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With Project Alloy, Intel Aims to Join the Real and Virtual Worlds

Alloy-based VR headsets won't tether to a PC, and will display your real hands, and more, in a VR environment.

 & Tom Brant Managing Editor

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Virtual reality and the real world must coexist, Intel CEO Brian Krzanich said today at his company's developer conference in San Francisco. He hopes to mix the virtual and real together with Project Alloy, an aptly named initiative that promises to free VR from the confines of tethers and dedicated spaces in people's living rooms.

Instead of a single hardware product, Alloy represents Intel's vision of how future VR headsets should function. Compared to the current generation of high-end headsets like the Oculus Rift or HTC Vive, the most striking difference is the lack of a series of cables connecting it to a PC. Alloy-based headsets will "cut the VR cord," allowing a free range of motion across a large space.

Intel Project Alloy 2

Jettisoning the tether is made possible by a small piece of hardware Intel is calling a "Head-Mounted Device," which handles all of the computing power needed to run VR apps. It's a similar concept to the smartphones that power the Samsung Gear VR and Google Cardboard, but much more powerful.

Project Alloy-based headsets will also incorporate Intel's RealSense cameras. Besides eliminating the need for dedicated tracking sensors, RealSense can display real-world objects—like your hands or a person standing in front of you—in the virtual world. Intel engineer Craig Raymond showed it off by approaching Krzanich on stage while wearing an Alloy prototype headset. Krzanich's head immediately came into view, with the RealSense camera tracking his movements in relation to the virtual room in which Raymond was standing.

Project Alloy 3

The demonstration was not perfect—it took a few tries for Raymond to get his hands to appear when he walked to a new location on stage, and the live feed that RealSense uses to deliver the real-world elements was choppy and jagged.

But assuming Intel irons those issues out before Alloy technology ships to developers in 2017, it will have a powerful VR solution capable of eliminating the "chaperone" problem with which the Vive and Rift have to deal. Instead of a grid that appears on those headsets when the wearer gets to close to the walls or other objects of the real world, those objects could themselves appear and disappear as needed in the virtual world.

The main ingredient in making that happen, of course, is enough computing power to render both the real and virtual worlds simultaneously. That's what Intel does best, and if it can deliver this time, it will likely inspire the confidence developers need to make the next generation of VR games and apps.

About Our Expert

Tom Brant

Tom Brant

Managing Editor

I’m a managing editor at PCMag.com focused on PC hardware. Reading this during the day? Then you've caught me testing gear and editing reviews of Wi-Fi routers, printers, laptops, and tons of other personal tech. (Reading this at night? Then I’m probably dreaming about all those cool products.) I’ve covered the consumer tech world as an editor, reporter, and analyst since 2015.

I've covered most major consumer tech events, including CES, Computex, Google I/O, and IFA. I've also appeared on CBS News, in USA Today, and at many other outlets to offer analysis on breaking technology news.

Before I joined the tech-journalism ranks, I wrote on topics as diverse as Borneo's rainforests, Middle Eastern airlines, and Big Data's role in presidential elections. A graduate of Middlebury College, I also have a master's degree in journalism and French Studies from New York University.

The Technology I Use

While most people buy a phone or laptop and stick with it for years, I’m lucky enough to use devices based on Android, iOS, macOS, and Windows daily as part of my job. As a result, I cycle through lots of tech in addition to my IT-issue work laptop. (Yes, that's a ThinkPad.) Personally, I’ve also owned a lot of tech products both cutting-edge and cringeworthy, from the Nintendo GameCube and the original MacBook to the Palm m105 and the CueCat.

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