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VR Headset Virtual Reality VR BOX Goggles 3D Glasses Cardboard Remote Control
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A recent hands-on report reveals that HTC's Vive Focus mobile VR headset uses the same lenses and screens as the Vive Pro headset for PC. Currently, the stand-alone headset is sold only in China as a "premium" mobile VR option.
The post HTC’s Vive Focus mobile VR headset uses the same lenses, displays as Vive Pro appeared first on Digital Trends.
Through its first year and a half of life, the PSVR has amassed an absolutely stellar content library. Among excellent exclusive and timed-exclusive games like Farpoint, Moss, Resident Evil 7: biohazard, and The Elder Scrolls V: Skyrim VR, it’s been a good first phase of existence for Sony’s budding VR device.
In October of last year Sony detailed over 60 more PSVR games that would be hitting the headset “through early 2018” and one really stood out among its peers: Torn. At the time we knew very little about the haunting and creepy image of a decrepit, abandoned manor (shown at the top of this article) with nothing but this brief synopsis:
Torn, a mystery inspired by such classics as The Twilight Zone, is set in the Vermont forest where you discover a house full of secrets. What you find in there are numerous experiments, inventions, gear and documentation that reveal a lot about the doctor who lived there–however they’re also remnants of a man who’s been missing for 64 years.
The team at Aspyr is promising us a look at the game’s debut trailer very soon, but to tide us over in the meantime they’ve supplied a gallery of exclusive screenshots you can see above.
Jon Miller, Director of Communications for Aspyr Media, told me in an email that Torn is a “dark, science fiction mystery episode inspired by the likes of Black Mirror and the Twilight Zone,” which has certainly piqued my interest.
And that’s about all we’ve got to go on thus far. I’m getting a very Myst-like vibe from it all, mixed with the aforementioned Black Mirror and Twilight Zone, so I’m eager to learn more.
Let us know what you think so far down in the comments below!
The VR market is still trying to figure out the best way to reach out and interact with the virtual world. For PC VR users the Oculus Rift has the Touch and the HTC Vive has its wands, PSVR users get the Move controllers, and Daydream or Gear VR users have their own controllers as well. Even Oculus Go is shipping with a controller of its own too.
With hardware manufacturers taking input methods into their own hands (pun intended) that cuts out a lot of the third-party solutions companies were developing back at the start of consumer VR’s boom. This seeming lack of need isn’t stopping Titanium Falcon’s Talon Smart Ring though.
As it stands, the Talon Smart Ring isn’t a VR-specific device. When I met the company in San Francisco for a hands-on (or is it finger-in?) demo for myself, they mentioned a wide variety of use-cases from controlling music on your phone, syncing up with smart home appliances, or just interfacing with pretty much any bluetooth-enabled device.
Talon is kinda perfect for #mobile #vr. pic.twitter.com/o5Nn7QeIjE
— Talon (@talon_ring) January 26, 2018
The Talon Ring supports “9-axis motion control” and has a battery life of up-to four hours of continuous use. With a reported mission of “fitting big tech into tiny spaces” the company has definitely done a remarkable job. The buttons along the side of the ring make it easy to tap and activate with the sides of my other fingers or my thumb when curling my hand.
While not quite as accurate or powerful as something like the Oculus Touch, it performed on-par with the motion controller solutions of the Gear VR and Daydream. I tried a handful of demos, one focused on shooting basketballs and the other a wave-based combat game where I had a sword to attack enemies.
During my demo the Talon was synced to a Gear VR. The basketball game, while addictive, suffered from some accuracy issues. There were two different modes, one that used your head for aiming and one that used the ring itself for aiming. The head-aimed version was a bit easier, but the ring-aimed version felt more difficult only because of inaccuracy. It seemed to have a lot of drift and required recalibration and centering for more often than I would have liked.
The wave-based combat game worked fine, but wasn’t very inspiring. Overall the demos did a fine job of showing me what the Talon could do for VR apps, but that doesn’t seem to be the ideal use-case. I’m just not sure who the Talon is for in the VR market since every headset already has a dedicated motion controller that performs better. The only real exception I can see are accessibility issues or if the sensation of “holding something” would ruin the immersion.
That being said, my impressions are based on a limited demo. If you’re curious to learn more you can check out the official Titanium Falcon Talon Smart Ring controller website.
You can also pre-order the ring for $129.
Tagged with: talon ring, titanium falcon
Over the last few years a busy conference circuit has emerged for creators and enthusiasts interested in VR and AR technology, and 2018 is already full of events throughout the year.
We’ll update this list of VR and AR-related events from time to time as more dates are announced. If we’ve missed a big one, please email tips@uploadvr.com with information about the conference or event and we’ll periodically update this post.
Barcelona, Spain
Registration: Attendee
Austin, United States
Registration: Exhibitor | Attendee
Reutlingen, Germany
Registration: Attendee
San Francisco, United States
Registration: Exhibitor | Attendee
Laval, France
Registration: Exhibitor | Attendee
Las Vegas, United States
Registration: Exhibitor | Attendee
New York, United States
Registration: Attendee
San Jose, United States
Registration: Attendee
Seoul, South Korea
Registration: Attendee
Los Angeles, United States
Registration: Attendee
Tokyo, Japan
Registration: Attendee
Mountain View, United States
Registration: Attendee
Beijing, China
Registration: Attendee
Las Vegas, United States
Registration: Exhibitor | Attendee
London, England
Registration: Exhibitor | Attendee
Santa Clara, United States
Registration: Exhibitor | Attendee
Los Angeles, United States
Registration: Exhibitor | Attendee
Toronto, Canada
Registration: Attendee
Berlin, Germany
Registration: Attendee
San Diego, United States
Registration: Exhibitor | Attendee Badges (Sold Out)
Vancouver, Canada
Registration: Attendee
Cologne, Germany
Registration: Exhibitor | Attendee
Los angeles, United States
Registration: Attendee
German game developer and engine creator Crytek announced that Cevat Yerli will step down as CEO, and his brothers Avni and Faruk Yerli will take over as joint CEOs.
Cevat Yerli will continue to serve as strategic shareholder. The change follows the launch last week of the Frankfurt-based company’s bounty-hunting game Hunt: Showdown. While that went well, Crytek faces challenges with the adoption of its high-end game engine, CryEngine, which is embroiled in a lawsuit with marquee developer Cloud Imperium Games, the makers of Star Citizen. Crytek also faced much publicized cash problems in the past year where it didn’t pay employees for months and had to sell off or close studios.
In March 2017, Crytek sold its Black Sea Studio in Sofia, Bulgaria, to Sega and its Creative Assembly division. That followed complaints from employees in December 2016 that they had not been paid for months, after some ill-fated forays into virtual reality.
Above: Hunt: Showdown.
In 2014, Crytek had another cash crunch and cut hundreds of jobs and sold off its United Kingdom studio and its Homefront: The Revolution property to Deep Silver. It also got a big cash infusion when it licensed CryEngine to Amazon, which used it to create the Lumberyard game engine. But that deal led to a lawsuit, as Cloud Imperium Games switched from CryEngine to Lumberyard to build its Star Citizen game.
Crytek still has a sizable development operation, with the Frankfurt studio working on Hunt: Showdown and the Kiev, Ukraine studio working on the Warface online shooter game. Crytek’s Istanbul office is responsible for operating Warface in Turkey. Crytek said it raised money in the autumn of 2017 to add “the necessary capital for future growth.” Crytek also sold off the publishing rights for Warface to My.com in January 2017.
Above: Crysis 2 is part of a series that helped build Crytek.
“With the company in a strong position, now is the ideal time to recognize the existing leadership’s excellent achievements over these past two years and formally transition executive leadership to Avni and Faruk,” said Cevat Yerli, in a statement. I have been honored to serve as CEO of the company I founded with my brothers almost 20 years ago and have seen the team accomplish breakthrough things in that time. I look forward to continue helping Crytek as a major shareholder, and I am very excited to see what tomorrow brings. I have every confidence that the company will continue to shine under the guidance of Avni, Faruk, and the rest of the leadership team.”
The Yerli brothers were German-born developers of Turkish descent. Cevat Yerli started the game business in 1997 and formalized it as a company in 1999. Faruk and Avni joined Crytek in 2000 and 2001, respectively. The company created games such as the Far Cry and Crysis series.
It’s not unusual for family members to start companies together. Patrick and John Collison started Stripe, a payment technology company valued at $9.2 billion. But in that case, Patrick served as CEO.
The next generation of virtual assistants could look, sound, and act like real people. SK Telecom's HoloBox is home to Wendy, a digital human created in painstaking detail to help overcome our fear of living with a virtual companion.
The post Take a hike, Alexa: Wendy’s a beautiful digital human ready to be your friend appeared first on Digital Trends.
Why? Why would someone bring this terrifying moment to life?
Remember that famous scene from Gore Verbinski’s bone-chilling 2002 horror film The Ring? You know, the one where the demonic and perpetually wet demon child Tabatha first crawls out of a fuzzy television monitor in a scene that would cement itself as one of the most infamous scenes in horror cinema.
Now, nearly 16 years after its theatrical release, AR is bringing the paralyzing feeling of witnessing an undead child drag herself out of a TV right into your own living room. Developed by Abhishek Singh, the frightening experience uses Apple’s ARKit platform to detect the virtual surface of the television and then project a 3D animation of the evil Tabitha clawing her way out of the screen.
“It began when I was thinking about how to detect vertical surfaces using ARKit (apple hadn’t released or announced any support for it at that time),” explained Singh in an interview with VRScout. “I realized a quick way of doing that was simply to mark out two points on the horizontal surface that detected. Once I had two points I could use that to programmatically create an edge and then a vertical surface pointing up from that edge. That went further into adjusting the materials/shaders on these surfaces so that they were invisible to the real world and the images coming in from the camera but opaque to the virtual elements I placed behind them.”
“I initially thought of using MoCap and an actor but didn’t have access to any facility so eventually worked with a freelancer to get a model of Tamara with the typical animations needed to recreate the scene,” said Singh. “Again this was an experiment so I don’t see the benefit of making it public as an app. The purpose as always was to get people talking about AR, experimenting with it and using it in new ways. Maybe there’s a entirely new genre of movies/ trailers that involve putting the scenes in the real world around you.”
We’ve covered Singh’s work in the past, but this latest creation is definitely a major departure from previous projects such as his VR dragon-flying simulator, Laser Cat AR and Super Mario AR. It’s unclear what made Singh go directly from cute animal apps to a downright unsettling demon spawner, but regardless, it’s exciting to know the talented developer is open to multiple themes and topics. I know it’s been said every time we’ve covered him in the past, but we once again can’t wait to see what’s next for Singh.
The post AR Brings Iconic Scene From ‘The Ring’ To Your Living Room appeared first on VRScout.
At $199 for everything you need to get into VR, Oculus Go stands as one of best chances at pulling in the masses yet. As an all-in-one device, Go doesn’t need a PC, console or mobile phone to power it; you simply slip it over your head, grab your motion controller and you’re good to go. Never has VR been so simple.
But, as important as price and tech is, it’s content that will really sell Oculus Go. And to do that, the headset has to appeal to a broad range of people. The Rift is doing a great job of keeping gamers satisfied, but the Go can appeal to so many other people with its breadth of experiences. With this in mind, here are seven apps we think Go needs to truly shine when it launches a little later this year.
A chance for this amazing early VR title to live again is one of the most enticing prospects for the Go. Land’s End was a beautiful exploration title that arrived long before the Rift and Vive and yet holds up with many of today’s VR adventures. It’s bold and beautiful, and the chance to experience it through Go’s improved optics is hugely promising.
We’ve been told for years that VR can connect us to friends and family around the world, but the simply truth of the matter is that current headsets are too complicated and expensive to get less tech-savvy people into them. What’s exciting about the idea of social VR on the Go is that it presents the first time we might genuinely be able to convince our parents, siblings and others to pick up a headset and pull it on to catch up.
There are few games on Gear that can truly appeal to hardcore gamers, but Augmented Empire is certainly one of them. This mix of X-Com’s turn-based strategic combat and Mass Effect’s focus on characters remains one of the best games on the headset and deserves to find a bigger audience. We’re still holding out for a Rift port, of course, but we’d still welcome another playthrough on Go in the meantime. We’d also swap this spot out for Turtle Rock Games’ The Well, too.
The idea of sitting on a long flight, slipping on a VR headset and spending a few hours in your own personal viewing theatre is enticing, but screen door effect and keeping a phone’s battery charged up keep us from doing it. With Go, though, you can have a dedicated device just for that, and images on a virtual screen will be clearer than they’ve ever been thanks to Go’s improved display. Expect video viewing to be huge on Go.
There’s no faster way to make your video of your Dad playing VR go viral than to make him scream. Face Your Fears is all about doing just that and it’s become one of Gear VR’s most popular titles as a result. On Go, this is probably the best opportunity for horror junkies to get their adrenaline up and running. Or at least we guess, we’re still too scared to spend more than a minute inside it.
Minecraft’s arrival on the Rift and Gear might not have converted the tens of millions of fans the game has to VR, but Go will give Oculus another shot to do so. We’re not suggesting scores of people will rush to buy the headset but, with a fully-realized version of Minecraft VR on a $199 device, we’re betting Oculus will make a big push with the two year old release at Go launch. That said, they’ll probably have to reconfigure the gamepad support into motion controls, which could be tricky.
Keep Talking remains one of VR’s most accessible and enjoyable games and a great way to introduce scores of people to the platform. The hectic cooperative party gameplay is a perfect fit for headsets, with one players trying to defuse a bomb by working with others in the real world that read from a manual. Go’s simple form factor could make this the easiest way to play the game yet.
Tagged with: Oculus Go
Volkswagen Group and VR studio Innoactive revealed the global, multi-brand automotive company is planning to train 10,000 employees this year alone using virtual reality.
Volkswagen Group first deployed its Volkswagen Digital Reality Hub Group last year, a VR platform designed to help the company’s employees collaborate across the Audi, SEAT, Å KODA and Volkswagen brands. Now, the company says they’re going a little deeper down the virtual rabbit hole in its new initiative to train 10,000 employees in production and logistics using more than 30 VR training simulations created in partnership with Innoactive.
The company showed off one such example of a VR training simulation at MWC 2018 which places the user in an industrial workspace using an HTC Vive Pro. The simulation was built using the Innoactive Hub SDK and optimized for Vive Pro.
Volkswagen Group says it’s “empower[ing] employees to use VR to transfer knowledge and improve workflows by making VR headsets available for order throughout the Group.”
In addition, Innoactive announced a new VR/AR enterprise software called Innoactive Workspaces at MWC 2018, a VR solution allowing users to plan, simulate and train in industrial workspaces. Innoactive Workspaces is slated to release later this year.
The post Volkswagen Group to Train 10,000 Employees in VR This Year appeared first on Road to VR.
Moss is finally out on PSVR and even though it’s short, only coming in at around 3-4 hours for a single first playthrough, it packs a lot of charm, challenge, and fun into those few hours. If you tally up all the times I died and got stuck on puzzles then Moss easily took me close to 4 hours total.
Since the game features a lot of really complex (and often difficult) puzzles we’ve put together this playlist of gameplay that walks you through the entire game from start to finish. The first two videos also doubled as livestreams that we did this week, while the last three are straight gameplay videos.
You can see all five of the walkthrough videos embedded down below right here, but if you’d rather just watch them all in a playlist on YouTube directly, then you can totally do that too. Here’s the Moss Walkthrough playlist link.
Are walkthroughs something you’d want to see more of from us? Are you playing and enjoying Moss? Let us know if so on either point down in the comments below!
Tagged with: moss, polyarc, quill, Walkthrough
Our latest speaker for GamesBeat Summit 2018 event is Eliot Peper, science fiction writer and author of the upcoming novel Bandwidth. The event will take place at the beautiful Claremont Resort in Berkeley, California, on April 9 and April 10. Our conference is all about making games better and improving the business, and our latest speakers should give us a window into the future of game technologies.
You can get your tickets here at 30 percent off our rate using the code DEAN. We’ve also got a new code for indie game developers, IndieVIP, on this link. (We’ll be checking to make sure only indie devs use this code.)
Last year, Peper spoke with venture capitalist Tim Chang about “Are we living in science fiction?” This year, he’ll speak in a fireside chat with John Hanke, the CEO of Niantic and co-creator of Pokémon Go and Ingress. They’ll talk about the crossover between real life and science fiction, and they’ll predict what kind of future technology will create for gamers.
Above: Eliot Peper (right), author of novels such as Cumulus, speaks with Tim Chang, managing director of Mayfield Fund, at GamesBeat Summit 2017.
Peper has a new book, Bandwidth, coming out on May 1. It’s a near-future thriller that explores the geopolitics of climate change and how algorithms shape our lives. The book addresses themes such as gamifying diplomacy, how social media impacts decision making, hacking broken systems, and the collision of tech and politics. Peper said that his friend Tim Chang, managing director at Mayfield Fund, had a lot of influence on the story of Bandwidth, as the two of them had numerous discussions about the future of technology. Peper and Hanke will talk about the intersection between the real world and fiction on various technologies such as augmented reality.
Peper is also the author of Cumulus, Neon Fever Dream, and the Uncommon Series. He’s an editor at Scout and has helped build various technology businesses, survived dengue fever, translated Virgil’s Aeneid from the original Latin, worked as an entrepreneur-in-residence at a venture capital firm, and explored the ancient Himalayan kingdom of Mustang. His books have been praised by the Verge, Popular Science, Businessweek, TechCrunch, io9, and Ars Technica, and he has been a speaker at places like Google, Qualcomm, and Future in Review.
Our speakers fit within our theme of The Future of Games: Better games, better business, the Time Machine. If you could see the future of games before it happens, that would give your business a competitive advantage. Our event will let the hottest game developers, publishers, and investors talk with their peers and business executives about their insights into the future of games.
GamesBeat Summit 2018 is the destination conference for networking, inspiration, and intelligent interaction. With the right people in the room to make great deals happen, our flagship industry event attracts the best game and tech developers and publishers, executives, marketers and venture capitalists. This event is intended for VP-level executives and the hottest game developers and publishers.
We’ll touch delve into the strategies of the future for gaming, and how to drive excitement, growth, and new startups. Our talks will feature augmented reality, virtual reality, esports, influencers, mobile games, core games, indies, new game technologies, and the connection between games, tech, and science fiction. We want to expose you to ideas like The Leisure Economy, where everyone in the future will be able to make a living playing games.
Games have changed as they’ve reached a billion people and $116 billion in yearly revenues, reaching the mainstream like they never have before. Can we still apply the lessons from the past to the current and future marketplace? And what type of innovations and companies will draw the blueprint of what’s to come? So much of the industry’s internal narrative has been about it being cutting-edge. How can we imagine a broader set of drivers other than technology that will shape the industry?
Our previously announced speakers include Andrea Rene, game host; Aaron Loeb, president of FoxNext Games Studios; Philip Rosedale, CEO of High Fidelity; Janina Gavankar, lead actress of Star Wars: Battlefront II; congressional candidate Brianna Wu; Tencent’s Dan Brody, vice president of business development at Tencent; Rand Miller, co-creator of Myst and Riven; John Underkoffler, CEO of Oblong Industries and science adviser for the influential sci-fi film Minority Report; Amit Kumar of Accel, a venture investor; Jon “Neverdie” Jacobs, CEO of Neverdie Studios. Josh Yguado, president and chief operating officer of Jam City; Matt McCloskey, vice president of commerce at Twitch; Joost van Dreunen, CEO of SuperData Research; Nick Earl, CEO of Glu; Mike Vorhaus, president of Magid Advisors; Michael Metzger, investment banker at Houlihan Lokey; Chris Heatherly, head of NBCUniversal’s new game business; Debbie Bestwick, CEO of Team17; Perrin Kaplan, principal at Zebra Partners; Stephanie Chan, writer at GamesBeat; Bill Roper, chief creative officer at Improbable; and Paul Bettner, CEO of Playful, the creator of the VR titles Lucky’s Tale.
Advisory board
Topics will include:
Sponsors include: Intel, Appodeal, Accel, Streamlabs, Yomob, Wargaming, Worldpay, Altered Ventures, and Gfycat.
The Oculus Go standalone VR headset should be with us in a matter of weeks or months, but we still haven’t been able to test the thing out for ourselves. Oculus’ John Carmack has given us a vague idea of what to expect from the device’s performance, though.
Replying to a question on Twitter, the Oculus Chief Technology Officer noted that Go should run “significantly better” than Samsung’s two year old Galaxy S7 phone running on a Gear VR. Turning to typical Carmack speak, he explained that Go “does dynamic clock scaling above the minimum fixed levels, like s8, so everything runs better than s7”.
Yes, significantly better. BTW, did someone from support get in touch with you about the video regression? There is a task open.
— John Carmack (@ID_AA_Carmack) February 23, 2018
Earlier this year it was revealed that Go would be using Qualcomm’s Snapdragon 821, which is used in older handsets like the original Google Pixel. However, as a standalone headset without the various other processor-demanding functions of a smartphone, Go and direct all of its resources to the VR experience you’re running.
It sounds like Go won’t be slouching on the performance side, then, though it’s still unlikely to compete with more recent smartphones like the just-announced Galaxy S9, which includes the new Snapdragon 845 chipset.
Elsewhere, Carmack also noted that casting Go’s display to other standard screens near you was being worked on, but probably wouldn’t be ready in time for “day 0”.
Oculus Go is still pegged for an early 2018 launch at $199, though we’re running out of early.
Tagged with: Oculus Go