Friday, 31 August 2018

‘Marvel Powers United VR’ Update to Shake Up Gameplay With New Enemies, Objectives, and More

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Marvel Powers United VR today received its first patch with some minor changes. Oculus also shared a preview of patch notes for the next update expected in October, which aims to shake up gameplay with new enemy types, objectives, and more. The company promises that more substantial improvements to the game are also underway, to be delivered at a later date.

Update (August 31st, 2018): The first update for Marvel Powers United VR (detailed in the original article below) is now available for download. Additionally, Oculus announced further improvements coming in Patch 2, expected sometime in October, which aim to shake up gameplay beyond Patch 1 with the introduction of new enemies, objectives, and further gameplay tweaks. The company revealed a preview of the Patch 2 release notes on the game’s community Discord server:

Marvel Powers United VR Patch 2 Release Notes Preview:

  • Gameplay: Ongoing tuning.
  • Gameplay: New system for supporting random primary objectives.
  • Gameplay: New objective type – this can appear on any map.
    • A new objective type appears in a random location. While it is active:
      • Lockjaw can’t summon power cells.
      • Heroes can’t earn or use their ultimate abilities.
      • Heroes can’t be revived.
  • Gameplay: Up to 2 bosses during shield generator phase.
  • Gameplay: New enemy type that rushes players and objectives and explodes for massive damage.
  • Gameplay: New enemy turret type that spawns randomly and targets players/objectives.
  • Gameplay: New spawners & setups for new objectives & AI classes.
  • Gameplay: Expanding the range of boss ultimates with each occurrence.
  • Gameplay: Display points for secondary objective targets.
  • Usability: Speed up opening loot crates.
  • Usability: Need visible timer after players confirm match.
  • Improvement: On the comic cover, mirror player inputs to hero counterparts.
  • Improvement: On the comic cover, add single player position.
  • Bug: Hulk pouncing an A.I.M. Hunter & performing a grab & throw immediately drops/snaps the player to the ground with no fades.
  • Bug: In Prologue, player should be able to grab Captain Marvel’s hand with shield in opposite hand.

Oculus and developer Sanzaru Games further promise that they are “working on additional content that we can’t announce at this time. It is on a longer-term schedule than Patch 2.”

Original Article (August 8th, 2018): Marvel Powers United VR is one of Oculus’ biggest content bets yet, and the company has vowed to support for the game post-launch. The game launched to mixed reviews (ours is here) less than two weeks ago. And while the game’s first patch, due out in a few weeks, isn’t likely to make any drastic changes, the studio is promising that “bigger improvements” are forthcoming.

In the meantime, the first patch will bring some balance tweaks and a slew of bug fixes; Sanzaru revealed the details on their newly christened Discord server where they encourage the game’s community to gather:

Marvel Powers United VR Patch 1 Release Notes:

  • Fix proper ramping of difficulty (X relays lost = game over).
  • Shield Generator health tuning for challenge.
  • Re-balance health and damage on heroes for challenge.
  • Fix map select visual pop.
  • Improve messaging for entering single player.
  • Improve messaging for muting players.
  • Improve messaging for inviting friends.
  • Improve messaging for minority auto ready. Add timer.
  • Support for private matches.
  • Cut map roulette selection duration in half.
  • Remove map select timer for single player.
  • Let players move from the start of match. No more standing stuck in place waiting for Scientist Supreme to talk.
  • Rocket soldiers should respond immediately & shoot. No more clumsy searching.
  • Remove all chatter & other unnecessary soldier anims. They should always be moving to position or shooting.
  • Remove all hero grenade timeouts.
  • Lineup ultimate decal messaging to fit hazard volume exactly. There’s a small gap.
  • Improve rocket soldier object vision/awareness. Many instances shooting objects in pathway of target (Asgard columns & Dark Dimension rock columns).
  • Thor & Doctor Strange capes on occasion still obscure player vision.
  • Fix Wolverine leap effects staying persistent in Alpha Flight Station from 3P.
  • Make charging Captain America’s shield consistent. It’s always broken for first throw.
  • Squeezing trigger on Captain America’s returning charged shield offsets the charge effect.
  • Rockets impacting targets from a distance don’t explode & hover in place. Quickly enter a relay area from a distance. Observe floating rockets around the relay.
  • Fix bug at the beginning of Prologue with Captain America’s shield hovering behind the player. Just suspended there in the air. Grabbing the shield removes the issue.
  • Fix bug with grabbing two throwables in Alpha Flight Station & colliding them together, momentarily suspending them.
  • Fix bug with the underside of Venom effects on catwalks & bridges. You can see his body pop in. Should behave like the Thanos hand effects.
  • Fix bug with the crate button callout. Doesn’t display correctly when feeding Lockjaw.
  • Fix bug with the end of match white results screen.
  • Fix bug between gameplay & results where there will often be a momentary flash w/ a black cube.
  • Fix bug upon returning to Alpha Flight Station as a team. Sometimes portraits won’t display on the team status UI.

The first three changes listed in the release notes address one of the key critiques of the game (a lack of challenge), but it’s going to take more significant changes for the game to address redundancy and immersion issues.

For Sanzaru’s part, the studio says, “We continue to work on bigger improvements to the game [beyond this initial patch] and will share details on those as soon as we are able to. We’re reading all of the feedback even if we’re unable to reply to every individual post. Thank you for your ongoing support!”

SEE ALSO
'Marvel Powers United' is One of Oculus Studios' Biggest Content Investments Yet

Oculus Studios, the publisher of Marvel Powers United VR, told us around the time of the game’s launch that they are committed to post-launch content, and suggested that player feedback would drive the roadmap.

“I think what we want to do [with DLC] is get the game out there, get it in the hands of the fans, and let them tell us what they want more of. Obviously we could come up with no shortage of cool scenarios that we could script and put people in, or stories that we would want to retell, but you have to fit it in a structure—you only have so much resources and time and ability to get stuff done,” the game’s Executive Producer, Mike Doran said. “This was the choice we made, we wanted to lean heavily into the multiplayer and the co-op social aspects; we’re going to see how the fans react and what they want more of.”

The post ‘Marvel Powers United VR’ Update to Shake Up Gameplay With New Enemies, Objectives, and More appeared first on Road to VR.



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Thursday, 30 August 2018

Mozilla’s ‘Hubs’ Gets More Useful With Instant Media and 3D Model Imports

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Mozilla’s Hubs is a WebVR based VR chatroom that anyone can join on a wide range of devices just by plugging a URL into their web browser. A new update to the platform now allows instant importing of media and 3D models to be shared with everyone in the room, giving Hubs a big usability boost.

Hubs in ongoing development, and Mozilla’s Mixed Reality team last week took the veil off the latest set of features which allows easy importing of media and 3D models to be shared among users in any room. Just like popular chat apps which embed pasted media directly into a conversation, sharing photos and videos is as easy as pasting a link into Hubs. When you do, the file (a photo, for instance) will pop into the shared room as an interactive object which can be moved about and seen by anyone in the room.

Mozilla says that Hubs now supports importing of photos, GIFs PDFs, YouTube videos, and 3D models in GLTF format from sites like Sketchfab or Poly.

It’s also now easier to join Hubs rooms from standalone VR headsets like Oculus Go and Lenovo Mirage Solo, thanks to a pin system which allows you to access rooms with a four digit code entered into at the url hubs.link.

If you’ve got the latest version of Firefox, you can join Hubs rooms from PC VR headsets like the Rift and Vive, while other browsers can join in desktop mode on both PC and smartphones.

The post Mozilla’s ‘Hubs’ Gets More Useful With Instant Media and 3D Model Imports appeared first on Road to VR.



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L.E.A.P. Conference: Magic Leap Now Accepting Applications For October Event

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L.E.A.P. Conference: Magic Leap Now Accepting Applications For October Event

Creators focused on augmented reality have a chance to attend a conference to learn more about the Magic Leap One Creator Edition and how to build software for the headset.

The two-day event is being called the L.E.A.P. Conference and it will be held Oct. 9 and 10 in Los Angeles. Applications will be accepted all the way until Oct. 3, but space is limited and Magic Leap will individually approve folks who get the chance to actually register. So if you have a Magic Leap One and you’re in California already it is probably in your best interest to apply soon. People who are approved will receive an email explaining next steps and the registration process is free.

One of the key questions on the application asks was whether you are “currently developing on Magic Leap hardware”, so it seems reasonable if registration preference is granted to current owners of Magic Leap hardware.

We don’t know much more than that, but our initial impressions of ML1 suggest it is a solid AR developer kit and tweets from CEO Rony Abovitz make it seem like this event should resemble most other developer conferences.

But then again this is Magic Leap and Leapers certainly approach some things differently.

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VR Game Releases For September 2018

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VR Game Releases For September 2018

Every month we aim to round up each and every VR game release for you in one single place — this is September’s list. Don’t worry — we’ll continue highlighting the best ones at the end of each week too.


August was a huge month for VR. Between Firewall Zero Hour, Electronauts, Torn, and plenty others there was certainly something for everybody regardless of your chosen platform. Now with September right around the corner, it’s time to take a look at what’s coming down the line next.

And if you’re a VR game developer planning to release a game soon — let us know! You can get in touch with me directly by emailing david@uploadvr.com or hit all of the editorial team by emailing tips@uploadvr.com. Please contact us about your upcoming releases so that we can know what you’re working on and include you in release lists!

Rift, Vive, and Windows VR Game Releases For September 2018

Mystery House -fivestones- ($TBD) – September 3rd – Vive
MiniTracks ($TBD) – September 3rd – Vive, Windows VR
ABC Paint ($TBD) – September 3rd – Rift, Vive, Windows VR
Northern Lights 01 ($TBD) – September 3rd – Rift, Vive
ZONE OF THE ENDERS THE 2nd RUNNER : M∀RS ($29.99) – September 4th – Rift, Vive
Unknown Fate ($TBD) – September 4th – Vive
Virtual Virtual Reality ($TBD) – September 7th – Rift,  Vive
Sleeping Dawn VR ($TBD) – September 7th – Rift, Vive
People Cu3ed (Free Demo) – September 7th – Rift, Vive, Windows VR
Battle X: Birth of the Alliance ($TBD) – September 10th – Rift, Vive
Transference ($24.99) – September 18th – Rift, Vive
Creed: Rise to Glory ($29.99) – September 25th – Rift, Vive

No Specific Date in September Given

Amaze VR – 3D interactives ($TBD) – September 2018 – Rift, Vive, Windows (18+)

PSVR Game Releases For September 2018

ZONE OF THE ENDERS THE 2nd RUNNER : M∀RS ($29.99) – September 4th – Rift, Vive
Transference ($24.99) – September 18th – Rift, Vive

Creed: Rise to Glory ($29.99) – September 25th – Rift, Vive


We would love to include mobile releases, but there is very little visibility about what’s coming to Gear VR, Go, or Daydream and it’s difficult to track releases accurately by date. That being said, if you have a mobile VR title in the works with a specific launch date or window, let us know!

As a point of emphasis: reach out to david@uploadvr.com or tips@uploadvr.com to let us know about your upcoming VR game releases!

Editor’s Note: This post will be continuously updated.

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Acer Reveals First Windows MR Headset With Detachable Design

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The customizable OJO 500 includes a removable lens and head strap for a more comfortable and hygienic VR for consumers and businesses.

Is there anything worse than patiently waiting for your turn on a VR game like Beat Saber or Sprint Vector, only to have the person before you hand over a sweat-soaked headset so damp you might actually drown if you tried to wear it?

Acer feels your pain, which is why the company is introducing the first Windows Mixed Reality VR headset with a detachable design. Revealed during yesterday’s next@acer Global Press Conference in Berlin, the Acer OJO 500 is a customizable VR headset featuring a removable lens and head strap (available in hard or soft), allowing for a more convenient cleaning process, as well as easy storage. The headsets cushiony soft head strap is 100% machine washable, albeit only a limited number of times, and the entire front portion of the headset can be flipped up without being detached completely.

“The Acer OJO 500 brings several significant new features to this class of Windows Mixed Reality headsets,” spoke Andrew Chuang, General Manager, Presence Computing, and IT Products Business at Acer. “We’ve improved the user experience with innovative visual and audio technologies and made the headset more comfortable and easier than ever to use.”

Other notable features include a built-in “interpupillary distance (IPD) wheel” capable of measuring your IPD via an accompanying smartphone app, an audio system featuring a patented sound pipe design that distributes audio without the need of headphones, an integrated microphone, inside-out tracking with 6 degrees of freedom positional tracking, and a customizable front panel for logos or company colors.

It’s fairly obvious Acer is targeting the business sector with the OJO 500. A detachable lens and head strap would provide VR arcades, amusement parks, and various other high foot traffic locations with a more efficient alternative to the HTC Vive or Oculus Rift; headsets that, while powerful, are often a pain to clean.

The ability to quickly swap out lenses and head straps for cleaning could increase an experiences turn-around time, resulting in more people served and higher overall profits.  The sound pipe audio design is also perfect for public areas where being completely isolated from your environment may not be the greatest idea. Not to mention the customizable front panel perfect for marketing and company awareness.

Other specs include two 2.89-inch high-resolution liquid crystal displays capable of a 100-degree field of view at 2880 x 1440 resolution, two bluetooth motion controllers, as well as Windows Store and Steam compatibility. 

The headset will launch this November in North America starting at $399, as well as Europe, Middle East, and Asia starting at €499.

Image Credit: Acer

The post Acer Reveals First Windows MR Headset With Detachable Design appeared first on VRScout.



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