MHL Blog

Unlocking the Door to Truly Immersive Virtual Reality with SuperMHL

Gordon Hands – President, MHL Consortium
April 08, 2016

MHL Gaming Use Case Image

Despite numerous delays including some supply chain issues, Facebook-owned Oculus finally started shipping its much-anticipated Oculus Rift Virtual Reality headset late last month.  Like many people, I have yet to get my hands on one, or should I say, head in one.  I have been interested in virtual reality (or VR) ever since I first saw the Holodeck on episodes of Star Trek: The Next Generation. But yesterday’s science fiction is on its way to becoming reality as game developers race to write apps for these new VR headsets, while others produce content specifically designed for VR.

A high frame rate and high quality video is important to achieve the proper presence in virtual reality, which is defined by Oculus as “the unmistakable feeling that you’ve been teleported somewhere new.  Comfortable, sustained presence requires a combination of the proper VR hardware, the right content, and an appropriate system.” 

Currently the Occulus Rift and its biggest competitor, the HTC Vive, can only handle 2160 x 1020 resolution at 90 frames per second. But according to Palmer Luckey, the founder and creator of the Oculus Rift, at least 8K per eye will be needed in the future to obtain realistic VR

"There is a point where you can no longer distinguish individual pixels, but that does not mean that you cannot distinguish greater detail," he said. "You can still see aliasing on lines on a retina display. You can't pick out the pixels, but you can still see the aliasing. Let's say you want to have an image of a piece of hair on the screen. You can't make it real-size... it would still look jaggy and terrible. There's a difference between where you can't see pixels and where you can't make improvements." (Source: arstechnica.com)

One of the challenges facing VR headsets is providing a suitable interface to the gaming system. In addition to the video being sent to the headset, the interface must deliver power to the headset as well as deliver gyroscope feedback to the gaming system. Wireless headsets are not really a good option for an extended session with VR content because the batteries add weight and limit operating time.

Most display interface solutions on the market are limited to 18Gbps which can support a single 4K video stream at 120fps. Additionally, they don’t address the need for moving data from the headset to the VR system and they don’t supply power. However, there is one current display standard that presents a compelling option for VR, superMHL. It delivers up to 108Gbps of video bandwidth to support 8K resolution at 120fps, 40 watts of power, and gyroscopic feedback, all in one light weight cable that won’t interfere with user movement.

Aside from the Oculus Rift ($599 US), and the HTC Vive ($800 US), there are more affordable (<$25 US) headsets like Google Cardboard that use your smartphone as a screen.  As these smartphone-based VR games become more popular, kids will want to share their experience with their friends and family.  MHL allows the screen of your Android phone to be displayed using an HDMI port on your television.  It can deliver also dual 4K streams at 120 Hz which could theoretically be combined into one image using a 3D television or projector.

Despite encountering a few growing pains, the demand for VR continues to grow and the technology to deliver VR will continue to improve. Already dozens of game makers are working on VR-specific releases. But VR is not just for video games. Imagine “house hunting” for a new home from the comfort of your couch using a VR headset to watch a virtual tour of a home for sale. Ever wanted to go someplace you couldn’t afford or didn’t have the time to make the trip? Not a problem with a VR headset and a VR tour guide. The possible experiences are nearly endless. You could go snorkeling without learning to snorkel, or ride shotgun with a Nascar driver, all in immersive video with surround sound. It doesn’t matter who you are, what sport you play, or where you live; Virtual Reality is likely to be a part of YOUR future.