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  • Community Download: What’s Your Dream VR Game?
    .hack//sign mmo vr game world anime

    Sit back and really think about this one for me: what is your dream VR game? Like, your ultimate fantasy.

    The post Community Download: What’s Your Dream VR Game? appeared first on UploadVR.

  • VR Game Releases For March 2019
    march 2019 vr game releases

    Here is your full break down of all the new VR games coming out in March 2019 for Rift, Vive, Windows VR, PSVR, and mobile.

    The post VR Game Releases For March 2019 appeared first on UploadVR.

  • ESL & Oculus Go Big For VR League Season 3

    VR League doubles-down with new games, more broadcasts, and bigger prizes. VR League, the first officially-recognized VR esports organizer, has once again returned for another round of pro-level competitive VR gaming. Last year’s tournament culminated in a thrilling battle between Onward most talented players as teams battled till the very last second for the title

    The post ESL & Oculus Go Big For VR League Season 3 appeared first on VRScout.

  • Virtual reality adds to tourism through touch, smell and real people’s experiences Virtual reality can be more than a mirror that gives you a realistic simulation of the current world: it can bring the past into the present.
  • Beat Sabers First Music Pack Arrives in 10 Days There's a nice new UI to enjoy to.
  • Beat Saber DLC Release Date Finally Revealed
    Beat Saber DLC Release Date Finally Revealed

    After months of waiting, the first Beat Saber DLC release date has finally been revealed. You don’t have long to wait.

    Developer Beat Games just confirmed that the first Music Pack lands on March 14th. That should be for all platforms including Oculus Rift, HTC Vive, Windows VR and PSVR. The pack will add ten new tracks to the rhythm action game. Beat Games didn’t reveal song names just yet. We don’t know how much it’s going to cost, either.

    🚨 WE HAVE THE DATE! 🚨 Our first Music Pack lands in Beat Saber on March 14th!

    See a little sneak peek to our updated UI so you can easily browse OSTs and upcoming Music Packs. pic.twitter.com/GiTLvAdBKG

    — Beat Saber (@BeatSaber) March 4, 2019

    In the tweet above, Beat Games did reveal a UI change for the game. It’s designed to let players easily access the different track lists for the game without interfering with those that don’t pick the DLC up. OST Vol. 1 and Vol. 2 are in plain sight along with extra like the recent League of Legends collaboration. A third tile has been blocked out. Any guesses for which new artists will join this pack?

    Beat Games is planning three premium packs in total. Beat Games previously pledged that new packs would be released much faster now that the development process is down. Elsewhere, the studio is working with Subpac to allow death players to play the game.

    With the Beat Saber DLC release date now out in the open, we move straight onto our next question: Quest version?

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  • Zero Caliber VR has the Oculus Store in its Sights This Month The tactical shooter will come with the latest Steam updates.
  • HTC Leaders Hope Modular Vive Cosmos Will Appeal To Multiple Markets
    Vive Cosmos controllers inside-out tracking VR headset

    Vive Cosmos, HTC’s newest consumer-driven VR headset, is designed to bring a new audience to VR. HTC leaders also want to reach people that find current systems inaccessible. That’s why it’s got inside-out tracking and improved design. It also has, in HTC’s words, Vive’s sharpest display yet.

    But VR enthusiasts won’t be left out of the mix.

    Vive General Manager Daniel O’Brien suggested as much to me at MWC this week. HTC still isn’t saying much about Vive Cosmos. I asked if HTC was working on another high-end headset for people who bought the original Vive. He suggested Cosmos is for those buyers.

    I also asked if the headset’s modular aspect would extend beyond platforms. Cosmos will run on both PC and, HTC hints, smartphones. O’Brien said yes, without saying much else.

    It is better if I just post the transcript rather than try and explain the tango for myself.

    O’Brien: Everything that you’ll see from us over the next couple of years, whether it’s on the enterprise and B2B side or whether it’s on the consumer side is just looking at the friction points and trying to take them away. That’s seamlessly how we’re trying to approach the market.

    Feltham: So I would say there’s these three categories at Vive right now, then. That’s the enterprise, Cosmos represents, you’ve said before, a chance to grab a new audience, people that aren’t into VR yet. and then there’s this thing in the middle which is what the original Vive is: high-end, gaming, enthusiast. Is that something that you’re still working on in the hardware side and we’ll see the next high-end, gaming, enthusiast headset?

    O’Brien: We’ve really approached Cosmos in a really interesting way and the story’s going to continue to evolve.

    Feltham: So could be the next high-end headset too?

    O’Brien: This is going to be a product that has scalability.

    Feltham: And that could go up or down?

    O’Brien: Yes. Across multiple customers. And we’ve approached that product really specifically to approach multiple markets and approach those problems.

    Feltham: What are the modular aspects? Would I be able to potentially swap out the screen one day?

    O’Brien: We’ll have more to say.

    Feltham: More than just what powers it?

    O’Brien: Yes.

    Feltham: So, potentially, one day if I wanted eye-tracking I could just plug it in between the lenses, potentially?

    O’Brien: There’s a lot more to come on that product.

    I certainly tried.

    “This product is going to be able to grow and support our premium VR customers that we have today and the customers we expect to have tomorrow. And that product’s going to evolve over a year,” O’Brien concluded.

    That’s about all we’re getting out of HTC for now. But, with GDC coming up this month, new Cosmos info is hopefully right around the corner.

    Tagged with: Dan O'Brien, Vive Cosmos

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  • Atlus Survey Asks If You’d Want Persona 6 On PSVR
    Atlus Survey Asks If You’d Want Persona 6 On PSVR

    It’s a very long shot, but Persona 6 on PSVR could one day be a thing.

    Series developer Atlus recently launched a survey for its Japanese fans. The questionnaire wants to know all the usual things about your gaming habits. But one of the later questions is raising eyebrows. It essentially asks what new Persona games you’d like to see in the future and on which platforms. There are ideas like text adventure spin-offs and board games. Most excitingly, though, there’s mention of a ‘Completely new ‘Persona 6”. You can tell Atlus you want it on PSVR as well as other platforms like PC and Switch.

    No doubt most people are excited about the possibility of getting the series on Switch. But, for us, the mention of PSVR is tantalizing. The Persona series is one of the most popular RPGs around. It’s known for its incredible anime style and eclectic cast of characters. The thought of combining those elements with VR has our hearts racing.

    Still, we wouldn’t hold our breath. Questionnaires like this are merely designed to gauge interest. There’d have to be an overwhelming number of votes on the PSVR side to get Atlus to consider making the game in VR, no doubt. It also doesn’t confirm Persona 6 is even in development, just that it’s a mere possibility.

    This wouldn’t be Persona’s first VR outing, though. The game’s recent dancing spin-offs include add-on PSVR modes. They allow you to watch characters dance for your pleasure. It’s not the most exciting use of the medium to say the least.

    Tagged with: Persona 6, PSVR

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  • British rap Artist Giggs Uses AR Street Art to Promote new Album BIG BAD… is Giggs' latest album release.
  • Ghost Giant Promises VR Bond Building Next Month
    Ghost Giant Promises VR Bond Building Next Month

    I think we’d all agree that one of the things VR does best is build bonds. Think about how attached you felt to Astro as you journeyed through Astro Bot, or the connection you made with Quill in Moss. Ghost Giant looks like the latest game to explore this promising space. And it’s coming very soon.

    Developer Zoink Games recently confirmed that Ghost Giant will launch digitally on PSVR on April 16th. Not only that but publisher Perp Games will launch a physical version of the game in the EU on April 19th. Boxed editions for North America will follow at a later date.

    In Ghost Giant you play as, well, a ghost giant. At the start of the game you befriend a small (or, rather, normal-sized) boy named Louis. As you build a bond with him you begin to explore the world of Sancourt. It’s a visually splendid little town that reminds us of Animal Crossing. In VR, though, you’ll connect with characters and solve puzzles. It helps that it looks impossibly adorable.

    We’ll be really interested to see what Zoink brings to the table here. As great as Astro Bot and Moss are, they’re both titles that focus on traditional gameplay just as much as they do relationship. We may be wrong but Ghost Giant’s trailer makes it seem like it tips towards the former. We’re hoping Zoink discovers new gold to mine in these uncharted waters.

    There’s no word on a possible PC VR version of the game right now. We’ll keep an eye out, though.

    Tagged with: Ghost Giant, PSVR, Zoink Games

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  • VR Education’s Titanic VR Followup Raid on the Ruhr Lands in March It'll support PC-based VR headsets.
  • Rift/Vive Gap Nearly Doubles In March Steam Hardware Survey
    Rift/Vive Gap Nearly Doubles In March Steam Hardware Survey

    The March Steam Hardware Survey results continue a recent trend. The Oculus Rift once again widened the gap with its main competitor, the HTC Vive.

    Last month Rift had a 3.81% lead over both Vive and the enhanced Vive Pro. In February, though, that gap grew to a sizable 7.07%. Rift holds 48.21% of total SteamVR headset usage (up from 47.03%). The base Vive meanwhile is down from 40.62% to 39.36%. It’s the first time we’ve seen HTC’s headset dip below the 40% milestone. Vive Pro also shrank dramatically from 2.6% to 1.82%. Add the two together and HTC takes 41.18% of the total share.

    As with last month, it looks like small jumps for Microsoft’s Windows VR headsets are to thank. Now at 9.96% (up from 8.94%), the headsets are painstakingly close to surpassing 10% of the share. No doubt scattered sales and the high-end Samsung Odyssey+ headset continued to push those figures.

    As always, we’ll note that these figures are not a definitive means of tracking the actual VR market share. The Hardware Survey is optional and requires users to have their headsets actually plugged in to count. Neither Oculus nor HTC has shared official sales figures for their respective headsets.

    Still, we’re expecting to see some big shifts for the survey pretty soon. Vive is set to launch the Vive Pro Eye in the next few months. It’s an enterprise-level headset so it probably won’t have a huge effect. But HTC’s Vive Cosmos, its next consumer-level device, is also due to release this year. Finally, we’re hoping for the announcement of the Oculus Rift S and Valve’s own SteamVR device at GDC later this month. It’s going to be a busy few weeks.

    Tagged with: htc, htc vive, HTC Vive Pro, oculus, oculus rift, steam, SteamVR, VR sales

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  • Hands-On With The HoloLens 2

    After four years of waiting, does Microsoft’s new holographic computer live up to the hype? In a word, yes. After unveiling the device last Sunday at MWC, Microsoft then went on to demo it to a select group of invited media (myself included)That’s where I finally got the chance to play around with what has

    The post Hands-On With The HoloLens 2 appeared first on VRScout.

  • VR And Cloud Gaming Frenzy Seizes MWC As 5G Hype Builds
    VR And Cloud Gaming Frenzy Seizes MWC As 5G Hype Builds

    With 5G networks rolling out, the telecom industry and its partners are trying to identify use cases that will justify the trillions of dollars they are spending on this infrastructure. MWC Barcelona 19 this week left little doubt what many believe to be the answer: virtual reality and cloud gaming.

    Across the sprawling showroom floors and the flood of press releases, it was hard to find anyone who wasn’t eager to talk up the potential for these overlapping services. While 5G promises to enable all sorts of disruptive uses, like smart cities and connected factories, VR and cloud gaming are increasingly seen as the most promising ways to convince consumers to pay for new services that will get them on the 5G bandwagon.

    By the same measure, 5G offers a shot at redemption for two technologies that have seen their own cycles of hype and disappointment as sales, technology, and experiences repeatedly failed to meet expectations. Industry insiders are betting that 5G is the missing ingredient that will allow them to finally win over consumers.

    “This is a key use case for 5G for telecoms to reach the residential markets,” said Javier Polo, CEO of PlayGiga, a VR and cloud gaming startup based in Madrid.

    Certainly hype around cloud gaming has been building over the past year. The Research and Reports firm projects the global cloud gaming market will grow to $6.226 billion by 2026, up from $765 million in 2017. The reasons point to a kind of two-step evolutionary process that telecom firms envision for the adoption of 5G.

    Today’s landline broadband connections are growing so quickly that streaming quality has improved dramatically, making multi-player gaming, in particular, more reasonable. Polo notes that this offers immediate payoffs in global markets where large percentages of users don’t have powerful enough PCs or consoles to play the latest games, numbers that spike in developing markets. Streaming eliminates that issue, while also offering subscription-based payments that provide access to a huge catalog of games.

    While systems like PlayGiga work with 4G networks on mobile devices, the latency completely disappears with 5G. On top of that, 5G will allow VR and AR headsets to be untethered, allowing users to access content and connections from anywhere. (PlayGiga demonstrated its service at the Vodafone booth at MWC, and the two companies have a research partnership.)

    But PlayGiga is already powering cloud gaming services for carriers in Italy, Argentina, and Chile and is talking to carriers in the U.S. These carriers charge customers a monthly subscription fee, of which PlayGiga takes a cut.

    The startup also offers a $110 retail version in Spain that comes with a set-top box for TVs, a game controller, and a six-month subscription. In a demo at PlayGiga’s MWC booth, Polo tapped the service on a smartphone and launched into Rise of the Tomb Raider in about 30 seconds.

    “We can stream to any device,” he said. “It’s just a question of the market being ready.”

    The market for cloud gaming has been building momentum over the past year. EA’s acquisition last May of GameFly’s game streaming

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