Friday, 30 November 2018

War Dust VR Livestream: Watch Us Play A Battlefield-Style VR FPS On Twitch

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War Dust VR Livestream: Watch Us Play A Battlefield-Style VR FPS On Twitch

War Dust is only in Early Access on Steam and is quite rough around the edges, but it’s certainly nailed the thrill of large-scale combat already. Pitting two teams of 32 players against one another, this is the largest scale VR shooter we’ve seen yet, channeling vibes from Battlefield with jets, helicopters, tanks, and more across various objective-based maps. Just yesterday the developers have introduced another brand new map.

We’ll be playing War Dust on Rift using a two Touch controllers. We’re starting around 1:30 PM PT and we’ll aim to last for around two hours. We’ll be livestreaming to the UploadVR Twitch page where you can interact with us directly and chat among yourselves. Streaming is something we’re going to double down on doing more often very soon so you should get in on the ground floor of our Twitch community early! After today’s stream we’ll qualify for Twitch Affiliate status, which will introduce more perks for viewers (like a custom emote coming soon!) and more ways to interact during streams.

You can see the full stream embedded right here down below once it’s up:

Watch live video from UploadVR on www.twitch.tv

You can see our most recent past archived streams over on our YouTube channel right here or in the Twitch video archives here. There’s lots of good stuff there!

Let us know which games or discussions you want us to livestream next and don’t forget to follow the Twitch channel and sign up for notifications.

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Trinus VR Comes To Daydream, So Now The Mirage Solo Can Act As A PC VR Headset Too

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Trinus VR Comes To Daydream, So Now The Mirage Solo Can Act As A PC VR Headset Too

Trinus VR, an app which uses video streaming your WiFi to let mobile and standalone VR headsets act as if they were PC VR headsets, launches in early access today for Daydream. Daydream is Google’s VR platform which runs on compatible smartphones and the Lenovo Mirge Solo standalone headset.

That means that if you have a Daydream compatible smartphone and a gaming PC, you can grab a cheap DayDream View headset for $50 on Amazon and jump into any SteamVR content that doesn’t rely on 6DoF headset or tracked controllers.

If you’re running Trinus with the Mirage Solo, things go to the next level. The software fully supports the headset’s 6DoF positional tracking, passing it through to SteamVR. You can duck, lean and walk around the experience (provided you disable the Solo’s built in 1×1 metre boundary system). It will also have the VR game on your PC render at the correct 75Hz refresh rate of the Mirage Solo.

Trinus also supports PSVR and Google Cardboard. For Oculus Go and Gear VR users, the open source project ALVR already provides the same functionality as Trinus for those headsets. Trinus tell us they plan to add support for Go and Gear VR in Q1 2019.

Trinus recommends using a direct connection to the PC

To keep perceived latency low and compensate for dropped frames in the transmission, Trinus incorporates its own asynchronous reprojection on the headset itself. While this increases battery life, it’s generally effective at smoothening out the experience and bringing it much close to a real PC VR headset.

Of course, the problem with Trinus and all apps like it is that image quality and latency still don’t match using a real PC VR headset. Contrary to popular belief, this isn’t caused by the wireless transmission itself (in fact, Trinus even supports wired over USB)- it’s actually the compression. Neither WiFi nor USB have sufficient bandwidth to transfer the raw image to a VR headset, so compression is used. This introduces artefacts to the image, but it also adds latency because it takes the PC time to encode each frame (encoding is more computationally expensive than decoding if at an acceptable quality level).

The main thing that prevents Trinus from being a true PC VR solution is Daydream’s controller, however. While it has a touchpad, it lacks even a basic trigger, and is rotation-only 3DoF, not 6DoF positional. You can pair two controllers at once and Trinus supports this, but most of SteamVR’s content really needs positional tracked input to be playable. Trinus really only works well as a solution for playing gamepad games.

Imperfections aside, Trinus delivers on the goal of providing you with a basic gamepad-input PC VR experience for a fraction of the cost of a PC VR headset. With it now supporting Daydream, your Mirage Solo can take on a new role entirely. We expect for many it will be a “gateway drug” to buying a dedicated PC VR headset for Christmas.

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Space Pirate Trainer Review: Time To Pull Out Those Blasters And Scream V-Arrrrrrrrr! (Update)

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Space Pirate Trainer Review: Time To Pull Out Those Blasters And Scream V-Arrrrrrrrr! (Update)

The more things change, the more they stay the same. I’ve always been enthralled by video games, and I spent the better part of my childhood in arcades lining up quarters on the glass screens of shooters like Space Invaders, Galaga and Phoenix to mark my place in line. Some 30 years later, wave shooters are one of the most prevalent VR game genres. Now one of the earliest and most recognized – Space Pirate Trainer (SPT) – has just made its debut as a full-release game after being in early access for well over a year.

At its heart, SPT is very similar to the aforementioned arcade games: fast, frantic and frenetic. The swarm-like, increasingly difficult waves of enemies remind me of a virtual reality Geometry Wars, but with distinct levels and populated with droids and drones instead of shapes.

The concept is simple: grab a gun (or shield, but more on that later) in each hand and blast as many droids as you can out of the air as fast as possible. Your pistols have a variety of fire modes – single-shot, pulse, beam, scattershot, rail, grenades and so on – that can be switched on the fly. Reach over your shoulder and you can swap out your gun for the most interesting – and in my opinion the most challenging yet also most fulfilling – weapons in Space Pirate Trainer: the volton, an energized baton that can transform into a shield, a melee weapon, a lasso and a mobile battery.

In shield mode, the volton will deflect incoming projectiles, and if you get lucky you might just strike a few drones on the return trip. You only get hit if a laser tags you directly where the sensors detect your HMD (although that didn’t stop me from spinning and worming my arms around incoming fire), and while you can just hold the shield up over your face in the early stages making it an easy-yet-blurry cakewalk, the powered buckler is relatively small, so you have to keep an eye out in later levels as projectiles will be coming in quickly and often from 180-degrees and sometimes from above. You can emit a larger force field which will float in front of you and divert approaching lasers , but it’s a quick burst and takes a while to replenish, so you’ll have to be efficient when you use it.

Not only can you pull in droids with the energy lasso and slam them to the ground or bash them with your shield, you can also use the volton to power various environmental weapon placements like a tesla coil and large laser turret that is absolutely devastating to large groups of enemies. Like I said, it’s one of the most interesting, creative and unique weapons in a game that otherwise features pretty standard sci-fi shooter variants.

There are also various power-ups you can activate through rapid combo kills such as hexagonal shield walls, quickfire super lasers and even your own helper drone that will float over you and take out incoming droids. There are also a variety of cosmetic weapon and environment skins you can unlock over time, but they don’t change the look that much, and you still feel like you’re in the same space port where you began.

When a shot comes close to hitting you, slow motion kicks in. Space Pirate Trainer features one of the best representations of Matrix or Max Payne-style bullet time I’ve experienced in VR, and I found myself staring right at an incoming laser pulse just before contorting my spine to gracefully spin out of the way of impending disaster. It all feels very fluid, and it made me feel like a superhero dancing my way through deadly raindrops.

Enemy droids range from tiny swarmers, darting laser hurlers, beam-shooting snipers and heavy rocket-firing menaces. Like any good arcade shooter, there are a few mini-bosses and even a huge motherbot thrown in for good measure. Overall though, the designs aren’t that varied, different or overly interesting. The real focus here is on the action, not the diversity.

Given the chaotic visuals in SPT with vast numbers of swarming, undulating drones on some levels, I appreciated the audible cues the droids made when they were about to fire. Once I got accustom to it, I quickly spun my head around to catch a glimpse of incoming fire. And the upbeat EDM soundtrack is a perfect complement to the futuristic, frantic action.

Final Score: 7.5/10 – Really Good

Overall, Space Pirate Trainer is a lot of fun and addictive, and features great mechanics, but it’s also a bit vanilla and predictable. It’s done well, but with myriad VR wave shooters to choose from now, it doesn’t stand out as novel or overly exciting. What it is, though, is a solid, energetic VR wave shooter that continued to challenge me and made me come back to try and get my initials emblazoned on the various leaderboards. Just like my old arcade days, I found myself saying “Let me try just one more time to get my initials on the board.”

PSVR Verdict:

Space Pirate Trainer finally released on PSVR in late November, 2018 after hitting PC VR headsets for the first time over two years ago. In terms of content the PSVR version appears to be identical and the developers did a great job of porting over the entire experience. Since the PSVR uses just one single front-facing camera, the ideal gameplay experience is to always face forward, which fits Space Pirate Trainer very well. The PS Move controllers work great for a simple game like this and I never noticed any controller tracking issues. Since I have a background of playing the game on Rift and Vive, I wanted to side step and duck and move around a lot more than the PSVR tracking allowed. The camera can only see a cone in front of itself and if I ducked too low to dodge or sidestepped too far it couldn’t see me anymore. Once I got used to that limitation, it wasn’t much of an issue. The end result is a game that feels true to its PC VR roots in spite of the limiting tracking space afforded on Sony’s headset. Still highly recommended, but at this stage of the industry it’s a hard sell over other more robust and fully-featured shooters. (PSVR verdict written by Games Editor David Jagneaux.)

Space Pirate Trainer 1.0 is now available on Oculus RiftHTC Vive, and PSVR. Check out our review guidelines to find out more about our process.

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‘Spider-Man: Into The Spider-Verse’ Receives Web AR Tie-In

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Your friendly neighborhood Spider-Man returns to AR for some superhero selfies.

‘Spiderman: Into the Spider-Verse’ arrives in theaters December 14th and if early reviews are any indication, Marvel may have yet another hit on their hands. The cross-dimensional animated feature boasts an absolutely stellar voice cast comprised of Jake Johnson (Peter Parker/Spider-Man) and John Mulaney (Spider-Ham), to Nicholas Cage, Liev Schreiber, and Hailee Steinfeld, just to name a few. 

Naturally, Sony has engaged in an all-out media blitz in advance of the much anticipated release. Alongside their usual helping of on-air advertising, merchandise, and various other promotional content, the company has turned to augmented reality for a unique Web AR-based mobile experience that allows fans of the franchise to strike a superhero pose alongside a variety of interdimensional Spider-Men

Developed by Web AR developer 8th Wall Web using Amazon Sumerian technology, Into the Spider-Verse AR allows fans to interact with the various renditions of the hero featured throughout the film, take pictures, and share them with friends online. Since the experience is built for Web AR, no third-party app is required to get started, simply navigate to the custom web page on an up-to-date smart device and watch as Brooklyn’s favorite web-slinging vigilante comes to life right in your living room.

“The Spider-Verse Web AR Experience demonstrates how established brands can dramatically enrich their customer experiences and better engage with their fans,” said Erik Murphy-Chutorian, CEO at 8th Wall. “Augmented reality allows consumers to dive deeper into the worlds of their favorite products and characters.”

“Sony Pictures has deepened and enriched the Spider-Man experience with the innovative work they’ve produced with Trigger and 8th Wall, and powered by AWS. It’s the perfect example of how AR for the web is the best new medium for brands to make their content come to life while increasing the accessibility and interactivity of their stories.”

Currently, only Miles Morales (Shameik Moore), the film’s main protagonist, is accessible. However, it’s more than likely we’ll be seeing several other web-crawlers make their way to the experience in the near future.

“Spider-Man is in our DNA. My team has been a digital developer since the first Spider-Man film and Trigger has been developing AR for Spider-Man properties at Sony Pictures since 2014,” says Jason Yim, CEO and Executive Creative Director for Trigger. “We’re excited to continue this longstanding collaboration with this experience for Spider-Man™: Into the Spider-Verse.”

“We believe Web AR is the final barrier for mass adoption of AR and we are honored to be part of the first large-scale web AR campaign with Sony Pictures, AWS, and 8th Wall as partners. Web AR will not only become the first entry to AR for most audiences, but it will build a foundation of behavior that will lift adoption in social, mobile and head mounted AR.”

Grab a killer selfie with a web-head now over at intothespiderverse-ar.com.

Image Credit: 8th Wall

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The Playlist: Mark Ronson and Miley Cyrus’s Melodrama, and 9 More New Songs


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The best VR gifts

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Virtual reality offers all manner of immersive experiences, including short films, but gaming is where VR really shines right now. So, if you have a gamer in your life who seems to already have everything, consider giving them some of the VR gear fro...

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The Elder Scrolls: Blades Mobile Version Delayed To 2019

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The Elder Scrolls: Blades Mobile Version Delayed To 2019

Bethesda has announced that their upcoming mobile game The Elder Scrolls: Blades will not release until “Early 2019”. The previously stated release window was Autumn 2018. Blades is a new installation in The Elder Scrolls series made for mobile devices and is planned to eventually release on PC, consoles, and even VR headsets.

The game was first announced at E3 2018. On stage, Bethesda’s director & executive producer Todd Howard stated that the game would be available for all levels of VR, from mobile VR to high end PC VR.

The announcement today only mentions that iOS and Android are coming in early 2019. While this could technically also include Android based VR platforms like Oculus Go and Google Daydream, it seems unlikely. The more likely situation here is that the VR version will come later in 2019 (at the earliest) as a lower priority.

It’s not clear what has caused the delay for Blades. In an interview with Geoff Keighley at the time of the announcement, Todd Howard said that his ideal scenario was to release it right after E3. Perhaps the recent issues and controversy with Fallout 76 have caused the company to reprioritize their developers, although it could be unrelated.

We also still don’t know exactly which VR platforms the game will land on. With Oculus Quest releasing in 2019 too however, Blades could be that headset’s biggest hit, or greatest missed opportunity. We’ll keep you updated on any further news about Blades from Bethesda.

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‘Prison Boss VR’ Headed to PSVR Next Week, Launch Trailer Here

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Prison Boss VR (2017) is a prison-themed crafting and trading game that launched on Steam for HTC Vive and Oculus Rift last August. But starting next week, PSVR owners will be able get in on the fun of clandestinely crafting tools, furniture and all sorts of things to trade your fellow inmates.

Coming December 4th to PSVR, Prison Boss VR essentially turns your room into your very own bared jail cell, replete with toilet, sink, and cupboard for hiding your rolling tobacco, papers, alcohol, self-penned erotica, and resultant stacks of money you collect along the way.

 

The dopey egg-shaped guards are always bounding around on patrol, so you’ll have to watch your back so they don’t bust you and take all of your hard-earned kit and cash. If you’re quick and keep your head on a swivel, you’ll be able to build your reputation, unlock new crafting items and furniture, and eventually become the prison boss.

Prison Boss VR was developed by Montréal-based indie studio Trebuchet, and currently holds a very respectable 89% rating on Steam, giving it a ‘Very Positive’ user review rating.

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IMAX Closes Its Only European VR Center, Less Than Half Remain

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IMAX Closes Its Only European VR Center, Less Than Half Remain

Almost a year ago to the day it opened, IMAX is closing down its only European VR center.

The UK-based center in Manchester’s Trafford Odeon cinema has now closed up shop, Variety reports. This is the latest in a long line of closures for the VR initiative, which kicked off in early 2017 with the hopes of becoming one of the definitive location-based VR experiences around the world. Adding in recent closures for centers in New York and elsewhere, IMAX is left with less than half of the locations it opened last year.

Just three centers remain open in Bangkok, Los Angeles and Toronto. IMAX previously confirmed that it has no plans to open up any new locations in 2019.

These centers were billed as ‘pilot runs’ that mainly featured VR experiences you could have at home, like timed demos of Superhot VR and Star Wars: Trials on Tattooine. The company had planned on eventually creating unique experiences that would complement current theatrical releases. Following the closure of New York and Shangai centers in mid-2018 IMAX CEO Richard Gelfond said: “The consumer reaction was extremely positive, but the numbers just weren’t there.”

But trouble has been afoot for IMAX and VR for some time. Earlier this year the company also put the breaks on its work on a premium 360-degree camera being developed with Google. It also planned to partner with Acer and Starbreeze’s StarVR to launch its centers, but most of the locations ended up using an HTC Vive and now there are reports that StarVR could be on the way out too.

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Microsoft’s $480M contract with U.S. military will equip soldiers with Hololens

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Microsoft recently won a $480 million contract to equip American soldiers with up to 100,000 of its augmented reality Hololens headsets. Here's what we know so far about the new deal.

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Virtual reality could serve as powerful environmental education tool


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Minecraft Dev Encourages Fans To Tell Mojang They Want Game On Go

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Minecraft Dev Encourages Fans To Tell Mojang They Want Game On Go

For the most part, Gear VR and Oculus Go share almost the exact same content library, but there’s one glaring omission on Go’s side: Minecraft. Mojang’s smash hit game hasn’t shown up on Oculus’ standalone headset since the hardware launched earlier this year, and we’ve long wondered if it would ever arrive.

Well, Mojang says you need to let them know.

A verified Minecraft developer going by the name of CornerHard on Reddit has been encouraging VR fans to tell Mojang it wants the game on Go via a feedback channel on the official website. “I can’t talk about details at this time, but upvoting that feedback link is the best way to tell the people calling the shots that you are interested in Minecraft on Oculus Go,” the developer said.

This adds fuel to a fire initially started by John Carmack, who earlier this month said that there was ‘some progress’ on getting one of two of the most request Go apps onto the platform. The other app was YouTube which launched this month, meaning it’s likely the remaining one is Minecraft.

Right now the feedback channel only has 106 upvotes, so Oculus Go users will need to gather in force if they really want this to become a reality. Given Gear and Go are, in Oculus’ words, ‘binary compatible’, it shouldn’t be too much effort to get the game working on Go in theory. Go does support Bluetooth gamepads, which is all you can use to play the mobile VR version, but we’d love to see the game get full motion controller support too.

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Video: Funktronic Labs lives on the cutting edge of virtual reality

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Check out how Funktronic's founders come up with ideas for their VR games and the crucial lessons they’ve learned at the forefront of VR.Read More

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Enterprise AR is an opportunity to ‘do well by doing good,’ says General Catalyst

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A founder-investor panel on augmented reality (AR) technology here at TechCrunch Disrupt Berlin suggests growth hopes for the space have regrouped around enterprise use-cases, after the VR consumer hype cycle landed with yet another flop in the proverbial ‘trough of disillusionment’.

Matt Miesnieks, CEO of mobile AR startup 6d.ai, conceded the space has generally been on another downer but argued it’s coming out of its third hype cycle now with fresh b2b opportunities on the horizon.

6d.ai investor General Catalyst‘s Niko Bonatsos was also on stage, and both suggested the challenge for AR startups is figuring out how to build for enterprises so the b2b market can carry the mixed reality torch forward.

“From my point of view the fact that Apple, Google, Microsoft, have made such big commitments to the space is very reassuring over the long term,” said Miesnieks. “Similar to the smartphone industry ten years ago we’re just gradually seeing all the different pieces come together. And as those pieces mature we’ll eventually, over the next few years, see it sort of coalesce into an iPhone moment.”

“I’m still really positive,” he continued. “I don’t think anyone should be looking for some sort of big consumer hit product yet but in verticals in enterprise, and in some of the core tech enablers, some of the tool spaces, there’s really big opportunities there.”

Investors shot the arrow over the target where consumer VR/AR is concerned because they’d underestimated how challenging the content piece is, Bonatsos suggested.

“I think what we got wrong is probably the belief that we thought more indie developers would have come into the space and that by now we would probably have, I don’t know, another ten Pokémon-type consumer massive hit applications. This is not happening yet,” he said.

“I thought we’d have a few more games because games always lead the adoption to new technology platforms. But in the enterprise this is very, very exciting.”

“For sure also it’s clear that in order to have the iPhone moment we probably need to have much better hardware capabilities,” he added, suggesting everyone is looking to the likes of Apple to drive that forward in the future. On the plus side he said current sentiment is “much, much much better than what it was a year ago”.

Discussing potential b2b applications for AR tech one idea Miesnieks suggested is for transportation platforms that want to link a rider to the location of an on-demand and/or autonomous vehicle.

Another area of opportunity he sees is working with hardware companies — to add spacial awareness to devices such as smartphones and drones to expand their capabilities.

More generally they mentioned training for technical teams, field sales and collaborative use-cases as areas with strong potential.

“There are interesting applications in pharma, oil & gas where, with the aid of the technology, you can do very detailed stuff that you couldn’t do before because… you can follow everything on your screen and you can use your hands to do whatever it is you need to be doing,” said Bonatsos. “So that’s really, really exciting.

“These are some of the applications that I’ve seen. But it’s early days. I haven’t seen a lot of products in the space. It’s more like there’s one dev shop is working with the chief innovation officer of one specific company that is much more forward thinking and they want to come up with a really early demo.

“Now we’re seeing some early stage tech startups that are trying to attack these problems. The good news is that good dollars is being invested in trying to solve some of these problems — and whoever figures out how to get dollars from the… bigger companies, these are real enterprise businesses to be built. So I’m very excited about that.”

At the same time, the panel delved into some of the complexities and social challenges facing technologists as they try to integrate blended reality into, well, the real deal.

Including raising the spectre of Black Mirror style dystopia once smartphones can recognize and track moving objects in a scene — and 6d.ai’s tech shows that’s coming.

Miesnieks showed a brief video demo of 3D technology running live on a smartphone that’s able to identify cars and people moving through the scene in real time.

“Our team were able to solve this problem probably a year ahead of where the rest of the world is at. And it’s exciting. If we showed this to anyone who really knows 3D they’d literally jump out of the chair. But… it opens up all of these potentially unintended consequences,” he said.

“We’re wrestling with what might this be used for. Sure it’s going to make Pokémon game more fun. It could also let a blind person walk down the street and have awareness of cars and people and they may not need a cane or something.

“But it could let you like tap and literally have people be removed from your field of view and so you only see the type of people that you want to look at. Which can be dystopian.”

He pointed to issues being faced by the broader technology industry now, around social impacts and areas like privacy, adding: “We’re seeing some of the social impacts of how this stuff can go wrong, even if you assume good intentions.

“These sort of breakthroughs that we’re having are definitely causing us to be aware of the responsibility we have to think a bit more deeply about how this might be used for the things we didn’t expect.”

From the investor point of view Bonatsos said his thesis for enterprise AR has to be similarly sensitive to the world around the tech.

“It’s more about can we find the domain experts, people like Matt, that are going to do well by doing good. Because there are a tonne of different parameters to think about here and have the credibility in the market to make it happen,” he suggested, noting: “It‘s much more like traditional enterprise investing.”

“This is a great opportunity to use this new technology to do well by doing good,” Bonatsos continued. “So the responsibility is here from day one to think about privacy, to think about all the fake stuff that we could empower, what do we want to do, what do we want to limit? As well as, as we’re creating this massive, augmented reality, 3D version of the world — like who is going to own it, and share all this wealth? How do we make sure that there’s going to be a whole new ecosystem that everybody can take part of it. It’s very interesting stuff to think about.”

“Even if we do exactly what we think is right, and we assume that we have good intentions, it’s a big grey area in lots of ways and we’re going to make lots of mistakes,” conceded Miesnieks, after discussing some of the steps 6d.ai has taken to try to reduce privacy risks around its technology — such as local processing coupled with anonymizing/obfuscating any data that is taken off the phone.

“When [mistakes] happen — not if, when — all that we’re going to be able to rely on is our values as a company and the trust that we’ve built with the community by saying these are our values and then actually living up to them. So people can trust us to live up to those values. And that whole domain of startups figuring out values, communicating values and looking at this sort of abstract ‘soft’ layer — I think startups as an industry have done a really bad job of that.

[gallery ids="1752956,1752954,1752953"]

“Even big companies. There’d only a handful that you could say… are pretty clear on their values. But for AR and this emerging tech domain it’s going to be, ultimately, the core that people trust us.”

Bonatsos also pointed to rising political risk as a major headwind for startups in this space — noting how China’s government has decided to regulate the gaming market because of social impacts.

“That’s unbelievable. This is where we’re heading with the technology world right now. Because we’ve truly made it. We’ve become mainstream. We’re the incumbents. Anything we build has huge, huge intended and unintended consequences,” he said.

“Having a government that regulates how many games that can be built or how many games can be released — like that’s incredible. No company had to think of that before as a risk. But when people are spending so many hours and so much money on the tech products they are using every day. This is the [inevitable] next step.”



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Pimax Announces Official Sale of “8K” & “5K” Headsets with 80+ Day Waiting Period

PSVR ‘Mega Pack’ Hardware Bundle for Europe to Arrive with 5 Top Games

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Sony is gearing up for the 2018 Christmas season with a new PSVR hardware bundle that’s delivering five high-profile games to Europe-based PS4 owners.

Dubbed the PlayStation VR ‘Mega Pack’, the bundle includes a PSVR headset, PS Camera, and five games: Astro Bot Rescue Mission, The Elder Scrolls V: Skyrim, Wipeout: Omega Collection, Doom VFR, and PSVR Worlds.

There’s a few caveats here; the bundle doesn’t include PS Move controllers, however all included games support DualShock 4 gamepads to some extent—an odd choice considering Skyrim VRDoom VFR, and some of the games offered in PSVR Worlds make good use of PS Move. Also, the games included aren’t physical discs, instead delivered as voucher codes.

SEE ALSO
New PlayStation VR Bundle to Include 'Borderlands 2 VR' & 'Beat Saber'

PlayStation Europe hasn’t mentioned pricing yet in their promo video (linked below) or via the general announce on the PS Europe blog, although Dutch/Belgian retailer GameMania is currently advertising the Mega Pack for €330.

Sony maintains that retail pricing may vary from store to store, so we’re sure to find out soon enough as the bundle launches in the UK on December 3rd, and in Germany, Austria, and Switzerland a day later.

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WaveOptics & Goertek Deal to Enable Mass Production of AR Optics

Thursday, 29 November 2018

Dreamscape Immersive Begins Nationwide Expansion With Four New Venues

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The premiere location will launch at LA’s Westfield Century City this December.

Location-based VR studio and retailer Dreamscape Immersive this week confirmed the launch of four new state-of-the-art immersive venues across Los Angeles, CA; Dallas/Fort Worth, TX; Columbus, OH; and the New York/New Jersey metro area, in partnership with AMC Theatres.

The first location will be open to the public December 14th at Westfield Century City in Los Angeles, California and will feature original free-roam VR experiences for participants of all ages.

In Alien Zoo, guests travel to an intergalactic sanctuary where they’ll have the opportunity to interact with a healthy variety of endangered alien species. Visitors can participate in numerous activities throughout the experience, from playing catch with frogcats, to cuddling with strange-looking beasts; all of which culminating in a fast-paced escape from a terrifying predator known as Sicari.

Lavan’s Magic Projector: The Lost Pearl throws guests into the middle of a feature film and are tasked with solving a tangled mystery while simultaneously avoiding deadly traps and collecting clues.

The final experience, The Blue: Deep Rescue, users dive into a jaw-dropping ocean world where they’ll explore various undersea life before assisting in the rescue of a baby Blue Whale in the hopes of reuniting it with its mother.

The Westfield Century City location will also feature five stand-alone adventure pods with a revolving catalogue of original and studio experiences.

“What sets Dreamscape VR apart from all others are the magical minds responsible for crafting such captivating, immersive experiences, the likes of which has never been seen before,” said Adam Aron, CEO and President of AMC Entertainment, in an official release. “Audiences have come to expect innovations from our company, and Dreamscape and AMC are going to deliver a next-level entertainment option.”

Tickets for the premiere venue are available now over at dreamscapeimmersive.comThe following three locations will launch as either stand-alone and in-theatre venues beginning mid 2019.

Founded in 2016 by film producer Walter Parkes, global live events producer Kevin Wall alongside his partner Aaron Grosky, Artanim co-founders Caecilia Charbonnnier and Sylvain Chagué, entrepreneur Ronald Menzel, and former Chief Creative Officer at Disney Imagineering, Bruce Vaughn, Dreamscape Immersive has partnered with numerous high-profile studios and clients, including 21st Century Fox, WarnerMedia, Steven Spielberg, and Hans Zimmer.

In 2017, AMC Theatres invested $10 million during the studios series B equity round, followed by another $10 million to fund the production of Dreamscape Immersive experiences. This 2018 expansion marks the next big step towards the studios domination of location-based VR.

Image Credit: Dreamscape Immersive

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New PSVR ‘Mega Pack’ Europe Bundle Includes Skyrim VR, Doom VFR, Astro Bot, and WipEout: Omega Collection

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New PSVR ‘Mega Pack’ Europe Bundle Includes Skyrim VR, Doom VFR, Astro Bot, and WipEout: Omega Collection

Sony is launching a new PSVR bundle in the UK, Germany, Austria and Switzerland next week. The ‘Mega Pack’ includes the headset, camera bar, Skyrim VR, Doom VFR, Astro Bot, and WipEout: Omega Collection. It also includes the PlayStation Worlds VR demo reel which gives you a taste of what’s possible in VR.

What the pack doesn’t include is Playstation Move controllers. If you want your hands in VR, you’ll need to buy those separately. They aren’t useful for Astro Bot or WipEout, but for Skyrim VR, Doom VFR and PlayStation VR Worlds they really take the VR experience to the next level, so we highly recommend buying them too if you’re going for this bundle.

The company hasn’t announced the price yet, but given the pricing of the other similar PSVR bundles we’d expect it to come in at around £200. This is a box that will be under many European Christmas trees this year.

Skyrim VR [9/10]

The Elder Scrolls V: Skyrim VR is the whole game brought into virutal reality – DLC and all. This is no “experience” or experiment, this is the whole >100 hour game and all of its gameplay mechanics. We were highly impressed when we reviewed the game, stating:

For a game that wasn’t originally designed for VR at all and has been ported first to the least powerful of the big three VR platforms in the PSVR, Skyrim VR is nothing short of impressive. This really is the Skyrim that you know and love, but now you can enjoy it like never before with the immersive presence of a VR headset. With a large variety of control schemes to choose from and hundreds of hours of content, this is a game that all RPG fans should play as long as you can look past the sometimes glaring issues. And if you don’t own a PSVR yet, luckily there’s a new Skyrim VR bundle with your name on it.

DOOM VFR [6/10]


DOOM VFR is not a port, it’s an entry in the popular gore shooter franchise made specifically for VR. While it provides some great VR action, there are some problems on the PSVR version. As we stated in our review:

While Skyrim VR made a great case for the VR port, Doom VFR brings us back to the drawing board. On PSVR, the game has its moments, largely thanks to the foundations it was built upon with the 2016 original. In the end, though, the real fight is with its awkward control setups that eventually led me back to play with just a standard gamepad. Though the foundations of a hugely enjoyable shooter are intact, VFR’s struggle with the platform’s limitations makes it feel like the VR support is holding it back more than anything.

Astro Bot Rescue Mission [8.5/10]


Astro bot is one of those games that proves that 3rd person platformers can work just as well as 1st person games in VR. We really enjoyed reviewing this game, concluding:

Astro Bot is not here to reinvent the wheel or claim the throne as VR’s killer app; there are enough games trying to do that already. Instead, it fuzes the thrill of seeing a virtual world come to life with the dependably engaging gameplay of one of gaming’s most beloved genres and explores what that can mean with fascinating results. It’s a refreshing reminder of just how astonishing VR can be when there’s nothing in your way, and it’s an absolutely essential experience for any PSVR owner.

WipEout: Omega Collection [9/10]


WipEout: Omega Collection is the Wipeout you dreamed of back in 1995. As we stated in our review:

Wipeout VR is an eccentric mix of new and old; a series delivering on the same kind of regular reliability it has for over two decades but from an entirely fresh perspective. Everything you love about Wipeout is here but with a new lease of life, from the violent crunch of combat to the twitch-like reactions needed to navigate the many courses from the seat of your vehicle. It’s both Wipeout as you love it and as you’ve never seen it before, and one of the very best games you can get on PSVR yet.

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Beat Saber Custom Songs Livestream – Outkast, Michael Jackson, Avicii, And More!

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Beat Saber Custom Songs Livestream – Outkast, Michael Jackson, Avicii, And More!

We’re diving back into Beat Saber for today’s livestream and focusing on our massive catalog of great custom tracks the community has produced. I’ve got 40 different custom tracks installed, plus the game’s original 10, so we should have plenty of content to peruse on today’s stream. Since we’re focusing on custom songs today, that means the stream will be on the PC version of Beat Saber since the new PSVR version cannot play custom tracks.

We’ll be playing Beat Saber on Rift using a two Touch controllers. We’re starting right around 12:30 PM PT and we’ll aim to last for about an hour and a half or more. We’ll be livestreaming to the UploadVR Twitch page where you can interact with us directly and chat among yourselves. Streaming is something we’re going to double down on doing more often very soon so you should get in on the ground floor of our Twitch community early! You can see the full stream embedded right here down below once it’s up:

Watch live video from UploadVR on www.twitch.tv

You can see our most recent past archived streams over on the UploadVR YouTube channel right here. There’s lots of good stuff there!

Let us know which games or discussions you want us to livestream next and don’t forget to follow the Twitch channel and sign up for notifications.

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Custom Tattoo Launches Interactive Sonic The Hedgehog AR Experience

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A man in Mexico City turns his first tattoo into a trigger for a prototype AR game. 

The impact of AR technology on our daily lives gets greater and greater each day as it finds its place in how we learn, how we perform our jobs, purchase items on the internet, home repairs, stay connected with friends, and entertain ourselves. The technology has even found its way into the tattoo industry, offering a new form of body art brought to life using smart devices.

Recently, one designer took the idea a step further with an interactive AR tattoo based on one of gaming’s most beloved franchises. Olo Sabandija, a graphic design artists with limited knowledge of AR development, sat through almost 20 different YouTube tutorial videos to learn how to create a unique and super fun Sonic the Hedgehog AR scene that uses his freshly-inked forearm tattoo as the trigger.

From a video posted on Sabandija’s Twitter, you can see his forearm with an AR scene from Sonic the Hedgehog pinned over a freshly ink’d NES controller tattoo, complete with animations and that familiar, peppy soundtrack you know you love.

In an interview with VRScout, Sabandija talked about how he made it all come together saying, “I’ve wanted a tattoo since I was 15 years old, and I’ve wanted it to be an AR tattoo for the past 8 years. But every year would pass and nothing ever happened.”

Sabandija says his hesitation came from the fact that a tattoo was permanent, and he didn’t want to commit to a design he’d ultimately regret. However, after attending a tattoo convention and seeing a friend with a tattoo that launched an AR image of a jumping and dancing Hestu from The Legend of Zelda: Breath of the Wild – he was motivated to make it happen.

To help him stick to his tattoo dreams, Sabandija set a deadline. “I wanted to have some ink before I turned 40 – at the time – I had several months to plan everything. Choosing an image to get ink’d on my arm, build the Sonic AR scene, and then make it happen, all before my birthday at the end of November.”

Choosing a tattoo design was actually a difficult task.  Sabandija originally envisioned a SEGA controller as the marker. Unfortunately, classic SEGA controllers featured rounded edges, which made it nearly impossible to create an AR marker.  The solution for Sabandija was to switch gears and go with the more iconic Nintendo controller. According to Sabandija, the design of the classic NES controller makes for a perfect marker due to its right angles and straight lines.

As for creating Sonic in AR, Sabandija looked to the internet for guidance in building his augmented diorama. “I basically learned the basics of Unity by watching more than 20 YouTube videos,” said Sabandija, adding, “I’d work about 6 to 8 hours a day for almost a month to build my Sonic scene.”

Sabandija worked with Unity to create his AR image and Vuforia to launch the digital content on his Android device. When asked about why he chose to not use ARCore, Sabandija laughed and said, “I have an older phone.” Respect.

Once Sabandija built his Sonic the Hedgehog AR scene, he headed over to Orion Tattoo in Mexico City where tattoo artist Ng Blackeye gave Sabandija his very first ink.

From there, Sabandija brought it all together and then showed his friends what his new tattoo could do. He excitingly talks about how his friends were blown away and even thought it was a fully playable level.

Unfortunately, you can’t actually play a level of Sonic the Hedgehog, but the tattoo is interactive. When one of the buttons on Sabandija’s tattoo is covered, the smartphone sees that as ‘pushing,’ and triggers a jump animation from Sonic. Sabandija states he’s a few tutorial away from a fully-playable, giving hope that we may one day see a more in-depth tattoo-based AR gaming experience.

If you’re interested in learning more about interactive AR tattoos yourself, you can reach out to Sabandija through his website. Of course you can always create your own interactive AR experience if you have the knowledge and a compatible tattoo design.

Image Credit: Olo Sabandija

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Shadow Legend Is A Story-Driven VR RPG About The Medieval Crusades

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Shadow Legend Is A Story-Driven VR RPG About The Medieval Crusades

If you’re a fan of swords and sorcery like me then you’re likely quite pleased to see such a diversity of choices when it comes to scratching that good ol’ fantasy RPG itch in the immersive realm of VR. From lengthy single player adventures like Skyrim VR and The Mage’s Tale, to bespoke VR encounters like Vanishing Realms and Karnage Chronicles, to epic combat simulators such as Blade and Sorcery or Deus Vult, there are lots of options.

Shadow Legend from Vitruvius, the same studio behind the charming indie VR platformer that beat both Astro Bot and Moss to market, Mervils, aims to deliver yet another fantasy-soaked VR RPG experience due out on Steam and Oculus Home for Rift and Vive in February 2019.

Visually, I get heavy gothic vibes that seem similar in style and tone to SoulKeeper VR, one of the most visually impressive indie VR projects I’ve seen to date. Shadow Legend is certainly less polished than that one, but the stylings are still there.

We haven’t tried Shadow Legend for ourselves or even seen the game in action yet other than the above trailer, but it certainly sounds and looks promising. According to the press release, you’ll be able to use your own voice via recognition software to talk with characters and barter with merchants. Recently we’ve seen mods introduce similar functionality to Skyrim VR and it’s also been used well in games like Star Trek: Bridge Crew, The Inpatient, and Starship Commander.

The story in Shadow Legend revolves around the medieval time period and its ensuing crusades. In the game you’ll play as the Grand Master of the Knights Templar in this 5-6 hour long journey. Vitruvius has been working on the game for over two years.

After having experienced the visceral quality of melee combat in Blade and Sorcery, I can say with confidence that Shadow Legend very likely won’t live up to that bar in terms of its physics — and that’s okay. Blade and Sorcery is a physics/combat sandbox with little else going on, but Shadow Legend appears to be aiming to actually contain a relatively full game with a story, combat, inventory management, vast environments, and more.

We can’t wait to see more from Shadow Legend — VR needs more fleshed out narrative-driven games that feature melee combat as a focus. Shadow Legend is expected to have a beta period available sometime next week with its full release slated for February 2019 on Rift and Vive.

As of the time of this writing the Steam page isn’t up yet, but Shadow Legends should have its own “Coming Soon” page on Steam at this link by the time you’re reading this. Check that for more details!

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‘Spice & Wolf VR’ Funding Campaign Reaches Goal in 2 Hours, Kickstarter Coming “next week”

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SpicyTails, the studio behind the popular VR visual novel experience Project LUX (2018), have something to celebrate. Spice & Wolf VR, the studio’s next VR project, has smashed its goal on Japanese crowdfunding platform Campfire. Residents outside of Japan will be able pitch in too when the Kickstarter campaign goes live in early December.

Update (November 29th, 2018): Spice & Wolf VR has exceeded its ¥8,000,000 (~$70,000) funding goal within two hours of the Campfire campaign launch on Sunday. At the time of this writing, the project has garnered over ¥21,000,000 (~$185,000) through the Japan-only campaign.

SpicyTails originally planned to release their Kickstarter for non-Japan residents on November 25th, although due to some unforeseen circumstances the company has pushed it back to an early December release, or what SpicyTails says will be “next week.”

We’ll update with the relevant link when the Kickstarter goes live.

Original Article (July 16th, 2018): As first reported by Japanese VR publication MoguraVRthe project is based on the manga and anime series Spice and Wolf.

SpicyTails, an indie studio which involves original series author Isuna Hasekura, says their newest VR project will also include the anime’s original Japanese voice actors. The production staff includes original author Tsukasa Okura, character design by Ju Ayakura, 3D modeling and motion by Keisuke Sakakibara, and voice actors Ami Koshimizu (Holo) and Jun Fukuyama (Kraft).

SpicyTails say the VR experience will support Vive, Rift, and “others”, and launch sometime in 2019.

While not much else is known about the project so far, the creators say it will be like Project LUX, which could mean it follows the latter’s multi-ending style.

Project LUX, which is available for HTC Vive, Oculus Rift, and Windows VR, boasts 65 minutes of total story, and includes localization for Japanese, English, and Chinese. Project LUX currently sits at a healthy 89% positive rating on Steam and a near [4.6/5] stars on the Oculus Store.

Take a look at the teaser below to get an idea of what SpicyTails could have planned for their upcoming Spice & Wolf VR visual novel.

The post ‘Spice & Wolf VR’ Funding Campaign Reaches Goal in 2 Hours, Kickstarter Coming “next week” appeared first on Road to VR.



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Occipital’s $399 Structure Core Senses Depth For New Device Categories

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Occipital’s $399 Structure Core Senses Depth For New Device Categories

A new product from computer vision startup Occipital could be a big help for companies and creators building new kinds of depth-sensing devices, like robots or mixed reality headsets that blur the line between VR and AR.

The $400 self-contained Structure Core is slated to ship in March — though the gadget is available earlier in limited supply for a higher price. The device is an evolution of an earlier pre-production unit offered as a developer kit. The new Structure Core is “a fully enclosed and self-contained sensor” with “a machined, anodized aluminum case; a bandpass-filtering glass front; and built-in attachment points for easy integration.”

Structure Core is available with one of two kinds of cameras integrated into it depending on the use case, either “a built-in ultra-wide visible camera with a 160° diagonal FOV for robust tracking or an 85° FOV RGB camera for color imagery or registered RGBD (color+depth) images.” Software for the new unit has also been updated to support a wider variety of use cases, including robot mapping and navigation.

In 2013, Occipital crowdfunded the Structure Sensor on Kickstarter, adding depth-sensing capabilities to the iPad long before Apple released ARKit. Even though ARKit does a pretty good job of understanding the world around an iPhone or iPad, the Structure Sensor is still available “for those who need a ready-to-use, high-quality depth sensor primarily for iOS devices.” In contrast, the new Structure Core “will be focused for those who need high-performance depth sensing designed for rapid integration into other types of products and on other platforms such as Android, Linux, macOS, and Windows.”

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