Monday, 31 October 2022

Hands-On: Iron Guard VR Is Fun Tower Defense That Plays It Safe

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Following an App Lab and SideQuest release last year, Xlab Digital’s Iron Guard VR is now available on the official Quest store. Read on for our hands-on impressions of this tower defense game inspired by classic strategy titles.

Set in the 23rd century and spanning a 30-mission story mode, Iron Guard VR tells a story that wouldn’t feel out of place in classic sci-fi fare. After crash landing on another world, your team finds themselves threatened by rogue terraforming robots who’ve begun self-replicating. Your task is protecting the surviving crew members, and you can see a bit of this in action through the flatscreen PC trailer embedded below. We’ve also got the official story description below, courtesy of Xlab Digital:

The year is 2232 A.D and the crew of “Avalon” has crash-landed on the planet “Akris”, while trying to investigate why the earlier drone ship carrying the AI terraformer bots lost contact. Fortunately, the planet is habitable because the terraformer ship and it’s AI bots had done their job to make “Akris” habitable and sustainable for life. You are 1st Officer Graves. It is up to you to protect the lives of the surviving crew.

Commanding forces from an overhead view, your goal is keeping enemy robots in all their various forms away from your base. For example, scout units are weak but counter this with fast movement and larger groups, whereas fighters are slow, but pack stronger regenerating armor. Each level has multiple routes for waves to advance across, so focusing your efforts on a singular choke point won’t cut it here.

Dispatching these foes is reassuringly straightforward, though. As commander, you can take direct action via a controllable drone, firing shots and aiming with your right controller. Holding the trigger charges up your shot, but if that’s not enough, the drone can deploy a superweapon for a powerful area-of-effect attack. Upgradeable turrets, barricades, and more can be placed in set locations with the left controller, which comes at a cost. Earning money requires killing enemies, and structures can, fortunately, be scrapped for extra cash. That’s also handy if an existing strategy isn’t paying off.

What I’ve played so far is fun, if not terribly exciting. Levels have nice variety and difficulty feels balanced; the only times I got ‘Game Over’ came down to poor planning. Aside from requiring a headset, however, Iron Guard doesn’t really innovate beyond being a tower defense game in VR. It’s functional, never does anything particularly wrong, but never excels at anything either. I do enjoy the customization options, though. Finishing a mission earns skill points that are spent on permanent upgrades, including drone improvements, base resources, and elemental turrets. I wouldn’t call this especially expansive but it does what’s needed.

Where Iron Guard truly excels is in its visuals. It looks great on Quest hardware, thanks to the colorful environments and crisp textures, all of which are complemented by an energetic soundtrack. My biggest problem is that I don’t understand why Iron Guard needed to be a VR game. Notably, there’s a separate flatscreen PC version on Steam. In the VR version, beyond pointing with motion controls and the gameplay that requires planning your base defense from threats in every direction of the map, this isn’t a game that takes full advantage of virtual reality’s capabilities. You can play it comfortably sitting down, there are camera turning options, and that’s about it.

Still, few can deny that VR is seriously lacking tower defense games – Captain ToonHead and Defense Grid 2 aside. Iron Guard VR isn’t the most innovative game going, but the fundamentals are all here, making this a welcome sight. If you’ve missed those days playing Command & Conquer until 3am, this could potentially fill that niche.

Iron Guard VR is available now on the Meta Quest platform, alongside PC VR via Steam and Viveport.



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Co-op ‘Ghostbusters’ VR Game ‘Rise of the Ghost Lord’ Coming to Quest 2 & PSVR 2 in 2023

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First revealed at the Quest Gaming Showcase back in April as Ghostbusters VR, Sony Pictures Virtual Reality and nDreams today unveiled the name of their upcoming four-player co-op: Ghostbusters: Rise of the Ghost Lord. The game is slated to arrive on Quest 2 and PSVR 2 sometime next year.

Update (October 31st, 2022): SPVR today unveiled the name and some artwork (seen above) of its upcoming VR game, Ghostbuster: Rise of the Ghost Lord.

Sony says the game includes a new cast of characters running their own ghost-busting headquarters in San Francisco. The game is set to take players to places like the Golden Gate Bridge across what it calls an “extensive and engrossing campaign,” played either solo or with up to three other friends—of course to stop the titular Ghost Lord and his band of baddies.

We’re still waiting on a more precise launch date and more detailed gameplay trailer, although Quest 2 users can wishlist Ghostbusters: Rise of the Ghost Lord on the Meta Quest store in the meantime.

Original Article (April 20th, 2022): Can’t say we saw that one coming. At the end of the Quest Gaming Showcase, Meta CEO Mark Zuckerberg briefly appeared to introduce the world premiere of Ghostbusters VR, an upcoming Quest 2 game built around four player co-op.

Developed by veteran VR studio nDreams and set in San Francisco, CA, Sony Pictures Virtual Reality says players can expect to “solve a deep mystery across a new chapter in the Ghostbusters universe. Track, blast, and trap ghosts in gripping encounters by wielding iconic equipment. Go it alone, or as a team with up to three friends in co-op, in an extensive and engrossing campaign. Continue the Ghostbusters’ legacy, protect the city from fiendish ghosts, and experience all the humor and frights from the beloved franchise.”

nDreams is well known in the VR space as the studio behind titles like Phantom: Covert Ops and Fracked. The studio also just raised a hefty $35 million investment to further expand its VR development and publishing operations.

“With SPVR, we’ve found the perfect teammates to help bring a boundary-pushing multiplayer game to virtual reality,” says Tomas Gillo, Chief Development Officer, nDreams. “In addition, our close collaboration with the creators of the Ghostbusters franchise at Ghost Corps, combined with our extensive experience creating rich, tactile and immersive VR will blow gamers and Ghostbusters fans away.”

Ghostbusters VR is said to be a working title for the time being, and while no specific release date has been announced, Meta said that everything shown at the Quest Gaming Showcase is expected to launch in the next 12 months, presumably including Ghostbusters VR.



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Paranormal Hunter Launches In Early Access Next Year On PC VR

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After releasing a Steam demo this February, EALoGames has revealed that Paranormal Hunter will arrive next year on PC VR in early access.

First announced in last December’s Upload VR Showcase, this four-player co-op horror game comes from a team of former Shenmue and Shin Megami Tensei developers. Initially announced for Q2 2022 on PC and consoles with optional PC VR support, that’s now delayed into 2023. Once it launches, Paranormal Hunter’s Steam page says that this early access period should last for “roughly six months.”

Paranormal Hunter is similar to Phasmophobia, a separate VR multiplayer horror game that received a VR overhaul update in April. You’ll be hunting for supernatural spirits as a team with various investigative tools, and there’s differing elements across each playthrough. EALoGames has previously confirmed that full PC cross-play is supported between VR and flatscreen players, too.

Paranormal Hunter will launch in early access on PC VR in 2023. The Steam demo is still available, though VR support is currently limited to Meta Quest 2 headsets via Oculus Link. However, Paranormal Hunter will support HTC Vive, Valve Index, and Microsoft’s Windows Mixed Reality platform at launch.

A flatscreen release is coming to PS4 and PS5, but we’ve had no confirmation about a PSVR or PSVR 2 version. We’ve reached out to EALoGAMES for comment, so we’ll update this article once we hear more.

 



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Saturday, 29 October 2022

Desperate: Vladivostok Brings A New Bullet Hell Shooter To Quest And PC VR Next Week

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Developed by Mirowin and published by PM Studios, Desperate: Vladivostok brings bullet hell arcade shooting to the Quest platform and PC VR on November 3.

Taking place within a post-Soviet world, Desperate: Vladivostok imagines the Perestroika period of the 1980s in a Cyberpunk-themed setting. Stepping into the shoes of a hired contract killer called “Torpedo,” your goal involves taking down a political organized crime group by any means necessary. Portraying this story through comic book-style cutscenes, this comes with cell shaded visuals, reminiscent of Fracked and Borderlands 2.

Featuring over 50 “hand-crafted scenes” and “reactive gameplay,” Desperate: Vladivostok promises an intense experience. Survival depends on your ability to hit, shoot and dodge through the levels, with each mission featuring a “unique dynamic soundtrack.” For the high-score chasers, there’s also global leaderboards to compete on for each level. If you’re after an endless mode, PM Studios confirmed on the Steam listing that a separate arena mode will also be available.

There is no end of VR shooters and FPS games available, and we’ve seen several previous attempts at bullet hell games. Between early efforts like Blasters of the Universe, last year’s Yuki, and Pistol Whip getting a bullet hell modifier update, it’ll be interesting to see how Desperate: Vladivostok compares.

Desperate: Vladivostok launches on November 3 for Meta Quest platforms through App Lab, alongside PC VR via Steam. A PSVR version is also planned, which PM Studios tells us will arrive in 2023.



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Between Realities VR Podcast: Season 6 Episode 8 Ft. Ashley Coffey

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In this week’s episode of the Between Realities VR Podcast, Alex and Skeeva host emerging technologies expert Ashley Coffey.

Ashley explains the importance of inclusive design for accessibility in XR. Other topics include first VR experiences, the Meta Quest Pro release and concerns surrounding eye tracking data collection.

— Between Realities Links —
Merch Store: https://teespring.com/stores/between-…
Patreon – https://www.patreon.com/BetweenRealities
YouTube – https://www.youtube.com/BetweenRealities
Twitter – https://twitter.com/BtweenRealities
Discord – https://discord.gg/EvNnj2w
Facebook – https://fb.me/BetweenRealities
Alex VR – https://www.youtube.com/Alex_VR
Alex VR’s Twitter – https://www.twitter.com/Alex__VR
Skeeva – https://www.youtube.com/Skeeva007
Skeeva’s Twitter – https://www.twitter.com/Skeeva



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Friday, 28 October 2022

Swordfighter Broken Edge Arrives Nov. 17 On Quest & Steam

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Trebuchet’s sword fighting game Broken Edge will launch on Nov. 17.

Coming to Steam and Quest for $9.99, the multiplayer title published by Fast Travel Games is now available to wishlist on those storefronts.

Broken Edge features 1v1 dueling with a variety of melee weapons and fencing mechanics. It brings to mind Ironlights, though with a different art style and approach to combat. Last month we published an early look at the game from some demo time at Gamescom:

A clash of swords in Broken Edge has a clear outcome – if player one slashes through player two’s weapon, it gets broken off at the point of impact. Player two is left with a maimed, but still usable, weapon – the titular ‘Broken Edge’, if you will. Your weapon becomes similar to a health bar and once it’s depleted down to just the hilt, you only have one last chance to counter against a fatal blow.

We’ll be curious if the developers are able to do anything interesting with the new haptics on Quest Pro’s controllers for the combat in Broken Edge, and we’ll be looking to dive into the game more as it releases in November.



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Demeo To Get Hand Tracking Support For Quest

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Resolution Games confirms VR tabletop dungeon crawler, Demeo, is to receive hand tracking support for the Quest platform.

Resolution Games told UploadVR that Demeo will receive hand tracking support on the Quest platform, with the studio stating: “More mixed reality features are coming in the future [to Demeo], including hand-tracking.”

Hand tracking uses the headset cameras to track hand movements allowing users to play controller-free. The quality of the Quest’s hand tracking feature has come a long way since it was first launched back in late 2019, with significant updates already rolled out and more planned to improve overall tracking reliability.

The studio has yet to confirm exactly how Demeo will use the hand tracking feature but it will presumably allow players to use their hands for navigating in-game menus, moving game pieces, holding cards, and rolling the dice. This latest news comes as Demeo receives mixed reality support on the Quest Pro and Quest 2. The new mixed reality feature blends the real world with the digital by using the Quest’s passthrough mode to place the Demeo game board in the physical environment.

In mixed reality, the virtual board can snap to any real-life surface and dice react to the boundaries of your mapped room. The addition of the upcoming hand tracking update should provide an additional layer of immersion that will bring Demeo closer than ever to a real-life board game experience.

While Demeo’s mixed reality mode and upcoming hand tracking support are currently only for the Quest platform, the award-winning tabletop game can also be played using PC VR, Rift, Pico 4, and in PC flat-screen mode. Demeo is also set to arrive on PS5 and PSVR2 in 2023.



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Thursday, 27 October 2022

Quest Pro Review – Impressive Hardware With a Value Proposition That’s Kind of a Mess

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Quest Pro is here and brings with it some welcomed hardware improvements but a dubious value proposition that’s highly dependent on someone else making the right apps.

There’s two ways to look at Quest Pro:

  • A better and more expensive Quest 2
  • A headset with new features that wants to transform the way you work

The former is pretty straightforward. If you plan on gaming just like you do on Quest 2, Quest Pro is in most ways the superior device. But when you factor in the $1,500 pricetag, there’s just no way the improvements are worth the cost of admission. And that’s fine, Meta really isn’t selling Quest Pro as a Quest 2 upgrade.

Instead the company is marketing some vague value proposition that Quest Pro will ‘transform the way you work’. Officially the company claims that Quest Pro is made for “builders, designers, and inventors. Architects, product designers, prototypers, game developers, engineers, and researchers have historically designed 3D products and experiences on 2D screens. We are giving these builders the ability to visualize their creations in 3D while getting a sense of scale and proportion in context to the environment.”

In theory that makes a lot of sense. In practice, the whole premise is undermined by a host of usability issues and a lack of high quality first-party software that delivers clear value. Meta seems to be banking entirely on someone else building the headset’s core enterprise functionality, at launch making Quest Pro feel like an experiment more than a product.

Finding the Value Proposition

Photo by Road to VR

So there seems to be two core ways that Meta expects customers to get value from this $1,500 headset. The first is by using it as a portable workspace, either by tapping into the inbuilt browser or using some sort of virtual desktop software. The second is that maybe you get lucky and somebody builds a third-party ‘killer app’ for your specific workflow.

Curiously, neither of these use-cases really demand the hardware that Quest Pro brings to the table. While some apps are enhanced by what Quest Pro does uniquely (better passthrough and expression tracking), I’ve yet to see an app that really uses them in a way that’s indispensable, making much of the headset feel like new hardware in search of a problem to solve rather than an answer to a critical need.

Usability Debt Rises to the Surface

The thing is, if you look at Quest 2 as a VR game console, it’s a pretty attractive product because it does one thing quite well: play VR games. And when you’re using it to play games, many of the headset’s serious usability issues are masked because generally you’re launching into a single app and then spending almost your entire session inside of it.

Productivity, on the other hand, generally means jumping between lots of different applications and workflows… something that Quest 2 (and, with its identical interface, Quest Pro) is really bad at.

The issues there start at a fundamental level with the Quest interface. Though it began as mere menu, over time Meta has attempted to morph it into a sort of operating system interface. The result? A truly clunky nightmare of usability issues.

And a feeling of productivity isn’t lost just because the system interface is problematic and because jumping between apps is slow, but also because the entire architecture of the platform treats every app as its own siloed experience. So jumping from one app to another to try to get stuff done means dealing with a mess of different interfaces, different avatars, different friends/invite systems, different capabilities etc.

First-party Problems

Image courtesy Facebook

Meta has sorta-kinda attempted to fix this with Horizon Workrooms, a single app that functions as both your personal office (via remote work on your PC or Mac) and a place where you meet immersively with colleagues. In theory that sounds great, but there’s a few key problems.

For one, Workrooms doesn’t even come pre-installed. You could easily end up with a Quest Pro and literally never know that what is ostensibly supposed to be core functionality (remote PC and immersive meetings) is actually hiding in some app you have to find and download from the store.

And what’s more… Workrooms just doesn’t come close to reaching the ease-of-use it needs to make people actually prefer to use it over other options that do not involve being in a headset. Much like the Quest system interface, Workrooms is wildly clunky and really quite unintuitive.

I’ve been professionally working in the VR space for more than a decade now, and while I’m able to figure it out, I can only imagine an employee (with minimal or no VR experience) getting a Quest Pro headset and trying to figure out how to use Workrooms.

I can already hear the poor support person trying to help out on the other end of a call:

Did you click the button on the bottom bar? No the other bottom bar. You have to close the first bottom bar with the right button on your controller. You aren’t using the controllers? Ok pinch your fingers together then move your fingers down over the Oculus logo—I mean Quest logo—while you’re still pinching then let go of your pinch. Did the first bar close? Ok now on the other bar you see in front of you, click the button with the computer icon. You can’t see your pointer? Try moving your hands closer to the little screen there. No not too close, you can’t just tap the button with your finger, you have to pinch to select. Ok now click that computer icon. Do you see anything in the list? No? Ok make sure you launched the remote software on your computer. Yes take off your headset and go to the website and download that and install it. Then put your headset back on and click that computer icon again.

Everything Quest Pro wants to accomplish makes sense, the execution is just seriously lacking for any ‘professional’ who expects to use the device for general productivity work. The intended use cases just aren’t sufficiently supported by high quality first-party apps and capabilities.

Third-party to the Rescue (Hopefully)

Photo by Road to VR

A lack of high-quality first-party productivity features leaves the headset entirely dependent on third parties to pick up the slack… something Meta seems to be seriously praying for.

To that end, the one place that Quest Pro could prove truly useful is if there’s a single third-party app out there that directly benefits your workflow. And maybe there is… maybe you do 3D design and would really benefit from using an app like Gravity Sketch to brainstorm and sketch out models and ideas. Maybe you’re an architect and would really benefit from using an app like Resolve to visualize large 3D models for construction projects.

But this is the kicker… Quest 2 can run those apps effectively just as well as Quest Pro. So what is Quest Pro bringing to the table?

How about the headset’s new capabilities? Better quality passthrough AR and expression tracking are nice to have… but today Meta doesn’t have an out-of-the-box killer app for them, either first or third-party. So why not just get a Quest 2?

In its present state, using Quest Pro for the things Meta is marketing feels a bit like trying to use your Xbox as a productivity PC. Like… yes, you actually can browse the web on an Xbox, but an Xbox is way better at playing games than browsing the web. And right now Quest Pro is better at playing games than anything else.

Mixed Reality Marketing

Image courtesy Meta

Perhaps Quest Pro’s most marketed feature–mixed reality—is still very undercooked. You can manually outline your room to make the headset aware of what’s around you, allowing some apps to interact with those (exclusively rectangular) surfaces that you’ve told it about. But it’s a tedious process which currently provides minimal benefits. And like much else of the system-level Quest functionality, it’s got tons of usability issues; things as obvious as the instruction window blocking your view as you try to draw outlines.

But let’s say you don’t care about the headset being aware of the shape of the room around you. Passthrough still could have another huge benefit which would be allowing you to easily interact with the outside world without taking off your headset. Things like checking your phone or reading from a sheet of paper is the kind of practical usage you’d want for that, but Quest Pro falls short with not enough resolution and still fairly ‘bumpy’ depth estimation for near-field objects.

Even just for wanting a feeling of not being fully immersed by leaving the passthrough background turned on while you work is not quite fully there yet. After using Quest Pro as a browser-based workstation with keyboard and mouse for at least an hour I found I got slightly dizzy and opted to turn off passthrough.

It’s Not All Bad, Just Expensive

Well there’s a few reasons you might actually want Quest Pro today. The form-factor is a little nicer, though I wouldn’t go as far as calling it obviously more comfortable (unless you’re measuring by the terrible soft strap that comes included with Quest 2 out of the box). The benefit in clarity thanks to the new lenses is definitely a noticeable improvement, but you’re ultimately seeing the same number of pixels… but sharper. The Touch Pro controllers are probably the clearest single win from the headset… but they’re also compatible with Quest 2.

Does any of that justify paying $1,100 more than a Quest 2? Doesn’t look like it to me.

Continue on Page 2: Getting Technical »



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Steam Halloween Sale: 10 Horrifying Deals on PC VR Games This Week

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Steam is looking to knock the cobwebs from your wallet this week by offering up some very spooky savings on PC VR games. Here’s a look at our favorite games currently on sale that are sure to give you a fright this Halloween.

Steam’s Scream Fest takes place from now until November 1st. You’ll find hundreds of games on sale, but these are ten of our favorite horror, thriller, and spooky survival games that you should consider picking up:

Blair Witch VR

Bloober Team’s VR adaptation of the popular PC game hits you right in the spine as this story-driven psychological horror runs you through a bone-chilling encounter with whatever is lurking in Maryland’s Black Hills Forest.

Phasmophobia –

Kinetic Games four-player coop title lets you and VR or PC-bound players take on a haunted mansion. Grab your friends and your cadre of ghost hunting equipment to record and take on the mansion’s paranormal activity if you dare.

Five Nights at Freddy’s: Help Wanted

Steel Wool Studios made a killing on the original Five Nights at Freddy’s, and thankfully its control room-style gameplay translates really well to VR. Five Nights at Freddy’s: Help Wanted is a collection of classic and original mini-games set in the Five Nights universe that serves up all of the frights only Freddy Fazbear and his trope of tormenting bandmates can provide.

The Forest

Created by Endnight Games, you find yourself reeling in a dense forest as the lone survivor of a passenger jet crash. Defend yourself from cannibalistic mutants as you build, explore, survive in this terrifying first-person survival horror simulator.

After the Fall

Arizona Sunshine studio Vertigo Games reenters the first-person shooter genre with this intense co-op shooter that lets you team up with three others to take on hordes of zomboids. It’s basically Left 4 Dead in VR.

Arizona Sunshine

If you haven’t nabbed this legacy VR zombie shooter from Vertigo Games, you should definitely consider it. Although featuring two-player co-op, Arizona Sunshine should probably be effectively considered a single-player game now since the cross-play multiplayer hype has faded over the years. The frights sure haven’t though.

Spooky’s Jump Scare Mansion: HD Renovation

This beloved indie horror game from Albino Moose got a VR fix update this summer that lets you take on 1,000 rooms of horrifyingly cute terror in a VR headset. It’s not all 16-bit cuddliness though, as you might just run into unspeakably hideous monsters the deeper you go down the rabbit hole.

The Walking Dead: Saints & Sinners

Skydance Interactive hit a homerun with this Walking Dead-themed adventure, putting you not only against hordes of deadly walkers, but the rival gangs of survivors that you can either side with, or fight as you scavenge the flooded ruins of New Orleans. Axe, meet head.

Dreadhalls

Dreadhalls is old but gold. This horror adventure has been haunting VR headsets for seven years now, and trapping unsuspecting adventurers in a DnD-style dungeon. By 2022 standards it might be a bit too basic of a premise to really bite into for experienced horror lovers, but at this price it’s hard to pass up for a night or two of timely spooks.

Paranormal Activity: The Lost Soul

Armed with a battery hungry flashlight, you find yourself exploring what appears to be a quiet average looking home in a woodsy neighborhood. Before long, you discover you’re not alone as you discover the clues unraveling the horrifying mystery of what’s gone on in this house and struggle to survive the terror that hunts you.


Spot any good PC VR deals on Steam we should know about? Let us know in the comments below!



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Wednesday, 26 October 2022

Quest Pro Mixed Reality Apps: Games & Experiences With Color Passthrough

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Meta’s high-end standalone Quest Pro headset is now arriving to buyers with apps adding new mixed reality capabilities for its color cameras.

Here’s a list of some of the first ones you can check out. If we miss any apps on this list, please email tips@uploadvr.com and let us know.

Room-Aware Apps & Games

Some of the most interesting software available on Quest Pro can be experienced in mixed reality by marking the walls or furniture in your room. This process essentially makes the software room-aware so that you can use physical surfaces in interesting ways combined with virtual content. At the time of this writing, that means using an experimental feature called “room setup” and clearing out any small things on the floor so you can walk around easier without tripping.

This feature is still being worked on so you may encounter some bugs.

I Expect You To Die: Home Sweet Home

Use Quest Pro to turn your room into mixed reality escape room courtesy experienced VR development studio Schell Games . I Expect You To Die: Home Sweet Home is available for free and requires a “huge guardian” setup beyond the walls of your room and one empty wall about four to six feet away.

Figmin XR

Figmin XR is one of the most interesting apps to use with full room awareness — you’ll be tossing objects around in no time and watching them bounce around believably. The developers behind the app even imported the open source Tilt Brush application and you can paint in the open air with your hands too.

Arkio

Architecture-focused app Arkio lets you import the room setup layout and modify it or add virtual objects as you see fit.

The World Beyond

the world beyond

The World Beyond is an experimental sample project from Meta meant to demonstrate some big ideas and it uses your room setup and even voice recognition for things like telling a cute little creature to run over to you. You can also replace any wall you want with a colorful open pasture to the world beyond.

Painting VR

Painting VR includes a number of creative tools for a believable virtual painter’s studio and, when you’re done, you can hang the works up on the wall.

ShapesXR

ShapesXR is a “design and collaboration platform for remote teams” which can be used to mockup and design ideas with its storyboard feature. It supports color passthrough as well as the Touch Pro pen tips for writing on surfaces. The app also supports Quest Pro’s face and eye tracking features.

Gravity Sketch

Game development studios like the makers of Walkabout Mini Golf have started using the free app Gravity Sketch to cooperatively plan out their latest course designs. It’s a popular app for design and collaboration and uses color passthrough on Quest Pro with the Touch Pro pen tip support making it possible to sketch out on a physical surface. To access the passthrough, there’s a virtual visor on your head you can grab and remove to see color passthrough.

Meta Horizon Workrooms

workrooms 3 screens horizon meta

In many ways Quest Pro seems like it was made specifically for this application which sees you repurpose your desk into a writing surface or whiteboard. The pen tips on Quest Pro can be attached to the bottom of the Touch Pro controllers to make for a more believable drawing tool. Workrooms is free to use in countries where it is supported.

Tripp VR

This meditation and mindfulness app lets you unwind and focus on your breathe and being present in the moment, helping you relax and unwind. Tripp recently added support for color passthrough with room-awareness on Quest Pro.

Demeo

Demeo is one of the best games on the Quest platform and now you can play it in mixed reality on Quest Pro. You can enable mixed reality (called ‘AR Mode’) in the main menu settings, which will prompt you to set up you room (if you haven’t already). After everything is set up, you can place the virtual game board wherever you like – even on a surface such as a dining table or countertop – and roll the dice around your real envionrment.

Color Passthrough Apps & Games

Wooorld

Wooorld may be as close to Google Earth as we’ll get on Quest hardware – at least near term – and features multiplayer, creative tools and a fun minigame that you can play with others where you’re dropped into a random location and need to figure out where you are using clues in the environment. It’s also got color passthrough support on Quest Pro.

Immersed

Immersed is a free app that provides access to your PC in VR with support for multiple virtual screens as well as multiplayer so you can work alongside others. It includes color passthrough support on Quest Pro.

Tribe XR

Tribe XR can teach you how to mix music and become a DJ with a straight-forward tutorial that uses the concepts from rhythm games to teach you how to operate a deck. On Quest Pro, you can use color passthrough to place the deck in your real environment.

Arthur

arthur vr

Arthur is another remote work and collaboration tool for Quest, allowing you to meet with colleagues, discuss and present in VR. It now supports color passthrough on Quest Pro, which can use to work in VR alongside a tracked keyboard and desk.

Resolve

Resolve is a tool that allows multiple users to view BIM (building information modelling) files together and collaborate on the review process for large construction projects. It now supports mixed reality on Quest Pro, allowing you to view models in your real envionrment or in situ.

Virtuoso

Virtuoso is a music creation tool and sandbox that allows users to experiment with unique virtual instruments and basic looping software. A new update adds support for color passthrough on Quest Pro, letting users position and play the instruments in mixed reality in their own environment.

Cubism

Cubism is a simple but addictive puzzle game that sees you solve a 3D wireframe puzzle by finding the correct sequence and orientation of several blocks pieces with varying shapes. Not only does Cubism support hand tracking – a fantastic way to play – but it also now supports passthrough mode in full color on Quest Pro.

Puzzling Places

Puzzling Places is another amazing puzzle game that turns photogrammetric captures of real life locations and buildings into immersive 3D jigsaw puzzles that you can put together piece by piece, with accompanying sounds that match the envionrment you’re constructing.

With color passthrough on Quest Pro, you can now solve puzzles in your living room or wherever you like.

Nanome

Nanome is a collaboration tool that allows one or more users to view molecular data and 3D models in VR. It now supports color passthrough on Quest Pro, allowing you to view the models in your real environment using mixed reality.

Vermillion

Vermillion is a painting app that simulates wet-on-wet oil painting on canvas, allowing you to follow tutorials in VR and paint to your heart’s content using a virtual easel, canvas, palette and brushes. With support for color passthrough on Quest Pro, you can now position all of the app’s elements around your real environment and paint in situ.


Those are the first apps to support color passthrough and mixed reality on Quest Pro – keep an eye out for more apps adding support in the following weeks.

Editor’s Note: Both Ian Hamilton and Harry Baker made contributions to the article. 



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Meta Quest Pro Review: First Generation Mixed Reality For Devs & Early Adopters

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We’ve been putting Quest Pro through its paces for the past few days – here’s what we think.

Quest Pro is not a variant of Quest 2, nor is it a successor. It’s the first in Meta’s new high-end product line targeting professionals, early adopters, developers, and businesses. Meta markets Quest Pro as a headset for both virtual and mixed reality.

The headset uses pancake lenses and the battery is built into the rear of the strap. That gives it a significantly slimmer visor than Quest 2. But it’s priced at a staggering $1500, almost four times Quest 2. Is it worth that much money? Who is it actually for? I’ll try to answer these questions below.

Click here for a full Quest Pro spec sheet & features rundown.

Light Blocking

Unlike pure VR headsets, Quest Pro doesn’t have a facial interface by default. You can still see the real world in your peripheral vision and below you.

Optional side light blockers included in the box magnetically attach to each side of the headset, but to block out the real world below your eyes you’ll need to buy Meta’s $50 Full Light Blocker. This accessory magnetically attaches too, as a single piece, but must be disconnected before using the headset’s included charging pad. The Full Light Blocker isn’t shipping until late November and I wasn’t able to acquire one in time for this review.

The Side Blockers make it very easy to see your keyboard & mouse in work-focused use cases, but nothing takes me out of immersive VR gaming more than seeing my bright carpet constantly below me. It even seems to make me feel slightly sick in games with artificial locomotion.

I’d argue this means Quest Pro is still weeks away from being able to act as a “full” VR headset.

Halo Strap & Comfort

Most VR headsets use a ski-goggle-style strap design, either elastic or rigid. This distributes the visor’s weight across your cheeks, forehead, and nose, secured against the back of your head with side straps and a top strap. This idea is used in mainline Quests, Pico headsets, Valve Index, HP Reverbs, Oculus Go, and the original Oculus Rift and HTC Vive. This approach crushes the sinuses under your lower forehead and cheeks. Pressure against the sinuses is very uncomfortable, so unless the visor is very light it’ll hurt in long sessions.

Quest Pro uses a different approach: the “halo strap” design. Halo straps put all the pressure against your upper forehead. The halo strap was first widely shipped in PlayStation VR and Sony still uses it for PSVR 2. The Oculus Rift S featured a halo and Microsoft chose this approach for HoloLens 2 as well. In fact, Quest Pro actually bears a striking resemblance to Microsoft’s latest AR headset.

The visor seems to float in front of you rather than truly being attached to your face. This keeps pressure off your sinuses but presents a dilemma. The wheel at the rear is the only strap adjustment and, unlike the ski-goggle approach, you can’t rotate the visor relative to the strap. If you loosen the wheel Quest Pro can be very comfortable. When you’re moving quickly, though, the visor will shift laterally. You can solve this by tightening it but then the pressure against your forehead is just as uncomfortable as a ski-goggle-style headset, if not more so. I experienced this same dilemma with PSVR and Rift S.

The loose fit is ideal for seated and less active use cases and I wrote most of this review comfortably inside Quest Pro with a Bluetooth keyboard. For active room-scale gaming I still prefer ski-goggle-style headsets.

IPD Adjustment

Each person has a slightly different distance between their eyes – their interpupillary distance (IPD). If a headset’s lenses aren’t closely aligned with your eyes the image can be blurry and it can even cause eye strain.

Quest 2 only offers three preset lens separation distances: 58mm, 63mm, and 68mm. Quest Pro’s lenses, however, feature continuous adjustment. Meta claims support for IPDs between 55mm and 75mm but the actual separation range is 58mm-72mm. Strangely, setting it to 72mm seems to be impossible as the lenses immediately slide back to 70mm. This happened on three Quest Pros tested by UploadVR.

During fast motions, the lenses can also sometimes slide away from their set position. They’re just too loose to stay in place – arguably a design flaw. For $1500, Quest Pro really should have self-moving motorized lenses like the Pico 4 Enterprise sold for half the price, as this would make IPD adjustment fully automatic.

That’s not to say IPD adjustment on Quest Pro is entirely manual. Eye tracking is off by default for privacy reasons, but if you enable it you can open a Fit Adjustment guide that measures your IPD and tells you to adjust the lenses to this value. This guide is buried in the settings and sometimes appears when launching an app, but I’m not sure exactly what prompts it. I tried purposely setting my IPD wrong while eye tracking was activated and the guide often doesn’t appear. I’d love an option to bring this up every time I put the headset on with the IPD set wrong, or every time I launch an app for demos to friends and family.

Lenses & Displays

If you’re coming from Quest 2, you’ll immediately notice Quest Pro’s wider field of view. It’s a welcome reversal after years of field of view stagnation in Oculus headsets.

Quest 2 has a horizontal field of view of 96°, but at the widest lens separation setting this drops to around 89° because the edge of the lens actually moves off the single panel. Quest Pro’s is 106°, and since it has dual panels the lens separation value doesn’t affect it. Field of view is arguably the single biggest driver of immersion in VR and switching back to Quest 2 feels somewhat claustrophobic.

The field of view isn’t the only optical improvement though. Quest Pro uses pancake lenses, sharper in the center and even out to the periphery compared to the fresnel lenses used in Quest 2. The difference here is dramatic. You can actually look toward the edge of the lenses and still clearly make things out without blur.

Pancake lenses also seem to steam up less than fresnel lenses, but this could just be related to the open periphery design of Quest Pro and the breathable fabric of Pico 4.

The other major improvement in the visuals of Quest Pro is the combination of Mini-LED local dimming and quantum dots. These displays can much more closely approximate black than the murky greys of Quest 2 and Pico 4, and the colors are more vibrant too. There’s the usual blooming inherent to LCD local dimming, but it’s no worse than the glare of fresnel lenses. Until OLED returns to standalone VR, this is the next best thing.

What hasn’t meaningfully improved is the actual resolution. The increase here is marginal, likely because Quest Pro is driven by the same GPU as Quest 2. You’ll see the same kind of aliasing and shimmering you may have seen in Quest 2, and it means the “replace your monitor” use case Meta is building toward isn’t truly practical yet. Quest Pro’s resolution is just not what many people would expect from a $1500 headset.

Mixed Reality

Quest Pro’s headline new feature is color passthrough for mixed reality. The headset was clearly designed around this feature, with its open periphery letting you see the real world instead of the black edges of VR-first headsets.

The passthrough is 3D and fully depth correct. It’s reconstructed from the stereo front-facing cameras leveraging the SLAM map generated by the headset tracking system and the central RGB camera adds color on top.

Moving objects like your hands and arms exhibit a double-imaging effect with the color lagging behind. Stationary objects appear rock solid though thanks to the essentially perfect headset tracking. You can lift up the visor and see objects at the exact same scale, size, and apparent distance you were seeing them in the headset. Even with far from photorealistic graphics, my brain accepts virtual objects as being truly there in my room. When I first tried this it was akin to using positionally tracked VR for the first time.

However, the actual image quality of the passthrough isn’t good at all. It’s grainy and washed out, like an old phone camera video recording. Yes, it’s better than Quest 2’s passthrough, but that’s really not saying a lot. I can just barely read the letters on my keyboard and I can’t read text on my phone at all, nor standard-sized font on a letter size page.

The graininess makes the passthrough less useful than a Vive Cosmos style flip-up visor, but it doesn’t really impact the usability of mixed reality apps since you’re interacting with virtual content. Your real room is essentially just the setting.

The real problem with mixed reality on Quest Pro is the need to set up your room. HoloLens 2, Magic Leap 2, iPhone Pro, and iPad Pro automatically scan your room and create a 3D mesh, which apps leverage for collision and occlusion between virtual and real objects. Room-aware mixed reality on Quest Pro, however, requires you to manually mark out your walls, ceiling, and furniture with the controllers. This arduous process adds significant friction to room-aware mixed reality and yields imperfect results. The only saving grace is Quest Pro remembers your playspace much more reliably than Quest 2, even after moving furniture around or in different lighting conditions.

Why is Quest Pro the odd one out? Because those other devices feature depth sensors. Quest Pro was meant to have one too, but it was dropped sometime in the past five months. Meta told me it’s looking into automatic plane detection – referring to flat surfaces like walls and tables. Frankly, Quest Pro feels unfinished without this. It’s astonishing for a $1500 device pitched for mixed reality shipping in 2022 to have no automatic awareness of its environment.

And bizarrely, despite Quest Pro’s mixed reality focus and its primitive implementation, this manual Room Setup is listed under “experimental” features.

One potential upside to Meta’s approach here is that if it can achieve room meshing with just 2D cameras, it should enable automatic room-aware mixed reality on even low-cost headsets like Quest 3. It reminds me of Tesla’s approach to self-driving. Competitors rely on expensive hardware-level depth sensing, but Tesla and Meta are betting on rapid advancements in machine learning rendering this a useless added cost in the future.

Performance & Tracking

Quest Pro is the first headset with Snapdragon XR2+ Gen 1. It’s essentially the same old chip from 2020 but with better thermal dissipation and support for more sensors and RAM.

The chip isn’t a new generation, so Quest Pro uses the same default render resolution as Quest 2 and the CPU/GPU levels chosen by developers correspond to the same clock frequencies. I didn’t see any performance difference.

The 12GB of RAM – double Quest 2’s 6GB – does enable a new feature though, letting you bring up the web browser without having to quit the running VR app. In theory it’s a useful addition, but in practice Quest Pro exhibits the same horrendous stuttering and unresponsiveness as Quest 2 when the system menu is brought up inside many VR apps. Installing or updating apps in the background also turns the home space and system menu into a laggy mess just like Quest 2.

These issues, though limited in scope, are a shame to see in a $1500 device. Meta and Qualcomm recently announced a partnership to develop next generation chips for future headsets. In the meantime, Quest Pro is stuck with a processor that’s just not powerful enough to match its ambitions.

Quest Pro does support eye-tracked foveated rendering – the technique where only the small region of the display you’re currently looking at is rendered in full resolution. As far as I’m aware Red Matter 2 is the only major game to currently support this. It was already considered the game with the highest graphical fidelity on Quest 2, but with foveated rendering the developer was able to increase the base resolution by 30%. Testing it out, I couldn’t notice any resolution shifting as I moved my eye, which means it’s working exactly as intended.

The most impressive core tech of Quest Pro though is the inside-out tracking – without a doubt the best I’ve ever used. It remains rock solid with no perceptible jitter, latency, or drift. Facebook has been working on this technology since acquiring 13th Lab in 2014, and it shows.

Pro Controllers & Hand Tracking

The star of the show is without a doubt the Touch Pro controllers. When the original Rift Touch controllers launched, UploadVR hailed them as ‘The World’s Best VR Controller’. Successive iterations of Touch took steps backward in some aspects, but I can confidently say Touch Pro re-takes the title.

Touch Pro is self-tracking, ditching the tracking rings for onboard cameras. Tracking works the same way as headset tracking, and it’s just as rock solid – not once have I seen tracking break. You can also bring them much closer together at any angle since you’re no longer at risk of bashing plastic you can’t see in VR. That may sound unimportant, but it actually opens up entirely new precise hand-to-hand interactions not possible on any other headset (Pico 4’s controller design is an improvement over Quest 2, but there are still angles they bash together).

The lack of a tracking ring also makes Touch Pro feel great in my hand. The new curved thumb rest feels more natural to grip and has a pressure sensor to enable grabbing, squeezing, and crushing small objects between your index finger and thumb. It doesn’t seem to have a capacitive sensor though. Unlike the buttons and thumbstick, you don’t see your thumb resting on it in VR.

The most impressive new feature is the new haptic system. There’s the primary motor in the handle but, for the first time in a consumer VR controller, there are secondary motors underneath the index trigger and thumb grip too. This lets developers target the haptics to the exact part of your hand touching the virtual object. Almost no apps take advantage of this yet, and it’s possible few ever will, but it’s a magical experience that blew me away when I first tried it.

The sensor in the trigger provides another new feature which can track the curling and sliding of your index finger. It’s more precise than the sensing on Valve Index controllers, but limited to your index finger only.

There is one downside to Touch Pro however. When you pick them up, syncing coordinate spaces between the headset and controllers takes a few seconds. Tracking works in this time, but it’s not in the correct position. This adds a new (albeit short) delay from putting on the headset to being able to properly use it and just feels downright janky compared to Quest 2. Meta needs to significantly speed this up with software updates. If that’s not possible, the company should track the controllers as objects using computer vision as a temporary placeholder until alignment, or it could have included a few infrared LEDs on the surface of the controller to help.

Quest Pro also supports controller-free hand tracking. The reliability and stability are noticeably improved from the mainline Quests, likely due to the higher resolution tracking cameras. Trying Meta’s First Hand demo on Quest Pro feels like a glimpse of the kind of future VR that will reach hundreds of millions of people, if not billions. As long as you’re in decent lighting conditions, this is the first time hand tracking feels truly ready for primetime in a shipping consumer product.

Hand tracking also now works when your hands are to your side, but there’s a dead zone between the front cameras and side cameras, so other people will see your avatar’s hands awkwardly snap when you bring them back in front of you.

Inexplicably though, hand tracking isn’t enabled by default. You’ll be prompted to set it up if you use one of the few apps that don’t support controllers, but otherwise it’s yet another critical feature hidden in Meta’s labyrinthian settings. Some buyers new to VR might not even know it exists.

An annoying issue I’ve experienced is the controllers suddently activating when docked, kicking me out of hand tracking mode. Meta tells me this is a bug and will be fixed with a software update soon.

Face Tracking

The other headline feature of Quest Pro is facial expression tracking: your gaze and facial expression are mapped to your avatar in real-time.

Not many apps actually support this yet, but you can try it out in the mirror of Horizon Worlds. It’s impressive technology, but I can’t help but feel the current Meta Avatars are just too graphically simplistic to really do it justice. Perhaps the graphics overhaul next year will be designed around face tracking.

There’s no tongue tracking at launch, which limits expressivity. Vive Focus 3 already supports this in its lower face tracking add-on and Meta indicated it is being explored for a future software update.

How impactful face tracking will be in the consumer space will depend on its adoption in popular social platforms like Rec Room, VRChat, and Bigscreen. As far as I can tell, there’s no way to pass face tracking data through to a PC right now, which will come as a disappointment to PC VRChat enthusiasts.

The Charging Dock

The biggest change to how Quest Pro actually fits into your life is the included charging dock. The idea is that you can jump into virtual or mixed reality as soon as you want. You no longer have to worry that your headset might not be charged and updated, or that your controllers might need new batteries.

The dock becomes an essential part of the hardware in the same sense charging cases did for wireless earpods. It feels like an idea that’s here to stay. Leaked schematics suggest Quest 3 will support a dock too, but given the price I’d imagine it’ll be a separate purchase rather than included in the box.

The Quest Pro headset slots easily onto the dock with no hassle even if you do need to remove the Full Light Blocker. Attaching the controllers though takes some getting used to since they slot in behind the visor at quite an awkward angle, sometimes requiring fiddling to actually connect them to the pins. Meta’s dock design is certainly space efficient, but it lacks the elegance and ease-of-use of side-by-side charging designs such as Anker’s dock for Quest 2.

Who Is Quest Pro For?

Quest Pro could be a no-brainer for profitable businesses already using Quest 2 with apps that could be enhanced by color mixed reality and avatars with facial expressions. That will be highly use-case dependent, though.

Quest Pro can also act as a development kit for cutting-edge developers looking to start building for mixed reality or social VR experiences.

But what about consumers? Unless $1500 somehow means very little to you or you’re adamant about being an early adopter of mixed reality, I can’t really recommend spending that much money on this headset. Quest Pro offers an early taste of technologies that will be foundational to the future of VR, but it’s held back by an aging processor generation that doesn’t enable higher-fidelity VR. Quest 3 is coming, and it may include a next-generation chip yet be sold at around a quarter of the price.



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