Friday 21 June 2024

‘Batman: Arkham Shadow’ Development Started in Late 2020, Rocksteady Alums Among the Dev Team

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Batman: Arkham Shadow is the next big first-party title from Meta, headed exclusively to Quest 3 later this year. In an interview with the founder of the studio behind the game, we learned more about the origin of the title, the team behind it, and which of the original Batman: Arkham games it’s most closely aligned with.

Batman: Arkham Shadow has a lot to live up to. Not only Camouflaj’s last game—Iron Man VR, which we called “VR’s first great superhero game”—but also the legacy of the core Batman: Arkham games, which to many represent not just some of the best superhero games ever made, but some of the best games, period.

So when studio founder Ryan Payton says he’s “confident [Batman: Arkham Shadows] will be the best game we’ve shipped to date,” he’s putting a lot on the line.

But there’s reason to believe that Camouflaj can pull it off. The studio now has years of experience in VR game design, and has proven itself able to create fun and comfortable mechanics that many thought couldn’t work well in VR, like high speed flying using repulsor jets on your hands in Iron Man VR.

The studio also has the backing of Meta itself, which acquired Camouflaj in late 2022. What’s more, as we learn in our interview with Payton, Camouflaj picked up two Rocksteady alums, both of which worked on the original Batman: Arkham games.

Below is our interview with Payton, which covers the studio’s transition into Meta, it’s learnings from developing Iron Man VR, and how the studio is positioning itself to deliver on the fantasy of being not just Batman, but specifically the Batman that players came to love in the Arkham games.

Batman: Arkham Shadows Interview with Camouflaj Founder Ryan Payton

Q: How has the transition been after the Meta acquisition?

A: Being part of Meta has been absolutely terrific. I’m reminded every day that my core thesis for Camouflaj joining Meta has thus far proven true: becoming a first-party studio has further enabled Camouflaj to pursue our goals of creating high quality, meaningful games. Our next release, Batman: Arkham Shadow, has definitely benefited from Camouflaj being part of the larger Meta organization, which is exciting for us as developers, and is great for players, too.

Q: How was Batman chosen as the topic of your next game?

A: When we were wrapping development work on Marvel’s Iron Man VR back in 2020, Meta called us and said they loved the game and would really love to see what Camouflaj could do with something of even greater size, scope, and ambition. We explored a few options but quickly settled on Batman, which then kicked off a six-month discussion with Warner Bros. Interactive about not only creating a big, exclusive Batman title for Meta Quest 3, but one that is an official entry in the storied Arkham franchise.

Since day one WB and DC have been terrific partners. They’ve provided guidance where necessary while also yielding a surprising degree of freedom for Camouflaj to explore areas of the Arkham franchise that have yet to be developed, encouraging us to put our stamp on those moments. We’ve struck, in my opinion, the perfect balance between IP partner and development studio to enable us to make something special.

As a lifelong Batman fan and admirer of the Arkham games, this project has been a dream come true. Batman: Arkham Shadow is the manifestation of all the strengths and learnings Camouflaj has developed over the past eight years developing VR games. I’m confident it will be the best game we’ve shipped to date.

Q: How long has Batman: Arkham Shadows been in development in earnest?

A: Development began in earnest sometime in Q3 of 2020, so it will have been about a four-year journey once we wrap development later this year.

Q: How did you approach the game’s overarching direction? There are expectations from the previous Arkham games, but given that this is a VR game, surely there are some unique considerations—were there any aspects that felt ‘essential’ in the game? Any that had to be thrown out because they didn’t fit in VR?

A: We initially went to WB with a back-of-the-napkin list of core Arkham features we felt were essential to getting right in VR. At the top of that list was the freeflow, rhythm-based combat that the team at Rocksteady revolutionized with Arkham Asylum. We also spoke about the importance of nailing the feeling of being Batman, with his graceful moments, the ability to grapple up to perches, run and slide through vent covers, and silently take down enemies from the shadows.

Early in the negotiations with WB we showed up with two pivotal prototypes: one focused on combat, and the other on locomotion. Thankfully they were impressed with what we delivered, and thus development work on Batman: Arkham Shadow commenced. From there we went further down the check list of classic Arkham elements we knew we needed to function great in VR including exploration, boss battles, investigations, gadgets, puzzles, collectibles, and character-driven cinematics.

When players get their hands on Batman: Arkham Shadow later this year, I think they’ll be impressed with the degree at which we’ve not only faithfully translated all the classic Arkham elements into VR, but how fresh and exciting it all feels.

Q: What, if anything, learned during the development of Iron Man VR has informed the design of Batman: Arkham Shadows?

A: Mechanically Iron Man VR and Batman: Arkham Shadow are very different games, which has been a challenge in its own right. One thing I think we’ve proven to excel at as a studio is creating highly polished VR mechanics that feel comfortable despite how fast-moving our games tend to be. When we first showed off Iron Man VR, people doubted our ability to make flying as Iron Man feel fast and comfortable, and yet the team pulled it off. With Arkham Shadow, we knew grappling up to high perches and then gliding down onto unsuspecting enemies, in VR, could be a challenge from a comfort perspective, not to mention how intense Arkham’s freeflow combat is. Yet again, however, I suspect the public will be surprised at how great everything feels when they get their hands on Arkham Shadow later this year. This is all truly a testament to the incredible colleagues I have here at Camouflaj.

Q: What, if anything, from Iron Man VR was not as successful as you would have liked, and you either scrapped or majorly reworked it to make things better for Batman: Arkham Shadows?

A: During the development of Arkham Shadow, we supported the amazing development team at Endeavor One to bring Iron Man VR to Quest 2 in time for holiday 2022. Although some of our engineers were concerned that it would be a distraction from our core work on Arkham Shadow, it ultimately ended up being an incredibly positive experience as it provided valuable insights in terms of how to push the Quest hardware. Supporting the development effort in bringing Iron Man VR to Quest ensured Arkham Shadow wouldn’t be our first Quest-focused game. From there we applied those learnings, allowing Arkham Shadow to take full advantage of all the strengths of Meta Quest 3.

Q: How has the development and design of Batman: Arkham Shadows been similar or different from Iron Man VR?

A: I don’t think it’s an exaggeration to say that the development of Arkham Shadow couldn’t be more different than how we built anything prior. We learned a lot developing our previous titles, and knew we needed to evolve as a team—to take it to the next level.

Throughout developing Iron Man VR I had a nagging feeling there was a better way, and then I came across a gentleman named Bill Green who had left Rocksteady after shipping all the Arkham titles over there. I was able to convince him to join Camouflaj, and since then Bill has truly transformed the way we develop games. Bill was able to convince Sophie Leal-Bolea to also join Camouflaj, who was a designer on both Arkham Origins and Arkham Knight, who has also been an incredible boon to the team.

Since Bill and Sophie joined, we’ve incorporated many of their lessons and transformed the way we make games here. Tangibly it means our designers and artists fully embrace the nature of highly iterative work, and develop pipelines and tools to support drastically uprooting areas that aren’t working for the game and story, and being equipped to make improvements in a matter of days. (The same changes that, back on Iron Man VR, would have taken us weeks if not months.) Bill and Sophie’s approach has supercharged the way we make games here, and I couldn’t be more thankful.

Ultimately it all comes down to the end user experience, so my hope is that players will find that, like the previous Arkham games, the world of Arkham Shadow feels expertly crafted and a joy to explore. We have some incredibly fun Arkham Asylum-inspired dungeons, in particular, I can’t wait to see players explore.

Q: As far as ‘game type’ goes, what are you aiming for? A straightforward linear narrative adventure?

A: Above all, the structure of Arkham Shadow is inspired by the first game in the series: Arkham Asylum. This means the game isn’t open world, but it affords a high degree of freedom for players to explore a courtyard-like area that connects the game’s dungeons. Players are free to return to dungeons in order to unlock secrets once they obtain a new gadget. I absolutely love that game loop, and it feels appropriate for the setting of the game, which we have yet to fully lift the veil on…

– – — – –

Batman: Arkham Shadow is due out Fall 2024. Do you think it will live up to the bar set by its predecessors? Sound off in the comments below!

The post ‘Batman: Arkham Shadow’ Development Started in Late 2020, Rocksteady Alums Among the Dev Team appeared first on Road to VR.



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Thursday 20 June 2024

Immersive Puzzler ‘Infinite Inside’ to Release on Vision Pro & All Major Headsets Next Month

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Maze Theory today announced that its upcoming immersive puzzle-adventure game Infinite Inside is set to arrive next month, coming to all major headsets.

Initially released as a demo on Quest earlier this year, the full game is set to arrive on July 12th across Vision Pro, Quest 2/3, Pico, SteamVR headsets and PSVR 2.

On mixed reality-supported devices (re: not PC VR or PSVR 2), Infinite Inside is said to blend VR and MR, making these “multi-dimensions a fundamental part of the storytelling and gameplay.”

Check out the trailer below:

When Infinite Inside launches next month, Maze Theory says it will feature five “peaceful and soothing labyrinths filled with mysteries,” environmental storytelling, and “challenging and accessible” puzzles.

Here’s how the studio describes the action:

When the enigmatic ancient artifact known as the ‘Plinth’ mysteriously materialises in your home, it opens a portal to a tranquil, dream-like world, filled with impossible architecture and hidden secrets waiting to be discovered. Guided by the echoes of past explorers, you will collect shards, solve three-dimensional puzzles, and assemble keys to unlock the mysteries of a secret society committed to maintaining the balance of Order and Chaos.

Can you solve the puzzles and reveal the truth about the society, the legacy of the Plinth, and ultimately, your own place in this mystical world?

Maze Theory, a subsidiary of Saltwater Games, is the London-based team behind a slew of XR games, including Peaky Blinders: The Kings Ransom, Doctor Who: The Edge of Time and Doctor Who: The Lonely Assassins.

Infinite Inside marks one of Maze Theory’s (and likely the industry’s) broadest releases to date, covering nearly all major VR/MR platforms. You can find it on Steam, Quest, PSVR 2, and Pico. An App Store link for the Vision Pro version should arrive closer to launch, so make sure to keep your eyes peeled.

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New Meta Accelerator Aims to Fund Quest Developers Building ‘Lifestyle Apps’ Using MR, AI, & Hand-tracking

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Meta announced a new developer accelerator aimed at kickstarting ‘Lifestyle’ apps for Quest which make use of mixed reality, AI and hand-tracking.

Meta says in the announcement selected participants of its new ‘Meta Quest Lifestyle App Accelerator’ can apply for seed-stage grant funding, as well as product resources and mentoring from Meta and participating VC partners, which include a16z, Anorak Ventures, BITKRAFT Ventures, Boost VC, and Lightspeed.

“The program focuses on fun, delightful consumer experiences with novel, engaging, and retentive mechanics that leverage the unique capabilities of Meta Quest in emerging lifestyle categories such as Fashion, Beauty, Home Design, Shopping, Cooking, DIY, Arts & Crafts, and more,” the company says.

One such example cited by Meta is Zac Reid’s PianoVision, which uses mixed reality to teach users how to play piano.

Aimed at small teams, the six-month program will include three paid milestones to help teams prototype their concepts, as well as up to three Quest 3 dev kits for teams in supported countries. Notably, selected participants will retain full ownership of their IP, code, assets, design, and distribution rights, Meta says.

“We’re looking for founders who want to build companies dedicated to MR apps in Lifestyle categories that drive engagement with Meta Quest users. Whether your company has a long track record of publishing apps or is just getting off the ground, our Meta Quest Lifestyle App Accelerator could be a great fit if you’re working on a brand-new Meta Quest lifestyle app that is big enough to be a standalone business.”

Who shouldn’t apply: companies at Series B or later, and studios marketing activations, B2B apps targeting schools or professionals, video games, media consumption, fitness & wellness, or sports. Interested teams should check out the full eligibility requirements and developer FAQ first to make sure they qualify.

Submissions are now open, with the cut-off date scheduled for October 15th, 2024. Meta will select participating teams on December 31st, 2024, with the program officially running from December 2024 to May 2025.

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Wednesday 19 June 2024

Oculus Founder’s New XR Headset Built Around “military requirements” but Also “used for non-military stuff”

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This week at AWE 2024, Oculus founder Palmer Luckey spoke briefly about a new XR headset he’s developing. Though the headset would see Luckey returning to the XR space, this one is being built with military, rather than consumer, uses in mind.

Luckey confirmed earlier this month that he intends to build a new XR headset, but revealed almost no details about the project.

During a panel discussion today at AWE 2024, he offered just a bit more, saying the headset’s design is “being driven by military requirements, but also going to be used for non-military stuff. It’s really cool, it’s really something.”

Though Luckey was on stage with Bigscreen Beyond creator Darshan Shankar, the two didn’t indicate any joint work together.

Luckey said he’s announcing the project now because trying to keep it secret means fewer opportunities to find key collaborators and suppliers.

His mention of the upcoming headset’s military requirements suggests the project originates from within his current company, Anduril, a tech-focused military contractor.

Although “military requirements” can often be seen as synonymous with “incredibly expensive,” Luckey has grown Anduril into a multi-billion dollar company on the premise that major military contractors charge too much and deliver more slowly than they ought too.

Considering the headset’s angle, it seems unlikely that a military-focused headset would plug into any consumer XR ecosystems like Horizon OS or SteamVR. That leaves it up in the air whether the headset will be built on a proprietary platform—and how it will support the “non-military stuff” that Luckey mentioned. Likely that “stuff” refers to enterprise-focused use-cases like training, education, and design.

Luckey founded Oculus in 2012, the company whose Rift headset was the spark that rebooted the modern era of VR. As a rapidly growing startup, Oculus attracted the attention of Meta (at the time Facebook), which acquired the company in 2014 for more than $2 billion. Luckey continued in VR under Meta’s roof for several years but was eventually pushed out of the company due to backlash to his politics. After leaving Meta, Luckey went on to found Anduril, a tech-defense startup which itself went on to achieve a multi-billion valuation. Though Luckey hasn’t been active in XR since leaving Meta, he’s continued to be looked to as a thought leader in the space.

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Tuesday 18 June 2024

‘Gorilla Tag’ Has Topped $100M in Revenue, Making it One of VR’s Most Successful Games

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VR studio Another Axiom today announced that its breakout title, Gorilla Tag, has surpassed $100 million in revenue. The company shared other key metrics about its player population that shine light on the state of the VR market.

Not long after its launch back in early 2021 it became clear there was something special about Gorilla Tag. It’s minimalistic ‘tag’ gameplay, unique arm-based locomotion, and novel social architecture made for simple social fun. And it turns out, people really like simple social fun.

This week the studio behind the game, Another Axiom, offered up some key metrics for Gorilla Tag that show just how large it has become. Here’s the quick and dirty:

  • $100 million in total revenue

  • 10 million lifetime players
  • 3 million monthly active users
  • 1 million daily active users

Gorilla Tag’s revenue comes primarily through in game cosmetics which allow for try-ons and a social shopping experience.

These figures make Gorilla Tag one of the most successful and most popular VR games to date. Not only are lots of people playing the game, Another Axiom also revealed the average playtime is nearly 60 minutes. That’s doubly impressive considering how physical of a game it can be.

As for what’s next? The studio isn’t leaving Gorilla Tag behind, but it’s busy at work on a spiritual successor to Lone Echo, the game which inspired Gorilla Tag’s movement in the first place.

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Quest ‘Augments’ Feature for Concurrent AR Apps Needs More Time to Cook, Says Meta CTO

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Last year Meta announced the so-called Augments feature, planned for Quest 3, which would allow persistent mini AR apps to live in the world around you. Now, eight months after the headset hit store shelves, Meta’s CTO explains why the feature has yet to ship.

Augments was announced as a framework for developers to build mini AR apps that could not just live persistently in the space around you, but also run concurrently alongside each other—similar to how most apps work on Vision Pro today.

Image courtesy Meta

And though Meta had shown a glimpse of Augments in action when it was announced last year, it seems the company’s vision (and desire to market that vision) got ahead of its execution.

This week Meta CTO Andrew “Boz” Bosworth responded to a question during an Instagram Q&A about when the Augments feature would ship. He indicated the feature as initially shown wasn’t meeting the company’s expectation.

We were playing with [Augments] in January and we decided it wasn’t good enough. It was too held back by some system architecture limitations we had; it ended up feeling more like a toy and it didn’t really have the power that we think it needed to deliver on the promise of what it was.

So we made a tough decision there to go back to the drawing board, and basically [it needed] a completely different technical architecture. Starting from scratch basically. Including actually a much deeper set of changes to the system to enable what we wanted to build there. I think we made the right call—we’re not going to ship something we’re not excited about.

But it did restart the clock, and so [Augments is] going to take longer than we had hoped to deliver. I think it’s worth while, I think it’s the right call. But that’s what happened.

We’re only two-and-a-half months out from Meta Connect 2024, which would be the one-year anniversary of the Augments announcement. That’s where we likely to hear more about the feature, but at this point it’s unclear if it could ship by then.

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Report: Apple Focuses on More Affordable Vision Headset Over High-end Follow-up

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At $3,500, Vision Pro is undoubtedly expensive, which many are rightfully hoping will be remedied in a prospective follow-up. Now, according to a report from The Information, Apple may be ditching the ‘Pro’ aspect of its next-gen Vision headsets altogether, instead aiming to release a single “more affordable” device in late 2025.

It’s rumored that Apple was slated to release two headsets: an expensive Pro-style device and a cheaper version targeted more squarely at consumers, much like how the company positions iPhone in its lineup today.

Now, citing an employee at a manufacturer that makes key components for the Vision Pro, The Information reports Apple has suspended work on that high-end follow-up due to slowing sales of the $3,500 Vision Pro.

Image courtesy Apple

There may be hope though, at least for anyone without the budget to shell out what amounts to a good used Honda Civic. According sources both involved in the supply chain and in the manufacturing of the headset, the company is “still working on releasing a more affordable Vision product with fewer features before the end of 2025.”

Granted, it’s important to note that Apple often leaks incorrect information in a bid to nail prospective leakers, so this (and any Apple report for that matter) should be taken with a heaping handful of salt.

This follows Apple’s announcement it was getting set to release Vision Pro outside of the US for the first time, which includes mainland China, Hong Kong, Japan, Singapore, Australia, Canada, France, Germany, and the UK.

– – — – –

Whether it’s “more affordable” or not, there’s a lot Apple can do to appeal to the masses without drastically sacrificing quality. Check out our article on the 6 Things Vision Pro Needs Before It Can Go Mainstream to see how.

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New Tool From Niantic Aims to Make Web-based XR Easier to Build

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Pokémon GO developer Niantic announced it’s releasing a new visual editor and “powerful web gaming engine” called Niantic Studio, which aims to let creatives build immersive XR, 3D experiences, and casual web games.

Niantic Studio is essentially the company’s evolution of its subscription-based AR content development platform 8th Wall, which it acquired in 2022. Today, 8th Wall includes a number of tools for making AR content, including location-based experiences and a host of other stuff primarily targeted at mobile users.

Now available for free in public beta for 8th Wall developers, Studio goes one step further by giving developers a visual interface that Niantic says “makes everything you create accessible and visible in real time,” allowing users of all skill levels to start building with 8th Wall.

Image courtesy Niantic

As a web-based tool, Studio includes the ability to create everything from AR scenes that use Face Effects or World Tracking to more complex 3D web games and immersive XR experiences, the company says, noting it will add more of its existing AR features to Studio throughout the beta.

Studio is a completely new approach to building immersive XR and 3D experiences with Niantic 8th Wall,” the company says. “With Studio, we’ve completely overhauled the development environment, moving from a code-only interface to an intuitive visual editor that combines the speed and power of the web with the robust tools needed to create more realistic 3D web games and XR experiences.”

Built on a Entity Component System (ECS) gaming structure, Niantic’s new web gaming engine is said to simplify complex development tasks, not only letting users quickly build and edit 3D scenes in real-time, but also enter a ‘Play Mode’ so you can preview experiences and even make changes while your project plays that save automatically.

Studio is available for free in public beta to 8th Wall developers starting today. New users interested in trying out 8th Wall and its new Studio game engine can sign up for a free 14-day trial before plonking down any cash, which bottoms out at $9 per month for the ‘Starter’ tier when paid annually.

– – — – –

While both the platform and its resultant content is indeed web-based, it’s uncertain at this time whether Studio is focusing on adhering to the WebXR standard, which includes support for a broad range of XR headsets which can access content through supported web browsers, including Chrome, Edge, Safari, and Firefox to name a few. We’ll update this article when/if that becomes more clear.

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Somnium VR1 PC VR Headset Slated to Go on Sale June 20th with Broader Launch in July

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Somnium Space, the Czechia-based company behind the upcoming Somnium VR1 headset, announced that orders for its long-awaited PC VR headset will be opening on June 20th, coming first to reservation holders.

It’s been a long time coming for Somnium VR1, which we last saw at CES 2023 when the company showed off a dev kit version of the headset. If you’re memory is fuzzy, at the time Somnium, which also runs its own social VR platform Somnium Space, was also hoping to release a standalone version of the headset at some point. Due to supply chain constraints though, the company decided to sideline the standalone version to focus on the soon-to-release Lighthouse-tracked PC VR headset.

We’re getting very close to that now; in addition to the order date announcement, the company detailed its full line-up, which includes eight variants available for order starting on June 20th:

  • Classic Edition
  • Visionary Edition (Eye-tracking)
  • Striker Edition (Hand-tracking)
  • Titan Edition (Eye/Hand-tracking)
  • Specter Edition (Mixed Reality + Hand-tracking)
  • Ultimate Edition (Mixed Reality + Eye/Hand-tracking)
  • Translucent Limited Edition (Mixed Reality + Eye/Hand-tracking)
  • Military Edition – TAA Compliant (Mixed Reality + Eye/Hand-tracking)

That’s a pretty hefty launch lineup, however VR1 is built with modularity in mind, allowing users to choose what factory-installed modules they want, with the Classic Edition starting at €1,900 (~$2,060 USD).

Somnium VR1 | Image courtesy Somnium Space

Check out the specs below, noting that optional add-ons to the base version are highlighted in red:

Display

Type
QLED Mini-LED Fast LCD
Resolution
2 x 2800 x 2880 pixels
Brightness 210 nit
Local Dimming 20000:1 (HDR)
Color Gamut 100% NTSC
Refresh Rate
72 Hz / 90 Hz / 120 Hz / 144 Hz (Experimental)

Optics

Lens Type
Dual-lens aspheric modules (two lenses per eye-box)
Peak Fidelity 35 PPD
Coating
Anti-reflection & Anti-scratch coating
Field of View (FOV)
Horizontal: 130°, Vertical: 105°
Diopter Lenses (Optional)
Magnetically attachable by VR Optician
Pass-through Cameras (Optional)
2 X 12 Mpx 4,056 x 3,040 (foveated transport), FOV 125° x 100°
Eye Tracking (Optional)
120Hz single-point calibration, VR & XR foveated rendering, Gaze analysis, heat-map visualization
Hand Tracking (Optional)
Ultraleap 170° x 170° FOV, 120Hz refrsh rate
Interpupillary Distance (IPD) Adjustment
Manual 58 mm – 76 mm

Dimensions & Weight

Dimensions (excl. headstrap)
191 mm x 124 mm x 94 mm (W x L x H)
Weight (incl. headstrap)
700g – 850g (depending on variant)
Material
IR-transmissive matte polymer with anti-fingerprint surface texture

Connectivity

Cable
Single all-in-one USB Type-C, 6 meter (20 ft) hybrid ADC cable, DisplayPort (32 Gbps), USB 3.2 Gen 2 (10 Gbps), Power functionality
Modes
Native wired PC Mode (Lossless), Native SteamVR & OpenXR support
Audio
3.5 mm Headphone jack, High-quality stereo
Ports
3 x USB-C (3.2 Gen 2) 10 Gbps for external accessories, 3.5 mm Headphone jack
Anchor Points
4 modular customizable and 30 printable anchor points, M2.5 imbus flat head screws
LEDs
2 x Programmable RGB status LEDs
Headstrap
Double-knob memory foam adjustable headstrap
Positional Tracking
Lighthouse Based tracking

The company says it will begin sending out a limited number of emails each day to reservation holders, following the chronological order based on their reservation date.

Notably, each reservation holder is eligible for one purchase, which can include multiple VR1 units, essentially allowing the user’s unique ordering code to be used once to limit queue jumpers.

There isn’t a time limitation when you must make your purchase, the company says, which was designed to give customers time to complete purchases later, however units are on a first-come, first-serve basis.

If you haven’t reserved already, new reservations are being accepted up until July 10th. The company will be opening orders to everyone on July 12th alongside its full-day Somnium Connect event in Prague, Czechia. There, the company will be holding presentations, demos of Somnium VR1, and a keynote speech by Artur Sychov, Founder & CEO of Somnium Space.

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Hands-on: Logitech’s MX Ink for Quest Could Legitimize VR Styluses as a Whole

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Over the last decade I’ve reported on and tested many different VR styluses, but none of them have actually caught on. But the new MX Ink stylus for Quest stands a real chance at legitimizing the VR stylus as a whole, thanks to its thoughtful design, strong lineup of launch apps, and tight integration with Quest’s software.

This week Logitech announced MX Ink, an officially endorsed ‘Made for Meta’ stylus supporting Quest 2 and Quest 3 (see the full announcement details here). It’s the first time Meta has allowed any other company to harness its tracking technology in a third-party product. That alone makes MX Ink unique, but there’s more that makes this the device that could legitimize VR styluses as a whole.

The first styluses are thought to have been invented five millennia ago. And there’s a reason they’ve stuck with humanity ever since: a stylus amplifies the precision with which we can point. While that seems rather simple, it makes information tasks like writing, drawing, calculating, and designing significantly more practical and useful than using our fingers alone.

So it’s not surprising that we’ve seen many attempts to bring a VR stylus to life.

Just to name a few: in 2017 an enterprising developer hacked together a chunky prototype using a Vive Tracker and a pressure-sensitive stylus tip; in 2018 a company called Massless designed its own prototype VR stylus that it hoped to bring to market; even Wacom has been toying with the idea. Hell, Logitech already made a VR stylus back in 2019… but at $750, it’s no wonder it never made it to general availability.

So what could be different about Logitech’s new MX Ink? Well for one, the price is significantly more palatable than what’s come before. The $130 price point is a pretty easy sell for professionals for whom the added precision of a stylus could actually improve their workflow.

Logitech is also smartly launching some ‘nice to have’ extras for those who are really serious about making the MX Ink part of their workflow.

There’s the Inkwell dock which, for only another $40, gives you an easy place to store and charge the stylus so it’s ready for your next use. And there’s the MX Mat, for $50, which Logitech pitches as the ideal surface to make it feel like you’re drawing on a paper-like material when using the stylus.

Photo by Road to VR

But more importantly than price or accessories is the first-party integration with Meta and the strong lineup of supported software out of the gate.

Logitech worked directly with Meta, not only to adopt Quest’s tracking technology, but also to build the stylus’ software experience right into Horizon OS. Pairing the MX Ink is just like pairing one of the headset’s own controllers, without any extra hardware or software needed. Even the stylus’ settings—which let you control things like hand selection, button bindings, and pressure curves—are baked right into the system’s own Settings menu.

It’s even got a proper ‘Meta’ button on the end (where the eraser would be), making it easy to pull up the headset’s menu.

And then there’s the strong lineup of software that will work right out of the gate. Logitech has locked in a solid swath of VR design apps for MX Ink support:

  • Adobe Substance Modeler
  • Gravity Sketch
  • PaintingVR
  • Arkio
  • Engage
  • OpenBrush
  • GestureVR
  • ShapesXR
  • Elucis by RealizeMedical

If Logitech plays its cards right, MX Ink could be the first VR stylus that really sticks the landing. So needless to say, I was intrigued to try it.

Hands-on With Logitech MX Ink for Quest

Photo by Road to VR

Last week I swung by Logitech’s San Jose, CA office to check out an early version of the stylus for myself. Compared to the company’s last VR stylus, the MX Ink is significantly more compact. Even so, I was impressed with the tracking.

Photo by Road to VR

Even with my hand covering a significant area of the stylus, there were seemingly enough hidden IR LEDs hiding under the stylus’ shell to provide continuous tracking no matter how I held or twisted the stylus. The company said it even put IR LEDs toward the tip of the MX Ink so it could be held like a wand or a pallet knife.

Logitech says the stylus is ‘as accurate as the Quest controllers’—but that doesn’t mean it can’t be more precise. Using a stylus as a pointing device means you can use your dexterous fingers to manipulate the input position in a very fine way; far more so than twisting your wrist alone (which is what primarily drives fine controller motion).

That was obvious while I was using the MX Ink to draw and sketch directly onto a real table in front of me. The pressure sensitive tip also made it feel natural to vary line width as needed.

Photo by Road to VR

I also tried using the MX Ink stylus against a whiteboard while using Quest 3’s mixed reality view. The tight latency and accuracy of the stylus really made it feel like I was leaving marks on the whiteboard. It was a whole layer of immersion that I wasn’t expecting to feel while trying the stylus.

This sense of actually leaving real marks on the whiteboard only made the next part even more mind-bending… I could lift the stylus from the surface while holding the button on the barrel and extend my drawing into the third dimension. Watching my strokes literally leap off the page like this was just plain fun.

While pressing the MX Ink against a real surface, the tip communicates the amount of pressure to the headset and thus changes the thickness of the line you draw. But when you’re using the stylus to draw in 3D, suddenly there’s no way for the system to know how much pressure you’re using, right? Actually, no; Logitech smartly made the button on the barrel of the stylus pressure sensitive itself, so you can squeeze softer or harder to define the width of brush strokes, even when you’re drawing in the air.

The MX Ink even includes a haptic engine for feedback. So even if you’re using it against a virtual surface, the stylus can let you know when you’re touching the canvas.

– – — – –

I’m impressed with the level of thoughtfulness in the design of MX Ink. It’s clear the company has carried over some important lessons learned from its previous experiments with VR styluses.

MX Ink has a reasonable price point, direct integration with the most popular headsets on the market, and a strong lineup of supporting apps. Logitech is giving the VR stylus—as a category—its best chance yet at really catching on.

The essential pieces are in place. The thing that will make or break this product is now likely down to how well integrated it is into the workflow of key applications. My understanding is that developers have a huge range of control over exactly how their applications will handle MX Ink. Half-hearted implementations could kill what otherwise looks like a strong product.

With MX Ink not due to launch until September, there’s time still for applications to tighten up their implementations, so we’ll have to wait to see how it all comes together.

The post Hands-on: Logitech’s MX Ink for Quest Could Legitimize VR Styluses as a Whole appeared first on Road to VR.



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Monday 17 June 2024

6 Things Vision Pro Needs Before It Can Go Mainstream

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Apple’s Worldwide Developer Conference (WWDC) is over, and while Vision Pro was a big focus with the announcement of its visionOS 2 update, it’s pretty clear Apple’s first mixed reality headset isn’t in a hurry to feature-match other XR headsets at this point, let alone Meta Quest 3. When Apple eventually does step down to the XR playing field with a more consumer-friendly headset though, there are a number of things would-be owners are probably hoping for that have so far gone missing.

A (much) Lower Price

What: This is a pretty obvious one. It’s only been about six months since Vision Pro’s launch in February, and while it’s leaving US exclusivity this month, the $3,500 headset still isn’t accessible enough right now for anyone but developers, prosumers, and only the most ardent of Apple acolytes to really entertain. It needs to be way cheaper for a few reasons beyond being able to sell to more people, which I’ll get more into below.

Image courtesy Apple

Why: Apple is essentially using Vision Pro as an expensive developer kit right now. As a result, the company seems more cautious with how it’s handling Vision Pro in comparison other new product lines, the most analogous being its first generation Apple Watch in 2015, which was initially criticized for being expensive, sluggish, and lacking critical functionality over the iPhones of that era (sound familiar?). But when Apple does launch a new product line, they typically put a tremendous amount of resources and energy behind them—all the more reason to be excited about what’s next.

And when Apple’s next headset does finally approach a price point closer to the rest of their consumer device lineup, people will be expecting a lot more than just productivity apps, a smattering of games, and tight integration with the rest of its mature ecosystem—admittedly one of the biggest, most useful things Apple is bringing to the table.

Mixed & Virtual Reality Games

What: Vision Pro may have over a million iOS apps thanks to getting developers to opt-out rather than opt-in to Vision Pro compatibility, although when you go looking for immersive XR games on the App Store, there aren’t a ton to choose from.

Right now, there are only a handful of mixed and virtual reality games, including Marvel’s What If…? An Immersive StoryDemeo, Job Simulator, Vacation Simulator, LEGO Builders Journey, Puzzling Places, Proton Pulse Vision, Bombaroom, Soul Spire, and a few others—all of them worthy games in their own right, but a far cry from the comparatively massive number of titles available on the Quest platform.

Why: Some of this comes down to developer interest. The headset’s price makes it less attractive as a target platform mainly because it’s seven times the cost of a Quest 3. Less people can buy it, meaning there’s less potential return on investment for porting or creating new XR content, which is already a pretty niche games industry in comparison to traditional console and PC gaming.

It also comes down to Apple’s early insistence that Vision Pro isn’t a gaming console, despite its ability to play immersive content. For now, it’s geared towards productivity, which is reflected not only in the sheer number of office apps, but the integration into the Apple software ecosystem at large, which has historically put gaming in the backseat.

In fact, one thing it won’t be missing soon is the ability to do room-scale VR, thanks to the vision OS 2 update, which ought to free more developers from the standing position-only guardian launched on Vision Pro in February. Still, many of the existing games on other VR platforms need to be tailored to work with the headset’s eye and hand-tracking only approach to input, which leads me to my next point…

Motion Controllers

What: Some games simply don’t work without motion controllers—at least not in the way they were initially designed to. For example, developers like Google’s Owlchemy Labs had to rejigger their critically-acclaimed VR games Job Simulator & Vacation Simulator to make hand-tracking a smooth experience. While this works well for low-stakes object interaction, it’s not for every XR game out there.

Many XR games, such as shooters, simulators, platformers, or fast-paced rhythm games, actually need button input, haptics, and precise, low-latency 6DOF movement to truly work as intended, pushing developers to either search for some way to modify versions of existing titles, or build new content from from the ground-up specifically for Vision Pro; both are more expensive than just having an Apple-built controller that meets the standards of existing controllers.

Quest 3 Touch Controllers | Image courtesy Meta

Why: Apple hasn’t officially given a specific reason why it didn’t include controllers with Vision Pro, but there are a few patently Apple guesses on the table.

Typically, Apple’s design focuses on intuitive and natural user interfaces (i.e. the touch screen), and it’s clear the company has carried that over to Vision Pro with its use of voice input, and both eye and hand-tracking. Bundling controllers, like all concurrent standalones on the market, may have been seen as too much of a departure from this core design philosophy. All you have to do is put it on, and away you go.

A Stylus for XR Creatives

What: For all its impressive capabilities, if you want to paint a picture or design a 3D asset with Vision Pro (without connecting to Mac), you’re essentially finger painting since the headset doesn’t support a dedicated spatially-tracked stylus.

A recent patent had us holding out hope for Apple Pencil support at WWDC 2024, but that wasn’t the case—despite the company releasing a new version of its stylus to go along with the latest iPad Pro.

Logitech MX Ink for Quest | Image courtesy Logitech

Why: Apple hasn’t said as much, but we can see this one likely arriving before the release of standard motion controllers, maybe even as a third-party add-on to the current Vision Pro generation owing to the headset’s prosumer user base.

It makes sense that Apple needs to feeling out why people are using Vision Pro first instead of making rash assumptions. Still, Meta seems to be beating Apple to the punch here with the announcement of the Logitech MX Ink, which is due out in September.

Social Platforms

What: You won’t find many of the popular social XR platforms on Vision Pro, which if it isn’t your thing, probably isn’t that big of a deal.

But for now, the only big name in social XR on the headset is Rec Room, which is only available as a windowed version of the platform (i.e. not mixed or virtual reality). There’s no VRChat, no Roblox, and no BigScreen—currently some of the top social XR platforms out there.


Why: It’s not to say Apple needs those popular third-party platforms to make Vision Pro (or whatever the next one is called) successful in the long-term, but its competitor Meta not only has these, but is also making a big deal out of continuously integrating its own social layer Horizon Worlds closer to the core user experience in addition to making it available across the web for Android, iOS, and PC.

That, and Apple doesn’t really do social platforms, making it pretty unlikely we’ll see its own Horizon Worlds-esque social app in the future. Instead, Apple is leaning heavily on its existing chat ecosystem by integrating FaceTime with its impressively life-like Spatial Personas avatars, which allows Vision Pro users to scan their faces into the headset to create a digital identity that looks and moves like the user.

Apple is notorious about keeping its best features close to its ecosystem, so if it really wants to somehow get into the social XR game beyond FaceTime, you can bet it will be exclusive.

All-day Ergonomics

What: Vision Pro isn’t the all-day XR headset we’d hoped for. Like many, it provides around two hours of battery power, and can be plugged in to the wall for extended sessions—no real issues there. While standard, the company has also served up fairly middle of the road ergonomics, so there are some obvious improvements to be made here to transforming it into the ‘computer-on-your-face’ Apple wants it to be.

One of the company’s comfort-forward decisions was to offload its tethered battery for better on-head weight. Often, lighter XR headsets are better for long-term use, but a key area that’s lacking in Vision Pro (and many other headsets) is on-head balance. You can actually get away with heavier headsets when they are balanced closer to your head’s center of mass.

And Vision Pro is pretty front-heavy, requiring long-term users to either use the supplied top strap, or opt for something else, like Apple’s Dual Loop Band ($100), or a third-party alternative, such as Annapro’s ‘Preassure-reducing Comfort Head Strap’ ($36).

Apple Vision Pro | Image courtesy Apple

Why: Much of this can be forgiven since it’s a first-gen device. Interestingly enough though, Apple may be setting future expectations by keeping the headset’s battery off the user’s head, possibly even leading the company to offload compute to a separate device in the future, like a tethered iPhone or dedicated compute puck like Magic Leap 2.

Some of this added front weight comes from premium features Apple just couldn’t go without, namely a brushed metal housing, laminated glass front, and its EyeSight front display, which shows a holographic passthrough of the user’s eyes when in mixed reality mode. All-day use requires all-day comfort, which may put those premium features on the chopping block in Vision Pro’s (hopefully cheaper) follow-up.

Apple’s Patented Slow Convergence: The Big Why

It’s pretty clear by now that Apple does Apple-things, because it’s Apple.

Part of that, as many iPhone users can attest, is due to the company’s tendency to ignore key features on competing platforms, only to introduce them later down the line—almost as if they’ve invented them. It does this most visibly on iPhone, where just now in iOS 18 iPhone users are getting the chance to put icons wherever they want—an Android feature since the introduction of Android 1.5 Cupcake in 2009. Since Apple doesn’t like to appear to play catch-up with other companies, there’s no telling when of if any of those Vision Pro issues mentioned above will ever be a focus for the company. Apple may go happily along in the prosumer space for next few years, and simply never play the feature-match game your average consumer probably expects.

Admittedly though, we’re still in the early days of what could be the coming ‘Android/iOS’ platform wars of XR. If history is any indication, Apple undoubtedly wants to remain monolithic with its ‘walled garden’ approach to product and software development. Meanwhile, Meta hopes to become the ‘Android of XR’ with the release of its Horizon OS (ex-Quest OS) and Horizon Store (ex-Meta Quest Store) to third parties for the first time, marking a monumental shift in how the company will operate as a more open platform holder—essentially beating Google at its own game.

Convergence does tend to happen eventually though. Scalability requires consumers, so companies hoping to make them happy oftentimes end up making the same decisions over time, including price point, ergonomics, access to popular apps: Just look at the black rectangle in your pocket for proof.


There are a ton of Vision Pro wish list features not mentioned in this article. Let us know in the comments below what you’re missing the most.

The post 6 Things Vision Pro Needs Before It Can Go Mainstream appeared first on Road to VR.



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Quest Gets Its First Third-party Input Device Thanks to Logitech

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Logitech today unveiled an XR stylus that comes as Meta Quest’s first third-party motion peripheral, targeting creatives working in both 2D and 3D media.

Called Logitech MX Ink, the spatially-tracked stylus supports Quest 2 and Quest 3, as well as “future headsets,” Logitech says. The company additionally confirmed it won’t support Quest Pro.

Logitech MX Ink is said to have a “natural pen-like feel and pressure-sensitive tip,” which allows users to create, annotate, and navigate in XR environments. The device allows the user to pair with Quest and use it interchangeably with Quest controllers too, making it effectively the first time Meta’s headset can support more than two paired controllers at a time.

Image courtesy Logitech

When it ships in September, MX Ink will come with a dedicated stylus customization page in the updated Meta Settings UI, allowing users to adjust pressure curves for the nib and the primary buttons, initial activation force, and double tap timing.

To boot, MX Link includes haptic feedback, and is spatially tracked in 6DOF, boasting “low latency and high accuracy,” said to have similar tracking performance to the Quest controllers themselves.

In the box is a charging base designed to keep MX Ink charged and ready, however it also features a dedicated USB-C port so you can simply take the stylus when on the go. It also includes a pair of replaceable nibs, which allow the user to choose between a very fine nib as well as one larger nib.

Image courtesy Logitech

The company has listed a number of compatible Quest apps, which include Adobe Substance Modeler, Gravity Sketch, PaintingVR, Arkio, Engage, OpenBrush, GestureVR, ShapesXR, and Elucis by RealizeMedical.

Logitech MX Ink is slated to launch in late September, and be priced at $130. A product page isn’t up yet, but it should be available closer to Meta Connect 2024, which is taking place September 25th-26th.

The post Quest Gets Its First Third-party Input Device Thanks to Logitech appeared first on Road to VR.



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