Thursday, February 28, 2019

PROTOTYPE REVIEW: ForceTube Haptic Feedback Recoil Rifle/Gun Stock by ProTubeVR #VR



The KickStarter is going to be released VERY soon, this description will update AS SOON AS IT IS LIVE. For now, join the ProTubeVR Discord Server here - https://discordapp.com/invite/kAsGHs2 to be the very first to know and benefit from earlybird offers. Tell them UKRifter sent you. Please hit that subscribe button it honestly makes my day! Cheap VR T-Shirt right here - https://teespring.com/stores/ukrifter Want to buy me a beer? https://streamlabs.com/theukrifter Want to chat VR? - Join my VR community discord server: https://discord.gg/dXh5XuA or on Twitter @UKRift, or Facebook - https://www.facebook.com/ukrifter. Also, check out my Virtual Reality articles and opinions on http://www.ukrifter.com **Voice Acting** - I currently offer FREE voice acting for VR projects. Hugely grateful if you could share this video with your friends & family via : twitter, facebook, reddit, etc. == Who the devil are you Sir? == Typically I play with VR on my weekends and schedule video posts through the week. I invest my own money in order to review, compare and contrast. I run this for the love of the technology, I am NEVER paid for my opinion, and as a result my opinions will remain unbiased, however, as I tend to praise in public and feedback negative experiences privately to developers, I rarely review a bad title. Not seen something reviewed here, maybe you have your answer. == Special Thanks == UKRifter Logo by Jo Baker Freelance Design - http://jobaker.co.uk/ == Techno Babble for the Geeks == HMD: HTC Vive, Oculus Rift DK1 / DK2 / CV1 CPU: i7 4790K GPU: Nvidia EVGA 1080 SC edition RAM: 16GB Storage: SSD / Hybid SSD Screen recorder: OBS Wheel: Logitech G27 Joystick: Thrustmaster T-Flight HOTAS X Mouse: RAT 7 == Legal == The thoughts and opinions expressed by UKRifter and other contributors are those of the individual contributors alone and do not necessarily reflect the views of their employers, sponsors, family members, pets or voices in their heads. == Audio Credits == UKRifter Jingle by Christopher Gray Licensed under Creative Commons: By Attribution 3.0 http://creativecommons.org/licenses/by/3.0/

Hands-on: Vive Focus Plus Brings 6DOF Controllers, New Lenses & Better Comfort

If This Is What Future VR RPGs Are Like, I’M ALL IN! - Shadow Legend VR Review



Because of the game’s combat and interactions, I am extra excited for what the future holds for VR RPG games! ► Check out our VR equipment → https://www.amazon.com/shop/caschary ► Subscribe to join our VR adventures! → https://goo.gl/bSJ6L8 Shadow Legend VR is an action-RPG. It’s a story driven game where you play as the Grand Master, skilled in sword, bow, and magic. You follow along with the story as you find out that the world of the living AND the dead have been taken over by the evil Lord Adaroth. This game does A LOT right. There is lots of polished interactions, great combat system, and you can talk to NPCs with your own voice. LINKS Find Shadow Legend VR on Steam → https://store.steampowered.com/app/987230/Shadow_Legend_VR/ Find Shadow Legend VR on Oculus → https://www.oculus.com/experiences/rift/2739977019349635/ SUPPORT US ► VRcovers for your headset → https://goo.gl/U3ZSRD ► Or become our Patron (includes exclusive rewards) → https://www.patreon.com/casandchary OUR SPECS - Our microphone (ModMic Wireless) → https://amzn.to/2MQF0tC - Our VR equipment → https://www.amazon.com/shop/caschary - More info here → https://casandchary.com/vr-equipment/ SOCIAL MEDIA 💬 Join our Discord → https://discord.gg/YH52W2k 💬 Twitter → https://twitter.com/CasandChary 💬 Facebook → https://www.facebook.com/casandchary/ 💬 Instagram → https://www.instagram.com/casandchary/ A special thanks to these Patreon Champs for their amazing support: - artArmin - Baxorn - Wintceas - VR Ambassador - Andy - Albert - Ben P. - James - The Architect VR on! - Cas and Chary VR DISCLAIMER - Links in this description may contain affiliate links. You don't have to use them but if you do, a small referral fee will go to this channel supporting the content. - A key was provided by the devs. We are not paid for this review and no review direction was received from them. Our opinions are our own. #shadowlegendvr #rpg #actionrpg #vr

Oculus to Enforce More Strict Quality Bar for Quest Content

Tuesday, February 26, 2019

Medieval Brawler ‘Undead Citadel’ Coming to Vive, Rift, & PSVR

Hands-on: HTC’s ‘5G Hub’ Demonstrates VR Cloud-rendering is on the Horizon

HTC announced a new product out of left field here at Mobile World Congress (MWC) this week, the 5G Hub mobile hotspot that includes a media streaming device, a digital assistant, and Internet access point for up to 20 concurrent devices. HTC’s growing focus on virtual reality has also led it to include what the company says will be one of the first devices to deliver on the promise of cloud-based app rendering for VR headsets.

Edge computing is an important part of the cloud-based gaming of the near future: ideally apps should be rendered as close to the person as physically possible to minimize latency across the board, including user input over the realistically assumed 100 Mbps 5G data transfer speed and near instant delivery of the compressed image to the headset. I couldn’t get much closer to ‘the edge’ today than HTC’s booth setup, which had a fully functional miniaturized mock-up of cloud-based rendering farm, 60Ghz 5G transponders, and a 5G Hub to wirelessly serve up VR content.

The promise is that—at some point during the 5G Hub’s product cycle—users will be able to stream SteamVR apps to VR devices that simply don’t have the compute power at their disposal. Prominently featured in the product reveal video was Vive Cosmos, HTC’s upcoming VR headset which connects to standard VR-ready computers via a traditional tether. When it was revealed at CES in January, Cosmos was teased to also be compatible with smartphones, and I think that particular piece of the puzzle is mostly answered by the inclusion of 5G Hub.

The headset’s local compute power doesn’t need to be much more involved than handing standard controller/room tracking and decoding the compressed image though, which hypothetically opens the door to low-power mobile headsets like Vive Focus Plus to play games designed for dedicated at-home, VR-ready gaming computers.

For the purposes of the demo space, which was absolutely teeming with crosstalk from a sea of 5Ghz WiFi signals, the company opted to tack on a 60Ghz WiFi antenna to the outside of the Vive Focus Plus for signal clarity, a little white box the size of a 5-pack of gum. I was assured the headset’s on-board 5Ghz WiFi antenna was up to task under normal conditions though, performing similarly to the headset’s ability to locally stream SteamVR apps from an at-home gaming computer to the headset using HTC’s optimized version of the Riftcat VRidge software.

To that tune, I was treated to a demo of the cloud-based rendering setup using Vive Focus Plus running the immensely successful shooter Superhot VR (2017), a PC VR game that doesn’t natively support mobile headsets.

Under the pressure of the throng of onlookers, I can’t say I was exactly good at replicating my awesome red-guy beatdown skills that I had learned playing the game off and on since it was first released, although having the analogue of a game that I’ve played before made for an excellent point of comparison. That said, I wasn’t so much concerned with performing well, as I was pushing the limits of the biggest factor involved in the cloud-based VR rendering: latency.

Moving my head around the scene at a medium speed, black bars crept into the periphery of my field of view, the telltale sign that my head was moving faster than the hardware could serve up frames. It wasn’t like I was used to with less powerful setups though, as it’s clear the rendering hardware wasn’t skipping a beat. While the black bars crept in, the visible portion of the image was still fairly smooth, likely thanks to some aggressive time warping technique to generate synthetic frames to keep things moving along.

The setup was more of a conceptual demo, and isn’t close enough to a final product to talk latency specs, HTC China president Alvin Wang-Graylin told me. Wang-Grayling fully expects to hit somewhere around 20ms latency under optimal conditions, which in practice would be very close to the range the VR industry has mostly agreed upon to be an acceptably low enough latency to be unnoticeable.

Despite being an imperfect implementation, HTC is one of the first to show something of this caliber actually working. And while VR users will definitely need to hold off on buying a 5G Hub in hopes of playing VR games through the cloud soon—two entirely separate industries need to materialize before that can happen—it’s incredibly interesting to see the early steps in action.

The post Hands-on: HTC’s ‘5G Hub’ Demonstrates VR Cloud-rendering is on the Horizon appeared first on Road to VR.



Ream more: https://www.roadtovr.com/hands-htcs-5g-hub-demonstrates-vr-cloud-rendering-horizon/

Hands-on: HoloLens 2 is a More Than Just a Larger Field of View

Sunday, February 24, 2019

BOMB DISPOSAL WITH PENNY | Keep Talking and Nobody Explodes (Oculus Rift VR Gameplay)



Please hit that subscribe button it honestly makes my day! Want to buy me a beer? https://streamlabs.com/theukrifter Want to chat VR? - Join my VR community discord server: https://discord.gg/dXh5XuA or on Twitter @UKRift, or Facebook - https://www.facebook.com/ukrifter. Also, check out my Virtual Reality articles and opinions on http://www.ukrifter.com **Voice Acting** - I currently offer FREE voice acting for VR projects. Hugely grateful if you could share this video with your friends & family via : twitter, facebook, reddit, etc. == Who the devil are you Sir? == Typically I play with VR on my weekends and schedule video posts through the week. I invest my own money in order to review, compare and contrast. I run this for the love of the technology, I am NEVER paid for my opinion, and as a result my opinions will remain unbiased, however, as I tend to praise in public and feedback negative experiences privately to developers, I rarely review a bad title. Not seen something reviewed here, maybe you have your answer. == Special Thanks == UKRifter Logo by Jo Baker Freelance Design - http://jobaker.co.uk/ == Techno Babble for the Geeks == HMD: HTC Vive, Oculus Rift DK1 / DK2 / CV1 CPU: i7 4790K GPU: Nvidia EVGA 1080 SC edition RAM: 16GB Storage: SSD / Hybid SSD Screen recorder: OBS Wheel: Logitech G27 Joystick: Thrustmaster T-Flight HOTAS X Mouse: RAT 7 == Legal == The thoughts and opinions expressed by UKRifter and other contributors are those of the individual contributors alone and do not necessarily reflect the views of their employers, sponsors, family members, pets or voices in their heads. == Audio Credits == UKRifter Jingle by Christopher Gray Licensed under Creative Commons: By Attribution 3.0 http://creativecommons.org/licenses/by/3.0/

Watch HoloLens 2 ‘Spatial’ Remote Collaboration Demo from MWC 2019

Spatial is a real-time AR collaboration platform first developed for the original HoloLens by New York-based startup Spatial. Although now that Microsoft’s new and improved HoloLens 2 is in the mix, Spatial CEO Anand Agarawala and CPO Jinha Lee took the stage today at the Mobile World Congress (MWC) HoloLens 2 unveiling to show off what’s next for the platform.

Agarawala and Lee demonstrated some new features coming to Spatial, among which are more lifelike avatars thanks to HoloLens 2’s improved hand-tracking and newly introduced eye-tracking. Chatting through Spatial, Lee’s avatar mirrored his physical arm, hand and eye movements in a way that simply wasn’t possible running on the original HoloLens.

To show off how companies are using Spatial, Mattel CTO Sven Gerjets took the stage, saying that the Mattel’s toy designers, engineers, marketers and manufacturers are spread all over the world. Gerjets says that Mattel is now using Spatial to reduce the need to travel (as much) via the platform’s shared work spaces, represented by virtual walls filled with standard 2D media like Power Points and videos, but also interactive 3D models so the team can better assess product readiness.

Using the Spatial mobile app, Lee quickly typed a message on his smartphone which automatically became a ‘virtual sticky note’ that he could then append to an in-development toy model to tell an engineer that a critical piece needed to be tweaked.

To demonstrate how brainstorming for new products works in the shared, collaborative AR space, Agarawala showed off the app’s ability to use HoloLens 2’s vocal recognition by ordering up a collection of 2D and 3D reference images. Clicking any one of these bundles would elicit an Internet search for more 3D models, images and web pages.

As a persistent digital object, the digital work space is said to be accessible by a multitude of devices including VR headsets, PCs, and mobile phones.

Like all on-stage HoloLens demos to date, footage was captured with an external camera which included mixed reality & depth-sensing hardware to better visually demonstrate how a user can interact with virtual objects in their physical environment. Despite the video’s more immersive visuals, Spatial’s HoloLens 2 demo offers a prescient look at what could be the workplace of tomorrow.


We’re here at MWC 2019 in Barcelona, so check back soon for breaking news, previews, and all things AR/VR.

The post Watch HoloLens 2 ‘Spatial’ Remote Collaboration Demo from MWC 2019 appeared first on Road to VR.



Ream more: https://www.roadtovr.com/mwc-2019-hololens-2-spatial-demo/

Watch Microsoft’s HoloLens 2 Reveal Demo from MWC 2019

At Mobile World Congress (MWC) in Barcelona today Microsoft unveiled HoloLens 2, the next iteration of the company’s standalone AR headset. While HoloLens 2 purportedly boasts a 2-3 our battery life and a 70 degree field of view—two times larger than the previous HoloLens—Microsoft’s onstage demo revealed a few more improved capabilities attested to the device, namely its hand-tracking, voice input, and eye-tracking.

Julia Schwarz, a senior researcher at the company’s Mixed Reality division, took the stage to show off some prototype software built to take advantage of HoloLens 2’s hardware capabilities. As with on-stage HoloLens demos past, footage was captured with an external camera which included mixed reality & depth-sensing hardware to better visually demonstrate how a user can interact with virtual objects in their physical environment.

First showing off its improved hand-tracking with a number of interactive virtual objects, Schwarz demonstrated HoloLens 2’s full hand models by ‘touching’ windows and objects to resize them, and turning them with a simple grabbing motion. Tickling the ivories of virtual piano and playing with a number of prototype selector switches and buttons, Schwarz underlined that HoloLens 2 is made for more physical interactions than its predecessor despite the notable lack of haptic feedback or motion controllers.

Ordering a far off browser window to “follow me,” Schwarz then showed how you could keep important windows close to you as you move about the room to do other tasks. Telling the headset to “show surprise,” a humming-bird appeared, darting around to then land on her open palm when prompted.

Finally, the AR headset’s eye-tracking had its time to shine as Schwarz scrolled through a browser window by simply looking at and then dictated a message using the command “start dictation,” and following with a string of text “the humming-bird looks great – exclamation point.”

We’re here at MWC 2019 and will be going hands-on with HoloLens 2 soon, so check back for more breaking news, previews  and all things AR/VR.

The post Watch Microsoft’s HoloLens 2 Reveal Demo from MWC 2019 appeared first on Road to VR.



Ream more: https://www.roadtovr.com/mwc-2019-hololens-2-reveal-demo/

HoloLens 2 Specs Reveal 2–3 Hour ‘Active’ Battery Life, Optional Top Strap, & More

Microsoft Reveals HoloLens 2 with More than 2x Field of View & 47 Pixels per-Degree

Mozilla Announces ‘Firefox Reality’ AR Web Browser for Hololens 2

SOLVING MAGICAL PUZZLES! - Let's Play The Mage's Tale + Heart Monitor (Part 4)



We continue The Mage's Tale in part 4 of this livestream series, but this time Chary is strapped on the heart monitor. I have a feeling we are going to encounter a powerful end boss soon... Let's see how hard her heart pumps in this VR game! ► Check out our VR equipment → https://www.amazon.com/shop/caschary ► Subscribe to join our VR adventures! → https://goo.gl/bSJ6L8 The Mage's Tale is a puzzle, adventure VR game full of magical battles. The best things about this game? Detailed environments, and polished gameplay. You can even create your own magic spells in a cauldron. Come hang out with us Saturday while we play The Mage's Tale! Our livestream schedule: every Saturday at 8.30 PM CET (GMT+1). LINKS Watch part 3 of The Mage's Tale adventure here → https://youtu.be/PXrUVidh1jY The Mage's Tale: On Oculus → https://www.oculus.com/experiences/rift/1018772231550220/ On Steam → https://store.steampowered.com/app/766320/The_Mages_Tale/ On PlayStation → https://www.playstation.com/en-us/games/the-mages-tale-ps4/ SUPPORT US Subscribing and watching our videos is by far the BIGGEST support you can give us. However, if you want to do a little bit more - you can also become a booster or our champion! All donations will go to improving the channel. BUY US A CHEESEBURGER ► One-time donation → https://goo.gl/BM3zV7 BECOME A CHAMPION ► Become a Patron on Patreon (includes exclusive rewards) → https://goo.gl/5Bp3FW ► Become a Sponsor on YouTube (and get a Champion's badge on YouTube chat) → https://goo.gl/8Ji5dp OUR SPECS - Our microphone (ModMic Wireless) → https://amzn.to/2MQF0tC - Our VR equipment → https://www.amazon.com/shop/caschary - More info here → https://casandchary.com/vr-equipment/ SOCIAL MEDIA 💬 Join our Discord → https://discord.gg/YH52W2k 💬 Twitter → https://twitter.com/CasandChary 💬 Facebook → https://www.facebook.com/casandchary/ 💬 Instagram → https://www.instagram.com/casandchary/ A special thanks to these Patreon Champs for their amazing support: - artArmin - Baxorn - VR Ambassador - Andy - Albert - Wintceas - Myshella - James VR on! - Cas and Chary VR DISCLAIMER - Links in this description may contain affiliate links. You don't have to use them but if you do, a small referral fee will go to this channel supporting the content.

Watch Microsoft’s HoloLens 2 Reveal Livestream Here @ 9:00AM PT

Microsoft is expected to reveal HoloLens 2 at its MWC Media Event today in Barcelona and you can catch the official livestream right here.

Road to VR is on the ground at MWC to bring you the most important news from the show, but if you want to see Microsoft’s expected HoloLens 2 reveal, you can tune in right here at 9:00AM PT (your timezone here):

Microsoft hasn’t explicitly said that it will be showing HoloLens 2 at the event, but it has done some significant teasing that, combined with other evidence, has left little doubt that we’ll get our first glimpse of the next HoloLens at the event today.

Microsoft has managed to keep HoloLens 2 quite under wraps up to this point, though within the last 24 hours images of the headset have purportedly leaked and been claimed legitimate:

The images appear to show a slightly sleeker HoloLens which concentrates some of its bulk onto the rear of the headstrap. The images also appear to show larger waveguide optics which could signal a wider field of view.

What are you predictions for HoloLens 2? Drop them in the comments below!

The post Watch Microsoft’s HoloLens 2 Reveal Livestream Here @ 9:00AM PT appeared first on Road to VR.



Ream more: https://www.roadtovr.com/microsoft-hololens-2-livestream-reveal-mwc/

‘Marvel Powers United VR’ Update Brings ‘Nuke’ Objective, New Enemy, & Hero Tuning

Marvel Powers United VR, the latest Rift-exclusive title from Oculus Studios, got its fourth update this week which introduces a new objective and enemy, along with a slew of tweaks including a “significant tuning pass” to hero abilities to reduce ability spam and increase hero versatility.

Developed by Sanzaru Games and published by Oculus Studios, Marvel Powers United VR launched in July 2018, representing one of Oculus’ biggest content investments to date. The game launched to mixed reviews (ours review here), though the company has made good on its promise of post-launch support with a series of updates aimed at adding variety and challenge to the wave-based gameplay.

The fourth update to Marvel Powers United VR launched this week and introduced a ‘Nuke Defense’ objective, ‘Data Runner’ enemy, a series of tweaks to hero abilities, as well as boss and difficulty tuning.

Prior updates also focused on new enemies and objectives. Patch 2 added an A.I.M. Signal Jammer objective which blocked heroes from using their Ultimate abilities, reviving other players, and picking up Power Cells until all Signal Jammers are destroyed. The same patch also introduced two new enemy types. Patch 3 added a Planetary Assault objective where A.I.M. Frigates poised above the battlefield begin charging their weapons for a planetary barrage, only prevented by players activating S.H.I.E.L.D. cannons to take out the Frigates before the bombardment.

In prior patch notes for Marvel VR, Oculus offered a preview of what was coming in the next patch. Patch 4 is the first to not include a preview, which may signify that Patch 4 will be the game’s final update. We’ve reached out to Oculus for details on the game’s roadmap.

The full changelog of Patch 4 is available below:

MARVEL POWERS UNITED VR PATCH 4 RELEASE NOTES

NEW CONTENT

New Objective Phase – Nuke Defense

  • A new objective phase added to the mix and can appear on any map.
  • Work together to locate and deactivate deployed A.I.M. Nuke Titans.
  • Each device must be carefully deactivated by using the correct sequenced code displayed on the nuke’s terminal and pulling the corresponding cable.
  • If the wrong cable is pulled, the nuke will detonate and KO the active player while damaging other players in its radius.
  • There may be multiple devices to deactivate at one time so move quickly.
  • Any nukes left active while time expires will result in mission failure.
  • The mission will also end in failure if you allow too many nukes to detonate.

New Enemy Type – Data Runner

  • A new enemy type that collects battle data for A.I.M. and the Masters of Evil. Track and eliminate this unit before it can transmit vital intel to the Super Villains.
  • The player that eliminates this unit gets their ultimate meter filled and a significant amount of bonus points.
  • The Data Runner is a super-elite unit highlighted in an orange glow. The unit can spawn as a soldier of the associated faction currently spawned in level: Kree, Hydra, or Ultron Drone.
  • The soldier does higher than normal damage, has higher HP and will track and target players.

UPDATES/TUNING

Beginner Mode – Default

  • We have adjusted the game setting for default play to be set with Beginner mode enabled to alleviate issues with players being challenged with enemies and conditions that are too difficult before players being accustomed with characters or gameplay objectives.
  • An Advanced Mode option has been added to the Map Select screen for the host to toggle. When Advanced Mode is set to active it will enable the harder game play conditions.

Character Tuning

We have done a significant tuning pass on the following characters to address spamming exploits as well as under performing attacks:

  • Thor
    • Fixed an issue with Mjolnir (Hammer) targeting enemies. It should now target multiple enemies when thrown if enemies are within targeting radius.
    • Increased damage of Lightning Bolts attack from Mjolnir
  • Hulk
    • Adjusted Thunderclap ability and increased cool-down timer to reduce exploit spamming of the attack.
  • Hawkeye
    • Fixed an issue with Ice Shot arrows not correctly freezing enemies as intended due to targeting and collision conflicts. Freezing should be more consistent now.
  • Black Bolt
    • Concussive Shot damage slightly increased.
  • Captain Marvel
    • Damage increased for Photon Blast to make it more reliable fallback attack.
  • Crystal
    • Fire Bolt and Water Bolt damage increased to improve character’s overall performance in match play.
  • Doctor Strange
    • Flames of Faltine damage improved to allow more ranged options for the character.
  • Iceman
    • Ice Shards damage and freeze adjusted for more consistent freezing of enemies to build support role for character.
  • Storm
    • Increased damage of Lightning to provide more versatility in attack for character.
  • Gamora
    • Increased Guardian Enforcers damage for both standard and charged shot.
    • Godslayer charge time reduced.
  • Captain America
    • Fixed an issue with Captain’s shield not completing ricochet of close enemies in close proximity.
  • Star-Lord
    • Increased Elemental Guns base shot damage to be in-line with other characters’ base damage.

Boss AI Tuning

  • Bosses will now prioritize live players and aggressively pursue them. This will reduce bosses staying focused on objective items such as Generators or Relays.
  • Boss Ultimate timing has been adjusted to reduce the frequency of a boss triggering their ultimate consecutively.

Scenario Balancing

  • Adjusted and tuned boss spawning parameters per difficulty scaling.
  • Adjusted overall difficulty scaling. Player count is now a factor on the highest difficulty that can be reached.
    • 1 Player: Easy–Hard
    • 2 or more players: Easy–Pro

Training Room

  • The Training Room is now the default map on the Map Select screen to ensure players are aware this is available.

A.I.M. Turrets

  • Total population count that can spawn has been reduced.

Missile Soldiers – All Factions

  • Missile damage per second has been reduced and is now uniform across all factions.

Signal Jammers

  • We have added an X-Ray material to the Signal Jammers so they are more visible in level when blocked by objects and geometry.

Fail Condition Messaging

  • Mission Fail condition messaging has been updated to reflect more accurately the failure of a specific objective.

Result Cards

  • New Results Objective Cards have been added for SHIELD Cannons and A.I.M. Nuke objectives. These will be shown correctly now in the end match wrap up.

Localization

  • Localized language options are now available via Game Settings: German/French/Spanish/Japanese/Korean/Chinese

Language Setting

  • Language setting can only be done in Ops now to prevent issues with game text not updating correctly.

Bug Fixes

  • Fixed an issue with Captain Marvel’s hands being on fire or glowing in Operations.

The post ‘Marvel Powers United VR’ Update Brings ‘Nuke’ Objective, New Enemy, & Hero Tuning appeared first on Road to VR.



Ream more: https://www.roadtovr.com/marvel-powers-united-vr-patch-4-update-nuke-objective-new-enemy-hero-tuning/

NextVR Finally Available on Vive via SteamVR

Saturday, February 23, 2019

AT&T to Demonstrate Cloud-rendered SteamVR Content Streamed Over 5G

AT&T, one of the world’s largest telecom companies, this week announced plans to demonstrate cloud-rendered VR content streaming over a 5G network. The company says its 5G Lab, which is exploring use-cases for 5G and edge networking, will host the demonstration next month which will show SteamVR content rendered in the cloud and sent over a 5G network with low enough latency for a full 6DOF VR experience.

Next-gen ‘5G’ connectivity technology aims to deliver a leap in bandwidth and latency compared to existing mobile connections and a majority of in-home internet connections. While the increased bandwidth stands to enhance static content like 360 video streaming to VR headsets, the addition of ultra-low latency could potentially open the door to fully interactive VR content that’s streamed to a headset from the cloud instead of being locally rendered on a powerful PC.

To that end, AT&T says it has developed a proof-of-concept demonstration that renders SteamVR content in the cloud and delivers it to a VR headset quickly enough to stay within the critical latency thresholds necessary for a visually comfortable VR experience.

SEE ALSO
New Smartphone-tethered Qualcomm Headset Has 2x the Pixels of Vive Pro

The company says that the demonstration will use a “5G 39GHz mmwave radio connected to a GPU-accelerated gaming server,” and will also rely on the use of ‘edge computing’ (ensuring that the VR content is rendered and server from a datacenter as physically near to the user as possible to minimize latency).

While cloud-rendered VR content has been discussed at length for its many potential upsides (mainly: lowering the barrier to entry for high-end VR content), there’s still many pieces of the pipeline that need to come together to make it work well and reliably, as AT&T notes:

Separating the [render] server and [VR] display by a wireless network means introducing new confounding factors into the pipeline, such as encoding and decoding delays, transmission delay, packet loss and jitter.

This is especially challenging because networks and media streaming protocols weren’t optimized for real-time, interactive content. These experiences have different requirements than static, file-based media, so we can’t treat them the same way. Plus, the content capturing, rendering and display processes in 3D gaming engines were not originally designed to be hosted in the cloud.

In order to democratize access to 3D experiences, we need to merge elements of the two models and redesign the process from the ground-up. That means in addition to optimizing the performance of our network, we must work with our technology partners to reimagine and re-architect how these applications are designed and implemented.

AT&T is setting the bar somewhat low for this initial proof of concept, saying that it targets a “3K resolution” (which we expect to mean total, rather than per-eye) and a 75Hz refresh rate, which is in line with today’s mobile VR headset specs, but questions remain about the future scalability of such technology to higher resolutions and higher frame rates for future headsets.

Still, there’s been a lot of buzz about VR cloud rendering, but so far we haven’t seen any complete and compelling demonstrations of the entire pipeline in action. AT&T’s upcoming proof of concept could definitely show that VR cloud rendering over 5G is a viable pathway to high-end VR—or reinforce skeptics who say it won’t happen for a variety of reasons.

The post AT&T to Demonstrate Cloud-rendered SteamVR Content Streamed Over 5G appeared first on Road to VR.



Ream more: https://www.roadtovr.com/att-5g-cloud-vr-streaming-steamvr-demonstration/

Friday, February 22, 2019

Bigscreen Patches Potential Hack That Could Have Spelled Disaster for the Platform

A team of researchers at the University of New Haven recently uncovered an exploit that could mean a serious security threat to apps built on the Unity game engine. Bigscreen Beta, the Unity-based social VR platform that lets you stream you monitor to others and chat in virtual reality, was particularly vulnerable before being patched last week.

Bigscreen founder and CEO Darshan Shankar says the exploit was “reported to us and has been fixed already” and that it was “not exploited by hackers, and no one is currently vulnerable to this issue. It is fixed.”

The security patch was also publicly noted in the app’s most recent update log, among which included a number of new features such as real-time raytracing lighting effects, new environments, new avatars, and new user interface.

Before the vulnerability was patched in a recent Bigscreen Beta update, University of New Haven researchers were able to accomplish a dizzying list of bad deeds using their own ‘command and control’ tool in effort to not only render the platform unsafe for private conversation, but also potentially infect computers with any type of malware by using Unity’s OpenURL command.

Unity has since issued a warning to developers who use the OpenURL command in their games, saying “you must be extremely careful that you do not provide a string to this function which could possibly be maliciously crafted or modified by a 3rd party.”

SEE ALSO
'Bigscreen' Overhaul Brings Big Improvements & New Features to All Supported Platforms

The researchers say in a news update that without a user’s knowledge and consent—and even without tricking users into downloading software or granting access to the computer—they were able to:

  • Turn on user microphones and listen to private conversations
  • Join any VR room including private rooms
  • Create a replicating worm that infects users as soon as they enter a room with other VR users
  • View user computer screens in real-time
  • Send messages on a user’s behalf
  • Download and run programs – including malware – onto user computers
  • Join users in VR while remaining invisible. This novel attack was termed as a Man-In-The-Room (MITR) attack
  • Phish users into downloading fake VR drivers

“Our research shows hackers are able to monitor people day in and day out – listen to what they are saying and see how they are interacting in virtual reality,” said Dr. Ibrahim Baggili, founder and co-director of the University of New Haven Cyber Forensics Research and Education Group. “They can’t see you, they can’t hear you, but the hacker can hear and see them, like an invisible Peeping Tom. A different layer of privacy has been invaded.”

The team also created a video showing just what deleterious effects the exploit could have wrought on users if they didn’t find it and report it first.

Thankfully, what could have been a disaster for the platform’s users, which use the app both as a virtual desktop and shared viewing platform, was averted before any harm could be done.

“Working alongside security researchers and our internal security & QA practices will help us stay ahead of malicious hackers,” Shankar told Road to VR.

The post Bigscreen Patches Potential Hack That Could Have Spelled Disaster for the Platform appeared first on Road to VR.



Ream more: https://www.roadtovr.com/bigscreen-patches-potential-hack-spelled-disaster-platform/

Award-winning Mobile Meditation App ‘Calm’ Comes to Oculus Go & Gear VR

30 HTC VIVE Tips And Tricks For New Owners In 2019 (From Early Adopters)



Today, we share our HTC VIVE tips and tricks based on our experience of the past few years. This video includes tips on tracking, software and hardware, VR game tips and more. ► Check out our VR equipment → https://www.amazon.com/shop/caschary ► Subscribe to join our VR adventures! → https://goo.gl/bSJ6L8 We are always happy to see more people entering Virtual Reality or people who are interested in getting a headset. This is a video especially for all of you. Chary and I bought the HTC VIVE in 2016, this was our first VR headset ever and it was the headset that sold us on VR. So in this video, I wanted to share what we have learned in the past few years and hopefully help you get started as fast and convenient as possible. These are tips for new HTC VIVE owners, but a VR veteran might be able to pick up a tip or two too! LINKS Get the HTC VIVE: https://amzn.to/2TaQy0m Get the HTC VIVE PRO: https://amzn.to/2XhmPSF Tip #1: - Neewer 2 Pack Light Stands with Tripod Mini Ball (Ball Heads) → - http://amzn.to/2nUwakv - Tension poles → https://amzn.to/2XiSIKE or https://amzn.to/2BY9uWz - Ball heads clamps → https://amzn.to/2GUJNt2 or https://amzn.to/2Vdb25T Tip #3: Compatible extension cables → https://old.reddit.com/r/Vive/wiki/cables Tip #10: - ReVive: https://github.com/LibreVR/Revive - Compatibility list: https://github.com/LibreVR/Revive/wiki/Compatibility-list Tip #13: Natural Locomotion: https://store.steampowered.com/app/798810/Natural_Locomotion/ Tip #14: - Driver4VR: https://www.driver4vr.com/ - HTC VIVE Trackers: https://amzn.to/2XiSYsV - HTC VIVE Trackers Belt and Straps: https://amzn.to/2XiTg2Z - Hyperkin Hyper Blaster: https://amzn.to/2T7KBBr - Kinect: https://amzn.to/2NnV1Y5 Tip #15: Playerbase Checker: http://vrlfg.net/ Tip #17: OpenVR Advanced Settings: https://github.com/OpenVR-Advanced-Settings/OpenVR-AdvancedSettings/releases Tip #19: - Cable management with a dog leash and keychains: https://imgur.com/a/vKl9dg2 - IKEA Regolit lamp stand: https://www.reddit.com/r/oculus/comments/ahx6vv/as_many_people_asked_how_i_did_my_cable/ Tip #20: SteamVR News/Updates: https://steamcommunity.com/app/250820/allnews/ Tip #21: Proximat: https://amzn.to/2Eb5bbV Tip #24: VIVE 'n Chill → https://www.vivenchill.com/ Tip #26: VRcovers for your headset → https://goo.gl/U3ZSRD Tip #27: USB View: https://r1ch.net/blog/managing-usb-bandwidth-with-usbview SUPPORT US ► VRcovers for your headset → https://goo.gl/U3ZSRD ► Or become our Patron (includes exclusive rewards) → https://www.patreon.com/casandchary OUR SPECS - Our microphone (ModMic Wireless) → https://amzn.to/2MQF0tC - Our VR equipment → https://www.amazon.com/shop/caschary - More info here → https://casandchary.com/vr-equipment/ SOCIAL MEDIA 💬 Join our Discord → https://discord.gg/YH52W2k 💬 Twitter → https://twitter.com/CasandChary 💬 Facebook → https://www.facebook.com/casandchary/ 💬 Instagram → https://www.instagram.com/casandchary/ A special thanks to these Patreon Champs for their amazing support: - artArmin - Baxorn - VR Ambassador - Andy - Albert - Wintceas - Myshella - James VR on! - Cas and Chary VR DISCLAIMER - Links in this description may contain affiliate links. You don't have to use them but if you do, a small referral fee will go to this channel supporting the content. #htcvive #vive #tipsandtricks

‘OrbusVR: Reborn’ Expansion Heads into 4th Beta Weekend Ahead of April Launch

Eminem’s VR Documentary ‘Marshall from Detroit’ Now Available on Rift, Go & Gear VR

VR film production house Felix & Paul Studios debuted Marshall From Detroit at Sundance 2019 last month, a short virtual reality documentary featuring famous rappers Eminem and Sway Calloway. Now Oculus platform users can hop into the limo with Eminem too on his pensive ride through the streets of Motown.

Update (February 22nd, 2019): Oculus has released ‘Marshall from Detroit’ for free on Oculus RiftOculus Go, and Gear VR.

The original article announcing the film follows below:

Original Article (January 23rd, 2019): Marshall from Detroit is a 3D, 360-degree video featuring Marshall Mathers (Eminem) and Sway Calloway. Directed by Caleb Slain, the short film takes the viewer on a night ride through Detroit, featuring a candid conversation about the rapper’s thoughts and views on the city.

Created by Felix & Paul in partnership with Oculus, the full 21-minute VR experience is set to premiere at the 2019 Sundance Film Festival’s New Frontier exhibition starting tomorrow. Marshall from Detroit is being shown alongside Traveling While Black, another Felix & Paul production.

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There’s no word on when Marshall from Detroit will land on headsets for home users, however we’re betting it will come to the Oculus platform sometime soon (see update).

The Emmy Award-winning studio has created many original immersive experiences including MIYUBI, the Nomads series, StrangersThe Confessional, and the Space Explorers series. Felix & Paul have also created several productions for existing franchises such as Jurassic WorldCirque du SoleilWild, and Isle of Dogs. High-profile collaborations have seen VR experiences created for NASA, SpaceX, President Barack Obama and Michelle Obama, LeBron James, President Bill Clinton, Wes Anderson, Brie Larson, Jeff Goldblum, and Bill Murray to name a few.

The post Eminem’s VR Documentary ‘Marshall from Detroit’ Now Available on Rift, Go & Gear VR appeared first on Road to VR.



Ream more: https://www.roadtovr.com/heres-trailer-eminems-upcoming-vr-video-felix-paul/

Thursday, February 21, 2019

HTC Unveils Vive Focus Plus with 6DOF Controllers, Built for Enterprise

Dirac to Debut Its Latest 3D Audio Solution at MWC 2019 Next Week

Dirac Research, the Sweden-based company specializing in digital sound optimization solutions, today announced they’re showing off the latest version of its Dirac 3D Audio at Mobile World Congress (MWC) next week.

With its high-end 3D audio solution the company is admittedly appealing primarily to discerning mobile manufacturers in a rapidly approaching reality of 5G ahead of us, although Dirac 3D Audio is also targeting PC headphone makers and VR/AR headset manufacturers too.

In virtual reality, audio oftentimes takes a backseat to immersive visuals, however Dirac is working to create more articulated audio with its newest 3D Audio solution, which is said to bring positional audio reproduction “with one degree of resolution in all three dimensions.”

Based on the company’s patent-pending Dynamic HRTFs (head-related transfer functions)—something created to account for movements of the head in relation to the human torso—Dirac 3D Audio aims to bring positional audio to users with a high degree of realism, minimum distortion, and errors.

SEE ALSO
Oculus Brings More Lifelike Sound Propagation to Audio SDK 1.34

Dirac has previously worked with leading mobile device manufacturers including Huawei, Xiaomi, OPPO, OnePlus and Motorola. The technology has also been recently adopted by Tritton’s Kunai Pro gaming headphones for PC.

The newest Dirac 3D Audio solution will be showcased at MWC 2019 in Barcelona, Spain next week, and will be demoed using a VR headset and a smartphone.

We’ll have feet on the ground in Barcelona next week to see just how it stacks up to integrated methods created by platform holders such as Valve and Oculus.

The post Dirac to Debut Its Latest 3D Audio Solution at MWC 2019 Next Week appeared first on Road to VR.



Ream more: https://www.roadtovr.com/dirac-debut-latest-3d-audio-solution-mwc-2019-next-week/

HP Wants to Enhance Traditional CAD Workflows with “VR Snacking”

Wednesday, February 20, 2019

Samsung’s New Galaxy S10 Lineup Announced with Gear VR Support

‘Dreams’ to Launch into Early Access on PS4 Soon, PSVR Support Still Pending

AT&T, Ericsson & Intel to Showcase ‘The Power of 5G’ with Batman AR/VR Experience Soon

Mobile World Congress (MWC) is gearing up next week in Barcelona to play host to the latest and greatest in mobile technology, including the presumed Microsoft HoloLens 2. Today AT&T, Ericsson, Intel and Warner Bros. announced that they’ll be showing off a new implementation there of their combined efforts to bring 5G to location-based AR/VR venues using a new Batman experience.

Late last year the companies created a proof-of-concept demo running at the University of Southern California campus in Los Angeles, where students got a chance to experience what they call “a context-aware, mixed-reality experience” designed by USC’s Mobile & Environmental Media Lab.

Now fully kitted with a bonafide Batman experience to its name, the setup is said to let MWC-goers “see how Batman defeats DC Super-Villain The Scarecrow in an action-packed immersive experience using a digital model of their encounter.”

While not much is known at this time—including exactly which AR/VR hardware the companies are using—the experience is said to include a fully integrated 5G network powered by Ericsson Radio Base Stations and enabled by Intel Xeon Scalable processors and the Intel 5G Mobile Trial Platform, allowing expo visitors to “interact in the environment while being mobile.”

With the experience the companies hope to show off “a way forward for lightweight mixed reality devices,” a press statement says.

SEE ALSO
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The collaboration between AT&T, Ericsson, Intel and Warner Bros. (with DC) is slated to demonstrate 5G’s capabilities, such as low latency, high bandwidth, fast scalability, and also how it will provide “a faster network and the flexibility for enabling an enhanced, multi-user mixed-reality experience.”

While it could be more bluster than muster at this point—we’ve seen 5G-powered setups in the past that did little more than deliver high-speed internet to backpack-mounted computers—the fact that Warner Bros. is eyeballing the out-of-home immersive entertainment sector using the technology could be a sign of greater implementations.

“At Warner Bros., we look forward to continuing to explore the power of 5G to deliver high-quality location-based entertainment experiences to our fans,” said Justin Herz, exec. vice president of Warner Bros. Entertainment’s digital product, platform and strategy division. “It is by working closely with partners who are leaders in 5G that we can develop compelling immersive user experiences that will break through to a mass audience and bring our most iconic characters, such as DC’s Batman and The Scarecrow, to life.”

The demonstration will be available in both the Ericsson booth (#2O60 in Hall 2) and Intel booth (#3E31 in Hall 3) in Fira de Barcelona, taking place February 24 – 28 in Barcelona, Spain.


We’ll have feet on the ground in Barcelona next week, so check back soon for breaking news and all things AR/VR.

The post AT&T, Ericsson & Intel to Showcase ‘The Power of 5G’ with Batman AR/VR Experience Soon appeared first on Road to VR.



Ream more: https://www.roadtovr.com/mwc-batman-ar-vr-intel-ericsson-att/

WiGig Chip Company Peraso Technologies Closes $42M Financing Round

Schell Games’ New Title ‘Until You Fall’ Aims to Raise the Bar on VR Sword Combat

Tuesday, February 19, 2019

How To Import Custom 3D Models Into Oculus Home (SketchFab, Oculus Medium, Paint 3D or Blender)



In this video, I'll explain how to import custom 3D models into your Oculus Home using different resources, like Sketchfab, Oculus Medium, Paint 3D or Blender. ► Check out our VR equipment → https://www.amazon.com/shop/caschary ► Subscribe to join our VR adventures! → https://goo.gl/bSJ6L8 With this custom import feature in Oculus, you can add anything you want in your home to show off to your VR friends! There are two ways to import custom 3D models. You either find a model online or you can create your own and import it. All will be explained in this video. LINKS - Sketchfab → https://sketchfab.com/ - GLTF to GLB Online Converter → https://glb-packer.glitch.me/ - 3D Model Rescale Tool → https://threejs.org/editor/ - Oculus Medium → https://www.oculus.com/experiences/rift/1336762299669605/ - Paint 3D → https://www.microsoft.com/en-us/p/paint-3d/9nblggh5fv99?SilentAuth=1&activetab=pivot:overviewtab - Blender → https://www.blender.org/download/ - glTF Blender Exporter Script → https://github.com/KhronosGroup/glTF-Blender-Exporter THE MODELS WE USED - DragonBall Online Goku SSJ3 by Nemix → https://sketchfab.com/3d-models/dragonball-online-goku-ssj3-a19df8fcd3ac4bfca38e5a5eb91d579a - Tidus - Dissidia (FFX) by aneeshaynee → https://sketchfab.com/3d-models/tidus-dissidia-ffx-bdbc426346e14fec8de76803c08b0aaa OUR OCULUS IDS: CharyVR / Casyi SUPPORT US ► VRcovers for your headset → https://goo.gl/U3ZSRD ► Or become our Patron (includes exclusive rewards) → https://www.patreon.com/casandchary OUR SPECS - Our microphone (ModMic Wireless) → https://amzn.to/2MQF0tC - Our VR equipment → https://www.amazon.com/shop/caschary - More info here → https://casandchary.com/vr-equipment/ SOCIAL MEDIA 💬 Join our Discord → https://discord.gg/YH52W2k 💬 Twitter → https://twitter.com/CasandChary 💬 Facebook → https://www.facebook.com/casandchary/ 💬 Instagram → https://www.instagram.com/casandchary/ A special thanks to these Patreon Champs for their amazing support: - artArmin - Baxorn - VR Ambassador - Andy - Albert - Wintceas - Myshella - James VR on! - Cas and Chary VR DISCLAIMER - Links in this description may contain affiliate links. You don't have to use them but if you do, a small referral fee will go to this channel supporting the content. #OCULUSHOME #VR #3DMODELS

5 Reasons Why Mario Is So Popular

As far as video games are concerned, one of the most popular characters is known as Mario. Over the 30-year-career of Nintendo, it introduced more than a hundred games for many genres and systems and enjoyed great success. Given below are 5 reasons why Mario Bros runs circles around other games. Read on.

Continue reading: http://EzineArticles.com/10080523

‘vTime’ Goes XR with New Cross-platform AR Support for Apple & Android Devices

vTime, the social VR platform, today announced that users can now connect with friends through smartphone-powered augmented reality in addition to VR.


In the past, users popped into vTime using a number of devices, including Cardboard, Go, Gear VR, Rift, Vive, Windows VR, and smartphones using what the company calls a ‘magic window’. Now smartphone-clad users can also engage in chats using handheld AR thanks to Apple’s ARKit and Google’s ARCore integration released today.

Now officially dubbed vTime XR, the free platform lets AR users join in chats by placing a live 360-degree diorama of the destination on any real-world, flat surface.

“AR users can easily interact with others, change and scale their view of the destination, as well as having full access to vTime features such as avatar customization, image sharing, private messaging, and more,” a press statement says.

The AR integration is available today on iOS and Android, offering compatibility for all supported phones capable of supporting ARKit and ARCore. (ARCore compatible devices & ARKit compatible devices)

“Creating the world’s first cross reality social experience was such a unique opportunity for us that we couldn’t pass it up. AR provides vTime with another immersive platform for future innovations, and vTime XR marks the next step in providing our global community with market-leading and highly-engaging communication experiences, regardless of their technology of choice,” vTime managing director Clemens Wangerin said.

The app itself is organized similar to traditional social platforms—vTime XR allows you to create a profile, chat with friends and family, and even discover new friends by meeting random people online. Unlike other social VR platforms though, vTime XR puts a emphasis on seated conversation in a large variety of ‘Destinations’, which can be anything from a ride in an opulent, Victorian-style train cabin to a space station overlooking planet Earth.

For more information and links to all versions of vTime XR, head over the company’s website.

The post ‘vTime’ Goes XR with New Cross-platform AR Support for Apple & Android Devices appeared first on Road to VR.



Ream more: https://www.roadtovr.com/vtime-goes-xr-new-cross-platform-ar-support-apple-android-devices/

‘Final Assault’ Early Access Review – a Charming & Engrossing RTS on the Rise

Varjo Launches VR-1 with Retina-quality Fixed-foveated Display & Eye-tracking, Priced at $6,000

Oculus Teases ‘Asgard’s Wrath’ Asynchronous Multiplayer, Heroes, & More

Monday, February 18, 2019

LET'S GET HORRIFIC | Don't Look Back (Oculus Rifter #VR Horror Gameplay)



Multistreaming with https://restream.io/ I've got merchandise now! https://teespring.com/stores/ukrifter Please hit that subscribe button it honestly makes my day! Want to buy me a beer? https://streamlabs.com/theukrifter Want to chat VR? - Join my VR community discord server: https://discord.gg/dXh5XuA or on Twitter @UKRift, or Facebook - https://www.facebook.com/ukrifter. Also, check out my Virtual Reality articles and opinions on http://www.ukrifter.com **Voice Acting** - I currently offer FREE voice acting for VR projects. Hugely grateful if you could share this video with your friends & family via : twitter, facebook, reddit, etc. == Who the devil are you Sir? == Typically I play with VR on my weekends and schedule video posts through the week. I invest my own money in order to review, compare and contrast. I run this for the love of the technology, I am NEVER paid for my opinion, and as a result my opinions will remain unbiased, however, as I tend to praise in public and feedback negative experiences privately to developers, I rarely review a bad title. Not seen something reviewed here, maybe you have your answer. == Special Thanks == UKRifter Logo by Jo Baker Freelance Design - http://jobaker.co.uk/ == Techno Babble for the Geeks == HMD: HTC Vive, Oculus Rift DK1 / DK2 / CV1 CPU: i7 4790K GPU: Nvidia EVGA 1080 SC edition RAM: 16GB Storage: SSD / Hybid SSD Screen recorder: OBS Wheel: Logitech G27 Joystick: Thrustmaster T-Flight HOTAS X Mouse: RAT 7 == Legal == The thoughts and opinions expressed by UKRifter and other contributors are those of the individual contributors alone and do not necessarily reflect the views of their employers, sponsors, family members, pets or voices in their heads. == Audio Credits == UKRifter Jingle by Christopher Gray Licensed under Creative Commons: By Attribution 3.0 http://creativecommons.org/licenses/by/3.0/

‘Neos VR’ Update Brings “massive improvements” to User Friendliness, Social Features & More

Oculus Founder is Giving Away Free Audio Repair Kits for Out-of-warranty Rifts

Sunday, February 17, 2019

ENTERING A METRO EXODUS LIKE GAME (+ HEART MONITOR)! - Let's Play ARKTIKA.1 (Part 1)



So, we went and got what you suggested the previous stream! A live heart monitor will be attached to Cas while she plays this action-packed post-apocalyptic shooter that isn't too scary (that's what she hopes...) ► Check out our VR equipment → https://www.amazon.com/shop/caschary ► Subscribe to join our VR adventures! → https://goo.gl/bSJ6L8 ARKTIKA.1 is an FPS set in the wastelands of old Russia where you have to protect the colony from raiders, marauders, and horrifying creatures. The game is by the same developers as Metro Exodus. Let's check it out and see how far Cas can go in this post-apocalyptic world. Come hang out with us while we play ARKTIKA.1, a very action-packed FPS. This time Cas will have a heart monitor attached to herself and her heart rate will be shown right on the screen! Live! This means we get to see how often Cas is scared in games... :D Looking forward to hanging out with all of you! Our livestream schedule: every Saturday at 8.30 PM CET (GMT+1). LINKS ARKTIKA.1 for Oculus → https://www.oculus.com/experiences/rift/682000918570174/ SUPPORT US Subscribing and watching our videos is by far the BIGGEST support you can give us. However, if you want to do a little bit more - you can also become a booster or our champion! All donations will go to improving the channel. BUY US A CHEESEBURGER ► One-time donation → https://goo.gl/BM3zV7 BECOME A CHAMPION ► Become a Patron on Patreon (includes exclusive rewards) → https://goo.gl/5Bp3FW ► Become a Sponsor on YouTube (and get a Champion's badge on YouTube chat) → https://goo.gl/8Ji5dp OUR SPECS - Our microphone (ModMic Wireless) → https://amzn.to/2MQF0tC - Our VR equipment → https://www.amazon.com/shop/caschary - More info here → https://casandchary.com/vr-equipment/ SOCIAL MEDIA 💬 Join our Discord → https://discord.gg/YH52W2k 💬 Twitter → https://twitter.com/CasandChary 💬 Facebook → https://www.facebook.com/casandchary/ 💬 Instagram → https://www.instagram.com/casandchary/ A special thanks to these Patreon Champs for their amazing support: - artArmin - Baxorn - VR Ambassador - Andy - Albert - Wintceas - Myshella - James VR on! - Cas and Chary VR DISCLAIMER - Links in this description may contain affiliate links. You don't have to use them but if you do, a small referral fee will go to this channel supporting the content.

Saturday, February 16, 2019

I Had No Idea How Fast Dragsters Really Are Until I Saw Them in VR

‘Fortnite’s’ Massively Attended Virtual Concert is a Potent Glimpse of VR’s Future

Epic Games’ Fortnite is steadily moving from ‘just’ a massively popular battle royale game to a cultural touchstone for hundreds of millions of players. On Saturday, February 2nd, the title was host to an in-game performance by world-class EDM DJ Marshmello; attended by some 10 million concurrent users, the virtual concert offers a potent glimpse of what virtual events and virtual reality will mean for the future.

Lasting for just over 10 minutes, the concert simultaneously attracted over 10 million concurrent players worldwide (across simultaneous instanced performances of less than 100 players each) For comparison, Guinness World Records holds that the largest ever concert was attended by 4.2 million people. The event also boosted Marshmello & Bastille’s collaboration track, “Happier”, from #8 to #2 on the Billboard Hot 100 list.

The production was quite a spectacle, boasting a virtual lighting system that could rival the complexity of top EDM stages from real events such as Insomniac Events’ Electric Daisy Carnival. And it was all surprisingly lifelike for something rendered in the Unreal Engine, led by a motion captured performance of Marshmello behind the turntable. You can watch it below.

While Fortnite players happily shot off their favorite emotes and dance moves from behind ‘flat’ gaming devices (like PC and Xbox), it’s transparent that similar virtual events could be deeply enhanced with the addition of VR.

Imagine feeling the electricity of Marshmello’s live performance flowing through your veins as you dance and fly around Pleasant Park. But instead of sitting behind a screen while holding a controller, you’re moving and shaking your entire body with friends from around the world. And when you look around, you’re treated with a rich visual landscape that fills your entire field of view. You aren’t looking through a window: you’re there. Such an experience is already possible with today’s VR technology.

Players in VR apps like VRChat are already hooking up body tracking accessories to bring their real-life dancing into VR in real-time.

VR events have not taken off in any meaningful way yet, but the potential for their popularity in the future is as ripe as the circumstance that allowed Epic Games to hold a concert in Fortnite in the first place: the gaming industry now fosters a massive audience of young people who are regular inhabitants of social virtual worlds. Epic Games has both proved and improved that notion through its consistently smart integration of pop culture trends, for which the company has now confirmed over 200 million Fortnite players (as of November 2018).

SEE ALSO
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And as the VR headset adoption rate grows in the coming decade, notable developers will likely follow suit and provide experiences of high production value to players who don headsets and take the next step up in immersion when visiting their virtual world of choice.

Social VR platform AltspaceVR is already providing a clear example of what live celebrity events could look and feel like when experienced from a VR headset. Last month, on January 18th, Reggie Watts returned to perform live in AltspaceVR for his latest stand-up comedy show on the platform. In the past, he’s also performed alongside Rick & Morty co-creator Justin Roiland, including performances with his own sort of live music:

Though it doesn’t come anywhere remotely close to matching Fortnite’s sheer player count, AltspaceVR successfully offers a sense of presence that allows users to feel physical nearness with other avatars in a 3D environment—something that games played from 2D, including Fortnite, simply cannot accomplish.

But at what point will such live events proliferate across the broader VR platform?

Things are still extremely early for live virtual events in general. Even considering Fortnite’s popularity, the Marshmello concert was the first of its kind, and Epic Games currently hasn’t stated whether or not it’s planning another.

That said, it’s currently impossible to know what the landscape of virtual events will look like as it begins to take shape. Apart from hardware and imagination limits, digital creators are unrestricted by the mundane; thus, this space is rife with a wealth of unexplored possibilities. And if these preliminary events are any indicator, we’re in for a future that will allow us to connect with other humans in ways (and at scales) that our predecessors could have never imagined.

In the future, people of all ages could be one click away from any variety of live shows in existence, all from the comfort and safety of their own homes. The most isolated members of society will finally have an opportunity to build and maintain social bonds as if they were physically near to others, sharing the same skies and riding the same wavelengths with thousands of others in real-time.

Fortnite is a beloved title that has pushed its way into the hands of (notably younger) players at an unprecedented rate. Similarly beloved in the EDM universe, Marshmello is the perfect complement. No matter how long it takes for live virtual events and virtual reality to marinate, one thing is for sure: as long as popular brands and creators continue to promote the cultural icons of gaming and VR, players will demand more live experiences with which to share them.

The post ‘Fortnite’s’ Massively Attended Virtual Concert is a Potent Glimpse of VR’s Future appeared first on Road to VR.



Ream more: https://www.roadtovr.com/fornite-virtual-concert-potent-glimpse-of-virtual-reality-future/

Friday, February 15, 2019

25 Oculus Rift Tips And Tricks For New Owners In 2019 (From Early Adopters)



As early adopters, we wanted to share our tips and lessons we've learned after using the Rift for 2 years. These are handy tips for VR newcomers, but a VR veteran might be able to pick up a tip or two too! ► Check out our VR equipment → https://www.amazon.com/shop/caschary ► Subscribe to join our VR adventures! → https://goo.gl/bSJ6L8 We will go through this video in order. First, we’ll start with the tips that are handy to check before playing, like how to get the tracking right. Then we’ll give you tips for during playtime and we’ll end the video with our tips on how to store your headset safely. Also, whenever we mention a handy thing in this video, I’ll also link it in the description. And for those who might prefer it, we also added subtitles in this video. LINKS Tip #2: - VRcovers for your headset → https://goo.gl/U3ZSRD Tip #4: - Oculus' article on tracking → https://www.oculus.com/blog/oculus-roomscale-tips-for-setting-up-a-killer-vr-room/ - Neewer 2-pack Light Stands → http://amzn.to/2nUwakv Tip #7: - Sensor Bounds app → https://www.oculus.com/experiences/rift/1682666568488584/ Tip #8: - Oculus’ article on balancing bandwidth on USB → https://www.oculus.com/blog/oculus-roomscale-balancing-bandwidth-on-usb/ Tip #9: - Inateck Superspeed 4 Ports PCI-E to USB 3.0 card ($23.99) → http://amzn.to/2tbHrR5 Tip #11: - This UGREEN HDMI extension cable 6 Feet → https://amzn.to/2GFwIDO - Cable Matters USB to USB Extension Cable 6 Feet → https://amzn.to/2I9y3F9 Tip #15: - Proximat → https://amzn.to/2Eb5bbV Tip #19: - Oculus Tray Tool download links → https://www.reddit.com/r/oculus/comments/5okoju/oculus_tray_tool/ Tip #20: - SteamVR in Oculus tutorial → https://youtu.be/aOlCa7hr62k Tip #25: - VRGE headset stand → https://amzn.to/2GKNamj SUPPORT US ► VRcovers for your headset → https://goo.gl/U3ZSRD ► Get Oculus Rift + Touch → http://amzn.to/2toFUlO ► Or become our Patron (includes exclusive rewards) → https://www.patreon.com/casandchary OUR SPECS - Our microphone (ModMic Wireless) → https://amzn.to/2MQF0tC - Our VR equipment → https://www.amazon.com/shop/caschary - More info here → https://casandchary.com/vr-equipment/ SOCIAL MEDIA 💬 Join our Discord → https://discord.gg/YH52W2k 💬 Twitter → https://twitter.com/CasandChary 💬 Facebook → https://www.facebook.com/casandchary/ 💬 Instagram → https://www.instagram.com/casandchary/ A special thanks to these Patreon Champs for their amazing support: - artArmin - Baxorn - VR Ambassador - Andy - Albert - Wintceas - Myshella - James VR on! - Cas and Chary VR DISCLAIMER - Links in this description may contain affiliate links. You don't have to use them but if you do, a small referral fee will go to this channel supporting the content. #VR #OCULUSRIFT #TIPSANDTRICKS

Walmart Brings Tricked Out ‘How to Train Your Dragon’ VR Experience to Select Stores

Walmart is continuing its onward journey to think outside of the big-box with the help of VR, this time bringing 50-foot tractor-trailers to their megalithic parking lots across the US to let shoppers go head-first into a VR experience for DreamWorks Animation’s upcoming film, How to Train Your Dragon: The Hidden World.

Walmart says in a press release that the experience begins in an on-boarding room where the film’s mischievous twins Ruffnut and Tuffnut greet guests. Participants then don HP Windows VR headsets outfitted with Leap Motion sensors, and sit in specialized Positron Voyager motion chairs powered by the HP VR backpack.

In the VR activationusers get a chance to experience a five-minute journey through the film’s dragon utopia called ‘The Hidden World’, of course accompanied by series regulars Astrid, Hiccup, Toothless, and Hookfang. The experience serves ages eight and up.

Parents and waiting participants can follow along with the VR content their kids and friends are experiencing inside by viewing on HP Chromebooks, and play on HP’s Omen Gaming Laptops located outside the venue while they wait.

The VR experience was developed by DreamWorks and Spatial&, Walmart’s second portfolio company to launch from their incubator Store N°8. The experience is made up of “high-resolution images and 360-degree VR videos,” the company says.

SEE ALSO
Walmart to Launch Nation-wide VR Training Program with Over 17,000 Oculus Headsets

Unsurprisingly, the activation also features a How to Train Your Dragon gift shop, because … Walmart. Merchandise includes plush toys, action figures, franchise DVDs, and video games.

The How to Train Your Dragon: The Hidden World Virtual Tour will visit select cities and Walmart stores between February 15th and April 9th.

Tour Locations & Dates

  • Burbank, California (1301 N Victory Place) – February 15-16
  • Pico Rivera, California (8500 Washington Boulevard) – February 17-19
  • Anaheim, California (440 Euclid Street) – February 22-23
  • San Bernardino, California (4001 Hallmark Parkway) – February 24-26
  • Las Vegas, Nevada (5200 S Fort Apache Road) – March 1-2
    North Las Vegas, Nevada (6464 N Decatur Boulevard) – March 3-5
  • Glendale, Arizona (5010 N 95th Avenue) – March 8-9
  • Gilbert, Arizona (2501 S Market Street) – March 10-12
  • San Antonio, Texas (8923 W Military Drive) – March 15-16
  • New Braunfels, Texas (1209 S Interstate 35) – March 17-19
  • Grand Prairie, Texas (2225 I-20) – March 22-23
  • Allen, Texas (730 W Exchange Parkway) – March 24-26
  • Sugar Land, Texas (345 Highway 6) – March 29-30
  • Katy, Texas (1313 N Fry Road) – March 31-April 2
  • Rogers, Arkansas (4208 S Pleasant Crossing Boulevard) – April 5-6
  • Bentonville, Arkansas (406 S Walton Boulevard) – April 7-9

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Ream more: https://www.roadtovr.com/walmart-brings-tricked-train-dragon-vr-experience-select-stores/

‘Doctor Who’ Virtual Reality Experience to Land on VR Headsets Soon

The BBC today announced that Doctor Who is getting a VR interactive experience, slated to release on VR headsets sometime this year.

Dubbed Doctor Who: The Runaway, fans will get a chance to step into the TARDIS and join the Thirteenth Doctor (played by Jodie Whittaker) in virtual reality.

According to a press releasethe experience is said to last 12 minutes, and will be available on “selected VR headsets in the coming months.” Just which headsets the experience will launch on is still unclear.

The animated VR experience was created by the BBC and Passion Animation Studios, with Whittaker reprising her role as ‘The Doctor’.

SEE ALSO
Disney to Develop New "Top Secret" VR Short Film Following Success of 'Cycles'

Passion Animation was most notably behind the Gorillaz VR music video ‘Saturn Barnz (Spirit House)’ and the 2D theatrical cut of Google Spotlight Stories’ award-winning VR short Pearl.

“Our team at the BBC VR Hub has been creating new experiences with the goal of helping to usher virtual reality into the mainstream, and Doctor Who is exactly the sort of series that can help more people to try this new technology,” says Zillah Watson, head of BBC VR Hub. “The show has been pushing boundaries for over 55 years, and VR enables Doctor Who to explore a whole new dimension of storytelling.”

Doctor Who: The Runaway is said to include new original music from composer Segun Akinola, the mind behind much of music featured in the show’s eleventh season. The 12-minute experience was written by Victoria Asare-Archer and directed by Mathias Chelebourg, whose previous VR films include Alice, the Virtual Reality Play, and The Real Thing VR.

The post ‘Doctor Who’ Virtual Reality Experience to Land on VR Headsets Soon appeared first on Road to VR.



Ream more: https://www.roadtovr.com/doctor-virtual-reality-experience-land-vr-headsets-soon/

Portal-style Puzzler ‘ChromaGun VR’ to Launch on PSVR Next Week

Initially slated for release last year, Nuremberg, Germany-based indie studio Pixel Maniacs have announced that the first-person puzzle shooter ChromaGun VR is headed to PSVR next week.

The original ChromaGun targeted a variety of platforms including PC, mobile, PlayStation 4, Xbox One, and Nintendo Switch, launching on PC via Steam back in 2016 after about a year in the now defunct Steam Greenlight program. It’s latest version, rejiggered for virtual reality, is set to release February 19th exclusively on PSVR.

In ChromaGun VR you use a paint-shooting gun to color walls and floating spherical Worker Droids, leaving you with the task of guiding your orb-shaped pals to door-opening triggers, switches or electrified tiles so you can progress forward. With only one solution to each puzzle, and plenty of opportunity to mess up, users typically find themselves resetting puzzles to discover just the right mix or color-coded instructions.

 

Steve Crouse, creative director at Pixel Manics says in a PS blogpost that while some rooms in the original game were resized to improve performance on PSVR, the overall gameplay mechanics are unchanged.

SEE ALSO
'Audica' is an Inventive "VR Rhythm Shooter" From the Studio Behind 'Rock Band'

“There are no new chambers in ChromaGun VR. This was a touchy decision to make, because a lot of levels follow a curve, forcing players to turn around. Had we designed new levels for VR, we could’ve made them lead straight ahead, making it more comfortable to play. But in the end, we wanted players to be able to experience the original ChromaGun in VR, not some watered-down port of the game,” Crouse says.

ChromaGun VR supports both DualShock 4 controllers and PS Aim, the gun peripheral originally launched with VR shooter Farpoint (2017). You can check out the PlayStation Store link here.

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Ream more: https://www.roadtovr.com/portal-style-puzzler-chromagun-vr-launch-psvr-next-week/

Rift Platform Update Now Lets Users Import Custom Home Spaces

Thursday, February 14, 2019

‘Budget Cuts’ is Gets 4 New Levels with Launch of Arcade Mode

Neat Corporation announced their stealth robot-killing game Budget Cuts (2018) is getting a special update today that is putting four new ‘arcade’ levels into the base game.

Update (February 14th, 2019): Budget Cuts today received the previously teased ‘Arcade Mode’, which brings four new levels to the game. The special mode comes free to all owners of the game, and puts a clear focus on replayability, replete with local leaderboards and collectibles in each level. In the today’s update, story mode’s ‘Extra’ difficulty level is now also “a bit more difficult,” the studio says in a Steam news post.

Original Article (November 9th, 2018): In a Steam news post, developer Linnéa Harrison says the studio has been thinking about how to make Budget Cuts easier to pick up and play, something the 5+ hours story doesn’t easily provide.

The arcade version is said to come with four “entirely new levels and missions,” Harrison says. The best bit—owners of Budget Cuts will receive the new arcade levels for free.

There’s no word on when the Arcade version is coming (see update), and Neat Corp is staying tight-lipped on the specifics.

If haven’t had a chance to play (or want to waste some time while you wait), check out our in-depth review of Budget Cuts to see what makes it tick and why we gave it an impressive [9.2/10].

The post ‘Budget Cuts’ is Gets 4 New Levels with Launch of Arcade Mode appeared first on Road to VR.



Ream more: https://www.roadtovr.com/budget-cuts-getting-levels-launch-new-arcade-version/

Report: Leaked Email Reveals Facebook XR Strategy, ‘Our goal is not only to win, but to accelerate its arrival’

An internal email reportedly sent by Facebook CEO Mark Zuckerberg to senior executives offers a glimpse into the strategic thinking behind the company’s feet-first leap into XR following the 2014 acquisition of Oculus.

Facebook turned heads across the tech industry and beyond when it acquired Oculus for some $2 billion in 2014. What on Earth is a social networking company doing buying a VR hardware startup, and for that much money?

TechCrunch reports that Facebook CEO Mark Zuckerberg sent a four page internal email to key executives at the company which outlined the strategic thought process guiding the company’s early dive into AR and VR.

The email was acquired by author Blake Harris who gained access to it and thousands of other documents through research for his upcoming book The History of the Future, which explores the formative years of the modern VR industry. TechCrunch says it has not independently verified the authenticity of the email; Road to VR has reached out to Facebook for comment.

Dated June 22nd, 2015, more than a year after the company’s Oculus acquisition, the purported email reveals that Zuckerberg commitment to XR was driven by a desire to beat tech behemoths Google and Apple to XR, which he calls in the email (and has also called publicly) “the next major computing platform,” as a means of enhancing the company’s strategic positioning:

The strategic goal is the clearest. We are vulnerable on mobile to Google and Apple because they make major mobile platforms. We would like a stronger strategic position in the next wave of computing. We can achieve this only by building both a major platform as well as key apps.

I will discuss the main elements of the platform and key apps further below, but for now keep in mind that we need to succeed in building both a major platform and key apps to improve our strategic position on the next platform. If we only build key apps but not the platform, we will remain in our current position [of being beholden to platform holders]. If we only build the platform but not the key apps, we may be in a worse position. We need to build both.

From a timing perspective, we are better off the sooner the next platform becomes ubiquitous and the shorter the time we exist in a primarily mobile world dominated by Google and Apple. The shorter this time, the less out community is vulnerable to the actions of others. Therefore, our goal is not only to win in VR / AR, but also to accelerate its arrival. This is part of my rationale for acquiring companies and increasing investment in them sooner rather than waiting until later to derisk them further. By accelerating this space, we are derisking our vulnerability on mobile.

As a company whose users access apps and services in a large part through mobile phones running iOS or Android, the reason for Zuckerberg’s desire to get out from under the thumb of Apple and Google was recently tested put in the spotlight when Apple blocked Facebook from running its internal iOS apps when it was revealed that Facebook was using Apple’s platform in ways the company forbids.

Owning both the platform and the key apps means deep control over an ecosystem, and Zuckerberg wants that power in Facebook’s hands rather than its competitors. With mobile already a mature ecosystem, he’s placed his bets on XR as the “next major computing platform” by 2025, and nearest opportunity for Facebook to seize strategic control.

The unverified email continues with a more detailed breakdown of how Zuckerberg expects to facilitate both “winning” the space, and accelerating its arrival.

The key apps are what you’d expect: social communication and media consumption, especially immersive video. Gaming is critical but is more hits driven and ephemeral, so owning the key games seems less important than simply making sure they exist on our platform. I expect everyone will use social communication and media consumption tools, and that we’ll build a large business if we are successful in these spaces. We will need a large investment and dedicated strategy to build the best services in these spaces. For now though, I’ll just assert that building social services is our core competence, so I’ll save elaborating further on that for another day.

The platform vision is around key services that many apps use: identity, content and avatar makerplace, app distribution store, ads, payments and other social functionality. These services share the common properties of network effects, scarcity and therefore monetization potential. The more developers who use our content marketplace or app store or payments system, the better they become and the more effectively we can make money.

[…]

Our overall vision for the space is that we will be completely ubiquitous in killer apps, have very strong coverage in platform services (like Google has with Android) and will be strong enough in hardware and systems to at a minimum support our platform services goals, and at best be a business itself.

Further into the email, Zuckerberg says that he was “supportive of acquiring Unity,” one of the leading game engines for both non-VR and VR gaming content. He goes on to “outline the advantages of owning unity,” which includes giving Facebook the capability to “build world-class VR / AR experiences required to deliver on this overall mission,” and allow the company to “make our key services the defaults [in Unity] that developers use. […] Just like developers who deeply rely on Google’s Play Services are more likely to use the next Play Service API that comes out, developers who use more of our systems to build their VR / AR experiences will also be likely to use additional services as we build them as well.”

In making his case for acquiring Unity, Zuckerberg also explores what could happen if Facebook doesn’t:

On the flip side, if someone else buys Unity or the leader in any core technology component of this new ecosystem, we risk being taken out of the market completely if that acquirer is hostile and devices not to support us. Again, this likely wouldn’t be a sudden proclamation that Unity no longer supports Oculus, but Google or someone else would just never prioritize improving our integrations.

To some degree, this downside is such a vulnerability that it is likely worth the cost just to mitigate this risk, even if this deal didn’t come with all of the upsides for which we originally contemplated it.

[…]

Given the overall opportunity of strengthening our position in the next major wave of computing, I think it’s a clear call to do everything we can to increase our chances. A few billion dollars is expensive, but we can afford it. We’ve built our business so we can build even greater things for the world, and this is one of the greatest things I can imagine us building for the future… [the email concludes].

In the intervening four years, Facebook not only didn’t acquire the company, but Unity has raised more than $500 million in new investments, according to CrunchBase, making any shot at an acquisition far more expensive for Facebook today than when Zuckerberg was reportedly laying out the case for buying the company in 2015.

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At $600K, Tundra Tracker Smashes Kickstarter Goal in Less Than 24 Hours

Tundra Tracker, the SteamVR Tracking tracker in development by Tundra Labs, has well exceeded its $250,000 Kickstarter goal in less than 2...