News

  • How the Lack of Physical Space is Affecting the Adoption of VR in Major Cities Joel Khalili from Red Lorry Yellow Lorry examines the issue of space for true VR adoption.
  • Step Back Into the Tardis Soon with Doctor Who: The Runaway Jodie Whittaker will be reprising her role as The Doctor.
  • Set The Mood This Valentine’s Day With Love Playmoji & AR Stickers

    Romance is in the air, and on your phone. Valentine’s Day has once again arrived, bringing with it the inevitable stream of Hallmark cards, over-priced chocolate, and of course, hundreds upon thousands of roses. This year, however, Google is looking to modernize your romantic festivities with Love Playmoji characters and AR stickers for Pixel Playground,

    The post Set The Mood This Valentine’s Day With Love Playmoji & AR Stickers appeared first on VRScout.

  • 5 Reasons Why Metro Exodus VR Would Be Absolutely Amazing
    5 Reasons Why Metro Exodus VR Would Be Absolutely Amazing

    Metro Exodus comes out tomorrow on PC, PS4, and Xbox One and after I spent time with the game it became clear that VR support would be amazing.

    The post 5 Reasons Why Metro Exodus VR Would Be Absolutely Amazing appeared first on UploadVR.

  • Dark Souls-Like VR RPG Swords of Gargantua Closed Beta Starts Feb. 15
    swords of gargantua beta image

    Swords of Gargantua is a multiplayer-focused hardcore VR melee combat game in the same vein as Dark Souls. Closed beta starts Feb. 15!

    The post Dark Souls-Like VR RPG Swords of Gargantua Closed Beta Starts Feb. 15 appeared first on UploadVR.

  • Cornerstone Partnership Uses VR As An Intervention Tool

    UK Social enterprise pilots the use of immersive technology in social care. Over the past five years, the number of children who are looked after by Local Authorities (LAs) and children who require child protection plans to be kept safe from ‘significant harm’ has increased dramatically in England. And while demand for foster carers and

    The post Cornerstone Partnership Uses VR As An Intervention Tool appeared first on VRScout.

  • The Wizards: Enhanced Edition On PSVR Features A New Level, Releasing March 12th
    wizards enhanced edition psvr

    Spell-flinging magical adventure, The Wizards: Enhanced Edition, debuts on PSVR this March with added improvements from Carbon Studios.

    The post The Wizards: Enhanced Edition On PSVR Features A New Level, Releasing March 12th appeared first on UploadVR.

  • A Pilot VR Merchandising Solution is Being Tested by Qualcomm and Kellogg’s Product placement traditions are being changed.
  • John Carmack’s Epic 2015 Letter To Oculus VR Leaders
    John Carmack’s Epic 2015 Letter To Oculus VR Leaders

    A book releasing next week called The History Of The Future by Blake Harris tells the founding story of Oculus based on hundreds of interviews as well as thousands of documents collected by Harris over several years.

    A statement we received from Facebook yesterday attributed to co-founder and Head of VR Product Nate Mitchell claims the “book’s dramatization of our history is not always consistent with what happened, and some of the stories are definitely not reflective of our real relationships.”

    We read a draft of the book and are refraining reporting certain claims until we verify information or until we read the finished edition. Some portions of the book, however, reference emails sent years ago that are said to originate from people like Facebook CEO Mark Zuckerberg and Oculus CTO John Carmack.

    I got to review the first half of this book early on, before the breakdown between the author and FB comms. The things I had first hand knowledge of were accurately reported, and I learned a bunch of stuff that happened outside my view. https://t.co/c8t41qksZn

    — John Carmack (@ID_AA_Carmack) February 14, 2019

    One such email from Zuckerberg was the subject of a TechCrunch story yesterday, printed with the note they had “not independently verified the contents” of the email.

    Another email dated February 16, 2015, is said by Harris to be written by long-time Oculus CTO John Carmack. The timing of the email places it at an important moment in the development of the current VR industry.

    Oculus in 2015

    Oculus had already shipped its second Rift PC VR development kit as well as an “Innovator Edition” for the Gear VR phone-powered headset. The company was preparing to reveal the first consumer version of the Oculus Rift in June, even though the VR teams were still more than a year away from shipping the device. The VR teams were also more than a year and a half from shipping the Touch controllers for Rift.

    Meanwhile, HTC had yet to publicly reveal its partnership with Valve to produce a competing device.

    This is the context in which Carmack wrote the message, which we present below in its entirety as sent to us by Harris. Like TechCrunch, we have not independently verified the message contents. If the veracity of the below message is disputed by Carmack, we will delete the text and provide an explanation. We don’t think that will happen. Facebook declined to confirm the email.

    We also believe there is overwhelming public interest in the thought processes and business decisions of people shaping technology billions of people may use in the coming decades. Also, while Harris’ book references the email at length, we believe both Carmack and the public deserve as much context as can be provided. Though we cannot control the presentation of this information after it leaves our website, we feel the context provided on this page is critical.

    If you find this email as interesting as we do, we ask that in spreading it to other places you include as much context as possible.

    Subject: Oculus

    The post John Carmack’s Epic 2015 Letter To Oculus VR Leaders appeared first on UploadVR.

  • Not Content With Buying Oculus Facebook Reportedly Wanted to Dominate VR By Purchasing Unity Obviously the sale never actually happened.
  • Is VR Dead? The Arguments For And Against The Industry’s Demise
    Is VR Dead? The Arguments For And Against The Industry’s Demise

    Last night I went out to try vegan fried chicken for the first time with some friends (verdict: not bad!). As I bit into my Nashville Hot wings (no bone! wow!) one of them asked me: “So, you write about VR? Isn’t VR dead?”

    It was innocently and genuinely phrased, despite the accompanying laughter from others who had previously put the question forward in a more mocking manner. It’s a query that comes up often, and one I always hesitate before trying to answer. And it wasn’t because the heat of the wings just hit me. It also wasn’t because I think it’s a foolish suggestion; I actually think it’s a very valid one.

    I simply wonder how to approach it. Do I give the whole spiel? The one that basically explains that VR was never going to ‘take off’ in its current state and that the real deal might be just around the corner? Or do I laugh it off and go the more blasé route of “Maybe!”

    The truth is, I don’t know if VR will get to where it needs to be before its biggest players throw in the towel. As much as I want it to succeed, I don’t want to launch into a scathing defense of something I’m unsure about. But, what I can do is tell you all the reasons for and against the industry’s eventual success. The prospect of which list outweighs the other is really in the eye of the beholder at this point. Is VR dead? You decide.

    VR Is Dead!
    Current VR Is Too Expensive, Complicated, And Not Good Enough

    It would be fair to describe VR’s existing fanbase as enthusiast. That’s because you really do need to be passionate about this tech to justify getting into it. The Oculus Rift and HTC Vive cost a fairly reasonable $349 and $499 respectively, but that’s far from all you need to use them. You’ve got to buy a gaming PC powerful enough to run them, which is likely to cost around double the price of the headset. Then you’ve got to find space in your house/flat to play. Then you’ve got to set up external sensors for tracking that messy up the room and make setting up for VR a headache. Then you’ve got to find time to turn it all on and make sure it works right before actually enjoying a VR experience. That’s a lot of sacrifices. Oh, and you might do all of that and then discover VR makes you too sick to play.

    Even if it doesn’t, current sVR isn’t perfect. It’s amazing, for sure, but there’s a raft of factors working against you. Pushing a display made in 2016-2019 against your face allows you to see the spaces between pixels, distorting the image. Lack of haptic feedback means there’s nothing to stop you when you try to walk through a wall. Limited environmental tracking means there’s no warning if a pet, kid or piece of furniture suddenly moves into your play area. Nudge

    The post Is VR Dead? The Arguments For And Against The Industry’s Demise appeared first on UploadVR.

  • Budget Cuts Arcade is the Latest Update for the Stealth Experience It'll be on sale later today as well.
  • Curfew Put Me In VR’s Most Comfortable Car Crash
    curfew join the race vr rewind

    I’ve had my fair share of VR crashes. I’ve rolled down the side of Lydden Hill in Dirt and smashed into every corner in Project Cars. I don’t have a driving license, so don’t judge. But, for all your cinematic expectations, crashing is usually one of the most awful, suddenly sickening sensations you can experience in VR. But not in Curfew – Join the Race.

    This short piece, the latest from UK-based Rewind, is set to release next week. It ties into the upcoming Sky TV series of the same name and was produced in partnership with Endemol Shine. In the show, the UK has been infested with a zombie virus. For one reason or another, this pits a series of survivors in a vicious race to escape the country. Each episode hones in on a different character. This VR entry is like its own self-contained episode in the series.

    You find yourself somewhat cramped up in the passenger’s seat of one car, sitting next to a silent driver named Eduardo. As you race for first place, you’ll be in contact with a woman named Helena over the radio.

    Rewind has some neat ideas here. Creative Director Daryl Atkins told me that the studio had a surprising degree of autonomy over the piece’s script and development. You’ll see cars and characters from the show, but the events of the experience are largely separate.

    You communicate with Helena using a handset mapped to Oculus Touch’s buttons, which feels seamless and natural. Rewind explained that, to keep the pace going, many of the game’s light interactions are optional. At one point you’re asked to hit the boost but, if you don’t, Eduardo will eventually reach over and do it for you. It’s a clever way to keep the experience flowing without allowing for unnatural pauses between commands and actions.

    It’s that crash that’s the star of the show, though. Inevitably your journey gets a little hairy and you find yourself spinning offroad. But, instead of a stomach-churning stop and mind-breaking corkscrew, Rewind makes some clever sacrifices in order to retain a sense of coherency and comfort. The screen fades to black and, when it comes back, you’re mid-air in slow motion. Items from the car glide past your face and Eduardo seems frozen in time. The screen fades out two more times, with the entire sequence lasting around 20 seconds.

    Perhaps not the most realistic sensation, then, but in a weird way it mirrors that sense of time slowing as you, say take a bungee jump or do something equally nerve-racking. More importantly, though, it never once made me feel ill or disorientated. It was, oddly enough, VR’s most comfortable car crash yet.

    When you land you find yourself upside down. It’s initially confusing and requires you to gather your bearings. Again, I sort of imagine that to be like getting into an actual car crash, though I’m fortunate enough not to be able to verify that personally. Then the zombies come and well, yeah, you know how that

    The post Curfew Put Me In VR’s Most Comfortable Car Crash appeared first on UploadVR.

  • Budget Cuts Gets Arcade Mode With New Levels And Fixes
    Budget Cuts Gets Arcade Mode With New Levels And Fixes

    Good news colleagues! There’s an all-new reason to jump back into Neat Corp’s Budget Cuts this Valentine’s Day.

    The indie dev today launched Budget Cuts Arcade. It’s a new mode for the original game that you can access by finding the arcade cabinet in the menu. As the name suggests, Arcade Mode is all about scoring. It includes four brand new levels that will push your sneaking skills to the absolute limit. There’s a local leaderboard system so you can challenge friends to beat your best and three difficulty levels will help you find the right fit. Eight new collectibles can also be found in this mode.

    Unsurprisingly, the mode is also intended for use in VR arcades around the world.

    It’s great to see Budget Cuts getting more content. The campaign’s short length was one of our main complaints when we reviewed the game last year.

    That’s not all that’s new in this update, though. There are some tweaks made to the game that make the hardest difficulty “a bit more difficult” and fix various other bugs. Again, issues with bugs were one of the biggest talking points in our review, so we welcome any fixes. To celebrate the launch, Budget Cuts is set to have a half-price sale for a few days, too.

    Expect more from Budget Cuts later this year. Last month we reported that Neat Corp is bringing the game to Sony’s PSVR headset, and may even port it to Oculus Quest too. Fingers crossed we hear more about that soon.

    Tagged with: Budget Cuts

    .special-buttons > * { text-align:left !important; } FacebookTwitterRedditMore

    The post Budget Cuts Gets Arcade Mode With New Levels And Fixes appeared first on UploadVR.

  • Audio Solutions Specialist Dirac Research Closes £13.2m Investment Round The funding will be used to complete its Intelligent Audio solutions.