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Now, I might look like some sort of cyber soldier freak, but I'm telling you, we're

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just wearing some really cool VR tech that's going to be coming out really, really soon.

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I mean, look at this.

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And I still got the controller and I can get back into the game. This is all of the crazy tech that you can find at the Shift All booth at CES and soon

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it's going to be coming out for you guys. Let's talk about what all of this stuff is.

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I just need to get it off of me first.

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We're going to talk about this sci-fi pack mule oat bag in a minute, but what I want

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to talk about first is two pretty cool innovations. First, the flip VR controller that lets you do this and you're back in the game.

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One of the biggest issues with VR adoption is the inconvenience of getting in and out

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of VR. You find yourself moving stuff around, you're putting on a headset, you're suddenly blocking

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out the world. To solve that issue, we're seeing a lot of development in mixed reality from companies

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like Meta and Apple who are basically trying to make it so that the difference between the

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outside world and the VR world are as seamless as possible, but you still have these pesky

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controllers that you're going to deal with. But until hand tracking gets really good for the time being, you're going to be stuck with

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controllers plus controllers offer a whole host of benefits like joysticks, buttons for

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easy movement. Pretty much every game you're going to play is going to involve a controller and a lot

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of the times that means you have to find a place to put them. If you're trying to take the headset off, it's just clumsy.

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You have these little things, they're dangling from your wrists in an inconvenient way.

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But you don't have to worry about that with these controllers because the moment you want

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to grab something else, you can just flip them out of the way.

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Because you're doing this kind of flipping motion, they've had to make a very heavy duty hinge.

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They've rated it for about 20,000 flips. Who knows how many that you will use in the lifespan.

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I imagine if you're playing a game, it's going to be really intermittent. But for me, I've been having this problem of that it's such a fun fidget toy that I just

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have it in my hand and just like constantly finding reasons to do this over and over.

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This still has all the same inputs and capacitive buttons just like the MetaQuest touch controllers.

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So you have an AB button, a menu button as well as capacitive and analog triggers.

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And as you can see, because of the nature of this controller, they've had to move a

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lot of the tracking to the outside. It's kind of similar to like the Knuckles controllers where there's a lot of sensors

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on the outside. This isn't quite final hardware. As you can see, there's still like holes in it with the infrared sensors.

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Those are going to be covered up by transparent plastic.

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As it stands, I think it's a pretty cool product and it's also adjustable very slightly

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for like hand size. So if you're somebody with like longer thumbs or shorter hands, you can pull and adjust

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and it's more comfortable as well as you can adjust how far back and how far forward the

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joypad and the connections lie. Now I think the controller advancements are pretty cool, but I'm also really impressed

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by the Meganex super light. This is going to be their new generation for 2024 for their Meganex line of headsets.

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And as you can see, it's really small. You may have seen our video on LTT about the big screen beyond.

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It is a absolutely tiny headset that weighs just 127 grams.

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But to get that weight, there was a lot of sacrifices that had to be made.

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For example, you need to get a custom made face cushion that you can't really replace

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that easily. You also needed to use stick on lenses.

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There's no diopter options for adjusting for different prescriptions for people's vision.

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There was also no way to adjust your IPD.

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That's your interpupillary distance. Basically how far your eyes are apart.

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The Meganex does is that it allows all of those conveniences that makes the headset a

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lot more shareable and puts them in.

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We have a swappable gasket. We have a diopter adjustment.

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It's not working on this prototype currently, as well as we have adjustable IPD so that

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you can actually share your headset, which was probably the biggest weakness of the big

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screen beyond, was that it was kind of for you and only you.

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And they're able to do that while still targeting a very small and very comfortable form factor

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and a weight of just 250 grams. Each eye contains a 2600 by 2600 micro OLED display, very similar to the ones that are

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in the big screen beyond. But unlike the ones in the big screen beyond, these are 1.3 inches, which means they're

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larger. Why does that matter? Well, when you're trying to take a small like postage stamp size display and expand

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it to consume the whole field of view for the user, that requires intense optics.

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And doing a lot of hard work with optics causes internal reflections which can result in

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chromatic aberration and fringing on colors, as well as it means you lose a lot of light

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from your display. Like in the big screen beyond, for example, the actual brightness of the OLED display

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is in the thousands of nits, but what gets to your eyes is around 100.

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So they lose 90% of their light, bouncing stuff around.

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A bigger screen means you're doing less bending and warping of that light to make sure it

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gets to the user. Now, they quote that it's going to be above a 100 degree field of view.

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They're not really going to disclose that information currently.

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Field of view is actually pretty difficult to measure. It can mean a lot of different things, especially if you have a flat display versus a display

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that's in the headset at an angle. From my impressions after wearing it, to me, it feels a bit wider than the big screen beyond.

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To be fair, I have not had an opportunity to adjust the IPT or the diopters, so I'm

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not going to talk a ton about focus or stuff like that, but honestly, with the same kind

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of high resolution that we're seeing on the big screen beyond, the screen door effect

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basically is negligible. Motion clarity from this test right now feels really solid.

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There's not a ton of blur, and also there's a decent amount of brightness.

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It's not the brightest display. I don't know what they have.

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If they can crank it higher, I don't know what the limits are. For me, while it's not quite as comfortable as the bespoke fit of the big screen beyond,

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I think with maybe a nice foam gasket, I usually tend to prefer those.

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I would honestly be able to wear this for a really long time. The snow looks so good on the OLED.

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There's no bloom or anything like that. At the edges of the display, obviously there's a little bit of color fringing, but yeah,

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man, I'm so excited for VR to get actually this good.

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I've been waiting for VR to be good for a long time.

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I say this as an enthusiast, somebody who really enjoys their time in VR.

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There's a lot of problems, and the level of convenience that stuff like this is providing

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is really cool, but it is kind of coming at a cost.

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This headset is going to be under $1,700 is what they say.

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I think they're trying to target more of the $1,200 region, which still puts it in like

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very pricey big screen beyond territory.

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The controllers, however, are a little bit more reasonably priced. They're $400 for a pair.

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Again, it ain't cheap, especially when you can compare it to, say, your index controllers

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or your Quest controllers. This is all outside tracking.

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We've got base stations up here, all sorts of stuff, but, oh, man, I feel cool when I

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do this. Do you know what I feel a little bit less cool is when I'm wearing this thing?

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This thing is called the MewTalk, and the idea is that if you're somebody who's doing

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a lot of hanging out in VR, you're getting excited, you might be having a ton of fun

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chatting with your friends, and you're pissing off your neighbors.

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I'm talking at this volume right now, and if I put this on, you can't really hear me

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talking that much anymore. But inside, it's not just a noise blocking thing.

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It's also a microphone in itself, a wireless mic.

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Because it's noise blocking, they've had to make a couple of accommodations. For example, there's a silicon gasket to keep the noise in, as well as inside, there's a

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foam material to catch all of that spit, so it doesn't just pool up in there.

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I don't think there's a way to cover up the mouth that doesn't feel either dystopian

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or fetishy. You know, this is the kind of stuff I'd wear it at home mostly.

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A CES show floor is like the worst case scenario for any sort of VR headset because of like

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base tracking is so difficult, and you can see by how well this is keeping the tracking

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going that it's actually really impressive. If you aren't that into VR, you probably haven't heard of Shift-All, but I think what they're

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doing is really exciting, and you're probably going to hear their name a lot more in the future.

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Speaking of the future, why don't you get subscribed to ShortCircuit and watch our future coverage of CES.

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There's going to be so many cool videos. We've got so much cool tech. Do it.

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Watch. Gosh.
