Thursday 29 June 2023

Horizon Call of the Mountain Behind-the-scenes Insights & Artwork from Guerrilla & Firesprite

https://ift.tt/cf0wgUJ

It’s a rare treat when we get a VR game with the scope and scale of Horizon Call of the Mountain, let alone to see a much-loved IP reimagined specifically for the medium. Made exclusively for PSVR 2, the game was built collaboratively between studios Guerrilla Games and Firesprite, both part of PlayStation Studios. We sat down to speak with Alex Barnes, Game Director at Firesprite, to learn more about how Horizon Call of the Mountain came to be and how it turned out to be one of our best-rated VR games in recent memory.

Editor’s Note: The exclusive artwork peppered throughout this article is best viewed on a desktop browser with a large screen or in landscape orientation on your phone. All images courtesy Guerrilla Games & Firesprite.

Gameplay clips may not appear with cookies disabled, click ‘View clip’ to see them in a separate window.

Moving a Mountain

Horizon Call of the Mountain is, of course, a Horizon game. With that, comes the expectation that it will look, feel, and sound like the other two titles in Guerrilla’s lauded franchise. That meant the two studios had to work in close collaboration to deliver on the vision.

Call of the Mountain was an incredibly collaborative project, with both Firesprite and Guerrilla working really closely to develop the game, Barnes explains. “The bulk of the content creation and gameplay teams were over with Firesprite, with Guerrilla holding the original vision for the game and helping direct elements, such as the narrative and art, to create a game that was genuinely grounded in the world of Horizon. We had folks from both teams hands-on at different times and were in constant communication with each other throughout development.”

Even though the game would need to be built as a VR native title, the studios wanted to ensure that it represented elements of a Horizon game, without being too attached to every Horizon gameplay trope regardless of whether or not they fit within VR.

“The core of the gameplay was pretty set from the initial idea for the game. We wanted climbing, crafting, exploration, interaction and combat to be the mainstay of everything that we built. That meant freedom of movement and ‘real-feel’ physical interactions like climbing and bow combat were so crucial that we got feeling great for all types of players,” Barnes say. “Early on, we did look into doing some more wide-ranging gameplay elements to descend from the mountaintops, but ultimately these elements really ended up distracting from the overall gameplay experience, so they didn’t make their way into the released game.”

The bow is central to the game’s combat, so the teams gave it tons of interesting detail. | View clip

Come One, Come All

Another important goal was building a game that anyone could play—whether experienced with VR or not—and to leave a real impression.

“We knew this could be players’ first experience with PSVR 2 and, in some cases, even with VR. That meant building gameplay systems that people could just pick up, play and quickly understand so that we could fully immerse the player in the world,” Barnes says. “We are also big lovers of VR ourselves, and so it became a goal of everyone to blow new players away to show them how amazing a truly VR experience is, especially on this incredible new hardware.”

Building for experiences and new VR players alike also meant rethinking the options for how people would move in the game. This was also driven by the developers themselves, some of which couldn’t tolerate much traditional stick movement in VR. This pushed the studio to come up with an ‘arm-swinger’ locomotion scheme which I personally felt was both more comfortable and more immersive than pure stick-motion.

“Comfort in VR is an incredibly personal thing, and locomotion is such a big part of that. For some of the team, the stick-based movement was difficult to get comfortable with. So the motion mimetic system of moving the player’s arms was conceptualised as a way to help add a layer of comfort that allowed people who were less familiar with VR to play for longer and stay comfortable whilst they did,” says Barnes.

The players gloves also act as a diegetic health bar thanks to the green leaf-like segments

Continue on Page 2: For Fun’s Sake »



from Road to VR https://ift.tt/9XN07ib
via IFTTT

Little Cities Draws A Line In The Sandbox New Update Out Now On Quest

https://ift.tt/i3Ze1Qx

Little Cities' sandbox mode lets you sculpt your island with a new landscape editor, and that's available now on Quest.

Sandbox Update marks the latest post-launch content update for Little Cities, which follows hand tracking, the Snowy Island DLC, Attractions and Little Citizens. Joining a new random island generator, Sandbox lets you shape your island more directly. "Players can choose to tailor their experience with in-depth modifiers to set their own level of challenge or can opt for fuss-free creation with zero pressure or constraints," confirms nDreams in a press release.

Elaborating further, developer Purple Yonder also confirms it's added further Attractions, "oodles of fancy foliage," and new types of Little Citizens. “Sandbox has been a popular ask from the Little Cities community and we’re excited to see just how creative they get with their island designs,” says James Howard, co-founder of Purple Yonder in a prepared statement.

We had high praise in our recommended Little Cities review last year, praising its new take on the city simulator genre in VR:

Little Cities is an impressive effort from Purple Yonder and an accomplished city simulator. It effectively adapts the genre’s traditional mechanics into a distilled format that feels native and well considered for VR. The focus on immersive city design is the right approach, backed up by brilliant visuals and audio. The control scheme and UI fades into the background, as it should, leaving you to intuitively build your city without it ever getting in your way.

Little Cities is out now on the Meta Quest platform for $19.99. A Pico version is also available, though DLC and post-launch updates are currently unavailable for it.

Little Cities Review: A Distilled City Simulator That Puts VR First
Little Cities presents a new take on the city simulator genre, built from the ground up for VR. While it takes a more relaxed approach than traditional titles, the result is a concise, native VR game with a solid foundation and plenty of room to expand. Read on for our


from UploadVR https://ift.tt/xp62kQN
via IFTTT

AR Startup Brilliant Labs Secures $3M Seed Funding from Oculus & Siri Co-founders

https://ift.tt/QOPD9p8

Brilliant Labs, an AR startup working to integrate AI into daily life, announced that it has raised $3 million in seed funding which it will use to expand its team and invest in R&D for its open-source, AI-powered smartglasses.

The funding round was led by Brendan Iribe, co-founder of Oculus, Adam Cheyer, co-founder of Siri, Eric Migicovsky, founder of Pebble, and Plug & Play Ventures, among others.

Founded in 2019, Brilliant Labs describes its design approach as “embodied intelligence.” Its one-eyed ‘Monocle’ smartglasses dev kit is an open-source device which began shipping in February 2023, offering up a single-lens design that’s supposed to clip onto existing eyewear. For now, Monocle boasts a six-hour battery life with a charging case, which includes fast charging technology.

Monocle | Image courtesy Brilliant Labs

Similar to Google Glass, Brilliant Labs’ Monocle serves up text via a single waveguide, doing things like letting you see important information while remaining present in the moment. Monocle also includes an embedded microphone, computer vision-ready camera, and hackable FPGA accelerator chip.

In addition to the latest funding round, Brilliant Labs also announced the launch of arGPT, the company’s first ChatGPT integration for Monocle, letting developers directly use the generative AI as well as build apps on top of arGPT.

“We believe that Generative AI is the key enabler for AR, so at Brilliant Labs, we’re building an open-source ecosystem to support developers and creatives reimagining the future, and Monocle is just the beginning. We’re excited to see what developers create with it,” said Bobak Tavangar, Founder and CEO of Brilliant Labs. “We’re thrilled to have the support of our investors as we usher in a new era of embodied intelligence – the intersection of AI and AR.”

Other investors in its seed funding round include Steve Sarowitz, founder of Paylocity and Chairman of Wayfarer Studios, Nirav Patel, former core team member at Oculus and founder of Framework, Francisco Tolmasky, member of the original iPhone team, and Moveon Technologies.


Want to know the difference between smartglasses and AR glasses? Check out our primer on what’s what (and why everyone is confused).



from Road to VR https://ift.tt/lmE8FRI
via IFTTT

Wednesday 28 June 2023

Rec Room Junior Accounts Will Return To Quest As Meta Lowers Minimum Age

https://ift.tt/oLHX9aN

Rec Room Junior Accounts are coming back to Meta Quest.

An upcoming policy change from Meta leaves the door open for those age 10 to 12 to use both Meta Quest and the online gaming platform Rec Room.

In November last year Meta forced Rec Room to block those age 12 and under from using the app on Quest headsets. This led Rec Room to remove support for limited functionality "Junior Accounts" on the platform. Junior Accounts are meant for those 12 and under and cannot "transmit or hear voice audio" nor can they "send or receive in game text messages" and they don't have access to custom room tools and their usernames are randomized. The accounts remain supported across a wide range of other devices with Rec Room.

While Meta historically set Quest usage at age 13 and above, the move late last year was the only time the company visibly enforced the policy. Later this year, Meta is changing its policy to officially support pre-teen usage from those age 10 to 12 on both Quest 2 and Quest 3, opening the door for the accounts to return.

"Yes they’re going to come back," Rec Room CEO Nick Fajt told UploadVR. "We think they’re a great safety feature for children and we’re excited to be able to bring them back to the quest platform."

We're curious to see how the next year plays out for social platforms like VRChat, Horizon Worlds, and Rec Room as a new generation of headsets arrive. Quest 3 is slated for release later this year and Apple's ultra high-end Vision Pro is scheduled to follow early next year. Notably, Rec Room has explored hand tracking support and the app was shown onscreen during Apple's recent reveal event.



from UploadVR https://ift.tt/NLwMejq
via IFTTT

After Reports of Canned AR Glasses Googles XR Ambitions May Be Just a Daydream Without Samsung

https://ift.tt/Ih06yAo

Google has reportedly shelved a multi-year project that sought to commercialize an AR headset, known as Project Iris. Provided the report is true, it appears Google will now need to rely on Samsung to compete with Meta and Apple in XR.

According to Business Insider, Google shut down Project Iris earlier this year following mass restructuring, which included layoffs, reshuffles, and the departure of Clay Bavor, Google’s head of AR and VR. The report, which hasn’t been substantiated by Google, cites “three people familiar with the matter.”

According to a report from The Verge earlier this year that first mentioned Project Iris, around 300 people were purportedly working on the headset, which was said to expand by “hundreds more” as production ramped up.

At the time, the prototype was said to be a standalone, ski goggle-like headset providing onboard power, computing, and outward-facing cameras for world sensing capabilities—similar in description and function to headsets like HoloLens or Magic Leap. Project Iris was said to ship as early as 2024.

Two unnamed Google employees told Business Insider the company could actually resurrect Project Iris at some point, as teams experimenting with AR tech haven’t been completely disbanded. Still, it seems its Samsung XR headset partnership and AR software development has become the main focus.

Samsung Future, Daydream Past

With its own in-house hardware allegedly no longer in the picture, moving forward Google is set to focus on the software side of AR, which also includes an Android XR platform it could license to OEM partners. Google is now developing such a platform for Samsung’s upcoming XR headset announced in February, as well as an alleged “micro XR” platform for XR glasses, which is said to use a prototyping platform known internally as “Betty.”

Google is pretty well known for shelving projects all the time for a variety of reasons, so it’s not a big surprise that an expensive hardware project is getting iced during an economic downturn. It’s also possible the company saw the writing on the wall from its earlier VR hardware projects, which were early to the competition, but not persistent enough to stick around.

In 2016, the company’s Daydream VR platform was positioned to compete with Meta’s (then Facebook’s) own mobile VR offering, Samsung Gear VR. Headed by Bavor, the company looked to replicate Samsung/Meta’s strategy of certifying smartphones to work with a dedicated Daydream View headset shell and controller. Google certified a wide swath of smartphones to work on Daydream, including Pixel, LG, Asus, Huawei, and even a number of Gear VR-compatible Samsung phones.

And Google’s ambitions were, let’s say, very big. At its I/O 2016 unveiling, senior product manager Brahim Elbouchikhi said on stage that Google intended to capture “hundreds of millions of users using Daydream devices.” No modern VR headset platform has reached that number of users even today, with Meta likely leading with the sale of nearly 20 million Quest headsets between 2019 and early 2023.

Lenovo Mirage Solo | Photo by Road to VR

Despite big ambitions to own the space early on, Gear VR became the clear winner in the nascent mobile VR market. Undeterred, Google broadened its horizons in 2017 to open its Daydream platform to one of the first truly standalone VR headsets—or rather a single standalone headset—the Lenovo Mirage Solo standalone, which awkwardly mashed up 6DOF positional tracking with a single 3DOF controller. Lenovo Mirage Solo was a real head-scratcher, as its room-scale content was hobbled by a single remote-style controller, which critically wasn’t tracked in 3D space.

In the end, Google shuttered the entire Daydream platform in 2019 because it couldn’t attract enough developer support. On the outside, that makes it seem like Google lost the VR race entirely, but a majority of standalone headsets on the market today run on top of a modified version of Android. Granted, that standalone VR content revenue isn’t flowing into Google’s coffers since it doesn’t control the individual storefronts like it might with a VR version of Google Play.

But that could change with its new Samsung/Qualcomm partnership, representing a fresh opportunity for Google to finally stake a claim in the mounting mixed reality (MR) race.

MR Headsets Walk, AR Headsets Run

MR headsets are virtual reality headsets that use color passthrough cameras to offer up an augmented reality view, letting you do VR things like play games in a fully immersive environment in addition to using passthrough to shoot zombies in your living room, or watch a giant virtual TV in your real-life bathroom (for optimal user comfort).

It’s still early days for MR headsets. While devices like Meta Quest Pro ($1,000) and Apple’s recently unveiled Vision Pro ($3,500) are likely to appeal to prosumers and enterprise due to their high price points, there’s a mounting battle for consumer eyeballs too. Provided that still-under-wraps Samsung XR headset can land at a digestible price for consumers, its brand name cache and patented global reach may serve up strong competition to Meta’s upcoming Quest 3 MR headset, due in September at $500.

Apple Vision Pro | Image courtesy Apple

Price speculation aside, the companies that launch MR headsets today will be better positioned to launch all-day AR headsets in the future. Platform holders like Meta are using their MR headsets today as test beds to see what AR content consumers find most compelling. Apple will be doing just that when it launches Vision Pro in 2024 at arguably an even deeper level, as the Cupertino tech giant seems to be deemphasizing VR stuff entirely.

Whatever the case, Google’s decision to reportedly shelve Project Iris means it’ll be more reliant on OEMs in the near term, and its first volley with that Android-supported Samsung XR headset will reveal the size of its ambitions. It’s a strategy that could work out in its favor as it critically gauges when, if ever to resurrect its own Google-built AR glasses. With Apple and Meta both staking serious claims though, it needs to solidify that strategy sooner rather than later.



from Road to VR https://ift.tt/324foIW
via IFTTT

Tuesday 27 June 2023

Google Reportedly Killed Its AR Glasses Will Focus On Android For Third Party Hardware

https://ift.tt/i3JKSLX

Google reportedly killed its glasses hardware project.

Business Insider's Hugh Langley cites "three people familiar with the matter" as saying the hardware, which resembled standard glasses, was canceled earlier this year amid the mass layoffs at Google and the departure of Google's AR/VR chief Clay Bavor.

The report suggests the canceled glasses emerged from Google's 2020 acquisition of North. An early version reportedly "closely resembled" North's product Focals, and the glasses Google publicly showed last year for live translation were apparently a more recent version.

Those glasses didn't appear to have any kind of tracking cameras though, and the “simulated point of view” showed a head-locked overlay. So it's unclear whether Google's canceled glasses were actually full AR, or just smart HUD glasses of the kind Meta reportedly plans to ship with Luxottica in 2025.

Apple reportedly postponed its full AR glasses “indefinitely” earlier this year, but Meta reportedly plans to ship full AR glasses in 2027 and seed an early prototype to developers as soon as next year.

Google's glasses-based translation showcase from last year.

Langley reports Google is now focused on providing the software platform for other companies' hardware products instead: Android "XR" for headsets and Android "micro XR" for glasses. XR is a catch-all term for virtual, augmented, and mixed reality.

In February Samsung officially announced it was working on an XR headset, with Google handling "the software".

Langley's report cites "Google employees" as saying the Samsung partnership was "a direct response to fears of what Apple was working on", and cites "a person familiar with the plan" as saying Google hopes to work with other manufacturers too. This would mirror Google's existing primary strategy with smartphones, tablets, smart watches, and laptops.

from Google I/O 2023

At its I/O conference in May Google said it will share more about the XR project with Samsung later this year.



from UploadVR https://ift.tt/Zimvc8V
via IFTTT

New Video Explores How Racket Club is Reimagining Tennis for VR

https://ift.tt/VYKig7k

Resolution Games, the studio behind Demeo (2021), Blaston (2020), and Angry Birds VR: Isle of Pigs (2019), shared more info on how it’s engineering a new sport for its upcoming game Racket Club.

The studio released a new behind-the-scenes video that goes into detail about how Racket Club is played, where it came from, and what sets it apart from other racket sport experiences in VR.

In the video, chief creative officer Mathieu Castelli explains how Racket Club was built with realism in mind, offering up a sort of gameplay that could easily translate to real courts.

Castelli says that a big step in the project was modeling the “right feeling of impact” of when the ball hits the racket, something that is fairly mathematically complex. Another was defining the space so users could play naturally at home, and not need in-game locomotion stuff like teleportation. In the end, it comes down to body positioning and swing accuracy, something that is a 1:1 translation from physical racket sports.

While the basic physicality of Racket Club could translate to a real-world court, there’s a few things that VR simply does better, Castelli explains. As players gain expertise, the glass enclosures lower, increasing the chance of knocking the ball out of the court. Impressively long rallies, or the classic back and forth shots between players, can also give you more points, which can turn around a match in one go.

Racket Club is set to release on the Quest platform and PC VR headsets sometime in 2023. In the meantime, you can wishlist the game on Steam and the Meta Quest Store.



from Road to VR https://ift.tt/o7l8fE3
via IFTTT

Another Rockstar VR Game Could Be in The Works According to Actors Resume

https://ift.tt/bjY2A9S

Grand Theft Auto creators Rockstar Games could be working on an unannounced VR title, according to an actor’s résumé.

The news was first shared on the ResetEra forums, which linked the résumé of actor Michael Ursu, who is also known for his extensive work across film and TV as both an actor and voice actor.

Ursu lists a number of games on his résumé, including Silent Hill: Ascension, Wanderer VR, Adamantus, an undisclosed game from Genshin Impact studio miHoYoan undisclosed Borderlands title, and an “Undisclosed Rockstar Game” where he would be the principal voice actor.

The résumé has since been updated to omit both the miHoYo title and Rockstar VR game.

Rockstar sits on an impressive amount of IP that could make its way to VR, although straight ports admittedly wouldn’t require fresh voice talent, like Rockstar’s VR port of L.A. Noire (2011) in 2017.

The studio announced in late 2021 that it would be bringing a port of Grand Theft Auto: San Andreas (2004) to the Quest platform at some point too; there’s been no update since then, including its release date or even a proper game trailer.

Getting a new open-world Rockstar title in VR that isn’t a port is a heady prospect, although the profit potential probably isn’t there yet for big ‘AAA’ studios. Like Ubisoft’s Assassin’s Creed Nexus, we may be in for a pared down (re: not open-world) version of any Rockstar IP, which includes Red Dead Redemption, GTA, Max Payne, L.A. Noire, Midnight Club, and Bully.



from Road to VR https://ift.tt/ehzP2cf
via IFTTT

Monday 26 June 2023

Virtual Desktop Adds Higher VR Quality Passthrough Room Quest Pro Local Dimming

https://ift.tt/soObRvU

Virtual Desktop's biggest update yet adds new streaming codec options, a real-world passthrough environment, and support for Quest Pro's local dimming.

New Codec Modes

Virtual Desktop has supported the two leading video streaming codecs for a long time now: H.264 and HEVC, with HEVC giving higher quality. Its developer Guy Godin had recommended letting the app choose automatically - HEVC for NVIDIA GPUs with Snapdragon XR2, and H.264 for all other cases.

But the new update adds support for two new codec modes: "H.264+" and HEVC 10-bit:

  • "H.264+" supports up to 400 Mbps bitrate, whereas all other options support up to 150 Mbps. H.264+ is supported on all headsets except the original Oculus Quest. It should result in reduced compression artifacts "in very specific game scenarios like fast-faced action, dense vegetation or racing games", Godin says. But taking advantage of it will require "pristine network conditions" - in other words a high end router positioned nearby your VR playspace with no interference - and trying to use it without this will just introduce hiccups, he warns.
  • HEVC 10-bit uses 10-bit color depth instead of 8-bit. HEVC 10-bit is supported on NVIDIA 10 series or newer GPUs only. It should result in significantly reduced color banding and thus superior image quality, which should be especially noticeable in any situations with distinct color gradients, such as fog or darkness.

Passthrough Environment On Quest

While many people use Virtual Desktop to play PC VR games wirelessly on standalone headsets, the app's original usage was actually to view your PC monitor on a virtual screen in front of you.

There are several virtual environments to choose from for this, but the new update adds the ability to use your real room instead on Quest, via video passthrough.

120 Hz On Pico 3

The update also adds support for 120Hz mode on Pico Neo 3 Link, the headset that's remarkably similar to Quest 2 from ByteDance launched as a “beta program” six months before Pico 4.

Local Dimming

Finally, the update adds support for local dimming on Quest Pro.

The main advantage of OLED over LCD is there are no backlights – each pixel is self-illuminating, enabling effectively unlimited contrast and true blacks. Most LCD panels have at most a few LEDs backlighting the entire display, severely limiting the contrast between dark and bright regions. They show dark grey instead of true black. In VR, this notably hampers the visual believability of virtual nighttime and experiences set in space.

LCDs with local dimming, such as the Quest Pro panels, offer a middle-ground solution. They have many backlights to control brightness in zones – in Quest Pro’s case over 500 mini LEDs. Local dimming on Quest Pro is opt-in per-app, otherwise all 500+ backlights will act together with the same brightness as a regular LCD. In this new update, Virtual Desktop now enables it.

All local dimming has a noticeable tradeoff though: blooming. Since the backlighting resolution is so much lower than the color resolution – on Quest Pro just 500 mini LEDs for almost 4 million pixels – many dark-colored pixels adjacent to light ones will also be illuminated. Mini LED is a big step over traditional LCD, but is not a full substitute for OLED.



from UploadVR https://ift.tt/FmLh5Xa
via IFTTT

Meta AI Research: Quest Body Pose Estimation Helped By Environment Awareness

https://ift.tt/p0Uwg8c

Meta researchers showed an update of their AI-powered body pose estimation.

Out of the box, current VR systems only track the position of your head and hands. The position of your elbows, torso, and legs can be estimated using a class of algorithms called inverse kinematics (IK), but this is only accurate sometimes for elbows and rarely correct for legs. There are just too many potential solutions for each given set of head and hand positions. Given the limitations of IK, some VR apps today show only your hands, and many only give you an upper body.

Smartphone apps can now provide VR body tracking using computer vision, but this requires mounting your phone in the corner and only works properly when you're facing it. PC headsets using SteamVR tracking support higher quality body tracking via worn extra trackers such as HTC’s Vive Tracker, but buying enough of them for body tracking costs hundreds of dollars and each has to be charged.

Last year three Meta researchers showed off QuestSim, a reinforcement learning model that can estimate a plausible full body pose with just the tracking data from Quest 2 and its controllers. No extra trackers or external sensors are needed. The resulting avatar motion matches the user’s real motion fairly closely. The researchers even claimed the resulting accuracy and jitter are superior to worn IMU trackers – devices with only an accelerometer and gyroscope such as Sony's Mocopi.

But one edge case QuestSim fails on is when the user is interacting with the real world, such as when sitting down on a chair or couch. Handling this, especially the transition between seated and standing, is crucial for plausible full bodies in social VR.

In a new paper called QuestEnvSim, the same three researchers and two others present an updated model, still using the same reinforcement learning approach, that takes into account furniture and other objects in the environment:

As you can see in the video the results are fairly impressive. However, don't expect QuestEnvSim to be running on your Quest 2 any time soon. Like with the original QuestSim, there are several important caveats here.

Firstly, the paper doesn’t mention the runtime performance of the system described. Machine learning research papers tend to run on powerful PC GPUs at relatively low framerate, and thus it may be years until this can run performantly in real-time.

Secondly, the furniture and objects used were manually scanned and positioned in the virtual environment. While Quest 3 may perhaps be capable of automatically scanning in furniture via its depth sensor, Quest 2 and Quest Pro don't have that crucial sensor data.

Finally, these systems are designed to produce a plausible overall full body pose, not match the exact position of your hands. The system’s latency is also the equivalent of many frames in VR. These approaches thus wouldn't work well for looking down at your own body in VR even if they could run in real-time.

But still, assuming the system could eventually be optimized, seeing full body motion of other people’s avatars would be far preferable to the often criticized legless upper bodies of Meta’s current avatars. Meta's CTO Andrew Bosworth seemed to hint this would be Meta's eventual approach last year. When asked about leg tracking in an Instagram "ask me anything" session Bosworth responded:

“Having legs on your own avatar that don’t match your real legs is very disconcerting to people. But of course we can put legs on other people, that you can see, and it doesn’t bother you at all.
So we are working on legs that look natural to somebody who is a bystander – because they don’t know how your real legs are actually positioned – but probably you when you look at your own legs will continue to see nothing. That’s our current strategy.”


from UploadVR https://ift.tt/WTguzaj
via IFTTT

'Many' Apple Vision Pro Testers Reportedly Find It Too Heavy For Multi-Hour Use

https://ift.tt/FGbAjsQ

Vision Pro may be too heavy to be comfortable for some of the use cases Apple pitched it for.

Since Vision Pro was publicly revealed, Apple has been expanding the number of staff and trusted outsiders able to test out the headset. But this is bringing a new level of scrutiny to Apple's spatial computer.

Bloomberg's Mark Gurman reports "many" of these testers find Vision Pro "too heavy" after multiple hours of continuous use. The headset's tethered battery pack lasts for two hours, but it can be used indefinitely when seated by connecting the battery to a compatible USB-C power source. We noted the weight being potentially straining in our hands-on report from a short demo.

The front heavy feeling is also a problem with many other existing headsets. Meta and many third parties sell rigid replacement straps for Quest 2 with a counterweight to better distribute the weight across your head, for example. But Apple appears to be trying to support its headset's weight with only a fabric headband that lacks a top strap - at least by default.

A top strap is visible in just one shot of Apple's introducion video.

In one shot of Apple's Vision Pro introduction video a side-to-side top strap is visible, almost certainly to better support the headset's weight, and we used a top strap in our initial demo. Gurman reports Apple is "considering selling that strap as an extra accessory rather than including it in the box".

HTC's Vive XR Elite includes an optional side-to-side top strap in the box, and front-to-back top straps are standard on existing headsets like Quest 2, Valve Index, and Pico 4. While many find the ultra-lightweight Bigscreen Beyond finally crosses the threshold of not needing a top strap, even some of its early testers have added their own.

Gurman says Apple plans to create dedicated spaces in Apple Stores letting people try out Vision Pro and figure out the most comfortable strap size for their head shape. Apple is even considering requiring appointments for purchasing, he writes, as it did with the original Apple Watch in 2015.

Apple has also developed an app leveraging the TrueDepth sensor on modern iPhones to determine the correct sizing for the light seal, Gurman says, and may make this available for customers ordering online.



from UploadVR https://ift.tt/NrBu53e
via IFTTT

Meta Quest Subscription Offers Two Games Monthly For $7.99

https://ift.tt/p0Uwg8c

Meta Quest+ is a new subscription service for VR games, available today from $7.99 monthly.

This isn't the first time we've heard about Meta's plans for a subscription service. Back in March, a hidden page appeared mentioning "Quest Pass" was spotted by a Twitter user. Similar to PlayStation Plus, this provides two VR games every month for Quest 2 and Quest Pro owners, with forward compatibility planned for Quest 3. Starting with Pistol Whip and Pixel Ripped 1995 for July, those will be replaced in August by Walkabout Mini Golf and Mothergunship: Forge.

"You get to keep each title as long as you’re a Meta Quest+ subscriber, so the value builds over time. And you can cancel at any time for maximum flexibility," says Meta. It also confirms that if you rejoin later on, "you’ll regain access to all of the titles from your original paid subscription period."

Meta Quest+ is out today directly through the Meta Quest store, An introductory offer is available for $1 until July 31, 2023, moving onto $7.99 a month afterwards and $59.99 annually.



from UploadVR https://ift.tt/Lu5GheH
via IFTTT

Microsoft Releases Initial Azure Cloud Rendering Support for Quest 2 & Quest Pro

https://ift.tt/kst380m

Microsoft announced it’s released a public preview of Azure Remote Rendering support for Meta Quest 2 and Quest Pro, something that promises to allow devs to render complex 3D content in the cloud and stream it to those VR headsets in real-time.

Azure Remote Rendering, which already supports desktop and the company’s AR headset HoloLens 2, notably uses a hybrid rendering approach to combine remotely rendered content with locally rendered content.

Now supporting Quest 2 and Quest Pro, developers are able to integrate Microsoft’s Azure cloud rendering capabilities to do things like view large and complex models on Quest.

Microsoft says in a developer blog post that one such developer Fracture Reality has already integrated Azure Remote Rendering into its JoinXR platform, enhancing its CAD review and workflows for engineering clients.

Image courtesy Microsoft, Fracture Reality

The JoinXR model above was said to take 3.5 minutes to upload and contains 12.6 million polygons and 8K images.

While streaming XR content from the cloud isn’t a new phenomenon—Nvidia initially released its own CloudXR integration for AWS, Microsoft Azure, and Google Cloud in 2021—Microsoft offering direct integration is a hopeful sign that the company hasn’t given up on VR, and is actively looking to bring enterprise deeper into the fold.

If you’re looking to integrate Azure’s cloud rendering tech into your project, check out Microsoft’s step-by-step guide here.



from Road to VR https://ift.tt/8sSxDA7
via IFTTT

Saturday 24 June 2023

VR Skater Gets A Standalone Version Out Now On Pico

https://ift.tt/9DeCXNK

VR Skater: SL offers a standalone version of the skateboarding sim, and it's available now on Pico.

Developed by Deficit Games, VR Skater takes inspiration from professional street skateboarding championships. A Pico port was briefly mentioned during the recent Future Games Show and now publisher Perp Games confirms that the SL edition "was developed and designed from the ground up for standalone VR headsets."

It's currently unclear if VR Skater: SL will eventually appear on the Quest platform, though it would be surprising if this remains Pico exclusive. Aside from the upcoming Just Dance VR, the only major exclusive we've seen is Yupitergrad 2: The Lost Station. Released as a timed Pico exclusive in May, Quest, PC VR and Vive XR Elite versions will follow next month.

VR Skater: SL is available now on Pico Neo 3 Link and Pico 4, alongside PC VR via Steam Early Access. The PSVR 2 version arrives on July 21, and you can check out our recent preview below:

VR Skater On PSVR 2 Preview: Practice Makes Perfect
VR Skater arrives on PSVR 2 next month, and we went hands-on with a preview build. Here are our impressions:


from UploadVR https://ift.tt/U5Z4oeW
via IFTTT

Friday 23 June 2023

Vision Pros Modular Design Invites Apples Massive Third-party Accessory Ecosystem

https://ift.tt/LepmXT3

One thing that didn’t get much attention during the announcement of Apple Vision Pro is the headset’s modular design. With straightforward connections and magnetic mounting, the company’s robust ecosystem of third-party accessory makers will no doubt be scurrying to offer options.

In a, perhaps surprising, move Apple built Vision Pro with modularity in mind. This is surely a recognition by the company that one size does not fit all when it comes to an XR headset.

When I tried Vision Pro for myself earlier this month, I found that ergonomics were one of the few places where it didn’t feel like Apple was raising the bar. But considering the modular design of the headset, it seems likely there will be options to choose from.

Not only did the headband of my demo unit have an ‘M’ on it (suggesting Apple itself is probably making S, M, and L sizes), but the way each piece of the headset attaches together makes it appear that the door is wide open for third-party accessories.

First there is the quick-release headstrap, which is easily disconnected with a simple pull of the orange tab.

Image courtesy Apple

And luckily the way the speakers are mounted means they’ll always be there no matter which strap you’re using.

Image courtesy Apple

Then there’s the facepad which is magnetically attached, meaning third-party facepads can make use of those magnetic attachment points.

Image courtesy Apple

The same goes for the prescription lens inserts; although Zeiss has been named as the official maker of prescription lenses for Vision Pro, any lens maker should be able to make lenses that clip in magnetically.

Image courtesy Zeiss

The only question that’s up in the air is the headset’s battery, which attaches with a curious rotating connector.

Image courtesy Apple

It’s unclear if Apple will have made this connector proprietary in some way that’s difficult for third-parties to couple with. If Apple didn’t go out of their way to prevent third-parties from doing so, then we’ll likely see additional battery options, like larger capacity batteries and even battery-headstraps to prevent having a tether down to your pocket.

Apple has one of the most robust third-party accessory ecosystems of any consumer electronics brand—estimated at tens of billions in annual revenue. The company is also pretty good about providing detailed resources and guidelines for accessory makers, including full diagrams of products for accessories that require precise fitting, and it’s very likely this will eventually extend to Vision Pro.

Be it iPhone cases or MacBook keyboard covers, it’s not uncommon for the company’s third-party accessory makers to race to be the first on the market with an accessory for the newest Apple product, and you can bet there will be at least a few gunning for that finish line when Vision Pro launches early next year.

Image courtesy Apple

The thing I’m most looking forward to is third-party headstraps. While the one that comes with Vision Pro is nice from the standpoint of the materials and tightening mechanism, I still almost always prefer a more rigid strap, which should be possible given the modularity of the headset as we know it today.



from Road to VR https://ift.tt/vTFOzhf
via IFTTT

Bigscreen Beyond Ultra-Compact SteamVR Headset Production Has Begun

https://ift.tt/Ld98ORF

Bigscreen Beyond is now in production, the company announced.

Beyond is an ultra-compact and ultra-light SteamVR headset designed to enable truly comfortable long duration PC-based VR sessions. The key drivers of its tiny size and light weight are the use of OLED microdisplays and the fact that each unit is customized for the buyer's face and eyes instead of being adjustable, based on an iPhone 3D face scan.

With production underway, Bigscreen has started emailing the first wave of US customers a link to perform their scan. Once it's completed the custom-built headset should ship in 1-4 months. Bigscreen is aiming to eventually get this gap down to 3-6 weeks.

Bigscreen Beyond Proves A Point About VR Headset Weight
How does Bigscreen Beyond hold up while watching an entire movie? It proves a point about VR headset weight.

Beyond is priced at $1000 or from $32/month, but doesn't come with positional tracking or controllers out of the box. It uses the SteamVR tracking system, so you'll need at minimum one base station - and ideally at least two - alongside your own input devices such as Valve Index controllers.

UploadVR's Ian Hamilton tried out a Beyond pre-production prototype in April, writing that it was "such a striking difference to feel so little weight on your face while still feeling entirely transported to a virtual environment".

Earlier this month Bigscreen announced last minute improvements to the lenses, widening the field of view for most people, increasing the central angular resolution, improving the clarity and sweet spot, and reducing visual artifacts such as blur.

Bigscreen says after that announcement, and after Apple Vision Pro's unveiling, it saw a "massive increase" in preorders.

Bigscreen Beyond with future Audio Strap accessory

Bigscreen says the first wave of US preorders should ship in Q3, while international and subsequent US preorders will ship in Q4. It also says the Audio Strap accessory is still on track for Q4, and more details about it will be unveiled in August or September.



from UploadVR https://ift.tt/7AK12su
via IFTTT

Sega Dreamcast Classic Cosmic Smash Comes to PSVR 2 in C-Smash VRS Today

https://ift.tt/dH2PANU

A VR version of Sega’s futuristic block-breaker, which you might remember from its launch on Dreamcast in 2001 or in arcades throughout Europe and Japan, is now live on PSVR 2, dubbed C-Smash VRS.

Update (June 23rd, 2023): C-Smash VRS is now live on the PlayStation Store for PSVR 2, priced at $30. If you’re looking to try it before you buy it, there’s also a free demo that includes a short slice of both the game’s single-player and online multiplayer modes. The developers also included a new trailer, which we linked below this upate.

The original article announcing C-Smash VRS follows below:

Original Article (February 14th, 2023): The game is bringing an immersive twist to Cosmic Smash’s low gravity squash-meets-blockbreaker gameplay, including single player, co-op, and 1v1 multiplayer modes—that’s what the ‘VRS’ stands for, both virtual reality and versus.

Besides bringing the futuristic racket sport to VR, C-Smash VRS is also set to rekindle some long dormant memories with its thumping OST, which seems to be inspired by the original’s ambient techno score; new tracks are being composed by DJ Ken Ishii (Rez Infinite) and Danalogue (The Comet is Coming, Soccer 96).

The game is currently under development by indie studio RapidEyeMovers, with the IP licensed from Sega. The studio says it’s working with VR veterans Wolf & Wood (The Last Worker, The Exorcist: Legion VR), and designers Cory Schmitz (Rez Infinite, Sound Shapes) and Arkotype (Polytron) to bring it to PSVR 2 later this year.

While we don’t have a launch date yet, a free demo of C-Smash VRS for PSVR 2 is coming to the PlayStation Store on March 23rd. In the meantime, you can wishlist the game here.



from Road to VR https://ift.tt/rgyBP0v
via IFTTT

Thursday 22 June 2023

Quest 3 Pops up in Best Buy Listing With Clues About Resolution Release Date

https://ift.tt/FUp1j9R

Quest 3 was announced just three weeks ago, and yet the headset is already listed at Best Buy. Though its resolution hasn’t been officially announced, the page gives us a big clue.

Meta offered a partial reveal of Quest 3 earlier this month, promising that we’d get a more full look at the new headset during the company’s annual XR conference, Meta Connect, at the end of September. The timing of the headset’s reveal came just ahead of the reveal of Apple Vision Pro (and we don’t think that was a coincidence).

Now, just three weeks later, Quest 3 already has a product page at consumer electronics retailer Best Buy, as spotted by XR analyst Brad Lynch.

Quest 3 Resolution

The store page already lists the headset with a model number, SKU, UPC, correct price, and product description, suggesting this isn’t an early fluke, but rather a product page for a soon-to-launch product. These details also suggest that Quest 3 has already passed FCC certification, which is required before it can go on sale.

And there’s a big hint on the page about the Quest 3 resolution, which Meta has yet to confirm.

According to the description, the headset has “a nearly 30% leap in resolution from Quest 2.”

Quest 2 has a resolution of about 3.5MP (1,920 × 1,832 per-eye); a 30% jump should mean Quest 3 has around 4.5MP—probably meaning around 2,160 × 2,160 resolution per-eye.

An Early Release Date for Quest 3?

Prior to its appearance at Best Buy we would have guessed that Quest 3 would launch in mid-October at the earliest—almost four months from now—which would align with both the 2023 holiday shopping season and the same timeframe of the Quest 2 launch.

But with the Best Buy product listing, it’s starting to look like the headset is rearing to go, making it feel like there’s a chance that Meta doesn’t just reveal the headset at its Connect conference at the end of September, but might even make it available immediately thereafter.

But why? Well, it’s clear that Meta has been responding to Apple’s moves now that Vision Pro is out in the wild. Even though the $500 Quest 3 isn’t remotely in the same ballpark as the $3,500 Vision Pro, Meta can already see the writing on the wall. The company may be posturing to protect its early lead in the XR space, trying to get Quest 3 out the door and in as many hands as possible before the Vision Pro’s early 2024 release.



from Road to VR https://ift.tt/yXPMKZv
via IFTTT

Until You Fall Calls For A Champion Once More On PSVR 2

https://ift.tt/D2TZPKj

Until You Fall, the VR sword-fighting roguelite from Schell Games, receives a new-gen upgrade on PSVR 2.

First released in 2020, Until You Fall sees you tackling repeat dungeon runs of a dungeon, blocking telegraphed strikes and attacking weak points. Featuring "enhanced graphics" and new localization options for nine languages, the PSVR 2 port also supports two-handed weapons. However, there's no crossbuy support for anyone who owns the original PSVR version and it requires a separate purchase.

We recommended Schell Games' roguelike in our Until You Fall review in 2020. Though we thought the combat had "unfortunate quirks", we considered it a "cut above the competition."

Until You Fall is nothing less than a pitch-perfect breakdown of the best roguelike games, reassembled with VR in mind. The genre’s staple elements feel wholly refreshed by swapping out fast fingers for realistic movements, and the foundation of upgradable gear, new weapons and different loadouts encourages you to return again and again.

Until You Fall is available now on PSVR 2 for $24.99, and it was previously released on PC VR, Quest and PSVR.

Until You Fall Review: An Effortlessly Cool Roguelike
Now available in full on PSVR and Quest, how does Schell Games’ latest hold up? Find out in our Until You Fall review! If every VR game came to a party, Until You Fall would be the one we’d all want to hang out with. Surprising, given developer Schell


from UploadVR https://ift.tt/PQRdaZl
via IFTTT

Masterpiece X Promises VR Generative AI 3D Creation Platform On Quest 2

https://ift.tt/5A71bZw

Masterpiece X will use generative AI for a new "game-ready" 3D creation platform available on Quest 2 in early access.

Masterpiece Studio is launching Masterpiece X to develop "game-ready 3D" with a mesh alongside textures and animation. Pitched as compatible with Unity engine and "other popular apps," the store page stresses this platform is not for developers who want "to start from scratch".

Calling Masterpiece X a "3D remixing platform," you can start remixing existing models from a 'Community Library' to change their shape, style or how it moves, though importing or generating models isn't available just yet. Once done, you can then edit your 3D model and share with Masterpiece X's wider community.

The app is described as "exclusively" for the Quest platform. It's still in "early access" with a waitlist for the generative AI features. Masterpiece X is available now for free on Meta Quest 2 and Quest Pro.

"Although we haven’t released details about the 'secret sauce' of how we train our AI, what we can say is that our machine learning is done in a socially and legally responsible way," a support page for the app explains. "None of our existing AI has been trained off of copyrighted 3D models."



from UploadVR https://ift.tt/zCOWxRN
via IFTTT

Wednesday 21 June 2023

Quest v55 Delivers The Promised Quest 2 & Pro Performance Boost And More

https://ift.tt/smKhxUI

The Quest v55 update brings the promised CPU & GPU clock speed increases for Quest 2 and Quest Pro.

The Quest OS dynamically adjusts the CPU and GPU clock frequencies to give apps the performance they need without wasting battery when they don’t need it.

In December, Meta increased Quest 2’s maximum GPU clock speed by 7% in a software update. In v55, the company is increasing it by a further 19%, and also increasing the maximum CPU clock speed by 26%.

Quest 2's maximum GPU frequency should now be around 625 Mhz. For comparison, Pico 4 uses the same chipset and its maximum was 587 Mhz as of November.

0:00
/

Quest Pro is also getting get maximum clock speed increases: 11% for the GPU and 26% for the CPU.

"As developers take advantage of these changes, you can expect smoother gameplay, a more responsive UI, and richer content on both headsets", Meta says.

Of course, the performance of all existing standalone headsets should be dwarfed by the upcoming Quest 3, which will be the first to feature the "next-gen Snapdragon chipset" Meta claims delivers "more than twice" the GPU performance of Quest 2.

Dynamic Resolution Scaling

Quest 2 and Pro also now support Dynamic Resolution Scaling (DRS), to encourage developers to take advantage of increased resolution the clock speed increases make possible "without dropping frames".

DRS is used in many recent console and PC games. It increases render resolution when there's spare GPU performance available and decreases it when the GPU is under too much load, so you always get the highest practical resolution without sacrificing performance.

DRS is a developer-side feature available in the latest SDK versions.

Multi-Touch Support For Quest Browser

Version 55 also adds multi-touch gesture support for your hands or controllers to the Quest Browser, enabling interactions like pinch to zoom.

0:00
/

Based on the illustration Meta provided, this appears to be for the currently experimental Direct Touch interaction mode, though it may also support the default pointing and pinching mode.

Revamped Explore Tab

The Explore tab is the default 2D interface you see when you start up your Quest, showing you suggested apps, videos, and destinations as well as online followers.

0:00
/

With version 55 Meta says the Explore tab now "brings together short-form videos, media content, and more, all in one convenient place":

Express yourself with new Avatar digital outfits, enjoy your favorite shows and movies, or explore new worlds in Meta Horizon Worlds. And if you’ve connected your Facebook or Instagram account to the same Accounts Center as your Meta account, you can watch Instagram and Facebook Reels to keep VR fresh with content relevant to your passions and interests.

We're not quite sure why anyone would want to watch Instagram reels on their Quest, nor why that should be in the default home screen, though.

Finally, version 55 replaces the old Quest-specific Messenger app with a native Android app.

The previous app lacked many of the features of Messenger on other platforms, but the new one appears to be the same Messenger you'd find on Android phones, Android tablets, and Chromebooks.

Quest's OS is Android-based and it's capable of running sideloaded 2D Android apps floating in front of you in the home interface.

In early 2021, Facebook tested distributing 2D Android apps through a new section of the Quest Store that employees had access to, but by the end of the year Meta settled on Progressive Web Apps (PWAs) as its approach to 2D apps instead. Could the Messenger app indicate a reversal of this approach, or is it just a one-off exception?



from UploadVR https://ift.tt/9DnOoWa
via IFTTT

New Quest 2 & Quest Pro Update Brings Performance Boost and New Home Environments

https://ift.tt/trw3PuT

Meta says it’s has begun pushing out a software update which will bring some pretty profound performance boosts to both Quest 2 & Quest Pro.

Update (June 21st, 2023): Meta says Quest update v55 is now starting to roll out to Quest 2 & Quest Pro users. The company is promising the update will deliver a significant boost to the devices’ performance which should make the VR experience smoother overall while allowing apps to render at somewhat higher resolutions.

Update v55 also includes a standalone Messenger app and a revamped ‘Explore’ tab (which now shows Reels from Instagram and Facebook, if your accounts are connected). The update also adds multi-touch capability to the in-headset browser for hands-on zooming of web pages.

And last but not least, users will find two new home environments for their headset. The first is ‘Futurescape’, which was the backdrop of this year’s Quest Gaming Showcase; the second is ‘The Great Sand Sea’, which is exclusively available to users who have pre-ordered Asgard’s Wrath 2.

As ever, Meta advises that these updates roll out gradually to the population of headset users, so if you don’t see it right away you might need to wait a little longer.

The original article, which covered the update’s performance improvements, continues below.

Original Article (June 1st, 2023): Meta unveiled Quest 3 today, its next consumer-focused headset slated to launch in fall starting at $500. Quest 3 is going to be more powerful than Quest 2 by a good margin; the company says it has “more than twice the graphical performance as the previous generation Snapdragon GPU in Quest 2.”

Now the company says it’s tossing out a software update to both Quest 2 and Quest Pro chipsets that will provide up to 26% CPU performance increase for both. As for the headsets’ GPUS, we’re told to expect up to 19% GPU speed increase for Quest 2 and 11% for Quest Pro.

“As developers take advantage of these changes, you can expect smoother gameplay, a more responsive UI, and richer content on both headsets,” the company says in a blogpost. “And we’re enabling Dynamic Resolution Scaling for both Quest 2 and Quest Pro, so games and apps can take advantage of increased pixel density without dropping frames.”

The company hasn’t said just when to expect the update, but we’ll be keeping our eyes peeled on Meta blog and social channels in the coming days. In the meantime, check out all of our Quest 3 coverage so far which has come right ahead of the big Quest Gaming Showcase kicking off today:



from Road to VR https://ift.tt/eYBzDdV
via IFTTT

A Concise Beginners Guide to Apple Vision Pro Design & Development

https://ift.tt/fBysbFv

Apple Vision Pro has brought new ideas to the table about how XR apps should be designed, controlled, and built. In this Guest Article, Sterling Crispin offers up a concise guide for what first-time XR developers should keep in mind as they approach app development for Apple Vision Pro.

Guest Article by Sterling Crispin

Sterling Crispin is an artist and software engineer with a decade of experience in the spatial computing industry. His work has spanned between product design and the R&D of new technologies at companies like Apple, Snap Inc, and various other tech startups working on face computers.

Editor’s Note: The author would like to remind readers that he is not an Apple representative; this info is personal opinion and does not contain non-public information. Additionally, more info on Vision Pro development can be found in Apple’s WWDC23 videos (select Filter → visionOS).

Ahead is my advice for designing and developing products for Vision Pro. This article includes a basic overview of the platform, tools, porting apps, general product design, prototyping, perceptual design, business advice, and more.

Overview

Apps on visionOS are organized into ‘scenes’, which are Windows, Volumes, and Spaces.

Windows are a spatial version of what you’d see on a normal computer. They’re bounded rectangles of content that users surround themselves with. These may be windows from different apps or multiple windows from one app.

Volumes are things like 3D objects, or small interactive scenes. Like a 3D map, or small game that floats in front of you rather than being fully immersive.

Spaces are fully immersive experiences where only one app is visible. That could be full of many Windows and Volumes from your app. Or like VR games where the system goes away and it’s all fully immersive content that surrounds you. You can think of visionOS itself like a Shared Space where apps coexist together and you have less control. Whereas Full Spaces give you the most control and immersiveness, but don’t coexist with other apps. Spaces have immersion styles: mixed, progressive, and full. Which defines how much or little of the real world you want the user to see.

User Input

Users can look at the UI and pinch like the Apple Vision Pro demo videos show. But you can also reach out and tap on windows directly, sort of like it’s actually a floating iPad. Or use a bluetooth trackpad or video game controller. You can also look and speak in search bars. There’s also a Dwell Control for eyes-only input, but that’s really an accessibility feature. For a simple dev approach, your app can just use events like a TapGesture. In this case, you won’t need to worry about where these events originate from.

Spatial Audio

Vision Pro has an advanced spatial audio system that makes sounds seem like they’re really in the room by considering the size and materials in your room. Using subtle sounds for UI interaction and taking advantage of sound design for immersive experiences is going to be really important. Make sure to take this topic seriously.

Development

If you want to build something that works between Vision Pro, iPad, and iOS, you’ll be operating within the Apple dev ecosystem, using tools like XCode and SwiftUI. However, if your goal is to create a fully immersive VR experience for Vision Pro that also works on other headsets like Meta’s Quest or PlayStation VR, you have to use Unity.

Apple Tools

For Apple’s ecosystem, you’ll use SwiftUI to create the UI the user sees and the overall content of your app. RealityKit is the 3D rendering engine that handles materials, 3D objects, and light simulations. You’ll use ARKit for advanced scene understanding, like if you want someone to throw virtual darts and have them collide with their real wall, or do advanced things with hand tracking. But those rich AR features are only available in Full Spaces. There’s also Reality Composer Pro which is a 3D content editor that lets you drag things around a 3D scene and make media rich Spaces or Volumes. It’s like diet-Unity that’s built specifically for this development stack.

One cool thing with Reality Composer is that it’s already full of assets, materials, and animations. That helps developers who aren’t artists build something quickly and should help to create a more unified look and feel to everything built with the tool. Pros and cons to that product decision, but overall it should be helpful.

Existing iOS Apps

If you’re bringing an iPad or iOS app over, it will probably work unmodified as a Window in the Shared Space. If your app supports both iPad and iPhone, the headset will use the iPad version.

To customize your existing iOS app to take better advantage of the headset you can use the Ornament API to make little floating islands of UI in front of, or besides your app, to make it feel more spatial. Ironically, if your app is using a lot of ARKit features, you’ll likely need to ‘reimagine’ it significantly to work on Vision Pro, as ARKit has been upgraded a lot for the headset.

If you’re excited about building something new for Vision Pro, my personal opinion is that you should prioritize how your app will provide value across iPad and iOS too. Otherwise you’re losing out on hundreds of millions of users.

Unity

You can build to Vision Pro with the Unity game engine, which is a massive topic. Again, you need to use Unity if you’re building to Vision Pro as well as a Meta headset like the Quest or PSVR 2.

Unity supports building Bounded Volumes for the Shared Space which exist alongside native Vision Pro content. And Unbounded Volumes, for immersive content that may leverage advanced AR features. Finally you can also build more VR-like apps which give you more control over rendering but seem to lack support for ARKit scene understanding like plane detection. The Volume approach gives RealityKit more control over rendering, so you have to use Unity’s PolySpatial tool to convert materials, shaders, and other features.

Unity support for Vision Pro includes for tons of interactions you’d expect to see in VR, like teleporting to a new location or picking up and throwing virtual objects.

Product Design

You could just make an iPad-like app that shows up as a floating window, use the default interactions, and call it a day. But like I said above, content can exist in a wide spectrum of immersion, locations, and use a wide range of inputs. So the combinatorial range of possibilities can be overwhelming.

If you haven’t spent 100 hours in VR, get a Quest 2 or 3 as soon as possible and try everything. It doesn’t matter if you’re a designer, or product manager, or a CEO, you need to get a Quest and spend 100 hours in VR to begin to understand the language of spatial apps.

I highly recommend checking out Hand Physics Lab as a starting point and overview for understanding direct interactions. There’s a lot of subtle things they do which imbue virtual objects with a sense of physicality. And the Youtube VR app that was released in 2019 looks and feels pretty similar to a basic visionOS app, it’s worth checking out.

Keep a diary of what works and what doesn’t.

Ask yourself: ‘What app designs are comfortable, or cause fatigue?’, ‘What apps have the fastest time-to-fun or value?’, ‘What’s confusing and what’s intuitive?’, ‘What experiences would you even bother doing more than once?’ Be brutally honest. Learn from what’s been tried as much as possible.

General Design Advice

I strongly recommend the IDEO style design thinking process, it works for spatial computing too. You should absolutely try it out if you’re unfamiliar. There’s Design Kit with resources and this video which, while dated, is a great example of the process.

The road to spatial computing is a graveyard of utopian ideas that failed. People tend to spend a very long time building grand solutions for the imaginary problems of imaginary users. It sounds obvious, but instead you should try to build something as fast as possible that fills a real human need, and then iteratively improve from there.

Continue on Page 2: Spatial Formats and Interaction »



from Road to VR https://ift.tt/KbcMhvP
via IFTTT
Related Posts Plugin for WordPress, Blogger...