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  • Magnetized Oculus Touch Accessory Adds Two-Handed Lightsaber To Vader Immortal
    lightsaber two hands oculus quest vader immortal

    A video from Derek Ham shows his latest iteration of a magnetized accessory for the Oculus Touch controllers which connect and align the controllers for Vader Immortal.

    The post Magnetized Oculus Touch Accessory Adds Two-Handed Lightsaber To Vader Immortal appeared first on UploadVR.

  • NextVR to Offer Free on-demand VR Game Highlights of the 2019 NBA Finals Get close to the action again this season.
  • nReal Light Is A $499 Consumer AR Headset, Shipping This Year
    nReal Light Is A $499 Consumer AR Headset, Shipping This Year

    Today AR headset company nReal have announced the debut of the nReal Light, a consumer-focused AR headset with a small sunglasses form factor for just $499.

    The post nReal Light Is A $499 Consumer AR Headset, Shipping This Year appeared first on UploadVR.

  • Ultrahaptics Buys Finger Tracking Company Leap Motion
    Ultrahaptics Buys Finger Tracking Company Leap Motion

    Ultrahaptics announced a “strategic deal” with hand tracking company Leap Motion to combine their startups and technologies.

    The Wall Street Journal reports Ultrahaptics bought the company for around $10 million.

    The combination of the two means Ultrahaptics will have tracking and haptic technologies to provide a sense of touch in certain types of products. Ultrahaptics “projects ultrasound-drive tactile sensations onto users’ hands” while Leap Motion tracks the movements of the fingers. Some location-based VR experiences, like The VOID, use this kind of hand tracking for impactful immersive effects. We’ll be curious to see if, Leap Motion combined with Ultrahaptics, we might see more ambient immersive effects integrated into various entertainment or education initiatives.

    Leap Motion made an early impact in the developer and early adopter community with its USB-connected sensor which could provide hand tracking without the need for a handheld controller. Though it received many software upgrades over the years which improved performance and interaction quality, Leap Motion’s input approach never saw widespread adoption. Some head-mounted displays include USB ports which can connect to Leap Motion sensors for integrated hand tracking. The consolidation of the two companies makes some strategic sense as the first VR and AR headsets haven’t integrated either technology yet into the core of their platforms.

    We’re also curious what this might mean for Project North Star. The open source AR headset effort backed by Leap Motion includes instructions on how to build a wide field of view AR device with integrated hand tracking. We’ll provide updates as we learn more.

    Tagged with: leap motion, Ultrahaptics

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  • Exclusive to Viveport Infinity Game of Thrones: Beyond the Wall Arrives Tomorrow Defend the wall against the undead.
  • Review: FREEDIVER: Triton Down Intense gameplay which is over too quick.
  • Superhot Quest Launch Sales ‘300% Higher’ Than Rift Without Cross-Buy
    Superhot Quest Launch Sales ‘300% Higher’ Than Rift Without Cross-Buy

    Superhot VR was one of around 50 titles available when Oculus’ new Quest headset arrived last week. Despite stiff competition, the development team says sales were 300% higher than when it first launched on Rift.

    The developer didn’t provide any specifics, as to how long that launch window is or, indeed, how many units it sold on Quest. What we do know is that, before Quest launch, Superhot had sold 800,000 units across Rift, Vive, Windows VR and PSVR.

    In a prepared statement, Tom Kaczmarczyk, Cofounder & Director at Superhot, said the team was “amazed” by the game’s reception. “ a watershed moment for the industry and the sales numbers suggests that players believe so too,” he said.

    Notably, Superhot is one of several VR games that launched on Quest without cross-buy support on Rift. Cross-buy is an optional feature for developers, allowing them to provide players with both a Rift and Quest copy of the same game through Oculus Home. Many games, including Oculus’ own Studios-produced titles, have adopted the scheme. But some of VR’s biggest games, including Superhot, Beat Saber and Moss, confirmed to UploadVR that they wouldn’t support it.

    Superhot VR first launched on Rift in December 2016, on the same day as the Oculus Touch controllers. Given the various factors and unknowns at play there, we couldn’t use this info to estimate how Quest is performing in relation to Rift. Still, it paints a positive picture.

    Of course, it helps that Superhot VR is one of Quest’s best ports. It brings the entire original game to the standalone headset, which feels even better without the wire.

    Tagged with: Oculus Quest, superhot

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  • Mare Is A Mythical VR Game With A Stunning Art Style
    Mare Is A Mythical VR Game With A Stunning Art Style

    We don’t tend to highlight trailers that are a few months old here at UploadVR. But we’ll make an exception for Mare, a game that seems to have flown under our radar.

    We were recently alerted to this upcoming game from Visiontrick Media and had to share its latest trailer. In Mare, you follow a lost girl and a mechanical bird she has a strange connection to. Using gaze-based controls, you guide both through a mythical world, solving puzzles and avoiding what looks like a race of evil crow-people.

    But let’s just stop a minute and talk about that trailer, huh? I’d imagine Visiontrick is sick of hearing comparisons to ICO and Shadow of the Colossus right now but I don’t think I’ve ever seen a game that looks so tonally close to those masterpieces. Misty vistas, labyrinthine architecture, tranquil nature, this seems to have the lot. In fact the game’s website has a few more GIFs to share and, well, yeah…

    Yeah, safe to say we’ll be keeping a keen eye on this one going forward. Mare’s actually been in development since 2016, but Visiontrick says it’s still on the way to ‘Oculus platforms’. As this point that could mean anything from Rift to Go and/or Quest. It’s due to release later this year.

    Like what you see? Well good news – we’ll have another look at Mare in our E3 VR Showcase on June 10. In fact, we’re going to have a heck of a lot to talk about there. Make sure not to miss it!

    Tagged with: Mare

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  • The Pixel Ripped Series Continues With a 90s Sequel Get ready for some 16-bit/32-bit nostalgia.
  • VR Visual Novel Tokyo Chronos Coming To PSVR In August
    VR Visual Novel Tokyo Chronos Coming To PSVR In August

    Looking for something a little different to play on PSVR? there’s a chance you might be interested in MyDearest’s Tokyo Chronos.

    The VR visual novel, which started life under a Kickstarter crowd-funding campaign, is coming to Sony’s headset on August 22. At least, that’s in Japan. We don’t know if the game’s planned for release in the west around the same time. That said, it’s already available on the Oculus Rift and HTC Vive with full support for the English language, so we’d expect the localized PSVR release to be around the same time too.

    Tokyo Chronos adapts the niche visual novel genre to VR for the first time. In the game, you join a group of school friends in a deserted version of Tokyo. Exploring the abandoned city together, you have to figure out how you got here and where everyone else has gone.

    The PSVR version of the game will be getting a full disc-based release in Japan. In a follow-up tweet the team said a physical version of the game had been a “long-felt wish”.

    \PSVR版パッケージディスク発売決定/
    PSVR版パッケージが、新ビジュアルにて8/22に発売決定!
    日本全国のゲームショップや家電量販店などで「#東京クロノス のソフト」が並びます!!

    予約受付は明日5/30〜開始予定!
    現在、各店舗様ごとの特典もご用意しておりますので、情報今暫くお待ちを…! pic.twitter.com/aslrmfsQC2

    — 「東京クロノス」公式 (@tokyo_chronos) May 29, 2019

    It’s definitely a game for a specific audience. Personally, I found the slow pacing and reliance on text to be far too tedious. However the game’s got a positive overall rating on Steam and certainly seems to have found a home with existing fans of the genre. If you think it might be to your liking then, by all means, give it a try.

    Tagged with: Tokyo Chronos, VR visual novel

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    The post VR Visual Novel Tokyo Chronos Coming To PSVR In August appeared first on UploadVR.

  • Varjo Announces XR-1 Headset With Human-Eye Resolution And Eye Tracking

    Varjo aims for ‘Hard AR’ with its developer-focused XR-1 headset. Earlier this morning enterprise VR developer Varjo unveiled the latest addition to its hardware line-up, the XR-1, a developer-focused VR/AR headset aimed at delivering photorealistic AR visuals so detailed, they’re indistinguishable from real-life. Outfitted with dual 12mpx cameras located on the headsets front plate, the

    The post Varjo Announces XR-1 Headset With Human-Eye Resolution And Eye Tracking appeared first on VRScout.

  • Blood & Truth and Trover Saves The Universe PSVR Combo Livestream
    Blood & Truth and Trover Saves The Universe PSVR Combo Livestream

    Today we're jumping back into the metaverse with a livestream of both Blood & Truth and Trover Saves the Universe on PSVR.

    The post Blood & Truth and Trover Saves The Universe PSVR Combo Livestream appeared first on UploadVR.

  • Volvo Invests In Varjo After Testing XR-1 Prototypes On The Road
    Volvo Invests In Varjo After Testing XR-1 Prototypes On The Road

    Volvo is investing in VR headset-maker Varjo after testing out its XR-1 prototypes to “test-drive virtual car designs on the road.”

    The XR-1 Developer Edition is a “video-pass-through headset” promising “visual parity” between augmented and real elements presented to the eyes.  The headset is supposed to ship late this year.

    According to Varjo:

    The XR-1 upgrades Varjo’s human-eye resolution headset (VR-1) with a front plate featuring dual 12 mpx cameras. The core technology making photorealism possible is video-pass-through. It means that the device uses cameras to digitize the world in real time, and then multiplexes it inside the GPU with the virtual content to show the combined result to the user. The Varjo VR-1 is the only device with the high resolution to make the seamless visual blending possible, and the XR-1 has the only camera technology capable of producing high resolution with unperceivable latency (< 15 ms).

    Volvo released a video showing the headset and their efforts to visualize early designs with the system.

    The headset promises to let wearers “switch seamlessly between mixed reality and full virtual reality modes” with depth sensors to map real-life objects. “XR-1 enables examining photorealistic mixed reality in a full field of view. With the XR-1 virtual objects appear as real as anything in the physical world and can themselves cast shadows or even illuminate reality. Black objects appear truly black, opaque objects indeed block real or virtual light, and semi-transparent objects will refract the light from the real world behind it.”

    We’ve seen some demos from Varjo in the past with its VR-1 headset providing impressive resolution improvements. We’ll report back when we get to go eyes-on the XR-1 as well.

    Tagged with: Varjo, Volvo

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  • Oculus Rift S Has A Hidden Resolution Setting
    oculus rift rear

    The Oculus Rift S has a fairly hidden setting which changes the headset’s default resolution. The setting does not state the resolution for each choice, but we were able to discover it with some digging.

    How To Find & Change It

    To find the resolution setting for Rift S, open the Oculus app, click ‘Devices’ and then click on ‘Rift S and Touch’:

    In the list of settings that appears, scroll down and find ‘Graphics Preference’:

    You’ll now see the Graphics Preference panel. This lets you choose between ‘Quality’ and ‘Performance’:

    The setting can be changed on the fly, there’s no need to restart the Oculus software or even to take your headset off.

    ‘Recommended’ Different Based On GPU

    We tested on a GTX 970 and found that this setting was set to ‘Performance’ by default, which was Recommended. We also tested on an RTX 2070 where it was the opposite- set to ‘Quality’ by default.

    We asked Facebook whether this is done to maintain the same recommended spec as the original Rift and a spokesperson confirmed it is. This setting did not exist on the original Rift, which had lower resolution than Rift S.

    What It Actually Does

    This setting changes the default 1.0x per-eye buffer resolution for the Rift S. By querying the SDK we found the exact values it uses:

    Prioritize Quality: 1648×1776

    Prioritize Performance: 1504×1616

    This is of course only the default resolution. Some games let you scale the resolution factor in the menu. Many others use the Adaptive Resolution feature of the Oculus SDK, where the resolution scale is automatically changed on the fly based on your current GPU utilization. Alternatively, you can use the Oculus Debug Tool to override the resolution scale yourself.

    If you have a lower end gaming PC you’ll want to use the Performance setting to maintain framerate. On a high end rig you should make sure it is set to Quality.

    Tagged with: oculus, oculus rift s, pc vr

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  • Facebook’s Customer Base Spells Success For The Oculus Quest

    With billions of active monthly users, Facebook is poised to launch the mass-adoption of VR. May 21st, 2019 will go down in history as an incredible day for VR. Though I would love to let my birthday piggyback on that accomplishment, credit actually goes to Facebook-owned Oculus, which launched its Oculus Quest and Oculus Rift

    The post Facebook’s Customer Base Spells Success For The Oculus Quest appeared first on VRScout.