Tuesday 31 May 2022

‘Firewatch’ VR Support is Now Free as Unofficial Mod Goes Open Source

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Ricardo ‘Raicuparta’ Lopes has been working on a VR mod for the award-winning adventure game Firewatch for nearly a year now. Although the mod is heading into “maintenance mode,” which means there aren’t any new features coming down the pipeline, Lopes has decided to make the so-called ‘Two Forks VR’ mod open source and free to anyone.

Lopes, who is also known for adding VR support to The Stanley Parable and Outer Wilds, has made the source code of the Two Forks VR mod available on GitHub, so anyone who owns Firewatch on PC can play it with a SteamVR-compatible headset.

The mod lets you physically interact with the game’s many items, including the world map and compass, and play the entire game from start to finish in VR.

It also includes a number of VR-specific settings, such as snap and smooth turning, a way of ‘driving’ a ghostly version of your avatar around and then teleporting to the destination, and either showing or disabling avatar legs.

In the mod’s most recent update, Lopes also added LIV support, so you can take mixed reality footage of your in-game adventuring like you see below.

If you’re interested in checking out mods for The Stanley Parable and Outer Wilds, head over to Raicuparta’s Patreon for access.


Looking for more VR mods? Thanks to dedicated modders, you’ll find a host of PC VR mods out there, including Cyberpunk 2077, Valheim, Resident Evil 7 & Village, and more. Check out our coverage here for more.

The post ‘Firewatch’ VR Support is Now Free as Unofficial Mod Goes Open Source appeared first on Road to VR.



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‘Asynchronous Reality’ Replays Events You Missed While In VR

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Video game designers often make objects in the environment glow or stand out to let players know what’s interactable. Could the same idea be applied to the physical world to show you interesting moments from the past?

New research from the Sensing, Interaction & Perception Lab at ETH Zürich in Switzerland conceptualizes a work day with “Causality-preserving Asynchronous Reality“.  The idea shows how environments laden with depth sensors could allow collaborators to annotate objects in the physical environment, essentially leaving messages for their colleagues to pick up in the future. The effect shifts time like the answering machines of the last century but places messages in context of the physical environment in which they were made, much like the holographic recordings shown throughout the Horizon Zero Dawn games.

Researchers Andreas Rene Fender and Christian Holz explored the idea in a paper presented as part of the CHI human-computer interaction conference a few weeks ago in New Orleans. Holz was able to join our virtual studio to walk us through the research which he summarizes at the start of the video embedded below.

“We’re co-located but at different points in time, so it’s the same here but a different now,” explained Holz, assistant professor in computer science at ETH Zurich. “We can make sense of events as they happen in the shared environment.”

 

The work raises interesting questions around acclimatization to new forms of interpersonal communication that might be more common in the years to come. Will people really walk into a room and leave a message for someone who is so focused on their virtual environment they can’t be bothered? Employers everywhere are still establishing policies in response to employees asking to work remotely, with some companies like Apple, Google, and Meta working on headsets and services to move beyond video chat grids and power new paradigms in communication. Put another way, the workplace is changing and while “Asynchronous Reality” might not represent the exact way offices extend between physical locations in the future, this research still might give us an idea of what’s in store.

“We can take a piece of the office home and be co-located,” explained Holz. “I think technical feasibility is going to be there probably much sooner than the point at time at which we figured out what’s actually desirable.”



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Watch: 9 Minutes Of Green Hell VR PC Gameplay

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Green Hell VR is due to launch on PC VR headsets next week, and we’ve got an exclusive first look at how it’s shaping up.

Just a few months back Incuvo released its Quest version of this survival game, based on the flatscreen original from Creepy Jar. And it was a smart, streamlined port – large areas of dense jungle had been condensed to help the game run on standalone hardware, the types of buildings and items you could craft had been reined in but new mechanics and interactions helped the game feel native to VR. The result was a much more approachable game that anyone could jump into, though fans of the original may have been disappointed with the simpler, undeniably easier gameplay.

If you’re in the latter tribe, you’ll want to keep an eye on Green Hell VR for PC.

Green Hell VR PC: Exclusive Gameplay

As you can see in the video above, this is the full-fat experience. Green Hell VR on PC aims to bring the entire original game into headsets, which means you’re getting the full map, a larger array of structures and items to craft and features missing from Quest like the ability to inspect and apply bandages to injured legs. The result is a much more ambitious take on the game than what’s come before but, from what I’ve played so far, Incuvo has done a great job of fitting the game onto headsets.

As with the Quest version, this is still an intensely physical experience. Trees need to be chopped with a hearty swing of an ax, spears are chucked with heft to shoot them across the jungle and an endless number of sticks and stones need to be gathered and nestled away in your backpack. There’s also a greater array of plant life and wildlife in this version, which means more threats just as much as it does more opportunities. If you prefer the much more demanding experience of the original game, then this is probably the version you’ll want to play in VR.

There are a few changes where the Quest version actually fares better, though. Extensively reworking the game for standalone allowed Incuvo to add new actions, like physically tying ropes around joints or knocking logs into the ground when making structures, but these are curiously absent here. Granted both the PC and standalone versions are set to see post-launch updates, so we could see other features come in over time.

As for performance and visuals, Incuvo says this isn’t the final build of the game so there are still improvements and optimizations to come. The footage above is taken on low graphics settings just to avoid any performance hitches, but I did have the game running pretty decently on a 3070 Ti with medium graphics settings, where it looked really good. Hopefully we’ll get a fully stable version at launch next week.

Green Hell VR is set to launch on PC June 9, during the Upload VR Showcase. Tune in to the show for a brand new look at the game!



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Monday 30 May 2022

Hands-On: Ruins Magus Isn’t The Game I Thought It Was – It’s Better

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I’ve had a tough time deciphering what exactly Ruins Magus is over the past few months.

Initial trailers from 2021 suggested this gorgeous adventure might be a text-heavy visual novel experience akin to Tokyo Chronos. Then, at the Upload VR Showcase in December last year, we saw the first signs of combat, and wondered if the game might feature a kind of Japanese RPG battle system. Now that I’ve played it, I can actually tell you what Ruins Magus is: it’s a VR dungeon crawler. And a very good one at that.

Perhaps the best thing I could say about Ruins Magus right now is that, from its striking art direction right down to its fantasy premise, it feels like you’re inside an anime. You play as the newest member of the titular guild, a group of warriors, magicians and engineers that explores a deep set of ancient caverns carved into the belly of an enormous mountain. Nestled just outside the entrance is Grand Amnis, a prosperous gold rush town that makes its living from the findings of your expeditions. It’s also where you’ll get new missions, shop for items and talk to NPCs to learn more about the world.

Everything from the traditional character and set designs to the excitable Japanese voice acting is on-point here. Merchants sit in trinket-filled tents and guards patrol the streets with exotic weaponry in garbs that could fit right into a classic Final Fantasy game. Specifically on Quest, there’s none of that ugly texture meshing that tells you you’re playing a drastically downscaled PC VR port. Granted it might not have the technical complexity of some of the headset’s more realistic titles, but it’s not hyperbole to say this is one of the best-looking games on the system.

If there’s one thing that is off-putting it’s the strangely eye-less NPCs, which either mask their gaze with armor or, more alarmingly, long fringes. It gives some characters an unintentionally creepy look, like you’re in a town populated by the extended family of the vengeful spirit in The Ring.

When you’re not exploring the town, you’ll be taking on one of the game’s 25+ missions, facing off with enemies in the ruins. This is where Ruins Magus reveals itself as a surprisingly robust action game. At the start, players have access to a simple fireball spell summoned with the right trigger, as well as two switchable special skills used with the right grip. One is another fireball that creates area-of-effect damage, whilst the other is a charged lightning attack that covers a wider space the longer you hold it down. On your left hand, meanwhile, is a shield used to block incoming projectiles and, with the right timing, even parry them with a squeeze of the left trigger.

Smooth locomotion mixes with a blink-style dash mechanic, and you can also grab grenades and health potions bought from the item shop off of your chest. In other words, there’s quite a lot to consider here, and balancing the different attack types with the fast-paced movement can be overwhelming at first. Ruins Magus’ button-heavy control scheme did leave me tying my fingers in knots as I tried to remember which combination of inputs did what, though hopefully that learning curve can be tamed in the full game.

I definitely hope that’s the case given that, in its moments of clarity, this is a really exciting and physical combat system. Enemy attacks are big, bright projectiles that are easy to spot but tough to time, meaning you’ll need to be ready to throw your shield up or dash forward at a moment’s notice. I especially like how some attacks even wind their way towards you in a zig zag, making it hard to judge when they’ll arrive and from which angle.

I played the first few introductory missions, which took at least ten minutes or so each when you include the story sequences etc. There’s definitely a lot of potential for the combat to get even deeper and more demanding as you journey further into the ruins – I unlocked more attacks towards the end of the second mission and new enemy types threatened to both hit harder and become harder to hit. If the game can keep that pace up for its entire campaign, it should be a really dynamic and engaging experience.

Color me surprised, then. Ruins Magus isn’t the game I thought it was going to be but, based on what I’ve played, it’s also a fair bit better than I’d anticipated, too. I’ll wait until I’ve played through the full game nearer launch later this year to deliver final impressions. For now, Ruins Magus is due to launch sometime this summer, with a demo hitting Steam Next Fest this June.



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Apple’s RealityOS Trademarked For Just After WWDC – Is A Reveal Imminent?

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Apple’s RealityOS has appeared in a trademark filing with a deadline two days after WWDC, Apple’s yearly developer conference.

The filing was spotted by Vox Media’s Parker Ortolani. The listed applicant is ‘Realityo Systems LLC’, a company with no other public presence. Apple has in the past used the shell company ‘Yosemite Research LLC’ to file macOS update names, 9to5Mac reports – and Realityo Systems LLC is registered at the same address.

The existence of realityOS, or rOS, was first reported by Bloomberg all the way back in 2017. In 2021 BloombergThe Information, and supply chain analyst Ming-Chi Kuo released reports claiming Apple is preparing to release a premium headset for VR and AR with high resolution color passthrough. Recent notes from Kuo claim this headset will weigh significantly less than Meta’s Quest 2, feature dual 4K OLED microdisplays, and use a new chip with “similar computing power as the M1 for Mac”.

In January iOS Developer Rens Verhoeven spotted a new platform “com.apple.platform.realityos” in the App Store app upload logs. Apple’s existing operating systems include iOS (com.apple.platform.iphoneos), iPadOS, watchOS (com.apple.platform.watchos), macOS, and tvOS.

In February, “award-winning git repository surgeon” Nicolás Álvarez spotted Apple committing code to its open source GitHub repository referencing ‘TARGET_FEATURE_REALITYOS’ and ‘realityOS_simulator’ – the latter likely a feature to allow developers without the headset to test building AR or VR applications. Álvarez said Apple quickly force-pushed the repo to try & hide the change, suggesting making this public was a mistake.

The week before last, Bloomberg’s Mark Gurman reported Apple recently ramped  up development of realityOS and previewed the headset to the board of directors. Gurman is sticking by his earlier reporting that the product will be announced this year or early next for a release in 2023.

The Information Apple VR

WWDC 2022 is scheduled for June 6, one week from now. Given the filing deadline date, could Apple be planning to finally unveil the headset, or at least its operating system?



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NVIDIA Omniverse XR Shows 3D Scenes In VR With Real-Time Ray Tracing

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Omniverse XR lets you view 3D scenes in VR with real-time ray tracing.

NVIDIA describes it as “the first full-fidelity, fully ray traced VR”.

Omniverse XR supports importing highly complex USD file scenes with tens of millions of polygons. Unlike game engines, since full ray tracing is used no preprocessing or compiling is required. Inside VR objects can be repositioned and rescaled, and the lighting will adapt in real time.

The application interfaces with SteamVR, so theoretically should work with any PC headset. However, only the Oculus Touch and HTC Vive controllers are officially supported as input devices.

Of course, real-time ray tracing in virtual reality is no easy feat. NVIDIA lists the minimum required GPU as an RTX 3080 Ti, and the recommended requirement as two RTX 3090s with NVLink. To help with performance, Omniverse XR has built in static foveated rendering so only the center of the lens is rendered in full resolution. NVIDIA says the specific technique used here is “built specifically for real-time ray tracing”.

Whilst certainly an interesting experiment, those demanding settings are a good reminder of just how much computing power will be needed to power truly photorealistic VR running in real-time some day.

Omniverse XR can be downloaded inside the Omniverse launcher.



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Kuo: PlayStation VR2 Mass Production To Start H2 2022

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A prominent supply chain analyst claims PSVR 2 mass production will begin in H2 2022.

Ming-Chi Kuo is a TF International Securities analyst mostly known for predicting Apple products & moves over a year in advance using his supply chain sources. In April he released a report detailing the apparent resolution and production target for Meta’s upcoming Project Cambria headset.

In a Tweet posted today Kuo claims “the assembler and several component providers” of PSVR 2 will start mass production in H2 2022 and ship 1.5 million units. Based on this, Kuo speculates Sony would be ready to launch in Q1 2023, assuming enough launch titles are available.

During a recent business briefing to investors Sony revealed PSVR 2 will launch with “20+ major first-party and third-party titles”. A “sneak peak” of at least some of these games will be shown in the State Of Play presentation next week.

Kuo isn’t the first analyst to suggest PSVR 2 won’t launch this year. Last month Ross Young, CEO of Display Supply Chain Consultants, Tweeted that both Apple and Sony’s VR products were delayed to 2023. Young told us Sony will only have a very limited supply by year’s end, so any serious launch would have to happen in 2023. In late February, YouTube channel PSVR Without Parole claimed to have sources for PSVR 2’s launch window being Q1 2023.

Sony hasn’t yet officially announced a release window for PSVR 2, but opened signups in February to be notified when preorders launch. As such, we can’t be sure whether there is truly a delay or if 2023 was Sony’s plan all along.



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Stride Multiplayer Mode Set To Launch In June For Quest, SteamVR

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Joy Way confirmed that multiplayer is coming to Stride for Quest and PC VR via Steam in June, with more details to come soon.

The developers announced the news via Reddit, accompanied by a new trailer showcasing the multiplayer mode in action.

As you can see in the trailer embedded above, you’ll be able to play with a number of different players, performing parkour moves across various maps. You’ll also seemingly be able to choose from a number of different outfits for your avatar and interact with other players in some non-parkour capacities.

In a comment on Reddit, Joy Way said it will share more details on the mode next week. There’s no details on multiplayer launch date for PSVR yet, with the launch next month seemingly targeting PC via Steam and Quest platforms only. It’s unclear whether the Oculus Store release for PC VR will also receive the multiplayer update in June as well.

Multiplayer has been a long time coming for Stride. Joy Way first began testing it in Alpha on PC almost a year ago, in June 2021, with plans to later bring the mode to all platforms. That test involved a mode called ‘Zombie Horde‘, which was essentially a version of tag where a group of players were cast as survivors and another group as zombies. The latter have to chase and tag the former — the last survivor standing was the winner of the round.

In November 2021, Joy Way took the test servers down and noted that improvements would be made based on player feedback. The studio also indicated that several other multiplayer modes were in development as well — hopefully we see those in the full launch next month.

Just earlier this month, Stride was restored to the Quest store after it was made unavailable for over a month, as part of a move from Meta to unlist apps with “financial entities” based in Russia. You can find more details on that story here.



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Sunday 29 May 2022

Painting VR Adds In-Game Tutorials & Expo Mode

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Painting VR added new in-game tutorials and an expo mode this week in its latest update.

After launch last month, this minor update adds some new features that help you display your artwork and get new users comfortable with all the mechanics.

The new in-game tutorials run through the basics, allowing you to properly understand the fundamentals like brush settings, mixing colors, using reference images and more.

As you can see in the video above, expo mode is the other big addition, which lets you go through your portfolio and select artworks to hang on the walls around you. You can position your art however you want, and even scale them to be bigger or smaller. Once you’re happy, lock it in place and admire the work hanging in your own personal gallery.

Painting VR first launched over a year ago, as an early access title for Quest on App Lab. Since then, the game has been able to move to a full launch on the Quest Store and on Steam for PC VR and ran a successful Kickstarter to add more features.

There’s more on the horizon too. Multiplayer support should still be on the way to paint in VR with friends, but hopefully you’ll also be able to give them a tour of your exhibit space and the artwork hanging in your virtual warehouse as well.

Painting VR is available now for $19.99 on Quest and Quest 2 via the Oculus Store and on PC VR via Steam.



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Peaky Blinders Developer Maze Theory Doubles Down On VR

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Nearly three years on from its first release, Maze Theory is doubling down on VR.

After a few years away from the medium, expanding the initially VR-only Doctor Who: The Edge of Time into other versions for different platforms, the London-based studio is prepping the release of its next major VR title, Peaky Blinders: The King’s Ransom. At the same time, Maze Theory has hired 14 new staff, including developers from studios with VR experience like nDreams, Rebellion and Codemasters.

It’s also keen to push into the social VR space with its first multiplayer project, Engram (formerly The Vanishing Act). But why is now the right time to push further into uncharted waters? And what can we expect from the studio past the launch of Peaky Blinders VR? We spoke to Russell Harding, Chief Creative Officer, and Marcus Moresby, Creative Director, to find out more.

Peaky Blinders VR 2

UploadVR: Why is now the right time for Maze Theory to expand its staff and VR operations?

Maze Theory: We’ve been really excited and encouraged to see the prolific expansion of the VR market. With platforms such as Pico Neo emerging and PSVR 2 on the way. Quest has been evolving new headsets and the VR experience is really having its moment, having lived through some hard times! 

The socially connected experience within VR is also coming to the fore and it’s set to play a pivotal role in the future of the metaverse. 

It’s the perfect time to invest in our team and broaden our portfolio of experiences.  We want to capitalize on these opportunities. At Maze Theory, we’ve coined the phrase ‘Storyliving’ to describe our approach to gaming in VR. Never has there been a better time to develop this and watch it take root within the VR community! 

UVR: We’ve seen the success of Quest lead to renewed interest in the VR market. As a developer, is your approach to be Quest-centric going forward or do you foresee new hardware that will be equally as important?

MT: Quest is very much the leading platform at the moment. So naturally we’ve been focused on finding the best way to make the most of that and ensure we can deliver the quality and experience the IP we work with – and develop – demands. 

Now that PSVR 2 is on the horizon, it’s of huge interest and something we are working towards. It makes sense to keep exploring new platforms. 

In addition to these two established formats, we are also very interested to see what impact Pico will have in the future.

UVR: Tell us more about Engram and the strive for original IP. Why is that important to you after close partnerships with the BBC and Banijay?

MT: It’s part of the studio’s intention to develop its own IP. We have amassed a huge amount of experience and learning from working with titles such as Peaky Blinders and Doctor Who. We want to use that experience to push the boundaries of VR. We have developed specialist knowledge and an incredible team, and an understanding of creating lore. It’s the natural next step to bring this to Engram and other projects that will be announced forthwith.

Engram VR

With Engram, we are also exploring the wealth of possibilities around multiplayer and social VR. The core premise of the game is exploring memories, and we’re working on ways to achieve a heightened range of emotional experiences. 

We are not announcing a launch date for Engram at this stage. But we feel very excited about it! For us, it’s a symbol of exploration and experimentation within VR, as well as the creativity and aspiration that feeds into all of our games. Some of this will also spin off into other products and IP. It’s the ultimate expression of what Maze Theory is about. 

UVR: Peaky Blinders and Doctor Who are single-player experiences. Why, with this experience, is it important for you to push into social VR in the future?

MT: Community-driven gaming and shared experiences are gaining traction and people are really enjoying this aspect. It means you can be in the story together and that makes it ultimately more powerful. That in itself changes the way we approach the development of the story. It’s an exciting proposition! 

UVR: After the release of Doctor Who you turned to some flatscreen adaptations, presumably because VR is a tough market. Are you anticipating continuing flatscreen development considering VR’s momentum going forward?

MT: Within the Doctor Who universe, it was part of our remit to think about different ways of telling the story. So the multi-platform approach was more about delivering different types of experiences for fans. The community has a deep involvement in the IP, so they are drawn to crave Doctor Who stories told in different ways, across different windows and platforms. 

Our dedicated focus on VR  – at this point – is because that market has changed and grown. We’re still aiming to deliver in a space where fans can have the best experiences. 



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Saturday 28 May 2022

First Person Tennis Coming To Quest Store Next Month

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First Person Tennis, a tennis simulator, is coming to the Oculus Store for Meta Quest 2 (formerly Oculus Quest) next month.

While First Person Tennis debuted on App Lab last year it’s now been approved for a full release on Quest and listed as coming soon on the store for a June 2 release. For those with PC VR setups, it’s already available on Steam with support for all major headsets.

On the Quest platform, the game will support both the original headset and Quest 2, with arcade and simulation modes and online multiplayer. There’s multiple locomotion options — teleport, run in place, sliding run — and you’ll be able to play across seven different court surfaces and 13 tournaments, competing on global leaderboards. You can check out some gameplay in the mixed reality trailer embedded above.

First Person Tennis will join an array of sporting games available on the Quest system. That being said, it looks set to be the first fully-fledged tennis simulator — an arcade tennis game is included in Sports Scramble, but the next best things are the myriad of table tennis games. Eleven Table Tennis, one of our favorites, is looking at adding Meta avatars and four-person play, while a new table tennis game called VR Ping Pong Pro released just a few days ago.

First Person Tennis is no longer available on App Lab, but will be available to purchase again starting from June 2 on the Oculus Store. You can wishlist the game now, or check it out on Steam for PC VR, where it’s on sale at 20% off until June 10.



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Friday 27 May 2022

Report: Meta Actively Testing PC VR Cloud Gaming for Quest

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Meta may be ramping up internal testing for its own first-party cloud gaming service which could let its latest standalone VR headset, Quest 2, play PC VR games without needing your own VR-ready computer.

Mention of the ‘Avalanche’ cloud PC VR streaming function was allegedly uncovered in v24 of the Quest firmware, which released in late 2020. It wasn’t until this April that data miner and Reddit user ‘Samulia’ dug into the firmware to find the following string, as reported by Tech analyst and YouTuber Brad Lynch:

AVALANCHE_CLOUD_GAMING_INFRA_ENABLED (“oculus_systemux:oculus_avalanche_cloud_gaming_infra_enabled”)

Samulia is also known for having extracted the Meta logo before it was officially unveiled in February, and a host of info scraped from successive firmware releases alluding to the company’s next VR headset, Project Cambria.

Lynch, known for the YouTube channel SadlyItsBradley, now alleges to have discussed the cloud PC VR streaming with someone who managed to gain access, and was able to remotely play a game of Asgard’s Wrath (2020), an Oculus PC exclusive, on Quest 2.

The screenshot above shows the in-headset Quest UI sporting a feature ostensibly inaccessible to normal users, with a launch button inside the ‘Experimental Features’ section that says: “Enable Avalanche (Alpha) – Start an Avalanche session”.

Furthermore, Lynch says that according to the user, the quality was “not very good,” although this might be chalked up to the fact that they’re based in United Kingdom and had to connect to a PC in the United States.

Quest 2 tethered to a PC | Image courtesy Meta

We’re unable to verify the authenticity of that information, however Meta may be carving out its own exclusive nook for Quest cloud gaming. In the past, Meta has taken steps to disallow cloud gaming apps from both its official Quest Store and App Lab, Meta’s app outlet featuring less stringent content submission guidelines. You can only download third-party cloud gaming services, like PlutoSphere, through sideloading tools such as SideQuest.

This might suggest Meta is currently looking to make its own PC VR cloud gaming service, much like it’s done in the past with its own flatscreen cloud gaming over the last two years. Notably, the flatscreen cloud gaming project is currently headed by former Oculus exec Jason Rubin, who is acutely aware of the inherent limitations of standalone headsets when it comes to packing in high-quality content. As of July 2021, Rubin also now heads all gaming content at Meta, including AR/VR production and Instant and Cloud Play Platform inside the Facebook app.

In an quarterly earnings in late 2020, Meta CEO Mark Zuckerberg addressed the intersection of Facebook’s cloud gaming and VR initiatives:

“Over the longer term, I think the VR piece will obviously come into [our gaming strategy] as well. Some of the cloud gaming stuff that we’re doing will, of course, be useful for VR as well, and we’re building a big community around that on Oculus. But [our cloud gaming service]… I do think will be a very exciting growth opportunity and ability to offer a lot of innovation over the coming years,” Zuckerberg said.

We’re hoping to learn more about Meta’s VR cloud gaming plans as well as its first upcoming mixed reality headset, Project Cambria, at the company’s annual Connect conference later in the year.

The post Report: Meta Actively Testing PC VR Cloud Gaming for Quest appeared first on Road to VR.



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PSVR 2 ‘Of Huge Interest’ To Peaky Blinders Dev, New IP Coming Soon

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Peaky Blinders VR developer Maze Theory says the upcoming PSVR 2 headset is “of huge interest” to it.

Creative Director Marcus Morseby and Chief Creative Officer Russell Harding said as much in a recent email Q&A with UploadVR surrounding the team’s latest announcements. Specifically, Maze Theory is doubling down on VR development with 14 new hires and continuing work on its first original IP, Engram, alongside working on Peaky Blinders: The King’s Ransom for later this year.

When asked if Quest 2 would be the lead platform for these projects, the pair confirmed the standalone headset was a priority, though other devices were becoming important too. “Now that PSVR 2 is on the horizon, it’s of huge interest and something we are working towards,” the pair said. They stopped short of officially announcing projects for the device, though.

Maze Theory also reconfirmed that its first original game, Engram, is still in the works and coming soon. We first saw the experience under the name The Vanishing Act, where it was a single-player experience. “With Engram, we are also exploring the wealth of possibilities around multiplayer and social VR,” the pair said. “The core premise of the game is exploring memories, and we’re working on ways to achieve a heightened range of emotional experiences.”

For now, Peaky Blinders is confirmed for release later this year and is expected to release on Quest 2 and PC VR headsets, though final release dates for either device haven’t been confirmed. From the sounds of it, though, PSVR 2 could be a potential target for both that game and Engram. Currently we’re not expecting PSVR 2 to launch until 2023, but you can keep up to date with everything we know about the headset right here.



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Thursday 26 May 2022

Metro & Traffic Routing Update Drops On June 9 For Cities: VR

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The first major content update for Cities: VR will arrive on June 9.

Fast Travel Games have committed to pushing new content and frequent updates for Cities: VR post-launch, and the Metro & Traffic Routing update will be the first big drop, as announced last month.

We knew the update was targeting June already, but now there’s a solid release date early in the month. Further details on exact content are slim, with a tweet from the Cities: VR account simply mentioning that the update “allows your citizens to travel over & underground while also providing mayors with improved tools to direct the flow of traffic!”

We’ve also got the key art, in the embedded tweet above, but that’s it. The metro will be a nice addition to the game’s limited public transport options, but it’s yet to be seen what the new traffic options will entail.

Cities: VR released last month and while we admired its attempt to bring as much of the original Cities: Skylines experience over to VR, we ultimately felt it fell short of its lofty ambitions:

Cities: VR is a confusing release that feels a tad aimless and unfinished. It does successfully bring most of the core Skylines elements over to VR with some of that 3D novelty intact, and the breadth of customization options available is a real strength. But it doesn’t feel as satisfying to play in VR as it should. In fact, there’s nothing that this version does better than the original.

There are still some positives to be had from the experience, but overall it’ll likely be a mixed bag for most players. You can read more in our review, and also read about some post-launch changes addressing key issues that arrived a few weeks ago here.



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Niantic Launches Visual Positioning System For ‘Global Scale’ AR Experiences

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Niantic‘s new Lightship Visual Positioning System (VPS) will facilitate interactions with ‘global scale’ persistent and synced AR content on mobile devices.

Niantic launched Lightship during its developer conference this week and you can see some footage in the video embedded above showing some phone-based AR apps using its new features starting from the 50:20 mark. The system is essentially a new type of map that developers can use for AR experiences, with the aim of providing location-based persistent content that’s synced up for all users.

Niantic is building the map from scanned visual data, which Niantic says will offer “centimeter-level” accuracy when pinpointing the location and orientation of users (or multiple users, in relation to each other) at a given location. The technology is similar to large-scale visual positioning systems in active development at Google and Snap.

While the promise of the system is to work globally, it’s not quite there just yet — as of launch yesterday, Niantic’s VPS system has around 30,000 public locations where VPS is available for developers to hook into. These locations are mainly spread across six key cities — San Francisco, London, Tokyo, Los Angeles, New York City and Seattle — and include “parks, paths, landmarks, local businesses and more.”

To expand the map, Niantic developed the Wayfarer app which allows developers to scan in new locations using their phones, available now in public beta. Niantic has also launched a surveyor program in the aforementioned six key launch cities to expedite the process.

“With only a single image frame from the end user’s camera, Lightship VPS swiftly and accurately determines a user’s precise, six-dimensional location,” according to a Niantic blog post.

Scaling VPS to a global level is a lofty goal for Niantic, but could improve mobile AR experiences which could seem to unlock far more interesting content with accurate maps pinning content to real world locations.

You can read more about Lightship VPS over on the Niantic blog.



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Predicting PSVR 2’s Launch Line-Up – VR Gamescast

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Beat Saber Review 2022: Seminal VR Title Remains As Relevant As Ever

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With regular updates, DLC releases and changes to the game since launch, Beat Saber remains VR’s poster child. Read on for our updated Beat Saber review for Quest 2, PSVR and PC VR.

BEAT SABER REVIEW

Years of Dominance

It’s hard to understate Beat Saber’s influence on the VR industry. It was one of the earliest success stories in VR gaming and became a catalyst for the now-oversaturated market of VR rhythm games. After launch in 2018, it catapulted itself into the spotlight as the must-have VR game for any headset owner and became one of the only VR-exclusive titles to gain brand recognition in the wider gaming industry. As starting points go, it was a good place to be in.

Perhaps more amazing is that in 2022, four years post-release, Beat Saber remains dominant as ever and has never properly faded from the zeitgeist. Meta acquired the studio behind the game, Beat Games, in 2018, but Beat Saber remains available on almost every major VR headset – Meta-owned or otherwise. It consistently holds a near-unbeatable position around the top of most VR store charts, as it has done for several consecutive years now. With consistent free updates and paid DLC releases, there’s now a wealth of content to work through as well.

Beat Saber 2022 Review The Facts

Platforms: Oculus Quest, Quest 2, PC VR, PSVR
Release Date: Out Now
Developer: Beat Games, Meta
Price: $29.99

Even the skeptics would have to admit that Beat Saber is still the biggest VR game in terms of availability, omnipresence and recognition, especially with more casual audiences. But a lot has changed since 2018 – not just advancements in hardware, but also our understanding of solid VR design principles.

The standard is higher than ever, so how well does Beat Saber hold up?

Surprisingly well, is the answer. But before getting into the nitty gritty, let’s cover the basics.

beat saber

Easy to Understand, Hard to Master

Beat Saber is a VR rhythm game with an easily-understood core concept. Set to music, the player will use two ‘lightsabers’ – one red and one blue, by default – to slice through blocks as they fly through space towards the player. The colour of the blocks – red or blue – correspond to which lightsaber to use, while directional arrows on each indicate whether you should slice up, down, left, right or even diagonally. If you’re confused, think Fruit Ninja… but with music. In VR.

The blocks are aligned to the rhythm of the music – the more on-time and accurately you slice, the higher your score. Slicing consecutive blocks without mistakes builds combos. Missing blocks or making mistakes resets your combo and can stack up to result in a level failure.

There’s other twists as well – walls you have to avoid, bombs you can’t hit, double blocks or cross-armed slices  – but overall it’s a conceptually simple game with a very high skill ceiling. Even though the upper echelon of players compete at an insanely high level, everyone can play Beat Saber – the large variety of music, modes and difficulty levels means it’s enjoyable for newcomers and experts alike.

Old Genre, New Platform, Same Feeling

Rhythm games are a popular gaming genre, no matter the platform. But not only does Beat Saber execute the rhythm game tropes well, it also exhibits an expert understanding of what makes a fantastic VR experience – especially impressive for 2018.

Beat Saber’s gameplay isn’t just addictive, it’s tactile. Every move you make lines up perfectly with your expectation for how that action should feel. In other games, actions don’t always align with the virtual world, like putting your hand up against a virtual wall only to realize that your physical hand falls through it.

There’s no such disconnect in Beat Saber. There’s cohesion and responsiveness between your actions in real life and VR, because slicing blocks is designed as an inherently weightless action. Your brain never expects feedback from your actions, so everything just feels right.

This unsolved hardware problem – generating realistic feedback and resistance against actions – is likely to stick around for quite a while. By avoiding the problem entirely, Beat Saber has positioned itself as a timeless experience, at least for the foreseeable future. Even across generations of different hardware, Beat Saber feels incredibly satisfying to play – just as much now as it did in 2018.

beat saber multiplayer

Games Modes, Accessibility, Modifiers

Compared to launch, there’s now a lot more on offer in Beat Saber as well. The music library has been massively expanded (more on that later), but there’s also several different game modes to keep you entertained.

The classic mode is Solo, the stock-standard high score mode that lets you play through any track you like, with many optional modifier options. There’s also now a multiplayer mode, which lets up to five players compete against each other for a high score, either in public or private lobbies.

A campaign mode does technically exist, but feels neglected and overdue for a complete overhaul – it’s not worth your time over Solo mode. An upgraded campaign with better structure and some form of progression might be interesting (and perhaps is on the way), but the fairly neglected state of the existing campaign isn’t exactly a huge loss.

Accessibility options and gameplay modifiers are abound in Beat Saber, which let you tailor the game to your needs and wants. You can enable different options to make the game easier, more accessible, harder or just completely different, adding a lot of depth for people who want to mix up gameplay or cater to specific needs.

There’s also special 360 and 90 degree levels that see you turn on the spot as blocks come from different directions – a fun gimmick, but nothing mind-blowing.

Beat Saber Billie Eilish Music Pack2_1920x1080

An Expansive Library

Given how big the library has grown since launch, Beat Saber’s music selection should have something for everyone by now, provided you’re willing to pay extra.

Humble beginnings saw only a few original electronic tracks included at launch, composed by Beat Games Co-Founder Jaroslav Beck. New free tracks and additional original music from Beck still arrive in updates from time to time, but it’s the paid DLC releases that offer the most exciting selections, featuring some prominent and legendary artists – Linkin Park, Fall Out Boy, BTS, Green Day, Lady Gaga, Panic! At The Disco, Billie Eilish, Imagine Dragons and Skrillex, to name a few.

Each pack brings with it a unique feel, perfectly crafted to capture the spirit of the featured artist. It makes each pack feel truly hand-crafted and brings much-needed variety across the library. The only downside for new players will be the cost – when you add DLC to the cost of the base game, things could start to get a bit pricey.

However, the expansion of Beat Saber’s music selection has also had an effect on consistency. The skill ceiling of Beat Saber players has increased dramatically in the last few years, as has the style and variety of track mapping. While the developers have evolved the game’s mapping, it’s now clear that the difficult labels – Easy, Normal, Hard, Expert, Expert+ – can mean completely different things from one track to another. What was considered Expert in 2018, for example, feels like a walk in the park compared to an Expert map released in 2022.

Room for Improvement

Outside of the actual gameplay, parts of Beat Saber’s user experience are starting to show their age. The entire menu system – large, flat and floating panels, with a point-and-click cursor attached to each controller – might have been serviceable in 2018, but now feels clunky and unintuitive. There’s been lots of innovation in intuitive user experience in virtual reality, but Beat Saber has not kept pace.

The same can be said for the game’s visuals. While overall the game looks great on most platforms, it also doesn’t feel like the best possible visual presentation, especially on Quest hardware. Other releases have really pushed Quest’s standalone hardware to the limit, delivering stunning visuals. It’s hard to believe Beat Saber couldn’t do a bit more to impress in this day and age.

Admittedly, the newer DLC and OST releases feature environments that are way more visually interesting. But if anything, this only contributes to the aforementioned feeling of consistency – some levels look breathtaking, while others now look incredibly dated and barebones.

All of these minor issues are a result of the piecemeal approach taken by Beat Games, adding and changing elements slowly but consistently, bit by bit. While it’s an approach that has served Beat Saber well until now, it’s also segmenting the game and beginning to make it feel less like one cohesive package.

It would be nice to see this addressed, preferably in one big drastic update. Even a full on sequel – Beat Saber 2 – might be the best option, providing a polished and ground-up rework of the core game, while introducing some new elements and transitioning existing players over with legacy map and DLC support.

Beat Saber

Beat Saber Review 2022 – Final Verdict

For any new headset owner, Beat Saber remains an essential purchase. Even if the genre is not traditionally your style, the game holds such an esteemed place in VR history and remains completely relevant to modern audiences, exemplifying sublime gameplay that puts intelligent VR design first.

Yes, parts of the experience are starting to feel ever so slightly outdated, but those are very minor gripes for what is otherwise a seminal VR game. Nothing has yet to penetrate the virtual reality zeitgeist quite like Beat Saber. If you have a headset, you have to try it. It’s as simple as that.

Upload VR Review Essential

Beat Saber is available on Oculus Quest and Meta Quest 2, PC VR via Steam and Oculus, and PSVR

UploadVR recently changed its review guidelines, and this is one of our new Essential review labels. You can read more about our review guidelines here

This review was conducted primarily on the Quest 2 version of the game, but applies to all platforms. What did you make of our Beat Saber review? Let us know in the comments below!



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Wednesday 25 May 2022

SteamVR Update Adds Mallorca, A New Photogrammetry Environment

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The latest SteamVR update adds a new photogrammetry environment for users, captured in the village of Fornalutx in Mallorca.

Mallorca is an island located in the western Mediterranean sea, off the coast of Spain and part of the Balearic Islands. It’s home to an ancient village called Fornalutx and, as described in this post, Valve has processed a bunch of photogrammetric data to create a SteamVR home environment featuring a path running through the village.

steamvr home mallorca

The data was originally captured in October 2019, but it seems Valve employees only just got around to processing and converting it now. The scene is made up of over 640 photos, which were taken handheld with a Canon EOS 5D Mk IV using an EF 16-35mm f/4L IS USM lens.

To process the photos into a photogrammetry scene and clean up the results, Valve used Reality Capture, Agisoft Metashape, Agisoft PhotoScan, Modo, Substance Painter and Photoshop.

steamvr home mallorca

You can subscribe to the Mallorca envionrment here on Steam. Valve encourages anyone with questions on capturing and processing a scene to post them in the comments section of the Workshop listing.

The update also brings a bunch of bug fixes for SteamVR, OpenXR and Windows Mixed Reality support. You can read the full list here.

In last month’s SteamVR hardware survey, Quest 2 reached 47.92% of VR headset usage on the platform, creeping its way toward 50%. The Valve Index, meanwhile, climbed slightly up to 15.35% while the Oculus Rift S continued to fall, now at just 11.07%.  You can read more about last month’s SteamVR hardware results here.



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Co-Op Arcade Shoot ‘Em Up Wings 1941 Hits Quest In June

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Retro-inspired arcade shoot ’em up, Wings 1941, gets a Meta Quest (formerly Oculus Quest) store release next week.

The game — which seems to be inspired by Capcom’s arcade classic, 1942 — touches down on the standalone headset on June 2 and is currently listed in the Coming Soon section of the store. No other platforms have been announced at this time. The game features takes on some of the Second World War’s biggest battles, including D-Day, Stalingrad and the battle of Midway. It can be played either in single-player or with a friend in co-op. Check out a trailer below.

Wings 1941 Trailer

Rather than a realistic flight simulator akin to something like Warplanes or Ultrawings, Wings 1941 is played from third-person, with the user’s hand steering the aircraft similar to games like Shooty Skies Overdrive. You’ll use this mechanic to dodge bullets and grab power-ups whilst returning fire.

Overall there are 10 planes to pilot including the B17 Bomber and Hurricane as well as 10 campaigns to fight through. Bosses include zeppelins, battleships and tanks. There are leaderboards for those chasing high scores, too. We’ve seen a lot of games of this type come and go but the promise of co-op support could give Wings 1941 an edge.

Also releasing on June 2 is VR puzzle game, The Last Clockwinder, kicking off a busy month that also sees the launch of Mothergunship: Forge, Kayak VR and more as well as updates for Demeo. Are you going to be checking out Wings 1941 when it releases next week? Let us know in the comments below!



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Tuesday 24 May 2022

Oculus Public Test Channel Fixes (Air) Link Windows 11 Judder

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The Public Test Channel of the Oculus PC app fixes Oculus Link juddering on Windows 11.

Oculus Link is a Quest feature which lets the device act as a PC VR headset, either wired via USB or wirelessly via your home Wi-Fi network. While it works as advertised on Windows 10, if you try it on Windows 11 you may see a constant distracting – and even sickening – juddering effect. The issue had existed since the release of Windows 11.

Yesterday we reported on a Tweet from Meta Reality Labs “Consulting CTO” John Carmack apologizing for the issue still existing. “We think we have a handle on it, and an update is in the pipeline, but I can’t say exactly when it will land”, he wrote. After publication we were contacted by readers pointing out this fix actually already shipped in the Public Test Channel.

To enroll in the Public Test Channel navigate to the Beta tab of the Settings of the Oculus PC app, then wait for the update to finish downloading. I tried this today and found it did indeed fix the constant juddering issue.

However, I did still experience an occasional judder I don’t remember happening on Windows 10, and that I don’t experience when using the paid 3rd party alternative to Air Link Virtual Desktop.

If you use Windows 11: does the Public Test Channel fix the juddering for you? Which works better for you: Air Link or Virtual Desktop? Let us know in the comments below.



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PSVR 2: Everything We Know About PS5 VR (Updated Spring 2022)

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PSVR 2 (or PS5 VR) – it’s no longer a question of if, but when?

Note: This is an evolving article, originally published at the beginning of 2020.

There’s still a lot to learn about Sony’s future plans for VR in a crucial year for PlayStation itself. PS5 is now with us and, as of February 23rd, 2021, we know for certain it will eventually have a VR headset to call its own. So far, though, very little has been officially confirmed about PSVR 2. In fact we only just learned that it will be officially called PSVR 2. Let’s go over what we do know, though, as well as rounding up some of the other bits of info that help fill in the picture a bit more.

Without further ado, here’s everything we know about PSVR 2, or PS5 VR.

PSVR 2: Everything We Know About PS5 VR

PSVR 2 Design Revealed

After a year on from its initial announcement, we finally know what PSVR 2 actually looks like. The headset boasts a sleek white form factor with a white shell similar to the PS5 console’s faceplates (and not too far off from a Meta Quest 2). Take a look below.

PSVR 2 PlayStation VR 2 Headset Design 3

Not bad, right? We’re keeping the halo strap design from the original and you can see four front-facing cameras on the visor for inside-out tracking. The motion controllers also now have the same white shell (you can see the initial designs in black below). But let’s get into what all of this actually means.

PSVR 2 Release Date? Is It Coming In 2022?

In a post on the PlayStation Blog this February 2021, CEO Jim Ryan confirmed a new headset is in the works. Then, at CES in January 2022, Ryan confirmed the device would be called PSVR 2 (it had previously been referred to as ‘the next-generation of VR on PS5’). During a recent developer conference, the company reportedly codenamed the headset NGVR, or ‘Next-Generation VR’.

We’re hopeful that the PSVR 2 release date is sometime this year given that Sony seems to be actively talking about the headset now. But the company is yet to explicitly confirm a 2022 launch window and, given the ongoing component shortage plaguing the hardware industry (not to mention Sony’s own PS5), there’s every chance it could launch in 2023 instead.

There was some uncertainty about if PSVR 2 could ever happen. In the weeks leading up to launch of the PS5, Sony delivered somewhat mixed messages about the future of VR. In an interview with The Washington Post in October 2020, PlayStation CEO Jim Ryan said the future of the platform was “more than a few minutes away”, and the recent closure of Sony’s VR-dedicated studio in the UK didn’t inspire much confidence. Today, we can rest easy that those fears were unfounded: PSVR 2 (or PS5 VR) is definitely happening.

PSVR 2 Specs: Near-4K Resolution, Wider Field Of View And A PSVR vs Quest 2 Comparison

Official PSVR 2 specs have now been announced and confirm UploadVR’s report of the first reveal details in May 2021. The headset features a massive jump in display resolution over the original with 2000×2040 per eye and retains an OLED display with HDR support. It’s also got a 110 degree field of view and new features like eye-tracking and in-headset vibration. Below is the spec sheet stacked up next to the original PSVR’s specs and a comparison to Meta’s Quest 2, too. You can also read a much larger comparison between Quest 2 and Meta’s upcoming Project Cambria right here.

Specs PSVR 2 PSVR Quest 2
Display Per Eye 2000×2040  960×1080 1832×1920
Display Type OLED OLED LCD
HDR? Yes No No
Refresh Rate 90Hz/120Hz 90Hz/120Hz 72Hz/90Hz/120Hz (limited to only some apps)
Field of View “Around 110 degrees”, direction undisclosed Estimated around 95 degrees horizontal, 111 degrees vertical Estimated around 90 degrees horizontal and vertical
Lens Separation Adjustable (specifics TBA) Yes 3-point adjustable
Eye Tracking? Yes No No
Hand Tracking? No No Yes
Headset Vibration Yes No No
Microphone? Yes Yes Yes
Audio Headphone jack Headphone jack Built-in speakers, headphone jack
Controllers Bundled Sense controllers with buttons, sticks, capacitive touch sensors, haptic feedback (single actuator per unit), trigger resistance  Support for DualShock 4, PS3-era PlayStation Move controllers and rifle-shaped Aim controller Bundled Oculus Touch controllers with buttons, sticks and capacitive touch sensors

PSVR 2 Will Run On PS5 Via A Single Wire

PlayStation 5 PS5 Laid Down Side

This one’s a bit of a no-brainer but, just in case you didn’t know; PSVR 2 will run on PS5. Sony’s next-generation console is now rolling out across the globe and, although supply has been an issue, it’s slowly but surely finding its way into people’s homes.

In February 2021’s blog post, Ryan confirmed that the new headset connects to the console via a single cord, meaning a much simpler setup than the mess of wires included in the original PSVR. There’s no confirmation of any possible wireless connectivity just yet, but we’ll come to that in a bit. Either way, the added processing power of the PS5 should go a long way to improving the PSVR experience. Again, more on that further down.

PSVR 2 Has Inside-Out Tracking – You Won’t Need A Camera

The original PSVR had a camera-based tracking system that required you to place a PlayStation-branded camera in front of your play area. It allowed for full positional tracking when facing the lens, but there was a lot of drift and motion controls would be lost if their lights were obscured from the camera, so no turning your back around. PSVR 2 won’t have this issue – cameras on the headset will track the controllers and thus give you a much easier setup and a much great degree of freedom.

PSVR 2 Features Include Eye-Tracking, Foveated Rendering And More

Beyond the PSVR 2 specs, the headset will have some big new features. The kit will be able to track the direction of your eyes, for example, to use a technique called foveated rendering. This is when an experience only fully renders the area of a screen you’re looking at; the rest isn’t fully rendered but this should be noticeable in your peripheral vision. This should help dramatically improve performance on PS5. It can also be used to mimic your eye’s gaze on a virtual avatar. It’ll also have a lens separation adjustment dial for people to find the clearest image possible with.

It’s Got Haptics… In The Headset

PlayStation 5 & PSVR

Another interesting feature is the haptic feedback within the headset itself. This apparently isn’t as advanced a sensation as the haptic feedback seen in the new DualSense controllers, and might be employed more for comfort than enhancing immersion. We’re yet to really learn how the feature will be used exactly, though.

Sony Says PSVR 2 is A ‘Completely New Format’ For VR

In a follow-up interview with GQ, Ryan hinted that the new PS5 VR headset will be a “completely new format”. Exactly what he means by that isn’t clear. It might mean the device has its own ecosystem and UI on PS5 rather than just using a virtual screen of the standard menu.

The First PSVR 2 Game Has Been Announced

Sony’s CES announcement wasn’t just for a name – we also saw the first-ever PSVR 2 game confirmed. That game is Horizon Call of the Wild, a spin-off to Sony’s popular open-world series set in a post-apocalyptic world with robot dinosaurs. It’s been developed by Firesprite, the studio behind The Persistence that Sony acquired in 2021, with help from Horizon developer Guerrilla Games. You can see the first trailer for the project above – you won’t be playing as series protagonist Aloy but you will meet her as you take on the role of an entirely new character. A release date for the PSVR 2 exclusive hasn’t been confirmed.

…And Others Have Been Confirmed

We’re keeping a list of all confirmed and rumored PSVR 2 games. Currently we know that Coatsink and First Contact Entertainment are working on new projects, and games like Among Us VR and Firmament are coming to the device, too. Rumor-wise, Half-Life: Alyx leads the charge, but no official confirmation yet.

PS5 Specs Show Promise For PSVR 2

The PS5 is an absolute powerhouse, capable of delivering native 4K games with stunning graphics. Meanwhile, the specs promise high-end PC power for console VR. Here’s a chart outlining the specs for the console stacked up against the PS4 and enhanced PS4 Pro, whipped up by our own David Heaney.

PS5 Specs

Based on these specs, PS5 is comparable to Nvidia’s RTX 2070 Super in terms of GPU power, and six times more powerful than the standard PS4. That will enable a huge leap forward for console VR games; hopefully no more blurry PSVR ports at the very least. In fact we’ve already seen as much; No Man’s Sky’s PS4 version is able to tell it’s running on PS5 and deliver much clearer visuals than on PS4 (see below).

Plus the console boasts an on-board solid-state drive (SSD) that Sony says reduces load times to near-instant. Again, that could have a big impact on crafting believable virtual worlds.

It Has New Controllers Inspired By DualSense

Another piece of official information Sony has revealed about PSVR 2 so far is for the controllers. Earlier in 2021, it revealed these orb-shaped devices, which look like a huge step up from the now decade-old PS Move controllers used with the first PSVR.

ps5 VR controllers 1

At a glance, you can see these controllers feature analog sticks, two face buttons per device and trigger and grip buttons as well as the usual share and options buttons. These are much more in-line with modern VR controllers like the Oculus Touch, and PSVR Without Parole also reports they’ll have capacitive touch sensors for your thumb, index and middle fingers too.

ps5 vr controllers 2

Sony confirmed the controllers will even implement features seen in the new DualSense PS5 gamepad. This device iterates on the DualShock 4 with advanced haptic feedback technology and trigger resistance, two features that seem ideal for future VR support. If you haven’t, give Astro’s Playroom a try and marvel at the feel of Astro’s footsteps across different surfaces, or the push-back you can when controlling him in spring mode. They give you plenty of hints about what to expect from the VR controller.

Finally, no more Move controllers.

Wireless, Resolution And More: Sony Research Gives Us Hints At What To Expect In The Future

Sony’s research into a successor headset for PSVR 2 dates back years. In mid-2019, Sony’s Vice President of R&D, Dominic Mallinson gave a talk outlining what to expect from the next generation of VR headsets.

He outlined devices that boast ‘roughly double’ the pixel count of then-current headsets (PSVR, Rift, Vive) and support for high dynamic range, which brings a wider array of colors to the screen. Plus Mallinson pointed towards a wider field of view to see more of the virtual world, and optional wireless support. There might even be eye-tracking included.

Granted, Ryan’s blog post said the new VR headset connected to PS5 via a single cord, but that might not be the whole story. Mallinson’s quotes pointed towards the possibility of two models, or maybe that wire being an option. This was just a prototyping phase, of course, and all that could change, but the hope for wireless isn’t completely dead yet.

Not to mention that there’s been a steady stream of revealing patents for a potential PSVR 2 over the past few years. We’ve seen fillings for new tracking tech, systems for local multiplayer VR and more.

Sony Could Be Seeking ‘Hybrid’ AAA VR Games For PSVR 2

Resident Evil Village

Okay, onto the games. So far the only officially confirmed PSVR 2 game is Horizon Call of the Mountain. But, at its August developer conference, Sony reportedly said it was appealing to bigger, AAA game developers to implement VR support into their titles as an option. PSVR 2 will of course support native VR titles too, but this could be a path to seeing other, bigger games in VR, much like PSVR 1 enjoyed Resident Evil 7, No Man’s Sky and Hitman 3.

We’re already seeing titles that look primed for PSVR 2. Resident Evil 8 returns to the first-person format from the VR-supported Resident Evil 7 and, although it’s already out, PSVR 2 support later down the line seems like a possibility. Gran Turismo 7 is also an obvious choice, while Sony has teams with great VR experience like Blood & Truth developer Sony London and Stormland studio Insomniac working away too. Combine that with support for third parties and PSVR 2’s potential line-up already sounds promising.

It remains to be seen, however, if the headset can play old VR games.

While You Wait, PS5 Supports PSVR For Backwards Compatibility

Sony PSVR Move

Not only is PS5 backwards compatible, but the console also supports the original PSVR, too. That means you can play original PSVR games on the headset, but you’ll need a special adapter to attach the PS4 Camera to your PS5. You can’t use the new HD Camera for PS5 with the headset, but Sony is sending out the adapter for free and bundling it in with new units. You’ll need to use all of your existing controllers for PSVR on PS5, though gamepad-supported games that don’t use tracking like Resident Evil 7 can use the next DualSense controller.

We also know that PSVR developers can update their titles with PS5-specific features, perhaps improving the visuals and performance of existing games. Along with the No Man’s Sky visuals upgrades, Blood & Truth has improvements as does Firewall: Zero Hour. Also bear in mind that not every PSVR game is compatible with PS5. Sony says the ‘vast majority’ of PS4 games will work on PS5, but we do know Robinson: The Journey isn’t compatible with the new console.

…But PSVR Can’t Be Used With New PS5 Games

While backwards compatibility support for PSVR seems robust, one thing you can’t do is use the headset with new PS5 games. That means cross-generation games with PSVR support on PS4 like Hitman 3 and No Man’s Sky don’t support PSVR on PS5. You need to run the old versions via backwards compatibility for it to work.

What’s your take on PSVR 2? Are you looking forward to the headset? Let us know in the comments below!



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