Monday, 30 December 2019

‘Boneworks’ Outpaces ‘Beat Saber’ to 100K Units, Earns $3 Million in First Week

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Action-physics adventure game Boneworks released earlier this month to a strong reception despite little formal marketing. The title surpassed 100,000 players in its first week, reeling in an impressive $3 million in revenue despite being available on just one of several key VR platforms.

Boneworks’ First Week Sales Milestone

Not long ago it was news when a VR title reached $3 million in revenue across all platforms more than a year after launch. When Beat Saber launched in Early Access on both Steam and Oculus PC back in 2018, the indie project made waves for selling 100K units for $2 million in revenue in its first month, and has since gone on to become, as far as we know, the best selling VR game to date.

Now Boneworks, the action-physics adventure from veteran VR developer Stress Level Zero reached an impressive milestone for an indie VR release, selling more than 100K units for $3 million in revenue in its first week, the studio confirmed. Even more impressively, the game reached this milestone despite being available only on Steam at launch.

Boneworks’ launch was so successful relative to other VR games on Steam that the title ranked in the highest tier of Steam’s ‘Best of 2019 Virtual Reality‘ ranking (which ranks by gross revenue for the entire year), despite Boneworks having launched just two weeks before the list was published. That means the game earned enough in two weeks to be comparable to the sales of games that have been earning revenue for the entirety of 2019, like Beat Saber, Gorn, Superhot VR, Pavlov, Blade & Sorcery, and Skyrim VR.

Content Marketing Success

Beyond pushing the envelope in physical simulation for VR interactions, Boneworks‘ launch success appears to have been driven largely by non-traditional content marketing.

Stress Level Zero founder Brandon Laatsch was formerly part of the major YouTube channels ‘Freddiew’ and ‘Node’, and leveraged his significant experience and connections in online filmmaking to expose Boneworks to an audience far beyond the core VR community.

Since April 2018, 10 videos showing off Boneworks at various stages in development were published on Node or Laatsch’s own YouTube channel, garnering more than 21 million collective views. The most successful of the videos (‘Boneworks – Next Gen VR Gameplay!‘) was released in April 2019 and has pulled in 6.7 million views alone.

The videos, which demonstrated compelling physics-based VR interactions, also spawned countless GIFs which were shared both within and beyond the VR community.

– – — – –

Boneworks is only available on Steam at present. While it isn’t clear if the game will eventually come to Oculus’ PC platform, the studio has confirmed that a game ‘in the Boneworks universe’ is in development for Oculus Quest (though details are still scarce). Considering the game’s computationally-demanding physics simulations and limited comfort options, it’s doubtful that Boneworks will ever launch on PSVR due to the system’s limited processing power and Sony’s more stringent comfort standards. That said, the ‘Boneworks universe’ Quest-focused game could be perfectly suited for PSVR as well.

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Styly Is An Ambitious VR/AR Creation Platform You Can Try Now

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At its busiest times, Tokyo’s iconic Shibuya crossing can see over 1,000 shoppers, business people and tourists scramble over the road. The lights go green and the tarmac morphs into a frenzy of hurried walkers and starry-eyed marvellers. From afar, it’s one of the city’s most captivating sights.

Inside Styly, though, it becomes the world’s biggest rave.

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By scanning a nearby QR code on Styly’s free new mobile AR app, you can project an almost painful strobe lighting show on the scramble. Set against the backdrop of this bustling sea of people it projects a little extra fun on a location already so well-known to millions of people.

It’s just one in a dizzying array of experiences I’m shown made through the Styly platform across two days in Tokyo. Creator Psychic VR Lab is one of those companies that is incredibly bullish about the future of VR and AR. CEO Masahiro Yamaguchi at one point tells me he thinks everyone will be wearing a headset all day in the near future, and there’s little sign of bluffing. Psychic VR is prepared to try a lot of different things in an attempt to hold a stake in that hopeful horizon.

But what exactly is Psychic VR Lab? A month ago I hadn’t heard of them, and I’d bet you hadn’t either. Do a little digging and you’ll discover an outfit very reminiscent of a Silicon Valley startup; a seemingly generous amount of investment from a renowned Japanese investor keeps the lights on at an eccentric Shinjuku-based office, smothered in a leafy overgrown texture quite polarizing to anything else on the street. A video shown by the group conveyed an eclectic 2017 opening party including, among other things, intimate theatrical acts and demon-dressed DJs that, altogether, seemed not unlike a New Year’s Eve house party in Portland.

As if it didn’t already sound crazy enough, Yamaguchi also showed me a clothing line of futurist-styled coats and cloaks he envisioned people wearing to make their HoloLens and Magic Leaps look like fashion accessories. In fact, he wore one of them over the course of the entire two days and then handed me one at the end, too. Perhaps if we changed the way we look everyday, he suggested, we might not be so embarrassed about these clunky headsets intended for everyday use.

Suffice to say Psychic VR is on the wilder side of VR/AR believers. Everything they are doing starts with Styly, a web-based creation platform for VR and AR headsets (AR distribution is coming soon). Right now with a free account you can launch Styly Studio and very quickly create a primitive virtual scene to view either in a browser or a VR headset. A library of user and developer-created assets and the ability to add in YouTube videos and images makes it simple to make a VR experience, however janky, in a few moments. For example, I made this trippy Pokemon zoo in about 10 minutes. It is woeful but, you know, I made it (sometimes these things take a while to load, so bear with it).

With a more deft understanding of the platform, Styly’s developers created some simple interaction-based scenes like this rudimentary baseball game.

Like many other immersive tech companies with dreams for the future, though, Styly is also making its move into AR. Early implementations can already be seen across Shibuya, from the crossing all the way up to a brash new shopping center, opened mere weeks ago. Outside this towering building, you can explore a photogrammetric capture of an old Akira art exhibit that used to surround the site during construction. Inside, an intriguing hybrid VR/AR experience, shown through a Daydream Mirage Solo headset, offers a virtual gallery between the center’s escalators.

Later on, I’m dazzled by an office display in which Psychic pulls more AR/VR wizardry, including one incredible experience in which I explore a diorama-sized real-world location before it is scaled up to place me right inside of it. More traditional AR exhibits on a HoloLens include virtual information panels appearing next to products on a shelf. Granted these are developer-made instances of the types of experiences long-envisioned by others, but the promise of handing these tools off for anyone to create is a potent one.

The question is when, or more importantly if, all of this gains any traction. Styly’s SteamVR app has been available for over two years and hasn’t garnered much attention. The company touts that it had over 10,000 uploads to its platform, but with no curation on publishing many of these could be simply abandoned drafts. You’ll have to dig to find any diamonds in its rough online library (though the recommendations page is a good place to start).

But there are some creators making a case for the platform. The company’s New View Awards selected the best Styly-made experiences over the past year with the 25 finalists covering the spectrum from bewilderingly messy to genuinely impactful VR experiences. One excellent manga VR piece teased the potential future of VR comics, for example, while another used photogrammetry to immortalize memories of traveling. Of particular note was this year’s grand prize winner, Takkun Museum, in which a father brought the vibrant, endearingly scribbled creations of his son to life in a spectacular theatrical performance.

There is enough here for me to envision a path to validity for Styly. These are, of course, all different strands of VR and AR experiences that we’ve seen before. While a long way from something like Unity, their aim is to appeal to a new generation of creators with an accessible toolset. It’s an ambitious goal, and this isn’t the only horse in that race. At present it’s tough to call if the wide net Psychic VR is casting will spread Styly too thin to catch any one specific developer audience, or if its jack of all trades approach will find traction while it slowly catches up to mastering each one (Styly Studio is still very much an expanding platform).

The company’s long-term plans eventually include taking a share of sold experiences, among other strategies. We’ll keep an eye on it in the future to see if it gains any traction.

Disclosure: UploadVR was a media partner for the New View Awards and Psychic VR covered accommodation and food for the two-day visit.

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5 Incredible-Looking VR Games Coming In 2020

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From the return of a historic franchise to ambitious new originals, 2020 is shaping up to be one hell of a year for VR gaming.

2019 was one hell of a year for VR hardware. Not only did we finally get our hands on Oculus’ standalone headset, the Oculus Quest, but we also received the Oculus Rift S as well as Valve’s flagship VR headset, the Valve Index. With all this incredible hardware out in the wild, the stage is set for a new wave of equally-incredible games and experiences.

That being said, let’s take a look at 5 upcoming VR games we can’t freakin’ wait to play in 2019:

HALF-LIFE: ALYX

(March 2020)

No surprise that Valve’s recently-announced Half-Life prequel sits at the top of our “Most-Anticipated” list. Set after the original Half-Life but before the events of Half-Life 2 and its two subsequent episodes, Half-Life: Alyx places players in the shoes of Alyx Vance, a skilled hacker and future side-kick to series protagonist Gordon Freeman who, alongside her father, is about to kickstart a revolution against an oppressive alien force. 

Along with being the first official Half-Life game in 13 years, Half-Life: Alyx promises to revolutionize modern VR gaming with a fully-fleshed out gaming experience designed from the ground-up for VR headsets. Though Valve has designed the experience specifically with their Valve Index headset and “Knuckles” controllers in-mind, the company has stated that the title will be playable on nearly every major PC VR headset, including the Oculus Quest via Oculus Link. 

Half-Life: Alyx launches on SteamVR in March 2020. 

MEDAL OF HONOR: ABOVE AND BEYOND

(2020)

After nearly two years of secrecy, Respawn Entertainment earlier this year revealed that its long-rumored VR game is in-fact a new installment in the legendary Medal of Honor franchise. Available on Oculus Rift and Oculus Rift S sometime next year, Medal of Honor: Above and Beyond follows an Allied agent of the Office of Secret Intelligence working alongside the French Resistance to disrupt Nazie operations across Europe.

Along with a satisfying campaign, Respawn promises robust online multiplayer in which players can duke it out using a variety of WWII-era weaponry. No doubt a franchise as recognizable as Medal of Honor will help bring additional eyes to VR. Beyond that, it will be nice to have another high-profile narrative-driven VR experience on the scene.

Medal of Honor: Above and Beyond launches on Oculus Rift/Rift S in 2020. 

PHANTOM: COVERT OPS

(2020)

I’ll admit it: I couldn’t help but laugh when I first heard the concept behind Phantom: Covert Ops. A stealth-based military shooter where the player navigates the in-game world using a tactical kayak? I mean, that’s a pretty outlandish premise for a game. But eventually, I had the chance to grab hold of the paddles myself, and after completing just a single mission of the massive campaign, I’m happy to admit I was so very, very wrong.

Whether it be hiding in thick river marsh while a patrol boat of heavily-armed enemies passes by, or causing a distraction by firing my sniper rifle at an explosive barrel and paddling like crazy past the ensuing chaos, Phantom: Covert Ops is chock full of little moments that do an incredible job at convincing you you’re a bad-ass special forces operative. Though it sucks the game was delayed to 2020, at least we’re now getting a souped-up version for the Rift S! 

Phantom: Covert Ops launches on Oculus Rift/Rift S and Oculus Quest in 2020.

THE WALKING DEAD: SAINTS & SINNERS

(January 23rd, 2020)

A massive open-world environment. Robust weapons and item crafting. A complex dialogue system. These are just a handful of the many incredible features included in Skydance Interactive’s upcoming survival-horror VR RPG game. Set three years after the initial zombie outbreak, The Walking Dead: Saints & Sinners is a choose-your-adventure style open-world experience in which users navigate the increasingly-hostile streets of post-apocalypse New Orleans. 

Players will be free to explore a massive open-world environment filled with dangerous enemies, valuable resources, and plenty of potential interactions—both friendly and hostile. Using what Skydance promises as a revolutionary VR physics system, players can engage in visceral hand-to-hand combat. Stab a zombie too hard and risk your weapon becoming lodged in its rotting flesh. Fire your weapon out in the open and you could soon have a horde of walkers raining down on your position. 

While VR gaming is no stranger to the zombie genre, The Walking Dead: Saints & Sinners is primed to set a new standard for survival-horror in VR.

The Walking Dead: Saints & Sinners launches on SteamVR and Oculus Rift/Rift S January 23rd, 2020 followed by the Oculus Quest at a later date.

LONE ECHO II

(Q1 2020)

I’m a sucker for a good campaign, which explains my unabashed love for Lone Echo. What could be considered as one of VR’s first truly compelling cinematic gaming experiences, Lone Echo somehow managed to instill me with a sense of dread, hope, and love all within a 4-hour window. 

Like the many other players who’ve had the pleasure of enjoying this brilliant sci-fi experience, I was thrilled to learn that developer Ready At Dawn would be continuing the story of Jack and Olivia. During E3 2019, Ready at Dawn stated that Lone Echo II would be 50% larger than its predecessor, promising new updates the original games already stellar locomotion, combat, and VR interactions. Lone Echo II launches on Oculus Rift/RiftS in Q1 2020.

Feature Image Credit: Valve Corp.

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The UploadVR Best VR Of 2019 Awards – Nominees

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We’ve had a wild year in 2019 for the VR/AR industry.

From the releases of big games that blew us away to some of the most impressive hardware we’ve seen yet finally release, there have been lots and lots of highs to celebrate. This year we even hosted the first-ever VR-focused E3 Show with our E3 VR Showcase that amassed over 16,000 people watching it live and well over 100,000 views across all formats and re-streams to date.

So, without further ado, this is our full list of nominees for each of the respective categories. We’ll announce winners later this week during our latest episode of The VR Download podcast, which is filmed from inside of our VR studio, live, with viewer feedback and then reposted as an audio podcast later.

All entries are listed alphabetically in the corresponding category with the first entry used as reference for the category’s corresponding photo (unless it’s been used already in which case we’ll use the next entry as the photo). When we announce winners we will just go back in here and update the list like we did last year. You can already see our reasoning for every nominee for best overall in 2019 if you’d like.


oculus rift rear

Best Hardware

– Oculus Rift S
– Oculus Quest
– Valve Index

 

a fishermans tale 1

Best PSVR Game/Experience

– A Fisherman’s Tale
– Ace Combat 7: Skies Unknown VR Missions
– Blood & Truth
– Ghost Giant
– No Man’s Sky
– Trover Saves the Universe
– Vacation Simulator

 

Beat Saber DLC Tracklist

Best Quest Game/Experience

– A Fisherman’s Tale
– Beat Saber
– Ghost Giant
– Pistol Whip
– Star Wars: Vader Immortal Trilogy
– Superhot
– Vacation Simulator

 

ingrid asgard's wrath

Best PC VR Game/Experience

– A Fisherman’s Tale
– Asgard’s Wrath
– Boneworks
– Ghost Giant
– No Man’s Sky
– Pistol Whip
– Wolves in the Walls

 

Best Location-Based VR

– The Void’s Avengers: Damage Control
– Sandbox’s Star Trek: Discovery Away Misson
– Capcom’s Biohazard: Valiant Raid

 

Bigscreen - Star Trek

Best Ongoing Support

– Bigscreen
– Borderlands 2 VR
– Beat Saber
– Firewall Zero Hour
– Hot Dogs, Horseshoes, and Hand Grenades
– Onward
– Rec Room

 

Acron 3

Best Multiplayer/Social

– Acron: Attack of the Squirrels
– Dance Central
– Final Assault
– No Man’s Sky
– Stormland

 

boneworks interaction details GIF

Most Immersive Moment

– Asgard’s Wrath: Looking at the Vistas
– Boneworks: Testing the Physics
– No Man’s Sky VR: Taking Off in Your Ship
– Getting in the Zone: Pistol Whip
– Spider-Man: Far From Home VR – Web Swinging
– Stormland: Meeting Friends
– Superhot Quest: Dodging Bullets in 360 Wireless Roomscale

 

no mans sky photo mode green sky

Best Visuals

– Asgard’s Wrath
– Boneworks
– No Man’s Sky
– Stormland
– Until You Fall
– Westworld: Awakening

 

BoxVR

Most Active VR Game/Experience

– Beat Saber
– Boneworks
– BoxVR
– Pistol Whip
– Until You Fall

 

Star Wars Vader Immortal Trilogy Review

Developer of the Year

– Beat Games
– Cloudhead Games
– Hello Games
– ILMxLAB
– RUST LTD.
– Stress Level Zero

 

After The Fall

Most Anticipated VR Game/Experience

– After the Fall
– Half-Life: Alyx
– Iron Man VR
– Lone Echo 2
– LOW-FI
– Medal of Honor: Above and Beyond
– The Walking Dead: Saints & Sinners

 

Blood and Truth

Overall Best VR Of 2019 [Read Nominee Articles]

– A Fisherman’s Tale
– Asgard’s Wrath
– Blood & Truth
– Boneworks
– Ghost Giant
– Gorn
– No Man’s Sky
– Pistol Whip
– Vacation Simulator
– Wolves in the Walls

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Beginner’s Guide To VR: FAQ And Everything You Need To Know

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We often get asked, both in professional and personal settings, where the best place is to start with VR.

Some people have a basic understanding of the technology but aren’t up to date with the current products available on the market. Sometimes, people often have an understanding of the major headsets available but still struggle with some of the VR concepts and terminology.

With this guide we want to cover all the basics. We’ll explain basic VR concepts, terminology and most of the major headsets on the market. If you don’t know where to start with VR, you will now.

go quest rift new user images collage

What is VR?

VR, short for virtual reality, allows people to be fully immersed in a fabricated environment. This is usually (but not always) delivered through head-mounted hardware that tracks a person’s movements. These VR headsets consist of a screen (or two display panels, one for each eye) housed in a frame (or headset) strapped or fitted to your head. A pair of lenses are typically fixed between the panels and your eyes, blocking the outside world, to make it appear as if what you see through the headset is your entire world.

Critically, all headsets track your movement so the image you see adjusts accordingly. Some headsets, however, track more movement than others.

In most cases, VR experiences will also have a method for you to control or select things within the simulated environment. Sometimes you’ll have a controller in each hand to control aspects of the experience. In some cases, the controllers deliver virtual representations of your hands to manipulate the environment and objects within it in ways similar to the real world.

 

Basic Terminology and Concepts

So you have the basic premise of VR down, but you still have some terms or concepts that need clearing up. We can help with those.

Valve Index Lenses Headset

FOV (Field of View)

FOV is short for field of view. In the context of our eyes, our field of view is everything you can see at any given moment.

In the context of VR headsets, the field of view refers to everything you can see in the virtual world at any given moment while using the headset. The types of VR headsets available for consumers at the time of this writing have a field of view which is smaller than what you can see with your eyes, meaning that the VR environment doesn’t fill, or match, your eyes’ field of view when using the headset.

This is why you often have a black “border” when using VR, around the lenses you’re looking through. This is just the space around the lenses on the inside of the headset. If the field of view of the headset is wide enough, though, the border can make it seem like you’re looking through a pair of goggles into the virtual world — making it easy to forget that the limit exists. Field of View can be measured in different ways and device manufacturers may not accurately represent how much you can see relative to other headsets.

Degrees of Freedom

When talking about movement and tracking in VR, people often refer to “degrees of freedom”, or DoF. More degrees of freedom means that more of your physical movements will be tracked by the headset and mapped onto your simulated representation.

The two most common terms you’ll see when reading about degrees of freedom are 3DoF and 6DoF (3 and 6 degrees of freedom, respectively). Headsets that only provide 3DoF will only track your head’s movements (roll, pitch, yaw) but not its position in space (x, y, z coordinates). 6DoF is able to track both your head’s movements and its coordinates in a physical space.

The GIF below is a great visual explanation:

 

Most VR headsets these days provide full 6DoF positional tracking. A lot of older mobile and standalone headsets, many of which are discontinued or being phased out, use 3DoF, such as Google Cardboard, Google Daydream, Gear VR, and Oculus Go.

 

Tracking Types

Every VR headset needs a way to track the movement of the person wearing the system.

The most common form of tracking currently is called “Inside Out” tracking. This system typically relies on cameras built into the headset to track movement from the inside of the headset, outwards. Advanced simultaneous location and mapping (“SLAM”) algorithms monitor features of the physical environment surrounding the person wearing the headset. The Oculus Quest, Oculus Rift S, HTC Vive Cosmos, and all Windows Mixed Reality headsets (like the Samsung Odyssey, Lenovo Explorer, Acer HMD, etc.) are all examples of headsets that use inside out tracking.

There’s also the concept of “Outside In” tracking. This can take different forms, but involves hardware external to the tracked space and not built into the headset itself. For the original HTC Vive and Valve Index, this hardware is sometimes called “lighthouses” which are little black boxes mounted in the corners of the room. Older systems, like the original Rift released in 2016, used modified cameras places in your room to achieve outside in tracking.

There are pros and cons to each tracking type. Inside out tracking can operate more easily without setup or mounting hardware. Outside in tracking, however, can sometimes be extensible to fill in gaps where head-mounted hardware might not be able to “see” occasional body movements. The term “occlusion” typically refers to blocking the view of something and, when it comes to tracking movements, popular systems need to have direct line of sight to “see” what they are tracking. Both inside out and outside in tracking systems can be occluded in various ways because our bodies have so many different ways of moving. Depending on the use case, however, and inside out or an outside in system may be preferable.

If you want to read more detail about tracking types and get into the nitty gritty and specifics, check out this article.

Valve Index Controllers Side Hand Strap VR

Controllers

There are several different ways of interacting with simulated content.

Headsets like the Oculus Rift S, Oculus Quest, and HTC Vive Cosmos all come with two controllers, one for each hand which are also tracked in 6DoF with the inside out tracking system.

PlayStation VR features multiple input systems. In most cases, the best option is using a pair of PlayStation Move controllers. Some PSVR content requires the Move controllers but not all of it does. For games that don’t require Move controllers you can use the standard PS4 DualShock controller that comes with the console.

The Valve Index Controllers strap around the knuckles and palm and allow full release. There’s a large grip area on these controllers and they detect every finger movement and can detect some of the pressure provided by your grip, which makes them unlike other controllers currently available. These controllers are tracked via external lighthouses and can be bought alongside the Index headset. They can also be purchased separately and combined with other non-Index headsets that use the lighthouse tracking system, such as HTC Vive or Pimax.

Facebook’s Oculus Quest now includes native controller-free hand tracking which eliminates the need for the Touch controllers in certain situations. Some other headsets also track hand movements but Quest is a popular system and the update allows the built-in cameras to fully track your hands and finger movements with fairly high accuracy. It is unlikely that hand and finger tracking will replace the Touch controllers, however, for every game and experience, because haptic feedback, physical buttons, and quicker tracking of controllers can make a meaningful difference for many games and apps.

steamvr setup image

Roomscale, Seated, and Standing

There are generally 3 different types tracked volumes with some software tailored for each play area size: roomscale, seated, and standing.

Roomscale VR is all about setting a boundary or play area and being able to freely and physically move around that area in the game. The idea of roomscale games is being able to physically move around your space to interact with the simulated environment and objects inside of it. So-called “guardian” or “chaperone” boundaries show up to reveal when the physical world approaches.

Seated and standing are quite similar in that the user is meant to stay roughly in the same place and use various different movement options to simulate movement instead of psychically moving through a space. Some software developers tailor their virtual worlds to work in multiple ways but a small subset of experiences may only work in roomscale, seated, or standing modes.

Movement in VR

There are a couple of different types of simulated movement options for VR software. Simulating movement for people wearing VR headsets can sometimes make people feel nauseated.

Teleport is a common method of movement and it is often the most comfortable option for the widest range of people. Typically, teleport is invoked with the press of a button on a controller and then the player selects a spot to which they can immediately teleport. When used in combination with roomscale tracking, this movement option typically allows for traversal of large simulated volumes in a generally comfortable way. Some users, however, complain that teleport is less believable and “breaks immersion” because we can’t teleport in the real world. In response to this, some VR software developers work to explain why teleportation is a part of the narrative of their virtual world, such as a wizard using a spell in the image above.

Smooth locomotion is the movement type similar to traditional video games where you press on a stick and you “move” in the direction you pushed the stick. This can be jarring for some folks and can make some people feel nauseated in a matter of seconds or minutes.

To combat feelings of discomfort provided by simulated movement in a virtual world software developers are constantly working to provide combinations of existing systems or comfort settings that allow the player in VR to tailor the experience to their liking. One common comfort option that can help decrease discomfort is to restrict the FOV into the virtual world while moving, creating a sort of “tunnel vision” or gradually increasing and decreasing acceleration when moving.

respawn dev in a rift vr

Motion Sickness

People wearing a VR headset can sometimes feel discomfort. experience motion sickness or nausea. In most cases, becoming nauseated while wearing a headset can happen seated or standing experiences where movement in the game does not match your physical body movement.

Some people can build a resistance and higher tolerance level for more intense experiences — sometimes known as finding your “VR legs” —  but some developers and long-time VR enthusiasts who spend hundreds of hours in VR headsets are still entirely susceptible to discomfort as a result of the mismatch between smooth locomotion and their body’s senses. You can read our article on 7 ways to overcome motion sickness for more information.

There are many factors that can influence your susceptibility to discomfort in a VR headset, such as the field of view of the visuals, the frame rate of the display and software, headset weight, and even how well you slept or what you ate and how much.

Valve Index IPD Pupil IPD Slider Eyes Bottom

IPD

IPD is a fairly common term you’ll come across if you’re researching and reading about VR headsets. It is an abbreviation that stands for “interpupillary distance” – aka the distance between the center of your two pupils.

Depending on the optical design of a headset, varying IPDs between people can affect how well certain headsets feel when worn. If the lenses and displays aren’t well aligned in front of a person’s pupil the images might appear blurry. In the worse cases, this might increase the chance of getting a headache or feeling nauseated.

Some headsets will offer a physical adjustment for IPD. This moves the lenses and display panels to place them more directly in front of the pupils of a wide range of people. Other headsets don’t allow you to physically adjust this but may offer a software adjustment to compensate for this variability in people.

Depending on the distance between your pupils you might find a headset with physical adjustment could be a must. Headsets without physical adjustments are often tailored toward the average distances between eyeballs and thus many people may not need a headset with physical adjustment.

Oculus Quest

Types of VR

There are a couple of different types of consumer-oriented VR equipment available. These can be grouped as standalone VR, PC VR and console VR.

Standalone VR

Standalone VR is any VR headset that works completely by itself without the need for any other pre-existing equipment or technology. The entire experience is run from the hardware worn on your head and it does not require being connected to any other external equipment.

The best example of this is Oculus Quest, which delivers pared-down versions of PC VR games in a portable, standalone device that requires no other equipment. With standalone VR like the Quest, everything you need to experience VR comes with the device itself — though some games require the Oculus Touch controllers to be held in your hands to interact.

PC VR

PC VR is any headset that requires a constant connection to a nearby PC. The PC in question will also need high specifications that meet the requirements for VR. A few examples of PC VR headsets include the Oculus Rift S, Valve Index, HTC Vive, Pimax, and Windows Mixed Reality headsets like the HP Reverb and Samsung Odyssey+.

The advantage of PC VR is that the beefy PC specifications can provide great graphical fidelity, much higher than standalone VR. However, the constant connection to a PC often means that your headset needs to remain wired to the PC at all times. There are some wireless options available for PC VR but those typically require more hardware connected to your PC and a battery pack worn somewhere on your body. Corded PC VR requires the player to manage a cord hanging from your headset to the PC. That may provide less freedom as compared with a wireless standalone headset as the wire can be a frequent reminder that you might get tangled if you turn around too much.

If you don’t already own a gaming PC that meets the required specifications, PC VR can quickly become a very expensive option.

PlayStation VR Gold Headset Aim PSVR

Console VR

Console VR currently only consists two headsets: PlayStation VR for PlayStation 4 and Nintendo Labo VR for the Nintendo Switch.

PlayStation VR is an add-on VR system for the PlayStation 4. The PSVR headset is an additional purchase that connects to your PlayStation 4 and, similar to PC VR, requires a constant tethered connection to the console to operate. It uses the PlayStation camera, sold with the headset and wired to the console for tracking. Some PlayStation VR games also require an additional purchase of PlayStation Move controllers to be played.

Nintendo Labo VR for the Nintendo Switch is a build-able, cardboard headset shell that you can slip the original full-size Nintendo Switch into, allowing you to play certain games in a VR mode. It does not have a headset strap, so you are required to hold the headset to your face. Many of the experiences with Labo VR are, simply put, extremely underwhelming and not really worth your time.

 

Buying Recommendations: Choosing A Headset

Valve Index Full Kit Controllers HMD Base Stations Controllers Knuckles

Valve Index | PC VR (~$1,000) [Steam Page]

The Valve Index is Valve’s first solo VR headset (the original HTC Vive was a collaboration between Valve and HTC) and offers what many consider to be a near sublime VR experience for a very high price.

The Index offers a series of fine adjustments to the HMD’s optics of that allows it to maximize its field of view as well as a new type of controller that straps to the hand and allows full release. It uses lighthouse sensors for outside-in tracking and all around offers one of the best consumer VR headsets – if you can afford it.

The full Valve Index kit, including the headset, the two controllers and the two lighthouse sensors, costs $1,000. That’s a gigantic increase over other PC VR options, like the $400 Rift S. The big question, for most people, is whether the huge quality-of-life improvements and features are enough to make the Index worth another $600.


Pros: Amazing optics and fitting flexibility, Index controllers provide increased hand and environment interactions, and it’s one of the best headsets on the market.

Cons: Extremely high price and lighthouse sensors restrict portability.

Read our full Index review for more information, and check out this list of the best SteamVR games. You can also check out our buying guide for the HTC Vive (which has a lot of stuff that still applies for the Index) for recommendations on accessories and more.

oculus quest case

Oculus Quest | Standalone + PC VR (~$400) [Amazon Link]

The Quest is one of the most versatile headsets available on the market.

For $400, you get a full standalone headset that requires no other equipment, with a selection available of some of the best experiences and games on any platform. However, some of its coolest features like being able to send text messages to friends, send party invites over Messenger, or watch live events in Oculus Venues all require a Facebook account linked to the device. In the future, Facebook Horizons, the social VR platform, will require one as well.

But the big benefit here is that you can take it anywhere, use it anywhere and let anyone else try the headset in a matter of seconds. The Oculus Quest provides the least friction of any headset available at the moment.

But that’s not all – if you do have a VR-ready PC, you can now use Oculus Link to connect the Oculus Quest to your computer via USB C and enjoy any experiences a Rift can run on your Quest while you remain tethered. The Quest is a move towards offering, to some degree, the best of both worlds.

That being said, because the Quest is a standalone headset, all of the components are in the headset itself. This makes the headset front heavy and not super ideal for long play sessions. Some people also aren’t fans of the Quest head strap, and overall, some people might get headaches quickly from the way it sits on your face.


Pros: Full standalone 6DoF headset and controllers, no existing equipment required, portable, Oculus Link gives you access to the best of both standalone VR and PC VR.

Cons: Front heavy, not comfortable for everyone, inside out tracking is less accurate than outside in, and some features require Facebook integration.

Read our full Oculus Quest review for more information and check out this list of the best Quest games. You can also check out our buying guide for the Oculus Quest for recommendations on accessories and more.

oculus rift s

Oculus Rift S | PC VR (~$400) [Amazon Link]

The Rift S is a good headset in a difficult spot. For a PC VR headset at a $400 price, it is a great option, especially considering that the top of the PC VR quality ladder is the Valve Index, which is $600 more expensive.

For most of 2019 the Rift S was Oculus headset to buy that could play PC VR games. The Quest was a standalone option with its own store, requiring ports of Rift games to be rebuilt to run on the system.

Oculus Link, however, now allows you to play Rift S games on the Quest via a tethered USB C cord, if you have a compatible gaming PC. Considering that both the Rift S and the Quest are priced the same – $400 – it is hard to recommend buying the Rift S when the Quest can do most of what the Rift S can as well as offering standalone, portable VR as well.

That being said, the Rift S does have some notable benefits and people who don’t plan to use the wireless standalone mode of Quest might still want one. The fitting system of the Rift S is generally more comfortable than Quest. The Rift S, made by Lenovo, uses the very popular halo strap design popularized by PlayStation VR.

The Rift S, however, does not offer any form of physical IPD adjustment. Facebook confirmed to us the range of lens separation adjustment for Quest is 58–72mm. For Rift S, the lenses are fixed at 63.5mm. This means Quest is “Best for users between 56mm and 74mm” and Rift S is “Best for users between 61.5 and 65.5mm,” according to Facebook. For those who sit outside the range or on the edges, this difference might be a deal breaker for Rift S.

Additionally, like the Quest, some of its coolest features such as being able to send text messages to friends, send party invites over Messenger, and in the future use Facebook Horizons, the social VR platform, all require a Facebook account linked to the device.


Pros: More comfortable than the Quest for most people, higher frame rate and better visuals for PC experiences, a good relatively inexpensive option for PC VR, and inside out tracking increases ease of setup with more flexibility.

Cons: Overshadowed by the Quest and Oculus Link, no physical IPD adjustment, inside out tracking is less accurate than outside in, and some features require Facebook integration.

Read our full Oculus Rift S review here for more information and check out this list for all of the best Rift games. You can also check out our buying guide for the Oculus Rift S for recommendations on accessories and more.

psvr tracking

PlayStation VR | PS4 (~$350) [Amazon Link]

The PSVR system is a good option for someone who already owns a PS4 and wants an easy way to use VR on a system they already own. If you’re not willing to shell out the $400 for a Quest and you already own a PS4, then you might be able to find a PSVR bundle for a good price.

While the PSVR system has a good library, it also has some limitations. The tracking, which uses the PlayStation camera to track bright lights on the headset and controllers, is not up to par with other more modern tracking systems. The headset also just doesn’t offer the same level of graphic fidelity as other options – some VR games, such as No Man’s Sky, will run on PSVR with the base PS4 model, but are significantly scaled down graphically compared to other systems.

It’s also worth noting that the PS4 and the PSVR are at the end of their generational life cycle – the PS5 is coming holiday 2020 and PSVR 2 may not launch alongside the new console. it’s fair to say that we could expect it soon after. Whether you want to invest in a PSVR at the moment is a bit of a fraught topic. However, if you don’t already own a PS4, then you’re probably better off going with an Oculus Quest instead.


Pros: Good for existing PS4 owners, good library of content with some great exclusives, PS Aim Controller is great for games that support it.

Cons: Tracking may be unacceptable in 2019 for some people, hardware is at the end of a generation’s life cycle, no analog stick on Move controllers, and it has lower graphic fidelity than other options.

Read our full PSVR headset review here for more information and check out this list for the best PSVR games. You can also check out our buying guide for PSVR for recommendations on accessories and more.


There you have it! This is our absolute beginner’s guide to VR. You can also read our lists of the best VR RPGs, best VR shooters, best VR roguelikes, and more here at UploadVR. 

[When you purchase items through links on our site, we may earn an affiliate commission from those sales.]

The post Beginner’s Guide To VR: FAQ And Everything You Need To Know appeared first on UploadVR.



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‘Superhot VR’ Grossed Over $2 Million in Only 1 Week This Holiday Season

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We knew Superhot VR (2017) was doing extremely well when Superhot Team announced the VR adaptation had generated more revenue than the original PC game back in April. Now the studio has set one of the most impressive benchmarks of success for the medium, as over the past week Superhot VR garnered a cool $2 million in gross revenue across all VR platforms.

Callum Underwood, an industry consultant and talent scout, announced the news on the studio’s behalf:

Underwood also notes that numbers on the PlayStation platform aren’t precise, as Sony will furnish the exact sales numbers next year.

He couldn’t specify the breakdown of which platform made the most money for the studio (supported headsets include Oculus Quest, PSVR, and SteamVR headsets), although Superhot VR is a pretty reliable watermark of success of the VR medium in whole.

For comparison’s sake, the breakout hit parody sim Job Simulator (2016) passed the thee million dollar mark after around eight months after launching on Steam. It also rolled out slowly to other stores, including a day-one launch on PSVR in October 2016 and on the Oculus Store in December of that year for Oculus Touch’s launch—the absolute ideal launch plan for any VR game at the time when consumer VR first took off.

We have no way of knowing the specifics surrounding Superhot VR’s success, but it’s at very least clear that a bunch of new headsets have been bought as gifts this holiday season. Oculus Quest, the $400 standalone headset launched by Facebook earlier this year, has been out of stock all over the Internet this holiday season.

Intuition points to Quest making the biggest effect on Superhot VR’s sales numbers. The headset, although capable of playing PC VR games via Oculus Link, has a comparatively smaller native library of games than Oculus, Steam and the PlayStation Store, which might have created a bottleneck for new users looking for their first game.

And it’s a pretty excellent choice too; it’s both a highly-rated game by users, and also one of the few with brand name cachet for non-VR gamers too, as the original version saw viral success when it released on PCs back in 2016.

The post ‘Superhot VR’ Grossed Over $2 Million in Only 1 Week This Holiday Season appeared first on Road to VR.



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2MD Brings VR Football To Oculus Quest Soon

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Oculus Quest has no shortage of virtual sports options in its growing library, though it’s lacking a little VR football. 2MD will bring the goods in the near future, though.

A listing for 2MD: VR Football Unleashed recently appeared on the Oculus Store. There’s no release date for the title yet but, with Superbowl weekend just a month out, we’d bet it’ll touchdown pretty soon.

VR veterans will probably remember 2MD as one of the earliest attempts to bring the sport to PC VR and PSVR headsets. Rather than trying to capture a photorealistic version of the full game, Truant Pixel’s VR title smartly adapts for a safer, fulfilling experience. Rebuilt for Oculus Quest, VR Football Unleashed focuses on two-minute drills that attempt to distill the highlights of a game into an accessible package.

You’ll head out onto the field to face off against AI-controlled dummies, for example, and the game focuses on passes rather than physical tackles, whilst also letting you feel the glory of scoring a touchdown. Think of it as a bite-sized version of the game you love.

But 2MD: VR Football Unleashed isn’t just about playing on the field. You’ll also be able to draw your own plays and strategize to outwit your opponents. Plus there are minigames to take part in if you need more of an Oculus Quest football fix. Just don’t run into a wall or anything, please.

Will you be pulling on your Quest on game day for a little VR football with 2MD? Let us know in the comments below!

The post 2MD Brings VR Football To Oculus Quest Soon appeared first on UploadVR.



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Sunday, 29 December 2019

Australian Skeleton Racer Turns To VR For Winter Olympic Training

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Immersive technology opens up new possibilities for athletes lacking access to professional training centers. 

Paramedic student by day and triathlete and track cyclist by night, 28-year-old Elliot Brown began his quest for Olympic glory three years ago after discovering the high-speed sport of skeleton racing. First introduced to the Winter Olympics in 1928, the sliding sport consists of a single athlete racing headfirst down a frozen track using a small “skeleton bobsled.” 

Despite residing in a sunny beachside town in Queensland, Brown is currently one of ten Australian athletes attempting to qualify for the 2022 Winter Olympic Games in Beijing; the only problem is Australia’s noticeable lack of proper skeleton training facilities.

Olympic hopeful and skeleton racer Elliot Brown / Image Credit: ABC News Australia

“A challenge of being on the coast is not having a track in Australia and not having enough facilities to train,” explained Brown during an interview with ABC News Australia. “Other countries that don’t have a skeleton track have push tracks which help you, at least, work on your start. It’d be great if we have one of those, but unfortunately, we don’t. The only other alternative is very costly as you have to travel to places like Europe to access a track.”

Desperate for an effective training solution that didn’t involve a 20-hour flight to Latvia, Brown began working with an interactive media developer based out of the University of the Sunshine Coast on the development of a VR application that could assist Brown in his training without the need of a dedicated race track or colder climate. 

Image Credit: ABC News Australia

“Skeleton is one of the sports that we’ve looked at with Elliot so that he can set up a video recording from a head-mounted point of view that allows him to control the sled as he’s going down the track,” said Jason Riddell, developer at USC. “And this is what we are hoping to put together fully this year, with a couple of our USC students, to create a full app for Elliot to train.”

Based on the photo, it appears as though Brown is using a VR BOX-2 head-mounted display, which means Riddell’s application is bo doubt a mobile experience running on a smartphone device. Unfortunately, there’s no footage of the in-headset experience available as of yet, though Riddel hopes to have the app fully-finished in time for the 2022 Olympics. 

USC Interactive Media developer Jason Riddell / Image Credit: ABC News Australia

“Before I was doing a lot of visualization in my room on my sled, just working through the track in my head, and after a visit to the VR lab I saw that there might be an application to integrate virtual reality into my training,” added Brown. “We’ve only ever qualified one male for each of the Games we’ve had, so it would be great to try and get some Australian sliders in the top 30 to make the games for the 2022 Olympics.”

Feature Image Credit: ABC News Australia

The post Australian Skeleton Racer Turns To VR For Winter Olympic Training appeared first on VRScout.



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