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  • Polished VR Adventure Witching Tower Is PSVR-Bound
    Polished VR Adventure Witching Tower Is PSVR-Bound

    More medieval battles await PSVR fans in the near future.

    Witching Tower, a wholly likable VR action adventure game, is making its way to Sony’s headset. Developer Daily Magic Productions revealed as much in a recent Steam update. Last week the developer issued a huge patch for the game that improved combat and locomotion systems.

    “Today we released the latest update in Steam (In HTC and Oculus stores a bit later),” the studio wrote. “Not that it is the last, but it’s not worth waiting for updates in the near future. We will be fix only critical bugs. Now we must fully concentrate on porting Witching Tower to PSVR. We plan to update the game after the release of the game on the PlayStation Store.”

    The team didn’t say when to expect the console version of the game to hit. Still, we’ll look forward to Witching Hour’s PSVR release. The game’s set in the midst of an Undead War and has you battling monsters. You’ve got the usually VR arsenal: swords, bows and magic. Expect the PSVR version to benefit from the work the team has done on the PC version since launch.

    “It’s got a few idiosyncrasies with its controls that need to get ironed out, and it would feel better with free movement, but Witching Tower is an okay hack-and-slash bolted on top of a nicely spooky horror-themed adventure,” we said in our review of the game. “It’s good for a solid, creepy weekend of puzzles, and is likely going to clean up at VRcades.”

    Tagged with: action-adventure, PSVR, Witching Tower

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  • Dead and Buried II Will Offer Cross-Platform Play Between Oculus Quest and Oculus Rift S It'll be available in Spring 2019.
  • Cave Digger Emerges On US PSVR Next Week, Expansion Announced
    Cave Digger Emerges On US PSVR Next Week, Expansion Announced

    MeKiwi will send VR fans back down into the mines next week when Cave Digger finally arrives on PSVR.

    The VR mining game (yes, it really is a VR mining game) hits Sony’s headset on March 25th. Eagle-eyed fans will know the game already launched in the UK last week, but it’ll catch up with a wider EU and US release then. The PSVR version requires a PlayStation Move controller. MeKiwi confirmed to UploadVR that the console edition comes with the game’s previously-released DLC too. Check it out in the trailer below.

    The PSVR version features all of the same content seen in last year’s PC VR release. In Cave Digger VR you journey down into the mines in search of gold and other treasures. As you collect lucrative materials you can spend cash on upgraded gear like drills and dynamite. New items will let you collect new materials like oil, too. The game features eight different endings to uncover as well as a competitive mode to test your skills in. And who said VR doesn’t let you live out your dreams?

    Not only that but a new expansion pack is on the way too. MeKiwi COO Jani Kaipainen explained that the expansion will add several hours worth of gameplay and completely new mechanics to the game. Exact details are being kept under wraps for now but it will be free for all players from PSVR to PC VR.

    Cave Digger costs £7.99 in the UK, so expect the US pricing to come in around the $10 mark.

    Tagged with: Cave Digger, PSVR

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  • Turtle Rock Studios Working on Journey of the Gods for Oculus Quest From the studio that created Face Your Fears.
  • GDC 2019: Oculus Reveals ‘Dead And Buried II’, Cross-Platform Play Between Quest & Rift S

    The sequel to Oculus Touch launch title features new modes and a social hub. This years Game Developers Conference has been a big one for Oculus as the company makes the announcement of their Oculus Rift S headset alongside a heap of information regarding long-awaited titles, such as Owlchemy Labs’ Vacation Simulator, Coatsink’s Stormland, and

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  • GDC 2019: HTC Announces Lip-Tracking Dev Kit For Vive Pro

    Say cheese, facial-tracking is heading to Vive Pro & Vive Pro Eye. This week HTC Vive America’s Vice President of Product and Operations–Vinay Narayan–revealed plans for a developer kit that adds lip-tracking capabilities to the HTC Vive Pro & Vive Pro Eye. During their presentation, Narayan confirmed the upcoming release of an seperate detattachable module

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  • Space Junkies’ Cross-Platform Open Beta Weekend Starts Tomorrow The official launch takes place tomorrow.
  • Trover Saves The Universe no Longer PlayStation VR Exclusive, PC Version Confirmed There's still no release date yet.
  • GDC 2019: Oculus Rift S Officially Confirmed, Arrives Spring 2019

    Oculus’ latest PC VR headset features a higher resolution and five camera inside-out tracking. After months of speculation, Oculus has officially unveiled the latest addition to their hardware lineup, Oculus Rift S. Announced earlier this morning at GDC, the PC VR headset–codesigned by Lenovo–will feature a higher resolution than the Oculus Rift (1280×1440 per eye),

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  • Shadow Point Is A Brand New VR Puzzle Game Starring Sir Patrick Stewart
    Shadow Point Is A Brand New VR Puzzle Game Starring Sir Patrick Stewart

    It’s common knowledge that Sir Patrick Stewart makes basically anything better. Captain Luc Picard’s dulcet tones, polite mannerisms and ‘oh you’ humor make him one of the best people on the planet. Good news, then, he’s coming to VR.

    Sir Patrick will star in Shadow Point, the latest game from UK-based Coatsink. You’ll know the team for its work on the Esper series and Augmented Empire as well as last year’s They Suspect Nothing. Shadow Point is a return to the team’s VR puzzling roots. It’s a story-driven puzzle game in which players explore a fantastical kingdom with the help of an observatory. You’re on the hunt for Lorna McCabe a missing schoolgirl that disappeared some 12 years ago.

    Coatsink is staying coy on Sir Patrick’s role right now. He does, however, feature in this brief gameplay clip. It shows the player transitioning between two worlds using an eyeglass. Meanwhile in the next clip, Sir Patrick introduces us to one of the game’s puzzles. It looks like Shadow Point will rely on brain teasers that use optical illusions to keep us guessing. That’s quite a promising concept for a VR game.

    It’s not the first time Coatsink has worked with all-star talent. Previous VR games have included other British icons like Nick Frost and Jim Broadbent. Think of them as the affectionate British aunty of the VR industry.

    Shadow Point is coming soon to Oculus Rift S and Oculus Quest. Coatsink hasn’t confirmed if the game will support cross-buy, but it’s certainly a good candidate.

    Tagged with: Coatsink, Shadow Point

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  • Epic MegaGrants is a new $100,000,000 Initiative by Epic Games The company has also announced Epic Online Services.
  • Shadow Point is the Latest VR Title from Augmented Empire Developer Coatsink Oculus announced it as part of GDC 2019.
  • GDC 2019: Asgard’s Wrath’s Bloody Combat Made Me Feel Like A Badass Gladiator
    GDC 2019: Asgard’s Wrath’s Bloody Combat Made Me Feel Like A Badass Gladiator

    At GDC 2019 we got the chance to go hands-on with Asgard's Wrath, one of the most delightfully gory and bloody VR games we've seen to date.

    The post GDC 2019: Asgard’s Wrath’s Bloody Combat Made Me Feel Like A Badass Gladiator appeared first on UploadVR.

  • Oculus Rift S Hands-On: Facebook’s New PC VR Headset Takes Small But Important Steps
    Oculus Rift S Hands-On: Facebook’s New PC VR Headset Takes Small But Important Steps

    Five years ago Mark Zuckerberg directed Facebook to purchase Oculus VR for $3 billion.

    This was the state of consumer VR in 2014.

    In 2016, the first consumer Rift shipped for VR-ready PCs.

    Facebook encountered fierce competition. Valve Corporation powered HTC Vive with its innovative “room-scale” Stream VR Tracking technology.

    Vive was $800 when it launched, enabling free-movement over larger spaces with hand controllers included.

    In 2017, Microsoft equipped PC manufacturers with the tracking technology it pioneered on the original HoloLens AR headset. HP, Lenovo, Acer, Samsung and others shipped a series of dual-sensor, easy-to-setup VR headsets. Two-forward facing sensors on these headsets find position and also track controllers.

    Oculus Rift added Touch controllers in December 2016.

    Three years of work and Rift S is the headset Facebook’s VR leaders landed on to replace its market-leading device.

    How does it stack up?

    We went hands-on with the headset and have our first impressions.

    Rift S: The Best Of…Which Worlds?

    The original Rift can be very frustrating. It needs four unused USB ports to deliver room-scale VR using three sensors.

    With Rift S, only one USB slot is needed for room-scale VR. That’s a dramatic difference in setup complexity. Inside the headset, the light from the Rift’s display tends to catch the lenses in distracting ways. Early buyers called them “god rays”. The issue seemed to be no more in Rift S. The updated display and optics provided a huge boost to clarity overall. The screen door effect is greatly reduced.

    PlayStation VR

    PSVR is regarded by many as the most comfortable fit of the three major wired VR headsets to debut in 2016. Lenovo licensed the approach from Sony late last year, stating the “preeminence of the PSVR design is obvious.”

    Rift S

    That familiar “halo” design is now part of Rift S. Simply turn the knob at the back of your crown to tighten the headset’s fit. There’s a button on the front of the headset that allows for adjustment of the distance to your face. Facebook representatives said weight is distributed better compared with Rift, but Rift S weighs a little more overall.

    Facebook’s provided specifications say Rift S displays 80 frames per second. That’s a very notable decrease from 90 FPS in Rift and Vive. That said, I couldn’t spot the difference in my limited time with the device. Rift S also lacks mechanical adjustment for interpupillary distance (IPD) — something that was included on the original headset.

    Visually, Rift S paired with a brief demo of Asgard’s Wrath showed me some of the richest visuals I’ve ever seen in VR. The shiny hilt of a sword, undulating waves of a stormy sea, and the rainbow colors of the bifrost all seemed more vibrant and detailed than anything I’d seen before in a VR headset, and most certainly far better than anything I’ve seen previously in an original Rift. Some combination of the higher resolution Rift S display, improved optics, high-end graphics card and AAA-level content provided a stunning view that raised the bar visually for me.

    Note, though, that I haven’t tried the

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  • GDC 2019: Oculus Explains Why Rift S Doesn’t Have Mechanical IPD Adjustment
    GDC 2019: Oculus Explains Why Rift S Doesn’t Have Mechanical IPD Adjustment

    Facebook’s new VR headset, Oculus Rift S, brings a lot of additions to the table. But it’s also taking away a few things over the original Rift. One such feature is the ability to adjust the interpupillary distance (IPD) mechnically.

    IPD simply refers to the distance between your eyes. Everyone has different measurements and that can change how we all perceive the 3D effect inside VR. On the Rift, you could adjust the screens to your IPD with a slider at the bottom of the screen. On Rift S, however, Oculus is changing that up for a digital solution. But why get rid of the mechanical solution in the first place?

    “Experience and cost are the two main trade-offs. Basically, when it comes down to it, ultimately what we decided to do is go with this LCD panel, single LCD panel,” Oculus VP of Product Nate Mitchell told UploadVR.

    “So you need two screens to do the mechanical IPD adjust, so that wasn’t enough. You can do some things like we could have had an adjustment for the optics but what we’re going with a digital IPD adjust where you actually adjust the IPD in the settings and then we adjust the images on the screen.”

    Mitchell suggested this option might be something you access on Oculus Dash. He also noted that this solution might not be “perfect for everyone” but, then again, neither was the original solution. “We actually have a problem with IPD adjust in that a lot of users don’t understand how it works, what it does, so often at times what they’ll do is set the wrong IPD anyway,” he added.

    “Now, all that said, we still want to be supporting everyone,” Mitchell concluded. “Quest features IPD adjust, just on Rift S it ultimately didn’t make sense to include.”

    Rift S launches this spring for $399.

    Tagged with: IPD, ipd adjustment, nate mitchell, oculus rift s

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