At the AWE Europe event in Vienna, I had the chance to explore a range of fascinating XR solutions. I’ve already shared my thoughts on some standout products like the XPANCEO contact lenses, Snap Spectacles, MeganeX Superlight 8K headset, and Gracia volumetric videos. However, there were several other intriguing innovations that caught my attention, and although I can’t delve into each one with a dedicated article, I’ve put together a summary of some of the event’s highlights here.
Surreal Controllers
A while back, Surreal Interactive introduced the Surreal Touch, their pioneering third-party controllers designed for the Apple Vision Pro. These controllers primarily allow you to enjoy SteamVR games by connecting a Vision Pro to your PC wirelessly via tools like ALVR. There’s also buzz about an upcoming SDK for developers eager to create native titles for Apple Vision Pro using these controllers. After hearing so much about them, I was excited to get my hands on them at AWE Europe.
Upon picking them up, I immediately noticed their decent build quality and satisfactory design. However, while they were fairly comfortable, they were slightly larger than I’d prefer, which affected how snugly they fit my hands.
One of the fascinating aspects is their inside-out tracking system, thanks to the integrated cameras within the controllers themselves. Given that the Vision Pro doesn’t inherently support external controllers, these devices track independently using their onboard cameras. It’s similar to how Quest Pro controllers function, explaining their Kickstarter launch price of about $370 a pair—quite a bit of tech under the hood!
While at the event, the venue’s Wi-Fi wasn’t ideal for properly evaluating PCVR streaming with low latency, so my initial tests involved basic point-and-click 2D interactions. However, a tip led me to a quieter area with better Wi-Fi, where I tried playing Beat Saber on the Vision Pro, streamed from a PC. Unfortunately, even there, the quality wasn’t optimal—lag and stuttering marred the experience, making it tough to assess the controllers’ performance fully. The fact they tracked my hand positions and rotations and enabled gameplay suggests they work, but precise tracking quality couldn’t be evaluated under such conditions.
For further details, you might check out the Surreal Interactive website.
Scentient
Scentient is a gadget meant to add olfactory feedback to your XR experiences. It hangs around your neck, connecting via Bluetooth. When tested with a Quest headset, the demo was essentially a tech showcase using Unity XR, as the Unity SDK is already available (with Unreal’s in progress).
The demo involved simple interactions like grabbing cubes and clicking spheres, paired with various scents. While functional, I would recommend a more immersive demonstration—perhaps linking the smell of an apple to a 3D apple model—to better harness the brain’s sensory integration, as recently discussed with Grigorea Burdea.
The device accommodates four scent cartridges, featuring aromas such as chocolate and burnt wood. Scent delivery was prompt; picking up a chocolate-associated cube quickly released the fragrance. The quality was good enough that I could identify the scents independently—though, as with most synthetic scents, a slightly artificial note lingered.
However, scent saturation remains a challenge. Quick succession of scents saturates the air, complicating new scent perception unless heavily applied. It can also lead to olfactory fatigue, prompting a need for breaks. Plus, post-demo, my suit retained the scent traces!
Given these drawbacks, scent simulation feels premature for mass adoption. It’s better suited for specialized applications—like firefighter training using burnt plastic or wood aromas to enhance realism.
Look for Scentient early next year at around £750, and visit their site for more info.
Senmag Robotics
Senmag Robotics’ demo was among my favorites at AWE, showcasing a force feedback device resembling a pen, a concept familiar from my university days yet never experienced firsthand. Picture a 3D pen attached to a small robotic arm capable of force feedback—ideal for tasks requiring tools, like surgery.
Initial impressions weren’t great; the pen’s ergonomics were awkward, especially for my pinky. Senmag’s team noted they offer different versions for various hand sizes, though not present at AWE. Moving the pen revealed a subtle resistance—not outright obstruction but minor altering by the robotic arm’s mechanics.
Once equipped with a headset and demo software (seemingly Unity-based), I got familiar with its two buttons and small wheel. When the force feedback demo commenced, my appreciation for the device grew. While lifting a virtual ball onto a table, the arm’s feedback faithfully simulated a hard surface. Testing varying ball weights, I experienced differing resistance levels, with the heaviest offering a delightful challenge.
This was my first realistic force feedback encounter in XR. Though previous glove attempts fell short, the desk-mounted robotic arm delivered substantial force compellingly to my fingertips.
Though limited in scope compared to haptic gloves, for targeted applications—like surgical training—it’s impressive. More details can be found on Senmag Robotics’ site.
Magos Gloves
Following my presentation, I briefly tested the Magos gloves—a haptic exoskeleton offering finger tracking and tactile feedback. This brief encounter wasn’t VR-based, so I can’t provide a comprehensive assessment but they piqued my interest.
Find out more on their website.
Trip The Light
I also got to try Dark Arts Software’s upcoming game, ‘Trip The Light.’ My friend Patrick Ascolese advised me to put on the headset and simply dance.
Transported into a virtual space with a charming dance partner, I enjoyed freestyle dancing, holding hands, twirling the virtual character, and even some comedic moves like twerking. It was a delightful way to kick off AWE, letting loose and appreciating VR’s emotional potency. Despite the demo’s lighthearted nature, the close interaction with the virtual partner carried a surprising air of intimacy—many might find themselves bonding with their dance companions in this experience.
A Chinese MR Headset
Intrigued by an unnamed Chinese manufacturer’s boast of a "Vision Pro competitor," I was eager to investigate. Initially, their claims, like possessing the same display as Vision Pro, left me skeptical. Clarifying revealed similarities rather than exact matches with Sony’s display.
Trying the headset revealed a unique "flip-up" display, though an overused demo unit’s hinges caused frustrating instability. Consequently, what should have been a simple flip became a swinging display debacle—an innovation, perhaps, but not a welcome one.
Despite high resolution and vibrant colors, the passthrough feature was distractingly noisy. Whether intentionally simulating white noise or a hardware flaw, it provided an unexpected calming effect—a sensation the Vision Pro never achieved. The experience left an amusing impression: a Vision Pro-esque device, complete with quirks and less-than-flawless execution, offered at over $1000.
While I humorously recount this tale without naming the brand, reflecting on demo circumstances—faulty unit, dismissive staff—it would be unfair to draw firm conclusions. Suffice it to say, Vision Pro won’t feel threatened by this.
And that wraps up my AWE Europe reflections. I hope you found my insights informative. If so, please consider sharing this piece across social media to amplify its reach. Thanks for reading!
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