• Sci-Fi VR Shooter Cyberdrifter Announces Beta The developers behind Cyberdrift are offering players Beta access to the upcoming 0.6 update.
  • Streaming Video Alliance Releases Documents On 360-Degree Video A new report identifies an upward trend in adoption among brands and businesses.
  • Community Download: How Important Do You Think Resolution Is For VR Headsets?
    Community Download: How Important Do You Think Resolution Is For VR Headsets?

    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. 

    Let’s get this out of the way first: resolution is incredibly important for VR headsets. Like, really important. The screen door effect is extremely distracting and if visuals aren’t crisp in a VR experience then it can immediately take you out of the immersion.

    With the Vive Pro on the market, the Samsung Odyssey gaining momentum, and now the Pimax 8K and Pimax 5K+ in the hands of YouTube influencers, as well as the new StarVR and VRgineers headsets all in development, the era of limited and cramped resolutions may be coming to an end very quickly.

    There are lots of points to consider though. God rays can be distracting too, as well as limited FOVs. And there’s the ongoing debate between framerate vs. resolution and which is more important. Throw in other factors like comfort, ancillary features such as eye tracking, and it’s a complex topic — especially now that more and more people will start cutting the cord and going wireless. What’s the most important thing in a VR headset?

    Obviously resolution is critical, but the question at hand is: HOW important do you think resolution is for VR headsets? Is it the most important thing, in your opinion, or does something else edge it out as the most critical stat?

    Let us know what you think down in the comments below!

    Tagged with: community download, pimax, resolution

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  • Hands-On: Zero Killed Is A Firewall-Esque Tactical VR Shooter
    Hands-On: Zero Killed Is A Firewall-Esque Tactical VR Shooter

    PSVR’s Firewall Zero Hour wasn’t the first tactical VR shooter ever made, but it’s certainly had the largest splash in the market to date. Games like Onward and Pavlov paved the way for Firewall, which we praised in our review, especially when played with the PS Aim Controller. Fortunately for fans of the genre, PC headsets are getting their own new shooter to sink their teeth into very soon called Zero Killed — and the similarities don’t just end with the name, either.

    Zero Killed is being touted as a “tactical multiplayer VR shooter” with a mixture of solid PvP gameplay, tons of equipment choices, and an assortment of characters to pick from. Each of the 10 characters have different potential weapon loadouts, a unique gadget, and unique perk. For example, Big Foot, the one that I gravitated towards, has the best armor and is a heavy weapons specialist that also carries a gas mask and door breacher. On the flip side there’s also Ghost, who excels as a marksman and wears AR glasses that allow him to see tagged objects for much longer than other characters.

    So yeah, there’s a lot of similarities to both Firewall Zero Hour and (as a result) Rainbow Six: Siege in that you’ve got various characters, multiple load outs, and even a focus on no-respawn game modes. During my play session with the developers from Ignibit, they showed me two different game modes on one of the three maps. First up was Data Steal.

    In Data Steal you’re either on the Attacking or Defending team and as an Attacker you must track down and secure access points spread across the level. It plays out almost just like a typical round of Contracts in Firewall Zero Hour. The major difference I spotted is that the level I tried was very, very large and open. The teams are still 4v4, but there were tons of tunnels, passageways, and a variety of elevations to mix things up.

    Gameplay feels about like something in between Onward and Pavlov. It’s not quite as fast-paced as Pavlov, given the lack of respawns for most game modes, but it’s also not as hardcore and realistic as Onward. I played on Rift which meant miming a gun in my hands by holding them out in front of me as if I were holding an invisible rifle. The variety was nice and switching around between different contractors actually did seem to yield meaningful differences in gameplay style and strategy.

    A lot of thought went into each of the characters, but the demo I tried was noticeably unpolished. I played it only a week ago and the Closed Beta testing is supposed to start today, but honestly it didn’t feel ready yet unless there was a much farther along build I didn’t try. There were no hit marker visuals or sounds to show when you’ve shot someone and there is no way of knowing when you’ve done damage or killed another player. The UI could use a lot of

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  • Steampunk Storybook Adventure Chiaro and the Elixir of Life Is Out Today Chiaro and the Elixir of Life is available now on Steam for HTC Vive, Oculus Rift and Windows Mixed Reality.
  • NASA’s 360 Livestream Of Final Cassini Orbiter Mission Scores Emmy Nom

    And the award for most impressive 360-degree live stream of an unmanned interplanetary spacecraft goes to… 20 years ago, The United States National Aeronautics and Space Administration’s Jet Propulsion Laboratory launched the Cassini orbiter into space. By 2004, the revolutionary spacecraft was in orbit around Saturn, providing researchers back on Earth with the first comprehensive data of

    The post NASA’s 360 Livestream Of Final Cassini Orbiter Mission Scores Emmy Nom appeared first on VRScout.

  • Tetris Effects Drops Blocks Onto PSVR This November
    Tetris Effects Drops Blocks Onto PSVR This November

    The next evolution of the classic VR puzzle game that we called “sublime tranquility” in our hands-on preview from E3 this year, Tetris Effect, is slated to hit PSVR (as well as non-VR PS4) on November 9th, 2018.

    With Tetris Effect it’s mostly the same game that you know and love, but it’s in VR now. With the new medium comes a new “Zone” mechanic as well. We described it in our preview as:

    “As you form more lines, your Zone meter will fill. Once full, you can activate Zone mode, which will stop falling blocks and give you more time to make strategic choices for how everything fits together.”

    WE HAVE A RELEASE DATE! Tetris Effect launches worldwide on Friday, November 9th! Play it on PS4 or play it on PSVR, but either way you gotta play it!⁰

    More details coming soon, watch this space…#tetriseffect

    — Enhance (@enhance_exp) September 17, 2018

    In concept, it probably doesn’t seem like that great of a fit for VR headsets. Tetris is a game that is very flat in terms of there only being a single 2D plane with 2D blocks falling straight down. It’s meditative, but it’s not exactly known for its immersive world building.

    Fear not: Tetris Effect is excellent from what we’ve seen. Obviously it’s not going to turn you into a block-lover if you already don’t like Tetris, but the way that it helps you get in the zone and feel absolutely engrossed in the experience is astounding. You can immediately recognize that this is the same developer that made Rez Infinite. In fact, a Tetris expert actually became better at the game when playing in VR.

    Let us know what you think down in the comments below!

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  • Virtually Live and Enova Partner For Formula E VR Racing Experience The Formula E Ghost Racing Live experience will be released to the Chinese market.
  • VR’s Killer Apps Will Be Created By The Next Generation Of Developers
    VR’s Killer Apps Will Be Created By The Next Generation Of Developers

    The virtual reality (VR) industry has had its share of fits and spurts in recent years, and technology is just now at a level to consistently bring a developer’s vision to life, their work complimented by a complex network capable of beaming their immersive experiences to millions of VR headsets worldwide. But despite the recent and significant evolution of immersive storytelling, the role of VR video played back in a head-mounted display is still confusing.

    We’ve seen VR cameras become much more accessible in the market, both from reduced cost as well as a flattening learning curve needed to use these systems. Yet, even seasoned creators are confused by the various creative tools available to them, including video formats. The Winter Olympics and the World Cup were broadcast in VR to mixed reviews, while the box office hit Ready Player One inspired millions by fueling their curiosity of how VR will eventually affect the masses. Despite so many bright minds dabbling in VR creation, and early adopters consuming their ground breaking experiences, something is still missing.

    The industry will cross the chasm by inspiring a new generation of visual storytellers, trained differently than the technologists and programmers enabling VR today. This new wave of creators will bring to VR what is currently lacking: stories, emotion, dialogue, influence, message, and most importantly, craft. All with a VR camera system as easy to use as a traditional DSLR. So where will we find these next generation creators? In the classroom.

    VR takes a seat in the classroom

    Colleges and universities, middle and high schools, and even vocational tech programs throughout North America, are beginning to put VR tools into their students’ hands. But it shouldn’t be just the IT, computer science, and programming classes. More important, given today’s technology, any visual creator can develop fully immersive content, designed and created to be fully experienced in a VR headset. Without the need to be a programmer, more time can be spent creating in VR versus learning VR, which opens a VR ecosystem rooted in visual communication and not solely computer programming.

    For example, journalism students at the University of Oklahoma are currently learning how to develop news reports and broadcasts in VR as part of their curriculum. The value of experimenting in the classroom before deploying VR technology in the field can’t be understated, and in this case, expands the journalists’ roles and introduces new complexities when reporting the news.

    Traditional journalists tell stories within a single photo or the fixed frame of traditional video, but a VR camera records an entire scene in stereo 3D, 360-degrees, evolving the journalist’s responsibilities. In the old days, and by that I mean a year ago, a journalist would report using their lens in a fixed field of view, telling a specific story. In VR, journalists must learn to guide our discovery in new ways, allowing us to experience everything they see and hear in the field, but packaging all of that information and context into news stories we can digest.

    Students to write the next chapter of VR storytelling

    In essence, these students are learning the ins and outs of the equipment and what to consider when producing an

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  • WaveOptics Expands Into North American With Opening of US HQ Ar component company continues its growth with opening of new US headquarters.
  • Augmented Reality Comes to the World of Tanks Watch that perfect shot in full 360-degrees thanks to World of Tanks AR replays.
  • Secret Location Teams With Grammy Nominee Junkie XL For VR Cinematic

    The multi-platinum producer adds a unique atmospheric sound to Secret Location’s upcoming VR film, ‘The Great C.’ Developed by Entertainment One’s Emmy-award-winning studio, Secret Location, The Great C is a cinematic VR film telling the story of Clare, a young woman from a small village that participates in an annual lottery for an important pilgrimage.

    The post Secret Location Teams With Grammy Nominee Junkie XL For VR Cinematic appeared first on VRScout.

  • Things Falling Into Place As Release Date for Tetris Effect Is Revealed Enhance Game announce PlayStation 4 release date for Tetris Effect on Twitter.
  • Five Marvel Studios VR Experiences We Want From The Void
    Five Marvel Studios VR Experiences We Want From The Void

    Location-based VR experience maker The Void shared some exciting news last week. Not only is it working on a Wreck it Ralph VR experience to release later this year, but it’s also promised something new in collaboration with Marvel Studios in 2019.

    Consider us interested.

    Next year is a big one for Marvel Studios, as it debuts Brie Larson’s Captain Marvel and rounds out over 10 years of movie making with the final installment in the Avengers saga, so there’s plenty of possibilities for a great VR experience. We put our heads together and came up with a few possible ideas.

    Captain Marvel Tie-In

    The first of the two most obvious choices is a tie-in with the first Marvel film to arrive next year, Captain Marvel. The MCU’s first female-led solo film is already highly anticipated and a major tie-in to introduce us to its cosmic cast of characters might be just what the doctor ordered. We already know that Captain Marvel will be part of an elite space force at the start of the movie; perhaps players could be a part of her squad?

    This would give us the chance to experience some of the MCU’s most fantastic sights as well as meet virtual renditions of characters like Guardians of the Galaxy baddie Ronin. Plus the army of shape-shifting Skrulls that are set to appear as antagonists in the film make for perfect minions to do virtual combat with.

    Avengers 4 Tie-In

    Of course, if this VR experience is tying-into a newly-released Marvel film then the smart money is on it linking up with Avengers 4. As if the hype surrounding Infinity War wasn’t already high enough, its ending has left fans begging for clues as to what the untitled fourth Avengers film will entail. How cool would it be to get a glimpse of the film, which brings together practically every hero in the MCU to date, in VR for the first time?

    Not to mention the raw intimidation that would come from staring down a baddie like Josh Brolin’s Thanos, who has proved to be pretty unstoppable thus far. If The Void gave players the chance to pick from any one of the MCU’s heroes to control in a dramatic, high-production showdown with Thanos, this could be one of VR’s most exciting experiences thus far.

    Ant-Man & The Wasp Heist

    Ant-Man’s second outing might have already come and gone but I have to admit his size-altering powers make both him and new partner-in-sort-of-crime Wasp an ideal fit for a memorable VR experience. I could easily see the latest film’s mad car chase, in people become giants and Pez containers knock over baddies, making for the perfect VR piece.

    Perhaps given that Scott and Hope’s powers are based on their suits and not supernatural, we could all feasibly strap into our own shrinking devices and explore the MCU from an entirely new angle. A S.H.I.E.L.D. stealth mission in which you sneak around an iconic Marvel location would be sure to get people in through the door.

    Dr. Strange’s Magical Adventure


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  • Seven New Games Coming to PlayStation VR This Week Transference, Blind and Downward Spiral: Horus Station are just some of the titles due for release.