Skip to main content

Adaptive Focus VR video could consume 80 percent less data

YouVisit, a virtual reality (VR) services company, is working on a VR video algorithm it calls Adaptive Focus. The algorithm dynamically raises the resolution of video content based on where the user is looking. The algorithm has the potential to solve two major issues in VR today: Videos often aren’t rendered at top resolution due to hardware limitations, and streaming 360 video of course consumes a ton of data.

If you’re the owner of a Gear VR and one of Samsung’s recent flagships, you know how much storage space can get eaten up by video content. You’ve probably also noticed how very few videos actually seem to be rendered at its 1440p display resolution. The main reason for this is that the video you’re typically looking at is being rendered all around you, regardless of whether you’re looking at it or not.

Recommended Videos

Most phones simply can’t handle that type of pressure, so a lot of the VR video you see is rendered at a lower total resolution to allow your phone to handle all of that extra rendering. It also ensures you typically don’t run out of storage capacity the very same day you bought the phone. The result is that you simply can’t watch a lot of videos at their native resolution, and this is where Adaptive Focus comes in. Since it only renders the area that you’re focusing on, it can allocate hardware to render a smaller area at the highest possible resolution instead of simultaneously rendering all the footage that is in your peripheral vision.

Please enable Javascript to view this content

Digital Trends talked to YouVisit’s CEO and co-founder, Abi Mandelbaum, as well as the company’s CTO, Taher Baderkhan (who is also a co-founder). We also had the opportunity to try on an early demo of the technology using a Galaxy Note 4 as well as the Gear VR Innovator Edition, to get a sense of how the technology worked. Both executives are keen to push Adaptive Focus as a solution for streaming, rather than playing files saved locally on your phone.

Mandelbaum explained that “Streaming is what most people do now. The way we look at it, the reason people download is because of the low resolution they have to look at when they stream 360-degree video. As a result people say ‘streaming isn’t good enough, we’re going to download it.’” Baderkhan added that “The amount of data the user will save will be around 80 percent. A video that we send at 1mb/s in adaptive focus will be equivalent in quality to a video sent at 5mb/s in standard mode,” he says.

An example image. But no, the difference isn't that extreme
An example image from the video demo. But no, the difference isn’t that extreme Image used with permission by copyright holder

Our experience with Adaptive Focus was promising but there were disturbing delays as you moved your head around. According to YouVisit, the delay was 2.5 to 3 seconds, and that felt similar to our experience. The company is making strides to lower that number though, and Baderkhan says that the most recent version has a delay that’s been shortened to between 0.5 to 1.2 seconds. In the demo we could switch between standard 360 video to a Adaptive Focus version, and while the standard had artifacts (and more of them than we usually see from a 2GB VR video file), the dynamic video footage certainly got its point across.

It’s easy to see how this would save a lot of data for VR consumers on the move, but it’s hard to say whether we’d prefer uninterrupted playback or higher resolution. On the other hand, these sorts of technical issues should be possible for YouVisit to patch up in the future and perhaps the experience wouldn’t disrupt immersion as much with shorter delay times.

For now, Adaptive Focus is limited to YouVisit’s own content, but the company is also working to create an SDK for other app developers. The video format is intended to be released sometime in the second quarter of 2016, and if the developer’s plans come to fruition we may be looking at a wider developer adoption and even lower video delays after the format is launched.

Dan Isacsson
Former Digital Trends Contributor
Being a gamer since the age of three, Dan took an interest in mobile gaming back in 2009. Since then he's been digging ever…
We now know how Apple’s VR headset may handle video, and it’s pretty awesome
A rendering of an Apple mixed-reality headset (Reality Pro) in a gray color seen from the front.

Ever since the first rumors surfaced that Apple was working on a mixed-reality headset, it has been assumed that immersive video would be a key feature of the device. Yet we’ve never really known exactly how this would work -- until now.

That’s because Apple has just been granted a patent (USPTO number 11570417) that goes into detail on how a user might watch video content while wearing the headset, which will allegedly be dubbed Reality Pro. And that patent presents an intriguing system that could have uses beyond simple video.

Read more
I streamlined my PC VR setup, and now I use it more than ever
HTC Vive Pro review

One of the biggest hurdles of using VR regularly is the setup time. Every time I wanted to use my VR headset, I would have to go through some infuriating setup steps, which included clearing playing space in my office, covering the glass cabinet to avoid Lighthouse tracker reflections, starting up SteamVR, and running any necessary updates for the game I wanted to play. Of course, when I was finished, I had to put it all away again. It became a chore, and resulted in me diving into the virtual worlds of SteamVR less than I wanted.

In an effort to change that, I went on a campaign of streamlining my VR setup to make it easier to get into and faster to get out of. The idea was to make virtual reality as easy to use as flopping down in my gaming chair for standard desktop gaming. After a few weeks of upgrades and adjustments, I'm happy to report that I've almost managed it.

Read more
How this new Quest VR app totally sold me on exercising in virtual reality
Playing a fitness game in VR with the Quest Pro.

Including more variety of movement is important for everyone, but this is particularly critical for people like me, a tech worker that tends to spend a large amount of time behind a computer or fixed in place, interacting with the latest app on my phone.

VR is already good at inviting more movement, particularly when playing fast-action games. Having experienced this with games like Beat Saber and Until You Fall, which involve a large amount of arm movement, I was intrigued by the prospect of exercising with an app specifically designed for fitness, like Supernatural.

Read more