• Getting Social With VR Education Steve Bambury highlights some of the best online VR education communities.
  • Horror Mystery A Chair in a Room: Greenwater is Coming to PlayStation VR Wolf & Wood will launch the title later this month.
  • Acer Reveals ‘ConceptD OJO’ 4K Windows VR Headset

    4K resolution, a detachable design, and manual IPD adjustment included. Acer has just unveiled its latest Windows Mixed Reality headset, the ConceptD OJO. Revealed during the company’s annual “next@acer” conference earlier today, the headset will launch alongside their new professional computer lineup, ConceptD. According to Acer, the ConceptD OJO will feature 4K resolution with via

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  • Seeking Dawn PSVR Port Canceled Because ‘Graphics Are Just Not There’
    Seeking Dawn PSVR Port Canceled Because ‘Graphics Are Just Not There’

    Multiverse have officially canceled the PSVR port of their ambitious and demanding co-op VR shooter Seeking Dawn. More details inside!

    The post Seeking Dawn PSVR Port Canceled Because ‘Graphics Are Just Not There’ appeared first on UploadVR.

  • Acer Announces Windows VR Headset With HP Reverb Resolution And IPD Adjustment
    acer 4k windows mr headset

    During the company’s annual “next@acer” conference, Acer announced a new Microsoft-based headset with 2K per eye (4K overall) resolution and physical lens separation adjustment.

    High Resolution, IPD Adjustment

    Called ConceptD OJO, the headset uses dual 2160×2160 LCD panels. That means they might be the same panels used in the HP Reverb. Whereas the Reverb’s lenses are fixed in position, however, Acer’s headset allows you to adjust them for your interpupillary distance (IPD).

    Different people have different distances between their eyeballs. If a headset’s lens separation is too different from your IPD, research indicates some people could experience blur, eyestrain, distortion and it might even make some people feel sick. This could make the ConceptD OJO a welcome alternative to Reverb for users with a narrow or wide IPD.

    Audio, Detachability, Inside-Out Tracking

    The headset features integrated headphones. Acer describes it as having “built-in sound pipe technology”. We’re not sure whether this refers to a secondary audio system when the headphones are removed. It could simply mean the headphones work without touching the ear.

    Like the OJO 500 announced back in August, the ConceptD OJO has a detachable design. The lenses and display can be detached from the unit. This seems to be intended for arcades and enterprise demos where the headset needs to be cleaned regularly for hygiene reasons.

    As with all Windows MR headsets, the ConceptD OJO uses two front facing cameras for “inside-out” positional tracking. These same cameras track LEDs on the controllers. This makes for an easy and portable setup, but controller tracking range is relatively limited.

    Pricing, Market

    Acer haven’t announced a price yet, but the product is targeted at “creators”, so expect a higher price than the original 1440p fixed IPD Acer headset. It’s not clear yet whether the old headset will be discontinued or kept around as an affordable alternative.

    The Reverb is priced at $599, so it’s possible Acer’s headset will be higher given the extra features. We’ll update you whenever Acer provides further information on this exciting new headset.

    Tagged with: acer, pc vr, windows mixed reality

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  • Nintendo Labo VR Includes A Virtual Boy Easter Egg

    Immerse yourself in the horror that was 90’s virtual reality. Nintendo Labo VR is set to hit store shelves tomorrow and the reviews so far have been positive overall. As passionate YouTubers and Nintendo fanatics dig into the meat and potatoes of the new VR Toy-Con Kit, some are discovering humorous easter eggs scattered throughout

    The post Nintendo Labo VR Includes A Virtual Boy Easter Egg appeared first on VRScout.

  • Sony Files Patent For In-VR Esports Tournament Spectator System
    sony esports patent

    Own a PSVR? One day you might be able to spectate esports leagues from inside virtual reality.

    Sony recently filed a patent application titled “Spectator View Into An Interactive Gaming World Showcased In A Live Event Held In A Real-World Venue”. The patent describes using an array of cameras to make the VR user feel as if they’re attending the tournament.

    The cameras and microphones would be embedded in the seats themselves. A proximity sensor in the seats could tell whether real people are sitting in the seats, so as to not use those for broadcast.

    The patent also describes letting the VR user see inside the game being played. Imagine toggling between being in the audience and being in the game. It additionally envisions hybrid modes where elements of the game appear in a virtual augmented reality view around the arena.

    Esports is a huge industry with the largest matches being watched by tens of millions of viewers. The ability to virtually sit in the audience could get a lot of new buyers into VR. Facebook streams live events in VR with Oculus Venues and that includes a crowd, but that’s been focused on physical sports. Arguably the overlap of people interested in VR and esports is larger than that of traditional sports.

    Valve added a spectator mode to the DOTA 2 international championships, but Sony’s approach adds a large audience too.

    Which exact events would be streamed is unclear, but some images in the patent show the text “PlayStation Plus League” implying that Sony could use virtual reality to boost their own services too.

    Tagged with: Esports, PlayStation VR, sony

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  • A Chair In A Room: Greenwater Gets PSVR Release Date This Month
    A Chair In A Room: Greenwater Gets PSVR Release Date This Month

    A Chair in a Room: Greenwater is finally coming to PSVR later this month and will support both DualShock 4 and PS Move controller input methods.

    The post A Chair In A Room: Greenwater Gets PSVR Release Date This Month appeared first on UploadVR.

  • DCS World Developer On Oculus Rift S Cockpit Resolution: “I Can Read EVERYTHING”
    dcs world cockpit view

    DCS World Senior Producer Matt Wagner now has an Oculus Rift S, and he seems highly impressed with its improved resolution over the original.

    DCS (Digital Combat Simulator) World is a combat flight simulation game. You pilot a range of military aircraft in training and combat simulations. The base game is free-to-play and includes two aircraft — a modern ground attack jet and a World War 2 era trainer. Other aircraft are purchased as DLC. DCS is highly realistic, aiming to accurately simulate every detail of the cockpit of the aircraft it offers.

    Wagner took to the sim’s forums to share his impressions of using Rift S in DCS:

    Based on the previews I’ve been reading from GDC, I was expecting more of a lateral quality move, with added inside-out tracking.

    However, compared to the Rift, I’m seeing a significantly higher resolution in DCS World where instrumentation is much easier to read, as well as spotting units outside the cockpit. Looking around the Hornet cockpit, I can read EVERYTHING. I’m very impressed with the DCS World experience in the Rift S.

    Inside-out tracking has been flawless for me, and Rift S setup could not be easier.

    If you are a Rift owner, I’d certainly suggest taking a very hard look at the Rift S; I find the experience considerably better.

    Wagner said he was not asked by Facebook to make his comments, nor was he compensated, “I’m just a bit giddy after just flying with it.”

    When asked if he noticed the refresh rate reduction from 90Hz to 80Hz, he responded that he sees no difference.

    The upcoming HP Reverb headset should provide an even higher resolution, but Wagner says he hasn’t had a chance to try it yet.

    Subpixels: RGB vs PenTile

    The Rift S headset boosts the 1200p resolution of the original to 1440p. That on its own shouldn’t be major — the reason for the “significantly higher resolution” Wagner is seeing is likely due to the change in subpixel type.

    Each “pixel” in a display is actually made up of subpixels- usually three (red/green/blue). The original Rift’s panels however, like almost all OLED panels, use the “PenTile” subpixel system. PenTile has the full number of green subpixels, but only half the number of blue and red subpixels.

    Image from Note that this depicts equal resolution, so the difference for Rift S will be greater.

    Rift S uses an RGB LCD panel. While LCD can’t deliver the true blacks of OLED, it has the advantage of having the full three subpixels per pixel. This means that clarity of details like text and cockpit instruments should be significantly better.

    Overall, Rift S has more than twice the number of subpixels as the original Rift.

    VR Performance Update

    But what about the promised 50% VR performance improvement? Wager says it’s “coming”. The Caucasus map has already been done and other maps will be next. The improvements will be released in a future Open Beta. We can’t wait to try it.

    With Rift S, HP Reverb, and the VR performance update on the horizon,

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  • Star Wars: Secrets Of The Empire ‘Essentially Sets Up’ Vader Immortal
    Star Wars: Secrets Of The Empire ‘Essentially Sets Up’ Vader Immortal

    More clues about what to expect from the upcoming Star Wars: Vader Immortal may rest within another VR story from ILMxLAB.

    Star Wars: Secrets of the Empire, the excellent location-based VR experience from The Void, apparently sets up the upcoming VR series. That is according to Vicki Dobbs Beck, Executive in Charge at ILMxLAB, who recently spoke at GTC 2019 (as reported by Den of Geek). Beck described the link between Secrets of the Empire and Vader Immortal as a “foray into connected stories.”

    “So Star Wars: Secrets Of The Empire essentially sets up Vader Immortal,” Beck explained. “Whereas in Secrets Of The Empire you were on an outpost on Mustafar and you could see Vader’s Monolith in the distance, now you’ll have the opportunity to go into the Monolith and engage with Vader on his home turf, not to mention have the opportunity to wield a lightsaber.”

    Indeed, Secrets of the Empire does take you to the fiery planet on which Darth Vader was born. In the experience, you are part of a group of Rebels disguised as Stormtroopers. You’re on the hunt for an Imperial shipment containing a mysterious item.

    Quick note: we’ll detail spoilers from this point on. Go see Secrets of the Empire if you haven’t!

    After shooting your way through the base you discover what’s inside; a new kind of lightsaber. Vader himself stops you from retrieving it before you make a desperate escape.

    Could this new type of weapon be central to Vader Immortal’s story? We know that the experience will offer a lightsaber battle of some kind so it’s very possible. We’ve also theorized about a new villain that could make his debut in the piece.

    We’ll likely have our answers tomorrow. Vader Immortal is set to be revealed in full at a panel at Star Wars Celebration in Chicago tomorrow. We’ll have more details then. The app is due to launch on Oculus Quest this year.

    Tagged with: Star Wars: Secrets of the Empire, Star Wars: Vader Immortal

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  • Preview: The Spy Who Shrunk Me VR – One to Grow Into Rough around the edges, there’s certainly potential.
  • Harmonix Adds Official Modding Support for Audica The modding community now has a platform to showcase their talents.
  • Editorial: Oculus Cross-Buy Strategy Is Facebook’s Path To Platform Lock-In
    Editorial: Oculus Cross-Buy Strategy Is Facebook’s Path To Platform Lock-In

    Facebook is on the path to platform lock-in with Oculus Quest.

    In case you are unfamiliar with the concept, “customer lock-in” is an economics idea that “makes a customer dependent on a vendor for products and services, unable to use another vendor without substantial switching costs.”

    With the standalone Oculus Quest, Facebook is funding Oculus Studios projects for both Oculus Quest and Oculus Rift and enabling cross-buy between them. For people who own both an Oculus Rift and Oculus Quest, this means the same Facebook-funded title should be playable on either headset with a single purchase. Third-party studios not funded by Oculus can also opt into the feature should they so choose.

    It makes sense strategically — the move is a good one short-term for people buying any of Facebook’s low-cost headsets. If you’re an Oculus Rift owner today, for example, and you’ve purchased Apex Construct you should find the game already waiting in your library when you buy a Quest. Great, right?

    Short term? Sure.

    Long-term? That’s a bit more complicated.

    Steam’s PC Store vs Oculus’ VR Store

    Valve Corporation’s Steam is the storefront of choice for millions of gamers with PCs. Valve is a privately owned company based in Bellevue, Washington and, in 2016, it partnered with HTC to invest in the launch of a VR headset that would encourage people to use Steam to purchase VR games.

    Critically, owners of Facebook’s Oculus Rift headset (and Microsoft’s Windows VR devices) could also play games from Steam through a Valve-controlled software bridge. If you owned an HTC Vive you could buy games from either Valve or from HTC’s Viveport and play them on the headset. If you owned a Rift, you could buy and play games from Oculus, Steam, or HTC.

    Essentially, Valve established Steam as the default place for people to buy VR games because that’s where they already bought their PC games. The only exceptions to this, generally speaking, are Rift owners who buy their content from Oculus because it is the default store. The bottom line? Oculus essentially made their store a walled garden for Rift while Valve made Steam a place for all PC VR headsets.

    Facebook, meanwhile, paid for a number of exclusive games like Robo Recall and Lone Echo to be sold only via the Oculus Store. Games on the store only officially work for Facebook headsets. A hack called “Revive”, though, made it possible for some Vive owners to run Oculus-exclusive content they purchased from Facebook.

    How Oculus Quest Changes The Game

    Things are changing in Facebook’s strategy after the departures of Oculus founders Brendan Iribe and Palmer Luckey.

    In Blake Harris’ book The History Of The Future a set of emails are disclosed offering insight into Facebook CEO Mark Zuckerberg’s strategy in VR and AR. According to the book, Zuckerberg was in favor of a “closed” approach to the Rift while Oculus leaders pushed for more openness. An email in the book attributed to Brendan Marten, Facebook’s head of finance for AR/VR, provides a sense of Zuckerberg’s strategy in 2015.

    From the book:

    Zuckerberg “sees that there are risks to closing the platform,

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  • Here’s How VRChat Worlds & Avatars Will Work On Oculus Quest
    vrchat thumbnail

    VRChat today released the requirements for Oculus Quest compatible worlds and avatars. VRChat is a large scale social VR app with lots of user-created and uploaded custom content. It could be thought of as a preliminary metaverse.

    The platform was announced for Quest 2 weeks ago. However no specific details were given at the time as to what content Quest players will be able to access.

    We now know that worlds and avatars must have a Quest optimized version in order for Quest players to be able to join or use them. Content creators upload two versions of the same content, one for PC and another for Quest.

    If a world has a Quest version, Quest players will be able to join it and cross-play with PC users in the PC version. The “versions” refer to the graphical assets served, they are not separate instances. PC players and Quest players will see and hear eachother.

    Quest players will not be able to join PC-only worlds, and will not be able to see PC-only avatars. These requirements shouldn’t affect PC players, as they will still see the PC version of the content.

    Interactions, triggers, colliders and physics settings must be the same on both versions. However geometry, lighting, textures, materials, audio sources, and particles can and must be different.

    It’s possible to make Quest-only worlds and avatars, but we can’t see a reason why anyone would do this.

    While the following values are technically not required, VRChat states that “if your content goes over these numbers, they may not show in the application at all.”

    World Requirements

    Here are the recommended numbers for Quest versions of worlds:

    Players in Room: ~10
    PolyCount: 50,000 or less
    World Size: 20mb or less
    Draw calls: 50 or less
    Audio sources: 3 or less

    Custom shaders and post processing are not supported at all on Quest.

    It’s highly recommended not to use real-time shadows, lots of particles, or lots of physics objects. Lighting should be baked, static, and dynamic batching should be used, and mobile versions of shaders.

    Avatar Requirements

    Here are the recommended numbers for Quest versions of avatars:

    PolyCount: 5K or less
    Material Count: 1
    Draw calls: 3 or less
    Bone Count: 66 (Standard Humanoid)

    Dynamic bone, cloth, lights, and audio sources are not supported at all on Quest.

    It’s highly recommended to use atlas textures, combine meshes, use lower resolution textures, limit transparency FX, and use mobile versions of shaders.

    Oculus Go For Testing

    To allow creators to test their content in time for Quest release, VRChat has developed a temporary Oculus Go client. Go uses a slightly weaker processor than Quest, but similar enough that it can be used for this purpose.

    VRChat has no plans for a consumer client for Go and will be deprecating it when the platform launches on Quest.

    Hopefully this Go testing process will allow plenty of worlds and avatars to be ready for Quest by the time of release. Creators can sign up for access to the Go build here.

    Tagged with: Oculus Quest, VRChat

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  • I Expect You To Die to Feature Cross-Buy Support for Quest Oculus Quest's launch day can't come soon enough.