I’ve just returned from AWE Europe in Vienna, where I had the pleasure of trying out some remarkable XR technology. Those who follow my work might have already seen my write-ups on the XPANCEO contact lenses, Snap Spectacles glasses, MeganeX Superlight 8K headset, and Gracia’s volumetric videos. Despite wanting to dive deeply into every product I experienced, time constraints mean I’ll have to share my thoughts on some of the other exciting highlights in this one comprehensive review.
Surreal Controllers
A few months back, Surreal Interactive introduced the Surreal Touch, a first-of-its-kind third-party controller designed for Apple Vision Pro, and I finally got my hands on them at AWE Europe. They’re primarily meant for playing SteamVR games with the Vision Pro when linked wirelessly to a PC via something like ALVR. The company is also planning an SDK release for developers interested in creating native Vision Pro titles compatible with these controllers. I was pretty thrilled to test them after hearing about the buzz in the community.
When I picked up the controllers, they felt quite solid, though I must admit they weren’t the most comfortable, especially as they seemed a tad oversized for my hands. The most intriguing aspect is their inside-out tracking capability. The controllers themselves bear cameras for tracking, independent from Vision Pro, which doesn’t support controller use. They’re similar to Quest Pro controllers in this regard, which justifies their Kickstarter price of around $370 a pair.
Unfortunately, due to poor Wi-Fi at the event, I couldn’t test them properly in a VR environment. They worked for 2D interface interaction on the show floor, and although an improved Wi-Fi setting allowed a brief Beat Saber session via Apple Vision Pro, it was marred by lag and stutter. Hence, I can confirm the products’ existence and basic functionality but can’t fully vouch for their tracking performance under normal conditions. If you’re interested, more details are available on the Surreal Interactive website.
Scentient
Scentient brings an innovative sensory element to XR experiences with its Bluetooth neckpiece. It connects to your headset, letting you smell various scents as you engage with your virtual environment. I tried it with a Quest headset during a Unity-based demo, designed to show off the scent-emission technology. The scents—such as chocolate and burnt wood—were surprisingly accurate, swiftly detected when triggered by corresponding virtual interactions.
However, there’s a noticeable challenge with scent simulation: saturation. Quickly changing scents can overwhelm the senses, and I found that both the surrounding air and my suit retained a lingering aroma from the demo. This might limit consumer appeal for now, but it has potential for realistic training environments, such as firefighter simulations, where specific scents enhance realism. Scentient plans a January release, with a price tag of around £750. More information is available on their website.
Senmag Robotics
Among my AWE experiences, trying out Senmag Robotics’ force feedback pen was a standout moment. This instrument, resembling a 3D pen linked to a robotic arm, provided a tangible level of force feedback, useful for training simulations requiring precise tool manipulation, like surgery.
Despite initially finding the pen slightly cumbersome, especially on my pinky finger, once I got the hang of the controls in the Unity-based demo, I was captivated. The device convincingly simulated surfaces and variable weights in virtual environments, delivering an impressive sense of physical resistance. Unlike haptic gloves, the pen uses an anchored robotic arm to offer substantial feedback force—a feature advantageous for specific training scenarios. Discover more on the Senmag Robotics website.
Magos Gloves
I briefly encountered the Magos haptic gloves, resembling hand exoskeletons, delivering finger tracking and haptic feedback. While my test was too brief and outside of VR, they seemed promising. To explore further, their website offers more details.
Trip The Light
When I first entered AWE, Dark Arts Software’s Patrick Ascolese invited me to experience "Trip The Light," an immersive dance game. Without expectation, I donned a headset and found myself in a virtual dance floor, partnered with an elegantly animated avatar. The simplicity of dancing freestyle with her made for a light-hearted, enjoyable start to the event. The intimate nature of interacting with digital characters highlighted VR’s potential for emotional connections. It’s a concept that could foster unique attachments between players and their virtual companions.
A Chinese MR Headset
At the booth of a Chinese manufacturer claiming to rival the Vision Pro, I encountered an interesting product, albeit through a faulty demo unit. Promoted as having a comparable display to Apple’s model, the headset wasn’t quite as promised. The flip-up screen feature added versatility, but the demo unit’s loose hinge turned it into a "swinging" display, impairing stability. Moreover, the noisy passthrough aspired to something akin to a "white noise simulator," though without the calming effect. Despite the subpar experience, the affordability of over $1000 makes it a potential option for the less discerning enthusiast. More than specifics, I valued the enthusiastic spirit of the team presenting it.
This playful conclusion ends my series of reports from AWE Europe. Sharing these insights extends the XR discourse, so if you found this article helpful, feel free to pass it along through your social networks. Thank you for supporting my work!
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