News

  • Electronauts, From Other Suns, And More! – Livestream Schedule For The Week Of 12/31/18
    Electronauts, From Other Suns, And More! – Livestream Schedule For The Week Of 12/31/18

    This week's livestreams will move away from the focus on just shooters to instead offer a variety of game types like music and rhythm.

    The post Electronauts, From Other Suns, And More! – Livestream Schedule For The Week Of 12/31/18 appeared first on UploadVR.

  • FlixBus Begins Offering VR Experiences to Passengers The pilot experience is powered by Inflight VR.
  • Turn Your iPhone Into a 360 Camera With FusionLens 2.0 The company is currently running a Kickstarter campaign.
  • The VR Job Hub: New Year’s Jobs Await More VR & AR jobs from around the world.
  • Something for the Weekend: PlayStation VR January Savings PlayStation Store's Sale is on until 10th January.
  • VAR Live Launches Largest VR Theme Park In Malaysia

    The 14-room facility features vibrating floors, haptic peripherals, and artificial wind. Location-based VR made serious headway in Malaysia this month as immersive entertainment specialists VAR Live launched what is now the largest VR-based theme park in the entire country. Located inside the MyTOWN Shopping Centre in Kuala Lumpur, VAR Live Malaysia offers 13 of their

    The post VAR Live Launches Largest VR Theme Park In Malaysia appeared first on VRScout.

  • How Starlight Is Using VR To Replace Pain Medication For Seriously Ill Children
    starlight xperience children hospital vr health care pain management

    VR has a lot of power to immerse users in magical new worlds and now Starlight is a company that's bringing that magic to children hospitals.

    The post How Starlight Is Using VR To Replace Pain Medication For Seriously Ill Children appeared first on UploadVR.

  • Cambridge Researchers Are Using VR To Better Understand Tumours
    cambridge VR tumour visualization

    Researchers at the University of Cambridge developed a virtual reality app which vizualizes cancerous tumours. The project was part of the Cancer Research UK Cambridge Institute (CRUK) Grand Challenge Awards.

    The tumour to be analyzed is cut into wafer thin slices which are stained with markers. These slices are digitally scanned and the system constructs a 3D representation of the tumour from these scans. The model can be magnified and rotated in a virtual lab.

    Graphic from Cancer Research UK

    The software features networking allowing researchers to view the tumour together, even remotely over the internet. Each user is represented with a basic 3D avatar and can communicate with their voice. This kind of direct remote collaboration was much more difficult with existing technologies.

    In the past researchers relied on 2D scans or basic 3D models on a monitor. Neither provides the easy level of understanding of depth that VR does. Seeing tumours in this way may allow researchers to more easily identify patterns in how they spread throughout tissue.

    Tagged with: cambridge, healthcare, visualization

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  • Contractors Livestream: Taking Shots In The Latest VR FPS
    contractors vr fps featured image shooter call of duty

    Contractors is the latest new VR FPS to hit the PC headset scene and we'll be taking a shot down the scope on livestream today.

    The post Contractors Livestream: Taking Shots In The Latest VR FPS appeared first on UploadVR.

  • Verizon Uses VR To Prepare Employees For Hostage & Robbery Situations

    Verizon is the latest company to use VR to guide employees through dangerous scenarios. Imagine that you are an employee at a retail store getting ready for the start of the day. Then, just as you unlock the front doors, a group of strangers come barging in with guns pointed directly at you, yelling out

    The post Verizon Uses VR To Prepare Employees For Hostage & Robbery Situations appeared first on VRScout.

  • The Best Samsung Gear VR Games of 2018 These are VRFocus' favourite videogames from the last 12 months.
  • 7 Things You Can Do to Overcome VR Motion Sickness
    7 Things You Can Do to Overcome VR Motion Sickness

    Editor’s Note: With so many new people getting VR headsets this holiday season we thought it would be valuable to republish this listicle from 2017 focused on ways to overcome VR motion sickness. If you’re experiencing severe effects the best thing you can do is take off the headset and stop right away, but there are some other steps to take that might help you grow more accustomed to the immersive realm more quickly.

    Motion sickness: it’s far from the flashiest aspect of VR, but it’s a real problem for some people when they put on a headset and enter a virtual world. VR motion sickness happens when your eyes tell your brain you’re moving around in a VR environment, but your body feels like it’s sitting in a chair or standing still. If you’re prone to the problem, these conflicting inputs cause you to feel miserable. Specifically, you might experience sensations like nausea, dizziness, headaches, sweating, excessive salivating, or all of the above. Even worse, these symptoms can continue for hours after you take off the headset and compound together.

    Even if you’ve experienced VR motion sickness first-hand, don’t give up hope just yet. It’s possible to mitigate and even overcome VR-induced motion sickness altogether. We’ve already gone over a few tips that developers can use  to limit reactions here, so we’ve included some advice specifically for consumers below. Next time you’re having issues, give some of these a try.

    Baby Steps

    Let’s say you’ve had a bad experience playing a VR game. You tried it, and the moment you started moving around in the virtual world, your stomach lurched and your head started to spin. You might not be inclined to venture back into VR, but if you give up now, you’ll be depriving yourself of some truly amazing experiences. It’s actually possible to overcome VR motion sickness without using any crazy tricks at all. You can do it simply by taking it slow.

    If a game makes you feel queasy, start out by limiting your play sessions to just a few minutes at a time. When you start feeling uncomfortable, shut your eyes, breathe deeply, and take a short break before trying again. If you gradually increase the time you spend in those games, there’s a good chance you’ll overcome the discomfort in just a few days’ time. Before long, you’ll be cruising around imaginary worlds like a pro. For many people, getting their “VR legs” just takes patience and practice.

    Have Someone Tell You You’ll Be Okay

    This one sounds bizarre, but at least one study suggests it’s rooted in scientific fact. According to the report, you may be able to overcome VR motion sickness simply by having someone tell you you’re going to be fine. The study focused on naval cadets who, prior to boarding their assigned vessel, were told they were unlikely to suffer from seasickness, regardless of whether it was true.

    As a result, the cadets who’d been given this “verbal placebo” got seasick at a lower rate than cadets who hadn’t. Assuming the

    The post 7 Things You Can Do to Overcome VR Motion Sickness appeared first on UploadVR.

  • FeelReal Smells Success as it Takes Another Shot at Kickstarter Success The crowd-funding campaign will be launching soon.
  • Latest Oculus Unity Integration Expands HTC Vive Support, Improves Rift GPU Performance
    Latest Oculus Unity Integration Expands HTC Vive Support, Improves Rift GPU Performance

    Last month, Facebook added basic support for HTC Vive to the Oculus Unity Integration. In the December release the company expanded that support, as well as reducing the GPU cost of Oculus Rift support.

    Rift Performance Improvement

    The Rift’s GPU performance improvement in Unity apps has been achieved by making the occlusion mesh culling “more aggressive”. This should free up some GPU time for rendering. However, it comes at the cost of making the editor preview smaller.

    OVROverlay: Vive Support & New Sample

    The latest feature of Oculus Integration to support the HTC Vive (and in theory any SteamVR headet) is OVROverlay. This is the Oculus compositor layers system, sometimes called “TimeWarp layers”. On HTC Vive these layers will be passed to SteamVR’s compositor.

    Image from Oculus Developer Guide

    CTO John Carmack often espouses the importance of rendering UI & text via TimeWarp layers. He went as far as calling it “the biggest” tip for sharp text in VR. OVROverlay is the way to do this in Unity.

    As well as adding support for OVROverlay to HTC Vive, this update also adds a new sample scene & tutorial for the feature. Carmack has often noted in his public talks that many developers still don’t utilize this, so the new sample scene should be a great help. If you’re a developer of a VR app that doesn’t use compositor layers for your text, we  recommend checking it out. VR headsets are low enough resolution as it is, so you should use all the software tricks available.

    Oculus Unity Profiler

    The final addition of 1.32 is the Oculus Profiler Panel, a popup window for Unity specifically made for profiling VR performance. It works on Rift apps locally and from Oculus Go over USB. The release notes state that the feature doesn’t work properly on Gear VR yet. This is a welcome addition and should make finding the cause of performance issues easier.

    Tagged with: htc vive, oculus, oculus rift, SteamVR, unity

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  • Made-For-VR ‘FlyInside’ Is What VR Flight Simulation Needs
    flyinside vr flight simulator

    After almost two years of development, FlyInside Flight Simulator has launched in Early Access on Steam. FlyInside is a made for VR flight sim which supports Oculus Rift, HTC Vive, and Windows MR heasdsets.

    Virtual reality is well suited for cockpit sims, providing a sense of depth and scale monitors simply can’t match. Even from a practical perspective, looking around a cockpit naturally with your head is far easier than using a hat switch or D-pad. TrackIR is a useful middle ground, but is awkward for large movements since it isn’t 1:1 and the monitor is still stationary.

    FlyInside originally began in 2015 as a Kickstarter for a mod for Flight Simulator X (FSX). The project raised more than double its $13,500 goal, unlocking Leap Motion support as a stretch goal, as well as support for Prepar3D, a newer flight simulator based on the FSX codebase.

    Why A New Sim?

    Through either mods or official updates, all major PC flight simulators today have some form of VR support. However, the fact that VR was an afterthought in these sims is often all too obvious. Performance is sub par, the menus are difficult to operate, and a lot of functionality is almost impossible while essentially blindfolded, requiring complex keyboard mappings. FlyInside standalone is tackling these issues by building from the ground up for VR.

    Performance has been a key focus for the team’s custom engine. In VR low framerate feels sickening, so must be a priority. In our brief testing we found performance to be adequate on a GTX 970 with only a few hitches- noticeably better than the mod for Flight Simulator X.

    The sim lets you decide which input device you want to use. You can use your VR controllers as virtual hands, Leap Motion to use your fingers directly, or the traditional option of a HOTAS (joystick).

    Using Touch controllers in the mod for FSX felt tacked on and glitchy, but in the standalone it now feels native. Flicking switches, adjusting levers and even controlling the stick can all be done with your hands.

    Aircraft

    While all flight sims come with default aircraft, most enthusiasts use 3rd party solutions from studios who develop highly detailed models for multiple sims. For FlyInside, the studio has included 10 aircraft from studios MilViz and TFDi Design:

    Light Aircraft

    Baron B55
    Cessna 310R

    Airliners

    Boeing 737-200
    Boeing 717

    Legacy

    T-50 Bobcat
    DHC-3 Otter

    Military

    T-38 Jet Trainer

    Helicopters

    Bell 407
    MD 530
    CH-47 Chinook

    Future Plans

    According to the early access listing on Steam, FlyInside plans to add:

    Improved scenery
    World-wide scenery coverage
    Live road and air traffic
    ATC functionality
    Improved flight model physics
    Additional aircraft and missions

    The team intends to be in early access for 6 to 12 months. The sim will be at a higher price when it launches, with the price increasing when new features are added.

    We’re certainly impressed with the initial early access build. VR flight simulation was once thought to be a simple addon for existing sims, but it’s now clear that a deeper appreciation of the challenge is needed. VR represents a unique interaction paradigm in which

    The post Made-For-VR ‘FlyInside’ Is What VR Flight Simulation Needs appeared first on UploadVR.