Community Download is a weekly discussion-focused articles series published (usually) every Monday in which we pose a single, core question to you all, our readers, in the spirit of fostering discussion and debate. For today’s Community Download, we want to know whether or not you could ever see yourself using VR to totally replace your workspace/office in real life?
Due to the ongoing COVID-19 coronavirus pandemic, the need for employees at companies around the world to work remotely has increased more than ever. Remote work is a common reality for millions of people now, but that naturally comes with implicit limitations. VR could solve that as a workspace / office replacement.
Even though I have a dedicated home office with a desk, multiple monitors, and plenty of physical things I use while working, the allure of infinite screens and Minority Report-style window manipulation is still there.
Felix & Paul Studios is developing its first augmented reality (AR) project, titled The Storyteller: The Seven Ravens.
The project will feature an all-new chapter continuing the story from anthology TV series The Storyteller, created by Jim Henson in the 1980s. The new AR experience will feature a storybook that comes to life in augmented reality, with an accompanying story narrated by Neil Gaiman.
Unrelated to AR, a new Storyteller TV series is also currently in the works, led by the Jim Henson Company and written and narrated by Gaiman. According to Felix & Paul, The Seven Ravens AR experience will focus on a young girl who “sets out on an adventure to save her seven brothers from a curse that turned them into ravens.” The AR book will allow users to “interact with, explore, and re-explore the detailed and robust world of The Storyteller through the lens of The Seven Ravens tale.”
The project is co-produced by the Jim Henson Company and Felix & Paul, alongside funding from the Canadian Media Fund, the Magic Leap Independent Creators Program, Epic MegaGrants, and SODEC Quebec.
A preview of the project was shown last week at this year’s SIGGRAPH conference, held virtually, however you can also view some footage in the tweet embedded above.
Felix & Paul are known to have put out fantastic immersive VR content over the last few years, and a portal for the studio’s content became available for Oculus Quest earlier this year. The Storyteller: The Seven Ravens will be the studio’s first foray into AR content.
With just four months to go in 2020, we still have plenty of VR gaming to look forward to.
It goes without saying that 2020 has been a rollercoaster of a year so far. For VR, fortunately, the year has already given us a lot to be happy about. In January we received The Walking Dead: Saints & Sinners, a thrilling and quite realistic zombie survival game. Meanwhile, the Alice-in-Wonderland-inspired title Down The Rabbit Hole took us on a mesmerizing tour through a mystical world. And of course, the much-anticipated Half-Life: Alyx exceeded everyone’s expectations with its incredibly immersive gameplay.
In contrast to 2019, 2020 will continue to be a little quiet in terms of hardware, with major brands like Facebook and Lenovo having launched new headsets just last year. It’s important to note, however, that Facebook finally released the Oculus for Business program on its Oculus Quest headset. Oculus for Business is an enterprise platform that introduces and streamlines virtual reality programs into the workplace, assisting in everything from training to prototyping.
This move is reflective of a wider trend in the world of VR. As gaming becomes ever more sophisticated, more and more VR innovations are branching out of it, too. Released earlier this year, HP’s new VR Backpack G2 is designed for both home and business use — whether it’s location-based gaming, training, or even for design purposes. Unlike a traditional desktop, the wearable VR device allows you to explore worlds and conquer quests without the constraints of cables. Plus, it provides impressive resolution with 9.3 megapixels and an extended viewing field of 114
degrees.
Not to mention, VR has seen a boom in recent workplaces with remote work becoming the norm these days. In fact, CNBC reports that the virtual meeting room Spatial saw a whopping 1,000% increase in usage since March. What’s more, virtual reality within businesses is set to reach greater heights, as its revenue is projected to grow from $829 million in 2018 to $4.26 billion in 2023.
2020 has been exceptional for the VR industry. But with four months still left in the year, there are still plenty of releases left in store for you. That said, here are nine exciting releases to keep an eye out for in 2020.
MEDAL OF HONOR: ABOVE AND BEYOND
Release date:2020
The Medal of Honor series is beloved by gamers across generations. And after teaming up with Oculus Rift, the Medal of Honor: Above and Beyond VR game is slated to be released later this year. The first-person shooter title will take you along a tour of duty across Europe during World War II where you’ll battle Nazis, support the French resistance — to name a few. You can embark on this historic trip in time by yourself or with your friends in its
multiplayer mode.
LOW-FI
Release date:Late 2020
A spiritual successor to Technolust, LOW-FI is a cyberpunk virtual reality game that is planned for release sometime this year. This is an IRIS VR title where you’ll guard the streets of a neo-punk world. Here, you’ll be facing tough challenges that’ll ultimately make you choose between following your moral compass or succumbing to corruption. Plus, it’s an open-ended non-linear game where you can expect stunning graphics and details.
Those who don’t feel like waiting for the full release can check out an early access build available via itch.io.
VACATION SIMULATOR: BACK TO JOB
Release date:2020
The developers at Owlchemy Labs are set to release Vacation Simulator: Back to Job in the next few months. Compared to other titles on the list, this relaxation-focused experience is a refreshing way to immerse yourself in the virtual world. As an associate navigating his way through a gig economy on vacation, you’ll manage the Vacation Simulator poolside Cantina with a friendly Gigbot assistant. From cooking and serving to management and entertainment, it’s up to you to ensure a wide assortment of vacationing bots enjoy their time at the sunny destination resort.
FACEBOOK HORIZON
Release date:2020
Facebook’s highly-anticipated social VR platform promises Oculus headset users a game-changing metaverse in which to build their own games and environments. Open to a select few as part of an invite-only public beta, Facebook Horizon lets you create your own VR avatar and explore a sprawling virtual world filled with various activities in which to participate. As previously stated, you’ll be free to create and share your own interactive experiences using a set of in-game world-building tools.
STAR WAR: SQUADRONS
Release date:October 2nd, 2020
EA’s highly-anticipated Star Wars arcade flight sim promises longtime fans of the legendary franchise the chance to pilot a wide range of recognizable starships featured throughout the films. Players will experience the action from both the perspective of the crumbling empire as well as the rebels as they jump between two customizable pilots. In addition to a full narrative campaign, you’ll have the chance to duke it out with other players online in 5v5 multiplayer dogfights.
AFTER THE FALL
Release date:2020
Set 20 years after a viral outbreak resulted in the downfall of mankind After the Fall has you teaming up with three other friends to explore a post-apocalyptic Los Angeles filled to the brim with flesh-hungry zombies, referred to in-game as “Snowbreed.” Using the game’s robust weapon crafting system, you’ll have the ability to build, mod, and upgrade a wide range of DIY weaponry. Of course, you’ll need more than just a powerful boomstick if you wish to survive this unforgiving journey. After the Fall features a heavy focus on cooperative play; teams will need to communicate and coordinate effectively throughout each and every mission if they hope to succeed.
THE WALKING DEAD: ONSLAUGHT
Release date: September 29th, 2020
The Walking Dead Onslaught will have you playing as numerous characters from the show as you chop, slice, shoot, punch, and dismember your way through endless waves of flesh-hungry walkers. Players begin their journey in the walled-off community of Alexandria shortly after the events of the Savior War. The Walking Dead Onslaught features two primary game modes: Campaign and Scavenger Mode. Playing through the story, players will take on the role of Daryl Dixon as he retells the story of a chance encounter with an elusive stranger. Scavenger Mode offers players an infinitely replayable experience that will have them running countless supply runs as Rick, Michonne, and Carole in an effort to upgrade their gear as well as the Alexandria safe-zone.
BLASTON
Release date: 2020
Inspired by Old West gunfights, Resolution Games’ futuristic dualer has you battling it out with other players using a variety of unique weaponry in a one-on-one high-stakes shootout. Confined to a small platform, you’ll need to remain in constant motion in order to avoid incoming gunfire. You’ll have access to a wide range of sci-fi weapons, each featuring their own unique projectiles, from the super-fast laser to overwhelming scattershot. You can even curve bullets Wanted-style.
LONE ECHO 2
Release date: Late 2020
Originally scheduled for release in 2019, Lone Echo 2 will return you to the rings of Saturn for another zero-g adventure aboard the Kronos II mining station. Stepping back into the role of the android Jack, you’ll once again be tasked with ensuring the safety of Captain Rhodes as the two of you investigate a mysterious deep space threat. After several delays, fans of the original have been clamoring for updates on this highly-anticipated sequel.
Image Credit: EA, Owlchemy Labs, Facebook, Iris VR Inc.
Sony’s latest corporate report briefly mentions VR, and reiterates the company’s commitment to making advances in immersive entertainment.
In the entire 66-page document covering all facets of the Sony brand, VR gets just one mention in Game & Network Services section. In general, the overall summary is that Sony is looking to continue to expand and consolidate its existing network of gaming hardware and software, as well as reinforce strong content IP. The company is also putting an emphasis on creating a smooth transition between generations, moving from PS4 to PS5.
In regards to VR, Sony had this to say:
“In executing these strategies, greater emphasis will be placed on user engagement. SIE [Sony Interactive Entertainment] plans to provide content for a variety of game genres and formats, and make advances in unique and immersive interactive experiences such as VR.”
While there’s enough hints to have guessed that Sony would remain committed to the VR platform, it’s nice to see it written out formally nonetheless. We’ve already seen some research videos from Sony showcasing new finger-tracked VR controllers, plus there’s been plenty of evidence to suggest PSVR 2 is in the works already. This level of commitment means that a PSVR hardware refresh could hold big implications for the VR market.
The report also notes that, “through maintaining the momentum and ecosystem that PS4 built up until now, we will promote a smooth transition to the PS5.” While not mentioned specifically, part of this smooth transition will no doubt involve the PSVR ecosystem.
Current generation PSVR hardware will be compatible with the PS5 but will require an adapter for the PlayStation Camera, which will be provided for free. The adapter seems a practical example of this ‘smooth transition’ between generations that Sony is aiming for.
Are you looking forward to PS5 and the next generation of PSVR? Let us know in the comments.
The listing specifies two models, a 64 GB variant priced at $299 and a 256 GB variant priced at $399.
If these are indeed authentic prices for the new Oculus Quest, it would represent a substantial reduction over the first Quest, which fetched $400 and $500 for the 64 GB and 128 GB versions respectively when it launched in May 2019.
The Oculus Quest 2 was first revealed in leaked images back in late July; with Facebook Connect (ex-Oculus Connect) happening on September 16th, it suggests we could see a product launch or pre-order campaign in about two weeks. We’ve sent a request to Facebook for confirmation, so we’ll update this soon.
Multiple Leaked Photos Show Possible Quest 2, September Reveal Rumored”]
The listings also appear to have placeholder images of Oculus Go headsets, something Facebook has already vowed to retire in its quest (pun intended) to go full 6DOF from now on. It’s important to note that the entire listing could be filled with placeholder information, although it’s safe to say Walmart is getting ready to list something.
Notably, the ‘Point Reyes’ name is entirely new. It was previously thought that Quest 2 was operating under the codename ‘Del Mar’, which was discovered in developer documentation back in March 2020, however it’s not out of the realm of possibility that the Del Mar name was referring to an intermediate iteration of the Quest 2.
The Bigscreen team has shared some updates on new content and features coming to the platform in the next month, including the addition of three Dragon Ball movies.
On Sunday, September 12, the three latest Dragon Ball anime movies will premiere in Bigscreen:
Dragon Ball Z: Battle of Gods — 10am PT
Dragon Ball Z: Ressurection ‘F’f — 3pm PT
Dragon Ball Super: Broly — 7pm PT
In addition to the premiere screenings, the movies will be available to rent on-demand from Bigscreen’s movie rental catalog. The Dragon Ball films will be available for users in the US, UK, Canada, Ireland, Australia, and New Zealand for $3.99 each.
There’s also a tie-in Dragon Ball contest with some tickets to the Dragon Ball screenings up for grabs. To win, users simply need to find all seven Dragon Balls in the mini game posted to the Bigscreen Twitter and Facebook pages at 8am PT on September 2. The first to complete the game and the person to complete it the fastest (on their first attempt only) will win a free ticket to the screening.
However the Dragon Ball movies aren’t the only titles being added to the rental catalog — Bigscreen is expanding its partnership with Paramount Pictures and adding over 30 new movies available as on-demand rentals. This includes the legendary Godfather trilogy and the Mission Impossible series, as well as Jackass 3D, which will be the first 3D movie to premiere in the United Kingdom.
DropLabs’ audio-enabled footwear features support for all Bluetooth 4.2 compatible devices.
This month marked the launch of DropLabs’ EP 01 Triple Black, an updated version of the companies previously-released EP 01 haptic sneaker. Featuring a sleek all-black exterior, the new Triple Black Edition includes several improvements to the original design, allowing for an enhanced haptic feedback experience delivered directly to your feet.
Available now for $299 via the DropLabs website, the new-and-improved EP 01 sneakers can connect to any Class 1 Bluetooth 4.2 compatible device, including most wireless headphones, gaming consoles, and—of course—VR headsets. Whereas existing haptic technology focuses primarily on the hands and chest, patented DropLabs technology located in the midsole of the shoes delivers bass-activated stereo audio directly to your feet. For devices lacking Bluetooth support, each pair comes with a low latency cable compatible with most standard 3.5mm headphone jacks. There’s also mic support.
“The embedded software platform allows us to continue to refine the experience and provide more unique customization at the individual level,” said DropLabs CEO Susan Paley in an official release. “We’ve developed a proprietary technology that we have integrated into the midsole of the sneaker that converts audio signals into vibrations.”
“When these vibrations are delivered through your feet and synchronized with what you hear in your ears, it is a completely transformative experience for digital entertainment. Although initially envisioned to recreate the energy of live music, adding this immersion layer to gaming, movies and VR is next level.”
Here are the full specs as provided by DropLabs:
Compatible with all Bluetooth headphones using – Class 1 Bluetooth® 4.2
Compatible with iPhone (iOS 11 and later) and Android phones (Android 6 and later)
Up to 6 hours of battery life
Optional Low-Latency cable for gaming and music recording applications
In addition to the afforementioned updates, the EP 01 Trible Black features dynamic tuning settings—allowing users to optimize their experience for gaming, music, and movies—as well as an in-app LED wheel capable of changing the the color of the lights built into the base of the shoes.
“The philosophy behind DropLabs is connecting people to the things that they care deeply about and amplifying those experiences through the power of sound,” added Paley. ” We believe that people should amplify the power of their individual voices through voting and we’re honored to partner with an organization like When We All Vote whose mission is to make voting accessible and inclusive for all.”
No doubt these haptic kicks would pair nicely with a wide range of existing VR games and experiences. I’d be particularly interested to see how the EP 01 perform when paired with Beat Saber, Supernatural, or one of the many other VR rhythm games out in the wild.
In a few short weeks, some of the best product developers from some of the world’s most important tech companies will take to the virtual stage of our virtual Disrupt this September 14-18 to share all the tips and tricks they’ve learned over decades spent working at Zoom, Slack, Facebook, Amazon, Hulu, and Oculus.
This isn’t a tribute to the most important panel on tech development you’ll ever attend… it is the most important panel on tech product development you’ll attend.
Not only do we have Oded Gal, the man responsible for leading Zoom’s product management; not only do we have Eugene Wei, who’s forgotten more about product development in a career spanning Amazon, Hulu, Oculus, and Flipboard than most developers ever knew; not only do we have Julie Zhuo, the co-founder of Inspirit and the former VP of Product Design for the Facebook app; and not only do we have Tamar Yehoshua, who oversees product strategy and development, design and research at Slack, but we have you, our interactive audience to help me question these doyennes of design, these prestigious progenitors of product on their path to product nirvana.
In this session, we’ll discuss how to get not from zero to one, but from one to one billion in industries as diverse as communication, social networking, virtual reality, direct-to-consumer sales, and more.
It’s worth getting those questions ready to share now for this exclusive, incredibly special ExtraCrunch panel. Some things to remember about each of our illustrious and esteemed panelists:
Oded Gal worked at Blue Jeans Network and Cisco Webex before joining Zoom and also served as director of business development at Radvision.
Julie Zhuo was the VP of Product Design for the Facebook app, where she scaled it from 10 million users to over 2 billion. She’s also a bestselling author of the book “The Making of a Manager”, voted one of Amazon’s best business and leadership books of 2019.
Eugene Wei ran product teams at Amazon, Hulu, Flipboard, and Oculus.
Tamar Yehoshua previously worked as a Vice President at Google holding product and engineering leadership roles on Google’s most important products, including Search, Identity and Privacy. And before that, Tamar was the Vice President of Advertising Technologies at Amazon’s A9.
This panel is so good TechCrunch should definitely be getting someone else to lead it. But luckily, y’all will be there to help out.
There’s almost a month to go before before Star Wars: Squadrons lands on PSVR and SteamVR headsets, and you may be wondering how the space dogfighter will appeal to people who aren’t strictly coming for its online multiplayer. EA has published a new trailer that shows off some of the game’s single player mode now as well.
The single player mode sweeps you through a conflict between the shattered post-Return of the Jedi-era Empire and the newly-created Republic, putting you in the perspective of pilots on both sides. You’ll get a chance to fly all eight of the game’s star fighters, which we’re hoping provides players with enough action to keep it from feeling like a big tutorial.
Although the new trailer puts a heavy emphasis on gussied-up theatrics and cutscenes, there’s a bit of gameplay here too about half way through the video.
EA’s Motive Studios shows off an early Imperial mission where you fly a TIE fighter and eliminate perimeter defenses on your way to escort another ship to a jump point. It also highlights a bit of the game’s post and pre-mission chats with NPCs, and mentions bombing runs and ambush missions too.
Star Wars: Squadrons is set to launch on October 2nd for $40 across PS4, Xbox One, and PC via Origin, Steam, and the Epic Games Store. Pre-orders are now available.
Joanne-Aśka Popińska’s doc highlights the many difficulties of unwanted pregnancy.
In 2018, Polish-Canadian VR filmmaker Joanne-Aśka Popińska raised $15K CAD through a Kickstarter campaign to begin documenting the difficulties women were facing when it came to their right to choose to have an abortion after witnessing the Polish government reduce many human rights and freedoms, including an outright ban on abortion. Women’s rights were being directly threatened by the government.
The end result was The Choice, a VR film that puts you into the body of a pregnant woman as she goes through the difficult decision of having to make a choice. This “in your shoes” VR experience sends your mind into a whirlwind of questions and shows you the difficulties women around the globe face every single day. The virtual film also puts you face-to-face with women as they tell you their stories about the challenges they needed to overcome.
Each story is extremely personal and raw; it was vital to Popińska that these women had an outlet to be able to tell those stories, where they felt protected and could help start a dialog with other women in their situation and even those who were against abortion.
In June 2020, the production team behind The Choice competed in two of four grant categories through Kaleidoscope’s Femme Futures and the Creative Challenge Grant initiatives and won in multiple categories simultaneously, which is the first time any project has ever done that.
In an official press release, René Pinnell, Kaleidoscope’s CEO, and founder said, “It’s clear to me that the Kaleidoscope community has spoken and they want to see these types of socially-aware projects being made. It’s truthfully why we created Kaleidoscope, to encourage and support unique immersive content. It’s an incredibly powerful message from the Kaleidoscope community—to support the project that’s about the social change, human rights, and women’s health, [especially] in the depth of a global pandemic, and the rallies and protests flowing over the US and around the world today.”
In the US alone, 29 states are considered hostile toward abortion rights, making it difficult for women to have that choice. That means roughly 58% of US women of reproductive age are living in states considered hostile to abortion rights. To put it into a more staggering perspective, it’s nearly 40 million US women.
One state in particular that makes it difficult for women to exercise their right to have a choice, according to Popińska, is Texas. Yes, abortion is legal in that state, but as Popińska explains during an interview with VRScout, she has met women in Texas who have experienced difficulty choosing to terminate a pregnancy.
“In Texas, doctors are allowed to omit information from you if they think you are considering an abortion because they are allowed to protect the life of a fetus,” said Popińska adding, “Even if that means putting the mother’s life in danger.”
The VR films Creative & Technical Producer, Tom C Hall explains how doctors are allowed to keep information from the patient, and at the same time, they are protected from being sued for malpractice in case something goes wrong. It’s not law specific to abortions, but it’s a law that is used by physicians for preventing them.
It’s this reason that Popińska and her team plan on continuing their work with The Choice by meeting more women and capturing more stories through VR.
“This topic needs to be brought into the public narrative. We need to be having these conversations, and we need to be having them in a safe space and in a way that is using our humanity to understand where someone else is coming from,” said the VR films producer, W. Jay Moore, adding, “I just feel like we have gotten so polarized in all of our conversations that we’ve lost humanity in a lot of ways, and think this project helps this message get the human element across.”
The Choice was released on Tribe of Pan, a VR production company owned by Popińska and Hall.
Last week Game Director on Medal of Honor: Above and Beyond, Peter Hirschmann, revealed a bunch of new details about the VR shooter’s multiplayer modes.
Prior to the interview Hirschmann teased that the multiplayer felt so unique and special to play that it included things “you can only do in VR” which seems like a pretty drastic statement. Upon further investigation though, via talking to Hirschmann himself, it sounds like this was just his way of explaining how exciting it is to play this sort of game in VR.
“You know, we have conventional modes that just by the nature of being in VR and being the nature of our systems, it’s a different experience. It’s just the locomotion and being able to lean and peek and hide and say cover.
That’s just, that adds a depth to just straight death match and TDM [team deathmatch] that’s cool. Uh, I, our, our take on sabotage is something that you can only do in VR because of how you interact with the environment and how you interact with the mode playing off of bomb placement for bomb diffusal fantasy.
You know, there are things you can do in VR. And again, we abstract it down to the most accessible mechanics. But with VR where you’re interacting with the world and every surface is available to you. There’s things you can do that are really cool, that would be hard to do on a flat screen.
That would be hard to do with just a conventional controller. And those are the kinds of things that we really leaned into and went deep on because it’s like, wow, this again, death match, team death match, domination, whoop — gave one away!
That again, you put them in a VR environment, you put them in our maps. Um, you know, it’s in the, in our weapon handling, it’s just, it just by the nature of the platform, they’re going to feel different. Um, but at least the rule sets are the rule sets are, are very convinced. The rule sets are conventional and easy to get.”
Last week we got the chance to briefly test out Facebook Horizon and chat with key members of the development team about a wide range of topics. You can read our hands-on impressions and some details about privacy concerns here.
During that interview though, we dove into several other topics as well such as possible hand-tracking support in Horizon and even the potential for release on other headsets, officially, later down the line.
Specifically, this is what Ari Grant, Horizon’s Product Management Director, had to say on the topic of hand-tracking support in Facebook Horizon:
“We’re really excited about all of the upcoming platform features, hardware changes, where the entire industry is going and to include as much as we can in Horizon to give people deep presence, to really feel there with people and can connect.
And so really do want to look to incorporate as many of these as possible. We don’t have specific dates to announce that any of the features yet, but in general, trying to really optimize toward friendship and community, helping people, foster connections, the things that help boost those things are going to be a priority.
It is really, really important that this is a place where people can connect. So really the features that help do so are definitely going to be important for us to, to build much more near term.”
Shifting gears a bit, we proceeded to ask them what their plan was to incentivize an early influx of games and developer talent for inside of Horizons itself beyond just the community of players/makers.
This is what Meaghan Fitzgerald, Facebook Reality Labs’ Head of Experiences for Product Marketing, had to say:
“That’s an interesting question. We’re not working with any of the game studios, first-party, in-house. I think they probably would bring an interesting perspective, but we’re kind of working on different things right now. But I think we’re, we’re interested to see how people with a range of skills jump in and use the world creation tools.
And I think that it’s been interesting to see how someone with a little bit more of a coding or a world creation background is able to create like much more interactive scaled experiences, multiplayer games, and then somebody with no coding experience at all can make something that’s just a really pleasant environment to hang out in.
So we’re really excited for people with a lot of like background in game development to come in and stress, test the tools with us and give us that feedback. But also recognize that there is also a place for that next level of game development to make the VR ecosystem a lot broader.”
Now since Horizon is made by Facebook it’s natural to assume it would only officially work on actual Oculus headsets. And as a result, that is in fact the plan. We’ve got full details on the required Facebook account to login and play Oculus VR content in years’ to come.
In the meantime, I had to ask: Will Horizon ever come to other platforms and headsets like PSVR or all of the Steam VR PC devices? This was Grant’s response:
“Currently we’re focused on making Horizon a really awesome product on the Rift platform and Quest, and we have nothing else to share about this only about other platforms…
…We think the creation tools in VR are really great. One of the things about, you know, a lot of creation tools is creating with a mouse and keyboard is a lot to learn. You go to learn these 3D animation software, learn how to control cameras and a lot of nuance stuff. And in VR, you can just place it with your hands and build very directly.
And so making that fun, easy and accessible is, our current focus and don’t have anything to share about other platforms yet. The one thing I will say is we are trying to build communities and connect folks, and that is our ultimate north star is building community is connecting to your friends. And so using that as our north star, whatever we can do to help connect people will be our primary motivator, recognizing that not everyone’s in VR, but still currently focused on VR initially to build the community.”
“Apple buys smaller technology companies from time to time,” the company’s official acquisition confirmation statement says, “and we generally do not discuss our purpose or plans.” If you follow Apple, you’ve seen these words multiple times before — pretty much any time it buys a company that doesn’t have an existing customer base to reassure. That now happens once or twice a month, often remaining under the radar until someone stumbles across it or gets tipped off to an ambiguous “headed in a new direction” final post on a company’s website.
A demonstration of Spaces’ latest tech shows a cartoony teacher offering whiteboard presentations with accompanying lip and body synchronization — a gentle evolution of existing VR avatar technology. You could easily imagine the 3D model replaced with one of Apple’s current Memoji avatars, enabling an iPad- or iPhone-toting teacher to offer a presentation to a virtual class over Zoom. That’s basically the VR video conferencing solution Spaces was offering prior to the acquisition, minus the Apple elements, and the platform-agnostic company promised compatibility with practically every major VR headset and video sharing app around.
I’m not going to tell you Apple’s VR and AR acquisitions have become too numerous to count, but the picture they paint is anything but narrowly focused. Every little company Apple buys feels like another tile in a massive mosaic, contributing its own color and texture to a picture that’s bigger than many people realize. If it seemed Apple was just making AR glasses two years ago, the company now appears to be developing both AR and VR hardware — including key components such as displays. Similarly, if you thought Apple’s AR ambitions were mostly about hardware, nope, it’s filing software patents and buying a lot of softwarecompanies. And services companies.
This won’t surprise anyone who knows that Apple’s core strength is its ability to integrate hardware, software, and services. But it does mean the company’s interest in mixed reality goes far beyond dropping a pair of glasses in the marketplace and seeing how they perform on their own. Apple is building the initial suite of AR/VR applications that will enable the hardware to succeed in its first or second generation, perhaps before there’s a robust “Reality App Store” with third-party apps. Like the classic iPhone apps Mail, Messages, and Safari, Spaces could be the key to Apple’s “Keynote VR” — or its development team may help with collaborative multi-person experiences in rooms, building on lessons learned from the Terminator offering.
Compare Apple’s approach to what we’ve seen with a couple of consumer VR and AR companies, Oculus and Nreal. Both announced hardware and largely let third-party developers loose to create cool games or useful apps that use their technology. Yet both companies (and other XR hardware makers) have realized that they, too, need to develop compelling apps to move their platforms forward. Some of the biggest current and upcoming Oculus titles have been either backed or developed by Facebook. Nreal is similarly collaborating with mobile operators to create game-changing AR apps. Neither waited until software and services were mature to launch hardware, decisions that (thankfully) gave early adopters tastes of our mixed reality future.
It’s been a comparatively long walk toward Apple’s product, with small public steps forward, odd leaks, contradictory reports, and the occasional bad decision. On their own, many of these moves don’t add obvious value to the Apple we know today. But collectively, they’re either going to come together for a massive iPhone-caliber launch or show up as an ever-growing collection of small developments, like the Apple Watch. The reported 2022 release might be getting closer every day, but if these acquisitions keep piling up, expectations for what’s about to arrive should be sky-high ahead of the reveal. Given Apple’s history with the iPhone and the Apple Watch, I don’t question whether the finished offering will have a huge impact, but rather how quickly the world will change as a result.
The educational automobile app comes with plans for its own 3D printable steering wheel.
Originally founded in 1895, Czech automobile manufacturer Škoda Auto has celebrated numerous milestones throughout its long history. In celebration of its historic 125th anniversary, the company turned to the Prague-based digital marketing experts at Brainz Studios to create Škoda Time Machine, a VR time machine designed to transport you 100 years in the past, back to where it all began for the iconic manufacturer. There you’ll join the founders of the company as you drive through the streets of Prague, race against friends for the high score, and even crash a wedding!
In Škoda Time Machine, your journey starts with you seated in a 1905 Laurin Klement Voiturette. Your journey begins with a high-octane race through 125 years of Škoda history, culminating with an in-depth look at the company’s latest venture, the concept Vision iV electric car.
For an enhanced in-headset racing experience, Škoda has provided plans for a 3D printed steering wheel complete with comfortable leather grips. This custom accessory has been designed specifically for use with Škoda Time Machine, allowing you to better control ten legendary vehicles from Škoda Auto’s history. complete with stories, games, and even realistic sounds in stereoscopic 360 audio.
In an official press release, art director and visual lead, Lucie Jančová, said, “Within the game, you don’t just observe a chronological list of events, There is a whole fantastical world filled funny visual hints and witty references,” adding, “With every ride, you’re immersing yourself ever so deeper into the environment consisting of historical bodywork and engine parts. We even included vintage advertising designs and the original technical drawings of the cars.”
Brainz Studios’ Škoda Auto VR Time Machine experience was originally slated to be used in auto museums and trade shows as a way to launch you into the company’s heritage. Due to the coronavirus pandemic, however, museums are closed and most trade shows have been canceled. But that’s not stopping the creatives behind this virtual time machine. After all, there’s no social distancing required in VR.
With the approval of Škoda Auto, Brainz Studios will be releasing Škoda Time Machine to all Oculus Quest owners through a SideQuest download, making Škoda Auto the very first company to connect with automobile fans in this way.
Brainz Studios is also releasing the 3D file that you can use to download and print your own steering wheel; once printed, you just click your Quest controllers into the wheel. If you’re crafty, you can further customize your 3D printed steering wheel to make it feel like you’re operating the original Škoda 110 model.
Don’t let the focus on historical heritage feel you however, Škoda Time Machine offers an in-depth racing experience that lets you compete with your friends and people all around the world. Can you position yourself to be at the top of a global leaderboard?
Whether you’re a longtime automobile aficionado or just a fan of VR racing, Škoda Time Machine offers a unique automobile experience as unique as it is educational. For schools with an Oculus Quest program, Škoda Time Machine could serve as a unique gateway into the history of the automobile industry. Even in a situation where students aren’t physically in a classroom and may not own a Quest, you could stream your VR session directly to students’ computers or even record content for your virtual classroom.
Škoda Time Machine is available now for the Oculus Quest via a SideQuest download. The free blueprint for the 3D printable steering wheel can be downloaded here.
After spending many years in development and testing in early access, game creation tool Modbox is finally launching for VR and desktop PCs on September 9.
This year, there’s been a recurring trend in VR apps recently that allow you to take control and create your own fun and games. We saw it first with Dreams receiving PSVR support, and then again just a few days ago with details on the upcoming Facebook Horizon beta. Modbox is a similar release that provides the same make-your-own-fun concept, but perhaps with more depth and complexity than other tools we’ve tried so far.
Developed by Alientrap Games, Modbox is a VR game creation sandbox, but the biggest point of difference here is that it supports online live collaboration multiplayer — while one person is actively playing the game, another can be manipulating and adding to the world around them in real time. The possibilities are endless, and if you take a look at the video embedded in the tweet below, you’ll see that the creation tools are amazingly in-depth.
After many years in dev we're releasing our multiplayer game creation sandbox Modbox September 9th on Steam!
– Create games on Desktop + VR. Online/local multiplayer
– AR version out now on MagicLeap
Wishlist on Steam: https://t.co/dBOX1xJovEpic.twitter.com/BT0JuOo9ZS
We first tried Modbox back on the HTC Vive in 2016, but back then it was a VR-only app. A lot has changed — now the game lets you not only create single player, multiplayer, and co-op games but also switch easily between the VR and desktop apps as you do so. There’s even support for AR devices, if you have one. Most importantly, everything is synced in real time with multiple users — if you change something, it changes for everyone else instantly as well.
Multiple creators can be editing a level while another person plays through it, all at the same time. While Dreams and Horizon offer similar styles of creation tools, Modbox’s multiplayer capabilities — both for creation and playing, or both at the same time — are what sets it apart. You can even create games using local multiplayer via splitscreen, or with one player using a desktop PC and the other in VR.
Creations can be shared via Steam Workshop or on Mod.io, and there are varying levels to the complexity of the creation tools. You can shape entire environments in a similar manner to Dreams, use prefabricated models or even go deeper with the in-game scripting system, as seen in this trailer. The game will support a C# Compiler mod soon as well, so you can create your own code to implement in creations.
There’s a truly huge amount of content on offer — just take a look at the Modbox documentation site to see all the different ways to create and play your own games. The release is being dubbed as Modbox 2.0 now that it’s out of early access, and will be available for free for those who owned the previous early access version.
Oculus Quest developer Gerald McAlister has found evidence that an ‘Infinite Office’ feature might be coming to the Oculus Quest, including a ‘passthrough keyboard’ and ‘guardian couch’ capability.
As reported last month, McAlister found files indicating that the Quest may soon let you mark you couch as part of your guardian, and have it represented in VR with a virtual 3D model. This would allow you to use and sit down on the couch while in VR without having to take off your headset or look through the nose gap to check where it is.
In the newest v20 update of the Quest system software, McAlister found a new tutorial video file that shows a user tracing along the edge of their couch seating area, in a similar manner to how users set up their Guardian boundary. You can watch the video embedded in the tweet below, which suggests that the feature might not be far off release.
New video of the couch guardian setup. Very intrigued how this will work with everything. Notice it specifically traces along the edge of where you sit, not the entire couch length. pic.twitter.com/M5DFcr0QE2
A 3D model of a whiteboard, similar in style to the one of the couch, was also found by McAlister in the v20 update, suggesting that some sort of whiteboard support via passthrough might also be on the horizon.
Finally, the “Passthrough Portal” feature from last month seems to now be called “Passthrough Keyboard.” Users may soon be able to sit at their desk and work in VR, using a keyboard that’s brought into the virtual setting by displaying the image from the Quest’s passthrough cameras, alongside Bluetooth connectivity. A keyboard tracking APK suggests that some of these features would be available to more than just the system apps too.
Looks like Passthrough Portal is now Passthrough Keyboard! Looks like a full remote work solution is coming to Quest natively through the OS? 😀 pic.twitter.com/rpBIxHt6PE
There’s indications that this is all part of an “Infinite Office” feature set currently being tested internally at Facebook already, which would potentially allow the Quest to essentially become a mixed reality virtual workspace. Some hints suggest this could be bolstered by a new “HD Passthrough” upgrade as well.
Wraith: The Oblivion – Afterlife got a creepy new trailer this week. We sat down with Fast Travel Games’ Erik Odeldahl to unearth the secrets that lie within.
Wraith is a VR horror game set in the World of Darkness universe. Players take control of a Wraith in the grim confines of Barclay Mansion and set about investigating a gruesome mystery. Odeldahl shared six crucial insights into the game to give you an idea of what to expect.
Powers Are Unlocked Through Progression
Yesterday’s trailer came with the reveal of some of the player’s powers, like the ability to walk through walls and manipulate objects from afar. But you won’t have access to all these powers when you first boot up Wraith.
“The powers are all unlocked through progression in the game,” Odeldahl revealed. “They are tied to our protagonist’s insights and growth, the gradual discovery of his role in the story and in the mansion. All powers open up new avenues for you to explore, both in terms of environments and systems. In the beginning, you will take your first steps as a Wraith after having died for a reason you will find out while playing the game, with almost no powers at all.
“Finding the right balance between giving the player more options, and not making them too powerful is… well, a balance. Besides the Wraith powers, there are also other things you find in the game that give you even more options, but we’re not talking about those just yet!”
Enemies Will Always Be Stronger Than You…
Like many great horror games, combat is not a focus in Wraith. Fast Travel wants you feeling vulnerable and in danger every time you dare to open a door in the mansion.
“The player will find ways to defend themselves in some ways, but this is not a game where you can “win” against your enemies,” Odeldahl revealed. “They are always stronger and more dangerous than you. Using caution and elements in the environment, and sometimes plain out hide, are all important actions to make sure the Spectres do not see you, and to be able to progress deeper into the mansion.”
…But You Have Some Tricks Up Your Sleeve
You’ll have to rely on your wits and powers if you want to survive, then. Wraith’s powers won’t just be for progression in puzzles and environments, but can also come in handy for survival.
“The enemies in the game are Spectres, spirits of the dead that have lost all touch with their humanity,” Odeldahl explained. “They do rely on vision, but also hearing, so making sure you don’t make too much noise is very important. But maybe you can use that against them somehow? Once you unlock the ability to make yourself insubstantial you can definitely use that to escape them. The problem is that they might also have that power…”
You’ll Have A Subconscious Companion
Yesterday’s trailer showed ghostly projects that help flesh out the events that piece together the game’s main story. It’s one of the main ways Wraith will reveal its plot, but not the only means. You won’t be entirely alone in this horror experience – you’ll have a voice to help guide you along the way.
“The other main element that helps deliver the plot, is the protagonist’s own dark subconscious called the Shadow. The Shadow functions as the companion throughout the experience, it will talk to you and sometimes help push you towards different objectives or understand certain circumstances. But that’s not saying the Shadow should be trusted all the time…”
Barclay Mansion Isn’t Your Usual Horror Setting
When you hear a game is set in a mansion, you immediately think back to classics like Resident Evil and assume you’ll know what to expect. But leave your preconceptions at the door of Barclay Mansion as there is far more than meets the eye.
“First I want to say that the Barclay Mansion is far from the classical gothic mansion that we often see in horror games!” Odeldahl reasoned. “Instead, it is a modern building filled with Hollywood decadence and occult research… As for the size, it’s pretty big! Exploring its many different rooms and floors is an integral part of the main experience so we do not want to give too much away, but there is indeed a light Metroidvania element in the game that lets the player access areas previously inaccessible, once certain Wraith powers have been acquired. We are also adding quite a lot of background story to the different characters and the Spectres, that might not be required to unravel in order to just complete the game… but that will give the player a better understanding of the story and the mystery.”
The Horror Won’t Just Be Cheap Jump Scares
Odeldahl makes clear that the scares will dig in deep under your skin – no cheap thrills here.
“Well, I want to make one thing clear: Afterlife will be scary. Very scary. We even have trouble finishing our own playtest sessions sometimes! That said, we are not going for an experience filled with cheap jump scares – instead, we are aiming more towards tension and
suspense, the “under-your-skin” kind of horror, which is what Wraith: The Oblivion is all about. The player WILL, of course, be shocked at times, but the horror elements really go into all parts of the game.
“Being a Wraith does not mean you have the advantage against the threats inside the mansion however. On the contrary – you need to use both stealth and elements in the environment to proceed in the game. Of course, this is a game primarily made for horror game fans but there is also a heavy focus on making the gameplay fun and the narrative interesting, so I think Afterlife will feel extremely rewarding also for players who simply enjoy a strong story with interesting characters and who love to explore an interconnected and unique mansion.”
There Will Be World Of Darkness Easter Eggs
Wraith, if you didn’t know, is set in the World of Darkness universe, first envisioned for tabletop gaming. But the series has crossed over with videogame before, including the Vampire: Masquerade series. Die-hard World of Darkness fans can expect some nods to the wider lore here.
Says Odeldahl: “This is something we are not quite ready to talk about just yet, but let’s put it like this: If you intend to fully explore every nook and cranny of the Barclay Mansion, there might just be an easter egg or two that fans of World of Darkness find interesting…”
Wraith: The Oblivion – Afterlife hits Quest, PC VR and PSVR in early 2021.