News

  • Comedy Puzzle Experience People Cu3ed Preparing for Launch The title will arrive next week on Steam.
  • Life In 360°: Living Thai Dream As winter draws in head to the shores of some beautiful Thai islands.
  • AR Cats Come to The Google Playground In celebration of National Cat Day, Google adds feline friends to Google Playground as AR stickers.
  • Five VR Experiences For An Extra Spooky Halloween

    Celebrate Hallows’ Eve right this year with these terrifying horror-based VR games. The day has finally arrived. After receiving weird looks from your various neighbors last year, you’ve finally accepted the fact that you’re too old to be trick-or-treating. Personally, I think 27 is way too early of a cut-off point, but that’s neither here

    The post Five VR Experiences For An Extra Spooky Halloween appeared first on VRScout.

  • Crunchfish Launches Gesture Interaction for AR Smart Glasses Crunchfish launches new system for gesture control with AR smartglasses.
  • STYLY Releases VR Editor VR platform and content creation platform releases new VR Editor function.
  • ‘MARUI’ Plugins Bring VR Support to 3D Tools Maya and Blender
    ‘MARUI’ Plugins Bring VR Support to 3D Tools Maya and Blender

    Maya, the paid tool from Autodesk, and Blender, a free and open source alternative, are two of the most popular 3D creation tools in the industry. Maya is the tool used to create the 3D assets for countless films, TV shows, and video games. Blender is used by hobbyist projects, but is also used by large organisations such as NASA.

    Because neither Maya nor Blender support virtual reality, Japanese startup MARUI-PlugIn developed plugins for each application to add VR support; which they call ‘MARUI’ and ‘BlenderXR’. MARUI is a paid plugin ($50/month or $550 lifetime) for Maya, whereas BlenderXR, just like Blender itself, is free and open source with optional donations supporting it.

    MARUI supports Oculus Rift, HTC Vive, and all Windows MR headsets, while BlenderXR supports all these and the eye tracking PC VR headset ‘FOVE 0’ too.

    For many creators, being able to see and manipulate assets at real scale directly with your hands and to look around it by simply moving your head is a paradigm shift from current monitor-based workflows. The folks behind the MARUI-Plugin claim that VR can reduce the cost of 3D production by up to 50%. The plugins aren’t focused on the full range of features for Maya or Blender. Instead, the company is focusing on design and animation. Using your hands to directly manipulate parts of the model that should move can be far more intuitive than the current approach of trying to move and rotate elements in 3D space with a mouse & keyboard.

    At Oculus Connect 5, Oculus introduced a system called “Hybrid Apps”, which could be useful if the approach sees adoption by the likes of Blender or Maya in VR. That still hasn’t happened, so it looks like 3rd party plugins will be the go-to approach for now. For BlenderXR, the plug-in builders are embracing the community spirit of Blender by polling the community as to which features should come next. For MARUI, development will follow the priorities of its paying customers. Recently they added voice recognition and direct 3D sketching for Maya. like Google’s Tilt Brush and Facebook’s Quill.

    It is not yet known how widely the Maya and Blender userbase will embrace VR. Perhaps headsets aren’t high resolution enough yet, or perhaps switching between tasks which are better on a monitor and tasks which are better in VR is not yet seamless. While MARUI and BlenderXR look like the first real steps toward bringing these tools into spatial computing, we expect to see many more efforts in the coming years.

    Tagged with: Blender, MARUI, maya

    .special-buttons > * { text-align:left !important; } FacebookTwitterRedditMore

    The post ‘MARUI’ Plugins Bring VR Support to 3D Tools Maya and Blender appeared first on UploadVR.

  • Sony’s PSVR Headset Design Licensed By Lenovo For The Mirage Solo
    Sony’s PSVR Headset Design Licensed By Lenovo For The Mirage Solo

    A three paragraph press release issued by Sony Interactive Entertainment and Lenovo suggests the companies quietly resolved a disagreement over the latter’s use of Sony’s PlayStation VR headset design.

    Lenovo’s Mirage Solo headset is an intriguing developer kit which is getting upgrades by way of a new Google add-on that will give the standalone headset a pair of 6DoF hand controllers. The way the headset balances weight distribution and tightens for a snug fit, however, bears a striking resemble to Sony’s headset, as you can see here:

    At left is the Lenovo Mirage Solo, which started shipping in 2018. In the center is a patent image from Sony with dates listed on the patent going back to 2014 and 2015. At right is the Sony PlayStation VR headset which started shipping first in 2016.

    The release suggests the outcome — a two-year patent licensing deal for PSVR’s industrial design — was viewed by Sony’s Riley Russell, Chief Legal Officer, as the best one for “helping the VR industry expand.”

    “The industrial design for PS VR has been widely acclaimed, and that was the result of years of hard work by PlayStation engineers,” according to Russell’s prepared statement.

    It is unclear whether the agreement covers future headsets, but it seems possible Lenovo could double down on the Daydream ecosystem in 2019 with a new headset that features two 6DoF hand controllers. We’ll be curious to see a.) if that headset actually comes to pass and b.) whether it bears any continued similarity to Sony’s design. We’ll also be curious to see if any other agreements are announced by companies with headsets which bear more than a passing resemblance to Sony’s.

    Tagged with: lenovo, PSVR

    .special-buttons > * { text-align:left !important; } FacebookTwitterRedditMore

    The post Sony’s PSVR Headset Design Licensed By Lenovo For The Mirage Solo appeared first on UploadVR.

  • HTC Vive Officially Joins the VirtualLink Consortium The VirtualLink standard is still in its infancy.
  • VR Horror Series Delusion: Lies Within Coming to Samsung VR The horror title will be available to purchase from 2nd November.
  • Inside Space 360 – South Korea’s Amazing Fulldome Theater

    Fully immersive experiences without the need of a VR headset. Are we there yet? There are many tantalizing possibilities surrounding current VR and AR technology. Unfortunately, due to the expensive hardware and sometimes complicated setup required to engage in AAA experiences, these captivating digital adventures are often out of reach to the average consumer. This

    The post Inside Space 360 – South Korea’s Amazing Fulldome Theater appeared first on VRScout.

  • FromSoftware’s PlayStation VR Exclusive Déraciné Arrives Next Week Japan Studio and FromSoftware detail the story behind the upcoming adventure.
  • Qualcomm’s New Chips Should Enable Better Wireless VR
    Qualcomm’s New Chips Should Enable Better Wireless VR

    Qualcomm recently announced the QCA64x1 series of 802.11ay 60 GHz Wi-Fi chipsets, noting “truly immersive wireless virtual and augmented reality experiences” among the list of use cases.

    60 GHz offers far superior bandwidth to typical home-use 5 GHz networks, but with the trade-off that it cannot penetrate walls. Typical home WiFi uses relatively low frequency 2.4 GHz and 5 GHz, and while this is great for achieving good coverage throughout your home even through thick walls, it’s not optimal for short distance ultra high bandwidth applications like wireless displays and PC VR.

    802.11ay is the successor to 802.11ad, the previous 60 GHz WiFi standard, commonly known as ‘WiGig’. WiGig is the technology used in the HTC Vive Wireless Adapter. WiGig has a theoretical maximum bandwidth of around 7 Gbit/sec. While this is technically just enough to transmit the 2160×1200 90Hz signal of the HTC Vive, in real world conditions it might fall short. One solution is to use compression which is not noticeable in most scenarios, but the 802.11ay upgrade could increase this theoretical maximum to 40 Gbit/sec, which even in real world conditions should be more than enough to send a current VR headset’s display signal without compression. In theory, with compression added it could make a future higher resolution PC-powered headset wireless.

    It is important to note that Qualcomm’s QCA6421 & QCA6431 may target a lower maximum than the specification allows.

    Qualcomm’s marketing highlights VR as a use case of these new chips

    Neither 802.11ay nor WiGig are replacing standard WiFi of the kind your router would use. There’s another upcoming standard called 802.11ax (“Wi-Fi 6”) intended to upgrade standard home wireless. Instead, the 802.11ay standard is intended only for niche applications like wireless displays, because they prioritize bandwidth over wall penetration.

    Qualcomm has not given any specifics on when we might see the QCA6421 and QCA6431 in consumer products, but the fact that these chipsets are now finalized and available to electronics companies to integrate into products suggests it could be as early as 2019.

    For wireless PC VR to keep up with increasing resolutions (until eye-tracking and foveated rendering is available) companies need to continue to push wireless bandwidth higher and higher, and with the 802.11ay QCA64x1 series, that’s exactly what Qualcomm is doing.

    Tagged with: qualcomm

    .special-buttons > * { text-align:left !important; } FacebookTwitterRedditMore

    The post Qualcomm’s New Chips Should Enable Better Wireless VR appeared first on UploadVR.

  • Scream and Hide in Virtual Reality Films and Videogames This Halloween Pickle Nina runs you through terrifying Halloween augmented reality experiences, virtual reality films and videogames
  • Sony Announces Patent Agreement with Lenovo for VR Headsets The Lenovo Mirage Solo headset might be getting a redesign thanks to a patent licensing agreement.