Domain: roadtovr.com
Stories and comments across the archive that link to roadtovr.com.
Stories · 86
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'We Expected VR To Be Two To Three Times as Big', Says CCP Games CEO (roadtovr.com)
CCP Games, the Icelandic studio known for their long-running MMO Eve: Online (2003), shuttered their VR production studios in a surprise move last year, selling off their Newcastle-based branch behind their multiplayer space dogfighter EVE: Valkyrie (2016), and completely shutting down their Atlanta studio behind sports game Sparc (2017). Now, CEO Hilmar Veigar Petursson speaks out in an interview with Destructoid about the studio's return to traditional desktop gaming, and his thoughts about the VR landscape. From a report: In short, he thought VR would be bigger by now, and more capable of supporting a healthy multiplayer userbase. EVE: Valkyrie, the company's flagship VR game, was the result of over three years of development before becoming a day-one launch title on Oculus Rift and PSVR, arriving shortly afterwards on HTC Vive via Steam in 2016 -- a seemingly best-case scenario for any multiplayer-only game.
Under CCP direction, EVE: Valkyrie saw a number of updates designed to entice players back, including new ships, maps, and weekly events; CCP even pushed a major update to the game last year that brought support for desktop and console players, a move to help boost sales and revive the ailing VR-only playerbase. Still, the multiplayer game just didn't perform as CCP ultimately expected, and the company officially stepped back from VR shortly thereafter. "We expected VR to be two to three times as big as it was, period," Petursson tells Destructoid. "You can't build a business on that." -
VR Researchers Manipulate Human Visual System To Create An Infinite Corridor In a Fixed Space (roadtovr.com)
An anonymous reader quotes a report from Road to VR: This video showcases a new redirected walking implementation project that creates an "unlimited" virtual corridor in a space just 5 x 7 meters in size. Redirected walking (RDW) is a technique which aims to maximize the physical space of a virtual reality play space by tricking your senses. Or, "strongly modifying spatial perception" so that your mind believes, for example, that you're body is traveling in a straight line where in reality, it's traversing a carefully calculated curved course to keep that play space small. At SIGGRAPH last week, a project developed in part by Unity Product Evangelist and Education Lead Yohei Yanase at the University of Tokyo was present, featuring a new "Visuo-Haptic" VR experience which claims to create the illusion via an infinite virtual corridor within an actual physical play space of just 5 x 7 meters in size.
"It works by strongly modifying spatial perception, all while avoiding the typical "reorientation" manipulation methods that most often cause VR motion sickness," states a press release, "And it's designed to let multiple people experience it simultaneously, without risk of bumping into each other. Modern techniques like this could represent the next phase in VR navigation, merging virtual with physical environments to extend the comfort of VR sessions and extensibility of virtual environments." -
Google To Reveal 'World's Highest Resolution OLED-On-Glass Display' For VR Headsets (roadtovr.com)
An anonymous reader writes: Last year at SID Display Week 2017, Google's VP of VR/AR teased a "secret project" that the company was working on -- a VR-optimized OLED panel capable of 20 megapixels per eye -- which was being undertaken with "one of the leading OLED manufacturers." This year, the schedule for SID Display Week 2018 indicates that Google plans to reveal its made-for-VR panel on May 22nd, which it calls the "world's highest resolution (18 megapixel, 1443 ppi) OLED-on-glass display." The company plans to detail the display in a presentation at the event, which will be co-presented with engineers from LG, suggesting the identity of the second partner on the project. Ideal for VR, the 4.3-inch panel is capable of 120Hz refresh rate and is expected to have a resolution of some 5,500 by 3,000, representing a massive leap over today's leading VR panels which offer 1,600 by 1,440 resolutions at 90Hz. -
Microsoft Job Posting Hints At VR MMO (roadtovr.com)
sqorbit writes: Microsoft has posted a job opening for a Senior Design Manager for a mixed-reality team. The posting states they are "looking to build a massively social gaming and entertainment experience for both the PC and the console." It looks like they are targeting both PC and Xbox Platforms for a VR socially geared development project. The requirements: "The Xbox Mixed Reality team is looking for an experienced senior design manager with deep expertise and passion around crafting immersive social systems and experiences. [...] Here is an opportunity to join a fun and collaborative team that experiments with the latest toys, works with state of the art tech, and crafts the future of entertainment." Road to VR notes that the company says they're looking for someone who has "Shipped at least 3 AAA consumer entertainment products" and has 7+ years using design tools; bonus points if they've got experience in "NUI, VR, AR, game design, art direction, and video storytelling." -
Valve's Gabe Newell Says Only 30 SteamVR Apps Have Made $250,000+ (roadtovr.com)
New submitter rentarno writes: According to Valve President, Gabe Newell, only 30 virtual-reality apps on Steam (of some 1,000) have made more than $250,000. But that isn't stopping the company from throwing the bulk of their weight behind virtual reality; Valve recently confirmed that it's working on 3 full VR games. Valve still believes in a huge future for VR, even while things are slow to start. It'll take work to find and make the content that's great for VR, Newell says. "We got Half-Life 2 and Team Fortress running in VR. It was kind of a novelty, purely a development milestone. There was absolutely nothing compelling about them. Nobody's going to buy a VR system so they can watch movies. You have to aspire and be optimistic that the unique characteristics of VR will cause you to discover a bunch of stuff that isn't possible on any of the existing platforms." How do you view the VR industry in early 2017? Do you think it shows promise or will eventually fail like 3D TV? -
Google Launches Earth VR For Free On HTC Vive (roadtovr.com)
An anonymous reader writes: Google today revealed Earth VR, a virtual-reality version of the company's famous Google Earth program that's built for the HTC Vive. The application packs the rich Google Earth dataset -- which includes high resolution satellite imagery, elevation data, and detailed 3D modeled cities and landscapes -- into a single model of the planet which users can view all the way from space down to the ground, walking among cities like a giant. The company tells Road to VR that "Earth VR is a product, not a demo," and that it's designed to benefit from improvements in the Earth dataset over time automatically, and it will see regular updates post launch. You can download Google Earth VR for the HTC Vive via Steam. -
SteamVR To Get Linux and Mac OSX Support Within 'a Few Months' (roadtovr.com)
Valve is planning to introduce beta versions of its SteamVR platform for Mac OSX and Linux users within a few months, RoadToVr reports citing an executive. From the report:One thing's for sure, if you're a PC user wanting to indulge in a spot of immersive entertainment right now, the choice of operating systems on which you can do so are mostly limited to just one. Windows dominates the VR PC landscape right now and that looks set to continue for a while longer. However, Valve will soon move to encourage a diminishing of that monopoly, as it plans to bring SteamVR -- the company's Steam-integrated VR platform -- to both Linux and Mac OSX platforms within the next few months. The initiative was revealed by Valve's Joe Ludwig during a talk at this year's developer-focused Steam Dev Days event in Seattle last month. During the talk, Ludwig outlined the company's view that VR should be as open to innovation as possible, touting the benefits for the long term evolution of virtual reality and how Valve, with OpenVR, are trying to keep what Ludwig calls platform "gatekeepers" from (as they see it) stifling progression in the VR space. Additionally, Ludwig stated that it's been listening to developer and user feedback during SteamVR's first year in consumer hands, and says that they've heard clearly that a version of SteamVR is wanted on other operating systems. -
Apple Patents Augmented Reality Display, May Be Building A VR Headset (roadtovr.com)
An anonymous reader quotes an article from Road to VR: Apple has just been granted another AR/VR related technology patent, to add to their growing list. In this case it's a transparent, high field of view display which looks to be aimed at the augmented reality sector and, alongside other mounting evidence, could indicate Apple is preparing to enter the immersive technology race sooner rather than later... Anticipation that the company is working on 'something' AR/VR behind the scenes at Cupertino has been stoked by a series of company acquisition and staff hires. Most interestingly however are the trail of patent applications made by Apple.
This week's new patent specifies a "Peripheral Treatment of Head-mounted Displays" to deliver an image to the wearer's eyes through a transparent display medium. -
Apple Patents Augmented Reality Display, May Be Building A VR Headset (roadtovr.com)
An anonymous reader quotes an article from Road to VR: Apple has just been granted another AR/VR related technology patent, to add to their growing list. In this case it's a transparent, high field of view display which looks to be aimed at the augmented reality sector and, alongside other mounting evidence, could indicate Apple is preparing to enter the immersive technology race sooner rather than later... Anticipation that the company is working on 'something' AR/VR behind the scenes at Cupertino has been stoked by a series of company acquisition and staff hires. Most interestingly however are the trail of patent applications made by Apple.
This week's new patent specifies a "Peripheral Treatment of Head-mounted Displays" to deliver an image to the wearer's eyes through a transparent display medium. -
Unreal Engine and Unity To Get NVIDIA's New VR Rendering Tech (roadtovr.com)
An anonymous reader writes: NVIDIA has announced that Unreal Engine and Unity will see integrations of its new Simultaneous Multi-projection (SMP) rendering tech, which the company says can yield "a 3x VR graphics performance improvement over previous generation GPUs." NVIDIA recently introduced the technology as a unique feature of its latest series of GPUs built on the 'Pascal' architecture. According to the company, Simultaneous Multi-projection allows up to 16 views to be rendered from a single point with just one geometry pass, whereas older cards would need to add an additional pass for each additional view. This is especially beneficial for VR rendering which inherently must render two views for each frame (one for each eye). With Simultaneous Multi-projection built into Unreal Engine and Unity, game creators will have much easier access to its performance benefits. SMP is supported by all of NVIDIA's 10-series GPUs, including the recently announced GTX 1060. -
Google Is Adding a VR Shell To Chrome To Let You Browse the Entire Web In VR (roadtovr.com)
An anonymous reader writes: While it's possible to create and view specially built virtual reality 'WebVR' websites through today's browsers, traversing the web in VR means taking your VR headset on and off as you come across VR websites and non-VR websites. Google is working to fix this by adding a 'VR Shell' to the Chrome browser that will render non-VR websites in a virtual environment, and allow seamless transitioning from them to WebVR sites. Recent developer builds of Chrome on Android reveal both the WebVR API and VR Shell directly integrated into the browser. The company is also working on adding support for headsets like the Oculus Rift and HTC Vive on desktop. -
Facebook Acquires VR Audio Company, Launches 'Facebook 360 Spatial Workstation' (theverge.com)
An anonymous reader writes from a report via The Verge: Facebook is looking to improve its virtual-reality audio experience with the acquisition of Two Big Ears. Facebook is rereleasing Two Big Ears' "Spatial Workstation" software as the Facebook 360 Spatial Workstation, reports VentureBeat. The software is designed to "make VR audio succeed across all devices and platforms," and Two Big Ears developers will be merged with Facebook's Oculus team of employees. The acquisition of Two Big Ears is being made by Facebook and not Oculus -- the program is branded as a Facebook product, focused on 360-degree video and VR. The Spatial Workstation was first released last fall and was a platform for mixing audio that sounded realistically three-dimensional. Two Big Ears will provide "support in accordance with your current agreement" for the next 12 months to those who purchased a paid license to the old workstation. The company says it "will continue to be platform and device agnostic," not being locked into the Rift or Gear VR. Facebook did not disclose the sum of the acquisition. Two Big Ears was previously partnered with YouTube to help bring 360-degree live streaming and spatial audio to the site. -
Man Sets World Record With 25 Continuous Hours In Virtual Reality (roadtovr.com)
An anonymous reader writes: Derek Westerman has made it in the Guinness Book of World Records by spending 25 straight hours in virtual reality. He used the HTC Vive and spent his entire time playing Tilt Brush. "Guinness has a whole set of rules and regulations, one of those being 'one game only the whole time.' I wanted to pick something that gave me the most freedom," Westerman says, "And painting in 3D space for 25 hours seemed like the best bet." At around the 17th hour mark, Westerman reportedly experienced some vertigo and threw up into a bucket provided for him by an assistant. The same bucket was used around the 6th hour mark when Westerman had to urinate. Then around the 21st hour, he starts babbling incoherently while waving the Vive controllers around, saying at one point, "I don't know where I'm at..." The video of the event has been released on Wednesday, even though Guinness lists the record as being achieved on April 7th. -
HTC Announces $100 Million Fund For Virtual Reality Startups (roadtovr.com)
An anonymous reader writes: HTC today announced the Vive X accelerator program through which the company will invest from it's newly created $100 million VR fund. The fund aims to kickstart the VR ecosystem in support of the company's Vive VR headset. Applications for the accelerator program, which will open first in Beijing, Taipei, and San Francisco, are open today. The company says their aim is to "help cultivate, and grow the global VR ecosystem by supporting startups and providing them with expertise, special access to advanced VR technology, financial investment, mentorship and unmatched go-to-market support." -
Oculus Rift Users Angered By Pre-Order Snafu (roadtovr.com)
fluor2 writes: In April, Oculus announced that many of the Oculus Rift CV1 pre-orders were getting bumped from March to early May or even June...but they're still finding CV1's for supplying Rift+PC bundles. The solution for some has now been to cancel their order, order Rift+PC bundles...and cancel the PC portion.
This tactic appears to have mixed results, and those Rift+PC bundles have now also sold out, adds the Road To VR site, which reports that some of the original pre-orders "are now shipping out significantly ahead of the initial delay estimates provided by Oculus." For one customer, "Oculus estimated the Rift wouldn't ship until sometime between May 23 and June 2, around two months after the official launch date. However, the customer tells us that their Rift was shipped today, about one month ahead of the delay estimate, and about one month after the official launch date." -
Valve Is Bringing Steam's Game Library Into VR With Desktop Theater Mode (roadtovr.com)
An anonymous reader writes: From characters sprinting around levels at inhuman speeds to the player's view being forcibly moved when a game takes control of the camera during a cutscene, it isn't as easy as you might think to make a game work in VR if it wasn't designed for it in the first place. So Valve is striking a compromise that lets players make use of their existing Steam games in VR. SteamVR Desktop Theater Mode, which Valve says is in early beta and will be shown at GDC next week, puts player's games on a huge screen in a virtual home theater setting. Future possibilities for gamers playing together on the same virtual couch are enticing. -
Oculus Co-Founder's New Venture: Long-Range Virtual Reality Tracking System (roadtovr.com)
An anonymous reader writes: Jack McCauley was among Oculus' founding members and played a seminal role in the development of the Rift DK1 and DK2 VR headsets as the company's VP of Engineering. After departing from the VR firm sometime around the 2014 acquisition by Facebook, McCauley has continued his interest in VR, most recently demonstrating a laser tracking system that makes use of MEMS technology to actively track targets. He says the system's strengths are long range and low cost compared to camera-based tracking solutions, which Oculus currently uses. -
Valve Announces New Portal Content For Virtual Reality (roadtovr.com)
An anonymous reader writes: Although I'm sure we'd all love to see Half-Life in virtual reality, Valve has been focusing on its Portal universe for SteamVR. The company announced today a "compilation of new VR experiments" called 'The Lab', which will be set inside one of Aperture Science's "pocket universes". One of Valve's earlier VR demos, 'Aperture Robot Repair', had players interact with Atlas, one of the robots from Portal 2 (with a brief GLaDOS cameo). The company says they'll be showing off The Lab at GDC 2016 next week and that they'll release it for free to SteamVR this spring. -
Goldman Sachs: VR and AR "Will Be The Next Generation Computing Platform" Worth $80 Billion By 2025 (roadtovr.com)
An anonymous reader writes: As consumer VR headsets from major players like Facebook, Sony, HTC and Valve head to the market this year, the mainstream consumer market is beginning to catch sight of the technology's potential. Prestigious investment bank Goldman Sachs calls augmented reality and virtual reality "the next generation computing platform" and forecasts an $80 billion market by 2025. "We think this technology has the potential to transform how we interact with almost every industry today, and we think it will be equally transformative both from a consumer and an enterprise perspective," says Heather Bellini, Business Unit Leader in Telecommunications, Media and Technology at Goldman Sachs. "At the end of the day we think VR and AR will be as transformation as the smartphone market." -
Unreal Engine Will Soon Allow Developers To Build Games Inside of VR (roadtovr.com)
An anonymous reader writes: Epic Games, the creators of Unreal Engine, has been a longstanding supporter of VR. They were on board way back when Oculus sparked the VR industry in 2012 with a Kickstarter that would snowball into a rekindling of consumer virtual reality. Having been one of the first major game engines to support VR headsets like the Rift, the company has been aggressively positioning Unreal Engine as the go-to tool for VR developers. Now they're taking a massive next step, showing the first look at bringing developers themselves inside of virtual reality to craft games with the full set of UE4 tools at their fingertips. That means that developers can place and manipulate objects from right within a world in progress; the video demo in the linked story is impressive. -
Magic Leap Raises $794 Million To Accelerate Adoption of Secretive AR Tech (roadtovr.com)
An anonymous reader writes: A massive new $794 million Series C investment in secretive AR startup Magic Leap puts the company among the world's most valuable startups, now reportedly valued at $4.5 billion. The company has aggressively teased what they believe to be revolutionary augmented reality display technology, allowing a mixture of the real and virtual dimensions in a way previously not achieved. Although they've played coy to the public, offering little more than bold claims, investors like Alibaba, Google Ventures, and Qualcomm Ventures have bought into the company's vision to the tune of $1.39 billion in total raised by Magic Leap thus far. Also at Network World, which notes that their demo must be amazing. -
Creator of Minecraft Develops Experimental VR Project (roadtovr.com)
An anonymous reader writes: Despite his on-again off-again relationship with VR headset maker Oculus, the creator of Minecraft, Markus "Notch" Persson, has developed an experimental virtual reality project that leverages WebVR technology to run directly within a browser using a Rift DK2 headset. Notch contributed $10,000 to Oculus' 2012 Kickstarter, and even traveled from Europe to visit the company in its early days. After Facebook's $2 billion acquisition of Oculus in 2014, his enthusiasm dwindled, saying "I definitely want to be a part of VR, but I will not work with Facebook." One month before selling his own company to Microsoft for a similar sum, he said he was "officially over being upset about Facebook buying Oculus." -
Google May Be Developing Consumer Virtual Reality Hardware (roadtovr.com)
An anonymous reader writes: Google's 'Cardboard' virtual reality initiative has put low-cost smartphone VR viewers in the hands of millions, but the experience provided by these simple phone holders doesn't compare with dedicated mobile VR hardware like Samsung's Gear VR. Now it seems that Google may be ready to move from Cardboard viewers to dedicated VR hardware. Four new full-time job listings at the company's Mountain View, CA headquarters seek candidates for the company's virtual reality group who are experienced with designing and manufacturing 'high-volume' consumer electronics devices. Road to VR suggests that Google could be creating a mobile VR headset under its flagship Nexus brand. The postings come just as the company's Clay Bavor dropped other responsibilities to fully dedicate his time as Google's VP of Virtual Reality. -
Google May Be Developing Consumer Virtual Reality Hardware (roadtovr.com)
An anonymous reader writes: Google's 'Cardboard' virtual reality initiative has put low-cost smartphone VR viewers in the hands of millions, but the experience provided by these simple phone holders doesn't compare with dedicated mobile VR hardware like Samsung's Gear VR. Now it seems that Google may be ready to move from Cardboard viewers to dedicated VR hardware. Four new full-time job listings at the company's Mountain View, CA headquarters seek candidates for the company's virtual reality group who are experienced with designing and manufacturing 'high-volume' consumer electronics devices. Road to VR suggests that Google could be creating a mobile VR headset under its flagship Nexus brand. The postings come just as the company's Clay Bavor dropped other responsibilities to fully dedicate his time as Google's VP of Virtual Reality. -
HTC Wants To Bring Vive VR Headset To 100M+ Chinese Internet Cafe Users (roadtovr.com)
An anonymous reader writes: While the Western vision of an internet café includes a shoddy WiFi hotspot and a few old desktops running Windows XP, the Chinese counterpart is more closely related to LAN gaming centers, offering up not only high speed internet access but also high performance gaming systems. In an effort to expose this quite massive population of gamers to virtual reality, HTC announced a partnership with ShunWang Technology, the software provider behind some 70% of China's internet café market. ShunWang plans to roll out arcade-like Vive VR systems to partner internet cafés across China. -
NASA Is Creating a Virtual Reality Mission To Mars (roadtovr.com)
An anonymous reader writes: The Mars 2030 Experience' is part of NASA's ongoing efforts to build public support in a real manned mission to the Red Planet. Partnering with FUSION to produce the experience, NASA wants the mission to simulate life as one of the first astronauts on Mars. Incorporating research directly from NASA and MIT Aeronautics and Astronautics PhD candidate Sydney Do, the VR experience will take users on an 'extravehicular activity' and put them in the Z-2 spacesuit, a real prototype currently in development at NASA. There are also plans to add multiplayer functionality to the game and launch with support for the Oculus Rift and Google Cardboard in 2016. -
Oculus Founder Says Rift Can Match Valve's 'Room-Scale' VR (roadtovr.com)
An anonymous reader writes: Valve and HTC have touted 'room-scale' VR -- a large tracking volume for virtual reality experiences -- as a major advantage of SteamVR and the Vive headset. But Oculus says that their choice to focus on seated and standing VR experiences in smaller spaces is one of practicality, not technological limitations. To hush the haters, Oculus founder Palmer Luckey says he arranged the Rift tracking sensors in the same orientation of Valve's 'Lighthouse' trackers and concluded that tracking in a ~15x11 space 'works fine.' -
NASA Looks To PlayStation VR To Train Space Robot Operators (roadtovr.com)
An anonymous reader writes: Humanoid robots in space are attractive because their emulation of the human form makes them capable of a huge range of tasks. But remotely controlling such bots is a very different challenge from the math-based methods used to make probe course corrections or plot rover routes. NASA has collaborated with Sony using PlayStation VR to explore methods for controlling humanoid robots in space, and created a virtual reality simulation designed to train operators to compensate for the data delay caused by the vast distances involved in space communication. -
Nokia's $60,000 Virtual Reality Camera Goes On a Drone Test Flight (roadtovr.com)
An anonymous reader writes: After selling off its phone business to Microsoft in 2013, Nokia began an internal reboot which would see the company focusing on the upcoming virtual reality market. The company announced its new direction in July with the debut of 'OZO', a virtual reality camera made for professional filmmakers. Now set to launch in Q1 2016, the compact 9.3 pound camera can operate untethered thanks to internal power and capture storage, making it drone-capable. To demonstrate, Nokia took OZO on a closed test-flight just a few days ago using an 'Aerigon' cinema drone. -
Dungeons & Dragons Tabletop Comes To VR Through Partnership With AltspaceVR (roadtovr.com)
An anonymous reader writes: Wizards of the Coast today announced an official partnership with virtual reality firm AltspaceVR to bring the Dungeons & Dragons tabletop roleplaying game to virtual reality. AlspaceVR is a social virtual reality platform which allows groups of users to share a virtual space. "AltspaceVR bridges the gap between Dungeons & Dragons video games and physically sitting around a table with friends," said Nathan Stewart, brand director for Dungeons & Dragons. "You get the same sense of excitement and drama in the AltspaceVR tavern, from laughing at your buddy's funny goblin voice to watching the d20 bounce and finally land on the natural 20 you needed to hit the beholder terrorizing your party." Starting today, AltspaceVR users have access to a virtual tavern space and officially licensed character sheets, figurines, and terrain tiles. -
Studio Behind 'Little Big Planet' Confirms Next Title Coming To PlayStation VR (roadtovr.com)
An anonymous reader writes: As the company's first title, Little Big Planet was a breakout hit for the studio Media Molecule. The franchise saw three major games across the PS3 and PS4, two mobile versions (for PSP and PS Vita), and a number of spinoffs. But now Media Molecule hopes to make lightning strike twice with the forthcoming genre-eluding title, Dreams, which enables players to create and animate inside of the game world using the PlayStation Move. After several months of question dodging following the game's initial announcement, the studio has finally confirmed at Paris Games Week that Dreams will support PlayStation VR. -
PSP Oculus Rift Emulator Puts Players Inside of Virtual Reality PSP Games (roadtovr.com)
An anonymous reader writes: PPSSPP VR is an emulator that specifically adapts PSP games for use in the Oculus Rift VR headset. Going beyond merely showing a large screen view of the game in a virtual environment, PPSSPP actually puts you inside of the game with a full field of view, just like made-for-VR titles, including headtracking and true stereoscopic 3D. The emulator comes from the same author as Dolphin VR, the Wii & Gamecube emulator with VR support. -
Oculus Founder Explains Why the Rift VR Headset Will Cost "More Than $350"
An anonymous reader writes: When Oculus took to Kickstarter in 2012, the company sought to create the 'DK1', a development kit of the Rift which the company wanted to eventually become an affordable VR headset that they would eventually take to market as a consumer product. At the time, the company was aiming for a target price around $350, but since then the company, and the scope of the Rift headset, has grown considerably. That's one reason why Oculus Founder Palmer Luckey says that the consumer Rift headset, launching in Q1 2016, will cost more than $350. '...the reason for that is that we've added a lot of technology to this thing beyond what existed in the DK1 and DK2 days,' says Luckey. -
Google Releases Open Source Plans For Cardboard V2 Virtual Reality Viewer
An anonymous reader writes: After revealing an improved version of Cardboard, the super-low cost virtual reality smartphone adapter, Google has now also freely released the detailed design documents, encouraging people to use them for projects ranging from DIY fun to full blown manufacturing. The v2 version of Cardboard is easier to assemble, has larger lenses, a universal input button, and is bigger overall to support larger phones. -
YouTube Is Adding VR Video Support To Streaming Videos
An anonymous reader writes: While YouTube's streaming platform currently supports 3D videos OR 360 degree videos, the combination of the two is essential for properly immersive virtual reality video. Fortunately, the company has announced that they'll soon enable support for 3D + 360 degree videos, bringing more immersive VR video capability to the platform. Currently, 360 degree YouTube videos can be viewed through desktop web browsers and on the YouTube Android and iOS apps, with the Android app being the only one of the bunch currently providing a side-by-side view for VR viewers like Google's Cardboard. -
Nvidia Details 'Gameworks VR', Aims To Boost Virtual Reality Render Performance
An anonymous reader writes: In a guest article published to Road to VR, Nvidia graphics programmer Nathan Reed details Nvidia's 'Gameworks VR' initiative which the company says is designed to boost virtual reality render performance, including support for 'VR SLI' which will render one eye view per GPU for low latency stereoscopy. While many Gameworks VR features will be supported as far back as GeForce 6xx cards, the company's latest 'Maxwell' (9xx and Titan X) GPUs offer 'Multi-projection' which Reed says, 'enables us to very efficiently rasterize geometry into multiple viewports within a single render target at once... This better approximates the shading rate of the warped image that will eventually be displayed—in other words, it avoids rendering a ton of extra pixels that weren't going to make it to the display anyway, and gives you a substantial performance boost for no perceptible reduction in image quality.' -
210 Degree VR Headset With 5K Display Revealed By 'Payday' Developer Starbreeze
An anonymous reader writes: Starbreeze Studios has taken wraps off of StarVR, a new VR headset with dual displays comprising a 210 degree horizontal field of view with a total resolution of 5120x1440. The headset's origins come from InfinitEye, a company working on a super-wide dual-display headset back in 2013, which went into stealth mode for quite some time before being reborn as StarVR in partnership with Starbreeze Studios. The studio is the developer behind the Payday franchise, Brothers: A Tale of Two Sons, and now Overkill's The Walking Dead, which will have a VR component utilizing the new headset. -
210 Degree VR Headset With 5K Display Revealed By 'Payday' Developer Starbreeze
An anonymous reader writes: Starbreeze Studios has taken wraps off of StarVR, a new VR headset with dual displays comprising a 210 degree horizontal field of view with a total resolution of 5120x1440. The headset's origins come from InfinitEye, a company working on a super-wide dual-display headset back in 2013, which went into stealth mode for quite some time before being reborn as StarVR in partnership with Starbreeze Studios. The studio is the developer behind the Payday franchise, Brothers: A Tale of Two Sons, and now Overkill's The Walking Dead, which will have a VR component utilizing the new headset. -
Mozilla Plans To Build Virtual Reality APIs Into Firefox By the End of 2015
An anonymous reader writes: Mozilla's VR research team is hard at work making virtual reality native to the web. The group wants more than a few experimental VR-only websites, they want responsive VR websites that can adapt seamlessly between VR and non-VR, from mobile to desktop, built with HTML and CSS . Experimental work is already underway, and now the team says that they 'aim to have support for the WebVR API shipping with our release channel builds of Firefox Desktop by end of this year.' Those with the Oculus Rift developer kit can already try out a few native WebVR experiences using Firefox Nightly. -
Epic's VR Demo Scene For the GTX 980 Now Runs On Morpheus PS4 Headset At 60 FPS
An anonymous reader writes: Originally created as a Unreal Engine 4 demo scene to push the limits of VR-capable graphics on the Oculus Rift 'Crescent Bay' prototype VR headset, Showdown is now running flawlessly at 60 FPS on Morpheus, Sony's PS4 VR headset. The demo was previously only able to run at Oculus' 90 FPS target VR framerate on the Nvidia GTX 980, a GPU which costs nearly $200 more than the PS4 itself. To the delight of UE4 developers, the performance improvement comes from general optimizations to UE4 on PS4, rather than specific optimizations to Showdown. -
Oculus Rift Launching In Q1 2016
An anonymous reader writes: Oculus has announced that their Rift virtual reality headset will be coming out sometime in the first quarter of 2016. They've also posted a couple images of the final consumer headset design. The device was Kickstarted in August, 2012. Consumer-level release dates have slowly slipped further and further out since then, though they've shipped two different development kits. Ars points out that a 2016 launch date will bring the Oculus Rift to market after the Valve/HTC VR headset, and possibly after Sony's Project Morpheus. -
Oculus Rift: 2015 Launch Unlikely, But Not Impossible
An anonymous reader writes: Earlier this week during Facebook's 2015 Q1 earnings call, the company seemed to suggest that a 2015 Oculus Rift release date was unlikely. At least, that's what a report about the call from Gamasutra indicated, saying, "It doesn't sound like Oculus will ship the consumer version of its Oculus Rift VR headset this year, or at least not in very large quantities." However, an equity analyst has chimed in to say that the language used during the call shouldn't be interpreted colloquially, concluding that "...there is no information here that rules out Oculus shipping in 2015." -
Virtual Desktop Makes Windows OS Oculus Rift-Capable
An anonymous reader writes Virtual Desktop is a free program that makes the Windows operating system compatible with the Oculus Rift VR headset. To the surprise of some, plugging the Oculus Rift into a computer doesn't result in a native view of the OS, meaning that users have to put on and take off the headset as they move from one VR-specific app to the next. If you want to use typical Windows programs—like Photoshop, Firefox, or Microsoft Office—no dice! That's where Virtual Desktop comes in, enabling the entire Windows desktop, and any application that can run on it, to be seen through the Oculus Rift. It also works as a bridge between VR-specific applications, allowing you to move from one to the next without ever taking off the headset. The latest version released today includes voice commands for launching VR games, global monitor mirroring, performance improvements, and is built against the latest Oculus Rift SDK. -
Valve To Reveal Virtual Reality Dev Kit Next Week At GDC
An anonymous reader writes Gaming giant Valve has been researching augmented and virtual reality for some time. Early on, the company worked closely with Oculus, sharing research findings and even adding support for TF2 to Oculus' first VR headset, the DK1, back in 2013. After demonstrating their own prototype VR headset at Steam Dev Days in early 2014, and then a modified version later in the year, Valve is now ready to take the wraps off a 'previously unannounced ... SteamVR Dev Kit,' which will make its debut at GDC next week. SteamVR is the name of the software adaptation of Steam's 'Big Picture' mode that the company revealed early last year, allowing players to browse their Steam library and play supported games all in virtual reality. -
Valve To Reveal Virtual Reality Dev Kit Next Week At GDC
An anonymous reader writes Gaming giant Valve has been researching augmented and virtual reality for some time. Early on, the company worked closely with Oculus, sharing research findings and even adding support for TF2 to Oculus' first VR headset, the DK1, back in 2013. After demonstrating their own prototype VR headset at Steam Dev Days in early 2014, and then a modified version later in the year, Valve is now ready to take the wraps off a 'previously unannounced ... SteamVR Dev Kit,' which will make its debut at GDC next week. SteamVR is the name of the software adaptation of Steam's 'Big Picture' mode that the company revealed early last year, allowing players to browse their Steam library and play supported games all in virtual reality. -
Valve To Reveal Virtual Reality Dev Kit Next Week At GDC
An anonymous reader writes Gaming giant Valve has been researching augmented and virtual reality for some time. Early on, the company worked closely with Oculus, sharing research findings and even adding support for TF2 to Oculus' first VR headset, the DK1, back in 2013. After demonstrating their own prototype VR headset at Steam Dev Days in early 2014, and then a modified version later in the year, Valve is now ready to take the wraps off a 'previously unannounced ... SteamVR Dev Kit,' which will make its debut at GDC next week. SteamVR is the name of the software adaptation of Steam's 'Big Picture' mode that the company revealed early last year, allowing players to browse their Steam library and play supported games all in virtual reality. -
Apple Patent Could Have "Broad Ramifications" For VR Headsets
An anonymous reader writes Filed in 2008, published in 2013, and legally granted to Apple this week, the company's patent for a 'Head-mounted display apparatus for retaining a portable electronic device with display' could have "broad ramifications" for mobile VR headsets like Samsung's Gear VR and Google Cardboard, says patent attorney Eric Greenbaum. "This Apple HMD patent is significant. I would say it introduces potential litigation risks for companies that have or are planning to release a mobile device HMD," he said. "There is no duty for Apple to make or sell an HMD. They can sit on this patent and use it strategically either by enforcing it against potential infringers, licensing it, or using it as leverage in forming strategic partnerships." -
Mountain Biking In Virtual Reality With the Oculus Rift and an Actuating Bike
An anonymous reader writes Thanks to the Oculus Rift DK2 VR headset and Activetainment B\01 VR bike, which pitches forward and back according to in-game terrain, has shifting, pedals, breaks, digital resistance control, and allows tilting into turns, users of the system feel like they're careening through a mountain biker's paradise. After working up a sweat in the simulator, the author of this article ruminates on whether or not his experience could be considered "real"; "Much of the feedback of actual mountain biking was present during my ride. Sure, the feedback could be more accurate, and there's still missing sensory information, like the wind through my hair and a certain set of forces on my body, but at what point is a virtual experience real enough to be well, real?" -
You Can Now Clone Samsung's Gear VR and Test Your Virtual Reality Apps
An anonymous reader writes While Samsung's Gear VR headset launched in early December in the U.S., folks abroad didn't have any official means of buying the headset to test their in-development applications. Only recently has Gear VR begun making its way to countries around the world, and it's doing so slowly. For developers who don't want to wait (or DIYers who don't want to buy), some smart folks have figured out how to emulate the headset using a development board with an IMU that's been flashed with the same firmware found on the Oculus Rift DK1 headset. Plugging the board into the Note 4 (the smartphone that powers Gear VR), results in the phone recognizing the IMU as the Gear VR headset, allowing developers to test their applications and even launch the "Oculus Home" environment, allowing access to official applications and content. -
Sony, Facebook, Google, Samsung, Apple, and Microsoft Now All Have a Hand In VR
An anonymous reader writes The Oculus Kickstarter breathed new life into consumer virtual reality when it raised more than $2.4 million just three years ago. Now, at the onset of 2015, some of the world's biggest tech companies have a vested interest in the growing consumer virtual reality industry. Road to VR takes a look back at VR in 2014 and the path that lead these tech giants to start taking it seriously.