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  • Microsoft Teases Minecraft AR, But Not For HoloLens 2
    Microsoft Teases Minecraft AR, But Not For HoloLens 2

    It looks like Minecraft is getting ready to take on Pokemon Go.

    A new teaser trailer released by Microsoft this week basically confirms that Minecraft AR is in the works. The short clip sees someone pick up another person’s phone only to discover an AR version of the game. The unmistakable pixelated blocks line the floor of the real world and a pig trots around on them. Later two other virtual characters spot the player and run off.

    You can also see Minecraft’s classic UI at the bottom of the screen. That, to us, suggests there will be elements of the original game in here, though to what extent remains to be seen. Will there be multiplayer support? If so, will other Minecraft players get to connect with those in AR? There’s certainly a lot of possibilities here.

    It looks like the game is being played on an Android handset, though no release platforms have been confirmed.

    It’s interesting to see this app teased for smartphones and not Microsoft’s latest AR hardware, HoloLens 2. Minecraft was initially used to promote a world of possibilities with the first HoloLens. Since then, though, Microsoft has skewed the platform off to be an enterprise-level device. Turns out most Minecraft fans probably don’t want to pay $3,500 to see the game in AR.

    Smartphones, meanwhile, have become the home of early VR. Pokemon Go was a huge success and now everyone, including developer Niantic, is trying to replicate that by bringing other brands to AR.

    We won’t have long to wait to find out more about Minecraft AR, at least. The video tells everyone to ‘Tune in’ on May 17. That’s a week on Friday.

    Tagged with: microsoft, Minecraft AR

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  • Microsoft Teases Minecraft AR Game, Official Details Coming 17 May The real world is getting a voxel update.
  • Tribeca Immersive’s Cinema360 Gives Attendees a New Perspective On Social Causes

    Addressing social injustice at Tribeca Film Festival 2019. The annual Tribeca Film Festival held in NYC showcases an incredible selection of independent projects by creatives from all across the globe that explores storytelling in the form of narratives, documentaries, shorts, features, and television. Since 2012, organizers of the festival have included VR and AR projects

    The post Tribeca Immersive’s Cinema360 Gives Attendees a New Perspective On Social Causes appeared first on VRScout.

  • These Fan-Made Oculus Quest Skins Will Leave You Drooling

    Oculus is missing out on a golden opportunity with these game-themed skins. With over two weeks to go until the release of the Oculus Quest, fans patiently awaiting the arrival of the highly-anticipated standalone VR headset have been getting creative with their time as they countdown the days until the May 21st launch.   Whereas

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  • Preview: Gadgeteer – 21st Century Dominoes Build impressive chain reaction machines without the hassle of tidying up.
  • Borderlands 3 VR Has Been Talked About But ‘Nothing Really Planned’
    Borderlands 3 VR Has Been Talked About But ‘Nothing Really Planned’

    Borderlands 3 is coming later this year and despite the popularity of Borderlands 2 VR, it doesn't sound like it will have VR support.

    The post Borderlands 3 VR Has Been Talked About But ‘Nothing Really Planned’ appeared first on UploadVR.

  • Pimax Debuts Sword And Sword Sense Controllers With Battery Swapping
    Pimax Debuts Sword And Sword Sense Controllers With Battery Swapping

    Pimax debuted two sets of controllers for their high-resolution headsets called Sword and Sword Sense that feature swappable batteries.

    The post Pimax Debuts Sword And Sword Sense Controllers With Battery Swapping appeared first on UploadVR.

  • Virtual Desktop On Quest Pushes Twice As Many Pixels As Oculus Go
    Virtual Desktop On Quest Pushes Twice As Many Pixels As Oculus Go

    Virtual Desktop has twice as many pixels on Oculus Quest as it does on Oculus Go, which is a really good sign.

    The post Virtual Desktop On Quest Pushes Twice As Many Pixels As Oculus Go appeared first on UploadVR.

  • Community Download: What Do You Think Of The Valve Index?
    Valve Index HMD Headset Angle Speakers Side

    We're bringing Community Download back this week to open up discussions about the Valve Index, the latest high-end VR headset.

    The post Community Download: What Do You Think Of The Valve Index? appeared first on UploadVR.

  • PlayStation’s State of Play Broadcast Returns on 9th May How much VR content will it include this time?
  • Hollywood Automotive Exhibit Brings Famous Vehicles To Life In Mixed Reality

    Microsoft HoloLens powers Back to the Future & Halo-themed MR experiences. Today marks the grand opening of The Petersen Automotive Museum’s “Hollywood Dream Machines: Vehicles of Science Fiction and Fantasy” exhibit, an automotive-themed showcase that shines a spotlight on some of the most iconic dream cars from cinema and video games. Featuring vehicles from legendary

    The post Hollywood Automotive Exhibit Brings Famous Vehicles To Life In Mixed Reality appeared first on VRScout.

  • The VR Job Hub: Maze Theory, DevCubeStudio, Apple Don't get any old job, get a VR/AR job.
  • NYPD Uses Location-Based VR For Active Shooter Training

    The next generation of police training arrives in Brooklyn, NY. When it comes to the NYPD’s Counterterrorism Bureau—New York Cities primary local resource to guard against international and domestic terrorism—there’s no such thing as being overly prepared. Now, through the help of location-based VR technology, the NYPD is training hundreds of officers in multiple scenarios

    The post NYPD Uses Location-Based VR For Active Shooter Training appeared first on VRScout.

  • VR Arcades Will be Able to Showcase Targo’s Immersive Documentaries Using Synthesis VR They're available worldwide now.
  • Oculus Quest Interview — Standalone VR Built For Value-conscious Gamers
    Oculus Quest Interview — Standalone VR Built For Value-conscious Gamers

    Since its announcement last year, Oculus Quest has been touted as the next evolution of VR — a completely standalone, tetherless device with the ability to play nearly PC-caliber VR games and “experiences.” Now that it has an official release date (May 21) and pricing for both 64GB ($399) and 128GB ($499) models, we wanted to talk with Oculus about where Quest stands in the VR marketplace and whether its initial lineup of software will be enough to hook a critical mass of early adopters.

    With today’s official announcement only hours away, we spoke with Oculus’ director of content ecosystem, Chris Pruett, who leads Quest’s third-party development initiatives. Pruett provided a clear picture of what potential Quest customers should expect in terms of power, positioning, and software value for the dollar.

    Here’s a lightly edited transcript of our conversation.

    VentureBeat: Tell us a little about your responsibilities at Oculus. 

    Chris Pruett: I work on third-party content. My group is in charge of supporting our developers across all of our devices to build an ecosystem that can produce great content for our users, and sustainable business revenue for that. So I have business groups, engineering groups, folks that are working on everything from documentation all the way down to engineers that are sitting with our top developers hacking on their code to make sure that what they’ve got is really good. My job is to make sure that the content that ships on our platform is as high-quality as possible.

    VentureBeat: For Quest, that could be an especially challenging process because you’re trying to take PC games and bring them down to a mobile chipset, which sets some interesting expectations for consumers while challenging developers trying to port stuff down, right?

    Pruett: Yeah, if you look at our launch lineup, you’ll see that there’s a bunch of stuff that we’ve brought over from Rift … The challenges I think you’re alluding to with performance and content have turned out to be — for some applications — not really the biggest challenge. Most of the work that my engineering team is doing is to help educate developers who are primarily used to PC development platforms as to what Quest looks like.

    We made a lot of modifications to the Quest hardware itself. In particular, we’re running this chipset at a much higher clock rate for much longer sustained periods than you will probably see in any other devices with the same chipset. So we’re able to actually get quite a bit of performance out of this hardware, and most of the work is not actually code optimization — it’s art asset formatting, to make sure that the stuff we’re showing on the device is built with that GPU in mind.

    In a lot of cases, we’re using the exact same assets that you see on Rift, but they’ve been formatted differently in order to make sure that they’re fast on this hardware … When we get down to a standalone form factor, we need to make sure that the assets that

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