• How To Fix Many Oculus Rift S Tracking Problems And Blackouts
    oculus rift s

    The Oculus Rift S was released this week. However, some owners are experiencing tracking problems and other USB related issues such as blackouts.

    The Rift S uses five onboard cameras for tracking. While some preprocessing seems to be done on the headset, the Rift S still pushes USB 3.0 to the limits. USB 3.0 is a widely used standard, but not all USB 3.0 controllers properly support it. This means that some motherboards may have issues.

    If you’re having tracking issues such as the headset or controllers freezing in place, or you’re experiencing periodic “blackouts”, try one of these five potential solutions. We recommend trying them in order, as we’ve ordered them from the least time & effort required to the most.

    Turn Off USB Power Management

    Windows has a feature which cuts power to USB ports it doesn’t think are being used. The problem is, sometimes this triggers a false positive and shuts down the USB port your VR headset is using.

    To find the overall setting for this, search for ‘Edit power plan’ in the Start menu. When it opens, click ‘Change advanced power settings’:

    Now expand USB Settings and turn off USB Selective Suspend:

    Next you’ll need to disallow Windows from turning off the Rift S specifically. Right click the Start button and click ‘Device Manager’. Expand ‘Universal Serial Bus controllers’ and right click each instance of ‘Rift S USB Hub’ then open Properties.

    In the Power Management tab, uncheck ‘Allow the computer to turn off this device to save power’:

    You should also do this for all Hubs with ‘3.0’ or ‘SuperSpeed’ in the name, such as ‘Fresco Logic USB 3.0 eXtensible Host Controller’.

    Try Every USB Port

    Almost all motherboards have more than one USB controller. Different USB ports on it may be connected to different USB controllers.

    The easiest way to find out which USB controller will work is to simply try plugging the Rift S into every USB port and seeing which has issues and which doesn’t. Strangely, one user had success with plugging it into USB 2.0 for around 30 seconds and then back into USB 3.0.

    You may want to take a picture with your phone each time you change the port to more easily remember which ones you’ve already tried.

    Note that you should also disconnect and reconnect the DisplayPort cable every time you switch USB port.

    Reseat The Cable

    While it may seem hard to believe, some issues are just caused by the cable being loose. This can be either on the PC end or the headset end.

    On the headset end you need to detach the facial interface to access the cable.

    Make sure to disconnect the cable for five seconds before plugging it back in. This should also be done on the PC end, and here the USB port should be plugged in for five seconds before the DisplayPort.

    Repair The Oculus Software

    Some tracking issues are actually caused by a corrupt install of the Oculus software. This can be solved with a repair.

    Go to

    Click ‘Download Oculus Rift Software’ then run the downloaded file

    Click Repair

    Don’t worry,

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  • A Next-Gen PlayStation VR Could Feature Wireless, Eye-Tracking & Better Resolution Sony Hints Global Head of R&D at PlayStation discusses the future of VR.
  • Resident Evil Dev More Interested In PSVR 2’s Convenience Than Specs
    Resident Evil Dev More Interested In PSVR 2’s Convenience Than Specs

    As excited as we are for PlayStation 5, we’re more excited about PSVR 2. We already know Sony’s next-generation console will run the original headset. But numerous patents, executive comments and strong sales suggest we’ll see a true successor too. For the developers of one of PSVR’s biggest games, though, PSVR 2’s convenience will be more important than its specs.

    Capcom Head of Consumer Games Development Division 1 Jun Takeuchi reportedly said as much. In a recent interview with Japanese publication, Weekly Famitsu (as translated by Twinfinite), Takeuchi said he was more interested in how PSVR will evolve in convenience than specs. He believes the headset will deliver better framerates but wants to see it become more user-friendly too.

    Get Comfy

    The current PSVR is arguably one of the most comfortable VR headsets available today. However its single-camera tracking system can be awkward and its lengthy wires leave a mess of cables. In contrast, Oculus just launched a standalone headset named Quest. It’s a good example of how PSVR 2 could improve on accessibility.

    Among other projects, Takeuchi is a producer on the Resident Evil franchise. 2017’s Resident Evil 7 featured full support for PSVR and remains one of the headset’s best and most polished games. Sadly this year’s Resident Evil 2 remake didn’t support VR. Hopefully, though, whatever improvements Sony does make convinces the studio to work with the headset again.

    As we said earlier, we’ve seen plenty of patents for PSVR. Some suggest the headset will be wireless. Others point towards new controllers and expanded features. Sony will have to strike a delicate balance in improving the next headset’s core features whilst improving its ergonomics and finding a price that’s right for customers.

    For now, we know that PS5 isn’t coming this year. That means that PSVR 2 is, at the very least, a year out. Personally, we’d bet it’ll be even longer than that.

    Tagged with: capcom, PSVR 2, Resident Evil 7, VR Headset

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  • Killing Floor VR Update Introduces Espire 1 Features
    Killing Floor VR Update Introduces Espire 1 Features

    Well here’s a funny one. Killing Floor: Incursion, a VR spin-off of the popular horror shooter series, just got an update. Inside is a new feature first made for an entirely different upcoming VR game.

    Update 1.06 on Rift/Vive and 1.05 on PSVR adds the ‘Espire Control Theater system’. That refers to Espire 1: VR Operative, an upcoming VR stealth game. Killing Floor developer Tripwire is publishing the game (which is being made by Digital Lode).

    An update for @KillingFloor Incursion is going live! This update brings the @EspireVr Control Theater and a new Free Move system to the game!

    — Tripwire Interactive (@TripwireInt) May 22, 2019

    In Espire 1, the Control Theater is mapped to the user’s tracking setup. The game has players pilot humanoid drones for sneaking via advanced virtual reality. The idea being that the player themselves is an actual character in the real world, controlling a drone in the virtual one. When a player uses artificial locomotion (walking using sticks or touchpads) their field of view is restricted to keep players comfortable.

    Killing Floor might not have the same story context but Tripwire’s included it all the same. To keep the game inline with the new feature, Tripwire has changed locomotion to a physics-based system, too. It’s also reworked the game’s levels to accommodate this.

    Espire 1 is due to launch on Rift and Vive later this year. We’ve been really impressed by what we’ve seen of the game so far. If you’re looking for more VR stealth, a new Oculus Rift/Quest exclusive from nDreams might be up your street.

    Tagged with: Espire 1: VR Operative, Killing Floor: Incursion

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  • Fundamental Surgery now Used in St George’s University Hospitals’ Training Programme The hospital uses the platform for its spine and orthopaedic training.
  • PlayStation R&D Head Outlines ‘Next-Gen’ VR Headsets: Increased Resolution, Wider FOV, HDR, Wireless, Eye-Tracking

    Of all of the major VR headsets on the market today, Sony’s PSVR stands to gain the most from an upgrade. But what might we see in a next-generation PSVR? Senior vice president of R&D at Sony, Dominic Mallinson, has some ideas, and they’re pretty exciting.

    Mallison held a session at the Collision 2019 in Toronto this week, as covered by VentureBeat. There he talked about what to expect from the next generation of VR headsets. To be clear, he didn’t specifically confirm the features in question would appear in the unannounced PSVR 2. That said, this is likely as good an indicator of what you’ll see in the headset we’ve yet seen.

    Roughly Double Resolution And HDR

    For starters, Mallinson said he expects the resolution in the “next set of VR products” to “roughly double” in pixel count. Current VR headsets use high definition displays that allow us to peer into virtual worlds. But, with more pixels, devices can cut down on the dreaded ‘screen door effect’, a term which refers to seeing the lines between pixels, distorting the image. PSVR currently uses a 1080p display but Oculus, HTC and Valve have already started improving resolution in their successive headsets.

    Not only that but Mallison expect to see high-dynamic range displays adopted in “the near future.” HDR brings a wider array of colors to our screens. “The human eye sees an enormous range of light from bright sunlight to deep shadow,” Mallison said. “Today’s VR panels only capture a tiny fraction of that. So in order to increase the sense of presence, I do expect to see HDR adopted in the near future.”

    120 Degree Field Of View

    The field of view (FOV) defines how much of a virtual world you can see. PSVR is said to have an FOV of around 100 degrees. Mallinson expects that to jump to around 120 degrees in the next generation of VR. He said the area has “diminishing returns”, likely referring to the issues that come with a wider FOV, like potentially feeling more uncomfortable when moving in VR.

    Optional Wireless

    This is an important one. Mallinson noted that user comfort is “incredibly important” to getting more people into VR. He sees the cable that connects a headset to a console/PC as a big hurdle. “So this is something that we have to solve in order to get wider adoption,” he said.

    But what does that mean? Would a new PSVR be an all-in-one headset like Oculus Quest, or could it run on a wireless network with a console? Mallinson suggested the latter but, crucially, also said this could be an option for consumers rather than a necessity.

    “That’s one easy way to do it. Here’s a wired headset,” he told VentureBeat. “You can take the wire and replace it with wireless. And then you can have a range. So you can have an introductory model and a high-end model. That’s something we’ve done with PlayStation 4. We could do that with PSVR.”


    Finally, we have one of the most sought-after innovations in

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  • Review: The Oculus Quest Is The Most Exciting VR Headset In Years

    A new era in VR technology arrives with the Oculus Quest standalone headset. The Oculus Quest shouldn’t exist—at least not at this price. First teased at Oculus Connect 3 in 2016 as “Oculus Santa Cruz,” the Quest has spent the last three years evolving into a jaw-dropping piece of technology that could end up defining

    The post Review: The Oculus Quest Is The Most Exciting VR Headset In Years appeared first on VRScout.

  • Oculus Rift S Split Screen VR Multiplayer – Arizona Sunshine Co-Op
    Oculus Rift S Split Screen VR Multiplayer – Arizona Sunshine Co-Op

    We're trying something special today with an Oculus Rift S split screen VR multiplayer livestream! David and Ian will be playing Arizona Sunshine.

    The post Oculus Rift S Split Screen VR Multiplayer – Arizona Sunshine Co-Op appeared first on UploadVR.

  • Pavlov VR Open Alpha Now Available On Oculus Quest

    One of VR’s most popular military shooters makes a surprise appearance on the Quest. After spending just a few hours with the Oculus Quest hardware, Pavlov VR developer David Villz (davevillz) confirmed yesterday via Twitter that the fast-paced multiplayer shooter will be heading to the standalone headset. Today, davevillz announced that Pavlov VR Quest, Open

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  • Intense Underwater Survival Game Freediver Launches Next Week
    Intense Underwater Survival Game Freediver Launches Next Week

    Evasion developer Archiact jumps back into the VR fray next week with its latest game, Freediver: Triton Down. It’s a very different game from its previous shooter.

    Freediver launches via Oculus Home and SteamVR on May 30th. That’s a full week from today, in case you hadn’t realized. It’s a pretty quick turnaround for Archiact; Freediver was only announced a month ago and Evasion launched in late 2018. Check it out in the 360 trailer below. If you want to see it in VR then grab a smartphone viewer or find a standalone headset with the YouTube app.

    Still, we’re quite intrigued by this one. Freediver is an underwater survival game that, unlike the excellent Subnautica, is designed specifically for VR. You find yourself aboard a research ship that’s slowly slipping below the surface. It’s a race against time to navigate your way through the ship, fighting for oxygen where you can.

    The game makes use of VR’s motion controls, getting players to physically swim through their environment. That sounds like it could be exhausting, but we’ll have to get our hands on it to find out.

    It looks a little claustrophobic and mightily intense. Quick gasps of air are stolen in ventilation shafts and dim corridors are lit up with faint glow sticks. We wouldn’t exactly call it cozy, but that’s kind of the point. The game’s being developed in Unreal Engine 4.

    Freediver: Triton Down will support the HTC Vive and Oculus Rift at launch. It’ll cost $8.99. No word yet on possible support for PSVR, Oculus Quest and the upcoming Valve Index.

    Tagged with: Archiact, Freediver: Triton Down

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  • How Facebook Built Oculus Quest, The Product It Thought Might Be ‘Impossible’
    oculus quest insight

    The Oculus Quest room scale standalone headset launched this week. In a Facebook post, Facebook’s CTO Mike Schroepfer revealed that the company initially had “vigorous debates” about whether the product would even be possible:

    I remember the vigorous debates about whether it was possible to build the product. Inside-out tracking was in the research phase and the idea of doing it on a mobile chip was thought impossible by many. Now the product “just works.”

    Schroepfer reports directly to Mark Zuckerberg. Even Facebook’s VP of VR/AR, Andrew Bosworth, reports to Schroepfer, not Zuckerberg directly.

    This quote hints at the long development cycle of Quest, a product that was in development for years, hinging on breakthrough technologies that didn’t exist when it was conceived:

    Quest Was Always The Goal

    Oculus Quest has been in the making for over three years now, but a product like it has been the general goal of Oculus for much longer.

    In a video interview with Kotaku in 2012 (before even formally joining Oculus) now CTO John Carmack described a headset that would use “mobile phone hardware” and cameras for positional tracking, with no wires. In a 2013 interview with Endaget, now at Oculus, Carmack even described this ideal headset as running a version of Android.

    When the Rift and Touch hardware were finalized in 2015, Oculus began an ambitious project. The goal was to bring the same Rift+Touch experience, minus some graphical fidelity, to a completely standalone headset. The project would come to be called Project Santa Cruz. As Schroepfer stated this week and as Sean Liu stated at Oculus Connect 4, many at Facebook thought it was impossible.

    Inside-Out Tracking: A Research Problem

    One of the greatest challenges of Project Santa Cruz was getting high precision inside-out tracking for a headset and two controllers running on mobile hardware. In fact, getting it running at all was an unsolved problem to begin with.

    While today there are other standalone headsets with inside-out head tracking, none exist (other than Quest) that also use the cameras for controller tracking. The HTC Vive Focus Plus features 6DoF controllers, but they are tracked with ultrasonic hardware, not computer vision software. Like the Lenovo Mirage Solo, the cameras on the Focus Plus are only used for the headset itself.

    Microsoft introduced inside-out tracking to the VR market with Windows MR in late 2017, but this relies on the processing power of a PC.

    Back when Project Santa Cruz began high quality inside-out tracking was considered an area of research, not shippable technology. To build up a team to solve it, Oculus acquired a number of computer vision startups, including 13th Lab and Surreal Vision.

    Inside-Out Tracking: Possible On Mobile?

    Just before Oculus Connect 2 in 2015, Oculus founder Palmer Luckey stated “VR-grade inside-out tracking is not currently workable on mobile devices.”

    During the conference, Carmack elaborated on the difficulty of this problem, and criticized the company’s research focus over optimizing the core technology for mobile hardware:

    “It does not look good for making an inside out tracking system that doesn’t consume a whole lot of

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  • How To Transfer Screenshots And Videos From Oculus Quest To Your PC
    oculus quest

    In this guide we walk you through how to transfer video files and screenshots you took inside the Oculus Quest headset to your PC for editing and sharing.

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  • Final Assault Review: Brisk RTS Mechanics Make Great VR Strategy
    Final Assault Review: Brisk RTS Mechanics Make Great VR Strategy

    Final Assault is the latest big new RTS for VR headsets from Phaser Lock and it delivers the goods in an accessible format. Read our full review here!

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  • Disney, Sega Backed Location-Based VR Company Raises $7.8 Million
    Disney, Sega Backed Location-Based VR Company Raises $7.8 Million

    LA-based VR company Tyffon may be ready to take on the likes of The Void with its latest round of investment.

    The company just raised $7.8 million in Series A funding, Variety reports. The round was led by Tokyo Broadcasting System (TBS) but previous investors include SEGA SAMMY Holdings and The Walt Disney Company. It brings the company’s total amount raised to $12 million. Other investors include Mizuho Capital, Tokyu Recreation, and Canal Ventures.

    Tyffon specializes in location-based VR experiences it calls ‘Immersive VR Theme Parks’. It was born out of a 2014 Disney Accelerator program. Its location-based VR solution is called Tyffonium and consists of Vive headsets. Users wear backpack PCs and explore one of three VR experiences. Current experiences include a VR horror experience called Corridor, a fantasy attraction named Fluctus and a tarot card piece called Tarot VR: Voyage of Reverie.

    Tyffon also developed two AR experiences available on smartphones.

    Currently the company operations in two locations in Tokyo, Japan. However, Tyffon plans to expand on an international scale with this funding round. Plans include a new center in Santa Monica, California and a third in Japan. CEO Ken Fukazawa also told Variety they the company will “accelerator IP licensing activities with major Hollywood studios.” New mobile experiences are also in the works.

    Tyffon isn’t the only location-based VR company that Disney is backing. The company also supports The Void, which has produced VR experiences based on Star Wars and Wreck-It-Ralph. Perhaps with its current back we might see more Disney VR experiences out of Tyffon?

    Tagged with: disney, location based, Tyffon

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  • Palmer Luckey: ‘I Left Facebook Because I Got Fired, I Wouldn’t Have Otherwise’
    Palmer Luckey: ‘I Left Facebook Because I Got Fired, I Wouldn’t Have Otherwise’

    Palmer Luckey this week claimed in no uncertain terms that he was fired from Oculus owner Facebook.

    Luckey, a co-founder at Oculus and the inventor of the Rift, left Facebook in March 2017. This was following a 2016 story in which it emerged the then 24-year-old had given $10,000 to a pro-Trump group. He promptly stepped out of the limelight, disappearing from social media and skipping 2016’s Oculus Connect developer conference.

    At the time of his departure, Facebook declined to comment on if Luckey left voluntarily. As recently as last November, though, the company denied firing him for political views in response to a Wall Street Journal article claiming otherwise.

    “I Left Because I Got Fired”

    In a recent interview with CNBC, though, Luckey directly stated that he was fired. “I left because I got fired,” he said in response to questions about Facebook CEO Mark Zuckerberg. “I wouldn’t have left otherwise.”

    When asked outright why he was fired, he replied: “Oh no reason at all, California’s an ‘at will’ state, they can terminate me for no reason or any reason at all. Of course, I gave $10,000 to a pro-Trump group and I think that had something to do with it.”

    A recent book from author Blake Harris also gave an alleged account of Luckey’s departure, again claiming he was fired for his political views. Head of VR Product and Oculus co-founder Nate Mitchell issued a statement to the book saying it “is not always consistent with what happened.”

    Since Luckey’s departure other high-profile staff, including former CEO Brendan Iribe, have left Oculus. This week the company launched an upgraded version of the Rift called the Rift S. It also released and a new standalone headset named Oculus Quest.

    Luckey, meanwhile, now runs a defense technology company named Anduril Industries. Despite his departure from Facebook, he suggested that breaking up the company wouldn’t remedy recent issues in Silicon Valley. “I’m not convinced that getting rid of Mark is going to solve the problems,” he said.

    Tagged with: facebook, oculus rift, palmer luckey

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