• God of War Creator David Jaffe Is Interested in Making VR Horror In an interview with Cary Barlog, God of War creator David Jaffe expresses an interest in VR horror.
  • Jaunt Shuts Down VR Operations
    Jaunt Shuts Down VR Operations

    Jaunt is letting go “a significant portion” of its staff and “winding down a number of VR products and content services in the coming weeks.”

    The prepared explanation comes in a Medium blog post and an additional statement sent over email:

    “Today we had to make some difficult decisions in an effort to realign Jaunt for continued success. We are restructuring the company, resulting in letting go of a significant portion of our staff. After these changes the company will be focussed exclusively on Augmented Reality and our XR Capture technology, which provides a clear path forward.  It was a difficult day at Jaunt as we are losing some of the most amazing talent in the industry, each of whom have individually made groundbreaking contributions to the company and the industry as a whole.”

    Jaunt was early in offering multi-platform apps for 360-degree content and the company also built camera systems to capture videos in that format raising over $100 million, according to Crunchbase, from investors including The Walt Disney Company, Evolution Media Partners, CMC, Highland Capital Partners, Redpoint Ventures, SMG, Axel Springer, ProSiebenSat.1 SE, The Madison Square Garden Company, Google Ventures, Peter Gotcher, and Sky.

    “When you’re very early in a new video technology platform, it’s sometimes important to do lots of things. You got to cover a lot of bases. What that’s afforded Jaunt is kind of an early lead creating an end-to-end solution for video VR, for cinematic VR,” said then-new CEO George Kliavkoff in an interview with 2016.

    Kliavkoff was succeeded as CEO of Jaunt by Mitzi Reaugh, previously VP of Global Business Development and Strategy, on Oct. 1.

    “Jaunt will continue to build innovative software utilizing our strong engineering team in San Mateo and our new Chicago-based engineering colleagues who joined us as part of our recent acquisition of the Personify Teleporter technology,” today’s blog post reads.

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  • Solve A Spooky VR Puzzle In Halloween Maze VR Players are challenged to solve a creepy maze in Halloween Maze VR on Apple App Store.
  • Community Download: What Is The Most Underrated VR Game?
    Community Download: What Is The Most Underrated VR Game?

    Community Download is a weekly discussion-focused articles series published every Monday in which we pose a single, core question to you all, our readers, in the spirit of fostering discussion and debate.

    We’re in a bit of a lull now for news after Google’s big Made by Google event and Magic Leap’s first ever Leap Con developer conference. XRDC is coming up at the end of this month with a scattering of a few other events before the year closes out and we look forward to CES 2019.

    So, now’s as good a time as any to start reflecting a bit more. Since consumer-grade VR has been out for about two and a half years at this point, we’ve seen tons and tons of VR games. We even put together a list of 100 must-play VR titles that, as extensive as it is, actually was tough to make — we had to cut some off. That’s how many good VR games there are.

    But that also means there are lots and lots of VR games that don’t get the recognition they deserve. Whether it be a small indie game you keep coming back to that flew under the radar or an otherwise flawed game that you adore despite its issues, you probably have some personal favorites that you consider underrated.

    What do you think is the most underrated VR game? Or, which VR games do you think are the most underrated? Do you have any personal favorites you try to recommend to people any chance you get?

    Let us know down in the comments below!

    Tagged with: best vr games, community download, VR games

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  • The Sims FreePlay Adds Multiplayer AR In ‘Brilliant Backyards’ Update

    Real-time cooperative building and AR functionality arrive in a seasonal themed update to EA’s mobile Sims experience. The Sims FreePlay, a free-to-play mobile version of EA’s wildly popular strategic life simulator, The Sims, launched its latest update today, offering a slew of fall/autumn themed content to spice up your digital backyard. This includes new plant

    The post The Sims FreePlay Adds Multiplayer AR In ‘Brilliant Backyards’ Update appeared first on VRScout.

  • Mitsubishi’s Trading Company Present VR Platform VR-STATION Mitsubishi subsidiary will be demonstrating a VR trading solution at CEATEC 2018.
  • No Man’s Sky Survey Player Support For VR Port A player survey from No Man's Sky developer Hello Games looks to gauge support for a VR port.
  • Insta360 Goes Halvsies, Bringing 180° Capture To Pro Series Company looks to teach old dogs new tricks
  • The Virtual Arena: VR’s Bonanza for Commercial Entertainment (Part 2) Kevin Williams concludes his report on the latest developments shaping the digital out-of-home entertainment (DOE) sector.
  • Carmack vs ZeniMax Lawsuit Ends John Carmack announces on Twitter that his personal legal dispute with ZeniMax is over, but Oculus is continuing to appeal.
  • Oculus Rift’s ASW 2.0 Could Greatly Reduce Artifacts On Low-End Systems
    Oculus Rift’s ASW 2.0 Could Greatly Reduce Artifacts On Low-End Systems

    Low framerate in VR is not just a visual annoyance, but can also cause physical discomfort and even sickness. Your graphics card failing to deliver a framerate as fast as the headset’s refresh rate can be incredibly frustrating.

    To help combat this problem, in late 2016 Oculus introduced Asynchronous SpaceWarp (ASW) for the Rift. When you’re not meeting (or near) 90FPS in VR, ASW kicks in automatically. ASW forces the running game/app to render at 45FPS, then generates a synthetic frame in between each real from extrapolating from image and the headset tracking data for a total of 90FPS. Half the frames are “real” and half are “synthetic”. Whenever your graphics card has enough free resources to achieve 90FPS normally, ASW automatically disengages and you return to true 90FPS.

    ASW is generally regarded as preferable to dropped frames, however, since it works by extrapolating based on the color and shapes in the frame, it can sometimes introduce distracting visual artifacts.

    At the Connect 5 conference, Oculus introduced ASW 2.0. ASW 2.0 still uses the color and shape information of the frame, but now uses the depth information too (provided by the game/app). The new algorithm, powered by this depth information, should offer the same benefits of ASW 1.0 but now with fewer artifacts.

    The caveat to ASW 2.0 however is that it requires the app to submit its depth feed, whereas ASW 1.0 worked without any developer support needed. In Unity, this can be done with a checkbox, and in Unreal Engine it is now enabled by default. For games which use custom engines, ASW 2.0 could require significant effort on the developer’s part.

    If major developers support it, ASW 2.0 could be a huge benefit for Rift owners with lower-end PCs, and allow those with high-end PCs to play demanding games like simulators without the judder such games often exhibit.

    Tagged with: oculus rift

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  • Chinese Developer MammoSix Shows Alpha Footage of Galaxity Multiplayer VR title promises a range of activities and environments to explore.
  • Hands On with Dead and Buried Arena The VRFocus team got to try out the new location-based version of Dead and Buried on Oculus Quest.
  • The Modern Alternative Learning Resource: Time To Drop The Ban On Phones In Schools? Robert Currie discusses the mobile phone's role in education, and how thanks in part to AR and VR it should now be considered a top tool.
  • PlayStation VR PVP Title Megalith Has A Release Date Pre-order details and trial version also revealed.