Also, are you using your Neon in a VR or AR context?

user-8619fb 23 July, 2024, 17:05:18

Hi @user-f43a29, thank you for your reply. Yes, it came with the motorola device and it works well. I am personally testing it and trying to get it to run on the Khadas 2 device to make it work within a VR context with my unity app without the need of the motorola device.

user-f43a29 23 July, 2024, 17:06:31

May I ask why the Motorola device is not suitable for your purposes? As you noticed, it is quite unlikely that the Neon Companion App will run successfully on the Khadas 2 device.

user-8619fb 23 July, 2024, 17:10:29

The Motorola device has a small screen size and I would like to control my unity app with a larger tablet like the A10. So my thought was to have my renderer application and the neon app both live on the Khadas2 which powers it within my VR device (one that I am designing). The Khadas 2 powers the displays I have in there as well as any other components connected to it including the neon module.

user-f43a29 23 July, 2024, 17:15:59

Have you tried using the real-time API? It is a protocol that can be used from many languages. It can be used within Unity, for example; we offer an integration for it that can server as a reference point. Then, you could still have your renderer run on the Khadas 2 and the tablet could display the control panel. You would just turn off the screen of the Motorola device and put it in a pouch (https://discord.com/channels/285728493612957698/1047111711230009405/1257997423670722710) or pocket.

user-8619fb 23 July, 2024, 17:31:25

Thanks, I'm working on setting it up. I am just curious, from an XR standpoint, how was it envisioned that the device be used and integrated into VR systems if it requires the module to always be connected to a phone? Am I missing something. From a VR standpoint, adding a phone in addition to the VR device is an unnecessary overhead for the operation of the system. If you have a different recommendation on running the system for VR particularly to power the unit and have the module in it, please let me know - I don't mind adjusting accordingly.

user-f43a29 24 July, 2024, 08:29:14

Good morning, @user-8619fb ! 🙂

We carefully test and deploy the Neon Companion App for a specific set of devices, in order to ensure performance, stability, etc.

We offer the VR and AR integrations to whoever would like to use our system in that context. For example, research groups might use Neon to better understand eye movements and human visual perception in XR settings and then the addition of the Companion phone is not always seen as an issue. Since the Companion phone makes Neon mobile, you can also use a headset in standalone, untethered mode, rather than having everything connected via cables to a PC.

Understandably, for certain consumer product applications, the addition of a phone is not always ideal, but there are also cases, where a phone is not seen as a hindrance. As you say, the Companion device can also be used as a small control panel by the consumer.

Essentially, it allows the use of Neon to be consistent across as many applications as possible, with the aim being to enable as many use cases as possible.

user-c4fe43 30 July, 2024, 07:21:40

Hi! Congratulation for the integration of pupillometry in Neon device. I'd like to know with which devices it is possible to use it: I guess it is primarily for VR headsets but is it possible to use it with AR devices (hololens 2 for example)? thanks

user-d407c1 30 July, 2024, 07:28:37

Hi @user-5a98fe ! I’ve moved your message to the appropriate channel, 🤿 neon-xr

In addition to our standard spectacle frames, we offer frames for the Pico Neo 4 and the Meta Quest 3. You can find them here.

If you prefer, you can develop your own frame for any AR/VR headset. We’ve open-sourced the geometries of the module, nest PCB, and a standard frame. Check out the process here.

End of July archive