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  • Steam’s Top Selling VR Titles for 2018 Include Beat Saber, Arizona Sunshine and Pavlov The best selling Steam titles of 2018 have been released.
  • Valve Reveals 100 Best Selling Steam VR Games Of 2018
    top steam vr games 2018

    Valve released a list of the 100 top selling VR games on Steam in 2018.

    More than 1,000 titles released on Steam this year with VR support, according to Bellevue, Washington-based Valve Corporation. The vast majority of the releases are VR-only but the only completely new 2018 VR release to reach the top “platinum” tier of gross revenue on Steam was Beat Saber — which sold more than 100,000 copies in its first month of availability on PC this year.

    We’ve linked to our reviews below for most of the titles in the platinum, gold and silver tiers. Other top selling VR titles at the platinum level include Fallout 4, Gorn, Orbus, H3VR, Pavlov, Skyrim (which released on PC in 2018 but appeared on PSVR in 2017), Superhot, Job Simulator, Onward, Arizona Sunshine and one title intended for adults only.

    Gold tier of top grossing VR content on Steam in 2018.

    The gold tier of titles includes Budget Cuts, Raw Data, Virtual Desktop, Stand Out, Tilt Brush, Sprint Vector, Sairento, Zero Caliber, I Expect You To Die, Space Pirate Trainer and Doom VFR. The silver tier includes two Serious Sam games as well as OVR, In Death, Moss, Box VR, Fruit Ninja, L.A. Noire: The VR Case Files, Richie’s Plank Experience, Creed, Dead Effect 2, Blade & Sorcery, VTOL, Audioshield and Duck Season.

    Silver tier of top grossing VR content on Steam in 2018.

    You can check out the 2016 and 2017 lists as well, with a lot of titles on 2018’s list also represented in previous years.  The full list on Steam also includes 60 games at the bronze tier as well as a new section this year that lists top releases of 2018.

    Top VR releases of 2018 on Steam.

    Tagged with: 2018, steam, top selling, valve

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  • PSVR 2019: PlayStation Owned VR In 2018, Can Sony Stay Ahead In 2019?
    blood and truth psvr

    It was clear, by the end of 2018, that something was shifting in the VR landscape. A litany of identically-themed editorials about how PSVR had actually had an impressive year (including our own) offered a rare ray of sunshine from mainstream outlets. Against all odds and its own track record with peripherals, Sony proved that VR is a viable gaming platform.

    But how does it keep that momentum going next year?

    Competition Is Heating Up

    2019 will see PSVR at an interesting crossroads. While Sony may have maintained the lead in software thus far, hardware is a different story. PSVR’s camera-based tracking system has always been a distant third to SteamVR and Oculus tracking and that gap’s only going to grow in the new year. Valve is pushing on with the next iteration of its VR offerings and Oculus is honing in on inside-out solutions. PC and mobile headset resolutions are also still improving whereas PSVR’s display remains the same as it was in 2016.

    Playing Superhot VR or Beat Saber tether-free with a full range of movement on Oculus Quest could mean that PSVR starts to show its age next year. But, with 2019 increasingly looking like it may be the PS4’s swansong, the chances of any refreshed VR hardware are increasingly diminished. We’d love to see an inside-out tracked headset that enabled 360-degree movement in existing PSVR games but we seriously doubt we’ll see such an update until the true follow-up for the next console.

    Sony arguably doesn’t need to pay this too much attention in 2019, though. Technical superiority seemingly hasn’t earned the Oculus Rift and HTC Vive better sales than PSVR’s, which now total over three million. But the threat of more accessible and more capable headsets is one that Sony can’t ignore for long.

    Game On

    The smartest path may be to simply brute force it on the content side. Astro Bot, Firewall and Wipeout are just three examples of games that made clever use of PSVR to overcome its hardware limitations in 2018. And these games weren’t just ‘good for PSVR’; they were arguably better than anything you’d find on Rift or Vive too.

    There’s some promising stuff on the way. We remain cautiously optimistic about Blood and Truth and a few others. That said, Astro Bot wasn’t announced until early 2018 and released later in the year, so we’re confident that Sony has bigger things on the way. We still haven’t seen what’s Sony’s new UK-based VR studio is working on, either.

    Pricing Perfection

    Another price cut could also be in order. Sony did a great job incentivizing PSVR’s current price point with bundles in 2018, but the further away it can get from Quest’s $399.99 price tag the better. Is it possible that PS4 and PSVR could reach a lower all-in price than Quest in 2019? We hope so.

    2019 may be the last year that PSVR can justify technical shortcomings. But, if this is to be a victory lap, let’s hope Sony makes it a killer one. I’m betting it can.

    Tagged with: 2019,

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  • The Best Google Cardboard Games of 2018 These are VRFocus' favourite videogames from the last 12 months.
  • Therapists Using VR To Treat Mental Health Issues

    Limbix is building up immersive content that therapists can use to tackle phobias, depression and anxiety. There are over 300 peer-reviewed studies that show VR is an effective tool for treating mental health disorders such as anxiety, depression, trauma, and addiction. It’s no wonder, therefore, to see a host of companies developing therapeutic content that

    The post Therapists Using VR To Treat Mental Health Issues appeared first on VRScout.

  • VR & AR 2018: A Year In Review

    Immersive technology continues its push towards mainstream appeal. If 2016 was the birth of modern VR/AR technology, than 2018 was its elementary school graduation. While this past year may have seemed like a quiet one when compared to the more exciting releases featured in 2017 and 2016, these past 12 months have been crucial in

    The post VR & AR 2018: A Year In Review appeared first on VRScout.

  • UploadVR’s Best Of 2018 VR Award Nominees
    vr game of the year astro bot tetris skyrim beat saber firewall psvr rift vive

    We’ve finally reached the very end of 2018 and it’s been quite the eventful year for the VR industry. Not only did new headsets like the HTC Vive Pro and Oculus Go release, but Facebook announced the upcoming Oculus Quest as well for next year. Sony has even sold through three million headsets, which was before Black Friday, so it’s probably even more now.

    On the gaming front there haven’t been as many groundbreaking titles on the PC VR side, but PSVR really grew into its own with a slew of amazing exclusives. Overall, this has been an amazing year for VR and we can’t wait to see what 2019 holds.

    So we mashed our heads together and put together this full, detailed list of the very best VR games, hardware, and experiences of the year. All lists are ordered alphabetically and we’ve chosen the first listed item as the image to be fair. Unless that item was used in an image already, in which case we’ve used the next down.

    We’ll announce the winners next week!

    Best VR/AR Hardware

    Magic Leap One
    Mirage Solo
    Oculus Go
    Samsung Odyssey+
    Vive Focus
    Vive Pro

    Best PSVR Game

    Astro Bot: Rescue Mission
    Beat Saber
    Firewall Zero Hour
    The Persistence
    Tetris Effect
    WipEout Omega Collection VR

    Best PSVR Experience

    Crow: The Legend
    Electronauts
    Titanic VR

    Best PC VR Game

    Beat Saber
    The Elder Scrolls V: Skyrim VR (PC)
    The Exorcist: Legion VR
    Hellblade: Senua’s Sacrifice VR
    Moss
    Transpose

    Best PC VR Experience

    Crow: The Legend
    Spheres
    The Great C
    Titanic VR
    Vestige

    Best Mobile VR/AR Game

    Anshar  Online
    Arca’s Path
    Catan VR
    The Walking Dead: Our World

    Best Mobile VR Experience

    Crow: The Legend
    Nothing To Be Written
    Shattered State

    Best Location-Based VR Experience

    Dave & Buster’s Jurassic World
    Dreamscape’s Alien Zoo
    Nomadic’s Arizona Sunshine
    Sandbox VR’s Davy Jones Adventure
    SPACES’ Terminator
    The Void’s Nicodemus

    Best Visuals

    Age of Sail
    Hellblade: Senua’s Sacrifice VR
    Seeking Dawn
    The Elder Scrolls V: Skyrim VR (PC)
    Tetris Effect

    Best Ongoing Support For A VR App

    Bigscreeen
    Onward
    Pavlov VR
    Rec Room

    Best Multiplayer/Social

    Brass Tactics
    Echo Combat
    Firewall Zero Hour
    Marvel: Heroes United V R
    WipEout: Omega Collection VR

    Most Immersive Moment

    Killing the police in Accounting+
    Meeting Astro Bot
    Stealing time in Deracine
    Suiting up as a Marvel hero
    Swirling around a black hole in Spheres

    Most Active VR Game

    Beat Saber
    Creed: Rise to Glory
    Knockout League
    Sprint Vector

    Developer of the Year

    3rd Eye Studios
    Beat Games
    First Contact Entertainment
    Secret Location
    Survios
    Vertigo Games

    Most Anticipated App Of 2019

    Defector
    Dreams
    A Fisherman’s Tale
    Star Wars: Vader Immortal
    Stormland
    Untitled Respawn Game

    Overall VR Game Or Experience of the Year

    Astro Bot: Rescue Mission
    Beat Saber
    Firewall Zero Hour
    Hellblade: Senua’s Sacrifice VR
    Spheres
    Transpose
    WipEout: Omega Collection VR

    Winners will be announced next week on December 31st! Let us know your picks or other nominations down in the comments below!

    Featured image collage created by David Jagneaux for UploadVR.

    Tagged with: awards, best vr, game of the year, VR awards

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  • The Best HTC Vive Games of 2018 These are VRFocus' favourite videogames from the last 12 months.
  • Facebook and Valve Are On Diverging Paths In 2019
    Facebook and Valve Are On Diverging Paths In 2019

    The secrecy is extreme surrounding Valve Corporation in Bellevue, Washington.

    Leaks are rare because the privately held game-maker is composed of only a few hundred people. This group is also the operator of Steam, which launched in the early 2000s and up until very recently enjoyed a 30 percent cut of every game sold through its PC games marketplace. This ballooning revenue source over the last decade led some to estimate Valve makes the most profit per employee of any company.

    Most people don’t know that Valve’s engineers are also the ones responsible for the “lighthouse” tracking technology that was key to HTC Vive’s first-to-market PC VR advantage when it launched in 2016. Tracked hand controls and room-scale movement freedom were essentially exclusive to Vive developers and customers for most of 2016. It wasn’t until December of that year when Facebook delivered a comparable experience with Oculus Rift.

    In 2017, Microsoft partnered with PC manufacturers and built a line of low-cost Windows-powered VR headsets. While it served both Microsoft and Valve to make these Windows-based headsets work with Steam too, where does that leave HTC and its Vive headset if Valve builds its own?

    I’ll get back to HTC in a bit, but for now I want to focus on two of the leading drivers of PC VR: Facebook and Valve.

    Diverging Paths In 2019 For Facebook And Valve

    While Valve leaks are rare, there was one recently showing a head-mounted display featuring a circuit board with the company name on it. This suggests Valve is developing its own head-mounted display which would likely be equipped with the second generation of its SteamVR Tracking technology.

    A Valve HMD with a wider field of view and hand-strapped Knuckles controllers, as well as upgraded room-scale tracking, sounds like a recipe for an incredible second generation PC VR development kit. Such a kit would seem to improve immersion in every way relevant to developers who are exploring what it means to build virtual worlds for people to explore, work or play inside.

    Critically, though, while such a headset might be perfect for inspiring developers it wouldn’t necessarily be what the VR market needs for significant expansion. To access a larger market, VR headsets need to lose the wired tether to the PC for convenience while also decreasing overall system cost.

    This is where Facebook is aiming with its $400 Oculus Quest releasing early next year, hoping that among its 50-plus launch titles there will be enough compelling content to convince millions the headset is the right time to buy in.

    On the PC side, these same priorities likely contributed to Oculus co-founder Brendan Iribe leaving the company. That’s because the so-called “Rift S” TechCrunch reported Facebook is building might use the Oculus Quest tracking system. This would allow Facebook to standardize on components, provide a consistent tracking experience across different Facebook headsets and make the overall setup of an Oculus Rift much more convenient compared with the original. This decision would likely also help Facebook leaders continue their apparent strategy of taking a loss on hardware in hopes

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  • Mash Your Opponents in Spuds Unearthed Next Month It'll launch into Early Access for PC VR headsets first.
  • The Best PlayStation VR Games of 2018 The are VRFocus' favourite videogames from the last 12 months.
  • The Rise And Fall Of Augmented Reality ‘Unicorn’ Blippar
    The Rise And Fall Of Augmented Reality ‘Unicorn’ Blippar

    The story of once-hyped augmented reality (AR) startup Blippar has come to an end. The London-based company announced yesterday that it had started insolvency procedures, a process that means all employees will be let go and, likely, services terminated.

    Back in September, Blippar raised $37 million as it sought more runway to reach profitability by focusing on the B2B sphere. But it transpires that Blippar also went in search of “an additional small amount of funding” that was blocked by one of its shareholders. “Regrettably, one shareholder voted against the additional funding, effectively blocking the investment even if they were not asked to participate in any further financing of the business, and despite our extensive efforts to reach a successful resolution,” the company announcement read.

    So how did Blippar, an early trailblazer for the advancement of AR in the consumer realm, end up here? Here’s a quick look at some of the turns the company has taken since its inception.

    In the beginning

    It was more than seven years ago, at a technology conference in London, that I first encountered Blippar. The company hadn’t even launched its first product yet — it was simply demoing funky smartphone-based technology that “augmented” real-world objects with pictures, data, videos, and more when viewed through a digital screen. The startup was one of several presenting that day, but Blippar’s technology stood out. It was pretty gnarly stuff in the context of the time, given that the worlds of Android and iOS were just a few years old — platforms such as Blippar really opened a whole new world of opportunity for smartphones.

    Back then, Blippar was focused pretty much entirely on advertisers, the idea being that a user holds their phone up to a brand’s packaging to unlock games and other goodies. At its launch on Android and iOS in August 2011, Blippar had teamed up with Cadbury, which invited chocolate fans to play an augmented reality game triggered by its packaging. The game itself was not particularly exciting — you tapped a horde of quacking ducks as they emerged from the wrapper — but it was evidence of the kinds of things that Blippar was capable of in terms of commercial applications.

    Above: Blippar & Cadbury

    In the intervening years, Blippar iterated on this basic concept with various brands and campaigns. And in 2014 it launched a new platform for Google Glass, enabling developers to create augmented reality games that use a person’s eyes to control gameplay.

    But it became clear there wasn’t enough of a market for pointing phones (or gimmicky glasses) at branded packaging to unlock content. Blippar needed to evolve its business in line with the broader technology trends, and — more importantly — find ways to make real money.

    In 2015, Blippar launched an R&D lab to explore “innovative use cases” not just for AR, but virtual reality (VR) too. The first of those products was Cardio VR for Google Cardboard, which leveraged VR to teach children about the human body.

    Above: Cardio VR

    “Cardio VR marks an important moment in Blippar’s history,” noted Blippar cofounder and CEO Ambarish Mitra at the time. “Cardio

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  • Skyfront VR Devs Examine the Future of VR eSports Community Manager Sandra Scarlets looks at what's holding VR eSports back.
  • Pottery In VR Is Like That Scene In Ghost But With Just A Ghost
    Pottery In VR Is Like That Scene In Ghost But With Just A Ghost

    My art teacher said I’d never make it. Dad told me artistic expression isn’t a man’s profession. Mom? She put my drawings on the inside of the fridge. But you know what? To hell with them all; I’ll make it on my own. I don’t need a stunningly expensive work studio, complicated equipment or a shred of talent to make my own art. I have a VR headset and a copy of Dojagi: The Korean Pottery.

    Yes, you read that right: Korean pottery in VR. What could go wrong?

    Well, turns out quite a lot. Doing pottery is hard, especially if you don’t A. know what you’re doing and B. can’t actually feel the clay as you mold it, let alone articulate your fingers. Those are two kind of essential elements in the whole pottery-making experience. It’s kind of like Ghost except there’s no Demi Moore to actually make something. You’re just Patrick Swayze, sitting in a room by yourself with no one to show your immaculate biceps to.

    To make up for the lack of haptic feedback and finger-tracking, you have to come at pots in certain ways, like lowering your hands down onto the top of the clay to form a bowl, or keeping one hand on the side and another on the rim to expand the diameter. At least I think that’s what those actions were doing; again without feeling the clay in your hands it’s kinda hard to know

    It’s just an inescapable fact that pottery is a bit out of the reach of what VR can do right now. I respect this attempt, even admire it a little bit but, without a genuine feel for the clay, it’s incredibly hard to know how to sculpt with your hands. That’s why we have things like Tilt Brush and Medium; they’re creative apps designed with VR in mind, not just trying to ape a physical art form.

    To be fair to Dojagi this all works about as well as it possibly could with current VR tech. All the expected tools are there (apparently there are tools in pottery) and you can even paint your finely-crafted masterpiece once you’re done throwing it. And developer Venister has gone above and beyond with what it needed to do; there’s an entire campaign (yes a campaign, in a pottery game) complete with unlockables and a story.

    Anyway, I’ve learned two things from this experience. Firstly, my parents were right. Secondly, VR can do a lot of things but maybe virtual pottery isn’t the most practical use for the tech right now. Don’t throw out that turntable just yet, Patrick.

    Dojagi: The Korean Pottery is available now on the Oculus Rift, HTC Vive and Windows VR headsets for £29.99

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  • The Best Oculus Rift Games of 2018 These are VRFocus' favourite titles from the last 12 months.