• Microsoft Adds ‘Flashlight’ Camera Feature To Windows VR Headsets
    Microsoft Adds ‘Flashlight’ Camera Feature To Windows VR Headsets

    You can now say “Flashlight On” to see the real world while wearing a Windows VR headset.

    Headsets running Microsoft’s Windows Mixed Reality platform, like those from companies such as Acer, Lenovo and Samsung, can access the new feature with the latest Windows 10 Insider build. You’ll need to connect a microphone if your headset lacks one to test the voice command feature, but the “Mixed Reality Flashlight” can also be activated other ways. I’ve had some very bad experiences in recent months running early Windows builds so I am not rushing to install the latest version and test this. The feature projects a passthrough view from the camera on the headset to wherever you point the controller. From the Microsoft blog post linked earlier:

    You can open a portal into your real world at any time via the Start menu, a button shortcut, or a voice command. This opens a low-latency pass-through camera feed connected to your controller. It’s comfortable, intuitive, and keeps you immersed.

    The new Windows-based system lets people interact with two realities at once. I’d also be curious to see what the mesh looks like that Microsoft captures of my environment, and I’m hopeful the company’s engineers might be able to use object recognition to start pulling objects from your real environment into the virtual one. It might be nice to see a special glowing couch and, when you go sit down on it, you are actually sitting down on a piece of real world furniture. There’s nothing like that with this feature update, but it is one direction tech giants like Microsoft, Facebook and Google might go in order to make VR headsets easier and safer to use over the next few years. This “Mixed Reality Flashlight” looks like a good first step for Microsoft.

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  • Mayweather Boxing + Fitness Offers Franchise Options New and existing fitness centres will be able to offer Mayweather VR training thanks to franchising options.
  • Enjoying Some Retro Gaming Goodness With Pixel Ripped 1989 It's time to showcase a little early gameplay ahead of launch.
  • ‘Zip Now London’ Attraction Combines VR With Zip Lining

    Experience Dubai’s infamous Jebel Jais Flight zip line while soaring over the House of Parliament in this new UK attraction. Zip Now London, a new zip wire attraction located in London, England, is offering riders the chance to strap into a VR headset and experience the longest zip line ride in the world, minus the

    The post ‘Zip Now London’ Attraction Combines VR With Zip Lining appeared first on VRScout.

  • Indie Studio Ignibit Reveals First VR Title, Tactical Shooter Zero Killed The team-based FPS is due to launch in September.
  • YouTube VR Goes Even More Mobile With Samsung Gear VR The app will be free on Oculus Store this week.
  • HTC Vive Hits Back At VR Pessimists New blog post from HTC Vive indicates they are a bit fed up with people saying VR is dying.
  • Hellblade PSVR Not Happening, Ninja Theory Explains
    Hellblade PSVR Not Happening, Ninja Theory Explains

    Yesterday brought an unexpected surprise for VR fans; Ninja Theory’s excellent adventure game, Hellblade: Senua’s Sacrifice, is coming to the Oculus Rift and HTC Vive next week. Of course, whenever a PC VR game is announced, we want to know if it’s coming to Sony’s PSVR too. Sadly, that won’t be happening in this case.

    Following its announcement yesterday, Ninja Theory took to Twitter to clarify that the game would not be coming to VR. The reasoning is simple: the experience is made for “very high-end” PCs. In fact, in yesterday’s announcement video, the studio stated that even PC users should have a top-end 1080 graphics card to run the experience.

    It’s disappointing news, if not entirely surprising. PSVR has always struggled to keep up with PC VR games from the technical perspective, and Hellblade is far from the first Rift and Vive title to pass on coming to console (we’re looking at you, Fallout 4). The enhanced PS4 Pro console is better equipped for VR, but Sony doesn’t allow exclusive games for that platform.

    Hopefully we’ll see an end to these issues when Sony finally introduces the successor to the PS4 in the years to come, though what VR support for that system will look like is anyone’s guess.

    Hellblade, meanwhile, arrives on Rift and Vive on July 31st as a free update for anyone that already owns the game on Steam.

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  • Snail Games’ ARK Park to see a Physical Release this Fall for PlayStation VR For when digital copies just aren't enough.
  • Mark Zuckerberg: Oculus Go Is ‘Off To A Good Start’
    Mark Zuckerberg: Oculus Go Is ‘Off To A Good Start’

    Facebook isn’t really in the business of sharing how many VR headsets it’s sold, but it assures its Oculus Go headset is “off to a good start”.

    CEO Mark Zuckerberg said as much in the company’s Q2 earnings call this week, as transcribed by The Motley Fool. During his opening remarks for the call, Zuckerberg noted that Facebook was “making a lot of progress” in VR, adding: “Oculus Go is off to a good start. And at $199, it’s going to be how a lot of people experience virtual reality for the first time.”

    It’s impossible to gauge exactly what Zuckerberg considers a ‘good start’ for Go, but we do know both Facebook and Oculus have high hopes that the headset will help bring about mass adoption of VR. Launched in May, Go is designed as a low-cost entry point for VR, and doesn’t require any external hardware to run, though it lacks crucial features like positional tracking and the computing power of the machines that run its high-end sibling, the Oculus Rift.

    Since Rift’s launch over two years ago Facebook has failed to provide sales data for the device, so we’re not confident we’ll see concrete statistics for Go anytime soon, either.

    Later in the call, Chief Financial Officer Dave Wehner was asked about long-term growth for the company. He explained that investments in both AR and VR made up a big part of that future. “Those are things that will play out; AI in the nearer term but the investments in AR and VR are really about building the next generation of computing and that’s got a longer-term return window,” Wehner said. “So attractive investments we believe, but ones that will take longer term to pay off and those would have a dilutive effect on margins in the near term.”

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  • VR and AR Developer FarBridge Brings In Unity Veteran Kevin Robertson brings his experience at Unity Technologies and GameSparks to FarBridge.
  • New Details on Gungrave VR Physical Release Gungrave VR: Loaded Coffin Edition will come withthe base game, DLC and some special opening and closing movies.
  • Zone Of The Enders: The 2nd Runner – Mars Playable in VR at Gamescom 2018 The remaster is due for release in September.
  • See SteamVR 2.0 Track Six Headsets With Four Base Stations
    See SteamVR 2.0 Track Six Headsets With Four Base Stations

    Valve is slowly starting to roll out the foundations for the next version of its SteamVR platform, and developers are already getting to grips with it.

    VR Arcade operator Tower Tag this week posted the below video. It shows six people, each wearing an HTC Vive Pro headset, using gun-shaped peripherals fitted to the Vive’s controllers. Four of the new SteamVR 2.0 base stations are being used to track the players, each of which is strapped up to a different VR-ready laptop.

    SteamVR 2.0 Test. Six players in one space tracked by 4 base stations. #towertag #VirtualReality #htcvivepro #multiplayer #arcade #vrarcade

    — Tower Tag (@TowerTagVR) July 24, 2018

    The arcade’s Twitter account later explained that each player had their own 2m x 2m tracked space to move around in, meaning each should have been tracked over a 6m x 4m grid. The previous generation of base station, which came packed in with the HTC Vive, could only support communication between two devices that could be a maximum of 5 meters apart. SteamVR 2.0 ups that support to four base stations over a tracking area of 10m x 10m. That’s a lot more space for your VR. Apparently, the arcade hasn’t had any issues with the setup yet.

    Crucially, this video might demonstrate one of the more viable use cases for SteamVR 2.0’s improved tracking. VR enthusiasts are already struggling to find space in their home for current room-scale systems, but Valve’s updates could mean big things for location-based VR in the coming years.

    Currently, you can only get the second generation base station as part of a hefty $1,400 bundle with the new Vive Pro headset. Earlier this month, we saw HTC itself test out the new set up by navigating multiple rooms. Paired with Valve’s new Knuckles controllers, along with its impressive new skeletal API seen here, it looks like the full SteamVR 2.0 experience is shaping up nicely. The only question now is when we’ll be able to get our hands on it for ourselves.

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  • The First and Final Installment of SPHERES to debut at the Venice International Film Festival Oculus VR for Good Creators Lab project Home After War: Returning to Fear in Fallujah will debut as well.