Monday, September 30, 2019

Tilt Five Kickstarter Nearly Doubles Funding Goal, Approaching $1M Milestone with 28 Days Remaining

Tilt Five took to Kickstarter seeking $450,000 in funding to bring its AR headset to life. The headset, which uses a unique projection display method, is heavily focused on tabletop gaming applications. With 28 days remaining, the Kickstarter has nearly doubled its funding goal, and looks well on the way to passing the $1 million milestone with momentum to spare.

Update (September 30th, 2019): The Tilt Five Kickstarter is holding strong momentum since reaching its $450,000 funding goal just 17 hours after launch. The AR tabletop gaming headset project has nearly doubled that initial goal with $870,000 presently pledged. With 28 days remaining in the crowdfunding campaign, the Tilt Five Kickstarter looks well on its way to passing the $1 million milestone.

At $750,000, the project unlocked its first Stretch Goal which will bring a new color option to the display board (apart from the default black). Backers will get to vote on which color they’d like, and the most popular choice will be made available.

The project’s next Stretch Goal, coming up at $1.25 million, is a new color option for the headset and wand. One again, backers will get to vote on the color choice. The following stretch goal, at $1.5 million, has not been announced yet.


Update (September 25th, 2019): Tilt Five is officially funded, having reached its goal within the first 17 hours of the project going live. At the time of this writing, the Kickstarter is sitting at over $580,000 and its showing no signs of stopping.

The first stretch goal is at $750,000, which will bring with it a new game board color, voted on by the backer community. A second stretch goal, at $1,250,000, had yet to be revealed, revealing just how ambitious the creators are.

The original article announcing the project follows below:

Original Article (September 24th, 2019): Starting at $300, Tilt Five is an AR headset which hopes to revolutionize tabletop gaming by fusing board games and traditional gaming into a shareable and even networked experience. Multiple players are able to gather around a single board, each getting a unique view of the game world. While wand controllers can be used for both motion and button input, the Tilt Five board can also detect special playing cards and miniatures, allowing the board to react to the physical objects in interesting ways.

Though glasses are involved, the system doesn’t use a traditional lens & display setup as you’d expect from other AR headsets. Instead, the headset hides a tiny projector which beams the image onto a retroreflective pad that rests on the tabletop, effectively turning the pad into the display.

The dots around the pad are seen by cameras on the headset and used to determine its position, which allows the projected image to update in real time according to the movements of the user. The headset itself plugs into a host device for processing, and Tilt Five currently indicates compatibility with Windows and Android but doesn’t mention iOS.

The nature of the retro reflective surface means that the light from the projector bounces straight back to the user, while others nearby can’t actually see the image. That means that a single pad can be used to give perspective-correct views to multiple players (you can think of it like a 3D display which gives each user the correct view based on their position). This also means that players can have unique views of the ‘same’ board, which could, for instance, come in handy in a game where one player sets traps that the others can’t see, or for a dungeon master to see the entire playing field while explorers see a ‘fog of war’ covering the landscape.

Image courtesy Tilt Five

Though the Tilt Five headset certain encourages multi-user play (including the potential for networked multiplayer games), the board is also pitched as supporting single player games too. Each of the Kickstarter tiers includes an introductory game pack which includes six titles, some of which are single player and some multiplayer (though you’ll need more than one headset for the multiplayer games). All of the included games work on Android and Windows.

Image courtesy Tilt Five

Tilt Five starts at $300 for a complete kit, which includes the headset, wand controller, display board, and more. Two SKUs are available, the LE and the XE, with the only difference being the size of the display board (and the XE comes with a ‘kickstand’ which allows you to prop up the side of the board allowing you to see further into the virtual world. More expensive tiers offer up the larger board, a deluxe box with carrying handle,” and access to stretch goal options. Yet more expensive tiers offer more than one headset in the box so that you can play with your friends.

Image courtesy Tilt Five

According to Tilt Five, the headset has 720p resolution, 110 degree diagonal field of view, and supports games up to 60Hz. There’s also on-board audio, a microphone, and an 8MP camera on-board for computer vision. Meanwhile, the headset weighs just 85 grams.

Though the company says it’s for “early adopters”, Tilt Five is not explicitly designating the headset as a dev kit, but says that any version of the headset can be used as such  for developers who want to build games for the platform using an SDK provided by the company, including support for Unity and UE4.

Tilt Five says that third-party developers are already building content for the platform, including a commitment from Fantasy Grounds, a virtual tabletop platform that supports popular tabletop RPGs like Dungeon & Dragons.

If you’re thinking some of Tilt Five’s work looks and sounds familiar, it isn’t déjà vu.

CastAR prototype headset | Photo by Road to VR

Technical Illusions, which spun out of Valve in 2013 with Jeri Ellsworth (also one of Tilt Five’s founders), was working on very similar projection-based headset called CastAR for several years, though its ambitions went far beyond tabletop gaming. Though the company raised $15 million in venture funding, it was reportedly shut down in 2017 before it was able to get its AR system to market.

Though we don’t know the full reincarnation story at this point, Tilt Five has taken a much more tractable approach by focusing specifically on the tabletop gaming use-case, and looks ready to springboard off of the late CastAR.

The post Tilt Five Kickstarter Nearly Doubles Funding Goal, Approaching $1M Milestone with 28 Days Remaining appeared first on Road to VR.



Ream more: https://www.roadtovr.com/tilt-five-ar-headset-kickstarter/

Oculus CTO: ‘Rift S Still Worthwhile Even After Quest Gets PC-tether Feature’

Oculus CTO and legendary programmer John Carmack took to Twitter recently to explain his reasoning behind why Rift S is still worth buying even though Oculus Quest will soon get the ability to play Rift games via Oculus Link.

A bit of backstory: Facebook first unveiled the software feature at Oculus Connect last week, which will let Quest essentially work as a Rift on VR-ready PCs by connecting to computers via a USB 3.0 cable. It’s slated to launch sometime in November, and while it’s no doubt a welcome feature to users who are looking to get one of the most capable VR headsets out of the box, it’s clear some Rift S owners feel snubbed by the news.

Launched just six months ago, Rift S replaced the original 2016-era Rift as the company’s only high-end PC VR headset, and was positioned as the only way to play the platform’s PC VR titles. At the same time, Quest was launched as the only way to play a select number of bespoke VR games either ported or made exclusively for the standalone hardware, leaving both ecosystems segregated outside of the few cross-buy apps sponsored by Oculus

Carmack, who makes no bones about telling unambiguous truths on the company’s technology in his famous unscripted talks, says that Rift S still has a few key selling points over the standalone Quest:

Referring to Oculus Link’s current latency, Carmack additionally says that it “doesn’t make any sense to play Beat Saber over the link — play it locally without the cable!”

A fast-twitch game like Beat Saber is arguably one of the best ways to benchmark a VR headset’s hand-tracking and overall signal latency, as you can easily compare between systems the ingrained feeling of hitting blocks on the beat.

Road to VR’s Ben Lang does however point out in his recent hands-on with Link that despite the current issues mentioned by Carmack, the experience is surprisingly pretty great.

“Visually, the image felt smooth with no stuttering or obvious compression artifacts, nor significant muddying of dense textures (something you often seen with attempts at wireless VR over Wi-Fi). The edges of geometry felt sharp and maintained strong stereoscopy,” Lang writes.

The hand-tracking was also pretty good too, although Lang only got to try the upcoming Rift exclusive Asgard’s Wrath running on Quest, so there’s no telling how Link will truly perform with other titles. It was a promising enough experience for Lang to call it “like [using] a native PC VR headset.”

Check out the full hands-on here for a deep dive.

The post Oculus CTO: ‘Rift S Still Worthwhile Even After Quest Gets PC-tether Feature’ appeared first on Road to VR.



Ream more: https://www.roadtovr.com/oculus-cto-oculus-link-carmack/

Verizon Acquires Jaunt XR’s Augmented Reality Tech

Jaunt, the cinematic VR company that pivoted to AR last year, today announced it has sold its software, technology, and “certain other assets” to American telecom Verizon.

Neither company has disclosed the acquisition price, or if that will include any of Jaunt’s remaining staff, although Jaunt says it will be assisting Verizon for a brief period of time with the transition of “select portions of the software and technology.”

“We are thrilled with Verizon’s acquisition of Jaunt’s technology,” said Jaunt XR CEO Mitzi Reaugh in a press statement. “The Jaunt team has built leading-edge software and we are excited for its next chapter with Verizon.”

Founded in 2013, Jaunt became known not only for producing its high-quality 360 video for consumers, but also a 360 camera dubbed Jaunt One (formerly NEO) aimed at idustry professionals looking to get into immersive video capture.

In October 2018, Jaunt made the critical to decision to pivot to AR and lay off a significant portion of its staff in the process. Since then, the company has most recently been involved in the design and training of neural networks for real-time human pose estimation and body part segmentation, something that’s aimed at creating volumetric videos and 3D models of humans for playback on AR/VR devices.

Throughout its lifespan, the company secured over $100 million from the likes of Disney, Sky, and Axel Springer, with its latest funding round in 2015 garnering the company $65 million.

The post Verizon Acquires Jaunt XR’s Augmented Reality Tech appeared first on Road to VR.



Ream more: https://www.roadtovr.com/verizon-jaunt-acquisition/

Saturday, September 28, 2019

The Best Oculus Connect 6 Announcements & Hands-On Impressions!



At OC6 we got to try out Oculus Link, Oculus hand tracking and Medal of Honor: Above and Beyond. First impressions are in this video and more info about the announcements! ► Check out our VR equipment → https://www.amazon.com/shop/caschary ► Subscribe to see more videos like this one → https://goo.gl/bSJ6L8 As you may know, Chary and I traveled to the US to attend Oculus Connect 6. Over there, we had the opportunity to try out the things that were announced! And there were some things announced that we think are very exciting for the industry, some not so much. In this video, we will give you our first impressions of everything we tried there. LINKS Oculus Quest (US) - https://amzn.to/2H5ECGx Oculus Quest (UK) - https://amzn.to/2Jip6Zg Oculus Quest (NL) - http://bit.ly/2QlCpd2 (Coolblue) Asgard's Wrath Gameplay - https://youtu.be/l1mp2Wv3kj0 Stormland Gameplay - https://youtu.be/1yHSAMhhQJQ TIMESTAMPS 00:57 - OC6 Game announcements 00:59 - OC6 Vader Immortal: Episode II 01:25 - OC6 Asgard's Wrath & Stormland Release Dates 01:47 - OC6 Medal Of Honor: Above And Beyond VR First Impressions 03:08 - OC6 Boneworks on Oculus Quest 03:21 - OC6 Facebook's Horizon 04:46 - OC6 AR Glasses 05:25 - OC6 Oculus Link First Impressions 08:46 - OC6 Oculus Hand Tracking First Impressions SUPPORT THE CONTENT ► Become our Patron (includes exclusive rewards) → http://bit.ly/PatreonCasandChary ► Become a Sponsor on YouTube (includes exclusive rewards) → http://bit.ly/JoinCasandChary USE OUR LINKS TO SUPPORT US ► VRcover → http://bit.ly/CCVRCover ► VR Prescription Lens Adapters (5% discount code: "CAS&CHARY") → http://bit.ly/CCWidmoVR ► Oculus Quest Comfort Strap (5% discount code: "CAS&CHARY") → http://bit.ly/CCStudioformVR ► Play PC VR games with your Quest (10% discount code: "JWGTCASCHARY") → http://bit.ly/CCRiftcat ► More on our website → https://casandchary.com/discount-codes-affiliate-links/ OUR GEAR Our VR equipment → https://www.amazon.com/shop/caschary Full PC Specs → https://casandchary.com/vr-equipment/ GET LATEST UPDATES Twitter → https://twitter.com/CasandChary Facebook → https://www.facebook.com/casandchary/ Instagram → https://www.instagram.com/casandchary/ Join our Discord → https://discord.gg/YH52W2k A special thanks to these Patreon Champs for their support: - artArmin - Baxorn - Olemartinorg - Studioform VR - Wintceas - Andy - Albert - Ben P. - D Coetzee MUSIC Music we use is from Epidemic Sounds → http://bit.ly/CCEpidemicSound DISCLAIMER Our trip was sponsored by Facebook. We were not obligated to make a video. Per our guidelines, no review direction was received from them. Our opinions are our own. 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 the channel, supporting the content at no extra cost to you. If you use it, thank you very much. VR on! - Cas and Chary VR #oc6 #oculusconnect6 #casandchary

Friday, September 27, 2019

‘Asgard’s Wrath’ Boasts Massive 121 GB File Size Thanks to High-res Textures

Asgard’s Wrath is launching exclusively on Rift October 10th, so you know exactly how much time you’ll need to either clear out space on your SSD, or buy a new one for what appears to be one of, if not the largest game by file size to land on the Oculus Store.

According to its store listing, the Norse-themed combat-adventure is slated to take up 121.08 GB of space on your hard drive. As far as we can tell, this makes it the bulkiest game on the Oculus Store to date, with DiRT Rally 2.0 coming in at a hefty 81.92 GB and Marvel Powers United VR coming in at just under 56 GB.

Mike Doran, an executive producer at Oculus Studios, confirmed the file size in a reddit post, shedding some light on why its so massive:

It’s the textures. This game is huge.

I personally think it’s arguably the best looking VR game of all time, so far. Sanzaru’s artists have crafted some incredible looking levels. We find that people want to spend time in them just being there. For those folks it’s going to be an even longer game.

You guys will need to judge it for yourselves for sure. I’m really proud of it though.

Like Asgard’s Wrath, Marvel VR was created by Sanzuru Games in partnership with Oculus Studios, so that might explain some things. While high-resolution textures do take up a lot of space relatively speaking (the game admittedly does look pretty great to us), the game itself is slated to take the average player 30+ hours to complete.

For many users looking for full ‘AAA’ VR gaming experience, this is something of a Thor-sized godsend. You’ll of course need an equally epic monthly data cap and plenty of time to pre-load before it releases next month.

If you’re sorted for data but skint on C: drive space, follow these steps to reassign your primary game installation drive, courtesy of Oculus Support:

To install the Oculus app on a different system drive:

  1. Press the Windows key + R to open the Run command
  2. Enter the following path: [drive]:\Users\USERNAME\Downloads\OculusSetup.exe /drive=[new system drive]
    – Replace [drive] with the letter of the drive where Oculus was downloaded to
    – Replace [new system drive] with the letter of the new drive you’d like to install Oculus toEx: C:\Users\USERNAME\Downloads\OculusSetup.exe /drive=or C:\Users\USERNAME\Downloads\OculusSetup.exe /drive:D
  3. Click OK

The Oculus app will then open and attempt to install the app on the new drive you’ve chosen.

The post ‘Asgard’s Wrath’ Boasts Massive 121 GB File Size Thanks to High-res Textures appeared first on Road to VR.



Ream more: https://www.roadtovr.com/asgards-wrath-121-gb-file-size/

Stress Level Zero to Bring ‘Boneworks’ Universe Game to Quest Next Year

Announced at Oculus Connect 6 this week was a new title from Stress Level Zero, the studio behind Hover Junkers (2016) and Duck Season (2017). The game, which is said to arrive on Oculus Quest sometime next year, is slated to take place in the same universe as the studio’s upcoming physics-based adventure Boneworks.

Teased during the opening keynote, the game is basically a complete mystery at this point, although the same can be said for Boneworks, which is slated to launch sometime in Q4 of 2019.

The title ‘Project 4′ was  flashed on the screen, but it’s not clear at this time whether that’s the actual name of the game, or if it’s simply a placeholder.

Image courtesy Facebook

Stress Level Zero describes Boneworks as an “Experimental Physics VR Adventure” where you scavenge physics-based weapons, tools, and objects to fight across dangerous playscapes and mysterious architecture.

Physics-based interactions tend to be pretty CPU-intensive, so slimming down the experience to fit into Quest’s modest Snapdragon 835 will certainly be something to see.  We’re hoping to learn more about Project 4 in the coming months. As always, we’ll keep you updated, so check back soon.

The post Stress Level Zero to Bring ‘Boneworks’ Universe Game to Quest Next Year appeared first on Road to VR.



Ream more: https://www.roadtovr.com/stress-level-zero-bring-boneworks-game-quest/

Thursday, September 26, 2019

Let's Walk The OC6 Showfloor Together!



Support the stream: https://streamlabs.com/casandchary We are at OC6 and we want to share that experience with you live (if the WiFi allows it!). Join us today and let's talk VR. ► Check out our VR equipment → https://www.amazon.com/shop/caschary ► Subscribe to see more videos like this one → https://goo.gl/bSJ6L8 Oculus Connect 6 is an Oculus developers conference held on September 25 & 26 at the San Jose McEnery Convention Center in California. We are there and want to share the experience with you! Let's walk the show floor together (if the WiFi allows it!). For those wondering, a video of this event is coming up later. Welcome to our weekly Virtual Reality live stream! Usually, our live stream is centered around one topic, but you can come to ask us anything. Or just come hang out and discover the beautiful worlds of VR with us. Our live stream schedule is every Friday at 9 PM CEST (GMT+2). SUPPORT US Subscribing and watching our videos is by far the biggest support you can give us. However, if you want to do more - you can also donate. All donations go to improving the channel. BUY US A COFFEE & BOOST THE CHANNEL ► One-time donation → http://bit.ly/DonateCasandChary BECOME A CHAMPION (LONG-TIME SUPPORTER) ► Become our Patron (includes exclusive rewards) → http://bit.ly/PatreonCasandChary ► Become a Sponsor on YouTube (includes exclusive rewards) → http://bit.ly/JoinCasandChary USE OUR LINKS TO SUPPORT US ► VRcover → http://bit.ly/CCVRCover ► VR Prescription Lens Adapters (5% discount code: "CAS&CHARY") → http://bit.ly/CCWidmoVR ► Oculus Quest Comfort Strap (5% discount code: "CAS&CHARY") → http://bit.ly/CCStudioformVR ► Play PC VR games with your Quest (10% discount code: "JWGTCASCHARY") → http://bit.ly/CCRiftcat ► More on our website → https://casandchary.com/discount-codes-affiliate-links/ OUR GEAR Our VR equipment → https://www.amazon.com/shop/caschary Full PC Specs → https://casandchary.com/vr-equipment/ GET LATEST UPDATES Twitter → https://twitter.com/CasandChary Facebook → https://www.facebook.com/casandchary/ Instagram → https://www.instagram.com/casandchary/ Join our Discord → https://discord.gg/YH52W2k A special thanks to these Patreon Champs for their support: - artArmin - Baxorn - Olemartinorg - Studioform VR - Wintceas - Andy - Albert - Ben P. - D Coetzee MUSIC Music we use is from Epidemic Sounds → http://share.epidemicsound.com/zqM3g DISCLAIMER Our OC6 travel was sponsored by Facebook, but we are not obligated to make videos or live streams. 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 on! - Cas and Chary VR

Oculus: ‘We’d Eventually Like Quest PC Tethering to be Wireless’

Today at Oculus Connect 6, CTO John Carmack dove into the work the company has done on Oculus Link, the Quest feature which will soon allow the headset to tether to PC to play Rift games. Today this requires a USB3 cable, but the natural next step, Carmack said, is that this will eventually be wireless.

Although Oculus Link requires a tether, it’s effectively a ‘remote’ rendering solution, Carmack explained today during his keynote presentation, which means the type of link between the headset and the PC doesn’t really matter so long as it has the necessary bandwidth, latency, and consistency.

While Oculus chose to go with a tether for Oculus Link as a “first step” (thanks to consistent bandwidth and latency), Carmack was up front that the work is headed toward a wireless solution.

“Clearly we’d like this to work on Wi-Fi eventually,” he said, as he went on to speak about some of the tweaks they’d likely undertake to make the Oculus Link rendering solution work best over a wirelessly.

While rotational tracking on Quest with the current Oculus Link solution is nearly identical in latency to Rift S, positional tracking and controller tracking does have some added latency, Carmack said.

Some of that could be further improved, he said, especially if Oculus can get lower level access to the headset’s underlying hardware. Doing so would allow them to build alternate video architectures which could be more suited to remote rendering, further reducing the latency. From Carmack’s discussion, it seemed this is something the company will continue to pursue.

SEE ALSO
Hands-on: Oculus Link Makes Quest Feel Like a Native PC VR Headset

Though Oculus is clearly happy enough with the performance of this solution when rendered by a PC in your home, cloud rendering is another matter. Carmack said that he doesn’t currently see a clear path on making VR cloud rendering viable, owed to both increased latency and more inconsistency.

The post Oculus: ‘We’d Eventually Like Quest PC Tethering to be Wireless’ appeared first on Road to VR.



Ream more: https://www.roadtovr.com/oculus-quest-pc-tethering-wireless-oculus-link/

Hands-on: Oculus Link Makes Quest Feel Like a Native PC VR Headset

Watch Oculus Connect 6 Day Two Keynote Livestream Here @10 AM PT

There was a massive haul of announcements yesterday (believe us, just look at our front page), and while today’s keynote may not have any specific product reveals, where else can you watch legendary programmer and Oculus CTO John Carmack talk about VR until they pull his mic?

Starting today, September 26th at 10 AM PT (local time here), John Carmack will take the stage to hold another installment of his insights and off-the-cuff thoughts about his work at Oculus/Facebook.

If you’ve never seen a Carmack talk, then you’re in for a treat, as he has a special gift for explaining complex topics without need for cue cards or slides.

You’ll be able to watch it live via the Oculus page, which requires a name and email signup. If you’re wary of giving out your info and being contacted for advertising purposes, you can always catch the keynote when its done on YouTube, although it won’t be livestreamed there.

The keynote will also be available via the Oculus Facebook page and via the embedded video below. Just refresh this page at the scheduled time.

If you missed day one’s keynote and you’re looking for two hours to fill, you can watch the complete presentation here.

The post Watch Oculus Connect 6 Day Two Keynote Livestream Here @10 AM PT appeared first on Road to VR.



Ream more: https://www.roadtovr.com/oculus-connect-6-john-carmack/

Pimax Details Upcoming Accessories – Price, Launch Date & More

Along with Pimax’s new additions to its “8K” headset line, “8K” X and Plus, the company offered up an avalanche of info on their upcoming accessories for consumers, as well as upgrade options for Kickstarter backers & pre-order customers looking to get the latest gear.

The company released the info on its newly christened ‘Pimax Day’ where they showcased a number of accessories and modules that were previously listed through its 2017 Kickstarter.

There’s plenty to cover: you’ll find pricing, release dates, and specs for the following modules/accessories below including the optical hand-tracking module, eye-tracking module, audio strap, comfort kit, 10-meter cable, and SteamVR 2.0 basestations.

Skip below the lists to find more info on the backer/pre-order upgrade programs Pimax has devised.

Hand-tracking

  • Price: $170
  • Shipping: in December, first to backers who opted for the module
  • Made with UltraLeap (previously UltaHaptics)
Image courtesy Pimax

Eye-tracking Module

  • Price: $300 ($200 for backers)
  • Shipping: to testing groups December 15th
  • Backers can use coupons to reduce to $100
  • Designed in partnership with 7Invensun
  • Special design for wide FOV headsets with canted displays
  • Enables DFR (dynamic foveated rendering)
  • Compatible with the all Pimax headsets
Image courtesy Pimax

Modular Audio Strap

  • Price: $120
  • Shipping: in December, to backers first
  • Includes high-end replaceable audio above the ear speakers
  • Includes an extra face-foam in the box
  • Compatible with all Pimax headsets
Image courtesy Pimax

Vision Comfort Kit

  • Price: $50
  • Shipping: November 1st
  • Includes a new design of the facial interface that is designed to reduce visual artifacts, Nose Guard to prevent light leakage, and larger soft forehead padding.
  • Supports all Pimax headsets
Image courtesy Pimax

10 Meter Extended Length Cable (normal Pimax cable is 5 meters)

  • Price: $99.95 + Shipping
  • Shipping: in November, available for order soon
  • Low impedance extra-long single cable
  • Allows for much wider room scale VR environments
  • DP 1.4 and USB 3

Lighthouse 2.0 Base Stations

  • Price: $300 deposit, final consumer price N/A
  • Shipping: in 3-4 weeks to those who have ordered them
  • No added charges or shipping costs

Upgrade Programs

Pimax is offering a few upgrade programs aimed at keeping their patient backers & pre-order customers happy, including paths to upgrading controllers, basestations, and headsets; this is mostly due to cover for some of the delays in manufacturing.

Controller Upgrade Program

Since Pimax’s in-house developed Sword Controllers are officially delayed until March 1st, 2020, and its SteamVR basestations (Sword Sense) until May 1st, 2020, the company is offering one of two options to pre-order customers.

  • Option 1: Receive Valve Index controllers instead, pay the difference plus a small fee. Lead time is 6 weeks to ship. Controllers and Base Stations bundle also translates to a bundle.
  • Option 2: Apply the money backers paid for the Sword controllers (Up to $200 per set) and we will add an additional $50 (up to $250) applied to an 8K+ or 8KX headset.
Image courtesy Pimax

Headset Upgrade Program

Pimax says that customers who already own a “5K” Plus, “5K” XR, or “8K” are going to get a discount that they can then apply to the company’s upcoming “8K” Plus and “8K” X headsets, although they haven’t said how much the discount will be at this time.

The company will have a dedicated site sometime in October  where backers and pre-order customers can do a number of things such as activate their headset credit, swap for Index Controllers, and get plans to 3D print the Prescription Lens Adapter.

Pimax community manager Martin Lammi (aka SweViver) held a livestream with company COO Kevin Henderson that dives deeper into each program. You can check out Part 1 and Part 2 for more detailed info on the headsets and upcoming accessories.

The post Pimax Details Upcoming Accessories – Price, Launch Date & More appeared first on Road to VR.



Ream more: https://www.roadtovr.com/pimax-accessories-launch-upgrade-program/

Pimax to Start Shipping “8K” X & “8K” Plus This Year, Ruggedization Available on All Models

Pimax is bringing more of its “8K” model headsets to market this year with the entrance of the $1,300 “8K” X and the $1,000 “8K” Plus. The company will be offering all of its headsets with optional ruggedization too, although you’ll have to contact the company to get a price quote.

Pimax’s base “8K” headset, priced at $900 without controllers or the requisite SteamVR basestations, already offers up dual 3,840×2,160 resolution CLPL panels, however design limitations only allow the headset to upscale from 2,560×1,440 resolution per display.

The “8K” X big claim to fame is it offers up native 3,840×2,160 rendering for each display at 75 Hz refresh, and at 90 Hz refresh when the integrated upscaler is enabled. Pimax says its using new panel tech for both “8K” X and “8K” Plus, which should provide higher contrast and deeper colors using an RBG stripe matrix LCD.

Pimax 8K, Photo by Road to VR

“8K” X, which was originally promised to arrive in May 2018 to Kickstarter backers, is said to start shipping to backers starting December 18th, 2019.

There’s still no word on when enthusiasts will be able to plonk down the cash for their own headset, although considering Pimax will be attending to backers first, the wait may bleed over into early 2020.

The “8K” Plus headset, which is slated to launch on October 30th, has the same panels as the “8K” X, however delivers content upscaled from 2,560×1,440 to the display’s native 3,840×2,160 resolution, just like the original “8K”.

The company says though that they’ve included a new algorithm for the upscaler, and that “8K” Plus comes with optional 65/72/90 Hz refresh rate.

Both headsets are said to include between 10-15% better panel utilization over its predecessor and the same 170-degree horizontal field of view. Both however will arrive with a new modular audio strap and a wider facial interface called a ‘comfort kit’.

Image courtesy Pimax

Neither headset comes with controllers or SteamVR basestations, which must be purchased separately through Pimax, Valve, or HTC.

Ruggedization is coming to all models too, which consumers can op-in for by contacting the company. This includes a special rubberized coating and metallic buttons to the headset, which is said to increase durability and water resistance.

There aren’t any pre-order links yet, although we’ll update this piece when the time comes. In any case, you’ll be sure to find more info soon on Pimax’s website.

– – — – –

If you’re wondering why we’ve put 8K in quotations, its because each panel is only 4K in resolution. This means you only see the max benefit of a single display’s resolution since both are combined to form a single stereoscopic picture.

The post Pimax to Start Shipping “8K” X & “8K” Plus This Year, Ruggedization Available on All Models appeared first on Road to VR.



Ream more: https://www.roadtovr.com/pimax-8kx-8kplus-launch-dates/

Wednesday, September 25, 2019

PC Tethering on Quest is a Huge Upgrade, Making Rift S an Even More Questionable Purchase

Oculus today announced an upcoming PC tethering feature coming to Quest headsets in November. Oculus Link, as it’s called, will let users plug into VR ready PCs and play games originally designed for Rift. Oculus is calling it “the best of both worlds,” but then where does that leave their latest PC VR headset, Rift S?

Quest and Rift S, Oculus’ newest headsets, launched just six months ago, but it wasn’t until today that Oculus announced a PC tethering feature—something which customers had been asking about well before the launch of the headsets.

For many contemplating picking up one of the two headsets, the fundamental equation boiled down to this:

  • Rift S: Costs $400; plays high-end games connected to PC
  • Quest: Costs $400; plays low-end games with no PC

If you wanted the high-end experience, you’d clearly pick the Rift S. If you wanted portability and convenience, you’d pick Quest.

But today’s announcement, as near as we can tell, completely changes that equation.

  • Rift S: Costs $400; plays high-end games connected to PC
  • Quest: Costs $400; plays low-end games with no PC and plays high-end games connected to PC

So why would anyone buy a Rift S for the same price as Quest when the latter effectively has twice the functionality? Yes, there’s some technical differences between the headsets—the display tech is a bit different and so are the ergonomics—but hardly enough to be consequential in the face of mobile + PC functionality vs. PC-only functionality.

In fact, with Oculus Link, Oculus is calling Quest “the best of both worlds.” So… would you like ‘the best of both worlds for’ $400, or ‘not the best of both worlds’ for $400. The choice appears so obvious that the question itself seems an affront to your intelligence.

Granted, Oculus Link won’t come until November, and there’s still some unanswered questions about exactly how it will work, which could make things a little less clear-cut. But at present, our understanding is that Oculus Link will turn question into a full-fledged PC VR headset. Oculus has confirmed to Road to VR that Quest will not just be able to play the entire Rift library, it’ll be able to use all the same platform functionality that Rift uses, like Dash, Oculus Home, etc.

For the record, I think that Oculus is making the right choice for the future by making Oculus Link and Quest PC tethering a reality. That said, there’s no denying that it’s creating an awkward moment for its customers—many of whom had been suggesting all along that Quest should logically connect to PCs to no avail and then being shunted to buying a Rift S when Quest didn’t get have it at launch.

If Oculus Link really does turn Quest into a full featured PC VR headset, then who the hell is Rift S for?

Rift S already seemed like an awkward sibling rather than a proper sequel to the original Rift. Because many of the changes from Rift to Rift S felt like side-steps (or maybe even like downgrades) the Rift S wasn’t exactly an obvious upgrade for existing Rift owners.

The only reasonable strategy for Oculus from here may follow this line of thought: slash the price of the Rift S down to $300 or even $200, thereby turning it into the unassailable recommendation for anyone looking to take their first step into PC VR. And while they’re at it, Oculus might want to think of a way to compensate their loyal and enthusiastic early adopter customers who may have begrudgingly chose Rift S over Quest so that they could stay in the PC VR ecosystem, only to watch the other headset subsume that functionality a few months later.

So far, Oculus hasn’t said anything about plans to change pricing or strategy. The company tells Road to VR that it will continue to sell the Rift S, and that it is still positioning the headset as “the gold standard for performance, graphics and the most immersive VR gameplay,” but without qualifying that statement against the capabilities of Oculus Link on Quest.

Again, as we learn more about Oculus Link on the path to its November launch, maybe it’ll become more clear why someone would still want to choice Rift S over Quest, but from what the company has revealed thus far, it just isn’t clear.

The post PC Tethering on Quest is a Huge Upgrade, Making Rift S an Even More Questionable Purchase appeared first on Road to VR.



Ream more: https://www.roadtovr.com/oculus-link-quest-pc-tethering-rift-s-questionable-purchase/

Facebook: Users Have Bought Over $100M in Oculus Store Content to Date

Facebook CEO Mark Zuckerberg took the stage at Oculus Connect  today where he announced that the Oculus Store has now sold over $100 million worth of content to date.

Zuckerberg maintains that the Oculus Store—which provides content for Rift, Quest, Go, and Gear VR—has topped $100 million USD combined.

The company says that more than 20% of that is from Quest alone; considering the standalone VR headset is only four months old, that’s a pretty impressive number.

Side note: the Oculus Store was opened up to paying customers back in March 2015, and first serviced Gear VR.

Although it’s uncertain how Facebook plans on counting its sales numbers when they release support for its ‘Oculus Link’ tether feature, which will allow Quest users to play Rift content by simply plugging into capable computers via USB cable, there’s bound to be more Quest-driven sales, both hardware and software, because of it.

To some degree, those numbers will also rise thanks to the upcoming cross-over support for Oculus Go games on Quest, which will give Go games a measure of forwards compatibility with the 6DOF Quest.


We have feet on the ground at Oculus Connect 6 in San Jose, CA. Check back soon for all things AR/VR to come from the conference.

The post Facebook: Users Have Bought Over $100M in Oculus Store Content to Date appeared first on Road to VR.



Ream more: https://www.roadtovr.com/facebook-100m-store-content-oculus-connect-6/

‘Beat Saber’ is Getting New DLC Featuring Panic at the Disco Next Week, 360 Mode in December

Beat Games took to the stage at Oculus Connect today to make a surprise announcement that Beat Saber’s (2018) next music DLC is set to feature music from American pop rock band Panic! at the Disco.

The 360 mode, first shown on Quest earlier this summer, is also going to be made available on all platforms this December. If you haven’t had the chance to try it yet, check out our hands-on at E3 2019 in June.

The studio is staying tightlipped for now on the titles that will make up the Panic at the Disco DLC, however it is said to land on all platforms next week, which includes PSVR, Oculus Quest, and PC VR headsets via Steam and the Oculus Store.

A tweet from Beat Games however did reveal one measly kernel of info: the music pack will likely include the track ‘The Greatest Show’.

Most recently, Beat Games released a free update that brought along with it six new playable tracks from a variety of artists including Jaroslav Beck, the former CEO who has since transitioned to focusing entirely on securing deals for more music.

The game’s third OST came shortly after a paid DLC pack featuring Imagine Dragons.

The studio hasn’t mentioned pricing yet, however if the game’s historical DLC pricing remains constant with the new Panic at the Disco pack coming next week, it may cost $13 for the entire pack, or $2 per song individually.

The post ‘Beat Saber’ is Getting New DLC Featuring Panic at the Disco Next Week, 360 Mode in December appeared first on Road to VR.



Ream more: https://www.roadtovr.com/beat-saber-panic-at-the-disco-360-mode-oculus-connect-6/

Oculus Reveals New VR Headset Prototypes with Major Advances in Optics Form-factor

On stage at Oculus Connect today, Facebook Reality Labs Chief Scientist Michael Abrash revealed two new prototype VR headsets from the company, Half Dome 2 and Half Dome 3. Both headsets offer improvements over the original Half Dome prototype showed off last year.

Last year Facebook showed off Half Dome, a prototype VR headset which offered up a much larger field of view than current Rift or Quest headsets, as well as varifocal displays which allows the headset to display a more comfortable and natural view to our human eyes.

Today the company revealed two new versions of Half Dome, simply called Half Dome 2 and Half Dome 3. While both still aim to deliver a wider field of view and varifocal display, they also focus on reducing the form-factor to make headsets smaller and more comfortable.

While the original Half Dome used mechanic actuators to move the screen in order to achieve the varifocal feature, Half Dome 2 does this through a voice coil actuator which reduces sound and vibrations of the varifocal mechanism to “imperceptible” levels.

What’s more, Half Dome 2 brings major advancements in the optical pipeline, substantially reducing the size of the headset form-factor. Abrash said this was achieved by “folding the optical path into a very small volume.” Indeed, renderings of the optical modules between Half Dome and Half Dome 2 show a drastic reduction in size.

Half Dome 2 optical module (left) vs. Half Dome optical module (right) | Image courtesy Oculus

Half Dome 3 takes this one step further. Instead of physically moving the display in order to achieve varifocal capability, the Half Dome 3 prototype uses an electronically controlled lens array which allows it to cycle through 64 discrete focus planes.

Half Dome 3 optical module (left) vs. Half Dome optical module (right) | Image courtesy Oculus

This further shrinks the size of the optical module, making Half Dome 3 even more compact.

Abrash did say that Half Dome 2 and 3 had to trade-off some of the original Half Dome’s field of view improvements in order to achieve these compact form-factors, but said that even so they still offered a larger field of view than current Rift and Quest headsets.

Image courtesy Oculus

So far the company isn’t saying when these technologies will make their way into new Oculus headsets, but it doesn’t sound like it’ll be any time terribly soon.

The post Oculus Reveals New VR Headset Prototypes with Major Advances in Optics Form-factor appeared first on Road to VR.



Ream more: https://www.roadtovr.com/oculus-half-dome-2-3-prototype-form-factor-oculus-connect-6/

Backed by $4.4M in Funding, Devs Behind ‘Job Simulator’ & ‘Fantastic Contraption’ Announce New XR Startup

Developers behind critically acclaimed VR games Job Simulator (2016) and Fantastic Contraption (2016) today announced they’re founding a new studio dubbed Absurd Joy. To give them a big push along their quest to “invent entirely new ways to interact, play, and experience immersive technology,” the company today announced it’s raised $4.4 million in funding.

The new studio (stylized as absurd:joy) was founded by Alex Schwartz and Cy Wise—both formerly of Owlchemy Labs—and joined by Andy Moore of Radial Games as a core team member.

Absurd Joy says its working directly with Valve and Oculus, and is being supported financially by Ed Fries of 1Up Ventures, WXR Fund, and Jaroslav Beck of Beat Games.

As its advisors, the studio counts Patrick Curry of FarBridge, Anna Sweet, and Chet Faliszek from Stray Bombay.

Schwartz, Wise, & Moore – Images courtesy Absurd Joy

Schwartz and Wise, the former CEO and studio director at Owlchemy Labs respectively, developed Job Simulator and Rick and Morty: Virtual Rick-ality (2017) before its acquisition by Google in May 2017. Schwartz and Wise left Owlchemy in June 2018 to “pursue new opportunities.”

Moore, a 20-year industry veteran, is known for his programming and design work on Fantastic Contraption and The Museum of Other Realities (theMOR).

Absurd Joy hasn’t unveiled a project yet, and says that the process of experimenting and honing new interactions will be made public in some sense.

“The plan is to post GIFs, experiments, stories, videos, examples, and other random peeks into our process. It’s wacky, we know. But secrets are dumb anyway,” the studio explains.

Although there’s nothing to show today, Absurd Joy has outlined a few principles it wants to follow in its future experimentations, namely making AR/VR interactions more naturalistic and not forcing people to learn ad hoc concepts like unnatural gestures, making it fun, and breaking from the mould of using AR/VR as a games-only medium.

The post Backed by $4.4M in Funding, Devs Behind ‘Job Simulator’ & ‘Fantastic Contraption’ Announce New XR Startup appeared first on Road to VR.



Ream more: https://www.roadtovr.com/4-4m-funding-absurd-joy/

‘Star Wars: Vader Immortal – Episode 2’ Now Available on Rift & Quest, Trailer Here

At Oculus Connect 6 today, ILMxLab showed off some new footage of the second installment of Star Wars: Vader Immortal, and in a surprise ending, Facebook announced the experience’s sequel is now available on both the Quest and Rift platforms.

Vader Immortal: Episode II (2019) is now available on Oculus Quest and Rift Platform for $10.

According to an Oculus blogpostEpisode II, players return to Mustafar to learn the ways of the Force—including new powers and lightsaber skills—from the legendary Sith Lord himself.

Here’s ILMxLab’s description of the experience:

Continue your journey into the heart of Darth Vader’s dark fortress in Vader Immortal: A Star Wars VR Series – Episode II. With the fearsome Sith Lord as your guide, you’ll perfect your lightsaber skills against terrifying new enemies, and master the Force as you discover the truth of an ancient mystery beneath the fiery surface of Mustafar. Starring Maya Rudolph, Vader Immortal is a canonical Star Wars experience created by ILMxLAB and Lucasfilm in collaboration with Oculus Studios.

Check out the new trailer here:

The post ‘Star Wars: Vader Immortal – Episode 2’ Now Available on Rift & Quest, Trailer Here appeared first on Road to VR.



Ream more: https://www.roadtovr.com/oc6-star-wars-vader-immortal-episode-2-rift-quest-launch/

Official Pimax Day Announcements - The Full Live Stream Coverage



The Official Pimax Day Live Stream coverage, bringing everything you want to know about the new Pimax new VR headsets Pimax 8KX, Pimax 8K+, Pimax RE Series and all accessories coming up. We will bring you the official launch dates, final prices and our first impressions on the products. Our Live Stream features Kevin Henderson, COO of Pimax and Martin Lammi (SweViver), the Community Relationship manager of Pimax EU. Join our full coverage of the latest news and surpises from Pimax Technologies! #Pimax #PimaxDay #VR #Pimax8KX #Pimax8KPlus Video Time stamps: 00:00 Introduction 01:32 Pimax Vision 8K X 09:36 Topics of today (table of content graphics) 09:55 Pimax Vision 8K+ 15:01 Pimax Vision RE (Ruggedized Edition) Series 19:41 VR Headset Upgrade Program 22:53 Controller Upgrade Program 35:25 Modular Audio Strap 41:35 Hand Tracking module (UltraHaptics) 47:26 Eye-tracking (7Invensun) 55:52 Vision Comfort Kit 58:45 Prescription Lens Adapter 1:00:34 VR Cooling Fans 1:02:00 10 Meter Cable 1:03:38 For Pimax Backers: 3 Pieces of Free Content 1:06:57 New 120Hz mode for Pimax 5K+ 1:12:26 Pimax Open Source has started 1:18:03 Short First Impressions 1:19:36 Summary of All Announcements 1:22:00 Closing Thoughts & Thanks to Everyone For more detailed information about all Pimax VR headsets and accessories, launch dates, prices, order aviability and announcements, please visit our official website and Forums. Official Pimax Website: https://www.pimaxvr.com/sweviver Official Pimax Forums: https://forum.pimaxvr.com Thank you for watching everyone. /SweViver & The Pimax Team

Rift Exclusives ‘Asgard’s Wrath’ & ‘Stormland’ Get October & November Release Dates

Oculus Connect 6 has offered up a deluge of VR news, and on stage today Facebook announced launch dates for both Asgard’s Wrath and Stormland.

Asgard’s Wrath is slated to arrive on October 10th for the Rift platform.

The combat-adventure game is an Oculus exclusive, and is being built by the Oculus-backed Sanzaru Games. We went hands on at E3 earlier this summer, so check out our hands-on which is only a light dusting of the game’s purported 30+ hour gameplay length—something that promises to be a true ‘AAA’ VR game.

Stormland, the next (and likely final) Oculus exclusive title from Insomniac Games, will come a bit later, as it’s slated to arrive on November 14th.

The game will feature drop-in / drop-out co-op for two players, and a vast ever-changing environment that promises a constant flow of remixed and new content. Check out the latest info and trailer showing of the two-player co-op and combat tactics to get a better idea of what awaits.


This news is breaking. Check back for more info on all things AR/VR to come from OC6.

The post Rift Exclusives ‘Asgard’s Wrath’ & ‘Stormland’ Get October & November Release Dates appeared first on Road to VR.



Ream more: https://www.roadtovr.com/rift-exclusives-asgards-wrath-stormland-get-october-november-release-dates/

‘Medal of Honor: Above and Beyond’ Revealed as Respawn’s AAA VR Shooter, Trailer Here

Respawn has been know to be working on a ‘AAA VR shooter’ for two years, but today finally revealed the game. Medal of Honor: Above and Beyond brings the iconic franchise back to life, now realized for virtual reality.

Set to launch in 2020, Medal of Honor: Above and Beyond is set in World War II and will put players right in the midst of the fight.

The game is being published by Oculus Studios for Rift, which means it will be exclusive to the Oculus platform, and only officially available on the Rift (though with any luck it’ll play nice with the well known ‘Revive’ workaround).

Medal of Honor is a storied franchise spanning more than 15 games, with the first title launching in 1999. With eight years between the most recent Medal of Honor game (2012) and this upcoming 2020 rebirth, it’ll be very interesting to see how Respawn re-imagines the franchise for VR, and whether it can truly carry it forward.

So far Respawn hasn’t offered too much detail on the features of the game, but at this point it’s clear it’ll be a WWII action shooting game. Hopefully it won’t be long until we learn more.

The post ‘Medal of Honor: Above and Beyond’ Revealed as Respawn’s AAA VR Shooter, Trailer Here appeared first on Road to VR.



Ream more: https://www.roadtovr.com/medal-of-honor-above-and-beyond-vr-shooter-respawn-entertainment/

Facebook is Building an AR Headset, Starting By Making a Digital Copy of the Real World

Today at Oculus Connect 6, Facebook formerly announced plans to develop a consumer-focused AR headset. But while the company wasn’t ready to actually talk about the product, they said their focus is starting first on a building a copy of the real world called LiveMaps.

Facebook said outright on stage today, “we’re building an AR headset.” This has been more or less known for some time, but now the company is talking about the steps its taking to actually get there.

In order to deliver the vision of breaking down the barrier between the real and digital worlds, Facebook says they first need a digital copy of the real world—a foundation for an augmented reality headset to understand and interact with reality.

Facebook is calling it LiveMaps, and says it will be a “multi-layer representation of the world,” and one which will crowdsource data from connected devices in real time to provide a constantly updated picture of the real world.

This isn’t just about tracking a device’s location in physical space (though that will surely be an important part of it), it’s about laying a comprehensive foundation for augmented reality devices to understand and digitally modify our world.

Facebook isn’t the first company to be working on this problem, which has also been referred to as the ‘AR cloud’ or ‘mirror world’, among others, and there’s widespread agreement among AR pioneers that such a foundation is essential to the mainstream AR vision that’s been seen in concept videos for more than a decade.


This story is breaking, check back for more info as we get it.

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Ream more: https://www.roadtovr.com/facebook-ar-headset-livemaps/

‘Facebook Horizon’ is a New Social VR App Coming to Quest & Rift Next Year, Trailer Here

Facebook today revealed at Oculus Connect 6 a new social VR app, something the company calls “the first step into an ever-expanding world of connection and exploration.” Although it’s clear the announcement trailer isn’t a 1:1 representation of how Horizon will actually look, it basically feels like the social VR app Facebook should have built all along.

Horizon promises to let people design their own avatars from a preset array of style and body options. To move between spaces, Horizon also uses portals—something they call ‘telepods’—which can take you from public spaces to games and experiences built by Facebook, like Wing Strikers, a multiplayer flying experience.

“Starting with a bustling town square where people will meet and mingle, the Horizon experience then expands to an interconnected world where people can explore new places, play games, build communities, and even create their own new experiences,” the studio says in a blogpost.

Image courtesy Facebook

It’s not all Facebook-built spaces though, as the company says they’ll be including a World Builder, which will include a collection of creator tools that lets you build your own space without the need of coding experience.

All of this, the company says, comes with safety tools and “human guides,” or moderators that are tasked with answering questions and providing assistance. The app is said to include blocking and reporting functions as well.

With the entrance of Horizon, the company will be shutting down Facebook Spaces and Oculus Rooms on October 25th, which should cut down on what up until now has been a pretty fractured smattering of concurrent social VR apps run by Facebook/Oculus.

An open beta for Facebook Horizon will launch early next year. Sign-ups are now available.

The post ‘Facebook Horizon’ is a New Social VR App Coming to Quest & Rift Next Year, Trailer Here appeared first on Road to VR.



Ream more: https://www.roadtovr.com/facebook-horizon-social-vr-oculus-connect-6/

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...