No.906
I'm starting a new thread since the old one slows to a crawl if it displays all the posts.
No.907
http://vrfocus.com/archives/17005/palmer-luckey-explains-oculus-rifts-constellation-tracking-and-fabric/
Plenty of new details about the consumer Oculus Rift virtual reality (VR) head-mounted display (HMD) were revealed last week at the company’s pre-E3 show in San Francisco, California. In particular, creator Oculus VR talked about a brand new constellation tracking system to deliver positional tracking for users, along with the ergonomics of the device, which is wrapped in fabric. As it turns out, the material used to cover the kit also plays a key role making that new tracking system possible.
Oculus VR founder and Oculus Rift creator Palmer Luckey explained as much during an interview on Youtube today. “So we call it a constellation tracking system,” Luckey noted. “We actually have an external sensor that mounts and it can detect the infrared light that is in the headset. We’ve actually got a constellation of infrared, LED light emitters underneath the fabric, and this fabric is actually infrared transparent so it looks black to us but the infrared light, it passes right through.”
When asked house this differed to the last prototype for the Oculus Rift, dubbed Crescent Bay, Luckey replied: “Crescent Bay has holes drilled in plastic to let the light out, we’ve actually made this using a combination of textiles and plastic to make it really lightweight and durable and also it allows it hide all of the LED features rather than them being really visible.”
The Oculus Rift is due to launch in the first quarter of 2016, though pricing and a more specific release date for the device are yet to be announced.
No.908
YouTube embed. Click thumbnail to play.
http://vrfocus.com/archives/16960/bebop-sensors-gaming-and-vr-data-gloves/
With a lot of the news on virtual reality (VR) usually centred around the head-mounted displays (HMD), the actual way gamers will control these videogames is still of equal importance. Oculus VR recently announced in last weeks press conference that the Oculus Rift would be bundled with an Xbox One controller and also in development is Oculus Touch. But one of the most enduring images of VR over the years has been controlling a videogame with gloves. Well possibly one company with a solution is BeBop Sensors with the Data Gloves.
BeBop Sensors combine the sensors that are designed in-house with fabric to create ‘smart fabric’ which can then create detailed motion sensing of body motion. A first generation prototype of an all fabricdata glove provides information of finger flexing and abduction from 14 fabric sensors. That can then be combined with BeBop Sensors Data Insole for a sophisticated VR sensing system for full motion control.
The BeBop Sensors, smart fabric, can comprehend force, location, size, weight, shape and presence which is why they have recently won the Frost & Sullivan 2015 Innovation Award for Wearable Smart Fabric Sensors. Whether this technology will come to VR isn’t known but from this first glimpse it would certainly be a good fit.
No.909
http://vrfocus.com/archives/17076/new-osvr-dev-kit-gets-positional-tracking-android-support-announced/
It’s been a busy E3 for virtual reality (VR) technology so far. VR enthusiasts have already seen updates from the likes of Oculus VR, Sony Computer Entertainment, and, to some extent, Valve, but now it’s time to turn attention to the developer-focused VR kit from Open-Source Virtual Reality (OSVR). This unique ecosystem was announced all the way back in January with its own OSVR Hacker Dev Kit, designed as a cheap and simple head-mounted display (HMD) for VR development. Today, the group has revealed updates to that HMD which include positional tracking.
OSVR has announced the OSVR Hacker Dev Kit version 1.2, which has been approved for distribution and is now being sent out for free to a number of ‘selected developers’. The main addition here is the introduction of IR positional tracking. An IR upgrade kit will be available to those that own previously editions of the device. The tracking technology is said to feed positional information at 100 Hz over 360 degrees. A table, seen below, lists the individual components seen in the different versions of the device along with pricing and release dates.
Elsewhere, OSVR has detailed new modules coming to the HMD that will add a wide range of support. It was already known that a new module with Leap Motion wireless hand-tracking is coming, though another is set to increase the Field of View (FOV) of the kit to 150 degrees, provided by Wearailty. Also on the way is a Mobile Faceplate, which will allow OSVR users to combine the HMD with a wide number of smartphones running on the Android operating system (OS). Android support also arrives in a software update as does direct support of external VRPN servers, a Windows Installer update, and additional support documentation.
In terms of new members, OSVR is adding Alchemy Learning, A-Volute, Big Bonsai Gms, Cineveo, Corelabs, Coretronic Corporation, Dolphin, Ghost Machine, Kermdinger Studios, Inc, MAG Studios, Manus Machina, MergVR, MureVR, NeuroDigital Technologies, NivalVR, Perception Nueron, Virt, Virtulify, VimersiV, Wearality, Voxelnauts and 3DiVi company to its every-growing list.
No.910
http://vrfocus.com/archives/17095/epic-games-co-founder-on-oculus-touch-they-absolutely-nailed-it/
Arguably the biggest surprise of Oculus VR’s pre-E3 show in San Francisco, California last week was the reveal of Oculus Touch. This brand new input device consists of two six degrees of freedom tracked controllers, each with their own buttons, triggers, and sticks. They even feature gesture recognition. It was certainly an exciting reveal but, with E3 2015 just hours away from opening its doors, few are yet to truly sample the concept and judge it. Someone that has been lucky enough to go hands-on with the kit is Epic Games Vice President and Co-Founder, Mark Rein.
The verdict? Rein was a big fan. “Just tried Oculus Touch “Half Moon” prototypes playing ToyBox demo #MadeWithUE4,” he noted on Twitter. “They absolutely nailed it!” An image of Rein using the device can be seen below. ‘#MadeWithUE4′ of course refers to Epic Games’ popular videogame development toolset, Unreal Engine 4. The ToyBox demo was also revealed by Oculus VR last week, and will be the piece that other E3 attendees get to sample with the Oculus Touch prototype controllers, dubbed ‘Half Moon’.
While the retail edition of the Oculus Rift head-mounted display (HMD) will be releasing in the first quarter of 2016, Oculus Touch won’t be available until a little later on in the year, with a current release window of the first half of 2016. Pre-orders for the kit will go live at the same time as the Oculus Rift later in the year. The HMD itself will include an Xbox One controller to use in the meantime. Oculus Touch represents the company’s answer to its rivals input solutions, including the HTC Vive’s Room Scale system and PlayStation Move for Project Morpheus.
No.911
http://vrfocus.com/archives/17120/oculus-touch-uses-two-cameras/
Now that the Electronic Entertainment Expo (E3) is open and in full swing, the first images are now coming out from our team at the show. Oculus VR’s stand has already shown unveiled some interesting information regarding the in-house developed controller, Oculus Touch which was shown at last Thursdays press conference.
The Oculus Touch has two controllers both wireless, each with their own control sticks and buttons but what wasn’t known was how the movement of the controllers transferred in the virtual reality (VR) world.
Below are some images of the sensors for Oculus Touch. Two sensors are mounted in front of the player, around shoulder height and approximately over a shoulder width apart. How far apart isn’t clear, what the minimum or maximum distance is.
No.912
http://vrfocus.com/archives/17146/hands-on-with-oculus-rift-cv1/
Oculus VR’s consumer version reveal at the ‘Step into the Rift’, San Francisco, did not hold any hands-on opportunities for attendees. Though we got to see many of the titles that will accompany the head-mounted display (HMD) and the reveal of the input devices – Xbox One controller at first, Oculus Touch to follow – actually experiencing them was not an option. That changed today as Oculus VR opened the floodgates at the Electronic Entertainment Expo (E3), Los Angeles, for all of the above.
VRFocus has already been hands-on with Oculus Touch and it’s associated Toybox software as we all know the full range of 9 launch window titles on show. We’ll get to those in time, but right now it’s all about the consumer version of the HMD, aka CV1.
The finish of the device is near immaculate. The soft-to-touch front end isn’t as thick an velvety as you might imagine; more a smooth coating than a thick sheet, the firm wrap-around straps feel more solid than the most recent prototype hardware, Crescent Bay, and the velcro attachment straps are certainly more accommodating of frequent wear and removal than the plastic clips of the DK1 and DK2 editions of the hardware. The HMD is a little weightier than the Crescent Bay, however when being worn it’s certainly not noticeable. The idea of being able to wear the device for hours on end without discomfort is finally an identifiable goal.
The power button on the underside of the HMD is perhaps a little misplaced, but once having established a relationship both in-and-out of VR it will surely become natural instinct not to accidentally hit the button. Additionally, the nose curve won’t be perfect for everybody of course, and can take some fiddling to get the alignment perfect for your face.
The most important part of the CV1 experience however, is how it actually feels when in the VR experiences it can provide. The head tracking is near flawless. In VRFocus‘ hour playtest with the device there was never a moment in which latency became an issue. Positional tracking seemed to be more limited than that of the Crescent Bay, however all of the experiences presented were seated. Of course, VRFocus took the opportunity to walk around as much as possible, but as the software didn’t react in the same way as that which is made for a standing experience, making the tracking hard to evaluate.
The screen resolution has, finally, reached a level where screendoor effect is no longer an issue. There is a small amount of pixilation but no more than a Nintendo 3DS screen held at a reasonable distance. Noticeable more in some of the videogame titles than offers, small black dots appear over brightly mono coloured textures, but it’s certainly far from the significant issue that it was with DK1 and DK2. Indeed, it may only be because VRFocus was actively assessing the screen that it was noticable.
Needless to say, CV1 is the Oculus Rift HMD that we had all been hoping for. It may be late to the table and it’s still not yet known just how much that meal is going to cost – nor how long we’ll have to wait for the motion-control input dessert – but finally Oculus VR is ready to turn off the oven. CV1 is undoubtedly an extremely high quality HMD and once again Oculus VR have taken a leading role in the field of VR.
No.914
YouTube embed. Click thumbnail to play.
http://vrfocus.com/archives/17270/amd-explain-the-benefits-multiple-gpus-in-second-liquidvr-video/
Following on from its initial ‘simplified’ explanation of the technology involved, hardware firm AMD is continuing its series of videos in line with their activities Electronic Entertainment Expo (E3). Now beginning to delve further into the technology and the three key facets of what makes up its research and development project LiquidVR.
In this second video takes on the topic of Affinity multiGPU, and how AMD technology allows developers of virtual reality (VR) applications to split processing tasks workload between multiple graphics processor units (GPU’s). A factor that will prove benefificial for both reducing latency and deal with the needs of having to display two images – left and right field of vision- simultaneously.
No.915
http://vrfocus.com/archives/17293/luckey-explains-microsoft-and-oculus-relationship-ensures-rift-just-works/
One of the most surprising announcements at Oculus VR’s pre-E3 show last week was the reveal of a relationship with Microsoft. The latter’s popular controller for the Xbox One and PC will be packaged in with the consumer Oculus Rift head-mounted display (HMD) when it launches in Q1 2016, and the Windows 10 operating system (OS) will also allow players to stream Xbox One titles into a virtual cinema in the kit. But the relationship doesn’t stop there, as Oculus VR founder and Oculus Rift creator Palmer Luckey recently explained.
Speaking to IGN at E3 this week, Luckey detailed how close collaboration with the company on Windows 10 was ensuring that the Oculus Rift itself is a better overall product and that the OS is more capable of running VR experiences. “By working with Microsoft we’re able to get under the OS in a way that lets us reduce latency, and make sure that the Rift just works when you plug in, and that’s really critical,” he told the site.
“It also means that we can help them improve Direct X for VR so we can get all kinds of optimisations that are not necessarily parallel to the kind of optimisations you would make for a traditional 2D game. Like, for VR, you don’t want to have any buffered frames. You don’t want to render ahead. You want absolute minimal latency, almost at the expense of all other factors. And that’s something that we’ve been able to work with Microsoft to make happen for the Rift.”
Pricing for the Oculus Rift is yet to be revealed although Oculus VR CEO Brendan Iribe has previously suggested that an ‘all-in’ price that includes a PC to run the device would total around $1,500 USD. The pre-E3 show also played host to the reveal of Oculus VR’s input solution, Oculus Touch, which is at the show in Los Angeles, California, though not being shown on the consumer version of the Oculus Rift.
No.916
http://www.roadtovr.com/oculus-palmer-luckey-explains-present-near-future-vr-e3/
During his many rounds of E3 interviews, Founder and inventor of the Oculus Rift Palmer Luckey discussed the present and near future of virtual reality. Here’s a quick recap of our favorite bits:
Luckey, donning an engineering sample of the new Oculus Rift, explained to Gameslice’s Geoff Keighley the differences between the new Rift and the previous DK2 model. Drawing emphasis on the Rift’s 2160×1200 90Hz across dual displays, Luckey continued the interview with the headset in place for nearly 3 minutes while Keighley threw Luckey for a loop and switched sides mid-explanation.
Luckey then addressed the current and future situation of launch titles for the Rift in regards to developer timelines:
“You want there to be titles for launch, but you also want there to be a pipeline… VR is going to be around for plenty of time….The real battle isn’t necessarily in making content, its convincing consumers and gamers that virtual reality is something they have to try.”
“It is the right time to get people excited… the [Oculus and Sony] booths don’t get bigger through vanity, they get bigger through practicality. You have to show people VR to understand it,” Luckey told Jeff Gerstman of Giant Bomb.
Responding to an open question from Max Scoville of IGN about the Rift’s PC requirements, Luckey said that eventually “virtual reality is going to move to a model where the headsets do all the rendering.”
Luckey compares the Rift’s development cycle to smartphones, saying that today’s bargain smartphones can outperform flagship models of the 2008-2009 era. “If you go 5 years into the future, you won’t be able to buy a headset at [the quality of the current Oculus Rift] for more than $100,” Luckey told Scoville.
Considering Apple’s iPhone 3G and HTC’s T-Mobile G1 were the big names in smartphones just 7 years ago—both sporting 480×320 screens and single core processors—VR has an exciting 5 years ahead of it.
No.919
YouTube embed. Click thumbnail to play.
Here's tested's look and interview of the Oculus rift and touch. Really informative.
No.920
YouTube embed. Click thumbnail to play.
http://vrfocus.com/archives/17464/third-amd-liquidvr-video-shows-direct-to-display-feature/
The reason (or reasons) why technology is needed is often as difficult to explain as how the technology works in the first place. For those that struggle with the technical and are trying to get their heads around just what a company like AMD are doing their excellent series of small videos explaining the ins and outs of its research and development project LiquidVR continues.
Following a ‘simplified’ introduction (http://vrfocus.com/archives/17112/simplifed-amd-explain-liquidvr-in-new-video-series/) to LiquidVR and the use of multiple graphics processor units (GPU’s) (http://vrfocus.com/archives/17270/amd-explain-the-benefits-multiple-gpus-in-second-liquidvr-video/) to split and optimise workload, the third video looks at a function called ‘direct to display’ and how it takes over control of functions in order to avoid any issues with compatibility or latency.
No.921
YouTube embed. Click thumbnail to play.
http://vrfocus.com/archives/17480/amd-explains-liquidvr-benefits-movement-latency/
We’ve had what LiquidVR is, why it is and how it is and now AMD’s Electronic Entertainment Expo (E3) series of videos laying out the technology that makes up its development project comes to an end. Concluding with an explanation as to how LiquidVR brings, appropriately enough, fluidity to your movements within apps and experiences and how they the virtual reality (VR) technology being used reacts to it.
One of the problems with having a VR head-mounted display is that when you move the world has to move with you. Your field of view shifts. Your head is essentially one big giant camera. The problem is the technology needs to keep up with the movements so the picture doesn’t get left behind. The video explains, with the aid of an analogy involving pizza flyers, how Latest Data Latch works to prevent this.
No.922
http://vrfocus.com/archives/17475/virtual-reality-theme-park-to-be-built-in-china/
Here at VRFocus there is an obvious love of all things virtual. Whether its mobile virtual reality (VR) like the Gear VR or Google Cardboard, tethered VR like the Oculus Rift or Project Morpheus and augmented reality (AR) care of Microsoft’s HoloLens.
So when a recent article on the Fortune website popped up about a VR/AR theme park it definitely caught the teams attention. The theme park is being built in China by Landmark Entertainment Group, a company known for creating Universal Studios theme park attractions like Kongfrontation, Terminator 2 3D, and The Amazing Adventures of Spider-Man 5D.
Landmark Entertainment Group has developed the creative and design concept for the L.I.V.E. Centre (Landmark Interactive Virtual Experience), a combined VR and AR entertainment destination that will launch in China within the next three years.
CEO and Founder Tony Christopher described to Fortune how the company has spent the past 14 months exploring how virtual reality and augmented reality can be added to traditional entertainment like 3D, projection, surround sound, and special effects. The CEO states “With virtual reality we can put you in the African savannah or fly you into outer space,” going on to say, “This completely changes the idea of an old-fashioned museum by allowing kids to experience prehistoric dinosaurs or legendary creatures as we develop new experiences that keep them coming back for more. We’ll combine education and entertainment into one destination that’s always evolving.”
The eventual goal for Landmark Entertainment Group is a have 20 to 30 L.I.V.E centres around the world, but first there’s a few years to wait before the first one opens.
No.923
http://www.roadtovr.com/starvr-detailed-hands-on-big-field-of-view-even-bigger-potential/
We go hands on with the latest StarVR headset prototype from Starbreeze Studios, sporting a 210 degree field of view and dual quad-HD panels as demoed at E3 with Overkill’s The Walking Dead experience.
The InfinitEye team’s metamorphosis from part-time garage hackers to fully fledged VR industry players is a real rags-to-riches technology tale, one which we’ll detail in the near future for you. For now, know that InfinitEye—the 210 degree FOV VR headset—is reborn as StarVR, now part of Swedish developer Starbreeze Studio’s planned assault on the virtual reality entertainment space.
StarVR was launched this week alongside a dedicated made-for-VR experience based on the hugely popular The Walking Dead franchise and available this week at a dedicated stand just inside the LA Convention Center at E3 2015. Starbreeze’s cunningly located custom booth houses five demo pods, each comprising a StarVR headset, motion tracked pump-action shotgun, and… a wheelchair(?). You see, Starbreeze’s The Walking Dead VR offering goes the extra mile compared with most other virtual reality experiences present at E3 this year. The team wanted people to feel not only immersed but involved in the action, which means physical props and feedback.
Sitting down and donning StarVR and headphones, I’m immediately reminded of what impressed me so much back in 2013 when I visited the InfinitEye team in Toulouse, France. Your peripheral vision is, for all intents and purposes, entirely enveloped in the virtual world. The combination of StarVR’s gargantuan 210 degree horizontal and 135 degree vertical field of view really wraps your brain in a panoramic VR experience. This is StarVR’s killer unique selling point and it’s beyond anything you’ve tried before.
StarVR’s other main strength is of course its dual Quad HD panels, which delivers 2560 x 1440 pixels to each eye, that’s a staggering 5k horizontal resolution. The result? No appreciable screendoor effect whatsoever, something that bizarrely takes a little getting used to at first.
As the experience began though, some problems did emerge. But, whilst I’ll of course detail them in full, please bear in mind the system’s prototypical status and read through to my conclusion before judging too harshly.
Firstly, head tracking is provided by an onboard IMU for rotational tracking and a set of external fiducial markers, tracked by a motion camera mounted nearby, for positional tracking. Positional tracking is 360 degrees in this ‘outside-in’ style system and was chosen by the team for its ease of application for rapid prototyping. The shotgun you’re handed a little way into the experience sports two fiducial marked cubes, ideal for a positionally tracked input device.
During our time with the system, the LA sunshine was beaming through the convention centre’s glass atrium and was playing havoc with computer vision. According to the company, this was the cause of some distracting judder in the positional headtracking.
Suffice it to say however, this is unlikely to be the tracking system that will feature on the final, consumer headset. The StarVR team are considering all options right now, including the possibility of Valve’s Lighthouse amongst others. In any case, the team are aware of the current system’s deficiencies and are working hard to replace or enhance it as soon as they’re happy they’ve found the right fit.
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No.924
>>923
As the action gets underway, the capabilities of Starbreeze’s proprietary game engine, ‘Valhalla’, come to the fore. As you’re wheeled in-game through a dilapidated hospital environment crawling with the undead, the scenery is beautifully lit, with the engine painting a detailed, oppressive environment. The team are proud of Valhalla, claiming its suitability and optimsations make it perfect for virtual reality development.
The advantage of an in-house engine is that the hardware and integration teams have low-level access to the engine’s code, which should mean tight hardware and software integration; something not to be sniffed at and something that could give Starbreeze a real edge when it comes to delivering compelling and comfortable content for StarVR.
Back to the action… after being handed that shotgun, you get to start meting out zombie death-justice to the ever growing hordes of undead, now coming at you from all angles. A pleasing surprise was that the shotgun, a modified air-soft device with retro-fitted fiducial markers, worked really well. The weapon it turns out was built by input specialists TrinityVR, and had a functional pump action mechanism for reloading. The tactile sensation when reloading, physically aiming the weapon, and then pulling the trigger is hard to beat and added enormously to overall the experience.
starvr e3 2015 walking dead (8)One aside regarding the Walking Dead experience was an interesting experiment on the team’s part in enhancing presence in a virtual space. Physical interaction turns out to be a subtle touch. During scenes where your wheelchair is being pushed by one of your teammates in the game, one of the demo’s handlers gently shakes the wheelchair to match. As daft as this may sound, it was supremely effective in rooting your physical presence in this virtual world; incredible how such a seemingly asinine interaction like this can trick your brain so well.
StarVR’s dual 5.5 inch, quad-HD (1440p) LCD panels run at 60Hz and (as the team will admit) are not ideal. LCD panels are prone to smearing which was in evidence here; without the OLED-enabled low persistence of vision, visuals in motion lacked the silky smooth action we’ve come to expect from VR headsets. Contrast and vibrancy was also lacking, again another artefact of LCD panels. The team tell us this is another aspect they are well aware of and will address, likely with OLED panels in a future iteration.
There was also a problem with convergence when in the headset, borne from the current prototype’s fixed IPD and the software set for a global audience (it’s too time consuming to measure and calibrate for everyone’s IPD in such a setting, the team said). This lead to a slightly uncomfortable cross-eyed sensation which you needed to adjust to throughout the demo. Adjustable IPD in software will of course feature in the final headset, though we’re unsure if the team plan to add a physical IPD adjustment.
The final quibble comes in the form of head tracking latency. It is perceptible with the current hardware and software stack, albeit certainly not in an offensive manner. Once again however, we’re keeping in mind that this is still early prototype software and hardware, fast pixel switched displays and higher quality IMUs stand to further improve things.
After only a few minutes of intense action, I find myself overwhelmed by the zombie masses and my experience is over. After the headset is removed, I have a huge grin on my face. Despite the problems I’ve outlined above, The Walking Dead VR experience powered by StarVR is a hugely immersive and enjoyable time that I’d recommend to anyone.
As for the headset, although the issues I’ve listed above may seem numerous, bear in mind that they’re mostly entirely surmountable and known. Low persistence panels and adjustable IPD are becoming industry standards and it’s really only a matter of time until the team implement better components and tweak design to further improve the headset.
The bottom line is, StarVR is a hugely exciting prospect for anyone not satisfied by what some see as FOV compromises in the forthcoming wave of consumer headsets. Weight on this latest iteration has come down and ergonomics are much improved from what I saw of the very early protoype in 2013. The team continue to rapidly iterate through hardware revisions and by the time E3 2016 rolls around, I suspect StarVR will be a premium headset to aspire to. Starbreeze’s desire to tightly couple both hardware and software is a great approach and with ingenious, creative experiences like The Walking Dead, may offer content which goes beyond what the current generation of headsets will generally offer.
As ever, we’ll remain in close contact with the team and bring you experiences of new hardware as it become available. One thing’s for sure though, InfinitEye is dead—long live StarVR.
No.925
http://www.roadtovr.com/hands-on-oculus-touch-is-an-elegant-extension-of-your-hand-for-touching-virtual-worlds/
From the beginning, Oculus said they didn’t want to reveal an official VR input solution until they could do it right. Despite pressure from their developers, competitors, and the VR community at large, the company bided their time up until just one week ago where they showed the world the ‘Oculus Touch Half Moon’ prototype. After trying the system for myself, I can confidently say that it was worth the wait.
Anyone that’s used the Oculus Rift DK2 and beyond knows the company’s IR LED based positional tracking tech is some of the best in the business. It’s incredibly precise, low latency, and robust. So it’s no surprise that the company chose to use that tech as the foundation of their VR controller. But challenges remained: beyond just tracking position and orientation, how do you actually interact with objects in the virtual world; how do you prevent occlusion; how do you support existing game input modalities which might still be necessary?
Oculus has sufficiently answered all of these questions, and more, with an elegant VR controller which is poised to be the best on the market at the outset of consumer VR. For me, there are three major things that make the Oculus Touch VR controller a brilliant solution to the question of input.
Natural Resting Grip
Reach your arm out like you’re going to shake someone’s hand, with your fingers outstretched like you’re going to give a high five. With your arm still out in front of you, make a fist. Now switch back and forth between the high-five hand and the fist. Watch your arm carefully as you do and you’ll see muscles moving within it to achieve these different grips.
Now let your hand go limp, into its natural resting state. This is the ‘default’ position of your muscles and hand muscles when your hand isn’t doing anything, and this is what it feels like to grip the Oculus Touch controller.
Oculus has formed the controller to fit in your resting hand beautifully and this is one factor that contributes to what Oculus called “hand Presense” when they first revealed the controller. Initially I thought this was just some buzzword play, but now I realize they really meant it.
Center of Gravity
Having the core of the controller in the midst of your resting grip means that your hand feels much like there’s nothing in it. But how to get the controller ‘outside’ of the hand’s center of gravity in order to prevent occlusion? That’s where the ‘Half Moon’ ring, which reminds me of a basket crossguard on a sword, comes into play.
The ring orbits the hand at a steady altitude ensuring that the hand’s center of gravity doesn’t shift. Others, like the SteamVR Lighthouse controller, have significant appendages that move the hand’s center of gravity, causing it to feel more like a tool in your hand than the hand by itself (as Synthesis Universe’s OlivierJT eloquently put it).
The Half Moon ring achieves this natural center of gravity while at the same time offering ample surface area for IR LED tracking points for robust occlusion avoidance.
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No.926
>>925
Hand Trigger
The hand trigger is the most natural way to grab objects in the virtual world that I’ve felt with any VR controller, including ‘controllerless’ solutions like Leap Motion (yes it turns out that mocking a grab gesture in mid air isn’t that natural). The hand trigger rests on the inside of the controller’s hilt and is just a squeeze away from your hand’s natural resting position. The trigger is big and easy to depress with your middle and lower fingers, an action which takes your hand from that natural resting state to more of a gripping state.
Mimicking this natural gripping motion is important for aligning the brain’s notion of ‘gripping’ with the gesture intended to do so—something we might call proprioceptive parity. The hand trigger leaves the index finger free for pointing or use of the index trigger, which is more like pulling the trigger of a gun, just like you would be used to on a gamepad.
Literally within seconds of first picking up the controller I was grabbing objects in the virtual world naturally with the hand trigger. It just felt right, and there was no confusion between grabbing with the hand trigger and my index finger—just like it’s easy to grip a pistol while keeping your index finger free for the trigger.
Gestures
The Oculus Touch controller also supports hand gestures, such that your finger position can be represented in the virtual world for social cues like pointing and giving a thumbs up (didn’t have a chance to check for that all-important middle finger gesture).
The inside of the Half Moon ring houses sensors which detect your finger positions. It isn’t clear how precisely or which fingers can be detected as the demo that I tried was using canned animations to ‘snap’ to pointing and thumbs up gestures. I was told that the system can detect analogue finger positions, but it seems to be something they’re still refining.
Whatever the case, using these gestures for specific cues it’s a great way to combine the precision of button input with the ability to naturally gesture within the virtual world, rather than abstracting those motions to a ‘point’ or ‘thumbs up’ button.
“Low Mental Load”
When Oculus founder Palmer Luckey brought the Oculus Touch controllers out on stage for the first time, he noted that they were made for “low mental load”, and it’s easy to tell that this was core to the controller’s design. The three factors outlined above contribute to this in a big way. Rather than manipulating a tool, the controller feels as close to having my own hand in the virtual space as any I’ve tried, and it makes a big difference.
When Oculus took me into their Toy Box demo, a sort of motion control playground, I was naturally grabbing, throwing, and passing objects back and forth with another player in mere moments; it felt like there was no learning to do. In fact, during the demo I never used the controller’s buttons or joysticks, there was simply no need.
It wasn’t long in the demo before the controllers began to feel invisible, there wasn’t this sense of needing to look carefully at the tracking performance; it was so good that it hardly warranted attention. Occasionally I would see some of my real arm out the bottom of the Rift, as I followed it up onto the Rift’s display, my virtual hands appeared to be aligned perfectly, it was surreal.
With this “hand Presence”, it was just me and another user in a virtual world, interacting like people might—handing objects to one another, throwing things around, shooting slingshots, and of course shrinking each other with shrink rays… but more on that soon.
Oculus’ insights go beyond mere ergonomics; proprioceptive parity was a clear priority of the controller’s design prompt, making Touch the most comfortable and natural VR controller I’ve ever used. The company’s positional tracking prowess means they are tracked nearly flawlessly. Unknown price aside, Touch is poised to be the best VR motion controller out there. Haters gonna hate, but Oculus has pulled it off again.
No.927
http://vrfocus.com/archives/17494/nintendos-fils-aime-not-fan-current-vr/
With the Electronic Entertainment Expo (E3) over for another year, it has been reassuring to see over the last week such a fervent interest in virtual reality (VR) from the videogames industry at large. The big hitters like Sony and Microsoft were showing off their latest technology, Project Morpheus and Hololens respectively. But the other stalwart of the industry, Nintendo, had nothing on show in regards to VR.
In recent interview with Polygon, Nintendo of America’s President and COO, Reggie Fils-Aime, was asked if there were any ideas for Nintendo to work on their own VR device. The response from the COO was that VR wasn’t a priority for Nintendo at the moment and even though the technology is there it wasn’t fun or social. Fils-Aime stating “I haven’t walked the floor, so I can’t say in terms of what’s on the floor today, but at least based on what I’ve seen to date, it’s not fun, and it’s not social. It’s just tech.”
Nintendo are usually at the forefront of gaming innovation whether it was the N64 controller with its analogue stick or the Wii’s motion controls, Nintendo always seem to be the ones eager to push the boundaries of videogame experiences. Lets not forget the Virtual Boy back in the nineties was a VR device, although not of the same caliber of today’s devices and turned into a giant flop for the company.
Maybe Nintendo are just buying time, waiting to see how the VR industry progresses. After all it’s only a few months away until the first head-mounted displays come on general sale, then the true test of VR begins.
>based on what I’ve seen to date, it’s not fun, and it’s not social. It’s just tech.
Oh Nintendo, you short-sighted old fools who have no concept of potential and foresight. I won't argue that it's just tech right now, that it isn't fun depends on the content and it's debatable if he even tried it before making that statement, but to say it isn't social shows Nintendo's decrepit mindset when they think "fun with the family" is the only way to have a social experience.
I seriously hope they remember this moment and regret it forever when in 2016/17 they get burned for being such idiotic short-sighted dinosaurs.
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No.928
>>927
>and it's debatable if he even tried it before making that statement
Nintendo was doing 3d with active shutter glasses as a console accessory back in 1987. They released one of the first self contained consumer head sets that had dual displays for real 3d with the Virtual Boy and sold 770,000 of them. They have over 50 million 3ds out there and have fought and lost massive patent battles over 3d imaging.
When it comes to 3d or VR they're anything but dinosaurs and I'm pretty sure their COO knows a thing or two about their previous attempts or what the industry is like considering billions are at stake if they're wrong. Why is he bothering to talk to anyone associated with the clickbait blog Polygon is a better question; those clowns were turned away from the Oculus booth at E3 until they changed their mind an hour or so later.
No.929
>>928
No. Those things were way in the past and the accessories were never going to work because a) the hardware wasn't powerful enough and b) the VR research in those times was a bunch of hogwash.
For this very fact is why Nintendo are dinosaurs, they still think of the 80s disaster when current VR is nothing like 80s VR in ANY way but the goal. Also the 3ds is not VR and has nothing to do with their experience about VR, I don't know why you even mentioned it.
Everybody knows Polygon is a clickbait site and I still don't know why anyone in this industry would talk to them, but when someone does we at least have to see what that someone said and disregard everything else from Polygon.
No.930
YouTube embed. Click thumbnail to play.
>>929
The 3ds is a lot more important to VR/AR than you realize. Because of the twin cameras setup that was used to take 3d pictures it was the object of a massive court battle, the first major one in the realm of VR/AR;
>Most of the discussion in the parties’ arguments and the court’s opinion focuses on how the 3DS’s cameras work to capture 3D images. The patent describes a “means for measuring cross-point (CP ) information on the CP of optical axes of [the] pickup means.” The two cameras built into the 3DS are arranged in parallel, but the parties and their experts disagreed over whether the optical axes of these cameras would nevertheless intersect. The court agreed with Tomita that they would.
>This isn’t the sexiest or most directly AR-related fact pattern I could have envisioned. It is, however, something far scarier for companies throughout the AR industry: it’s real.
http://www.wassom.com/tomita-v-nintendo-the-first-augmented-reality-patent-infringement-case.html
That's one of the reasons why none of the commercial HMDs on the horizon are going to sell with image sensors on the front of them. It's an obvious addition that costs nothing, weighs nothing, takes up no space at all and has been done numerous times by third parties on their HMDs. Something we won't see for a very long time thanks to high royalty costs and a legal precedent that was set with this patent case.
You're calling Nintendo dinosaurs when they're in court being trailblazers years ago. They've been at the bleeding edge for 3 decades and most people involved in VR/AR don't even know it.
Also the guy who owns the site I linked to above has a video of his up from yesterday on the legal issues surrounding AR at the Augmented World Expo:
http://augmentedworldexpo.com/
No.931
>>930
You are overestimating Nintendo, all they care about are their products and the 3DS just so happened to have features that would be useful in a VR/AR headset (and one of them was very useful for VR/AR, but they lost in a court battle sadly).
Their knowledge about 3DS and its features doesn't automatically make Nintendo knowledgeable about VR or AR. 3DS's 3D is an autostereoscopic single display done with a parallax barrier filter, it's just 3D done with tricks/filters for viewing at a distance and not suitable for VR.
On the other hand, VR headsets stereoscopic 3D is done through viewing two separate images through 2 (usually OLED) displays one for each eye as close to your eyes as possible. They are two separate techniques and the latter is the best one to achieve VR.
Nintendo's shown nothing so far to suggest that they're knowledgeable about VR except for a few techniques that they had to know to make the 3DS work.
No.932
http://vrfocus.com/archives/17548/luckey-on-vr-its-not-going-to-reach-hundreds-of-millions-of-people-in-the-next-three-years/
Oculus VR co-founder and creator of the Oculus Rift, Palmer Luckey, is a well known evangelist of virtual reality (VR). His passion for the new medium is unquestionable, having taken it upon himself to create the first iteration of the Oculus Rift head-mounted display (HMD) long before the possibility of any financial remuneration was known. However, he remains realistic about the commercial viability of VR, suggesting that it will see long-tail growth.
“In these early days, probably for at least two years, VR is going to be primarily for gamers and enthusiasts that are willing to invest in high-end machines,” stated Luckey in an interview with Re/code. “VR is going to become something mainstream, but it’s not going to happen right away. You just don’t have the horsepower to make it happen on a device, much less a cheap enough and comfortable enough device that a normal consumer is going to want to have. There’s also going to be more diverse content. Right now, it’s almost entirely games, because only the games industry has the tools and the talent to make immersive 3D worlds.”
That latter point was never made clearer than at Oculus VR’s ‘Step into the Rift’ press conference, San Francisco, last week. The company finally revealed the consumer version of the Oculus Rift HMD as well as the Oculus Touch input device, but in terms of software it was solely videogames that were discussed. The potential for other types of experiences remains, but Oculus VR concerted their efforts on attracting the existing videogame audience first and foremost.
In terms of that adoption, Luckey sees videogames as a stepping stone to bigger things. He’s still confident about the potential of VR of course, but is realistic about the commercial proposition.
“I’m the most optimistic guy about VR out there. I have crazy visions of what we’ll be doing in the future. But it’s not going to reach hundreds of millions of people in the next three years,” suggests Luckey.
Oculus VR revealed the consumer edition of their Oculus Rift HMD last week and offered hands-on demonstrations to attendees of the Electronic Entertainment Expo (E3) earlier this week.
No.948
>>927
you mad, faggot board owner? nintendo should not focus on vr at all when 500 other companies and their mother are doing the same
No.958
File: 372.jpg (24.7 KB, 225x225, 1:1, 372.jpg)

>>948
How cute of you to think that I care about Nintendo. Also, when 500 companies are doing the same thing that's called a trend, and when something is trending in the tech world that usually means a chance at getting a large amount of revenue.
If Nintendo who depend on video games want to ignore this trend which will definitely change the landscape of the games industry, then I can only call them foolish.
I rest my case with this quote:
"The next time when someone tells you that CD-ROM is the wave of the future, tell them that the future doesn't belong to the snails" - Nintendo, 1994.
No.959
>>931
>On the other hand, VR headsets stereoscopic 3D is done through viewing two separate images through 2 (usually OLED) displays one for each eye as close to your eyes as possible. They are two separate techniques and the latter is the best one to achieve VR.
Yes and Nintendo released a headset 20 years ago that did exactly that. Their virtual boy had 2 monochrome displays with a resolution of 384x224 at 50 hertz. They certainly are knowledgeable about VR and have been looking into 3d and VR before some people browsing this board were born, you're taking a recent comment way out of context when only a year ago Shigeru Miyamoto said the following about VR:
>We’ve been doing our own experiments with virtual reality dating back to the Virtual Boy. And even to some degree, the 3DS was designed with a little bit of this in mind with its stereoscopic 3D. So we’re always looking at hardware and assessing what’s possible.
>As game designers, we at Nintendo are interested in VR technology and what it can do, but at the same time what we’re trying to do with Wii U is to create games for everyone in the living room. We want the Wii U to be a game system that brings video gamers into the living room. As as I explained last night [Sunday, June 8], it’s intended to be fun not only for the person who’s playing, but also for the people who are watching.
>So from Nintendo’s perspective, there’s interest in the technology, but we think it might be better suited to some sort of attraction style of entertainment, say something at a video game arcade or things like that, rather than something that one person plays alone.
http://time.com/2881482/interview-nintendo-miyamoto-virtual-reality/
No.960
>>959
>Yes and Nintendo released a headset 20 years ago that did exactly that. Their virtual boy had 2 monochrome displays with a resolution of 384x224 at 50 hertz. They certainly are knowledgeable about VR and have been looking into 3d and VR before some people browsing this board were born,
The fact that they were trying to make a VR headset with a resolution of 384x224 at 50 hertz already shows how little actual research they did much less how to make a HMD. There's more to making a VR headset than just strapping two small screens on a box and being done with it and the way they did it with the Virtual Boy was just that. The only knowledge you can take from that is that you know shit about what you are doing.
>you're taking a recent comment way out of context when only a year ago Shigeru Miyamoto said the following about VR:
Not really, the ignorance that Reggie's comment displayed is paralleled by Shigeru Miyamoto's lack of imagination or willingness to do VR in the second and third paragraph from what you posted.
The only paragraph worth looking at is the first one, they are claiming that they used knowledge from their experiments dating back to the Virtual Boy for the 3DS. But I find that claim highly suspicious when all one could learn from that disaster is that they knew jack-shit about VR since Virtual Boy's specs suggest that they did no research. Therefore I highly doubt that they used any techniques or knowledge 'learned' from the VB despite their claims otherwise.
No.961
http://vrfocus.com/archives/17625/ar-and-vr-in-medical-education-presentations/
Generally at VRFocus most of the news that comes in regarding virtual reality (VR) and augmented reality (AR) revolves around videogames and the gaming industry at large. But the technology is that versatile it isn’t confined to just one medium, and one area of promise is in medical education. A presentation called Augmenting Reality – AR and VR in medical education, on Wednesday 24th June 2015 at Robin Brook Centre at St Bartholomew’s Hospital, London, will be previewing what could be the future of training in medicine.
Four subjects will be discussed during the course of the evening. These include Amplified Robot – Overview of the use of Augmented Reality and Virtual Reality in Medicine, Virtual Medics – The use of Google Glass in Medicine, Medical Realities – Using Virtual Reality for the Training and Education of Surgeons, Doctors, and Medical Staff, The Virtual Surgeon – Surgical Training using Photorealistic 3D Avatars.
VRFocus has previously covered Google Glass and The Virtual Surgeon being used Dr Shafi Ahmed from St Bartholomew’s Hospital, London, to perform the first live-stream of an operation using the Google Glass AR HMD, which was watched live by some 13,000 surgical students across 115 countries.
No.963
https://www.gamingonlinux.com/articles/steamvr-headset-from-htc-to-release-windows-only-first.5540
According to a renowned German PC games magazine, Gamestar, the SteamVR device HTC Vive is going to be released only for Windows in the beginning.
Gamestar journalists attended a demonstration of the Vive HTC and spoke to HTC representatives. They found the VR impression very convincing. But I guess there are enough descriptions of that out there on the net. The news for Linux users is hidden in their conclusion: According to HTC "Executive Director Global Marketing" Jeff Gattis, Vive HTC will only work with Windows on release.
Surprisingly, although Steam [Valve] is making great efforts to push its own Linux derivative SteamOS to the market as a gaming operating system, Vive VR will initially work exclusively with Windows. Steam machines are too slow for the Vive VR anyway, Gattis smiled mischievously, so they prefer to concentrate on the Windows operating system.
Not surprised one bit. When they need to build up hype it helps to be able to sell your device as working on everything and being completely open and free. When it launch time nears it's always an entirely different story.
No.969
http://vrfocus.com/archives/17736/htc-allegedly-suggests-steam-machines-too-slow-for-vr/
When Oculus VR revealed the recommended specs for the Oculus Rift virtual reality (VR) head-mounted display (HMD) earlier this year it became clear that the device would only be supporting Windows PCs at launch. Integration for the Mac and Linux operating systems (OSs) is to be put on hold while this initial launch is carried out in early 2016, though support will return later down the line. This came as a disappointment for many VR fans using these systems, but it appears as if they will have to put up with yet more setbacks with the other major PC-based HMD, Valve and HTC’s Vive.
As picked up by Gaming On Linux, the latest issue of PC-focused German videogame magazine, Gamestar, seems to confirm that the HTC Vive will also only run on Windows at launch. Gamestar cites HTC’s Executive Director of Global Marketing, Jeff Gattis, who allegedly confirmed as much at a recent event. Gattis even suggested that Valve’s Steam Machines, which run on Linix, are ‘too slow’ to run VR experiences.
“Surprisingly, although Steam [Valve] is making great efforts to push its own Linux derivative SteamOS to the market as a gaming operating system, Vive VR will initially work exclusively with Windows,” a translated quote from the article reads. “Steam machines are too slow for the Vive VR anyway, Gattis smiled mischievously, so they prefer to concentrate on the Windows operating system.”
If true it’s another upset for VR fans on these OSs. Take note that the ‘too slow’ comment seems to be a joke, but it still creates some big questions. The first Steam Machines are expected to go on sale later this year; will any of them be up to the challenge of running VR? The HTC Vive itself is to launch towards the end of 2015, with studios now receiving free Developer Editions of the device to prepare their own titles for it.
No.970
http://vrfocus.com/archives/17747/rift-exclusives-only-to-be-sold-through-oculus-home/
One of the announcements that didn’t quite steal the headlines at Oculus VR’s pre-E3 press conference earlier this month was the reveal of Oculus Home. Nate Mitchell, the company’s VP of Product, took to the stage to reveal a brand new, VR-dedicated user interface (UI) that will serve as a hub for those using the consumer Oculus Rift virtual reality (VR) head-mounted display (HMD). The software will also allow players to purchase Oculus Rift compatible content from the company itself. In fact, this will be the only place to buy some of Oculus VR’s exclusive content.
Mitchell recently revealed as much to PC Gamer. “It differs from developer to developer,” he said when asked if Home would be the only place to purchase Oculus Rift content. “We’ll have some exclusive games that you can only get through Home. Probably a lot of our stuff, right? That just makes sense. If we’re making it, we want to sell it through our own store. But there will be stuff you can buy directly from developers, for example. We’ve said from the beginning that the Rift—the hardware itself—is an open platform, and that’s really important to us. We think it matches the PC ecosystem really well. So, for example, if we make a game together, we can sell it directly to a consumer, they can run it, they can play it on the Rift, awesome.”
Mitchell went on to stress the importance of the user experience in Oculus Home, which doesn’t require anyone to keep taking the HMD off to make purchases. “In terms of publishing on our store, we’ve already launched our platform on GearVR, so all the Oculus Home experience and the Oculus Store that runs on Gear today is the exact same backend that’s powering the Rift store when it comes online,” he concluded. “So we have developers who’ve published games to our store who are making money today, and we’re going to be bringing basically all that same functionality to the Rift.”
Until now, Oculus Rift users have mainly been depending on platforms such as Steam and VR-dedicated services like WEARVR for to purchase premium VR content. Free experiences can also be downloaded via the Oculus Share portal. Expect Oculus VR to make a much bigger push for purchasing content through its own store when the Oculus Rift launches in Q1 2016, then.
It's to be expected, as soon as they announced Oculus Home and exclusives this was gonna happen.
No.971
I don't want them to know what i am doing with it.
I'll wait till i can use a headset offline, off any proprietary platform.
No.973
No.975
http://vrfocus.com/archives/17749/oculus-ceo-wants-to-move-quickly-on-oculus-rift-life-cycle/
After all the recent press coverage on virtual reality (VR) company Oculus VR everyone knows or should know that the consumer version is to be released in Q1 2016. But what many may not realise is that Oculus VR are already thinking of future versions of its head-mounted display (HMD).
Game Informer spoke to Oculus CEO Brendan Iribe about the HMD’s life cycle. He said: “This isn’t going to be the console five, six, seven year life cycle. VR is going to move too fast. It’s going to innovate and evolve really rapidly. We’ve already seen with the Rift from inception to shipping a product, we’ll have gone through two developer kits, many prototypes leading to a consumer Rift at high quality. We’re going to come out with another prototype some amount of time after we ship the Rift, and then we’re going to come out with another consumer product. We want to move quickly here, but we also want to give developers time to create content and ship against an install base. If we move too quickly, we need to always ensure absolute backward compatibility, so that everybody’s content works on the next generation as we’re updating.”
Iribe added: “There’s that happy medium between the console life cycle, which is far too long, and the smart-phone cycle, which is every six months or so. That’s a little too short for where VR is going to begin. It’s somewhere in between,” he explains. “We’re still trying to figure when our version two would come together and what features will land in it. If there’s a feature that would take an extra three to five months, we might push out the schedule if it’s that compelling of a feature. It’s too early to tell now. At this point, it’s all sights focused on shipping Rift and Touch.”
So while no schedule has been put into place, there will be a quicker turnaround of HMD versions than other areas of the videogame market, as and when further features develop.
No.976
No.977
>>975
Reminds me of Apple business model.
No.978
http://vrfocus.com/archives/17813/virtual-reality-to-be-used-in-future-of-urban-planning/
The rollercoaster that is virtual reality (VR) doesn’t look like it’s slowing down anytime soon as more and more industries embrace the technology to help develop future projects and spearhead advancements within their respective fields. One such industry looking at VR is urban planning.
European cities are leveraging their data sources in order to address high-priority objectives: to reduce traffic congestion, improve energy efficiency, engage citizens, and present government as accessible and accountable. However, the approach today is typically project-based. More integration across organisational silos will be needed to achieve their longer-term goals such as economic growth and development of an indigenous tech sector.
New analysis from Frost & Sullivan, “Real-Time Cities Survey”, finds that municipalities aim to do much more than simply make existing information and transactions accessible online. They are embracing open innovation and experimenting with advanced applications such as 3D mapping and VR to reduce the cost of urban planning functions.
The survey asked leading real-time cities about their data-centric strategies and initiatives. The survey received 27 responses back.
Principal analyst for Information & Communication Technologies Europe, Sheridan Nye states, “Public sector information (PSI) is being published on open portals and used internally to improve the efficiency of public sector services,” adding “Cities are also collaborating with academic partners and ICT vendors to build governance best practice into data transactions. This is the necessary foundation for commercialisation of data-enabled services in the near future.”
So what does that mean for the VR community, well a much greater reach for VR technology for one. Virtual reality maybe being pioneered by the games industry but it won’t be the sole beneficiary of the new technology.
No.979
http://vrfocus.com/archives/17843/youtube-vr-released/
Last month saw Google hold its annual I/O developer conference in San Francisco. The company had plenty of updates to share across all areas of its business, including its work in virtual reality (VR). It revealed expanded work in VR beyond its Google Cardboard mobile head-mounted display (HMD), including its Google Jump system for 360 degree live action video filming. The system is made up of a number of aspects, including a video player in the form of an updated YouTube app. Said update was promised for later on in the year and, this week, it has indeed arrived.
The update only appears to be available on the Android operating system (OS) at this time, though incoming support for Google Cardboard on iOS suggests that it will also reach Apple’s platform further down the line. It allows for those with a Google Cardboard or one of the officially branded ‘Works with Google Cardboard’ kits to load up certain 360 degree videos and press a special icon in the bottom right corner. Having done so, the image on screen will split into two so that it can be viewed using the pair of lenses embedded in the given HMD. That support includes VRFocus‘ own inaugrual VRCast test run.
Images of the icon and the resulting side-by-side display can be seen below.
Along with iOS, many will hope that this service eventually reaches browsers on PCs so that it can be used with upcoming HMDs such as the Oculus Rift and HTC Vive. The PlayStation 4 also has its own official YouTube app; could support for the Project Morpheus HMD make it into this service later down the line as well? The platform has become an instrumental part of everyday life for many, and YouTube VR support has huge implications for the technology’s future.
No.980
File: medicine.jpg (37.95 KB, 629x350, 629:350, medicine.jpg)

http://vrfocus.com/archives/17803/new-study-suggests-vr-therapy-can-help-reduce-alcohol-cravings/
Virtual reality (VR) and augmented reality (AR) applications are already being explored within the medical profession, as VRFocus has previously reported. Now researchers are trying VR therapy to help people with alcohol dependance reduce their cravings.
According to VR Technology News, the findings, published in the July issue of the Journal of Studies on Alcohol and Drugs, come from a small study of just 10 patients. But researchers said they are optimistic about the potential for virtual reality as a therapy for alcohol use disorders.
Senior researcher Doug Hyun Han, M.D., Ph.D., of Chung-Ang University Hospital in Seoul, Korea, says: “This technology is already popular in the fields of psychology and psychiatry.”
His team recruited 12 patients being treated for alcohol dependence for the new study. All the patients went through a week-long detox program, then had 10 sessions of virtual-reality therapy, done twice a week for five weeks.
Each of the 10 sessions involved three different virtual scenes, one in a relaxing environment; another in a ‘high-risk’ situation in which the patients were in a restaurant where other people were drinking and a third, ‘aversive,’ situation, where patients were surrounded by the sights, sounds and smells of people getting sick from too much alcohol.
To check the before and after effects of the study, all of the patients underwent positron emission tomography (PET) and computerized tomography (CT) brain scans, prior to the study starting, which allowed the researchers to study the patients’ brain metabolism. The brain scans showed that compared with a group of healthy people, the alcohol-dependent patients had a faster metabolism in the brain’s limbic circuit, which indicates a heightened sensitivity to stimuli, like alcohol. After the VR therapy, however, the picture changed. Patients’ faster brain metabolism had slowed. Doug Hyun Han said this suggested a reduced craving for alcohol.
Longer term studies are needed as this was only a small trial but Han does say it shows ‘a promising approach.
No.981
http://www.roadtovr.com/oculus-to-open-rift-constellation-positional-tracking-api-to-third-parties/
Oculus says that they’ll be opening up their ‘Constellation’ tracking API so that third-parties can use the tech to build positionally tracked peripherals beyond what the company will make themselves.
At E3 2015, Oculus founder Palmer Luckey told us that he believes the company’s Touch controller is “making the right set of compromises and tradeoffs to make a pretty universal VR input.” He does note however that “it’s never going to be better than truly optimized VR input for every game. For example, racing games: it’s always going to be a steering wheel. For a sword fighting game, you’re going to have some type of sword controller. For things that are really about fine-grain finger interactions, it’s probably going to be maybe even some type of glove or computer-vision based hand tracking solution.”
Luckey said the company won’t be making Wiimote-style docking peripherals for those purposes, but there will be a way for people to get their hands on niche VR controllers.
“…we’re going to be opening up our tracking API for people so then they’ll be able to make peripherals that are tracked using our tracking system,” he said. “I think you’re going to see people making peripherals that are specifically made for particular types of games, like whether they’re steering wheels, flight sticks, or swords, or gun controllers in VR.”
It may have been the plan for Oculus all along, but we heard little about third-party access to the company’s IR-LED based ‘Constellation’ tracking system prior to mounting pressure from competitor Valve. At GDC 2015 in March, Valve revealed its SteamVR virtual reality system including the Laser-based ‘Lighthouse’ tracking solution which afforded what they called a ‘room-scale’ tracking volume of about 15×12 feet. The company also said “we’re gonna just give [Lighthouse technology] away,” with the hopes of promoting a universal tracking solution for VR.
Details about how Oculus will open their Constellation tracking API is thin on the ground (and same with Lighthouse for that matter). It isn’t clear for either company’s solution if third-parties will need to purchase tracking markers, license the tech for use, or be charged an integration fee, among a number of potential business models. Nor is it clear if any sort of certification framework will exist to give consumers confidence that a third-party peripheral will work adequately.
The tracking tech question could play a major role in which headset leads adoption; if one of the two companies has a bigger and better lineup of tracked third-party accessories, it could tip the scales of the headset purchase for some consumers. We expect to learn more about both companies’ plans as their respective headsets approach launch beginning at the end of 2015 with Valve’s HTC Vive.
No.987
http://vrfocus.com/archives/17921/stanford-university-trialing-phobia-reducing-vr/
VRFocus has previously reported on how virtual reality (VR) is being used in medicine for training purposes, and even for people with alcohol dependency. Now Stanford University is looking at how VR can possibly be utilised to over come fears and phobias.
The Virtual Human Interaction Lab at Stanford University is using an Oculus Rift head-mounted display (HMD) for educational purposes, testing the possibility of using the technology to help people overcome certain fears or for learning empathy.
USA Today went to the university to try out the simulation for walking across a deep pit. The site describes an experience in which the virtual floor beneath the user disappears, leaving them on a narrow wooden plank above a pit. The idea behind the experience is to replicate the phobias one would experience when faced with this situation in real life.
Jeremy Bailenson, the founding director of the Stanford lab said of the experience: "We study the transfer effects — how does an intense virtual reality experience change the way you think of yourself and others?"
In another one of Stanford Universities simulations, viewers are presented with an audience of avatars keeping fixed stares on the viewer as they walk around the room, the goal being to help people uncomfortable with public speaking.
No.988
http://www.roadtovr.com/can-now-watch-360-youtube-videos-vr-currently-android/
With a recent update to the Android YouTube app, Google Cardboard-compatible smartphones can now view 360-degree video in side-by-side configuration.
The video streaming giant quietly rolled out VR support for their 2D 360-degree videos earlier this month, with no official mention in either their blog or other official information outlets. Only monoscopic videos are currently among those supported for VR viewing.
YouTube had teased VR enthusiats back in March with the addition of 360 video support for mobile devices and Chrome, as well as support for 60 FPS video—two things that point towards a strong interest in VR.
There’s still no word yet on when iOS smartphones will have a chance to get a hold of the now Google Cardboard-compatible app, but we’re optimistic that support is soon to follow.
To access the VR function on 360 videos, first search for the videos by typing #360Video into the mobile app’s search field. Compatible videos should show the symbol below.
You can then pick a video and start playback.
You’ll then have the option to switch to VR mode. Just touch the Google Cardboard icon on the lower right-hand side and insert your Android smartphone into Cardboard or any number of variants available online. Now look around and check it out!
We’re also crossing our fingers that other mobile VR platforms like Gear VR will also see some 360 YouTube video integration in the near future—despite the fact that may not jive with Samsung and Oculus’ current push to maintain a well-curated selection of 360 content.
No.989
http://vrfocus.com/archives/18034/hololens-units-destroyed-in-shuttle-explosion/
Last week VRFocus reported on the news that Microsoft’s HoloLens mixed reality (MR) head-mounted display (HMD) would be heading to the International Space Station (ISS) as part of a partnership between the company and NASA. The special kits will include new software known as Sidekick, designed to help astronauts with training and communication. A pair of HoloLens units were set to be shipped up to the station this month to allow for testing of this project. Sadly, those units have been destroyed in-transit after their unmanned shuttle exploded.
As already reported, the HoloLens units were set to arrive via SpaceX’s seventh commercial resupply mission, which launched yesterday. Not long after the launch, however, the Dragon spacecraft that held the supplies and the Falcon 9 rocket that propelled it exploded. No one was injured in the accident and the crew of the ISS are said to have plenty of supplies to last them the next several months.
“We are disappointed in the loss of the latest SpaceX cargo resupply mission to the International Space Station,” NASA administrator Charles Bolden said of the crash. “However, the astronauts are safe aboard the station and have sufficient supplies for the next several months.
“We will work closely with SpaceX to understand what happened, fix the problem and return to flight.”
The HoloLens units were only the first of a number that were meant to be delivered to the ISS as part of Sidekick. The software is to feature two modes. One of these will allow the HMD user to communicate with experts on Earth for training and more detailed instruction. Its successful integration will mark the first time that astronauts have been able to carry out real-time video calls with Earth. The other mode will place holograms on surfaces that will train the user. It’s not clear when new units might be delivered.
Kek, I guess it was destined to crash, the HoloLens that is. But on the more serious note, SpaceX should get their shit together.
No.990
http://vrfocus.com/archives/18056/htc-probably-couldnt-have-made-vive-without-valve/
Taiwanese smartphone company HTC very quickly became one of the biggest names in virtual reality (VR) technology back in March 2015 when it announced a partnership with Valve to create the HTC Vive head-mounted display (HMD). This promising device surprised everyone with its unique approach to PC-based VR, supported by Valve’s SteamVR system, and its holiday 2015 release date. It seems like the perfect partnership now, and HTC itself recently suggested that the Vive ‘probably couldn’t’ have happened without Valve’s help.
Dan O’Brien, Executive Director at HTC, said as much to VRFocus in an interview that will be published in full later this week. “Valve, actually, and HTC have a lot of philosophical alignment in terms of marriage and how you guys actually work together,” O’Brien said. “I mean these guys are pioneers. They’re craftsmen in their trade and the products that they make for consumers. And so are we.
“I mean, if you look at the phones that we and the designs that we put behind those phones, you know, our design team, that’s a very big part of our DNA, and when you can take two companies that have this amazing quality aspect of what they bring to the table for the consumers, you combine those things and then you will produce something amazing that you probably couldn’t have done individually on your own.”
While HTC’s involvement opens up a lot of avenues on the manufacturing side of the HTC Vive, Valve’s SteamVR system provides many of the essential factors. Among them is the Room Scale tracking, enabled by a Lighthouse laser-based device. This kit is able to track a user’s movements in an area of up to 15-feet by 15-feet and then replicate them within the given experience. SteamVR also provided two position-tracked controllers for users to hold. Free Developer Editions of the HTC Vive are currently arriving for studios that successfully applied for them.
No.991
http://vrfocus.com/archives/18032/vr-market-worth-15-89-billion-by-2020-states-report/
According to the new market research report “Virtual Reality (VR) Market by Technology (Semi & Fully Immersive), Device (Head-mounted display (HMD), Gesture Tracking), Component (Sensor, Display, Software), Application (Gaming, Entertainment, and Industrial), Geography – Trends & Forecasts to 2014-2020″, the Virtual Reality Technology Market is expected to reach $15.89 Billion by 2020.
VR technology is used in the gaming, entertainment, medical, industrial, aerospace, defence, education, and in many other applications. Several companies are investing heavily in the research and development of innovative virtual reality devices. Some of these big technology giants include, Facebook, which acquired Oculus VR in 2014, Sony Computer Entertainment (SCE), which is developing Project Morpheus, HTC Corporation and Valve Corporation with their jointly developed HTC Vive HMD, and Microsoft Corporation, which has revealed its Microsoft HoloLens augmented reality (AR) device.
The report describes the virtual reality market trends, drivers, and challenges with respect to the global virtual reality technology market, and forecasts the market size between 2015 and 2020, segmented on the basis of technology, device, component, application, and geography.
Consumer demand will likely grow when these devices start to launch towards the end of this year going into 2016.
Several companies are also collaborating in VR, such as Samsung and Oculus VR with the Gear VR, to pool resources and share technology to help with market penetration.
No.992
http://vrfocus.com/archives/18048/youtube-360-videos-now-viewable-with-oculus-rift-using-virtual-desktop/
Last week VRFocus reported on the news that YouTube, the ever-popular online video platform, now supports virtual reality (VR) in its app on the Android operating system (OS). Fans are able to use the Google Cardboard mobile head-mounted display (HMD) to watch 360 degree footage in VR. This is hopefully just the first step in YouTube’s planned support of the technology, though it’s not clear if and when this feature might arrive on other HMDs such as the Oculus Rift. For those tired of waiting, a workaround of sorts is now available.
Guy Godin, the developer behind popular VR app, Virtual Desktop, has revealed that it is now possible to watch YouTube 360 degree videos using the Oculus Rift with the help of his software. The developer recently explained how this was possible in a new thread on Reddit. With the software installed, users need simply copy the link from the desired 360 degree footage and then paste it into the app’s video player tab. From there Virtual Desktop will download the video as the best possible quality, which will then be saved in the ‘My Videos\360 Videos’ folder.
Virtual Desktop is a free app for Windows that allows for far more than 360 degree video viewing. The experience essentially presents the user’s own desktop on a huge virtual screen, meaning they can browse the web in VR. It’s even possible to play videogames in-app. While not in VR itself, this is similar to the Xbox One’s upcoming support for the Oculus Rift, while will allow players to stream their titles through the upcoming Windows 10 OS and into a virtual cinema of sorts.
No.993
http://vrfocus.com/archives/18125/cinematic-vr-takes-step-forward-as-jaunt-announce-first-professional-grade-vr-camera/
The use of virtual reality (VR) to create more involved and engaging experiences for the big screen is a topic gaining traction. Cineveo and Cmoar VR are creating cinema experience applications, OTOY are working on events, independent filmmakers are creating new experiences and Hollywood directors have come out in support of the medium. One thing that is still being developed however is the specific technology to use VR in cinematography, and now Jaunt have announced something that will no doubt be a big step forward.
Jaunt have revealed the very first professional-grade VR camera system designed with the creation of fully-immersive, 360-degree experiences in mind. Codenamed “Neo”, the system which features a number of patent-pending features, is the latest generation of systems developed by Jaunt and the first built ‘from the ground up’ for VR over the course of two and a half years.
Features listed include:
High quality, high resolution, full 360° capture.
Custom optics specifically designed for 3D light-field capture.
Large format sensors with superior low-light performance.
High dynamic range (HDR) imaging.
Fully synchronized global shutter sensor array.
Time-lapse and high frame-rate capture.
Compact and weatherproof form factor.
Stunning 360 degree industrial design by LUNAR.
Extensive tool set for configuration, rendering, and asset Management.
Available from this August to partners of the company, Jaunt also announced their VR film making venture Jaunt Studios will be increasing production with access to the new camera system. According to the company partners will also be able to take advantage of increased tool compatibility, allowing VR content to be produced and edited using tools such as Avid, Premiere, Final Cut Pro X, Nuke, RV, Shotgun, Maya, 3Ds Max, After Effects, DaVinci Resolve, Scratch, Lustre and more.
“NEO is the culmination of several years of research, its image quality and ease-of-use will allow creatives to focus on producing awesome content without the complexity of cameras built from off-the-shelf components not designed for VR.” Co-founder and CTO of Jaunt, Arthur van Hoff, commented. “With NEO we have overcome many of the technical hurdles of producing high quality cinematic VR experiences.” said Arthur van Hoff, co-founder and CTO of Jaunt. His enthusiasm was shared by colleague Koji Gardiner, Jaunt’s Director of Hardware Engineering at Jaunt.
“Every aspect of the NEO design, from the high-speed image sensor, to the wide-angle optics, to the embedded software, was engineered with cinematic VR capture in mind. NEO is a flexible system that offers turn-on-and-shoot simplicity for capturing spontaneous events, while also providing full manual control for creatives to set up the perfect shot.”
No.994
>>991
None of this matters to the gaming world.
THERE ARE NO GAEMS
No.995
>>994
Actually there are VR games, loads of them. It's just that I'm not posting them because it would be pointless. Until we have HMDs in our hands, whatever trailer or gameplay a VR game shows would be wasted.
No.996
YouTube embed. Click thumbnail to play.
http://vrfocus.com/archives/18149/kickstarter-for-360o-video-camera-sphericam-2-goes-live/
Early today we reported on Neo, a new virtual reality (VR) camera system from Jaunt that looks to revolutionise the use of VR for cinematography. Now a new Kickstarter campaign is also looking to bring VR content creation to the masses with a brand new product.
Sphericam 2Sphericam 2 is the new camera from Sphericam Inc which is looking for backing on the web-based crowdfunding platform. A series of six cameras in a system the size of a tennis ball, Sphericam 2 is, according to its makers, able to produce 360º video with global shutter capture at 60FPS and spherical vision with 4K resolution. Video can be automatically stitched together in real-time by the device at 30FPS whilst wi-fi and streaming options are also available.
The campaign is now live on Kickstarter and at the time of writing is already on its way to being a 25% funded after a few hours.
No.997
http://vrfocus.com/archives/18159/gdc-survey-finds-european-vr-devs-favour-oculus-rift/
Videogame developers working with virtual reality (VR) technology have been able to get their hands on development kits for the Oculus Rift head-mounted display (HMD) for almost three years now. The Project Morpheus HMD for PlayStation 4 is just over a year old and Valve’s HTC Vive only recently started to ship to studios, while a total of 118,930 second development kits (DK2s) for the Oculus Rift have been sold. It’s no surprise, then, to learn that Oculus VR it currently dominating when it comes to VR development popularity.
A survey carried about by the 2015 Game Developers Conference (GDC) in Europe recently discovered as much. The survey quizzed European studios at events and online, finding that a total of 73 percent of teams weren’t working in VR at all. However, 22 percent of developers were working on VR videogames that would be released on the Oculus Rift. For comparison, 7 percent were said to be working on titles for Samsung and Oculus VR’s mobile HMD, Gear VR, while 6 percent were working on Project Morpheus and just 3 percent on HTC Vive.
Again, these results are hardly surprising given that the HTC Vive is currently only shipping to select developers that applied for a free edition of the kit. That said, there’s certainly a large amount of interest in working with Valve’s device; 52 percent of studios said they are excited to work with Oculus VR while a further 38 percent also noted they wanted to work with SteamVR, the platform that supports the HTC Vive. 30 percent also said they had no interest in working with VR at all.
GDC Europe itself is set to take place just ahead of Gamescom from 3rd – 4th August 2015 in Cologne, Germany.
No.998
http://vrfocus.com/archives/18156/zuckerberg-vr-experiences-to-become-the-norm/
Facebook made clear its confidence in the future of virtual reality (VR) in 2014 when it purchased Oculus VR for some $2 billion USD. The potential benefits of combining the popular social network and the Oculus Rift head-mounted display (HMD) were immediately obvious. It’s been a quiet year for Facebook and VR since then, but CEO Mark Zuckerberg recently noted that he expects the technology to ‘become the norm’ in the future.
Zuckerberg said as much replying to a question of the future of Facebook in a recent Q&A. “First, people are gaining the power to share in richer and richer ways,” he said. “We used to just share in text, and now we post mainly with photos. In the future video will be even more important than photos. After that, immersive experiences like VR will become the norm. And after that, we’ll have the power to share our full sensory and emotional experience with people whenever we’d like.”
He also touched upon how augmented reality (AR) tech will improve future communication. “Second, people are gaining the power to communicate more frequently. We used to have to be with someone in person. Then we had these bulky computers at our desks or that we could carry around. Now we have these incredible devices in our pockets all the time, but we only use them periodically throughout the day. In the future, we’ll have AR and other devices that we can wear almost all the time to improve our experience and communication.
“One day, I believe we’ll be able to send full rich thoughts to each other directly using technology. You’ll just be able to think of something and your friends will immediately be able to experience it too if you’d like. This would be the ultimate communication technology.”
Facebook recently announced that it would soon be bringing 360 photos and videos to its service, which would be viewable with the Oculus Rift.
No.999
http://vrfocus.com/archives/18163/oculus-fighting-for-oculusrift-com-domain-report-suggests/
Given that the Oculus Rift virtual reality (VR) head-mounted display’s (HMD’s) first reveal was around three years ago, one might assume that creator Oculus VR had a handle on all major domain names for its kit. That’s not quite the case, however. One of the most obvious domain names for the company, oculusrift.com, is actually owned by a group of fans. However, it appears that Oculus VR itself is now fighting to get ownership of that name, with the fan site having recently been taken offline.
Kotaku claims to have obtained documentation that suggests Oculus VR is currently attempting to seize the domain, stating that it is likely to win the battle. Oculus VR is apparently reasoning that it deserves the URL for itself, filing a Uniform Domain Name Dispute Resolution Policy (UDRP) complaint stating the fan site’s “use and exploitation of the Oculus Marks constitutes cybersquatting, trademark infringement, trademark dilution, and/or unfair competition in violation of applicable law.”
Indeed, heading to the fan site now reveals just how far along this battle looks to be. The site has been replaced with a handful of messages, reading: “Our forum is closed. Thanks everyone for the last 3 years. It is a very sad day for so many of us who loved this place.
“A BIG thank you everyone who supported us! No more bullying, misinformation, and negative press please. Just let our little community die in peace.”
Site owner Ivan Smirnov contacted Kotaku with the information, noting that he wanted the VR community itself to be aware of the situation. “People should know how ruthless and greedy the company has become,” he reportedly said of Oculus VR. However, he had asked Oculus VR for $58,000 USD in exchange for the name, but this offer has been turned down.
It’s not the only legal battle Oculus VR has on its plate right now, although its fights with ZeniMax Media and Total Recall Technologies may be considered to be bigger.
No.1000
http://vrfocus.com/archives/18142/crytek-on-vr-people-should-not-be-forced-to-buy-one-type-of-input-device/
Crytek are keen to ensure that CryENGINE is seen as a leading development opportunity for virtual reality (VR). Following the launch of official VR support in the latest update, 3.8.1, the company have announced plans to incorporate a solution that will allow for developers to create experiences compatible with multiple input solutions without requiring the knowledge of programming for each specific device.
In a livestream held yesterday, Frank Vitz, Creative Director of CryENGINE, was very vocal about VR input devices: “We’ve seen at least 5 different prototypes of different control systems, all of which fundamentally have you getting your hands in so that when you’re in the [Oculus] Rift and put your hands in front of your face you can see them. Even if the model of your hands doesn’t look like your hands, it’s amazing what a difference that makes.”
Regarding Crytek’s plans for CryENGINE’s support of these solutions, Vitz revealed that the company intend on keeping things simple for developers whilst leaving consumers the opportunity to make up their own minds about which devices to purchase: “Basically what we’re doing on a low level with CryENGINE… I mean, there’s going to be all these different devices with different framerates and different fidelity and different numbers of buttons; you can imagine gloves that would actually input the position of your hand and the gestures of your hand. So we’re putting in a layer of software like a ‘device independent’ API – which is a programming interface – which will allow us to connect to any of these different devices. Hopefully so that we can design our games to be dependant on the devices that are connected to the computer. The point of that being that people should not be forced to by one specific type of equipment or device over another. If you create a game that will work with different devices, then that’s better because it provides more options for the consumers and also allows game designers to take advantage of new developments.”
There are a number of different input devices aiming to launch alongside the first wave of VR head-mounted displays (HMDs), be it the recently revealed Oculus Touch or the potential re-launch of PlayStation Move.”
No.1001
http://vrfocus.com/archives/18169/gear-vr-to-get-airplane-mode-turning-off-head-tracking-imminently/
Head-tracking is a pivotal part of the virtual reality (VR) experience, allowing users to simulate turning their head within a virtual environment. It’s a key feature that the likes of Oculus VR and others have spent years trying to perfect. It may surprise some, then, to learn that the company will soon be allowing players to turn off the head-tracking feature in its mobile head-mounted display (HMD), the Gear VR.
Max Cohen, Oculus VR’s Head of Mobile, recently revealed as much in an interview with Heavy. Though this might seem like a strange idea, Gear VR users have been requesting this feature for use with the likes of the Oculus Cinema app, allowing them to watch content without worrying about moving around.
Cohen described this as the Gear VR’s ‘Airplane mode’. “This will be released imminently; it’s our version of Airplane mode,” he said. “This was surprisingly difficult to do right — we first experimented with just turning off head–tracking, and it’s really uncomfortable if you’re on a bus or a plane that’s going up and down. What happens when you need to operate the controls — you need head-tracking to use gaze-and-tap on the controls, so how long do you leave it back on?
“So we then tried a number of methods like locking the yaw, having the screen float back to where you’re looking, having it float back fast, and so on, and we’re finally happy with it. We’ll also be pairing this with the ability to resize the screen to any arbitrarily size, which I think people will be excited about. You can get that huge-screen experience without the neck pain. You’ll see these features in the Void theatre [sic] very soon.”
Obviously this mode would cause issues for other VR applications, but certainly sounds like a useful feature for those looking to watch traditional video in a VR environment. Could the Oculus Rift HMD one day feature a similar mode for its support for Xbox One streaming?
No.1002
YouTube embed. Click thumbnail to play.
http://vrfocus.com/archives/18064/htc-talks-vive-valve-partnership-and-more/
Arguably the biggest story in the virtual reality (VR) industry so far this year is the announcement of the HTC Vive. The Taiwanese smartphone maker has teamed up with none other than Steam creator Valve to deliver a new head-mounted display (HMD) with promising unique features such as Room Scale tracking. It’s a partnership that no one had predicted prior to its March announcement. VRFocus recently spoke to HTC Executive Director Dan O’Brien about how it came about.
In the interview, O’Brien talks about the origins of the HTC Vive. While tight-lipped about release details outside of the holiday 2015, he does assure that the kit is on-track.
No.1003
>>995
>there are VR games, loads of them
Tech demos don't count.
No.1004
>>1000
>If you create a game that will work with different devices, then that’s worse because you're gimping your product to fit the lowest common denominator. (see: PS4 controller's touchpad, gyros and positional tracking being used for fuck all thanks to console parity clauses)
No.1005
http://vrfocus.com/archives/18217/unity-ceo-dismisses-sour-grapes-vr-interviews-3d-tvs-a-bad-analogy/
While many large technology companies are still working out if virtual reality (VR) fits into their future, engine makers such as Unity Technologies have jumped straight on board. The company’s Unity Engine recently hit its 5.1 update, which included full support for the Oculus Rift head-mounted display (HMD), while future upgrades will continue to improve VR integration. Now Unity Technologies CEO John Riccitiello has spoken out about some of the ‘sour grapes’ VR interviews that have taken place over the past few weeks.
“In the last 48 hours I’ve seen a lot of sour grapes interviews coming out of E3,” Riccitiello told GamesIndustry.biz. “Notable industry luminaries have come out and said VR is no fun, or VR’s not going to be interesting. I tend to think it’s sad when all people can think is whether it would be fun to play Call of Duty in VR. I mean, for God’s sake, too many people are still answering the wrong question.” Among those that have spoken out against VR in the past month is Warren Spector, the famed developer behind titles such as the original Deus Ex.
“Each successive generation of technology has yielded different kinds of experience, and the games have fundamentally changed,” he continued. “VR and AR are going to deliver fundamentally different experiences. They also try to make the analogy to 3D TV – it’s a bad analogy. 3D TV wasn’t really that different. VR is really different, and AR is really different from VR. We don’t know what’s going to come out of this. We have recognised a break in the road relative to what’s now possible, and we don’t know where that’s going to lead yet.”
Indeed, 3D TV’s are largely seen as a failure, certainly not proving as popular as many companies had hoped. Will Riccitiello’s statements about why VR will succeed where this technology failed ring true? The next few years will tell all.
No.1006
http://www.roadtovr.com/gdc-europe-releases-state-industry-survey-majority-devs-say-vr-sustainable-long-term/
The most recent ‘State of the Industry’ survey from Europe’s Game Developers Conference (GDC) has shed some light on current trends in VR gaming. Although many European devs haven’t put VR games on the drawing table just yet, a majority say that the VR will provide them with a sustainable and long-term market.
GDC Europe recently released the results of their annual State of the Industry survey, and although VR isn’t on everyone’s mind just yet—with 73 percent of respondents saying “they weren’t working on VR games at all,” a good 22 percent said they were currently working on a game targeted towards Oculus’ new consumer version Rift.
It’s unclear if developers were allowed to choose multiple VR headsets for this specific question, with Samsung Gear VR only taking 7 percent, Sony Morpheus taking 6 percent, and SteamVR squeezing out a measly 3 percent when asked what VR headset they were targeting.
Although SteamVR’s HTC Vive scored low in regards to current projects underway, (see graphic above) 52 percent of respondents said they were excited about the future potential of Oculus, while a respectable 38 percent favored SteamVR.
With a resounding majority of 71 percent, European developers “believe VR is a long-term, sustainable market.” A strong vote of confidence from the second largest market in both DK1 and DK2 shipments worldwide.(http://www.roadtovr.com/oculus-reveals-175000-rift-development-kits-sold/)
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No.1007
http://vrfocus.com/archives/18265/virtual-reality-offers-potential-breakthrough-in-preventative-care/
VRFocus covers all news relating to virtual reality (VR) not just videogames. Recent articles include, VR for medical training and VR for the treatment of phobias. These are just a couple of stories on how VR is being used to help people rather than just entertain. Another use VRFocus has found VR being possibly used for is preventative care.
Imagine watching an VR avatar of yourself drinking sugary drinks, or eating fast-food, which is then sped up to show in two minutes the course of two years worth of consumption on your body.
This is what researchers at Georgia University are trialling, as they have found so far that a VR simulation portraits a stronger message than traditional leaflets. The Wall Street Journal spoke with Grace Ahn, an assistant professor in advertising who leads Georgia’s VR research efforts. Ms Ahn explains “We’ve found virtual reality to be much more effective than pamphlets or videos at getting the message across and prompting behaviour change. The brain experiences and processes a virtual-reality scenario in the same way it does a real experience, watching a video, in contrast, creates some cognitive distance between the viewer and the subject.”
Ms Ahn goes on to say, “Virtual-reality researchers have shown that letting people experience the future today makes them more likely to change present-day behaviours. That makes virtual reality a good fit for preventive health care. There’s such a big temporal gap between what you do now and what happens to your health further on,”
But this way of treating patients does come with a hefty price tag, a single two- to five-minute scenario—the template into which individual avatars are introduced—is about $150,000. But the equipment required to run the simulations is far cheaper as they can run on smartphones using a VR app and a Google Cardboard head-mounted display (HMD).
No.1008
File: MozVR.jpg (40.25 KB, 630x352, 315:176, MozVR.jpg)

http://vrfocus.com/archives/18237/mozilla-now-testing-virtual-reality-firefox/
Mozilla, the San Francisco based non-profit foundation, has now started letting outside developers use a test version of its Firefox browser with new virtual reality (VR) technology that could make surfing the web more like watching movies or playing videogames.
The company is hoping its new MozVR software can help Firefox better compete against some of its rivals like Microsoft’s Internet Explorer, Google Chrome and Apple’s Safari browsers. Talking to USA Today, Mozilla CEO Tom Beard said, “If ‘web video’ gets turned into ‘web VR,’ it could be a game-changer.”
Mozilla began working on the project two years ago in secret with a team led by Vlad Vukicevic, a Mozilla engineering director in Toronto who previously led development for WebGL, a tool for rendering complex graphics on the web. Josh Carpenter, a user-experience designer who’s been working with Vukicevic said “VR is too big to be left just to (gamers).”
Having previously confined the project to a small group of engineers, Mozilla is now getting feedback from developers and bolstering the MozVR research team with more people, hoping technology could soon make web-based virtual reality tours more like watching the movie “A Night at the Museum,” in which once-static characters and objects are brought to life.
“We want to lead development of an open VR platform,” Beard says, looking at the future of Firefox.
No.1009
http://vrfocus.com/archives/18058/microsoft-reveals-improved-lenses-for-oculus-rift/
After the recent collaboration announcement at E3 in Los Angeles, by Microsoft and Oculus VR, a freely downloadable CAD file (http://research.microsoft.com/en-us/downloads/c73c6865-160f-451e-9106-ef7fef7543f4/default.aspx) has popped up online at Microsoft Research. This file claims that Microsoft Research has developed a superior lens design than the one currently inhabiting the Oculus Rift DK2 headset.
According to Microsoft Research’s site ” This zip file contains CAD files and source code necessary to build and use an improved lens for the Oculus Rift head-mounted display (HMD). The optical quality is significantly better than the lenses that come with the Oculus. The lens uses off the shelf lens elements from Edmund Optics.”
In the readme file the new lens design features a field of view, “slightly smaller than the stock lens, but it is sharper across the field and has far less chromatic aberration.”
The lens was developed by a new “lens design program” at Microsoft Research and the housing can be 3D printed using a high-end Objet Eden 260 3D printer. The file goes on to state ” We haven’t tested any other printer but you may
have issues with hobbyist FDM printers because the thin crush ribs that hold the lens elements in place may not print properly.”
In the files provided the source code works with the Unity game engine to correct the lens distortion for the Oculus display. The file further details, “If you are using a different game engine you may have to modify them.”
Microsoft Research are hoping soon be able to publish a paper “Lens Lego: Automatic Lens Generation Using Off-the-shelf Components”, will shed more light on its work.
No.1010
>>1009
The figures I've seen for the two lenses listed are around $225. So this is a $450 upgrade that sharpens the screen at the expense of losing some of the field of view.
http://www.edmundoptics.com/optics/optical-lenses/achromatic-lenses/mgf2-coated-achromatic-lenses/47737/ $125
http://www.edmundoptics.com/optics/optical-lenses/achromatic-lenses/mgf2-coated-achromatic-lenses/47717/ $100
I haven't seen any real number about what the lose of FoV is but just look at that lens, it can't be good. This is one of the most blatant VR non-news stories I've seen in awhile.
Hopefully we'll start seeing real innovative research done with contact or fluid lenses by independent third parties and not PR buzz spin from corporations that just want their name to be associated with VR in the tech blogging world. Maybe one day the tech rags that currently report on this nonsense will call it out for what it is.
No.1011
>>1009
>second picture
Why in the world would someone WANT to bring back the Screen Door Effect?
No.1012
File: OSVR_3.png (72.23 KB, 630x354, 105:59, OSVR_3.png)

http://vrfocus.com/archives/18327/osvr-hacker-dev-kit-finally-goes-on-sale/
All the way back in January 2015 Razer joined forces with a number of other tech companies to announce Open-Source Virtual Reality (OSVR), a unique ecosystem that has dedicated itself to making VR development accessible. The system essentially allows developers access to a range of hardware and software that enables them to easily integrate a wide range of VR peripherals and develop for the range of head-mounted displays (HMDs). The group also planned to launch its own HMD in the form of the OSVR Hacker Dev Kit. That dev kit is finally now available.
The official OSVR website is currently offering 3 versions of the OSVR Hacker Dev Kit. The original 1.0 device, as first seen at the January reveal, is available for $199.99 USD and offers a 5.5-inch 1920 x 1080p display, Dual-Lenses Optics for a 100 degree field of view (FOV), a belt box to prevent cable tangling and a foam later facemask. The 1.1 version is also priced a $199.99 but includes an OLED, full HD display with a pixel density of 401 PPI. The facemask is also improved with bamboo charcoal microfiber.
The final version, 1.2, is similar to the previous iteration but crucially includes an IR Faceplate that provides positional tracking, including an IR Camera. This set costs $299.99.
For those that don’t choose the newest version, an IR Upgrade Kit can be purchased for $129.99, while the OLED display and improved facemask are also on sale for $149.99 and $19.99 respectively. Previously announced additions such as the Leap Motion faceplate, adding in hand-tracking technology, are listed but not yet available to purchase.
Expect plenty more additions to the HMD to be announced in the coming weeks and months as OSVR continues to partner with a wide range of technology companies.
No.1013
http://vrfocus.com/archives/18329/vr-has-incredible-potential-states-david-attenborough/
As VRFocus previously reported (http://vrfocus.com/archives/17822/natural-history-museums-first-life-gets-launch-video/), The Natural History Museum and Atlantic Productions have teamed up to produce First Life, a virtual reality (VR) experience that delves into the oceans of the Cambrian era, some 500 million years ago. The piece has been created in conjunction with Samsung using the Gear VR head-mounted display (HMD) and Galaxy S6 smartphone.
David Attenborough was chosen as the narrator of the film as his previous 60 years experience within the industry makes him the natural choice for many. Speaking to The Guardian (http://www.theguardian.com/media/2015/jul/05/david-attenborough-vr-atlantic-national-history-museum) about the launch of the exhibit Attenborough enthused, “VR has incredible potential. It takes you to places you could have never dreamed existed, and you have a vivid feeling of actually being there. It’s an experience you don’t forget – that’s what’s so exciting about it.”
If David Attenborough sees the potential in VR then hopefully he may be inclined to make more VR experiences in the future. His previous collaborations with Atlantic Productions certainly suggest that the pair could create some compelling educational VR content.
Anthony Geffen, founder of Atlantic Productions isn’t stopping with just the Natural History Museum, as six foreign museums have contacted him since First Life started. And Geffen now wants to go further, stating “Now that we’ve learned to use VR for storytelling, we are building experiences to enhance our major new productions.”
No.1014
http://vrfocus.com/archives/18351/disney-ar-is-very-exciting-but-vr-has-socialisation-problem/
Disney has a huge global presence with some of the most popular franchises available. Legions of fans help to make any new idea based on these franchises almost an instant commercial success, so naturally companies involved in new technology like virtual reality (VR) would love to have Disney on board to help with promotion. But Disney is also a forward thinking business which wants to combine its latest products like Disney Infinity 3.0 with the latest technology for fans to enjoy.
Engadget recently interviewed VP of production at Disney Interactive (http://www.engadget.com/2015/07/01/disney-infinity-might-make-its-way-to-microsoft-hololens/), John Vignocchi about the Disney’s interest in VR and augmented reality (AR) devices, “We’ve had multiple meetings and discussions with Oculus, multiple meetings and discussions with Sony about Morpheus, multiple meetings and discussions with Microsoft about HoloLens. We’re very interested in that space,” he then adds, “There’s the socialisation problem right now with VR, but augmented reality is very exciting.”
Socialisation is obvious for a company like Disney which is so family orientated, it doesn’t want kids shutting themselves away, as videogames like Disney Infinity are multiplayer family-friendly products. Engadget also spoke with Disney Interactive head John Blackburn about the differences between VR and AR to which he responded, “My own experience with these devices right now is that I feel like they almost cut directly against what we’re trying to do, which is experiences that can involve you with somebody else,” Blackburn continued, “The idea of kind of creating that family memory and playing it together is really core to the experience we’re trying to build. And so when you put a lot of these headsets on, it’s almost isolating in a way. Until we can get over that piece of the technology, it’s not as interesting to me.”
So while Disney haven’t yet fully confirmed its intentions of bringing its Infinity videogame to Microsoft’s Hololens, the AR device has garnered the most interest.
Playing together with the family is an overrated notion, also I think he is a bit too optimistic that an average PC has the power to render more than 1 headset worth of content into the screens of VR or AR headsets. 2 maybe, but 3 and above? It would fry your PC.
No.1015
http://www.roadtovr.com/oculus-plans-to-have-rift-demo-stations-in-retail-stores-for-consumer-launch/
Although Oculus has sold more than 175,000 development kits, the vast majority of the world has still never had the opportunity to try the Rift VR headset, let alone any virtual reality headset. For a technology that frequently inspires notions of ‘you have to see it to understand it’, being able to try-before-you-buy will be a major hurdle for consumer adoption. In an effort to educate the public on what VR is all about, Oculus plans to put Rift demo stations in retail locations.
When the consumer version of the Oculus Rift goes on sale in Q1 2016, the company plans to sell the VR headset both online and in brick and mortar stores. Oculus founder Palmer Luckey tells us that in-store Rift demo stations will accompany units on the shelves so that the masses can take VR for a spin.
“Yes, we will be in retail. And we will have demos in retail so that people are able to try [the Oculus Rift],” Luckey said in our Oculus E3 2015 interview. “Because one way to show people VR is to show them at a trade show or a gaming show, another way is for them to try their friend’s unit, and the other way is for them to be able to try it out someplace else, and we want to make sure that they have that ‘someplace else’.”
Luckey also told us that the company’s VR headset would ship internationally, though he couldn’t say whether or not all regions would see a simultaneous Oculus Rift release date.
I remember back in the day before the advent of downloadable demos, the in-store demo station was a veritable Shangri-La of theretofore untested gaming goodness. As demos eventually migrated to discs (oh the joy brought forth by the monthly delivery of Official Xbox Magazine and its demo disc…) and then to direct download, the in-store demo station had lost much of its lust. But you can’t download a VR headset can’t download a VR headset without a 3D printer (http://www.roadtovr.com/usc-diy-vr-headset-3d-printing/), a prime opportunity for the in-store demo station to make a comeback.
Oculus has extensive experience with trade show activations, but the company has always had assistants on hand to walk newbies through their first-time VR experience, helping with the finer details like ensuring a proper fit, launching the experience, and wiping down the lenses between each user.
Presumably Oculus won’t be staffing in-store demo stations, but that leaves a big challenge for ensuring a positive experience for each user; even something as simple as a smudged lens can make VR uncomfortable. I can only wonder how they’ll handle the typical stiff security cable that’s almost always attached to expensive demo devices.
The company that’s had the most VR retail experience thus far in the modern VR era is Samsung who launched their mobile Gear VR headset in the U.S. in late 2014 and gradually made the unit available internationally. The headset was created in conjunction with Oculus, who may have benefitted from some of Samsung’s retail leanings, though the headset went through the latter’s retail channels, according to Luckey.
Gear VR is the first serious VR headset to see demo stations available in big box stores. Back in March, the company said that the headset would be available for purchase and demo in more than 100 Best Buy stores, one of the United States’ largest consumer electronics retailers. Samsung has also set up various demo activations, including one in America’s largest mall alongside to the headset’s launch.
No.1016
http://vrfocus.com/archives/18418/work-on-the-second-retail-oculus-rift-has-begun/
It’s less than a year now until the consumer Oculus Rift virtual reality (VR) head-mounted display (HMD) launches. The kit is set for release in Q1 2016, over three years since the company ran its historic Kickstarter campaign. Of course, as any VR enthusiast knows, the story won’t be ending there; Oculus VR will continue to iterate, bringing out new and improved versions of the Oculus Rift. In fact, according to company founder Palmer Luckey, work on the second iteration of the consumer device has already begun.
Luckey confirmed as much in an interview with Upload VR. When asked if the company had begun work on the second consumer Oculus Rift, Luckey simply replied: “Of course.”
This doesn’t come as too much of a surprise, as the designer explained that “there are components with long lead times, years even, or custom optimizations that aren’t going to fit into their roadmap for a few years. Those are the kind of things you have to start doing some work on if you want to ship a product on time.”
VR in its current state faces a number of issues concerning input and more. Oculus VR will no doubt be looking to combat these issues with future releases while also improving upon ergonomics and other factors. CEO Brendan Iribe has often talked about the goal of reducing the device itself down to resemble a pair of glasses, making them easy to put on and accessible for everyone. Meanwhile, Oculus VR has its own long-term research team, Oculus Research, that is dedicated to improving VR as a whole.
Don’t expect to hear more about the second consumer Oculus Rift for a long time. Just what kind of release cycle the company anticipates adopting remains to be seen.
No.1019
http://vrfocus.com/archives/18453/nintendo-schedule-and-format-for-vr-commercialization-is-unknown/
Nintendo has been quite vocal on its issues with virtual reality (VR) technology. The company has often cited issues with the potentially isolating aspects of putting on a head-mounted display (HMD) and obscuring vision of the real world, despite efforts from the likes of Oculus VR and Sony Computer Entertainment to dispel those concerns. Shigeru Miyamoto, legendary developer and iconic figurehead at the company, has echoed these concerns in the past and has recently talked a little bit more about his worries with VR.
Speaking in a recent AGM Shareholder’s Q&A, Miyamoto added: “Also, many demonstrations for virtual reality devices have been conducted at recent trade shows, and at this year’s E3, I noticed a number of dream-like demonstrations for which the schedule and format for commercialization are unknown. The current software for these virtual reality devices cannot be played simultaneously by a number of people, and since it is generally expected that the development for the applicable software for a high-performance device will take two to three years, there were a number of visual demonstrations for virtual reality devices.”
It certainly doesn’t sound like Nintendo is interested in getting involved with VR technology right now. That will come as a disappointment to many, considering the company’s stable of franchises would make for some of the dream VR videogames. Of course, Nintendo has experimented with VR before with its ill-fated Virtual Boy device and is even still involved with 3D technology thanks to the 3DS handheld console. Recently the company has made mention on a new system, the ‘NX’, which it will provide further details on next year, though, based on these statements, don’t expect it to have anything to do with VR.
No.1020
http://vrfocus.com/archives/18414/iribe-people-underestimating-third-person-vr-touch-is-for-first-person/
One of the more common misconceptions about virtual reality (VR) is that it only relates to first-person experiences. Some assume that the sensation of stepping into another world can only be experienced by trying to bring their own body into that environment. Plenty of VR developers would of course disagree, as a number of third-person experiences are currently in the works for the likes of the Oculus Rift head-mounted display (HMD). In fact, Oculus VR CEO Brendan Iribe recently went as far as to state that people are ‘underestimating’ third-person VR.
Iribe said as much in an interview with Gamasutra conducted at E3 last month. “I think people are underestimating the third-person viewpoint a little bit … There’s a ton of great content that’s in third-person, and it plays best with the gamepad,” he said.
It’s interesting to note that Oculus VR chose to showcase two third-person titles at its pre-E3 press event in early June in both Chronos from Gunfire Games and Edge of Nowhere from Insomniac Games. Both of these third-person adventure experiences were revealed after Oculus VR had announced that it would be partnering with Microsoft to include an Xbox One gamepad with every Oculus Rift that ships to consumers next year.
Iribe also made mention of Oculus Touch, Oculus VR’s official VR input solution. This consists of two handheld controllers that are position tracked and even include gesture recognition. “Touch is all about first-person presence,” Iribe said of the kit. The device is set to launch in the first half of 2016.
No.1021
>>1019
>The company has often cited issues with the potentially isolating aspects of putting on a head-mounted display (HMD) and obscuring vision of the real world
More like
>The Virtual Boy was the failure of the decade
No.1023
http://vrfocus.com/archives/18502/facebook-has-a-long-roadmap-for-the-oculus-rift/
As the owner of Oculus VR, social networking giant Facebook is one of the driving forces behind virtual reality (VR) technology. The company hasn’t interfered too much with the Oculus Rift head-mounted display (HMD) maker since its purchase for $2 billion USD last year, but has provided the funding and support necessary for it to grow. But, while Oculus VR continues to move ahead to the launch of the consumer Oculus Rift next year, Facebook itself is still warning that VR fans need to have patience while they wait for ‘incredible’ VR.
Facebook CTO Mike Schroepfer said as much in a recent interview with Geek Wire. “The trick with VR is, it’s going to be incredible, but everyone is going to have to be a little patient,” Schroepfer said. “I think everyone wants it today, including me, but we have a long roadmap for this. We are already planning out the second and third generations after the one we’re going to ship. It’s going to be amazing, but it’s just going to take a while for the hardware to get out there, and then to work with third-party developers to build all the experiences, because that’s going to be the real long pull.”
Earlier in the year Facebook detailed some of the first integration between its own service and the Oculus Rift. Users will soon be able to upload 360 degree videos to their news feed and then put on the HMD and step into them. This is just the first stage of what Facebook has planned for the Oculus Rift; no doubt in the years to come the company hopes to look towards bringing two people together online using other input technologies such as Oculus VR’s newly-announced controllers, Oculus Touch. That’s set to launch in H1 2016 while the Oculus Rift arrives Q1.
No.1024
YouTube embed. Click thumbnail to play.
http://vrfocus.com/archives/18507/microsoft-release-hololens-video-on-future-medical-training/
The Microsoft HoloLens has already been shown to work well with games like Minecraft but what about more real-world applications such as medicine. Well this is what Case Western Reserve University is hoping to pursue with a partnership with Microsoft and its HoloLens mixed reality (MR) head-mounted display (HMD).
Microsoft are obviously keen to push the educational side of the HMD and Case Western Reserve University are helping to bring these ideas to fruition. The newly released video demonstrates how the university wants to blend traditional teaching with advanced HoloLens technology to enable students to interact with anatomical models to see how nervous systems, bone structure and organs all go together without having to use cadavers.
The system could also improve students confidence through simulations that allow the students to fail at procedures without the stress of learning on a real patient
But it isn’t just medicine that Case Western Reserve University has been looking at using the HoloLens for. Other fields like art history and anthropology are also being used to develop the HMD further.
When the HoloLens will be used for full time teaching isn’t clear, and with the consumer launch still unannounced it maybe a while before this happens.
No.1025
File: ViveAd2.jpg (24.74 KB, 600x400, 3:2, ViveAd2.jpg)

http://vrfocus.com/archives/18567/htc-vive-showing-wireless-controllers-at-sdcc/
Valve and HTC’s anticipated virtual reality (VR) head-mounted display (HMD), the HTC Vive, may have been missing-in-action at E3 last month, but the pair are more than making up for it at San Diego Comic-Con (SDCC) in California this week. HTC has brought the HTC Vive truck to the event as the first of several stops on an upcoming summer tour. VR fans and just about everyone else will be able to get their hands on the kit for the first time. But it appears that the version of the HTC Vive on display here has a major new feature; wireless controllers.
A tweet from Gizmodo confirms that the pair of controllers that players will hold in their hands when using the kit are now ‘truly wireless’. At past showings, the devices were tethered to the user as they played. It’s a big step forward for the HMD as a whole, as its input rival, Oculus Touch for the Oculus Rift HMD, was revealed to already be wireless at its announcement at Oculus VR’s pre-E3 event last month. Details such as battery life for the controllers and other features are yet to be revealed.
The HTC Vive is the first HMD to work with Valve’s SteamVR system, which provides Room Scale user-tracking in an area of up to 15 feet by 15 feet with the help of a Lighthouse base station. Free developer editions of the kit are currently being sent out to those that applied for them and will continue to be shipped throughout the summer. The consumer version of the device is expected to launch in time for holiday 2015, although a specific price and date are yet to be announced. The window pits the HTC Vive ahead of both the Oculus Rift and Project Morpheus’ 2016 releases.
No.1027
http://www.neowin.net/news/microsoft-finally-shows-the-hololens039-real-field-of-view
https://www.youtube.com/watch?v=SKpKlh1-en0
>Microsoft’s HoloLens is often touted as a revolutionary product and in this latest video, Microsoft shows how teaching institutions can use the HoloLens and change entire professions.
>But this video is interesting from another point of view as well, or should we say, another field of view. For the first time the company has started showing publicly what the HoloLens’ much maligned field of view actually is. You may remember that in our original hands-on with the device we were blown away by how immersive the experience was. We were subsequently very disappointed to find out that the final hardware would have a much more restricted field of view, taking away the experience’s immersive quality.
>Now, thanks to this video, all users can actually get to see the new field of view. It’s likely that as we’re moving closer to the HoloLens’ release, and as hardware is being finalized, Microsoft is looking to adjust the public’s expectations.
First time we see something about the HoloLens that is somewhat realistic and isn't just more bullshit CGI and it looks pretty underwhelming to me, something like the CastAR system or Magic Leap is probably going to be heavy competition for them considering how small the field of view is.
No.1028
>>1015
I just hope they will provide also PCs and not just the headsets.
If they don't do that, we will see OR connected to P4s
No.1029
>>1028
>OR connected to P4s
Not gonna happen. Especially because of Morpheus.
No.1030
http://vrfocus.com/archives/18581/first-picture-of-the-htc-vive-truck-arrives/
This summer HTC will be sending out a truck with HTC Vive demonstration units on-board, which VRFocus reported on yesterday, and the first stop is the San Diego Comic-Con between 9-12 July. Now the first image of the truck have appeared on Instagram.
The HTC Vive is a collaboration between, smartphone manufacturer HTC and Valve, the studio behind Half-Life and the Steam platform. The company’s have also created Lighthouse which allows for a user to have their movements tracked across a space of up to 15 feet by 15 feet. The technology was developed for Valve/HTC’s collaboration, Vive, however it will be made available for all HMD manufacturers.
The truck allows visitors to fully use the HTC Vive system, including Lighthouse (which is available in all three bays) and two wireless controllers to immerse themselves in virtual reality (VR). Some of the demonstration videogames available include painting, gathering ingredients for a meal and light painting. While these may not sound as exciting as space battles or racing round a track, the demos serve as a way to acclimatise users to VR, especially if they haven’t tried it before.
No.1031
http://vrfocus.com/archives/18541/warner-bros-virtual-reality-has-to-be-carefully-considered/
New technology drives the videogames industry as it searches for the next big thing. For a lot of companies that next big thing is virtual reality (VR); full immersive 3D gameplay that puts the viewer in the centre of the action. But there are company’s that are viewing VR with caution and even pessimism due to not one head-mounted display (HMD) actually being consumer ready. Warner Bros is one of those companies that wants to see how the user base develops before committing to a project.
Executive VP and General Manager David Haddad from Warner Bros Interactive Entertainment (WBIE) recently spoke with GamesIndustry.biz about the current climate with VR, saying: “We love being able to innovate interactive experiences, storytelling, character, and character development and we think ultimately this is going to be another tool to do that in the future. We have our R&D efforts in that area. We still need to get to a place where there’s an installed base to really commercialize it. So it’s too early to talk about anything specific, but I think anytime you see this much creativity, this much energy, this much attention, and you see such interesting experiences coming out of it… We think it will be a great thing for gaming over the long term.”
So while WBIE are interested in VR and the possibilities that it can provide against traditional platforms, the popularity is still unknown. Big publishers like WBIE have to consider the large financial investment AAA titles can cost to produce and the install base will have an effect on that decision.
Haddad goes on to say: “In some sense, you have to get to a stage where you have an installed base of these devices where you can attach the experience to that. It does make investing in it at a very early stage something that has to be carefully considered. And the lens that I personally look at it through, as well as my senior team, we’re still looking for that defining, must-have piece of content. Simply doing it to be ‘me-too’ in the space, or doing it to have a single interesting experience isn’t where we ultimately want to land on this. And we’re still working on that and trying to find those ideas,”
Gamer’s may have to wait until the HMD’s have fully launched before some of WBIE biggest and most popular franchises are seen in VR.
No.1032
http://vrfocus.com/archives/18599/report-proposes-samsung-galaxy-note-5-specs-suggests-september-reveal/
Anyone that follows the smartphone industry is likely well aware of Samsung’s bi-annual release cycle. For the past few years the company has hosted two major press conferences six months apart from each other. The first of these takes place at the Mobile World Congress (MWC) event in Barcelona, Spain around March, while the second is usually hosted at IFA in Berlin, Germany. That second event is fast approaching, then, and could hold some big news for fans of the company’s mobile head-mounted display (HMD), the Gear VR.
The initial Gear VR was revealed at last year’s event and supported the Galaxy Note 4 enlarged smartphone. According to Sammobile the handset’s successor, the Galaxy Note 5, is expected to be revealed at this year’s show. It’s expected that the new phone will also support a fully consumer-focused Gear VR that co-creator Oculus VR has confirmed is coming this year. According to the site, this isn’t the only phone set for a debut at the event; Samsung will reportedly also announced the Galaxy S6 edge Plus, a larger edition of the Gear VR compatible S6 edge.
Both handsets are expected to feature 5.76-inch Super AMOLED displays, boasting a resolution of 2560 x 1440 pixels. The Galaxy Note 5 is reportedly codenamed Project Noble internally, and is said to be the first Samsung handset to feature an Exynos 7422 processor. It will apparently combine a 64-bit octa-core CPU, GPU, RAM, storage and more and uses a flat display. It’s important to note that this resolution is the same as last year’s model, though Samsung could be looking to improve on its predecessor’s performance, which would be a major boost for VR experiences.
Featuring a curved screen, the Galaxy S6 edge Plus is apparently codenamed Project Zen and utilises a hexa-core Snapdragon 808 processor with 32GB of internal storage space. It’s not clear if Samsung has any intentions of making this enlarged handset compatible with any model of the Gear VR at this point in time. Take note that Sammobile hasn’t provided any information on its sources with this information.
No.1033
http://vrfocus.com/archives/18591/oculus-rift-will-not-natively-work-on-xbox-one-confirms-microsoft/
After a rumour about the Oculus Rift working natively with the Xbox One surfaced this week, Microsoft has now responded with an official statement on the matter.
In Microsoft’s response to Hardcore Gamer the company states: “To clarify, Oculus Rift will not work natively with Xbox One.” The official statement adds: “We’ve said that Xbox One will be able to stream games through Windows 10 to the Rift, letting you play Xbox One games in your own virtual reality cinema. This means you can play your favourite Xbox games on a cinema screen in VR – it will be like playing games in your very own theatre. We have nothing further to share at this time.”
So that’s the rumour quashed, gamers won’t be able to plug an Oculus Rift into an Xbox One, the only feature will be the virtual reality (VR) cinema to steam videogames.
Microsoft do have the HoloLens mixed reality (MR) head-mounted display (HMD) in the pipeline but as nothing official has been said of its release, consumers will have to be patient.
No.1034
http://www.roadtovr.com/research-survey-suggests-kids-equally-aware-major-vr-headsets-want-buy-one-console-prices/
A recent survey conducted by Touchstone Research, an online marketing research firm, suggests that kids and teens between the ages of 10–17 know what VR is, and when they see it in action they think it’s “off the charts cool.”
Touchstone Research, which conducted the online survey of 500 kids from ages 10–17, said that the sample was statistically significant and that it was “drawn to provide even distribution across the ages, 50/50 boy/girl and nationally representative on the basis of US Census region and ethnicity for kids this age.”
Kids and VR has been a hot topic of discussion, and whether or not children under 13 should even use it is still a question for the manufacturers and medical professionals to answer. But kids want what they want, they scream, and for some reason they’re the only people allowed to do it in public.
Oculus CEO Brendan Iribe at Re/code back in May explained that Oculus’ 13+ age limit was due more to cautiousness and was “something that made a lot of sense when we became a part of Facebook. Their age is 13 as well, and so we just felt ‘let’s start at 13, let’s evolve the technology more, let’s build more confidence in the health and safety side of it'” and that “eventually one day we want to have Oculus for kids, especially for all the educational use of this.”
Before any information was presented to them, kids and teens had a pretty good understanding of the major VR headsets out there, according to Touchstone’s research. The most well-known headset among them—recognize by 38 percent of participants—was Samsung Gear VR, arguably the headset that’s closest to a consumer-level fit and finish on the market today. Oculus Rift, Sony Morpheus, Microsoft HoloLens, Google Cardboard, and Mattel’s View-master VR scored surprisingly similarly, rounding out about one-third of all kids and teens.
HTC Vive took last place at 19 percent, unsurprisingly so considering it has only just been shipped out to vetted developers early last month and has neither brand name recognition or flashy concept video to boast (but hey, there’s juggling! (http://www.roadtovr.com/yes-you-can-juggle-in-vr-with-the-htc-vive/)). Still, it was interesting to see no runaway leader in recognition for the major VR headsets among those 10–17 years old.
Kids like VR, suggests Touchstone’s survey data which they rounded up into an infographic (http://touchstoneresearch.com/infographic-the-new-reality-of-virtual-reality-and-the-potential-with-youth/). In fact, they like it so much that after exposure to an informational video, three-quarters of the kids and teens polled said they would ask for a VR headset if it was priced similarly to a console. There were however some concerns in around half the participants about health, headset weight, accidental injury, and how addictive VR headsets could become, but even then, 88 percent said that VR was “off the charts cool.”
No.1035
>>1029
Pretty sure he means Pentium 4 computers. Not PS4 consoles.
What's crazy is those P4 computers would be fine for displaying basic VR at decent framerates if you crank down the detail and resolution and have a good GPU. They'd provide a smoother experience than $1,500 top of the line macbooks or mac trashcans because of display issues they have that makes high framerates impossible.
A lot of people are going to buy into the hype, ignore the demanding hardware requirements, plug it into their shitty laptop and then place the blame for wasting their money where it doesn't belong.
No.1036
>>1035
yep, pentium 4s
I tried the OR DK1 two years ago and the rollercoaster demo stuttered like hell
No.1040
>>1034
>Mattel’s View-master VR
What. This is the first time I even heard of this headset and it's somehow more heard about than Vive? For that matter the Vive is that unknown to the mainstream? So weird.
No.1043
http://vrfocus.com/archives/18586/htcs-advanced-concept-group-explains-vives-origins/
Perhaps the most surprising aspect of the HTC Vive virtual reality (VR) head-mounted display (HMD) is the partnership that made it possible. The Taiwanese smartphone maker has partnered with none other than Half-Life developer Valve to create the kit. The legendary company was thought to be simply assisting Oculus VR in its pursuit of consumer VR, making the announcement all the more shocking. But how did this unlikely team-up come about? That’s something that Dana Nicholson, Executive Director of HTC’s Advanced Concept Group explained to VRFocus shortly after the kit’s reveal earlier in the year.
“Valve’s had a long history of doing a lot of laboratory studies around VR,” Nicholson noted in an interview that will be published in full later this week. “So we really sort of– we were sort of watching them and a lot of the stuff that they demoed last year at dev days was a big breakthrough. And so that’s where we started to follow, track them a little bit and further conversations where we got to see some of their breakthrough technologies, especially around the Room Scale laser tracking stuff. Gosh we were excited and so we brought our whole team on board and we’ve been working very fast ever since.”
The ‘dev days’ that Nicholson is referring to are the Steam Dev Days that took place at the developer’s offices in Seattle, Washington in early 2014. It was here that Valve revealed its VR room, which consisted of an HMD that tracked various markers plastered on the walls and ceilings. This allowed for true user tracking within VR experiences, a concept which has since been adapted into SteamVR with the help of a laser-based solution known as Lighthouse. This kit is part of the HTC Vive, allowing for Room Scale user tracking in areas of up to 15 feet by 15 feet.
The HTC Vive is expected to launch in full in time for holiday 2015.
No.1044
YouTube embed. Click thumbnail to play.
http://vrfocus.com/archives/18680/htc-vive-content-line-up-refined-around-october/
The HTC Vive head-mounted display (HMD) has created waves in the virtual reality (VR) industry ever since it was revealed at the Game Developers Conference (GDC) earlier this year. From the surprise partnership between HTC and Valve to the announcement that the HMD would be the first consumer version to be brought out by launching towards the end of this year. And as the HTC Vive is coming out so soon, confirmation of titles available at launch will now be refined around October.
In an interview with GamerHubTV, Executive Director of Global Marketing for Connected Products, Jeff Gattis has said that, “Our content line-up will be more refined as we move toward the October timeframe,” adding “We’ll solidify our content/line-up as we get closer to the fall.”
With the HTC Vive Live Tour heading around the US and Europe over the next few months, HTC and Valve will keen to get as much exposure for the HMD before its launch, and develop an early lead against the Oculus Rift and Project Morpheus HMD’s which aren’t coming out until 2016. The line-up of available content is key, which can make or break a new gaming product and as the first development kits have only been sent out to studios in the last few weeks that may not be enough time for some studios.
No.1045
http://vrfocus.com/archives/18749/oculus-vr-founder-talks-exclusivity-for-oculus-rift-and-gear-vr/
This week Palmer Lucky, the creator of the Oculus Rift and founder of Oculus VR took to Reddit for a Q&A session about ‘console tactics on PC platforms’ and having a closed eco-system where titles would be exclusive to Oculus VR.
Luckey starts by saying: “What we are doing is working with external devs to make VR games. These are games that have been 100% funded by Oculus from the start, co-designed and co-developed by our own internal game dev teams. The majority of these games would not even exist were we not funding them, it is not like we just paid for exclusivity on existing games – making high quality VR content is hard enough to do when targeting a single headset, trying to support every single headset on the market with our own content is just not a priority for launch. Most companies would have done this as a 1st party software development effort, but we decided it would be better to work with existing developers who wanted to get past the bean counters and make sweet VR games.”
When asked about Oculus VR software having third-party support for other head-mounted displays (HMD) Luckey said: “Extending VR support to multiple headsets is not as simple as a patch, it requires pretty deep integration into the code of the game, integration that the developers themselves have to spend a lot of time integrating and updating. This is especially true for games that rely on our SDK features like timewarp, direct mode, late latching, and layered compositor to get a good experience. We can’t possibly make any promises about support through external patches, and we won’t commit to supporting people who want to use our store to buy games for headsets that our store and software don’t currently support.”
The videogames that Oculus VR currently support and in most cases being co-produced will soley be for Oculus Rift and Gear VR, as Luckey goes on to say: “As far as being exclusive to the Oculus Store, that is exactly what we do – our platform also supports Samsung’s GearVR headset, and we will be supporting future Samsung VR devices as well.”
No.1048
YouTube embed. Click thumbnail to play.
http://www.roadtovr.com/oculus-acquires-pebbles-interfaces-computer-vision-hand-tracking-breaking/
Oculus today announced the acquisition of Pebbles Interfaces, an Israel based firm focused on depth sensing technology and computer vision for the purpose of hand tracking.
According to Oculus’ blog post, Pebbles Interfaces will officially be joining “the hardware engineering and computer vision teams at Oculus to help advance virtual reality, tracking, and human-computer interactions.”
Pebbles Interfaces’ technology is based on the ‘structured light approach’, and is said to be able “to detect and segment hands and human skin” with special emphasis on hand tracking.
The company has been around since its founding in 2010, and has spent the last 5 years building advanced motion sensors that display physical objects within digital space, supposedly “at any range or angle, with no latency.” Pebbles’ hardware also saw previous partnerships with smartphone manufacturers such as China based handset manufacturer Xiaomi.
“At Pebbles Interfaces, we’ve been focused on pushing the limits of digital sensing technology to accelerate the future of human-computer interaction. Through micro-optics and computer vision, we hope to improve the information that can be extracted from optical sensors, which will help take virtual reality to the next level. We’ve always believed visual computing will be the next major platform in our lifetime, and we’re excited to join the Oculus team to achieve that vision for the future.”
No.1049
http://vrfocus.com/archives/18868/career-opportunities-in-organised-crime-begins-shooting-in-baltimore/
A virtual reality (VR) feature film which will be shot simultaneously with 360 degree VR camera and conventional RED Epic cinema cameras, beings principle photography this week. Career Opportunities in Organised Crime will be the one of the first feature films to be created especially for VR head-mounted displays (HMD).
Career Opportunities in Organised Crime is a comedic, documentary style film following the recruitment process of Nicholas Stevenson into the Russian Mafia, their first American recruit.
The films director Alexander Roman said of using VR for the project: “The intent is to examine the effect of Virtual Reality on the cinematic narrative. Will the same story have more of an emotional impact when viewed through virtual reality? Will it actually prove more difficult to tell a focused story without being able to control what the audience sees? These are the questions we are hoping to examine with our project.”
“Viewers will have the experience of being in the movie, right there, with the characters,” he adds.
With the major HMD releases starting at the end of this year with the HTC Vive and going into 2016 for the Oculus Rift and Project Morpheus, Career Opportunities in Organised Crime plans to be available for download for the headsets upon their release.
No.1052
>>1049
>Viewers will have the experience of being in the movie, right there, with the characters,
The first run of these VR movies is probably going to be more in the direction of "viewers will have the experience of total confusion where shit happens all around them and they have no idea where to look."
No.1053
>>1049
>Shooting in Baltimore
VR riots inbound!
No.1054
http://vrfocus.com/archives/18896/virtual-reality-now-being-used-to-treat-bipolar-disorder/
The medical benefits of using virtual reality (VR) are becoming evermore apparent as the technology develops. Medical professionals are looking to VR to either train future doctors or as treatment for a number of different psychological conditions. Researchers are now trying VR to treat people suffering with bipolar disorder.
In a recent article by Aljazeera, researchers at the Institute of Psychiatry, Psychology & Neuroscience at King’s College London and King’s College Hospital are looking at how VR videogame technology could be used to help those with mental health issues learn to deal with the disorder in a safe environment alongside traditional treatments like psychotherapy and medication.
Bipolar disorder is characterised by extreme mood swings, switching from severe depression to hypomania.
The researchers are using Oculus Rift head-mounted displays (HMD) with various different types of software to trigger emotional responses, as the immersive aspect of VR has the same effect as real life, creating anxiety, joy and other emotions.
King’s College Hospital has a cutting edge VR lab with motion sensors around the room to enable full motion tracking of users in the VR environments. The hospital has created software that simulates the London Underground or being on a bus to test how users react to situations with members of the public, which is especially useful for patients suffering psychosis or schizophrenia.
It’s still early days for this type of treatment, with only a handful of researchers offering a VR option but this may develop as the technology does.
No.1055
http://vrfocus.com/archives/18930/2016-will-be-critical-for-virtual-reality-say-htc/
With the HTC Vive launching towards the end of 2015, and the other head-mounted displays (HMD) by Oculus VR and Sony Computer Entertainment (SCE) to be launched in the first half of 2016 it will be important for the companies to ensure that the first impressions by consumers is good, because as HTC have said next year will be ‘critical for the future of virtual reality (VR).
In a recent interview with Cnet, Jeff Gattis Head of Marketing for HTC’s Emerging Devices Group has remarked that “The industry needs a successful first year,” adding “Next year is critical.”
With prices for the HMD’s and definite launch content still to be announced the industry may be pinning their hopes on hard-core gamers and enthusiasts to start the ball rolling as the PC specifications to run the units will need to be good. SCE with the Project Morpheus may have an advantage due to the HMD plugging straight into the PS4 and the console’s large install base.
And to also push the technology into the commercial mass markets, VR will need to be more than just a gaming platform, it needs to be an entertainment platform for a variety of experiences. This is starting to happen as company’s like Oculus VR have recently partnered up with film studios like Felix & Paul, and HTC keen entice media companies like HBO and Lion’s Gate to bring content to the HMD.
No.1056
http://www.roadtovr.com/oculus-connect-2-registration-and-talk-submissions-now-open/
Oculus have just announced that registration for their second show dedicated to all things Oculus, ‘Connect 2′, is now open.
Oculus’ inaugural Connect show in September of last year was a resolutely and unapologetic developer focused event. Wary that content is going to be everything as virtual realty hits retail, Oculus wanted to bring their dev community together to share ideas, tips and generally talk VR until they were blue in the face.
With the Rift now scheduled for release in Q1 2016 and developers have that target window to aim for, this year’s event is poised to be Oculus’ most important event yet. Developers know their ship date (roughly), they know their controller options (for the first 6 months at least, the packed-in Xbox One controller) – so Connect 2 will surely be all about doubling down and preparing for the cold, hard realities of consumer VR.
Of course, Oculus also announced their long awaited virtual reality motion control solution, Oculus Touch (aka ‘Half Moon’) controllers. Designed by recently acquired design wizards Carbon, the optically tracked devices won us and many others over when they were demo’d at E3 last month. Expect many questions from developers as they try to wrap their head around the creative possibilities the devices present whilst squaring commercial concerns over the staggered ship date of Touch.
Oculus have now opened registration for the show, scheduled to run 23-25 September at the Loews Hotel in Hollywood, CA. Once again, places are limited to approx. 1500 and as VR has grown immeasurably in popularity just in the last 12 months, those 1500 spots won’t hang around for long.
Oculus are also interested to hear from you if you’d like to speak at the event. Specifically if you fall in the following tracks:
'VR Engineering – These talks will cover technical details of developing for PC and mobile platforms, including best practices for optimizing performance, minimizing latency, and mastering advanced rendering techniques. Game and App Design – These talks will focus on design and development principles for creating new VR games, apps, and experiences that are innovative, immersive, and fun. Cinematic VR – These talks will share lessons around combining elements of traditional film, games, theatre, and performance art to create unique VR experiences that place the audience inside the story and virtual world.'
If you think you’d be interested in submitting ideas for talks at Oculus Connect 2, head over to the website and register now (https://www.oculus.com/en-us/connect/).
No.1057
http://vrfocus.com/archives/18993/microsoft-reveals-multi-person-hololens-experience/
Microsoft’s HoloLens stands as an intriguing prospect for ‘mixed reality’. Unlike the traditional virtual reality (VR) head-mounted displays (HMDs), HoloLens doesn’t entirely block out your vision, nor does it limit the field of view in the same way that many augmented reality (AR) HMDs do. That offers some interesting opportunities for multi-person use, and Microsoft has revealed the first such possibility at their Worldwide Partners Conference (WPC), Toronto.
In a presentation about how existing software (and practices therein) can easily be adapted for use with HoloLens, Microsoft discussed the possibilities of using 3D modelling tool Maya with the HMD. An expansion of the motorcycle teaser revealed alongside the device itself, Dan McCulloch, Studio Manager, Windows & Devices, demonstrated how visuals created on a PC package could then be skinned in real-time atop a real world object. Further to this, he demonstrated how that skin could then be manipulated with hand gestures and the data transferred directly back into the PC program.
Later in the talk, McCulloch introduced a colleague who was based in Barcelona, a significant distance from the presentation, and displayed his input via a hologram. The HoloLens recorded this secondary user’s position relative to the object and their viewpoint while allowing them to record a message to the primary user.
“Using HoloLens we have shown that it can revolutionise the way people work, play, communicate, learn and create,” stated McCulloch, “I want to show you another example of how holograms can change the way you work and create.”
While the demonstration offered erred very much on the side of design and creativity, there’s no doubt that this technology offers some extremely exciting possibilities for entertainment also. Asymmetrical gameplay between two users is easy to imagine, but in time could we see more complicated real-time experiences?
No.1058
http://vrfocus.com/archives/19032/virtual-reality-system-being-used-to-train-nfl-players/
Virtual reality (VR) has been used for a number of years for training purposes mainly by the military due to the expense of the systems. As modern VR technology by company’s like Oculus VR have helped improve and reduce the cost, its application in a wider range of fields has grown. Now the Tampa Bay Buccaneers NFL team have purchased a new VR teaching system for rookie quarterback Jameis Winston.
ESPN have reported that when the Bucs begin training in August they will be using the Sidekiq football-simulator software developed by EON Sports VR.
EON Sports VR CEO Brendan Reilly said: “Virtual reality has become very popular in high school and college programs, and there has recently been much more interest in the technology from professional sports teams looking to add to their teaching tools while limiting exposure to injuries that may occur in live-action situations,” adding: “We are excited to get to work with the Buccaneers and provide their quarterbacks with the opportunity to train more efficiently than ever before.”
The Tampa Bay Buccaneers General Manager Jason Licht said about the new technology: “We are excited to be coming in on the front end of this new wave of technology that is designed to supplement the on-field and classroom work that our quarterbacks are already doing. Obviously, there is no real substitute for being on the field when it comes to getting our players ready for game action. However, this virtual-reality technology allows us to enhance the learning experience for our quarterbacks without requiring them to put in additional time on the practice fields.”
The VR system from EON Sports VR generates game conditions and allows customisation of virtual scenarios to be created from the same view point as the player.
I think handegg is shit, but whatever.
No.1059
http://vrfocus.com/archives/18964/vr-exciting-states-dixon-carphone/
With PC gaming on the rise and virtual reality (VR) head-mounted displays (HMD) set to bolster that rise further over the next 12 months, the need for consumers to venture into retail stores to see and experience the technology before they purchase means company’s like Dixon Carphone will be keen to take advantage.
Dixons Carphone which owns the Carphone Warehouse and Currys/PC World brands has now confirmed to PCR-Online that due to the nature of HMD’s, the company will be stocking more ‘sophisticated’ PC gaming systems as well as HMD’s in the future. Andrew Harrison, deputy group CEO at Dixons Carphone spoke to the website saying: “I think the interesting direction and the thing we’re quite excited about in the long term is virtual reality/augmented reality.”
Harrison continues: “From the things we’ve seen at the events we’ve got to go on, and some of the products available, you need very high-powered computers in order to do that. You need setup capabilities and a room to be able to do it in, and you need peripherals. People are going to need to come to physical retail places and explore what’s on offer. I think it’s quite exciting. I think it’s going to be one of the bigger trends over the coming years and we’re working quite hard on that in terms of how we bring that to consumers.”
No.1061
http://vrfocus.com/archives/19004/virtual-reality-helping-people-with-low-vision/
Virtual reality (VR) is managing to open whole new avenues to researchers in various fields of study alongside its commercial applications of videogames and entertainment. One such field of use is how VR can help people who suffer with low vision.
Low vision is defined as a chronic, disabling visual impairment that can’t be corrected with eyeglasses or surgery. People who suffer with low vision, which is caused by macular degeneration, usually have to use various glasses, magnifiers and other gadgets depending on the situation.
Frank Werblin, a professor of neuroscience at UC Berkeley was recently interviewed by the Los Angeles Times regarding at new piece of software called Visionize. The software is combined with a smartphone and a VR head-mounted display (HMD) to help magnify the users surroundings. Werblin said about the technology: “Traditional treatments use magnification, but they magnify everything. Most people with low vision experience blurriness only in the centre of their eye, he said, and don’t need the whole-eye magnification that existing treatments offer.”
“If you wear a telescope, then you lose peripheral vision,” he said. “So our challenge was to find a way for people to see the world in context, but to create a kind of telescope in the middle of that view.”
The other benefit to using current technology like smartphones and Samsung Gear VR HMD’s is that they are easily and cheaply available, as previous projects have been trialled that cost thousands of dollars to make.
Trials for Visionize are on going but as manufacturers compete to improve their devices for the commercial market, researchers like Werblin will benefit from those technological advances.
No.1062
http://vrfocus.com/archives/19036/machine-vision-market-worth-9-50-billion-by-2020/
Lots of companies are gambling on one fact, that virtual reality (VR) will be a success. It’s a gamble that is worth billions to those companies that have invested in the new technology, like Facebook purchasing Oculus VR for $2 billion USD. Recent market research suggests that VR, augmented reality (AR) and industries affiliated with them could be worth $9.50 Billion by 2020.
A report published by Markets&Markets estimate the total value of the machine vision market is to reach $9.50 Billion by 2020 at an estimated to grow at a CAGR of 12.51% from 2014 to 2020, which includes an in-depth analysis of the market by component, product, technology, application, verticals, and geography.
The technology segment for machine vision systems market includes imaging technology, image sensors, laser technology, and augmented reality , while the component section relates to optics, hardware, software and peripherals.
There has been a great deal of support from both the public and private sectors, but while the entertainment and videogame industry might be garnering a large amount of the press it will possibly be other industry’s that ensure the markets success. From the military to the healthcare sectors which traditionally do make heavy investment in emerging technologies, the scope of the global market has flourished.
No.1066
http://vrfocus.com/archives/19003/battlezone-dev-on-vr-scepticism-is-natural/
Rebellion Developments announced their intentions to become a part of the virtual reality (VR) scene at last month’s Electronic Entertainment Expo (E3), Los Angeles, with a Project Morpheus demonstration of the forthcoming Battlezone reboot. Despite the impressive nature of this debut outing, the studio isn’t over confident in their position, recognising that VR still has some way to go to convince those yet to try it for themselves.
Steve Bristow, Lead Designer on Battlezone, acknowledged the issue in a recent interview with Push Square: “A lot of the stuff that people have tried on VR so far are really demos; we’re still asking people to imagine what the games are going to be like when they’re finished, so the scepticism is natural.”
He went on to explain an inherent problem in marketing VR experiences that traditional videogames don’t suffer from. That is, of course, the distribution of teaser assets via the internet. Traditional videogames are played on a 2D screen and so the translation from trailers is a simple step. With VR, that simply isn’t the case.
“VR does have a fundamental problem of selling itself through 2D video. You just can’t get the experience across in that way. You really have to try it for yourself,” stated Bristow. “I think that Battlezone is going to surprise people because if you’ve played tank games before, you probably think you know how it feels to sit in the cockpit of a fighting vehicle. But you put the HMD on and try the game out and you quickly feel the difference. It’s the difference between playing an FPS and going paintballing. They’re both cool but one of them feels more real, more intense, more close to reality.”
Battlezone is expected to launch in 2016 alongside the Project Morpheus head-mounted display (HMD).
I doubt that it will even be in the same dimension of fun as Battlezone 1998, that game was the best. This, I'm expecting mediocrity.
No.1067
http://vrfocus.com/archives/19064/deepoon-aiming-to-bring-vr-to-chinese-market/
The advent of low cost screen and tracking technology has lead to the modern wave of virtual reality (VR) thanks to the higher quality of head-mounted displays (HMDs) aiming for a consumer market. However, while the likes of Oculus VR, HTC/Valve and Sony Computer Entertainment have set the bar, there’s plenty of room for other competitors. One such company is Le Xiang Technology Ltd., which has revealed its HMD aimed at the Chinese market: DëePoon.
Le Xiang Technology Ltd. raised 1.14 million yuan (£117,687 GBP) in crowd-funding to develop the HMD, which will feature a 1080p screen supplied by Samsung. Other specifications include a 75hz refresh rate and 120 degree field-of-view, with 19 milliseconds latency. According to Le Xiang Technology Ltd., the HMD outperforms the second iteration of the Oculus Rift development kit, aka DK2.
To support the launch of the HMD Le Xiang Technology Ltd. has been working with domestic videogame developer Shanda Games Ltd. to create a spin-off of an as-yet-undisclosed existing first-person shooter (FPS) videogame. The title is set to be revealed at the upcoming ChinaJoy 2015 event. Furthermore, a partnership with 3D Bo Bo to create a video content portal will accompany the launch of DëePoon.
DëePoon is a tethered device and requires a PC desktop to operate, with a price point set at 1,899 yuan (£196). It’s not yet been confirmed which operating systems (OS) DëePoon will be compatible with.
No.1068
>>1067
Can't wait to bury my face in depoon.
No.1069
http://vrfocus.com/archives/19201/oculus-on-windows-10-support-is-coming/
With the consumer version of the Oculus Rift set to launch early next year as a dedicated Windows device, support for the latest version of the operating system (OS), Windows 10, is critical. While no such compatibility is officially available as of yet, an Oculus VR spokesperson has stated that it being ‘worked on’.
Windows 10 is set to launch worldwide on 29th July 2015, and will be a free upgrade for existing owners of Windows 7 or Windows 8. As such, the expectation is that the adoption rate of Windows 10 will be significantly higher than previous OS’, and so both hardware and software based on the Windows platform will need to offer compatibility for the new OS very soon.
Arguably, as the consumer version of the Oculus Rift is still several months away from launch, Oculus VR are in a more comfortable position than most. However, that doesn’t necessarily mean it’s not a very present concern.
“Windows 10 support is coming, for sure, and is being worked on now,” stated an Oculus VR spokesperson, going by the name of CyberReality, on the official Oculus Forum. “It’s just not ready for release yet, please be patient. Thanks.”
Not only is Windows 10 support important for developers and the potential consumer audience of the Oculus Rift, but also for Microsoft itself. A partnership announced last month would allow for Xbox One content to be streamed to the head-mounted display (HMD) via Windows 10, but in order to do so the device must be compatible with the OS first and foremost.
There has been no specific date yet announced for the Windows 10 compatibility of the Oculus Rift, but with both Mac and Linux support no longer on the agenda we can expect an update on this soon.
No.1070
http://www.mercurynews.com/business/ci_28534169/q-stanford-vr-expert-new-techs-promise-and
Jeremy Bailenson may be one of the foremost experts on virtual reality. But, as he puts it, he's no evangelist.
A Stanford professor and the founder of its Virtual Human Interaction Lab, Bailenson has studied VR for 20 years, conducting some of the most extensive research on the technology. He has a good sense of how VR can be used and what works well in virtual environments.
Bailenson is excited about how far the technology has progressed and sees great potential for it to be used as a more realistic simulator or as a therapeutic tool for people with disabilities. But he's worried about how it could be abused. And he thinks the use to which VR will be put in the near future – games – isn't appropriate for the technology.
Bailenson spoke with this newspaper about the state of virtual reality, his hopes and worries for it, and what he thinks will be the killer app. This interview has been edited for length and clarity.
Q: What's the state of VR today?
A: The ability to track movements has gotten much easier than it's ever been. And the ability to display using cheap, nonspecialized optics has changed pretty drastically.
Where it is right now more conceptually is there's all this money behind it, and it's crazy. But there's so much energy. I gave a keynote address at the Tribeca Film Festival, and I brought a version of my lab to New York City, and New York is not the Valley, right? When those folks start caring about VR, it's interesting.
Q: What kinds of experiences are VR good for and for what is it inappropriate?
A: When Commissioner Adam Silver of the NBA came to my lab, he thought that I was going to try to convince him that one should watch an NBA game from VR. And I can't imagine what would be worse than that.
I've never worn an HMD (head-mounted device) for more than a half an hour in my life, and nowadays, I rarely wear one for more than five or 10 minutes. And a two-hour NBA game would be pretty brutal on the perceptual system. I believe VR's really good for these very intense experiences, but it's not a 12-hour-day thing.
No.1071
>>1070
Q: Why wouldn't you wear a VR system for more than 30 minutes at a time?
A: Even though the newer HMDs like the Rift and the Vive and Morpheus are much lighter and really comfortable, think about how much time you spend on your device a day. It's more than six to eight hours, and that's a long time to be wearing a pair of goggles. But even if that wasn't the case, the real problem is that the visual experience with an HMD necessarily produces some eyestrain, and that gets fatiguing over time.
Q: But all the new VR systems are being pitched primarily as game machines, and gamers tend to play for hours at a time. Isn't that a big concern?
A: I don't believe that video games are an appropriate market for this. Especially when you get into the highly violent games – do you really want to feel that blood splatter on you? I don't think it's the right use case.
I don't believe VR should be used for hours a day. I think VR's great for really particular and specific moments that you try to learn about yourself and learn about others. Maybe I'm in a minority, but when these games come out, I don't think people are going to want to play them for eight hours.
Q: The research you've done in the lab seems to focus on how VR could be used to impart things such as empathy or concern for the environment that many people would consider to be positive. But assuming the effects are as strong as they seem to be, how concerned are you that VR might be used to encourage thoughts or behavior that are less beneficial or even dangerous?
A: VR experience changes the way you think of yourself and others and changes your behavior. And when VR's done well, it's a proxy for a natural experience, and we know experiences physically change us.
I've chosen to focus on the pro-social ones in this lab. I can't look you in the eye and claim that it only works for the good stuff. I can't. Am I terrified of the world where anyone can create really horrible experiences? Yes, it does worry me. I worry what happens when a violent video game feels like murder. And when pornography feels like sex. How does that change the way humans interact, function as a society?
I'm not a VR evangelist. The technology is powerful. It's like uranium. It can heat homes and destroy nations. I'm choosing to work on things that I believe are good for us. But that's my choice.
Q: What's going to be the killer app for VR?
A: I actually think the perfect fit for VR is the quarterback simulator. Most of the time when I show someone VR, they say, "Oh, I can see how this is going to be really cool in a year. I can see how I might use that." When Stanford Coach David Shaw put that on, he said, "We want this yesterday."
But what I want to be the killer app is communication. If I could do really good avatar communication systems, then we can reduce travel. When I want to do it, I can, but I shouldn't have to.
No.1074
>>1070
>>1071
He's just a big ol normie. I bet he doesn't even know about 3d animu pu$$y.
No.1077
>>1070
>>1071
Oh look, it's the old 'Video Games cause violence / are about violence' dead horse, getting dragged out to be beaten on again. I guess it'll just have video games marked out, with 'Virtual Reality' hastily scribbled over it instead.
No.1078
>>1077
Not so much. These academic departments are forced to justify their existence in the framework of whatever social causes are in at the moment if they want to keep receiving funding, it's a constant battle between warring departments to prove that they're the most socially progressive that they can be. Whenever they're interacting with the media it's always the same spiel from them about how they're trying to improve the world while next week they'll have no problem working for the military helping destroy it.
If it was a few years ago he'd be saying the exact same thing about how his VR research was going to help combat global warming. Oh look, a quick glance at his research department and here's the second news story posted:
>Virtual reality could make real difference in the environment, San Francisco Chronicle
>Jeremy Bailenson describes how virtual reality can bring people inside of a degraded ocean ecosystem to show how their personal carbon footprint contributes to ocean acidification.
I have to agree with him though, I can't see a normal person using a HMD for more than a few minutes at a time in the foreseeable future. And this is one of the few academic researchers that I want to hear more about when he talks about the communication aspects of VR because he seems to know his stuff on that subject. Asides for this 'pop science' book he co-authored that looks 500 years into the future and a few technical terms he uses that I disagree with this is by far the most credible VR researcher I've seen yet.
No.1082
YouTube embed. Click thumbnail to play.
http://vrfocus.com/archives/19205/new-to-vr-google-stats-the-virtual-way-in-gavr/
One of the ways that virtual reality (VR) may be able to assist in both business and science is through the presentation of large amounts of data in a manageable and manipulatable state. This, after all, was the reason behind the Big Data VR Challenge, the contest held by Epic Games and the Wellcome Trust whose results were announced recently. Combine this with people’s interest in how VR might possibly affect the use of social media and you get today’s tech demo.
GAVR stands for Google Analytics in Virtual Reality and as you might expect, giving you a graphical representation of data from your Google Analytics account in across a number of session types. Showing the data over days, weeks, months and even years should you have that amount of tracking data available.
Whilst obviously still limited it is an interesting view into a possible direction and one any budding social media managers with might be interested in. Use of the app developed by Kir Kokuev, requires an Oculus Rift DK2 head-mounted display (HMD) as well as access to a Google Analytics account. It is available to download now for free from Oculus VR Share (https://share.oculus.com/app/gavr).
No.1084
http://vrfocus.com/archives/19307/carmack-to-host-keynote-vrscript-sessions-at-oculus-connect-2/
Those that watched last year’s inaugural Oculus Connect developer conference in Hollywood, California will undoubtedly remember John Carmack’s keynote speech. The Oculus VR CTO hosted a now legendary talk in which he spoke about the workings of both the Oculus Rift and Gear VR head-mounted displays (HMDs) for well past his allotted time before finally being told to stop. Those that enjoyed his talk last year are in for a treat at the upcoming Oculus Connect 2, as Carmack has not 1 but 2 talks scheduled.
The famed developer revealed as much on Twitter over the weekend. Carmack noted that he would be hosting another keynote speech at this year’s event, which takes place from 23rd – 25th September. Though he didn’t comment on exact what he would be talking about, it’s likely that Carmack will again steer his session towards the Gear VR, a mobile HMD that runs with Samsung’s Galaxy Note 4 and Galaxy S6 phones. A new, consumer-focused version of the Gear VR is in development with the help of Carmack and is expected to be revealed before Oculus Connect 2.
On top of this, the developer will also host a talk on VrScript which, as one fan explained, is a Scheme dialect that Carmack has previously talked about. This will be a ‘live coding session’, so expect it to be a tech-heavy talk that will assume a good knowledge of VR development from the off. It’s not year clear when these talks will be hosted across the 3-day event, though the keynote speech will likely come sooner rather than later. Last year’s show featured 3 keynotes speeches in a row from CEO Brendan Iribe, Chief Scientist Michael Abrash and Carmack respectively before standard sessions got underway.
Plenty of other details are expected for Oculus Connect 2. Many will be hoping to learn the full release date of the consumer Oculus Rift, which currently has a Q1 2016 release window. Pricing is another detail currently under wraps.
No.1085
File: TSC_lab.png (513.14 KB, 630x417, 210:139, TSC_lab.png)

http://vrfocus.com/archives/19337/tsc-announces-opening-of-virtual-reality-lab-for-improving-transport-network/
The Transport Systems Catapult (TSC) recently announced the opening of its ‘Visualisation Laboratory’ where virtual reality (VR) technology will be used to help generate innovation and overcome problems in the UK’s transport network.
The TSC is utilising VR to enable engineers and designers the ability to physically walk though cities and towns, virtually, so that they will be able to test new services and ideas without building costly prototypes. The lab uses numerous different systems to make the VR as immersive as possible, including the Omnifinity Omnideck 6 which is a 6 meter wide omnidirectional treadmill that is combined with an Oculus Rift DK2 head-mounted display (HMD) to allow users to walk, jump and even crawl around the VR world because the Omnideck6 was originally designed for use by the military for infantry training.
Eurotransport Magazine spoke with Graham Fletcher, Modelling and Visualisation Director at TSC, he said: “We see huge potential for virtual reality technology to help solve the UK’s transport problems at a lower cost and without the associated risks of testing new technology in a live environment. The Omnideck Treadmill and virtual reality equipment we have installed here at the TSC is totally unique in the UK and will allow businesses to experiment, develop and demonstrate new technologies in a new and inspirational way.”
The ‘Visualisation Laboratory’ can also be hired by businesses associated with the transport sector looking to experiment and develop ideas. The cost to access and use the floor is £500 GBP per day, this covers the costs of the technicians to configure and operate the floor and general troubleshooting. Or if you’re planning an event there, the floor can be booked for £120 GBP per hour.
No.1086
http://vrfocus.com/archives/19354/bbc-looking-to-fund-vr-experiences-and-more/
The British Broadcasting Corporation (BBC) is already involved with virtual reality (VR) technology to some extent. Last year the company partnered with digital studio BDH to create War of Words, a mobile VR experience that visualised a poem from Siegfried Sassoon. The organisation has since hinted at further work with the tech, although hasn’t revealed any specifics just yet. Now it’s been announced that the BBC is in fact looking to fund new immersive experiences, which could well include VR technology.
The broadcaster recently started the next phase in its ‘The Future of Content’ programme, an initiative that’s designed to provide new digital experiences for BBC Online based around specific themes. For this phase, the BBC is looking for immersive experiences, including technologies such as augmented reality (AR), binaural audio, emerging gaming technologies and, of course, VR. Companies are being encouraged to submit proposals for new experiences that will be tested on an audience facing platform known as BBC Taster.
Specifically, ideas should be based around experiences that target young audiences, ideally in the 16 – 24 age group. The brief notes that ‘research tells us that younger audiences are more likely to share and engage with content where they have a more personal involvement in the experience.’
The BBC has up to £100,000 GBP prepared for funding ideas to be developed into full experiences. Submissions are being accepted until midnight on 28th August 2015. Those interested can sign up via Bravo (https://bbc.bravosolution.co.uk/web/login.shtml), where they’ll be granted more details.
No.1089
File: OSVR_30.png (72.23 KB, 630x354, 105:59, OSVR_3.png)

http://vrfocus.com/archives/19372/osvr-opens-research-portal/
OSVR the Open Source Virtual Reality ecosystem spearheaded by Razer and designed to bring companies, software and hardware together to create an accessible environment for VR development has now announced it’s new research portal is live.
OSVR’s research portal is designed for anyone interested in gaining in depth knowledge and insights into the virtual reality (VR) industry. There will be whitepapers featured here to gain interesting perspectives, access to pivotal research or just expand on your VR & augmented reality knowledge.
The OSVR ecosystem has 158 supporters to date, ranging from head-mounted display (HMD) manufacturers, software developers, peripheral manufacturers to Universities worldwide.
Also on the same site as the research portal, interested developers can learn about the OSVR software and it’s own HMD, the OSVR Hacker Dev Kit which is now available to purchase in 3 different versions. The original 1.0 device, is available for $199.99 USD and offers a 5.5-inch 1920 x 1080p display, Dual-Lenses Optics for a 100 degree field of view (FOV), a belt box to prevent cable tangling and a foam later facemask. The 1.1 version is also priced a $199.99 but includes an OLED, full HD display with a pixel density of 401 PPI. The facemask is also improved with bamboo charcoal microfiber.
The final version, 1.2, is similar to the previous iteration but crucially includes an IR Faceplate that provides positional tracking, including an IR Camera. This set costs $299.99.
With OSVR’s popularity increasing the research portal will be a popular place to learn about VR and AR for future development.
No.1094
YouTube embed. Click thumbnail to play.
http://vrfocus.com/archives/19433/ozo-vr-camera-revealed-by-nokia/
Nokia the company once synonymous with mobile phones which sold its handset business to Microsoft, has now unveiled its latest product. The Ozo is a 360 degree virtual reality camera that can also record audio, all contained in a spherical ball.
The Ozo has eight cameras and eight microphones around its surface, and can enable filmmakers to create virtual reality (VR) video in real time, which can be viewed in a VR head-mounted display (HMD). Another feature Nokia has touted is the Ozo’s ability to churn out a low-resolution version of the footage in a few minutes for filmmakers to see. This process normally could take hours as the VR footage is stitched together.
But the camera isn’t aimed at those wishing to take VR films of the family holiday. The Ozo is being squarely aimed at Hollywood and professional production studios as the camera will be coming with an estimated five figure price.
Nokia is joining a growing list of companies bringing out 360 degree cameras, like GoPro, who want to be able capture this market as it develops. VR studios like Jaunt VR have already pledged support for the Ozo, even though Jaunt VR is creating its own camera.
No price or release date have yet been confirmed for the Ozo camera, but Nokia has said the device should be available by the end of 2015.
No.1095
http://vrfocus.com/archives/19203/altspacevr-raises-10-3m-to-accelerate-product-development/
AltspaceVR has today that it has raised an additional $10.3M USD to further develop its virtual reality (VR) communication platform in a new round of funding. Investors include return parties Tencent, Dolby Family Ventures, Raine Ventures Lux Capital, Western Technology Investments, Maven Ventures, Promus Ventures, Streamlined Ventures and Rothenberg Ventures, along with new investor Comcast Ventures.
Currently, the AltspaceVR software is available for Oculus Rift users, Mac and PC desktops, and 3D televisions. The additional funding will be used to grow the AltspaceVR team and accelerate product development. Including $5.4M raised in 2014, AltspaceVR has now raised $15.7M in total capital to develop this platform.
“We’re working hard to make AltspaceVR the most natural and fulfilling way to communicate online, and our new capital will help us get there faster,” said Eric Romo, Founder and CEO of AltspaceVR. “We can’t wait to show our community some of the exciting new things we are building.”
AltspaceVR officially launched its open beta in May 2015, and since then has attained users from over 50 countries. Through the platform these participants can share a variety of experiences online including gaming, streaming content through popular platforms such as Netflix and Twitch, sporting and eSports tournaments, and business collaboration. The company is hiring and has also recently moved into larger offices to accommodate its rapid growth.
To be honest I think this and/or VR browsing will be stuck as a niche thing, but who knows I could be wrong.
No.1096
YouTube embed. Click thumbnail to play.
http://vrfocus.com/archives/19432/consumer-htc-vive-to-be-revealed-in-october-2015-release-reassured/
Valve and HTC are pressing on quickly with the rollout of the HTC Vive virtual reality (VR) head-mounted display (HMD). Having only been announced a few months ago in March 2015, development kits for the SteamVR-enabled device are now being shipped out to certain studios for free while HTC itself has taken the device on the road for what’s becoming a worldwide tour. All that said, details on the actual release of the kit, which is promised for holiday 2015, are scarce right now. But, according to HTC, news should be coming in October.
Jeffrey Gattis, Executive Director of Global Marketing at the company, confirmed as much in an interview shot by HTC that can be seen below. “We’re targeting October for an announcement of our consumer version where we’ll unveil what the actual final idea looks like, the final controllers and should have a pretty decent view of what our content line-up will be like at launch,” Gattis confirmed.
We had of course already heard that this content line-up would be revealed in this timeframe, but this is the first mention of hardware reveals. This might seem to be a pretty tight timeframe between announcement and release, with only 2 months left in 2015 once the details are revealed. Keep in mind, though, that HTC is first and foremost a smartphone manufacturer, involved an industry that typically has a much shorter waiting period between announcement and release than within the videogame industry.
Following on, the executive also reassured that the HTC Vive will be releasing this year. “We’ve made the public commitment that we’re gonna have a consumer product in market before the end of this calendar year,” he said. “So it’s a really big statement for us, we’re driving very aggressively toward that and I think really in Q1 of next year you’ll start to see this ramp up.”
Of course, Q1 of 2016 is also when the HTC Vive’s main competitor, the Oculus Rift, launches. Both are PC-based kits, though SteamVR support allows HTC Vive to offer ‘Room Scale’ user-tracking in which players can move around an area of up to 15 feet by 15 feet and have those movements replicated within an experience.
No.1097
http://vrfocus.com/archives/19437/valve-launches-new-vr-interface-for-htc-vive-the-dashboard/
At its pre-E3 event back in July 2015 Oculus VR revealed Oculus Home, a central interface for using the virtual reality (VR) head-mounted display (HMD) that allows players to purchase content, access their library and more. It’s only natural to expect Valve, the company working with HTC to release the upcoming HTC Vive, to deliver something similar for its SteamVR-supported HMDs. Of course, the company already has the ideal interface in Steam itself. This week, Valve has released a new way to interact with Steam in VR; the Dashboard.
Currently only available for the Developer Edition of the HTC Vive, the Dashboard currently resembles a basic interface, as seen below, that allows players to interact with Steam channels such as the Store, Library, and Community tabs within VR. Included as part of this week’s Steam Client Beta update, which itself is paired with the latest SteamVR Beta update, Valve plans to add plenty of new features to the system in the coming weeks.
“Our goals for the Dashboard are to provide users with easy access to both system-level features and contextually-relevant content while in VR,” the company explained in a new blog post. “And because this whole thing runs on a PC, we want to create a space where any software can be accessed while in VR. The Dashboard makes this possible with Overlays, the applications it hosts.”
Valve has provided APIs for developers to build their own Overlays within its OpenVR software development kit (SDK). It’s not clear which other HMDs will be able to use the Dashboard down the line though it’s safe to say that other SteamVR-supported sets such as FOVE will take advantage of it. The HTC Vive itself is set for launch in holiday 2015, so expect this to be how players purchase and start videogames within VR when it is available.
Oh really? I hope it isn't like big picture mode because that was a crappy waste of time.
No.1101
http://vrfocus.com/archives/19449/with-virtual-reality-architects-can-change-the-world-like-a-god/
Virtual reality (VR) is enabling creative minds the ability to create all sorts of immersive entertainment, from videogames to movies, but what about creating a factual immersive experience where clients can view an architects vision for their dream home in full VR way before building has commenced. Olivier Demangel thinks that future is here.
Demangel is the Design Director at London based 3D imaging company IVR Nation. He was interviewed by Dezeen, an architecture and design magazine about VR, after he created a VR model of a house called Ty Hedfan, designed by architects Featherstone Young, which featured in the magazine four years ago from photos and plans online.
Talking to Dezeen, Demangel says: “Virtual reality will become an essential tool for architects. This technology is going to be so precise, you’re going to be like a magician. You’ll be able to change the world around you like a god.”
Describing the Ty Hedfan VR model he said: “In the Ty Hedfan demo you can open the doors and turn on the lights. You can instantly change materials for the walls, the floor, the position of lights. Interactivity means you can experiment with a lot of different options — design, materials, lighting, weather — very quickly.”
The walk-through was created using the Unreal Engine 4 and is compatible with the Oculus Rift head-mounted display (HMD) which the designer says is the best way to view the model. The designer also thinks that VR designs will be used by architects within a few years to show clients using a HMD.
When the designer was asked VR architecture would be more convincing than the real thing he replied: “There is no doubt in my mind about that. I used to say that when VR tech matures, it’s going be more powerful than cocaine.”
No.1103
>>1101
>architects get involved with VR
>facebook gets involved with VR
>therapeuts get involved with VR
>military gets involved with VR
WHEN WILL REAL GAME COMPANIES GET INVOLVED WITH VR ???
I said it before and i will repeat it again.
NO GAEMS
No.1104
>>1103
http://www.roadtovr.com/oculus-rift-games-list/
Here are your damn games. We've already been through this, what is the point of showing VR games and trailers if you have to have a VR headset (which almost no one has them yet) to experience their full potential?
No.1105
http://vrfocus.com/archives/19539/nba-team-using-oculus-rift-to-sell-courtside-seats/
VRFocus has recently been reporting on several NFL teams like the Tampa Bay Buccaneers and the Minnesota Vikings bringing in virtual reality (VR) technology to improve training. Now NBA club the Sacramento Kings are utilising VR, but for a whole different purpose, selling seats.
The NBA club is using VR to help sell courtside seats and sideline club seats for the new Golden 1 Centre, Sporting News reports. The courtside seats go for as much as $2000 USD per game, while the 850 sideline club are priced at $200 – $300 USD per game.
Across the street from the construction site is the Sacramento Kings preview centre, where potential buyers can use an Oculus Rift head-mounted display (HMD) to view renderings of the premium seats and showcase their benefits.
Kings President Chris Granger remarked: “It’s such a powerful way to tell a story. They can literally do a walk-through of the courtside club and see the Tahoe- and Napa Valley-inspired thematic in the rooms. It gives people a great sense of comfort as to what they can expect. It makes the investment safe and easy for our fans.”
While the NBA team maybe the first to use VR technology, if it proves to be a success then more teams and other sporting events may use VR as a new marketing tool.
No.1106
http://vrfocus.com/archives/19498/mark-zuckerberg-states-immersive-3d-content-is-the-obvious-next-thing/
When Palmer Luckey created the first Oculus Rift virtual reality (VR) head-mounted display (HMD) he wanted VR to be a success but couldn’t have for seen how much it would snowball in the coming years. When Facebook bought Oculus VR in 2014 for $2 Billion USD, Luckey now had the backing of Mark Zuckerberg, and the Facebook cofounder knew VR had a definite future.
In a conference call this week Zuckerberg, along with COO Sheryl Sandberg and CFO David Wehner outlined the state of the company, its latest earnings and the its future plans including VR.
Reported in Wired, Zuckerberg said: “There’s this continued progression of people getting richer and richer ways to share what’s on their mind. So if you go back ten years, most of how people communicated was through text. We’re going through a period where now it’s mostly visual and photos. We’re entering into a period where that’s increasingly going to be video—and we’re seeing huge growth there. But that’s not the end of the line.”
“There’s always a richer way that people want to share and consume thoughts and ideas. And I think immersive 3D content is the obvious next thing after video,” he added.
And with Facebooks massive size, the company is perfectly placed to push VR into the mainstream. Facebook’s daily active user base was up to 968 million, while its monthly active user base now stands at a giant 1.49 billion people.
No.1109
http://vrfocus.com/archives/19523/oculus-vrs-chief-scientist-to-give-keynote-at-aes-convention/
With Oculus VR becoming evermore dominant in the virtual reality (VR) space, in part due to the acquisition by Facebook last year, the VR company is becoming prolific in numerous fields and has acquired some of the best people in the field to take the company forward. One of those is Michael Abrash, Oculus VR’s Chief Scientist, who is to give the opening keynote address at this year’s 139th Audio Engineering Society International Convention in New York City.
His Keynote Speech titled ‘Virtual Reality, Audio, and the Future,’ will be on 29th October 2015 at 1pm in the Special Events Room at the Jacob Javits Centre.
Jim Anderson co-chair at AES139 stated in an article by Audio Media International: “Michael’s address is a great opportunity to bring awareness of VR to the audio community. In the future, audio will contribute to this field in ways that we can only presently imagine.”
Abrash has had a long and varied career spanning 30 years, working with John Carmack to write Quake at Id Software, he worked on the first two versions of the Xbox video games console and he used to work for Valve on VR and augmented reality. He has also authored several books including, Zen of Code Optimization: The Ultimate Guide to Writing Software That Pushes PCs to the Limit and Abrash’s Graphics Programming Black Book.
No.1110
http://www.osvr.com/blog/?p=101
OSVR supported content to be made available to 800 million Chinese user base, Hacker Development Kit to be shipped to China later this year.
SHANGHAI, CHINAJOY – Organizers of Open Source Virtual Reality (OSVR), a platform designed to set an open standard for virtual reality devices, today announced its official partnership with Qihoo 360, one of the largest app stores in China. With an 800 million app store user base, OSVR is now set to extend the reach of its global content partner network into China.
OSVR IN CHINA
With the launch of official support in China, virtual reality content and hardware developers will now be able to take advantage of the software platform to extend the reach and compatibility of their technology to an ever expanding list of global VR hardware and software.
“China’s appetite for virtual reality is growing very rapidly. There are hundreds of VR developers looking for ways to increase the reach of their content and grow their virtual reality technology further.” Says Min-Liang Tan, Chief Gamer & CEO of Razer. “OSVR’s goal is to help accelerate the development of VR in China by helping developers to support an ever growing variety of VR hardware on a local and global scale and to collaborate with the best of the best in the industry.
PARTNERSHIP WITH QIHOO 360
Qihoo 360 is a leading internet and mobile platform company in China with a user base of more than 800 million. They specialize in antivirus software, web browsers and a mobile assistant application. Revenue is generated through micro transactions and online advertising.
With OSVR’s support, Qihoo 360 will be building a VR store to discover and download VR content, effectively bringing OSVR content to their 800 million users. In addition to this, both partners will be working closely together to support VR game and content developers in China, providing development hardware, software SDKs and content distribution for OSVR supporters to help VR gain mainstream adoption.
“We believe Open Source Virtual Reality (OSVR) is the future of VR. With OSVR we’ll be able to provide our user base with a more extensive range of virtual reality games and content for our store’” Says, Mr. Weihua Tao, General Manager of 360 Mobile Assistant Division. “The content will also be compatible with multiple headset technologies allowing us to support the needs of individual users. As the China VR headset market grows larger, we can also scale our hardware support through OSVR so we are always up to date.
No.1122
http://vrfocus.com/archives/19564/can-brain-signals-be-controlled-with-virtual-reality/
While teams in the NFL are using virtual reality (VR) to train their instincts, and researchers are using VR to eliminate peoples phobias, some scientists are now using the technology to help patients take control of the area of their brain affected by Parkinson’s.
Researchers from the University of Ottawa Brain and Mind Research Institute in Canada are using the technology to get patients to control the colour of a ball within a virtual world while undergoing surgery.
In a news piece by CTV News Ottawa, patient Gilles Cloutier undergoes deep brain stimulation (DBS) surgery with an Oculus Rift head-mounted display (HMD) on, and manages to change the colour of the ball.
One of the researchers working on the project, Chadwick Boulay told CTV: “We are hoping to reduce the severity of the symptoms. At this very early stage we are trying to identify what kind of brain signals are important, and whether or not patients can learn to control their signals and – if they can – does that improve the symptoms? We have some good evidence that patients can control signals – the same signals that are important for their disease. We don’t know yet if controlling those signals will improve their behaviour. That’s what we hope to find out in the coming months.”
Cloutier is the third patient to trial this procedure and says “I think it’s worth it” to help develop the trial.
These are very small steps towards Non-invasive BCIs and even then it's questionable if this research will be useful for practical BCIs.
No.1127
File: HTCVive.jpg (48.11 KB, 600x400, 3:2, HTCVive.jpg)

http://vrfocus.com/archives/19675/nvidia-showcasing-htc-vive-at-gamescom-official-booth-revealed/
This week sees Gamescom get underway in Cologne, Germany. Virtual reality (VR) fans have a lot to look forward to, with titles such as Pollen and Kôna set to be on display. On the hardware side, HTC will be taking its anticipated head-mounted display (HMD), the HTC Vive, to the show for the public to get some time with. Slots to see the kit are already completely used up but. Those that missed out shouldn’t despair, however, as NVIDIA is offering a few more chances to see the kit at the show.
As revealed over on SteamVR’s Twitter account, NVIDIA will be giving its own demos at the show, which gets underway on 5th August 2015. Attendees will have the chance to win a demo by visiting their booth on the show floor. HTC will also have its own space on the show floor, an image of which can be seen below. Take note that, although a part of the ongoing HTC Vive World Tour, HTC’s showing is not a stop on its Vive tour bus, which is currently working its way through the USA but will be heading over to Europe towards the end of the year.
The HTC Vive itself is currently being shipped out to select developers for free. Both HTC and Valve intend to launch the kit in time for holiday 2015, with a full reveal of both the consumer product and its launch line-up expected to take place in October. The kit runs with Valve’s SteamVR system, offering ‘Room Scale’ user-tracking in an area of up to 15 feet by 15 feet, and works with a pair of position-tracked controllers. SteamVR is also set to work with a number of other VR HMDs including the FOVE eye-tracking device.
No.1128
http://vrfocus.com/archives/19679/oculus-vr-founders-view-on-vr-theatres/
Palmer Luckey the founder of Oculus VR is one of the many people who work in the virtual reality (VR) industry, who can see, even at this early stage, that VR has the potential to change the way users view entertainment. Luckey has recently given his view on the possibility of VR’s use in film theatres for future mass entertainment.
In a Reddit thread posted this week a question was asked by an unnamed source saying: “Can’t wait to check this out! Think we’ll have theaters retrofitted with VR immersion rig rooms, or a whole new network of physical VR theaters to reach the masses? It would be great to have spaces families and friends can experience VR film together.” To which Luckey’s response was: “That is missing the point. People won’t have to physically go to a theater and pay for the huge physical operational overhead, they will use their own personal VR headsets.”
“When people want to use their phones at the same time, they just pull them out, they don’t drive to a phone theater. Same for online gaming, most people don’t want to drive to a specific place to play with their friends,” he added.
Luckey’s comment shows that he believes for VR cinema experiences, customers won’t want or need to go to physical establishments, as VR can be enjoyed at home. VR head-mounted displays (HMD) like the Oculus Rift can create a cinema experience, with a screen as big or bigger than an normal theatre. And for VR films like the recently premiered Henry, the fact that these can be enjoyed as the creators wanted in the comfort of your own home is surely a better way to immerse the viewer.
No.1130
http://vrfocus.com/archives/19683/valve-vive-is-not-a-standing-exclusive-experience/
Easily the biggest feature of the HTC Vive virtual reality (VR) head-mounted display (HMD) is the ‘Room Scale’ user-tracking provided by Valve and its SteamVR system. Using a laser-based tracking solution named Lighthouse this unique option allows users to walk around a virtual environment of up to 15 feet by 15 feet and have those movements replicated in-game. It’s something yet to be seen in any other VR HMD but, all that said, Valve has recently stated that it isn’t thinking of VR as a ‘standing exclusive experience’.
Valve Designer Yasser Malaika said as much today during his ‘Interaction in VR: The Rules Have Changed (Again)’ talk at the 2015 Games Developer Conference (GDC) in Europe. When asked about using more traditional input devices with the HTC Vive the developer noted that the company was “not thinking of VR as a standing exclusive experience.” The company has confirmed that the HTC Vive will also support seated videogames in the past, although the kit is yet to be seen being used with such an experience.
The HTC Vive is set for release during this holiday season, pitting it ahead of the launch of the Oculus Rift PC-based HMD in Q1 2016 and the Project Morpheus HMD for PlayStation 4 within H1 2016. Specific details about the consumer device such as pricing are yet to be revealed, although HTC has suggested that it will be sharing such details at some point in October 2015. A launch line-up is also said to be being around this time.
No need to state the obvious Valve.
No.1132
http://vrfocus.com/archives/19710/riftcat-virtual-reality-store-launches-for-oculus-rift/
There are a number of different places virtual reality (VR) fans can download content from including Oculus Home and WEARVR. Now a new contender has recently launched an all-in-one VR download store to help users find and manage their videogames called RiftCat.
To begin using RiftCat users first need to download the RiftCat Client. After installation users can then select and download whichever titles they wish to use from the stores database of almost one hundred videogames. The client is free to download and use, and current content is free, although RiftCat does state some future titles may come with a charge. The software will also automatically update its database, ensuring users are playing the latest version of a developers videogame.
RiftCat also has a VR mode enabling users to control the application directly from their head-mounted display (HMD) without needing to remove the HMD.
Not only does RiftCat contain content for VR users to enjoy but the site also supports developers wishing to publish software. Studios can submit apps and videogames to RiftCat which will then be made available on the service. With built-in tools RiftCat will even help promote developers titles.
Currently RiftCat only supports the Oculus Rift HMD but the team intends to support further HMD’s in the future. As the HTC Vive is due to be launched towards the end of this year and the Oculus Rift in Q1 2016, supporting both would spread the services appeal.
No.1134
YouTube embed. Click thumbnail to play.
http://www.roadtovr.com/stanford-unveils-light-field-stereoscope-a-vr-headset-to-reduce-fatigue-and-nausea/
Researchers at Stanford University have unveiled a prototype VR Headset which they claim reduce the effects of VR sickness through the use of an innovative ‘stacked’ display which generates naturalistic light fields.
VR display technology continues to evolve rapidly, with each new generation of headset offering better and better image quality on the road to an ever more immersive experience. Right now however, development has been concentrated on making so-called ‘flat plain’ 3D display technology with less latency, blurring and ghosting.
Low persistence of vision, provided by OLED powered displays first appeared publicly at CES 2014 in Oculus’ Crystal Cove feature prototype for example. But these displays still offer an artificially rendered stereocopic view of virtual worlds, one that has binocular stereoscopic depth but doesn’t allow a user’s eyes to focus on different depth plains. Essentially, 3D on a flat plain.
Now, a team of researchers at Stanford University, claim they’ve made the first step in delivering a more naturalistic and comfortable virtual reality display technology. They’ve developed a system which uses off-the-shelf transparent LCD panels stacked, one in front of the other, to generate visible light fields for each eye which include proper depth information. The resulting image, combining the front and rear displays (multiplicative rather than additive), when passed to the user’s eyes means that objects at different depths can be naturally focused on.
As the user’s interpretation of the image presented isn’t reliant on just binocular stereoscopic imagery (that is, one image for each eye view on a single plain) and allows the eye to more naturally respond and rest at focal cues, this reduces fatigue as it more naturally replicates how we perceive the world in real life. At least that’s the theory. You can see it in practice in the video above – where the team use a 5mm aperture camera to simulate focussing at different depths. It’s impressive looking stuff.
The research, being headed up by Fu-Chung Huang, Kevin Chen and Gordon Wetzstein, claim their new Light-field stereoscope might allow users to enjoy immersive experiences for much longer periods, opening the door to lengthy virtual reality play sessions.
The only thing not currently clear is that, although this technology impressively adds natural depth perception to VR displays, it does use LCD based technology which is currently eschewed in current generation headsets owing to its high persistence nature leading to motion blur. OLED’s extremely fast pixel switching time allow both minimisation of motion blue and the use of low persistence of vision, where the displayed image is only displayed to the user for a fraction of a second to combat stuttering in fast movement. It’s not clear whether which technology present the greater benefit to the consumer VR industry long term.
The unit is now being developed at NVIDIA research and will be demonstrated at SIGGRAPH 2015 in Los Angeles next week. It’ll be interesting to see where the GPU giant takes the ground breaking research next.
You can read more about this research and download the papers here (http://www.computationalimaging.org/publications/the-light-field-stereoscope/).
No.1136
http://www.roadtovr.com/oculus-cinema-getting-online-multiplayer-and-new-social-features-coming-to-the-consumer-rift/
Oculus Cinema is a first-party VR application that recreates the experience of having your own personal cinema or leather chair adorned home theater. And while it’s great to feel like you’re sitting in front of a massive screen, what fun is it alone? Oculus understands that movie-going is not a solo activity and says that they’re building online multiplayer and social features into the app.
Those with Samsung’s Gear VR headset have been able to step into Oculus Cinema since day one; the app is part of a host of first-party applications from Oculus (who collaborated with Samsung on Gear VR) and it has pulls out all the stops to make a graphically impressive experience, surrounding the viewer with rows of seats in detailed environments that even reflect the ambient light from the movie on the screen. Only one problem—the theaters are empty of even a single human soul beyond your own.
And this puts the current incarnation of Oculus Cinema in a curious place. For a bulk of users, movie-going is a social experience. If Oculus really wants to create a VR movie theater, they need to account for that aspect of the activity.
And account for it they shall, according to Oculus Founder Palmer Luckey, who told Road to VR at this week’s Gamescom 2015 that the company recognizes the need to make Oculus Cinema social.
“That’s definitely the point of Oculus Cinema. It’s not that you want to replicate the experience of being in a movie theater alone, you want to replicate the experience of being in a movie theater or home theater with all of your friends,” Luckey said.
With that, the company is building out social features that it plans to roll out in the near future.
“So we already have a lot of internal social functions in Cinema that are going to be rolling out in the next few months. Things like avatar systems, being able to communicate with people over long distances… rather than just local multiplayer, but having actual long distant multiplayer as well.”
Luckey affirmed that Oculus Cinema would also be coming to the Oculus Rift at launch saying that “what’s going to be shipping with the [consumer] Rift has a lot more [social features] built-in than the versions of Oculus Cinema that are shipping right now [on Gear VR],” including several features that he says are yet unannounced.
What kind of feature parity will be seen between the Gear VR and Rift versions of Oculus Cinema remains to be seen. Of particular interest will be whether or not the social features will work across the two platforms.
No.1137
http://www.roadtovr.com/crytek-and-basemark-announce-vr-benchmark-using-cryengine/
Finnish benchmarking company Basemark have today announced that they’re working with game technology house Crytek to produce a virtual reality specific benchmark to test how well your gaming hardware can handle the forthcoming consumer VR revolution.
Hot on the heels of Futuremark’s recent announcement that they’re due to step into the fledgling VR benchmark market, today Basemark and Crytek are announcing a joint partnership to deliver a benchmark capable of rating a system’s performance. In essence, “Can it run VR?”.
Developed on Crytek’s CRYENGINE technology, the engine behind the Crysis game franchise and the recently announced Robinson: The Journey VR game, will not only test your PC’s rendering mettle, it’ll also help suggest optimal graphical settings to improve your experience. Although, quite at what level (driver settings, game settings) or how this will work is not yet clear.
Crytek’s Creative Director for CRYENGINE, Frank Vitz, said: “Basemark is already helping to measure technology standards in other areas of gaming, and we’re thrilled to be partnering with them as we work to establish a user-friendly yardstick for VR performance. We believe CRYENGINE can become a go-to tool for developers looking to create compelling VR experiences, and this partnership means players can also count on CRYENGINE as they evaluate whether their PC is ready for the most advanced, cutting-edge VR content available.”
Basemark has partnered with TÜV Rheinland, a global testing giant with around 20k experts in 70 countries worldwide, to help design and deliver the metrics gathering processes.
The new benchmark differs from Futuremark’s forthcoming VRMark in that it will use a real world game engine, testing performance on a system that will actually support virtual reality titles in the future. Futuremark’s will be what’s known as a ‘synthetic’ benchmark, in that images are rendered using a proprietary system.
“We wanted to make a real-world VR gaming benchmark as opposed to a theoretical one and hence we’re very excited to announce this partnership with Crytek, the leading game engine PRESS RELEASE company”, said Tero Sarkkinen, founder and CEO of Basemark, “By using CRYENGINE as the base and vetting the test workloads under our rigorous development process involving all the key technology players, we will forge the definitive benchmark for all PC VR gamers.”
It must be stressed however that, although it’s certainly welcome to have a real game engine to run benchmarks on, it is only one engine. Games that run on competing engines such as Unity and Unreal won’t enjoy a 1:1 correlation with metrics gathered although of course if your system can run Basemark’s offering it’ll certainly be a good indicator.
Basemark ‘VR’ will come packaged in different guises, from feature-complete business oriented versions to the obligatory feature limited free user version. No prices have yet been announced however.
Those who wish to get involved in guiding the development of Basemark’s VR benchmark can also get involved in the company’s Development Program. If you’re interested in this, you can sign up for that initiative here (http://www.basemark.com/participate-vr-benchmark-development/).
There’ll be more information released as both companies begin to talk in more detail about the new VR benchmark at SIGGRAPH 2015 next week.
No.1138
http://www.roadtovr.com/oculus-toybox-playground-touch-controllers-sets-bar-remote-interaction/
Gamescom 2015 has just started, a time when a sizeable portion of the European gaming community flocks to Cologne, Germany for a chance to get a glimpse at the newest that the videogame industry has to offer—which in our case means the latest virtual reality games and gear—and more specifically to me, getting to see the Oculus Touch controllers for the first time.
You’re not supposed to focus too much on the people that facilitate these sorts of demos. They open the doors, answer the questions they can, and try to stay out of the way so you can experience whatever it is you came in to do. But Toybox, a sort of polished up internal test platform for Oculus’ recently announced Touch motion controllers, was different. Very different.
Mustafa, an ex-Dreamworks guy turned Oculus believer, stood across from me in the virtual space. Between us, a wrap-around waist-high table with everything a curious five year-old would love to play with: brightly colored stacking blocks, toy cars, robots, breakable over-sized lawn gnomes, ping pong paddles and a handful of bouncy balls.
“Try and stack the blocks. Let’s have a competition.” I wagged my index finger incredulously, letting it off the trigger and watching the index finger of my virtual hand stick straight out. “You’ll probably win, dude. You work here,” I returned with my own special brand of self deprecation. His virtual head and two hands glowed an iridescent blue, floating in space not connect to a virtual body; Aand yet still I could swear he shrugged, laughing it off good-naturedly.
I stacked the blocks. I smashed the cars. I broke an orb that transported us to a world with underwater physics, one that turned off gravity, shooting ranges where I shot dual laser pistols at jolly ceramic gnomes. We took turns shrinking each other to the size of GI Joes with a shrink ray. I laughed and played and forgot all about the reserved journalistic integrity I told myself I had to maintain, of course following the words of the late great Terence McKenna who once said about tripping on DMT “Don’t give into astonishment.” It’s a motto I take with me into VR, just so I can take in anything and everything about the experience.
But it was too late. I had already reverted back to a child, tossing around beach volley balls and catching them before they hit my head (which would have just bounced off) and absent mindedly catching a block as it fell from my precarious stack.
There’s a good reason why it all seems to work so well. Toybox and Touch grew up together, so to speak.
“The thing about Toybox is it wasn’t designed as a demo, it wasn’t… designed to be the most fun or even necessarily the most representative of the capabilities of touch. It’s actually an internal test bed,” Palmer Luckey told me, Founder of Oculus. “We’ve been using Toybox for a really long time in various forms to basically design Oculus Touch, to experiment with different types of interactions, whether that’s flicking things or poking things or punching things or throwing things…”
And all of this madness in the Toybox (including some roman candles and a flickable Zippo lighter) took place while standing in a completely separate physical space as Mustafa. In the virtual world I watched him interact with the toys on the same table as the one before me and had an easy conversation about how I suck at ping pong in real life too. But in the real world it was me alone in a room wearing a VR headset, holding some futuristic-looking controllers. Though just in the next room, Mustafa could have easily been across the country and it would have made no difference to how natural it felt interacting with him in this space.
The Touch controllers are good. “Convincingly, incredibly good,” as I put it walking out of Oculus’ demo space responding to (warning: name drop ahead) CEO Brendan Iribe and Palmer Luckey who just happened to be strolling by. Not only was I surprised at the ease of use, which had practically zero learning curve, but the level of interaction that it facilitated is, in my mind, monumental for social VR. I knew Mustafa through that virtual social fabric. I knew when my dour jokes didn’t land well and he was forcing a laugh to keep the energy going. I knew that he was better than me at sports, and had better aim with plasma pistols.
And all of this was done with my new Oculus bud transmitting from another room entirely—a bold illustration of what can be possible with integrated VOIP and a very clever pair of motion tracked hand controllers.
No.1139
YouTube embed. Click thumbnail to play.
http://www.roadtovr.com/hands-manus-wireless-vr-gloves-adding-osvr-integration-promising-hints-future-positional-tracking/
Manus, the minds behind the eponymous VR data glove and Open Source Virtual Reality (OSVR) partners, have revealed to us that they are well on their way integrating OSVR equipment for their wireless VR gloves
Far from giving up on the realization of a VR data glove, lead designer Stijn Stumpel and PR officer Bob Vlemmix sat down with me to try out the latest prototype of the gloves, and explain some of the benefits of their recent partnership with the OSVR.
The Netherlands based startup has been plugging away at design elements of Manus, such as material, unit weight and compactness ever since falling short of their summer of 2014 Kickstarter campaign funding goal. A far cry from their early conceptual unit, which last year was shown to us in its prototype-y glory replete with exposed wires and plastic Tupperware carrying case, Manus showed us their newest prototype with improved hygenic sports fabric made from polyester lycra.
Running on a the S6 edition of Gear VR, I calibrated the gloves by looking through a passthrough camera using fish eye lens for optimal field of view, a necessity for positionally tracking the blue and green ‘tracking mittens': essentially little elastic cuffs that went over the entire unit. Because the gloves transmit via Bluetooth, the entire experience was wireless.
I found the experience to be promising, and see how Manus will greatly benefit from increased computing power provided by the tethered OSVR platform with cameras sourced from Razer. The demo itself, which featured ‘finger guns’ that shot when you extended your index finger, was an interesting sight to see in our improvised interview corner carved from a few idle lounge chairs between the business center at Gamescom—in a way emblematic of the company that made it; ready to try anything and everything, mobile or tethered to see where wireless data gloves fit into the consumer market. Manus is scrappy, and approaching the glove with an “anything that works” attitude that we can’t wait to see more from. That said, the actual finger tracking was good enough visually, and at what I would call low latency.
Vlemmix elucidates more on their choice to go with OSVR:
“We decided that the best course of action for our product is not to develop our own tracking solution. We want to create a user friendly solution that does not require the user to set up additional tracking cameras or base stations. As such, we want to support the tracking solution that each individual HMD provides. With Oculus that would mean their constellation tracking, with HTC Vive the Valve Lighthouse. We recently got OSVR on board and we are one of the first companies that can announce that we will integrate their IR tracking in our glove design. We received their HDK and our engineers are working hard to get OSVR support integrated as soon as possible…”
Looks great. I would preferably use them more than what Oculus or Valve is bringing, but they have to be thinner.
No.1140
>>1136
Sounds interesting. Any half educated guess on whether or not you'll be able to make this happen with the HTC Vive?
No.1141
>>1140
Considering that the app is first-party it's unlikely, but that will depend on how it will be available to VR headset users. Who knows it might be available online and you could use it with the Vive just fine.
But I wouldn't worry, I'm absolutely positive that someone will make a 3rd party alternative which will trump whatever Oculus and HTC/Vive will bring just because it will be available to all the VR headsets.
No.1154
http://vrfocus.com/archives/19895/htc-vive-has-over-1000-developers-working-on-software/
While HTC and the other head-mounted display (HMD) manufacturers may still be tinkering with the final designs for their HMD’s before launch, they know that just as important as the hardware is the software. A lack of decent software for any hardware launch can destroy a company’s chance of creating a commercially successful product, which is why HTC is working with over 1,000 developers to ensure that doesn’t happen.
Recently reported in UploadVR, according to HTC, the company is: “working with over a thousand developers on content creation over a wide spectrum of applications including gaming, entertainment and education, to ensure a compelling ecosystem ahead of the highly anticipated launch of HTC Vive at the end of the year.”
The company is heavily investing in virtual reality (VR) as its core mobile phone business continues to decline. HTC reported an operating loss of $161 million USD ($5.1 billion in New Taiwan Dollars), in its second quarter financial results, revealing that revenues were roughly half what they were for the same period in the previous year. This investment stretches from software to the HTC Vive’s marketing. With the HTC VIve World Tour in full swing, the company is trying to ensure as many people as possible get to try the device before it goes on general sale later this year, giving the HTC Vive a head start over the Oculus Rift and Project Morpheus HMD’s.
With Samsung and Apple dominating mobile markets, and Samsung also having the Gear VR HMD which is being used by companies and institutions all over the world for VR experiences, HTC looks to have a lot riding on the HMD when it launches this winter.
No.1156
http://vrfocus.com/archives/19908/aimed-at-the-vr-market-edo-announces-6-4k-amoled-smartphone-panel/
One of the driving forces behind the rise in popularity of virtual reality (VR) hasn’t been the full size head-mounted displays (HMD) like the Oculus Rift, but to the smartphone market. Devices like the Samsung Gear VR and the popular Google Cardboard have seen a slew of videogames and 360 degree VR video experiences become available. So the demand for higher resolution screens is growing and now EverDisplay Optronics (EDO) has announced the worlds first 6-inch 4K AMOLED display.
The display will have major benefits to the VR mobile market due to AMOLED displays offering low latency, real darkness with superb contrast ratio and minimal hazardous high-energy blue ray. Generally at a 6-inch screen size 4K would have minimum benefits over current displays, but it’s where VR is concerned that EDO is aiming.
Dr. David Chu, EDO’s CEO says: “Visually a person immerses himself into a faux real surrounding by means of VR devices. To do so, it requires exponentially higher PPI in display, far beyond what current market offers. Using today’s UHD (4K) display turn-on as a launch pad, EDO is determined to enter the VR market.”
EDO was established in 2012 in Shanghai, China, to focus purely on small to medium sized AMOLED displays. Within that short period EDO has progressed rapidly to where it is today.
Whilst the company has launched the panel it maybe some time before smartphone manufacturers decide to implement the technology into new devices, but as VR grows so will the demand for these panels.
No.1157
>>1156
This kills every headset ready to be shipped.
On my check list, i still miss a gpu able to spit 120 fps at 4k and of course: 3D PORN, lot of it.
No.1158
>>1157
Not really kill, it's not like they can immediately ship a 4K VR headset from out of nowhere.
We already know that future consumer versions of the coming VR headsets would have better resolutions so this news was expected, Vive 2 and CV2 will have these panels.
No.1160
>>1157
>>1158
We also have no idea about the pixel fill, update method, Hz, and persistence. It could be that it's not that great of a display for VR.
No.1162
http://vrfocus.com/archives/19927/vr-glove-manus-machina-partnering-with-osvr-for-integrated-tracking/
Back in June 2015 VRFocus reported that glove-based virtual reality (VR) input company Manus Machina was one of the latest teams to be added to the list of those working with the Open-Source Virtual Reality (OSVR) ecosystem. The company is working on a pair of wireless gloves that provide accurate hand-tracking for a number of VR head-mounted displays (HMDs) such as the Oculus Rift and even the HTC Vive. It’s also working closely with OSVR’s own Hacker Dev Kit HMD, and recently confirmed to VRFocus that it was integrating the kit’s own IR tracking with the gloves.
The company’s Bob Vlemmix confirmed as much. “We decided that the best course of action for our product is not to develop our own tracking solution,” he said in a statement. “We want to create a user friendly solution that does not require the user to set up additional tracking cameras or base stations. As such, we want to support the tracking solution that each individual HMD provides. With Oculus that would mean their constellation tracking, with HTC Vive the Valve Lighthouse.”
But while Manus Machina was already known to be working on those kits along with Samsung’s Gear VR mobile HMD, it’s working closely with OSVR itself. “We recently got OSVR on board and we are one of the first companies that can announce that we will integrate their IR tracking in our glove design,” Vlemmix continued. “We received their HDK and our engineers are working hard to get OSVR support integrated as soon as possible. We will be sure to keep you updated on the progress.”
OSVR has partnered with other input solutions in the past, even releasing a new faceplate with integrated support for Leap Motion’s wireless hand-tracking controller. Development kits for Manus Machina are expected to ship in the near future, selling for $280 USD. The full launch of the consumer version of the device is expected in the first half of 2016 and will be available for around $200.
No.1164
http://vrfocus.com/archives/19968/smi-completes-oem-eye-tracking-platform-for-displays-including-vr/
Sensomotoric Instruments (SMI) has announced of an eye tracking platform with designs for desktop, mobile, virtual reality (VR) and augmented reality (AR) displays for consumer and industrial applications.
Currently in the VR market only the FOVE head-mounted display (HMD) has eye tracking built in, while the Oculus Rift has head tracking and the HTC Vive has motion tracking with its Lighthouse system.
The integration of eye tracking technology into devices gives an enhanced method of interaction with the screen, and in VR terms can help further the immersive feel of a videogame. Characters will interact with players just by noticing their gaze, HUD information can be accurately brought up by glancing at certain areas, low latency gaze data could be used for rendering, which could optimize visualization as well as the assignment of processing resources.
Christian Villwock, Director of SMI’s OEM Business Unit has said: “SMI has an unmatched track record with OEMs and users. Based on this experience, our technology outperforms in accuracy, robustness and freedom of movement. We are looking forward to seeing many new applications and insights enabled by SMI’s world’s first eye tracking platform covering all major consumer displays.”
SMI will be demonstrating the eye tracking technology at the SIGGRAPH Computer Graphics and Interactive Techniques Conference and Exhibition 2015 this week which VRFocus will be attending to report on the latest announcements from the show.
No.1165
http://vrfocus.com/archives/19988/oculus-epic-google-more-join-15-vr-speakers-at-casual-connect-this-week/
As if Gamescom, SIGGRAPH, PAX Prime and Samsung Unpacked weren’t enough for virtual reality (VR) fans this month, there’s another event to add to the calendar. The USA edition of the Casual Connect conference is running from today through to 13th August 2015 at the Hilton Union Square in San Francisco, California. There are a number of talks being hosted throughout the event, with different tracks for those focused on specific aspects. But the Next-Gen Innovator track will be of particular interest to fans of new technologies. Talks on this track get underway tomorrow.
One of the highlights of the week will be a talk from Noah Falstein, the Chief Game Designer at Google that’s currently working on VR titles for the Android platform. He’ll touch on ‘Design Challenges for VR’ at 11:30 PT on Wednesday 12th August. Those developing VR titles using Epic Games’ Unreal Engine 4 should also look out for General Manager Ray Davis’ speech on ‘Leveraging Visual Programming to Build Compelling VR’ at 10:30 on the same day. Falstein, Davis and Oculus VR’s Head of Partner Relations Aaron Davies will also join the ‘VR Roundup – Looking for What’s Around the Corner’ panel at 13:00.
Kicking off at 14:30 is a talk from Vincent Martel of Frima on ‘How to Make a VR Game Not a Game Using VR’. Merge VR fans can join the company later on in the day for a talk titled ‘Mobile VR is Already at Your Fingertips’ at 16:00.
The final day of the event will also see some panels including ‘Investing in VR & AR: Opportunities and Challenges’ at 10:30 with representatives from Jaunt and more on-stage. ‘Perceptual Learning Games in Virtual Reality’, a talk hosted by James Blaha of Vivid Vision, will follow at 11:30.
A number of indie developers will also be at the show including Tommy Palm and Card-Arvid Ewerbring, co-founders of Solitaire Jester developer Resolution Games and Ariel Arias of The Hum developer Totwise. All-in-all there’s more than enough on offer for VR fans at the event, then.
No.1172
http://vrfocus.com/archives/20022/oculus-vr-facebook-fail-to-halt-zenimax-media-lawsuit/
It has been over a year since we last heard on the legal proceedings involving Oculus VR, its parent company Facebook and ZeniMax Media. The tech company began a legal claim that John Carmack, Oculus VR’s Chief Technology Officer (CTO), “illegally misappropriating ZeniMax trade secrets relating to virtual reality technology, and infringing ZeniMax copyrights and trademarks” from when he moved from id Software to his current position within the Oculus VR, ZeniMax also citing “breach of contract, unjust enrichment, and unfair competition against the defendants”.
Whilst Oculus have previously made no bones about their opinion of the claims, describing them as having “no merit whatsoever” and being “a transparent attempt to take advantage of the Oculus VR sale to Facebook”, unfortunately for all parties named in the claim by ZeniMax the motion to dismiss the lawsuit has, as revealed by Polygon, now been denied. The defence’s arguments relating to the accusations of misappropriation of trade secrets, breach of an non-disclosure agreement (NDA) by Palmer Luckey and what is termed ‘unjust enrichment’ being refuted by the judge on July 27th. A following session yesterday, relating to those points directly relating to Facebook, ruled that all five accusations could not be dismissed owing to the discrepancy not being about the position under law, (i.e. the law being wrongly invoked in the accusations) and were instead being about the facts involved, which have to be resolved by the law courts.
What will happen now is that the case will, inevitably go to trial with an initial date targeting just under a year from now on August 1st 2016, at which point both ZeniMax and Oculus will bring their evidence to the court for a jury to decide. In the meantime of course Facebook and Oculus CV will have the launch of the Oculus Rift Consumer Version (CV1) head-mounted display (HMD) to concentrate on this is certainly one distraction that no one involved will be comfortable with. At the time of writing no one from Facebook, Oculus or ZeniMax have commented further.
It may also not just be Oculus and Facebook staff who are affected by any further legal. Bethesda Softworks, the force behind The Elder Scrolls series had to come out and state at the time of the initial accusations that the issue wouldn’t stop the developer from creating videogames for the Oculus Rift. Bethesda being owned by ZeniMax the matter could change in the future.
Oh for fuck's sake, fuck the retarded judge for failing to see that there is no case. But more importantly fuck off already ZeniMax, once CV1 is released you are going to be buried with hate from all sides for your short-sighted stupidity.
No.1176
http://vrfocus.com/archives/20067/augmented-reality-tech-used-by-wartsila-service-engineers/
Ever since Microsoft’s E3 conference back in June, gamers have been eagerly awaiting news of the HoloLens’ arrival. But the videogame industry isn’t at the forefront of augmented reality (AR) technology, as more industrial businesses have utilised the tech for practical purposes. Wärtsilä is now equipping its service engineers with AR to help improve its service for customers.
Reported on ctech.com, Wärtsilä a Finnish corporation which manufactures and services power sources and other equipment in the marine and energy markets, has been developing a virtual engineering concept by introducing AR into its remote support services.
The company’s service engineers wear specially-designed head-mounted displays (HMD) designed with AR technology and a wireless connection to the ship’s communications equipment to communicate with shore-based engineers. These engineers can then visualise machinery from the engineers through the communications link and help provide visual advice and assistance for problem solving using the AR tech. Being able to involve more engineers enables complex troubleshooting and repairs to be done more efficiently and effectively without having to halt operations aboard the ship.
Wärtsilä has developed this software to run AR and audio-visual guidance programmes as part of it virtual engineering solution, whilst using the data from onboard sensors to advance data analysis.
AR use is starting to become more widespread as the technology improves and it’s still early days as more industries develop tools around AR’s use.
No.1177
http://vrfocus.com/archives/20099/oculus-rift-price-to-be-as-affordable-as-possible-says-creator/
After years of waiting, virtual reality (VR) fans finally have some details about the consumer launch of the Oculus Rift head-mounted display (HMD). Oculus VR’s long awaited kit will be arriving within the first 3 months of next year and the near-final version of the device has been showcased at multiple events. One question that still linger however, is the Oculus Rift price. The company has hinted at ‘all-in’ figures in the past, including a PC that is in line with the minimum specification for running VR, but not revealed the final cost of just the HMD. That said, it has recently reassured that it is making the device ‘as affordable as possible’.
Oculus Rift creator Palmer Luckey recently explained as much in an interview with Tom’s Hardware. “Many people think that the limiting factor for virtual reality is going to be the price,” Luckey said. “The reality of it is, we’re trying to make the hardware as affordable as possible, and the money will be made on software. The one thing people forget, however, is that the PC that it will take to run a VR experience will be the defining factor in the total cost. Even if we sell our hardware for as little as $100, or even $50, the PC that it will take to run VR will take the total cost up much further, and that isn’t something we can control.”
Just when Oculus VR will announce the final price for the Oculus Rift remains to be seen. A good chance to do so will arrive next month at the company’s second ever developer conference, Oculus Connect 2. The event runs from 23rd – 25th September at the Loews Hotel in Hollywood, California and will include keynote sessions from major VR figureheads as well as panels, sessions and opportunities to sample some of the latest VR software. Fans are also hoping to learn a specific launch date for the Oculus Rift at the show.
No.1178
>>1177
about tree fiddy
First buyers get a Zuckerberg's hand signed dragon dildo!
Woooh!
No.1181
http://vrfocus.com/archives/20163/samsung-consumer-gear-vr-coming-soon-but-release-date-is-a-surprise/
Virtual reality (VR) fans were left somewhat disappointed yesterday as Samsung’s latest Unpacked press conference came and went without so much as a mention of the consumer version of the Gear VR mobile head-mounted display (HMD). The kit has been promised for launch this year, a statement that was recently backed up by co-creator Oculus VR’s Palmer Luckey, meaning that the company is running out of events to reveal it at. But, according to the electronics giant itself, fans shouldn’t worry; the launch is still scheduled to take place ‘soon’.
Samsung co-CEO and Head of Mobile JK Shin confirmed as much to Cnet following its press conference in New York City, New York. Shin promised the kit would arrive ‘soon’ but noted that its exact date was being kept as ‘a surprise’. Does this mean that fans can expect that launch close to the consumer Gear VR’s reveal? It’s certainly possible; the smartphone industry usually has a quick turnaround from a product’s reveal to its release, though the original Gear VR didn’t launch for some 3 months after its debut.
While the consumer Gear VR wasn’t present at yesterday’s show Samsung did reveal 2 brand new smartphones in the Galaxy Note 5 and the Galaxy S6 Edge+. The former succeeds last year’s Galaxy Note 4, which was the first phone to support the Gear VR. The latter is simply an enlarged version of the Galaxy S6 Edge, which made its debut in March 2015. Samsung hasn’t yet commented on its either phone will support any version of Gear VR either old or new. Both are set to release later on in the month.
No.1182
http://vrfocus.com/archives/20146/videostitch-introduces-real-time-360-degree-3d-video-stitching-at-siggraph/
360 degree video is set to become a hugely important part of the virtual reality (VR) industry as the technology heads towards the consumer market in the coming months. Using multiple cameras, filmmakers are creating experiences both story-based and otherwise that put viewers in the centre of the action. But, while work in this field is progressing by the day, plenty of work still needs to be done to streamline the process. Paris-based VideoStitch has this week revealed what it thinks is a big step forward; real-time 3D video stitching.
Stitching refers to the process of taking the footage shot by each individual camera and weaving it together as seamlessly as possible to make a true 360 video. VideoStitch has been showcasing its work in making this process instantaneous at this week’s SIGGRAPH conference in Los Angeles, California using the Oculus Rift PC-based head-mounted display (HMD). As seen in the image above, several GoPro cameras capture footage which is then instantly converted into 3D 360 degree video that can be viewed within the device.
“Today the standard in 360 live streaming is still 2D, but for real life events to be realistically streamed into Virtual Reality we’ll need to make the leap towards real time live streaming in 3D”, said VideoStitch founder and CEO, Nicolas Burtey. The company is yet to talk about how it might distribute its work for others to use or confirm compatibility with other HMDs.
No.1183
http://vrfocus.com/archives/20187/carmack-hints-at-oculus-connect-reveal-for-consumer-gear-vr/
Samsung threw virtual reality (VR) fans off course this week when it hosted its Unpacked press conference in New York City, New York without so much as a hint of the consumer version of its Gear VR mobile head-mounted display. The company did announce 2 brand new smartphones in the Galaxy Note 5 and Galaxy S6 Edge+, but it wasn’t confirmed if either phone would support its VR device, which is made in partnership with Oculus VR. Now the company behind the Oculus Rift has suggested that more information on the consumer Gear VR may be arriving at its own event next month.
Chief Technology Officer at Oculus VR, John Carmack, has suggested via Twitter that some sort of news will be provided at the Oculus Connect 2 developer conference from 23rd – 25th September 2015 at the Loews Hotel in Hollywood, California. “If you are considering buying a phone for VR,” he wrote, “you might want to hold off until after Oculus Connect for relevant information.” The developer didn’t offer any other teases, though has in the past confirmed that he himself will be hosting a keynote speech among other talks.
The most interesting point of Carmack’s statement is that it suggests that the Galaxy Note 5 and Galaxy S6 Edge+ might not be the phones that support the consumer Gear VR, which both Oculus VR and Samsung remain adamant will arrive this year. Could Samsung be developing a handset that’s designed with VR in mind? It seems certain now, then, that Oculus Connect will be the event in which we finally learn more about the anticipated consumer version of the device, which will drop the ‘Innovator’s Edition’ branding seen in the previous two iterations.
No.1186
http://vrfocus.com/archives/20224/shuhei-yoshida-vr-is-a-tech-that-in-a-few-years-everyone-will-use/
Virtual reality (VR) may finally be approaching the consumer market, with a number of high-profile head-mounted displays (HMDs) set to launch in the coming months, but the technology still has a long way to go. Most of the HMDs that will release over the course of the next year will be updated and improved upon in order to prepare it for a time that everyone is using it. According to Sony Computer Entertainment (SCE), Project Morpheus HMD for PlayStation 4, that time is just a ‘few years’ away.
The company’s Head of Worldwide Studios and somewhat VR evangelist Shuhei Yoshida stated as much in a recent interview with Business Insider. “So, I always say this,” Yoshida began, “any company providing the first time VR experience to different people, we are helping each other to get people to say, ‘Ah. Yeah. I never expected this could be done.’ And VR is a tech that, in a few years, everyone will use in some form or manner. And we are just trying to accelerate the time to get to that point.”
Project Morpheus itself is set to launch within the first half of 2016, though a specific date and price are yet to be announced. The kit boasts a 1080p OLED screen with a 120Hz refresh rate. The device is capable of ‘reprojecting’ compatible titles with a 120fps refresh rate, rather than requiring them to achieve this themselves. SCE is set to reveal even more new experiences for the device at both Tokyo Game Show and Paris Games Week in the coming weeks and months. Fans are also hoping to see the device once again at the upcoming PlayStation Experience event in San Francisco, California this December.
He is right, but too bad he fails to see that his companies game console PS4 is dead-weight which will bring Morpheus down from it's full potential.
No.1187
http://vrfocus.com/archives/20230/oculus-touch-reveal/
Just months ago, Oculus VR faced 2 pressing questions. The first was simply asking after the release date for the Oculus Rift virtual reality (VR) head-mounted display (HMD). The second was concerned with input and what the company was doing to solve what is the biggest challenge that the technology currently faces. Its solution turned out to be Oculus Touch, a pair of controllers featuring buttons, triggers and even analogue sticks that are also capable of motion tracking and gesture recognition. But why did Oculus VR wait so long to reveal its device and, more importantly, what makes Oculus Touch better than PlayStation Move and the SteamVR controllers?
That’s something that CEO Brendan Iribe recently explained in an interview with Wired. “The important thing is hands, being able to look and see your own hands looking natural is something we’ve really focussed on,” Iribe said of Oculus Touch. “We’ve waited to reveal it and we wanted other people to reveal their own stuff first, so no-one was adopting our stuff and doing their own ways first. We went with a lot of ways but our Touch device is the path for the future.”
According to the CEO, studios will start moving to work with Oculus Touch once they realise the benefits it offers over other control ‘sticks’. “I think you’re going to see a lot of developers changing path to go our way, because holding a stick in your hand isn’t going to work in the world. You really want to see your hands. The Rift brings a visual presence, Touch brings hand presence and that amplifies the entire experience to just reach out and pick things up,” he said.
Oculus Touch won’t actually be launching with the Oculus Rift itself next year. The HMD is scheduled to arrive in Q1 2016 with the controller arriving in H1 2016. In the meantime the Oculus Rift will be bundled with an Xbox One controller.
No.1193
File: gear_vr.jpg (27.66 KB, 630x378, 5:3, gear_vr.jpg)

http://vrfocus.com/archives/20246/issues-with-your-gear-vr-then-unblock-facebook/
The modern technology everyone uses everyday is all seamlessly linked together so that users around the world can contact each other instantly. But not everyone wants to be so integrated and people do block apps on smartphones and tablets from communicating with each other or to stop data being sent into the outside world. Now it seems that if you’ve got a Samsung Galaxy S6 and a Gear VR that blocking Facebook may cause issues.
On a NeoGAF forum a user Krejlooc brought up a thread posted by a new user who was having issues with their S6 smartphone and Gear VR head-mounted display (HMD). The thread was answered by an Oculus employee who asked among other questions: “Are you blocking Facebook?.” After receiving a response saying “No”, the Oculus employee responded with: “No, you should not block Facebook.”
User Krejlooc does say that: “The Gear VR troubleshooting guide you get mentions unblocking certain applications if you are having trouble.” There is now the possibility that having a block on Facebook could impair use of the Gear VR HMD, with several users responding that it could be that Oculus VR being owned by Facebook as a possible reason.
'Fuck you Facebook' pretty much sums up this news.
No.1194
http://vrfocus.com/archives/20240/college-football-team-developing-its-own-vr-training-system/
Professional NFL teams like the New York Jets, Vikings, 49ers, Cardinals and Patriots have all recently adopted virtual reality (VR) training from STRIVR Labs. VR training is starting to become big business as the football training season continues. But now the Tennessee Volunteers, a college team have implemented VR themselves rather than bringing in an outside company.
Reported in timesfreepress.com, Joe Harrington, Tennessee’s veteran sports technology coordinator saw a demonstration by STRIVR Labs and noticed that all the technology the company was using was off the shelf, and so decided to create his own VR training system. Harrington said “(The coaches) are wanting to buy the STRIVR,” he recalled. “I was like, ‘You’ve got to give me a chance to do it on my own. I can do this thing.’ Coach (Butch Jones) was like, ‘We really like this STRIVR thing, but if it’s something that you think you can do, have at it.’ Off I go into this world, and I had no idea. I knew you could buy the stuff, but I had no idea how hard it would be to make it work.”
All the VR training systems revolve around a 360 degree camera array and an Oculus Rift DK2 head-mounted display, and the quarter backs are finding the system invaluable. Starter Josh Dobbs said: “This is definitely something that we use every day that helps us,” adding: “It’s just great. If you miss something on the field, you’re able to go back and look at where your eyes exactly were and what you were looking at. It puts you right back in that play and you’re able to simulate it again. You’re able to pick up on little things you might have missed on the field.”
Whichever system an NFL or college football team uses whether its STRIVR Labs or their own, VR definitely seems to be the ‘in’ technology for training future stars.
No.1196
http://vrfocus.com/archives/20232/oculus-ceo-vr-will-take-off-very-quickly/
Those within the virtual reality (VR) community agree that the technology is set to take the world by storm. What is up for debate, however, is just how fast it does that. The first consumer VR head-mounted displays (HMDs) are set to arrive over the next 9 months, but will these be the devices that catch the attention of the mainstream? Perhaps not, but Oculus VR CEO Brendan Iribe still thinks that the technology – and the company’s Oculus Rift PC-based HMD – is set to ‘take off very quickly’.
“In the early days of a new industry it’s almost always enthusiasts — whether it was the first set of cars, telephones or personal computers — and this is the beginning of real consumer VR,” Iribe said in a recent interview with Wired. “So it’ll be dominated by early consumers, enthusiasts and gamers who are really passionate about it, but then it’ll expand very quickly because with the internet the world is a very small place.”
He continued, touching upon the influence that VR figureheads such as Mark Zuckerberg, CEO of Oculus VR’s parent company, Facebook, will have on sales. “When Mark shares something, it gets tens of millions of views within minutes — that’s unprecedented. I think you’ll see it take off very quickly but it will start more around enthusiasts. There are millions of sci-fi enthusiasts in the world, not just gamers. It’s going to be easy enough with a decent PC that you can plug it in and get good experiences with Rift,” he said.
Of course, the Oculus Rift isn’t the only HMD to be releasing in the coming months. Sony Computer Entertainment (SCE) will also launch the Project Morpheus HMD for PlayStation 4 next year and Valve’s HTC Vive will arrive this holiday season. Will each of these HMDs be able to make an impact?
No.1197
http://www.osvr.org/forum/viewtopic.php?f=2&t=636
San Francisco, Intel Developer Forum – Organizers of Open Source Virtual Reality (OSVR), a platform designed to set an open standard for virtual reality devices, today announced Intel as the newest participant in the OSVR platform.
OSVR’s mission to enable Virtual Reality technology for everyone through collaboration on an entirely open platform pushing the boundaries of this still nascent technology.
“Intel is opening up all kinds of new opportunities for developers with depth sensing, and this brings amazing new interactions especially in the realms of virtual reality,” said Achin Bhowmik, vice president and general manager of Intel Perceptual Computing. “We are excited to work with developers of OSVR to enable them with Intel RealSense technology and bring interactive experiences to VR.”
Intel will be working with OSVR supporters in providing access to Intel RealSense technology to develop intuitive Virtual and Augmented Reality applications in gaming and other areas.
“We’re incredibly excited to work with Intel and OSVR on advancing the development of virtual reality with Intel RealSense Technology,” says Yuval Boger, CEO of Sensics. “We’ve only seen a glimpse of how VR will change our lives and we look forward to make great strides in taking it to the next level with OSVR.”
OSVR @ Intel Developer Forum
OSVR will be showing early prototype demos using the Intel® RealSense™ technology at the Intel Developer Forum 2015 in San Francisco with Intel and Razer. The demos will feature a modified OSVR Hacker Dev Kit and powered by computers based on Intel processors.
About OSVR:
OSVR™ is a software platform designed to set an open standard for virtual reality input devices, games and output to provide the best possible VR game experience. Supported by industry leaders, the OSVR framework unites developers and gamers alike under a single platform. Plug in. Play Everything.
For the full list of OSVR supporters go to http://www.osvr.org
Like OSVR on FB: https://www.facebook.com/OpenSourceVR.
Follow OSVR on Twitter: https://twitter.com/OpenSource_VR .
Press Contacts:
press@osvr.org
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No.1198
http://vrfocus.com/archives/20303/iribe-devs-will-master-oculus-touch-in-1-2-years/
Oculus VR surprised the virtual reality (VR) community back in June 2015 with the reveal of its anticipated input solution for the Oculus Rift head-mounted display (HMD). The company announced Oculus Touch, a pair of position-tracked controllers that feature analogue sticks, triggers, buttons and are even capable of gesture recognition. The kit will be arriving in H1 of 2016, putting it just behind the launch of the Oculus Rift itself in Q1 2016. According to Oculus VR itself, fans will see developers ‘master’ the controller in ‘1 – 2 years’.
CEO Brendan Iribe said as much to Gamasutra in an interview from this month’s Gamescom in Cologne, Germany. “You’re going to see a lot of Touch content showing up, probably more like middle of next year to late next year,” Iribe stated. “Developers need time to work with it; it takes 6-12-24 months to work with a new input device and build and ship a game for it. These things take time. We believe that, within about 1-2 years, developers will start to master Touch. And then we’ll see where we go with that second generation of Rift packages.”
This time frame makes sense. Most of the titles that Oculus VR itself has revealed for the Oculus Rift so far are third-person experiences that rely on a gamepad for control. Releasing these experiences first will give VR fans content while they wait for the release of the new controllers. Select developers are said to already be working with Oculus Touch and these are the ones that will likely provide the best implementation early on.
Currently Oculus VR has only showcased Oculus Touch with a tech demo known as The Toybox. Other developers have expressed interest in the kit, but are yet to commit to developing for it.
No.1199
>>1193
If anyone bothered with actually reading through the whole source, they'd see it was a problem with updates. To get the updates, you have to connect to a server, which is owned by Facebook.
There, wow, it's fucking nothing. It's like saying you're having issues with a Steam game and Valve is responsible for it because you want to block their servers, except no one is suspicious of Valve these days like they were used to back when Steam was nefarious for being a buggy DRM application.
No.1201
>>1199
"no one is suspicious of Valve these days"
I am.
I don't use Steam.
No.1202
>>1199
It might be an issue for those that block advertising and social media tracking at the DNS/host file level on their computer or network. Then again anyone with enough tech competency to do that probably wouldn't bother with anything that has Facebook involved either.
And your analogy is pretty poor considering that it's common sense that blocking servers owned and operated by Valve would cause their online store not to work. There's a reason why this is being reported on and it's isn't all clickbait or 'fucking nothing'. There have been assurances made to the public after the acquisition that you'll never have to log into Facebook in order to use the OR and yet look at what we're seeing already.
No.1203
http://vrfocus.com/archives/20404/htc-looking-at-audio-solutions-for-the-vive/
As HTC and Valve continue their marketing campaign in the run up to the HTC Vive head-mounted display’s (HMD) launch this winter one of the interesting aspects of the HMD that has rarely been covered is audio. With the Oculus Rift’s consumer version coming supplied with detachable headphones, HTC are still being coy on the matter.
In an interview on YouTube with Spanish site realovirtual at Gamescom recently, Executive Director of Global Marketing for Connected Products, at HTC, Jeff Gattis was asked about the inclusion for headphones and a microphone, saying: “We haven’t revealed the specs yet – but we are looking at audio solutions, obviously that’s an important part of the overall experience,” adding: “I’ll have to say tease it and stay tuned for the fall when we can talk about that in much more detail.”
As VRFocus has previously reported HTC are keeping a lot of details on specifications other details tightly sealed until October when the full release is expected to be announced. Whether there will be headphones included with the HMD or if the final design will greatly differ from the current developers model and have built-in headphones is still up for debate, but it looks like everyone will have to wait until October to find out.
No.1204
>>1202
It actually should be near common sense that blocking Facebook's (as in the company's, not the service's) servers would prevent Oculus' online software from working, since they've been quite transparent from the beginning that they're taking advantage of Facebook's infrastructure. We even found out that after Oculus updated their website, they pretty much switched over to Facebook's servers (through looking at the sources).
The reason this is being reported on is because people are always suspicious of Facebook, for good reason, in addition to clickbait. But that doesn't excuse them for unfairly singling out Facebook and while ignoring all the other companies that have objectively been proven to be even more botnet and privacy disrespecting than they are.
The assurances that you'll never have to log into Facebook have so far stayed as true as it had always been. This is not a valid piece of evidence pointing towards them taking a step into forcing people to do that. If it was, then by that logic, Oculus utilizing Facebook's infrastructure would be news to you. In that case, you've probably not followed VR news religiously for a long time like me or some others have.
No.1205
So I've noticed something browsing these news threads and browsing other VR new sites. VRFocus is really mediocre. Their coverage is later than most other reports, and also less complete, or offering little new perspective. It might be good if you're someone who just wants a quick TL;DR sort of read, but for someone like me who's deep into this stuff, the VRFocus articles are just redundant and old news.
Might as well just abandon copy pasting them and just post about the most important news that goes on the Oculus Reddit page.
No.1206
>>1205
I don't doubt that VRFocus IS mediocre and all other things, but I'm posting them because they are the quick TL;DR site.
If I started to post the long articles from other VR sites you would start to see news posts broken into two part posts.
But if people don't mind I'll start posting the long stuff if that's what they want.
No.1207
http://www.mcvuk.com/news/read/oculus-rift-isn-t-going-to-sell-billions-in-2016-and-that-s-okay/0154719
For 18 months, there have been a lot of exciting developments for VR.
Facebook purchased Oculus for $2bn, while Sony was getting involved in this new space with Project Morpheus. And Valve announced it had partnered up with HTC for its first Valve VR headset, the Vive.
But in recent months, the mood surrounding VR has been slightly dampened. We have Network CEO Neil Young predicting a ‘VR collapse’ as companies rush into the sector before it hits the mass market, while Frontier’s David Braben urges caution towards the new tech. Furthermore, development veteran Warren Spector went as far as to call VR a fad.
But Oculus boss Brendan Iribe says that the dream hasn’t died; rather, the reality has set in.
“VR is the Holy Grail – it’s the Holodeck,” he says. “For a lot of enthusiasts like ourselves, that moment of sensation occurred during the first two years of Oculus’ Kickstarter where everyone was excited about VR and saying ‘Oh my God, it’s finally here’.
“Then it’s: ‘Okay, it’s going to be here and it’s going to ship. Now where are we really? It’s going to work, but how? What is this? Who is this for?’ You’re not going to get a billion people on Oculus Rift when we ship in 2016. You are going to get hopefully millions, and that’s okay. But we have come down from the initial sensation to focus on the reality and on making this an incredible experience. You buy it, you have to love it, you have to want to go back into it every day, you want to show your friends and then they want to buy it and they want to go back into it.
“That domino will start to fall in 2016. It’s going to be very excited. MCV has seen [Oculus’ control input] Touch and the Toy Box tech demo. Most of the world hasn’t seen that. They’ve seen maybe [older version] DK2, probably only DK1. This new Rift is a huge leap. And it’s really where VR starts. The world is about to see that in 2016 – it’s going to be very exciting.
“Then every year or so they are going to see another leap. Not necessarily in consumer VR, but we will have at least a new prototype for a new consumer product almost every year. You are going to see new kit and tech coming at a very rapid pace. There’s more to come.”
For all its pioneering ideas around new technology, it’s clear that Oculus is a very grounded company. Iribe’s expectations of Oculus Rift’s sales are an indication of this. Another is the firm’s partnership with Microsoft, which it announced just before E3. While Oculus has developed its own Touch controller (pictured top right), this is a new device that developers haven’t had much experience with. But its Microsoft deal – which sees every Oculus Rift headset ship with an Xbox One pad – will help studios familiar with this controller.
No.1208
>>1207
“Developers haven’t had Touch yet. They haven’t been able to work with Touch for years like they have the Gamepad,” Iribe explains. “If we were going to go out there and deliver an input device for Rift, bundled in by default that everyone could depend on at launch, that’s the Gamepad. We asked ourselves whether we could make a better Gamepad than Xbox’s. Maybe, but wouldn’t we be better served focusing on the future of VR input than trying to make a better Xbox One controller? And I’m not sure if we even could because it’s awfully good and it has had decades of refinement, hundreds of millions of dollars of investment.
“We felt we should bundle that in, get a great strong partnership with Microsoft so that we can ensure Windows 10 support out of the box is incredibly good. It really brought us together with Microsoft and also started to get some of the little Xbox bits over to Oculus. You start to see some of that streaming where you can stream the Xbox One console to our virtual cinema.
“It’s not the Holy Grail of VR, but it is a pretty cool use case – a virtual desktop, a virtual monitor, a virtual theatre over time is going to be a popular experience for VR. Imagine you can 3D reconstruct the room you are in and put an IMAX cinema right in your room and it’s hi-res.”
However, Iribe adds, Oculus’ Touch controller will eventually replace the Xbox One pad.
“There’s not going to be as much content on Touch at launch as there is on the Gamepad, but there’s going to be more and more. Then you’ll see in later generations of Rift there’ll be bundled packages and things like that where Touch starts to be the main focus.”
Outside of Sony and Ubisoft, few big publishers are backing virtual reality. When we’ve asked EA or Take-Two about the technology, the standard answer has been: ‘We’ll wait and see’. A lot of the scepticism around VR’s potential is due to this hesitation, but Iribe is not concerned.
“It’s natural. Look at how long it took the big publishers to show up for mobile,” he says. “By the time they got there they realised that if they were going to be successful they needed to acquire somebody for an awfully large amount of money. That was okay. That’s not necessarily the wrong way to go about it, it’s just what worked for them. It took them a long time to enter the mobile arena and there were hundreds of millions of smartphone users and it still took them a while.
“What’s unique about virtual reality is that inside of these publishers, the developers and the creators all want to make VR games. They want to be a part of virtual reality. This is why they got into gaming. You have this internal desire to build VR that just didn’t exist on mobile.
“You didn’t have developers inside of EA banging down the executives’ doors saying: ‘We just want to make a mobile game. That’s the Holy Grail, that’s what we want to do’. But they are saying that for VR.
“Having that momentum internally means you’ll see a lot of experiences show up over time. There’s exactly zero consumer VR products shipping today. It’s still early, everyone still needs to remind themselves.
“Consumer VR hasn’t started yet, it starts in 2016.”
FACEBOOK POWER
There are similarities between Oculus Rift – and any VR tech - and Nintendo’s Wii.
The Rift, much like the Wii, is an entirely new concept that requires consumers to try the new tech to really understand them.
“We want to get Rift to as many people as possible,” Oculus boss Brendan Iribe tells MCV.
“We also want to make sure it’s to the right people. We don’t want to sell Rift to the wrong people who don’t really know what they are getting themselves into. This is still the early generation of VR, it’s the first generation of consumer virtual reality. You should know what kind of product you are buying.
“And we want to try to do the best job possible at conveying that, at marketing that to the right people. We feel we’ve done a good job with the developer kits, maybe setting the expectation, marketing those to the right people. So we’re going to be focusing our marketing efforts on really identifying and attracting the right consumers to Rift for PC VR and Gear for mobile virtual reality.
“And it’s great that with Facebook’s backing we actually do have a marketing budget. As a start-up our marketing budget would have been much smaller. It’s great to have its resources – we are hundreds of more people, we are going to deliver a much higher-quality product and user experience, we have a much more exciting path forward that’s going to happen a lot sooner around research and the innovation.
“And on the consumer marketing side, supply chain, manufacturing and retail, that’s all going to be bigger, better, faster with Facebook’s backing.”
No.1209
>>1207
>Warren Spector
>Epic Mickey 2: Returns of the hero.
He could be right, or has just lost it.
No.1210
>>1206
I go on the web precisely because I want to get into the details of everything and inform myself as best as possible about whatever I'm interested in. Perhaps it's different for people going here. That's probably OK. But in the first place, there aren't many people here with a strong opinion on what they want out of the board anyway. So with all things considered, just do what you want, and if that's to serve the board, then continue experimenting and see what works out. This may take months to work out into something mature because of the low traffic.
No.1211
>>1210
And why do you think there's low traffic? Right now in the VR world there really isn't much to discuss at the moment asides from corporate press releases about how amazing and popular their products are going to be or worthless blog posts on trivial issues like forum posts to keep news sites focused on VR look up to date.
I'd love to make a thread about 3D VR video production workflow in Blender or other programs but I don't have a HMD to try it out yet. The ones that are currently commercially available aren't worth investing my time or money in when all the major high end VR hardware is coming out in less than a year, assuming that they don't get delayed.
I'm sure that once people get their hands on VR we'll see this board pick up tremendously.
No.1212
>>1210
Relax.
Take a deep breath.
And hit yourself in the face with a shovel.
Until you pass out.
No.1213
>>1211
I wonder how many people on this board (or on the entire site) will be day one buyers?
I know I'm possibly one fo them.
No.1214
>>1213
I'll be waiting for the killer app on the killer headset, once i can afford the killer PC that can run it flawlessly.
Either King, or Nothing.
1080 screen or even 1440 won't do; i rather scale my hardware once than spend twice to get that generation running then the next, the next being what i am really waiting for.
I won't get fucked with the incremental update scam. fuck you Jewberg
No.1215
>>1211
I know exactly why there's low traffic. My post otherwise would have been very different. You basically said everything which I was implying.
>>1212
>shitposting
>>1213
I'll be one of them probably, if they don't somehow fuck something up really badly.
>>1214
A range of applications which are all useful or sufficiently entertaining can be considered, together, "killer" too, I think. Most people don't boot up their PCs to use just one application.
Now, whether or not the range of applications will really draw someone to use it is another story.
As for resolution, you're not going to get higher than 1440p with the Vive or the Rift in the first generation. Maybe with Gear VR though, but they haven't announced anything. You'll have to wait for the next generation, which will probably be 4k headsets. Or if you have more money than sense, you could fall for the generation 1 bait.
Also, who said anything about incremental updates? Where is that information coming from? Neither HTC, nor Oculus, nor any other company, has said anything about that. Release cycles, on the other hand, have been talked about, but nothing has been said about incrementally updating the hardware for the purpose of incremental updates.
No.1216
http://www.psfk.com/2015/08/echopixel-zspace-virtual-reality-organs.html
EchoPixel uses 3D tech to let doctors explore and manipulate medical imaging in virtual reality fields. This means doctors can dissect your heart on 3D screens before having to open you up using only information from your MRI.
EchoPixel CEO Ron Schilling, PhD thinks it’s time to move away from the flat images doctors work with and help them unlock the full potential of information they already have access to. When working with flat images, doctors have to mentally convert these images into 3D images. This grueling process, given the breadth of virtual reality (VR) technology available today, is just not necessary anymore.
Medicine is fertile ground for VR technology. Medical imaging technology like CT Scans and MRIs already record information enough to build 3D rendering body parts and it does but only in 2D screens that are still unable to project depth.
For example, when a doctor is trying to look for blood clots in the brain, scanned images reveal tissues layer by layer in flat 2D images. Using EchoPixel’s idea, the patient’s brain can be rendered in its entirety as a 3D mass.
On the zSpace display, EchoPixel’s partner, medical doctors can view the patient’s brain as a floating mass of tissue. They can inspect crevices by simply moving their heads. The stylus-based interface allows doctors to take the projected brain apart and look at irregularities in 3D detail so in surgery they come in well-rehearsed.
In non-invasive colon scans, doctors are often left with hundreds of flat images to inspect. In contrast, with VR technology, the colon can be recreated and explored in fly-throughs. Through this, physicians can concentrate on spotting dangerous irregularities than figuring out how each image fit the puzzle.
Medical students can also use this as a tool to explore the human body as if they’re dealing with the actual thing. Although the digital screen won’t replace work on actual tissue, the zSpace can let the medical community build a library of illnesses in VR data so closer inspections, even in rare diseases, can be possible.
The groundwork has already been laid. VR content is already being made every time someone undergoes a diagnostic scan. Hardware capable of VR rendering are already available. Soon enough, we will be able to see our hearts floating in our doctor’s screens.
No.1217
No.1219
http://www.trustedreviews.com/opinions/palmer-luckey-gaming-has-spent-20-years-getting-ready-for-vr
Games Editor Sam Loveridge speaks to OculusVR founder Palmer Luckey about virtual reality, the gaming industry and the Oculus Rift launch.
It’s fair to say that I’m intimidated by Palmer Luckey. He’s the founder and the genius behind the Oculus Rift virtual reality headset that got snapped up by Facebook. And he’s only 22.
So when I have the chance to meet him at Gamescom 2015 after playing with the consumer version of the Rift and the excellent Oculus Touch controllers, it’s quite an intense experience.
But nothing seems to phase Luckey. He strolls into the meeting room wearing a teal shirt with large yellow stars on it and sits down at the table opposite me. On the table is a row of objects such as controllers and toy cars. He doesn’t seem able to keep still.
Despite Facebook’s acquisition of OculusVR in 2014, Palmer still believes that games will be what launches virtual reality into the public spotlight.
“The games industry is the only industry that has the technology and the tools and the talent to create an immersive real-time 3D world”, Luckey explains. “In a way, what the games industry has been doing for the last 10 or 20 years is building the foundations for virtual reality.
“Games are going to drive virtual reality for the foreseeable future, because they are the most natural fit for the technology.”
That’s not to say that he doesn’t believe virtual reality won’t have other applications in the future, and Facebook has certainly outlined its plans for pushing a wider adoption of VR.
“It’s all a matter of quality and cost. The higher the quality gets and the lower the cost gets, the more you’re going to see virtual reality adopted throughout different kinds of businesses.
“[But] I think it is probably the obvious conclusion for gaming in that it will allow you to play any type of game that you could possibly imagine, not just things that exist in the limitations of one particular platform.”
It doesn’t seem like Luckey believes there should be limits to the game experiences you can have with virtual reality either. In response to the comments from Sony’s Andrew House on the idea that VR sessions should only last 15-20 minutes, Luckey was quick to contradict.
“I don’t think there’s any one set of play times that are going to become dominant.
“If you look at console games, there are lots of games that have play times going down as short as two minutes, like one round of Smash Bros. Then there are games that go all the way up to the point you can’t really have a good session without playing at least three or four hours. It’s the difference between playing Candy Crush and a game of Monopoly and I think there’s room for both to exist.
“I mean right now what you’re seeing in terms of 15- to 20-minute things, it’s more the realities of the technologies and how it exists today. A lot of the things are just demonstrations that are meant to get people in, show it to them, and get them out. That’s the most people are building around, because so far there haven’t really been any launches of virtual reality technology.”
No.1220
>>1219
And it’s true. Demonstrations for Sony’s Project Morpheus, the SteamVR HTC Vive and Oculus Rift do last around 20 minutes, giving you a slice of the VR pie without taking up your whole day – which it could quite easily do for me, if they let me loose with a VR headset for that long.
But it’s starting to change with the Oculus Rift. More so than the other headset manufacturers, Oculus already has a handful of top-notch developers on board to produce VR-specific games that Luckey and co are showing demos of at events.
And that’s separate to the Oculus Touch demo Oculus is touring at the moment, which takes place in its Toybox simulation program used for testing the controllers.
The Oculus Touch controllers, still in their Half Moon prototype form, are due to launch some time in the first half of 2016 – perhaps later than the headset itself, which is also compatible with the Xbox One controller.
“They’re something that I’ve been working on for about two years now. It’s been one of my pet projects at Oculus.
“The goal is to make something that allows you to interact with the virtual world as naturally as you interact with the real world. What we have isn’t perfect, but it’s a good step in the right direction and I think it’s currently the best virtual reality interaction technology that exists.
“We’re going to continue to expand the capabilities of the hardware. What we’ve shown today in the Touch Half Moon prototypes is not necessarily representative of what the final product will be, but I think it’s pretty good,” he added with a smile.
Despite the leaps that OculusVR has made with the Oculus Rift since it’s original Kickstarter campaign, it’s impossible to talk about it without discussing its new competitors.
The HTC Vive is due out before the end of the year (supposedly), while the PS4-compatible Project Morpheus should launch around the same time as the Rift itself.
But Luckey himself isn’t bothered. When asked about the competition, he shrugged it off.
“If Oculus was the only company that was in virtual reality it would be kind of concerning, because it would look weird that only one company believes in VR. But we’ve been in VR for a few years now – having all of these other companies jump in now and try to get into the same space really reinforces that virtual reality is something that a lot of smart people believe is the future.
“Developers look at that and they can believe that virtual reality is going to be around for a long time. And they can believe it’s not just a flash-in-the-pan thing that one company is working on.”
That doesn’t mean to say that he’s confident virtual reality will be an instant success. In fact, he’s surprisingly candid.
“I mean the question is: how fast can virtual reality really take off? Right now, it requires a fairly significant investment in computing hardware, a pretty high-end PC.
“Plus, there’s not a lot of people who have tried virtual reality. Whether or not they think it’s great, or they think it’s not good enough yet, many people just haven’t even been able to make that judgement because they’ve never tried VR.
“Virtual reality is going to take a long time to become something that’s truly mainstream,” he admitted, but quickly added that he’s confident in Oculus’ fans. “You don’t have to be successful in the mass-market mainstream to get started with people who are willing to put on a headset.”
No.1221
http://vrfocus.com/archives/20521/intel-and-google-partner-for-project-tango/
When most of the general public think of Silicon Valley search giant Google and virtual reality (VR), the Cardboard head-mounted display (HMD) will probably be the first thing they think of. Its ease of use and low-cost has meant that a lot more people have experienced VR and seen its potential than the more expensive HMD’s that are yet to be released could do. But Google has lots of plans and one of those is its recent partnership with Intel for Project Tango.
Intel has recently integrated its 3D sensing RealSense Cameras into Googles Project Tango system, which allows for instant 3D mapping of real environments on a smartphone of tablet, reports Nasdaq.com. VRFocus has previously reported on Project Tango when it was unveiled early last year.
Project Tango allows users to scan rooms to virtually render furniture and any other items scanned quickly and easily. This collaboration will mean that Project Tango could now work with smartphones using the RealSense cameras. Intel will be launching a new smartphone with the RealSense camera, powered by its Atom chip, and believes the collaboration will aid developers creating apps for: “3D scanning, indoor navigation, depth-enabled photography and video, measurements and immersive augmented reality and virtual reality,” its said in a statement.
For consumers this could mean putting a compatible smartphone into a HMD like the Google Cardboard would then digitise their real world surroundings creating lots of possibilities for developers.
No.1222
http://vrfocus.com/archives/20555/oculus-rift-consumer-version-to-make-us-public-debut-at-pax-prime/
While the Oculus Rift is still a few months away from launch, many may have already tried the second iteration of the development kit, DK2, which developers have been using to create their videogames. Now at this week’s PAX Prime, Seattle, Oculus VR will be debuting the consumer version of the head-mounted display (HMD) to the US public for the first time.
Many eager virtual reality (VR) fans will be keen to try the consumer version of the Oculus Rift, aka CV1, after all the recent hype, and with a full roster of available titles for demonstration at the event, which can now be booked via the Oculus VR Guidebook app. At previous events Oculus VR also showed its wireless motion controller, Oculus Touch, alongside the Xbox One controller which will come bundled with the HMD. No confirmation has yet been received if Oculus Touch will be on display.
The consumer version of the Oculus Rift made it’s playable debut at the Electronic Entertainment Expo (E3), Los Angeles, in June of this year. However, this event is only open to members of the interactive entertainment industry, and as such PAX Prime will be the first time consumers in the US will be able to get hands-on with the device.
No.1227
http://vrfocus.com/archives/20525/luckey-still-hasnt-tried-htc-vive-says-rifts-tracking-can-go-a-long-way/
Valve and HTC shocked the virtual reality (VR) industry earlier in the year by revealing what’s quickly become one of the most anticipated head-mounted displays (HMDs) on the horizon, the HTC Vive. The kit separates itself from the other major PC-based HMD, the Oculus Rift, by offering Room Scale user tracking across an area of up to 15 feet by 15 feet. Despite being revealed in March 2015, Palmer Luckey, creator of the Oculus Rift, is still yet to sample Valve and HTC’s work, but is keen to note that his own kit is no slouch in the tracking department.
Luckey said as much in an interview with German site Golem (http://video.golem.de/games/15849/palmer-luckey-interview-gamescom-2015.html). “I haven’t had the chance to try their hardware so I can’t really fairly comment,” he stated when asked about the HTC Vive. “But it looks like what they’re doing is pretty interesting. I’m still obviously– I’m biased but I prefer our hardware and software, but it’ll be interesting to see what they end up shipping.”
He was then asked about the Oculus Rift’s own user-tracking capabilities, to which he replied: “We can go a long way. You tried Oculus Touch; we can track in that whole room which is a maybe 4 metre by 4 metre room. So it’s pretty– we can go bigger than that room it’s just that’s how big all of our demo rooms have been, these cube rooms.”
The HTC Vive is set to launch ahead of the Oculus Rift in time for holiday 2015, with the latter arriving in Q1 2016. More specific release details for either kit are yet to be revealed, making it impossible to compare factors such as price just yet. The other main HMD on the way is Project Morpheus for the PlayStation 4, which is due to hit in the first half of next year.
No.1228
http://vrfocus.com/archives/20603/valve-wants-vr-developers-to-publish-everywhere-oculus-creator-criticises/
Last week as part of the ‘VR vs.’ series VRFocus took a look at the subject of virtual reality (VR) videogames that are exclusive to specific head-mounted displays (HMDs), and what role they might play within the industry. The article suggested that, while the open nature of VR development was healthy, platform holders should be looking to secure their own content exclusive to their device in order to differentiate. This has sparked some debate in the VR community this week, with both Valve’s Chet Faliszek and Oculus VR’s Palmer Luckey weighing in.
Faliszek sparked the discussion by noting on Twitter that the company wanted all developers to publish wherever possible. “This article really misunderstands our goals with @OpenVR – we want developers to publish everywhere – no exclusives,” Faliszek wrote. In response to a follow up from VRFocus, he also noted that it was “wrong to think some are coming because we haven’t announced them.” So far, neither Valve nor HTC has not revealed any content that it has explicitly said is exclusive to the first SteamVR HMD, the HTC Vive.
Faliszek’s comments then became the source of a discussion on Reddit, which Luckey, creator of the Oculus Rift, commented on. “Also easy to say when you have not been investing countless millions into funding tightly optimized VR content from AAA and startup studios alike for years,” he said of Faliszek’s comments. “Anyone with a store would obviously love to reap the benefits without taking the risk.”
“Nobody is reaping those benefits without taking huge risks of their own,” he later added.
Oculus VR hasn’t revealed many specifics on just which titles it’s currently funding for the Oculus Rift though two upcoming projects, Playful’s Lucky’s Tale and a port of Gear VR’s Herobound: Spirit Champions, are being published by the company. The company did however recently state that it wasn’t simply ‘buying’ Oculus Rift exclusives but instead funding them from the ground up. It has also confirmed that any such titles will only be sold through its own digital content store, Oculus Home.
Palmer is in the wrong here. It's true that they invested money to develop those exclusive games and it would take time to reconfigure them to work on their rivals headsets (but not a considerable amount of time), but the difference between releasing games only on their store versus everywhere else as well is only a matter of how many per cent they get for each purchase.
We absolutely don't fucking need exclusivity for display devices when no one in their right mind would only make software for a particular brand of computer monitor only. Your VR headset is not a console Palmer, it's not something that is akin to a PC, it's a goddamn peripheral. A very good peripheral mind you, one that could become wide spreed just like the mouse did, but a peripheral nonetheless.
Get off your high horse Palmer, you are in an industry that is going to be full of competition and rivals. You are expecting for a vast majority to buy your VR headset when they might very well buy other headsets in the future. You will be making games for a small minority of gamers in the future with that kind of thinking.
No.1229
http://vrfocus.com/archives/20522/luckey-augmented-reality/
As virtual reality (VR) technology heads towards the consumer market, interest in augmented reality (AR) is also steadily growing. Microsoft is causing a stir with its HoloLens mixed reality (MR) head-mounted display (HMD) for example, while other companies such as Magic Leap are showing promise in this field. Oculus Rift VR HMD creator Oculus VR isn’t involved with AR tech in any way right now and, while co-founder Palmer Luckey is certainly interested in it, he admits that it’s very difficult technology to get right.
“I mean, I’m all interested in AR and VR, but I agree that augmented reality is very difficult technology to get right,” Luckey said in an interview with German site, Golem (http://video.golem.de/games/15849/palmer-luckey-interview-gamescom-2015.html). “Especially because we don’t really know how to use it. With virtual reality, it’s really obvious. Putting someone inside of a videogame is something people have wanted to do for a long time. With augmented reality, how do you make a good game that relies on changing the world around you? Nobody really knows how to do that yet.
“There’s people starting to experiment, but AR seems to be more useful for things like showing where you’re driving or showing where you’re walking or augmenting things with information. It doesn’t seem to be as useful for gaming yet,” he concluded.
Microsoft has already showcased potential videogame applications for HoloLens. Back at E3 2015 in June the company revealed a new version of the ever-popular Minecraft series that utilised the kit. One player would be controlling the title as per usual while another wearing the HoloLens was able to bring up the iconic blocky world in front of them. From there the HMD wearer could drag the world around using gestures and peer into it. Microsoft hasn’t, however, released any details about when HoloLens may release.
No.1231
>>1034
dear god those statistics look so blatantly exaggerated it's not even amusing.
No.1232
http://vrfocus.com/archives/20672/xilinx-providing-tech-for-osvr-hacker-development-kit/
The Open-Source Virtual Reality Consortium has selected Xilinx All Programmable devices to manufacture the industry’s first, fully upgradable virtual reality (VR) head-mounted display (HMD), the Open-Source Virtual Reality (OSVR) Hacker Development Kit, Xilinx, Inc. has revealed. Originally revealed at CES 2015, Las Vegas, in January of this year, OSVR provides developers a modularised platform to create their content.
Co-founded by Razer, the Open-Source Virtual Reality Consortium aims to set an open standard for VR, beginning with the OSVR HMD. Xilinx, a member of the OSVR ecosystem, provides technologies that accelerate the platform deployment with shorter production times and variety of interface standards including HDMI, Display Port and USB.
“Xilinx FPGAs and All Programmable SoCs provide customisation options to make the Hacker Development Kit versatile and easy to reprogram. This allows developers to make tweaks for added functionality like multiple sensors and algorithms for computer vision processing,” said Lau Lee Yang, senior director for OSVR business development at Razer. “In the near future the Hacker Development Kit will also be able to offload software processing tasks such as optical distortion correction using its hardware and potentially perform image enhancement functions.”
“We are proud to provide the industry’s first modular Virtual Reality headset, the OSVR Hacker Development Kit with Razer,” said Steven Fong, director of the consumer market segment at Xilinx. “Xilinx’s industry-leading, All Programmable product portfolio is perfect for applications like the OSVR platform that need a low density programmable solution with a broad feature set for varying levels of integration, performance and power at a low cost.”
The OSVR Hacker Development Kit, which includes a positioning and head tracking device, display and double lens optics, has started shipping to selected developers.
No.1233
>>1232
>Razer
>Razer
>Razer
No one gives a fuck about Sensics, but they're doing all the work. Razer gives OSVR a bad name with nothing in return.
No.1234
http://www.roadtovr.com/consumer-htc-vive-headset-modular-headphones-new-mounting-system-and-more/
While the HTC Vive’s room-scale VR experience is one of the best available today, the device itself still needs to undergo a significant metamorphosis from development kit to consumer-ready product. Details about exactly what changes we’ll see in the consumer device have been slim but we’ve gleaned new info from HTC.
The Vive Developer Edition system provides an impressive experience, but it isn’t quite ready for the consumer market. Speaking with HTC’s Brian Lowe, Executive Producer working on VR content, Road to VR has learned about design changes coming to the consumer HTC Vive which is set to launch in Q4 of 2015.
Ergonomics may be among the most significant changes. Both the Vive headset and controllers leave much to be desired in this department compared to competitors, and Lowe says that it’ll see attention for the consumer version.
On the headset side, Lowe says the Vive will get a new mounting/strapping system which will replace the current flex straps and velcro with something more rigid. He compared it to a bike helmet with a ratcheting adjustment that hugs under the crown of the head, making it sound similar to the mounting mechanism on Sony’s Morpheus headset.
“The weight distribution will be better. [The consumer Vive] may be slightly smaller, it’s more about getting the weight back a little bit. The [front of the headset] is a little far [forward],” said Lowe.
Visually speaking, he said “it’s gonna look a lot different,” and that the final color likely won’t be the grey of the Vive Developer Edition headsets. HTC is known for using a bright/white product color scheme unlike most of their competitors in the smartphone landscape.
In addition to “modular” headphones, Lowe says that the headset will have a microphone and that the cable coming off the unit will be made thinner.'
“…the controllers won’t look anything like [those of the dev kit], the form will change,” said Lowe. “…the controllers have gone through a few iterations now and it’s looking pretty cool.”
He noted that most of the changes to the controller would be ergonomic, likely meaning that features and inputs would remain largely the same as we see now (a circular trackpad and grip buttons) but with a better grip and balance.
Regarding HTC’s role in the hardware and their relationship with Valve, Lowe says “They developed the tech, we’re taking it over to the manufacturing side, making some improvements as we go. It’s a good partnership, I’ll say. It’s just been a pleasure working with them.”
No.1235
http://uploadvr.com/oculus-founder-expect-tens-of-real-games-for-oculus-rift-launch/
Bill Gates once famously said, “content is king.” That old adage has proved true throughout the years. Take smartphones for example, it wasn’t until we started seeing good content that was created specifically for the medium that the revolution really began to take off in the main stream.
The same will undoubtedly be true for virtual reality, which represents a wholly new medium that asks a decent amount from the average consumer. I mean if you thought trying to convince people to carry a small computer in their pocket everywhere they went was hard, try asking them to sit there with something strapped to their face.
Now before you take out your pitchforks listen up, I think – no – I know, people are going to be willing to do so once they get a glimpse at the content that the medium can bring. And that is the reason that the Oculus Rift is planning on launching with “tens of real games,” according to Oculus’ founder Palmer Luckey.
Speaking with him at a recent event, Luckey told us that we should be expecting a pretty hefty launch library, “I don’t want to make any promises… but it’s going to be tens of things that are of pretty high quality.” Luckey stopped short, however, of giving us any kind of exact number, “you could say, we’re going to have a library of 200 games. But a lot of them are just mobile—there’s a lot of applications on Gear VR. Just very small snippets of game play. We don’t necessarily want to make a number based on that because it’s just grossly over inflated.”
Luckey was careful to make the distinction between “snippets of game play,” and “real games.” The content that is coming to the Oculus Rift’s launch will be beyond what we have seen in the past, which has for the most part been those “snippets of game play,” that we have been able to download on Oculus Share. But according to Luckey, these games coming to the platform’s launch will be “real long form content that you’re going to spend a lot of time in.”
As of now, Oculus has announced a $10 million developer grant fund for content creation on the Rift. Currently, however, the company has not released any of the names of the development companies who have received any of that funding. “A lot of them aren’t ready to announce anything,” says Luckey, “even the stuff we are 100 percent funding, we’re not making announcements for.” He continued, “you’re going to see more and more announcements made as more and more games are ready.”
Beyond the mystery $10 million, Oculus has given us a look at some of the games and experiences that we can expect to see with the launch. At the CV1 announcement event in early June, we were shown a slide that outlined the sixteen official, original launch partners as well as getting a peek at some of those projects at E3.
No.1236
>>1235
Those companies (and the known VR titles they have produced) are (check the link for trailers and screenshots):
Playful – Lucky’s Tale
Gunfire Games – Chronos, Herobound: Spirit Champion, “Project X”
Ozwe Games – Anshar Wars (Gear VR)
Insomniac Games – Edge of Nowhere
4A Games – VR Project Unknown, previous work: Metro series
Sanzaru Games Inc. – VR Sports Challenge
Carbon Games – AirMech
Climax Studios – Bandit Six (Gear VR)
Ready at Dawn – VR Project Unknown, previous work: The Order: 1886
Haromix – Harmonix Music Visualizer VR (Previously Shown on Sony Morpheus)
Glu – VR Project Unknown, previous work includes: Kim Kardashian: Hollywood
Coatsink – Esper
High Voltage Software – Damaged Core
Signal Studios – VR Project Unknown, previous work: Toy Soldiers
Square Enix – Hitman: Go (Gear VR), previous work: Chrono Trigger, Final Fantasy series, Hitman series, Tomb Raider, Deus Ex series, and SO many more.
While a number of these initial launch partners have yet to tip their hand as to what they are doing for VR, one can look into the previous work some of these studios have done for hints. For example, while Signal Studios has yet to announce a VR title, looking at the table top aesthetics of some of their previous work like Toy Soldiers it perhaps hints that may be a direction the studio chooses to go again.
Glu is another company with whom it may be easy to read the tea leaves. Previously the company has released titles like the insipid Kim Kardashian: Hollywood game which at one point was making over $700,000 a week, demonstrating everything that is wrong with society. Its ‘freemium’ model is something that they will likely try to bring with them to VR, along with potentially celebrity-endorsed titles (now you can listen to Kimmy K babble inanely with full binaural audio, woo-hoo!).
Harmonix is an interesting one, as they have already shown VR content before, albeit on the Sony Morpheus. It will be interesting to see if they have something separate for the Oculus launch. And they aren’t alone either, multiple other companies of that list have already released titles for the Gear VR. It remains to be seen if we will see those titles ported to the Rift or if those partners have entirely new content to show off.
One other company that we can wildly speculate around on that list is Square Enix, who have already announced that they are bringing their hit mobile title Hitman: Go to the Gear VR. Square Enix is one of the largest and most well respected game developers of all time, with many legendary classics under their belt, including Palmer Lucky’s favorite game of all time – Chrono Trigger. Lucky once tried to buy the rights to the game but “they wouldn’t sell it to me,” he says. What Square Enix has ready for VR’s debut is still a major unknown but it’s fun to dream about even a VR port of a game like Chrono Trigger or any of the old 2D classics from the company. We have seen developers experiment with this view before, in fact Gerald Terveen’s “The RPG Room” tech demo serves as an excellent example of how that aesthetic could translate to the new medium.
As we march ever closer to VR’s release we will hopefully get more announcements on titles soon. It is looking like Oculus Connect will play host to a number of announcements from the Gear VR, to the Rift, to of course content. We will be there on the scene to report back to you with any updates we receive.
No.1237
So HTC/Valve just fucked us up. They're only going to release the consumer Vive in 2015 for developers and "community" people like Youtube personalities.
No.1238
>>1237
Yep, this is schadenfreude for all Oculus fans, Valvedrones thinking they are somehow better than them when it's almost the same shit now.
No.1241
http://www.roadtovr.com/valve-dials-back-htc-vive-release-expectations-suggests-bulk-will-ship-in-q1-2016/
Having revealed SteamVR and the Vive VR headset just six months ago, Valve and HTC set an aggressive consumer release date of Q4 2015. This would make the companies first-to-market over major competitors. Now, however, Valve is dialing back expectations for the HTC Vive release date, saying that most of the headsets will go out in Q1 2016.
While Valve and HTC’s announcement of an entry into the consumer VR landscape came last compared to its two nearest competitors, Oculus and Sony, the company had impressively planted the first flag in the ground for a consumer release of the headset in Q4 2015, with Oculus and Sony following in Q1 and Q2 2016 respectively.
That lead out the gate doesn’t seem quite as far now, with Valve announcing today that only a limited quantity of units would be shipped before year’s end.
Later this year, HTC will offer the first commercial Vive units via a limited quantity of community and developer systems, with larger quantities shipping in calendar Q1 2016.
While there are reportedly a few hundred Vive Developer Edition kits now in the wild, Valve says that they’ve received more than 10,000 signups for the Vive dev kit. Other than nearing the shipping date, this is likely a major reason behind closing signups for the kit as the company did just the other day (http://www.roadtovr.com/htc-vive-developer-edition-signups-closed-hundreds-of-dev-kits-still-shipping/).
While Oculus doesn’t plan to ship the consumer version of their Rift headset until Q1 2016, they have stated that pre-orders will start sometime in 2015. With Valve’s latest announcement, the ‘first-to-market’ advantage may not be quite as clear cut as expected.
The ‘big three’ headsets have yetto be priced for release.
No.1242
>>1238
Yeah, fanboys of any brand can just go suck a bunch of dicks for all I care. I don't participate or pay attention to that crap.
No.1243
>>1236
>Glu – VR Project Unknown, previous work includes: Kim Kardashian: Hollywood
>Kim Kardashian: Hollywood
So that's the kind of devs VR is attracting, like flies on a fresh smelly shit.
Looks like nothing worthwhile will come out of VR for a while.
They all look set on the starting blocks ready to milk the masses for all it's worth.
Shit smells bad, really bad.
I am going to buy used and pirate everything.
No.1244
>>1243
Yeah, I don't see much anything of actual worth coming from the VR games market, everyone is hyping this up to being something it really isn't.
No.1245
>>1243
>>1244
Nice cherry picking faggots, there will always be shit games that come with any brand. You ignore those and pick the good ones out like anyone with sense.
No.1246
File: 00.gif (499.69 KB, 400x298, 200:149, 00.gif)

>>1245
Faggot? I disagree.
Time will tell.
No.1247
http://www.dmagazine.com/publications/d-ceo/2015/september/virtual-reality-of-john-carmack
A damn long interview, but quite insightful. Check the link for the full interview.
>Eventually in our conversation we return to VR technology and Oculus/Facebook. There is a prickled awareness in his tone as he divulges that some of his fans have labeled him a sellout to the mega-corporation. But then he beams. “Facebook has turned out to be a phenomenal company,” Carmack says. “Of course people will say I am a shill for them now, but the leadership are really earnest people. But, yeah, a lot of people went, ‘What the hell?’”
>I attempt to lead him further in that direction, to perhaps get more scoop on Facebook, but he is not quite done talking about space travel. “I miss the physicality of building things, and the raw rumbling power of rocket ships,” he says. “But I am so ‘overflowingly buzzy’ about so many things. Some people look at the Internet and see a cesspool of all the degenerate stuff that is wrong with humanity. I look and see millions of brilliant, hard-working people that are adding all this value.
>“The smartest human being who ever lived is alive right now … by the nature of the fraction of the number of people here, the information assets, the health facilities,” Carmack goes on. “The world is full of brilliant people—and is getting better day by day.”
No.1248
>>1247
looks like the intern he's banging is into psychedelic drugs. Next; he buy a Porch.
No.1249
>>1247
>“Facebook has turned out to be a phenomenal company,” Carmack says.
Only once he's fired or retires will he be able to speak candidly about Facebook and the direction they're taking Oculus in. It was the same spiel when Zenimax bought id:
>John Carmack: Robert Altman from ZeniMax first talked to [id CEO] Todd Hollenshead at E3 almost a year ago, and it really was an out-of-the-blue thing. When I first heard about this, I didn't even know who ZeniMax was. I knew Bethesda, obviously, but I'm not all that networked into the business side of things, and that was a real shocker. If you had asked me, at that point or a few months earlier, it would have sounded ludicrous that id Software would be bought by ZeniMax. But it turns out, a year later, here we are; we're really happy with the situation, and when you look at it on a detail level, it's such a perfect fit that it's almost amazing.
Now we know it was a complete disaster the entire time and none of the original staff are still there. He had to start his QuakeCon address apologizing for the poor state that Rage was released in and is now in serious litigation with them over VR technology. At least he's reliable for when it comes to technical matters and won't ever try to bullshit his audience on that compared to other figures in this scene. For that reason I'll keep up with what he has to say about VR.
No.1250
>>1249
I don't think he is bullshitting in either case, but rather he is ignorant to the outright slimy underhandedness of his employers.
I mean the guy is honest to a fault, so makes more sense that the higher-ups are being snakes.
No.1251
>>1245
Go back to wanking to 3d porn on your overly expensive 3d TV shill. Until we're able to ditch peripheral controlls, VR won't be feasible as a true gaming medium. All we're getting is monitor goggles with some OMIGAWSH SO IMMERSHUN headtrack that exists since the days of trackIR
No.1252
>>1251
>Until we're able to ditch peripheral controlls, VR won't be feasible as a true gaming medium
You don't start a technological route at the mature phase, were you expecting VR to start with fulldive VR? Talk about high expectations.
>All we're getting is monitor goggles with some OMIGAWSH SO IMMERSHUN headtrack that exists since the days of trackIR
It's obvious that you never tried any of the VR headsets so why should anyone care what you think? History isn't build by jaded faggots like you.
No.1253
>>1252
Heh, whatever you say buddy. Enjoy your smartphone goggles. I'll wait until this medium actually gets past it's indie shit phase with all those "experiences" that everyone is going to shovel off as real games.
No.1254
http://vrfocus.com/archives/20881/oculus-touch-controllers-recieve-first-sdk-documentation/
There are a lot of virtual reality (VR) developers out there hoping to get their hands on Oculus Touch in the near future. Oculus VR’s new input solution for its Oculus Rift head-mounted display (HMD) has been praised by those lucky enough to have sampled it since its reveal in June 2015, leaving many studios eager to start actually working with it. It’s still not clear exactly what plans the company has for developer kit distribution, but fresh updates to its software development kit (SDK) documentation have provided the first glimpse of how creators will get to grips with Oculus Touch.
Oculus VR’s Developer Center website (https://developer.oculus.com/documentation/pcsdk/latest/concepts/dg-input-touch-poses/) has been updated with new details on working with the controllers. A total of 5 new pages have been added including an overview of new APIs included in the recently released Oculus 0.7 SDK and then individual pages for Hand Tracking, Button State, Button Touch State and Haptic Feedback. While the information provided is of course developer-focused, it does reveal some interesting titbits such as the fact that the constellation tracker for the Oculus Rift is also used to track hand poses.
Oculus Touch consists of a pair of handheld controllers that, as this documentation details, are position-tracked and even recognise gestures. Currently labelled as a ‘Half Moon Prototype’ the controllers consist of buttons, triggers and analogue sticks. While the Oculus Rift is on track to launch in Q1 2016 with an Xbox One controller, the controllers aren’t set to arrive until a little later on in H1 2016. Pre-orders for the kit are expected to go live at the same time as the Oculus Rift itself later in the year.
No.1255
http://www.zdnet.com/article/australian-defence-force-employs-oculus-gear-to-explore-vr/
The Australian Department of Defence is exploring the use of virtual reality, by way of Oculus Rift head-mounted displays, kicking off a study to explore the future applications of the technology.
he Australian Government Department of Defence's Defence Science and Technology Group (DST) has launched a study to explore virtual reality (VR) and its potential future application within the defence force.
The DST Group has teamed up with California-based VR manufacturer, Oculus, to perform a study being undertaken by Sarah Hibbard as part of a Graduate Industry Placement at DST Group Edinburgh, in South Australia, with the study forming the thesis component of her degree.
According to the DST Group, the study will include up to 60 defence civilian and military personnel, and has been administered to improve training, education and performance within the military environment.
"DST Group supports Defence in maintaining a technology watch," a spokesperson for the DST Group told ZDNet. "This involves understanding and evaluating emerging technologies, such as low cost VR."
"The improved performance of such systems, combined with the low cost and ease of use suggests that there will be considerable interest from various training providers, including Defence, in potentially exploiting such technologies.
"DST Group is working to understand some of the potential negative consequences of such technologies as well, such as VR simulator sickness."
According to the department, over four weeks the test group will use simulation technologies based on gaming technologies, to increase the realism and immersion of simulated military scenarios designed to test the cognitive performance of each participant.
"The study will test each participant individually over a 1.5 hour period, commencing with a written survey to collect data on demographics, digital literacy, and immersive tendencies," Hibbard said. "Using the Oculus Rift VR head-mounted display or a desktop computer, each participant will then undertake an initial training session and complete two missions as a driver within the laboratory's vehicle simulator."
The participants will have their head movement tracked and represented within the virtual world, operating a simulated 4WD vehicle via the headwear.
"The two instruction formats to be used are a lean and a rich condition; the lean condition involves a text based description of the purpose of the mission that participants will be asked to undertake, and in contrast, the rich condition will involve presentation of the same description but delivered through use of multimedia," the spokesperson said.
"The study will provide a greater understanding of how display types and instruction formats can influence one's sense of presence and performance within the virtual environment."
No.1256
>>1255
The department said that outcomes of the study will inform research being undertaken by scientists in DST Group's Human Performance and Simulation Laboratory, which is helping the Army understand the potential of gaming technologies, such as virtual reality, for enhancing the quality of training.
"I am hopeful that the study will provide a greater understanding of how display types and instruction formats can influence one's sense of presence and performance within the virtual environment. These findings will assist the set-up and design of future simulations within Defence," Hibbard said.
The Facebook-owned virtual reality company was purchased by the social media giant in March last year at a cost of approximately $2 billion. At the time of the acquisition, Facebook founder and CEO Mark Zuckerberg said that while mobile is the platform of today, his company is getting ready for the platforms of tomorrow.
"Oculus has the chance to create the most social platform ever, and change the way we work, play, and communicate."
Earlier this year, the First Principles Review of the Department of Defence recommended that the chief information officer (CIO) and chief technology officer have greater oversight of information management across the entire department.
As part of the review [PDF], the government accepted 75 of the 76 recommendations, and has given the department two years to implement the changes, which will be headed up by the secretary of the department and the chief of the defence force.
The department had intended that its CIO, Peter Lawrence, be responsible for information management across Defence, but "in practice, accountability has remained fragmented and unclear".
"There has been a lack of effective governance and control, which has led to siloed solutions, especially in the military arena where the Chief Information Office Group has less domain expertise and is further removed from the end user," the report noted.
Earlier this month, Lawrence said driving the transformation is the agency's realisation at how important it is to communicate data to the frontline.
"One of the biggest challenges we face is the traditional definition of warfare is changing, so our view is the next battle will be data information, and it will be whoever can take actionable data and knowledge the fastest will be the winner," he said.
"We've changed our thinking about what we need to deliver to the war fighter and it has changed the way we deliver ICT."
In October last year, the Department of Defence also began a 24-month trial to assess the merit of extending the use of the cloud within the department. It will initially use Google Apps, deployed in an offshore public cloud to host the unclassified academic learning environment for the Australian Defence College.
No.1257
http://www.roadtovr.com/new-oculus-touch-documentation-reveals-capacitive-buttons-and-recognizable-gestures/
While the Oculus Touch controller is largely designed to tell the computer where a user’s hands are, the controller also has an idea of what a user’s fingers are doing. New documentation adds to our understanding of the controller’s hand-tracking capabilities, and reinforces the device’s deliberate name.
Released alongside the latest version of the Oculus SDK (v0.7) the updated Oculus Rift Developer Guide describes how devs can access data provided from the Touch controllers. Orientation and position of the controllers is provided in the same coordinate frame as the Rift headset itself, separate from the input state (button presses). “Having both hand and headset data reported together provides a consistent snapshot of the system state,” the document explains.
Touch Sensitive Buttons
The input state of the controller expectedly tells the developer when buttons are pressed, triggers are pulled, and joysticks are tilted. But it also tells something that most other controllers don’t: when a user’s fingers are touching (but not pressing) certain buttons.
This data isn’t particularly important for non-VR controllers but, inside VR, giving the controllers a way to sense finger position means the user’s hand/finger position can be matched closely, leading to a greater sense Presence. It also provides important feedback for users; when you can’t see your hands on the real controllers, it’s hard to tell which button your finger is on. But with capacitive buttons that can sense touch, the game world can show users where their fingers area located on a virtual representation of the controller. I imagine this will be especially helpful for in-game tutorials explaining the controls to first-time players.
Calling ovr_GetInputState checks the controller’s Button State, which includes Button Touch State, indicating which buttons are being touched (but not pressed). Every input on the controller, with the exception of the side ‘hand trigger’, can sense a user’s touch, including the index trigger and the joystick.
While both the index trigger and hand trigger report analogue values (to report partly-pressed states), the controller’s two face buttons and joystick button (clicking down on the joystick) are binary (not pressure sensitive), according to the documentation.
Hand Gestures
Hand gesture recognition is something we’ve known about since seeing Oculus Touch for ourselves at E3 2015, but the new documentation explains what data developers will have to work with.
Oculus told us that the sensing of hand positions is indeed analogue, but as far as the SDK documentation reads, the company has opted to bake in pre-defined gestures. It doesn’t appear that developers will have raw access to the hand gesture data for now.
There are only two supported gestures at this time: pointing with the index finger and thumbs up. These can be checked using ovrTouch_RIndexPointing and ovrTouch_RThumbUp respectively, switching out the R for and L to check the left hand’s state.
Although no middle finger gesture is documented, Oculus Founder Palmer Luckey confirmed to Road to VR that the only fingers the controller doesn’t detect are the pinky and ring finger, leaving the possibility of more gesture states being added to the SDK down the line. The current set of two is likely the result of testing which gestures could be identified with high consistency, so as not to have players see their fingers jumping around unnaturally.
Here’s to hoping for a ‘peace sign’ gesture so I can start work on Hippie-Sim 2016.
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No.1258
>>1257
Haptic Feedback
Haptic feedback is perhaps the area we know the least about on the Oculus Touch controller. The Oculus Rift Developer Guide describes the controller’s haptic feedback simply as “vibration”, which makes it sound like the same sort of ‘rumble’ you’d find from a gamepad.
But looking closer at the documentation, it’s possible that the Touch controller uses a linear actuator, rather than the usual ERM motor that produces the rumble in many gamepads. Linear actuators are capable of producing more fine-grain haptic feedback events like clicks, and seem to be the haptic basis for the HTC Vive controller as well.
The hint comes in the way that developers are able to specify how the vibration should function. Using ovr_SetControllerVibration, devs set which controller to vibrate and independently set the vibration and amplitude—that last part being the hint which may indicate a linear actuator over an ERM motor which generally has just one variable for control.
Interestingly, Oculus warns against extended durations of vibration:
'''Prolonged high levels of vibration may reduce positional tracking quality. Right now, we
recommend turning on vibration only for short periods of time'''
Oculus Touch controllers are expected to go on pre-order at the same time as the Oculus Rift, sometime in 2015, with an expected release date of H1 2016. Pricing has not yet been announced.
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No.1259
http://uploadvr.com/second-camera-needed-oculus-touch-unreal-improves-controller-support/
New documentation from Oculus suggests a second camera with another wire running to your PC will be needed to bring your hands into VR with Oculus Touch controllers.
All three announced consumer VR platforms — Oculus, SteamVR and Sony — have plans for bringing your hands into VR and a new 4.9 update to the Unreal experience engine this week is designed to standardize motion controllers through a common interface so it is easier for developers to support the input solutions. While it is getting easier for developers to bring hands into VR across multiple systems, the documentation from Oculus suggests that adding hands to an Oculus system might be a little more difficult for consumers than with SteamVR or Sony.
From the Oculus documentation:
The constellation tracker used to track the head position of the Oculus Rift also tracks the hand poses of the Oculus Touch controllers.
For installations that have the Oculus Rift and Oculus Touch controllers, there will be at least two constellation trackers to improve tracking accuracy and help with occlusion issues.
Valve’s SteamVR controllers communicate with a pair of lasers that are typically placed high at opposite ends of the room to solve the same problem. Occluding (blocking) the sensors on either SteamVR or Oculus might mismatch what you feel in reality with what you see in VR, leading to a bad experience. Back in June, Oculus co-founder Palmer Luckey said “you could use the Touch controllers and one camera”. That said, adding more cameras to the mix should help expand the area a person can roam in VR while making sure there’s no loss of tracking.
The SteamVR lasers, however, only require power and aren’t wired directly to a PC. The “constellation” optical trackers from Oculus are likely to need to be wired to your PC. This difference in design means that if you decide you’d like to upgrade your Rift when the Oculus Touch controllers launch there may be an added layer of logistical complexity compared to SteamVR. While you just need to provide power to the SteamVR lasers, likely positioning them next to a power outlet, with Oculus you’ll likely have to figure out how to hide another cord running to your PC that could potentially have to run around the perimeter of the room like a speaker cord.
To the most enthusiastic VR adopters the difference might not matter much but with general-interest consumers every bit of added complexity with either software or hardware will make it harder for the technology to see widespread adoption.
No.1260
http://uploadvr.com/htc-vive-will-ship-with-forward-facing-cameras-with-a-purpose/
When the HTC Vive was first shown off to developers and press at the Mobile World Conference there were a lot of questions remaining about the mysterious stacked forward facing cameras. The cameras were one of the few things that HTC wouldn’t comment on at the time and so speculation began to run rampant with every idea from pass through to AR being suggested by the community.
Adding further to the mystery was that when the Vive developer kits started shipping earlier this year, they were shipped with the cameras blocked off (or completely missing). The reasons for this were unclear so the question was raised, will the consumer Vive have the cameras or not?
The answer, it turns out, is yes.
“Yeah, so there are front facing cameras on the unit,” said Jeff Gattis, HTC’s Executive Director of Global Marketing, in a recent interview with UploadVR.
But Gattis didn’t stop there, continuing further he revealed that the cameras do in fact have a very specific purpose. The cameras are there “more [for] safety reasons… We want to notify you that an object is moving in front of you, things like that. ” For example if a pet were to run in front of you, the system would be able to detect it and notify you so that you don’t end up accidentally stepping on your cat or kicking your dog – a problem some developers, like StressLevelZero, have looked to solve with… creative methodologies.
So the Vive will have the ability to detect objects, but what about other camera applications, like AR? According to Gattis, things like that simply aren’t in the cards right now, “I don’t want you to think augmented reality,” he says, “or anything on those lines.”
Even without the addition of AR, this should come as great news to anyone looking to buy a Vive. Right now the current versions of the Vive in developers hands don’t have the ability to access the cameras, which ultimately somewhat diminishes the effectiveness of the unit’s Chaperone System. With the addition of cameras things like smacking the controllers against the guy demoing for you (something that has happened to me at least once) will become far less of an issue, making the world a much safer place for those who perhaps get a little too excited in VR.
No.1261
http://www.roadtovr.com/osvr-hdk-v1-3-120hz-oled-pricing-release-date/
OSVR, the open source virtual reality project founded by Razer and Sensics, today announced the latest version of their HDK (Hacker Development Kit) VR Headset. The v1.3 version of the open source headset includes an improved display and optics.
After its initial debut at CES 2015, the OSVR HDK headset has seen several updates even before heading out the door to developers and makers. OSVR offers the v1.0, v.1.1, v.1.2, and now v1.3 headsets at various pricing tiers with features improving as you work your way up.
The new HDK v1.3 gets an upgraded 5.5-inch 1080p OLED display with a 120Hz refresh rate. OSVR says that the panel supports Low Persistence (a technique used on other major headsets to reduce motion blur).
Though the display’s refresh rate is 120Hz, it seems that OSVR is still targeting a 60Hz rate for game rendering, possibly using asynchronous timewarp (newly supported by the OSVR software stack) to fill in the extra frames, similar to Sony’s Morpheus headset. Though Sony also offers Morpheus developers access to the full 120Hz, provided they can push the frames. We’ve reached out to the organization for clarification.
In addition to the new display, the HDK v1.3 will see an updated optics module: a two-element lens system that will increase the eyebox and support per-eye focus. Increasing the eyebox means a larger ‘sweet spot’, providing sharp focus for a larger range of IPD without the need for independent IPD adjustment.
The HDK v1.3 will be available for pre-order on October 1st with a release date later that month. The headset price is $299.
OSVR says that the HDK is “designed to be open-source and affordable,” and that they will provide the headset’s full set of schematics and components under open-source licenses.
We expect that the HDK v1.3 will retain the other features of the v1.2 predecessor, like positional tracking. OSVR is promising some add-ons for the headset in the future like a Leap-embedded faceplate and 150 degree Wearality lenses.
No.1262
http://www.roadtovr.com/osvr-gets-nvidia-gameworks-vr-support-adds-65-new-industry-collaborators/
The OSVR project is celebrating the addition of a further 65 companies in support of their initiative, among them GPU technology giant NVIDIA, adding a low latency, driver optimised ‘Direct Mode’ to the list of OSVR’s features.
OSVR has evolved rapidly since we first covered their launch at CES in January. The initiative is led by peripheral specialists Razer and virtual reality veterans Sensics and was setup to encourage the open sharing of all aspects of virtual reality technology, with the ultimate aim to drive and nurture progress in the field.
Along the way they’ve shown multiple revisions of their Hacker Developer kit (and you’ll be able to buy the latest soon), and today OSVR has announced that their supporters have swelled by a further 65 to a grand total of 230.
Among those announced, NVIDIA is one of the most significant. The GPU manufacturers Gameworks VR API is now utilised by OSVR’s ‘Render Manager’, the pipeline designed to deliver images to any hardware device that uses the open platform. The Render Manager provides (quoted from OSVR’s press release):
Direct Mode — the NVIDIA driver treats VR headsets as head mounted displays accessible only to VR applications, rather than a typical Windows monitor that your PC shows up on, providing better plug and play support and compatibility for VR headsets.
Front Render Buffering—enables the GPU to render directly to the front buffer to reduce latency.
Context Priority — provides headset developers with control over GPU scheduling to support advanced virtual reality features such as asynchronous time warp, which cuts latency and quickly adjusts images as gamers move their heads, without the need to re-render a new frame.
These features are of course not exclusive to OSVR, but it does mean the system keeps pace, at least on paper, with the likes of Oculus, who recently released v0.7 of their SDK and drivers supporting features like Direct Mode.
“Our work with NVIDIA is a key step towards achieving our goal of providing developers with a comprehensive infrastructure that allows creating high-performance VR and AR experiences regardless of the particular operating system, HMD platform, game engine or input peripherals,” says Yuval Boger, CEO of Sensics. “OSVR allows the VR/AR community to create exciting experiences without being locked in to any single vendor”.
Alongside NVIDIA, the initiative is welcoming a further 65 supporters to the fold helping to add to a “… fast-growing list of curated content ranging from 360-degree media to VR games from across the OSVR supporter network.” That curated content can be seen in more detail over at their website. OSVR are ensuring you’ll be able to get hold of this content more easily with online stores holding OSVR supported VR content, including:
Boondogl
Itch.Io
Qihoo360
Razer Cortex
Steam
V
Vrideo
WearVR
Once the HDK becomes available in October, it’ll be interesting to see how the ecosystem evolves and how successful that ideal of an open virtual reality hardware and software platform is.
No.1263
YouTube embed. Click thumbnail to play.
http://www.roadtovr.com/watch-amds-vrla-keynote-on-vrs-present-and-future/
VRLA Summer Expo 2015 has come and gone and was the biggest and most successful yet. AMD were platinum sponsors of this year’s event and you can now watch Roy Taylor, Corporate Vice President Alliances, take to the stage to tell the audience why AMD as a company are so excited about VR.
Taylor touches on several interesting subjects, sharing some illuminating statistics and research outlining the potential market opportunities, as well as highlighting pitfalls for developers and finally where VR hardware needs to head as a form-factor should it conquer the mass mainstream market.
AMD made an impressive ‘push’ into the VR space at E3 in June with bold events such as their inaugural VR Advisory Council, which invited top tier industry decision makers to discuss their views on VR’s future.
AMD launched the ‘Liquid VR’ initiative earlier in the year, and represents their technical solution for delivering low-latency, high performance graphics rendering for desktop virtual reality. Their LDK, a hardware development kit designed as a low-maintenance platform for VR developers, will launch later this year.
The VRLA is an interesting talk, worth 20 minutes of your time if you even have a passing interest in the VR space. Plus, if you look carefully, you may just spot a certain online VR publication making a guest appearance in Taylor’s slide deck.
No.1265
http://www.gamesindustry.biz/articles/2015-09-02-palmer-luckey-3d-tv-was-never-a-real-medium-it-was-a-feature
The Oculus founder explains why virtual reality is more than a gimmick
Palmer Luckey, Oculus founder and general virtual reality wunderkind, has dismissed comparisons between VR and the last big technological innovation in the gaming space, 3D TVs.
"The thing about 3D TV is that it was never a real medium, it was another feature for TVs that… it changed the experience, but not fundamentally. It was a little bit of an additional thing, but fundamentally you're still watching a very narrow field-of-view image on a TV on a wall," he told GamesRadar.
"Virtual reality on the other hand I think is inevitable. If you look at 3D TV and think how far it could go; ultimate 3D TV like with 16K resolution and 240 frames-per-second or whatever, it's still about the same as what we have today. If you think about virtual reality, and what the ultimate conclusion is - it's basically technology that you use to see virtual worlds that are as real as the real world except without any of the limitations of the real world."
3D TV was briefly big news in games back in 2011, as Sony pushed the capabilities of its 3D TV range with PlayStation 3 tie-ins like Killzone 3.
Luckey also repeated his assertion that VR going mainstream is inevitable, even if no one is yet willing to commit to a timeframe.
"It's very clear that VR will take off - it's just a matter of time. Will it take one year, five years, ten years before it's mainstream? I can't say. It's going to depend on how fast we can push this technology, but I think that if you told someone 'Hey what if you could put on a pair of glasses and be anywhere in the world with perfect quality?', very few people would say 'Oh no, that'll never take off'."
He also responded cheekily to suggestions that the look of the headset could be a factor in the uptake of VR.
"If you're a gamer and you have high end graphics cards - I don't want to stereotype - but you're probably not the kind of person who cares about fashion."
Oculus is expected to reveal more about its consumer unit and Oculus Connect later this month.
No.1266
>>1262
>>1263
nvidia, AMD, SHIP THE FUCKING HARDWARE, YOU DIPS
i need a new pc
i need VR
I will probably blow 1000+€ in a pc/monitor/vr headset
No.1267
http://www.roadtovr.com/oculus-cto-john-carmack-will-demo-his-vrscript-language-at-connect/
John Carmack is something of a legend in the programming world with a history that’s intertwined with the early gaming industry. Now at Oculus as Chief Technical Officer, Carmack may be poised to leave a similar mark on the world of VR. A made-for-VR scripting language of his design will be demonstrated at Oculus Connect.
Since joining Oculus in 2013, Carmack has been closely involved with the company’s mobile initiatives. Samsung’s Gear VR was revealed last year to be ‘Powered by Oculus'; the headset had been crafted in partnership with the two companies. Carmack, as we learned from his talk at last year’s Connect developer conference, has been working up and down the render pipeline to optimize virtual reality on Gear VR.
As if that wasn’t keeping him busy enough, he’s also been developing his own scripting language, called (simply enough) VrScript, specifically for VR application development. In a 60 minute presentation on the last day of Oculus Connect, Carmack will be the centerpiece of a ‘Live Coding Session’ where he’ll show VrScript in action. The session synopsis reads:
"John Carmack will demonstrate the process of developing a simple VR application using a new development environment for rapid development and open deployment on Gear VR. You’ll also learn more about media processing, remote development, deployment, and multi-user setup."
Sharing an internal overview of his work a few months back, Carmack gave some indication of the motivations behind the Scheme-based VrScript language in a message board (https://groups.google.com/forum/#!msg/racket-users/RFlh0o6l3Ls/8InN7uz-Mv4J) for the Racket programming language:
Doing VR GUI development in the native apps is unpleasant – you can gut it out in C++ with our current interfaces, but the iteration times and code structure don’t make it a lot of fun.
In-editor prototyping is nice in Unity, but actual on-device testing cycle times are terrible, and you wind up with all the bulk of Unity and poor access to the native VR features like TimeWarp layers.
With app signing, we have no way for developers to casually share work with each other or limited communities.
He continues listing several ways in which the scripting language will function:
Web Like: where the script is downloaded from the net for each execution and run by a single signed app that we provide (NetHMD). Fully specified by an app-scheme URI, this allows VR experiences to be launched directly from web pages or app-links on Facebook, which I think is VERY powerful – read about how great something is while browsing on your phone, then just click the link and get the “insert into HMD” dialog and jump right there. VR scripts can link to other VR scripts without leaving VR. There is no direct monetization here, but IAP can eventually be supported.
App Like: where the script is bundled into a conventional apk to be distributed through the store, and the scripting is simply used as a more effective development environment for some classes of applications.
Remote development: where the script is actually executed in an IDE on a PC, communicating with NetHMD over a TCP connection. This allows sub-second code-change to VR change iteration cycles, and the use of a debugger. There might also be a use for a related mode where a central server directly drives one or more clients.
From Carmack’s early descriptions, enabling rapid iteration is an important part of VrScript. But social is also important as well. He wants VrScript to make it easy for people to create networked “activities” in VR, like board games and card games.
For now VrScript seems quite focused on mobile VR development for Android, but it’s possible that some of the lessons learned (if not the language itself) will eventually be useful for desktop VR development as well.
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No.1268
>>1265
holy shit, what a smug looking mother fucker
No.1270
http://www.roadtovr.com/matter-vr-signs-with-eevo-for-vr-content-distribution/
MatterVR, a VR content house founded by film industry vets, has announced a distribution deal with Eevo, a streaming platform for curated VR video.
MatterVR may be relatively new to the VR scene, but they bring with them decades of notable film production. Founders Steve Holtzman and Daniel Gregoire met while working together on Cosmos (2014) and have since founded the company to tell stories in virtual reality. Holtzman has worked on film and TV productions for a number of major networks, while Gregoire has had his hands in Evolve (2015) and Star Wars Episode II (2002) & III (2005), among a roster of other notable projects, according to the company.
FIRST, one of the company’s debut pieces of content, is an impressive recreation of the Wright Brother’s famous first flight at Kitty Hawk, NC. Rendered in real-time, the experience is detailed not only graphically but also historically. After recreating an identical virtual version of the dual-prop glider, MatterVR recreated the entire experience of the first flight, down to the initial flight checks and starting the engine with a hand crank. A good thing too, as the Smithsonian—who is curating the experience—would expect no less.
To expand their distribution, MatterVR has signed with VR video streaming platform Eevo, which will host pre-rendered versions of MatterVR content that can be viewed on a wider variety of platforms, like Samsung’s mobile Gear VR headset. First won’t be distributed through EEVO, but “serial VR content” from the company will be.
Unlike YouTube’s open hosting, Eevo is a “highly curated, high quality content” platform. The company is hand-selecting content for their streaming platform and say they also support content creators with tools and funds to tell their stories in VR. The company recently closed a $1 million investment to build out their VR streaming platform.
Eevo plans to first bring their streaming platform app to Gear VR, with other VR headsets following. The company is further working on analytics tools and a multi-path narrative editor to enable the possibility of branching storylines based on user interaction.
No.1273
>>1267
>Web Like: where the script is downloaded from the net for each execution and run by a single signed app that we provide (NetHMD). Fully specified by an app-scheme URI, this allows VR experiences to be launched directly from web pages or app-links on Facebook, which I think is VERY powerful – read about how great something is while browsing on your phone, then just click the link and get the “insert into HMD” dialog and jump right there. VR scripts can link to other VR scripts without leaving VR. There is no direct monetization here, but IAP can eventually be supported.
>the script is downloaded from the net for each execution and run by a single signed app that we provide
NO NO NO NO NO YOU SHIT
THEY FUCKING WENT AND DID IT
AFTER ALL THIS
I FUCKING TOLD YOU
IT'S THE GODDAMN ZUCKERJEW VRSCRIPT TRAP
SUPPORT OSVR BEFORE IT'S TOO LATE
No.1274
>>1273
I wouldn't be surprised if we looked back on this in a few years and laughed as they've already talked about much worse methods of distributing VR content. Carmack is a proponent of 'cloud gaming' that runs the code on their own servers and sends the audio and display through the internet with the HMD and controls being nothing more than a dumb terminal.
Seems counter intuitive to use in VR due to lag but he's absolutely right that the vast majority of consumers simply don't have the hardware required to display most VR content that's currently being produced and won't any time soon either. It's a viable solution technically speaking as internet speeds constantly improve and an obvious one from a business standpoint where they want to lock down their platform, prevent piracy/monetize it and have as many people as possible be able to use it. Not just those with high end computers.
In his own words:
>A particularly interesting application is in cloud gaming, where a simple client appliance or application forwards control information to a remote server, which streams back real time video of the game. This offers significant convenience benefits for users, but the inherent network and compression latencies makes it a lower quality experience for action oriented titles. View bypass and time warping can both be performed on the server, regaining a substantial fraction of the latency imposed by the network. If the cloud gaming client was made more sophisticated, time warping could be performed locally, which could theoretically reduce the latency to the same levels as local applications, but it would probably be prudent to restrict the total amount of time warping to perhaps 30 or 40 milliseconds to limit the distance from the source images.
http://oculusrift-blog.com/john-carmacks-message-of-latency/682/
No.1275
>>1273
In chess it is called a "kike move".
No.1276
http://www.roadtovr.com/moggles-is-a-foldable-pocketable-mobile-vr-headset-thats-40mm-thick/
Swedish virtual reality company Moggles has launched a new, smartphone-based VR headset of the same name which apparently folds into a 40mm thick form factor, ready to slip into your pocket.
Moggles has just released details of its latest attempt at tempting people into the mobile virtual reality market. Shipping in early 2016, the new Moggles headset (short for Mobile Goggles) features some significant upgrades from the previous model.
The new unit contains 35mm lenses for a wider FoV, although precisely how wide will likely depend on your phone’s screen. The unit can fold down into a 40mm thick hard shell case, designed to protect both your IPD settings, which are adjustable.
Moggles claims to have “listened to the community” the the most recent design iteration, with phone screen compatibility for devices up to 6 inches and charge port opening located on both sides of the headset, for those times you’re low on battery power but still need that VR fix.
One particularly neat feature, other than the clever collapsible design, is the inclusion of a hatch in the front allowing smartphone cameras to peek out – potentially for future inclusion of AR-like overlays or computer-vision based positional tracking. Those last features however, given the huge range of Android hardware, seems like somewhat of a wishlist item for now.
Moggles expects the headset to be in stores in early 2016, but currently no details as to pricing. It’s an interesting addition to the vast piles of other smartphone holders riding on the crest of Google’s Cardboard VR initiative – one that does differentiate itself nicely. Looks like one to watch.
No.1277
http://www.roadtovr.com/google-releases-open-source-plans-for-cardboard-v2-viewer/
Google released the second version of their Cardboard VR viewer back in May. Sticking to their commitment to make the design of the handheld HMD completely open for third-party manufacturers, the company has now released the complete design specification for Cardboard v2.
Originally launched as a sort of experiment in 2014, Google Cardboard, the ultra low-cost smartphone VR viewer, picked up steam throughout the year as the company gave away tens of thousands of units and made manufacturing plans for the device freely available for third-parties to make and sell the device with no licensing. By the end of 2014, some 500,000 Cardboard viewers (and third-party variants) had made it out into the wild.
That’s around the time that Google started showing they were getting serious about the project, announcing the ‘Works with Google Cardboard’ certification program shortly thereafter, which added branding and compatibility improvements to both Cardboard headsets and apps. By June 2015, more than 1 million Cardboard viewers had been shipped.
In May, Google launched the Cardboard v2 viewer, an update to the original which fits larger phones, includes a universal input button (instead of the magnetic button that only worked with some phones), and is easier to assemble.
Sticking with their original commitment to keep the Cardboard plans open source, Google has now released the full design plans for the Cardboard v2 viewer. The plans are freely available for download and include precise specifications for the unit’s various parts. Google welcomes you to fire up your own Cardboard manufacturing operation, and lists a number of third-parties already selling Cardboard-based viewers.
The 19-page ‘Technical Specification’ document gets so detailed as to advise what might happen if glue dries up too quickly during the manufacturing assembly process. Everything else—from the ‘conductive pillow’ that’s part of the input button, and various lens parameters like ‘Design wavelength’, ‘Nyquist frequency’, and other terms that I might have guessed someone made up as a prank—are revealed in great detail.
Even with something as harmless as this I wouldn't trust Google to be altruistic with anything. Besides, cardboard is becoming obsolete each day with the coming of real VR headsets.
No.1278
>>1277
great, now free the fucking software jewgle
No.1281
http://www.bidnessetc.com/52353-virtual-reality-to-be-worth-7-billion-by-2020-deutsche-bank/
Deutsche Bank projects that the Virtual Reality Segment would have a total addressable market of $7 billion in the next five years, with the medium gaining mainstream consumer adoption by next year
Deutsche bank released a report earlier today, wherein it discussed where the VR segments currently stands and where it’s heading in the next five years. Analysts at firm project that the space would start gaining consumer adoption in 2016, as Facebook Inc. (NASDAQ:FB), Sony Corp (ADR) (NYSE:SNE), and HTC launch their respective offerings.
The firm estimates that Facebook would be able to earn $600 million in revenues from its Virtual Reality business during 2016, which represents hardware sales of 1.5 million units with an average selling price of $350. The figure also represents nearly half of the Desktop VR market across the globe. In addition to this, Facebook also stands to earn an incremental $75–100 million through paid downloads, in-app purchases, and subscriptions.
However, according to the firm, the primary growth catalyst for the Virtual Reality segment will be mobile. A major reason for this is the large smartphones user-base, with trends showing an increasing shift from desktop to mobile. Over the years, smartphones have become the major medium for computer-based recreation, due to low cost of ownership, high-end processing capacity, and a user-friendly interface.
As a result, virtual reality is likely to see its major share gains through mobile-compatible VR headsets. Deutsche Bank projects that mobile VR attach rates would go from roughly 0% in the current year to around 3% in the next five years; this translates into an overall installed base of 25 million users. Desktop Virtual Reality would likely lag significantly from mobile, given its much higher cost of ownership that, according to Deutsche Bank, is nearly $1,500. Overall, the firm believes that by 2020, the total addressable market for Virtual reality would be worth $7 billion; hardware and content sales are projected to represent $3 billion of this amount, while the rest would be on account of advertising.
Google Inc. (NASDAQ:GOOG) has already showcased its respective product offering in this regard. Facebook, which bought pioneer virtual reality startup Oculus for $2 billion back in March last year, is mainly aiming to tap into the mainstream video game audience; it has already secured deals with companies like Valve and Epic games to develop content accessible through its new device.
Occulus, when launched, would also come with an Xbox one controller; this indicates that the device would be compatible with Microsoft Corporation’s (NASDAQ:MSFT) much-successful gaming console. Sony has similar ambitions with its Project Morpheus, which would have integration with the company’s flagship gaming console, the Playstation 4.
While both these companies will make their respect offerings available for sale by early 2016, the mobile end of this segment is witnessing a modest growth in its audience base, with Google Cardboard VR headset and Samsung Group’s (OTCMKTS:SSNLF) VR Gear generating a positive response from the public. However, it is quite difficult to assess exactly when this technology would start gaining mainstream approval, as Virtual Reality currently has a minute installed base that is not big enough to push premium content development.
This whole projection by Deutsche Bank is under the assumption that mobile will be the major growth catalyst for VR. Which anyone who knows even a bit about how actually powerful the mobiles devices are, knows it's unbelievably retarded.
It also really doesn't matter how large the user-base is when even consoles won't be able to provide the necessary power for optimal VR let alone mobile devices. Even their user-friendly interface comment is stupid, where is the user-friendly interface that thy see? VR needs different interfaces than touchscreens.
All in all, Deutsche Bank has the technical expertise of a Luddite. Nice image though.
No.1282
File: vrbubble.gif (552.55 KB, 320x212, 80:53, vrbubble.gif)

>>1281
Throwing numbers out your ass is a good way to keep small shareholders interested and willing to invest their hard earned money.
Banks love bubbles!
No.1283
http://vrfocus.com/archives/21578/report-suggests-facebook-developing-360-video-app/
Earlier in the year Oculus VR parent company and social networking giant Facebook revealed that it would be bringing 360 degree spherical videos to its site in the future. The company announced that owners of the Oculus Rift virtual reality (VR) head-mounted display (HMD) would be able to use the device to look around content shot by their friends as if they were really there. It’s now been suggested that, as part of this effort, Facebook is developing a brand new 360 degree video app that will be heading to smartphones in the future.
Wall Street Journal cites sources ‘familiar with the matter’ in saying that Facebook is working on a standalone 360 degree video app for both the iOS and Android operating systems (OSs) along with others. As with other 360 degree video apps, users will be able to explore content by tilting their phones in the direction they wish to look. The report doesn’t mention any possible support for mobile HMDs but, if it were to support such hardware, it’s likely that it would incorporate Oculus VR’s own mobile kit, Gear VR, which is co-developed with Samsung.
The report suggests that the app is in the early stages of development, so much so that its release isn’t even guaranteed let alone providing a possible launch date. It also makes no mention of the previously-confirmed support for the Oculus Rift on PC. Given that this content has been announced to be on the way to the browser version of Facebook, however, it makes perfect sense that the company would be looking to develop a mobile solution for this content too.
Mobile 360 degree content is already growing in popularity. This year has seen Google add 360 video to its YouTube platform and, more recently, allowed those using the Android version of the YouTube app to view this content using a Google Cardboard mobile HMD. Support for the iOS version of the app is also on the way.
No.1284
http://vrfocus.com/archives/21287/oculus-rift-videogames-will-be-digital-only/
Oculus Home, the Android based application that allows for virtual reality (VR) content to be distributed to Gear VR users, has set the ball rolling for Oculus VR’s retail plans. It’s long been known that this application will form the basis of the Oculus Rift’s distribution system also, but in a recent interview with VRFocus Oculus VR founder Palmer Luckey stated that this would be the only method of obtaining officially supported software for the forthcoming VR head-mounted display (HMD).
Physical retail sales have seen diminished support in recent years in favour of digital distribution. The cost of shipping physical media has long been seen as a barrier for independent developers but so too are AAA publishers increasingly looking towards digital-only content as a method of raising revenue share. Many might argue that a physical presence at retail stores increases awareness amongst an audience that might otherwise be unaware of a product, but Luckey isn’t worried about this becoming a barrier for entry.
“There’s different magnitudes of problem and the fact that you can’t buy a game physically is not the thing that’s going to stop people from using VR,” states Luckey in a recent interview with VRFocus. “There’s so many other things. You have to have a PC that’s capable of running it, you need to be able to get a Rift, you need to be in that scene. I really don’t think that people are going to not buy games just because they can’t buy it in a store.”
Luckey compares this situation to the current trend in PC gaming, where physical media has long been antiquated despite videogame titles still having a presence at retail outlets: “Even most retail games that you buy right now [for PC]… like, if I go out and buy DOOM retail, in a store, inside it’s just a Steam key. So it’s all digital at the end of the day.”
Discussing the Oculus Rift digital store, which received it’s debut at Oculus VR’s Step into the Rift press conference in San Francisco back in June, Luckey comments on the intention of creating an all-encompassing experience for VR but still offering eases of accessibility for browsing on platforms which may not support HMDs.
“We are going to have a 2D version of the store so that you can buy stuff without having to be in the Rift, but the primary experience has been designed for VR,” states Luckey. “You have things like VR previews of games as you’re browsing them rather than just having screenshots or videos.”
The consumer version of the Oculus Rift HMD is set to launch in Q1 2016, and the digital store will likely be live just prior to its arrival.
No.1285
http://vrfocus.com/archives/21586/high-voltage-oculus-looking-for-specific-types-of-vr-titles-fps-included/
Oculus VR had plenty of surprises to share during its pre-E3 press conference all the way back in June 2015. One of the biggest was the reveal of a list of prominent videogame developers that weren’t just starting to work in VR but actually already had titles in production. Among them was The Conduit developer High Voltage Software, which is now working on another first-person shooter (FPS) named Damaged Core. Recently the studio explained how its relationship with Oculus VR began to VRFocus, revealing that the company was looking for ‘specific types’ of VR titles at the time.
High Voltage Software designer Micah Skaritka stated as much to VRFocus in an interview that will be published later on this week. “It was a case where at one point we presented a whole bunch of options,” he explained. “We knew that there was a couple specific types of titles that they were looking for, first-person shooters being one of them. And so we pitched a whole bunch of ideas and they were all successfully accepted, but they ended up going with the first-person shooter. And so I think we got lucky, honestly.”
Oculus VR seems to have had a fairly open process when it comes to securing titles for the Oculus Rift. Back in August CEO Brendan Iribe explained that the company is either approaching certain developers with its own pitches for VR titles or accepting pitches for ground-up VR games from third-party studios. He noted that the VR specialist is ‘not out to buy exclusivity’ but instead ‘fund full games for the Rift’. Oculus VR is also building its own first-party studios, one of which is currently forming in Seattle, Washington.
No.1286
YouTube embed. Click thumbnail to play.
Morpheus has been renamed to Playstation VR and a view (good) games have been shown. The VR section starts at 1:45:47.
Not that this means PSVR is at all good with the console being pathetically week, especially with the intense games that they showed.
No.1287
YouTube embed. Click thumbnail to play.
http://www.roadtovr.com/playstation-vr-first-official-promo-video-shows-how-sony-will-market-vr/
Sony’s Tokyo Games Show press conference is over, and the big news is that Project Morpheus as we knew it will now be known as Playstation VR. Subsequent to that announcement, Sony have released a promo video which gives an intersting insight into how they’re approaching the marketing of this new platform as part of the Playstation brand.
The new video, launched after Sony’s Tokyo Games Show press conference, shows various people donning what’s now known at the Playstation VR, and features them playing various titles such as Rigs: Mechanized Combat League, and the latest installment of the London Heist Demo.
Among the painful shots of glee from the video’s featured actors, Sony’s representation of the headset itself in relation to the player is interesting. They fade out the headset itself, allowing the viewer to the players’ face, leaving the wire frame representation in place. It’s an interesting approach that may be an attempt at combating VR’s current public perception, that it is isolationist. Shots of families enjoying party games (in this case Playroom VR) on the couch with their families is an obvious nod in addressing this image problem.
As Sony transitions it’s VR brand from the prototypical Project Morpheus, to the retail ready Playstation VR, it’ll be interesting to see how marketing and PR evolve to try and make VR seem appealing to non enthusiasts.
This video is of course to be designed for the Japanese market, but it’s likely that the above approach makes it into western marketing campaigns as well as we approach Playstation VR’s release window of Q2 2016.
No.1288
http://www.roadtovr.com/playstation-vr-initial-japanese-games-line-up-revealed-includes-final-fantasy-xiv/
At Sony’s Tokyo Games Show conference this morning, the company revealed its vision for consumer VR powered by a console – it’s now known as Playstation VR. But there were also some glimpses at what we can expect, in the Japanese market at least, from games being launched for the new virtual reality platform.
The slide above detail some of the titles on their way to Sony’s new VR platform, some familiar, some not so much.
The biggest name on the list, front and centre on the slide is of course Final Fantasy XIV online. Square Enix’s biggest franchise, the latest online version of Final Fantasy launched to myriad issues, prompting an entire restructuring, retooling and relaunching of the title on PS3 and PC as ‘A Realm Reborn’ last year. Since then, the title has carved a niche for itself as a MMORPG to be reckoned with. It’s visuals are stunning and gameplay compulsive, and on the face of it – the title is one that would benefit for virtual reality. Quite how the development team are going to handle umpteen tiny menu screens on a (relatively) low resolution device however, is unclear at this stage.
Other titles we’ve already seen, The Playroom VR, Summer Lesson, Rigs: Mechanized Combat League, not to mention played – many of these were present at E3 2015.
The remaining title we don’t yet know much about, at least in terms of VR support. Joysound VR appears to be a virtual reality Karaoke game for the platform, with Aquarian Evol seemingly a sequel to the 2005 anime series Genesis of Aquarion.
We’ll try to dig up more on these titles as soon as we can, in the mean time it’s great to see the Playstation VR games list begin to take shape.
Well, at least the games look good I suppose, but then again at least half of those titles are probably on rails.
No.1289
http://vrfocus.com/archives/21769/vr-supporting-rehabilitation-for-physically-impaired-patients/
Virtual reality (VR) isn’t just an entertainment platform for immersive videogaming. It’s a technology that has a myriad of uses across a range of industries, that are developing it. In recent analysis from Frost & Sullivan, Advances in Rehabilitation Devices, the company has found innovations in VR, as well as wearables, sensors and wireless technologies are supporting product and technology advances in the rehabilitation device sector.
Patients that suffer with physical impairment due to age or a stroke, still want to lead an independent, active lifestyle and need for improved devices capable of helping them lead a quality life is needed. Rehabilitation devices with advanced technologies are provided by the healthcare industry to help patients carry out their day-to-day activities freely by recovering lost sensory functions.
“Currently rehabilitation devices are designed to overcome an individual’s specific disability, while the trend is moving towards multi-functional devices and potentially customized designs,” said Technical Insights Research Analyst, Debarati Sengupta in a statement. “For instance, in the case of stroke patients with both cognitive and speech impairment, a single device to rehabilitate both functions simultaneously will be beneficial.”
“Robust clinical evidence from developers and reimbursement coverage for patients will enable advanced rehabilitation devices to increase the adoption by the physician and patient community, spurring growth in these markets,” added Sengupta.
These technological leaps in areas like VR should help to improve patient motivation and confidence, as well as providing progress monitoring, which adds to the success of the rehabilitation device market.
No.1290
https://archive.is/8gPhv (Eurogamer)
On Vive, pricing, Xbox One game streaming, hardware revisions and more.
Brace yourselves for the virtual reality assault on your wallets early next year. Q1 2016, which probably means March, is the target for both the consumer version of Oculus Rift and the wider availability of HTC Vive (limited availability begins later this year). PlayStation VR - who knows? But we're tantalisingly close.
So much has happened in Oculus Rift inventor Palmer Luckey's life in preparation for this moment.
As a 16-year-old in 2009 he dreamed a dream of a VR headset people could afford, and seven years later he will have realised it. He's also, along the way, become a multimillionaire, having sold his company to Facebook for $2bn. (He first told me his remarkable story in 2013.)
It's with Luckey I sit again, at Gamescom, to iron out details now. Below we talk Vive, pricing, Xbox One game streaming and the hardware's future after Rift and Touch come out. I've grouped by topic to make it more digestible.
What do you think about Vive beating Rift to the consumer release-punch?
"We're still at the forefront," Luckey says. "Other people getting into the industry: that's great. It shows that it's not just one crazy company that thinks VR is going to take off. It would be a bad sign if other people didn't think VR was something they should copy and get into. But we're currently in the best technological position in terms of bringing VR to a lot of people.
"It's worth noting that it's not like we developed Touch in a few months as a response to [Vive]."
Oculus Touch is the name of the handheld controllers that put your hands in Oculus Rift's virtual reality. Touch will arrive a "couple of months" after consumer Oculus Rift in first-half 2016. I experience the Touch demo at Gamescom and it's an impressive next step into a believable virtual world. It's this progressive step that had people - us - so excited about Vive.
Luckey continues: "It's not like 'oh they have this and then you guys made Touch'. Touch has been in development for literally years." How many years? "About two years ago [work began]."
'''How much will Oculus Rift cost in a shop?
"We're not trying to make a big profit on hardware," he says, and as a guide, the most recent Oculus Rift development kit costs $350. "For us it's about getting it out there and growing the VR industry, and then we have a lot of VR software that we've been investing in that we think people will want to buy, so it's not a matter of making a profit on hardware alone.
"We'll announce the price when we launch pre-orders later in the year," he adds. "We're selling it as affordably as we possibly can. People are going to get really good value for what they're paying."
But will it, crucially, be cheaper than Vive? HTC, the company manufacturing Vive, hasn't announced a price but has suggested the headset will be aimed at a high-end market, which probably means it'll be expensive. Here's Luckey: "We're just selling it as cheap as we can. Whatever they end up selling it for, it doesn't really impact what we're selling it for, because we're selling it as cheaply as we can sell our product."
Will Oculus Touch only be sold in pairs, and…
"Yes, two controllers together," he says. "You really have to have a pair so that you feel like your hands are in the virtual space, and you really can't do that with one."
What about the sensors we need to track us - do they come with it? (I recall there being multiple sensors in the room of the Touch demo I played. The room was also padded, like an asylum, and spacious. You can see it in a picture below.) "So the Rift comes with a sensor and Touch can work with only one sensor or it can work with two, three, four - it can scale up or down, either way," he says.
What about the physical room space it will require? The memory of Kinect 1.0, and the impossible-in-reality playing space it required to work properly, still remains fresh in many people's minds.
"We don't expect most people to have a space that [demo room] large," he says. "Most of the devs that we've been talking to are targeting much smaller spaces so people can all play Oculus Touch games without having to clear out their living room or their entire bedroom."
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No.1291
>>1290
How does streaming an Xbox One game to Rift work?
"You can do it with any Xbox [One] game," he says. "It works over your network, so you don't have to plug it in. You just plug your Rift into your PC as you normally would, and you're able to stream your games from your
Xbox over your network to a virtual screen.
"Right now all the Xbox streaming does is take Xbox games and then stream them into a virtual cinema. You can be sitting in a movie theatre and you can imagine being with your friends who are all able to watch you play; or have two people playing an Xbox game seeing their own view, kind of like split-screen except you don't have to see the other person's screen. That's really the point," he adds, "to stream it into a really high-quality cinema environment, not to play Xbox games in a special VR mode."
Is it the start of a bigger relationship between Oculus and Xbox?
"Well the main thing we're doing with Microsoft is integrating support for the Rift into Windows 10," he says, "so that DirectX 12 has a lot of optimisations for Oculus [and] there's a lot of plug-and-play optimisation to make sure the graphics-card drivers are treating it correctly - we've worked with AMD and Nvidia also. That's really been the key part of the partnership, optimising performance and ease of use in Windows so you can just plug it in and it works without any weird optimisation."
About the Oculus Rift storefront…
In the Oculus Rift consumer version demo there was a landing area that resembled a swanky modern-to-futuristic apartment, and floating in front of me were big thin panels representing game demos that I navigated to using an Xbox One pad (supplied with every Rift).
"What you saw is part of the hub but it's not the whole thing," Luckey says. "You notice that you couldn't buy anything or launch a friends list in there. That was just a launcher with a few things. But that's the type of hub that you're able to do. And you're able to do things like VR previews of games so rather than just show screenshots or videos of the game we can actually load a live preview and wrap it around you, so that as you're browsing around the store you can actually be inside a scene from a VR game.
"There'll be some small changes but that's generally the way it's designed now."
That's your landing area and as we get closer to launch we'll learn about how we can customise it. "You won't be stuck with that no," he says.
The shop itself, which may be represented by more than a simple panel, will sell "any kind of VR application people want". "So," he adds, "there'll be VR movie experiences, narrative experiences, educational software. Mostly it's probably going to be games, especially at the start, at launch, but any kind of VR application people want to sell we'll be putting through the store."
There's no guide price for games. "Nope: whatever people want to charge. That's up to the developer," he says.
No.1292
>>1291
What happens after Oculus Rift and Oculus Touch - revised hardware every year, every two years?
"Can't say - I mean, we're already working on next-generation hardware because that's what you have to do when you're working on cutting-edge technology," he says. "The lead times are very long on components so you have to start working on them years before you actually produce them. That's the same for the Rift: a lot of the parts we've been working on for years but they're only just now becoming possible to manufacture."
Will there be new ideas on the scale of Touch that will significantly alter the Oculus VR experience?
"The way to think about VR is about bandwidth between the virtual world and your body," he says. "It's not just a one-way street, it goes both ways. And the more that you can sense what your body is doing and feed that back into the game, the more that you can take from the game and feed that back to you - whether it's haptic feedback, sound or vision or touch - the more bandwidth you have in that connection, the more realistic it feels.
"You want to be able to do things like convey sense of touch, to track your entire body and facial expressions so you can get the full range of body language in virtual reality, not just where your hands are pointing at something. We're working on a lot of technology that will make all those things possible, but nothing to show just yet."
Will Oculus Rift change dramatically each hardware revision, then?
"It's going to be more evolutionary than revolutionary," he says. "There will be new features added one at a time, over time, or a few at a time, but you're not going to see some huge jump where all of these features come into play in one device.
How often will the revisions be - each year? "We'll see," he pauses. "It's not going to be as long as a console cycle for sure."
Finally, what's the biggest challenge you face?
"That none of the technology exists!" he blurts. "It's not just… With a games console it's about getting better graphics, better sound, better frame-rate, more objects on the screen; but in VR a lot of this tech just hasn't been invented yet and so you have to completely build it from the ground up. You can't just rely on computer hardware getting faster. So it's hard to predict when it will happen, when it will be launchable and how crucial to the experience it will be until you actually have things that are further along."
No.1293
http://www.roadtovr.com/valves-alan-yates-slams-spherical-photos-and-video-they-basically-suck/
Alan Yates, who somewhat euphemistically identifies himself as “Chief Pharologist” at Valve Corporation, is one of the minds behind Valve’s laser based motion tracking technology, Lighthouse, used in SteamVR’s flagship HTC Vive VR headset and controllers. It seems the hardware engineer has no love for the wealth of 360 videos and photos flooding into the VR space right now, and he wasn’t afraid to share his honest opinion on the subject.
There’s no doubt that 360 degree photography and video can be somewhat of a divisive subject amongst VR enthusiasts. Leaving aside the fact that referring to 360 Video or Photos without further qualification can mean very little right now. As the methods of capture and post processing for immersive photography and film vary so wildly in their techniques and resulting quality, one company’s ‘incredible experience’ is another’s ‘uncomfortable mess’.
It seems Valve’s Chief Pharologist (Lighthouse – geddit?) at Valve Corporation has some strong opinions on the formats, as he took to twitter recently exclaiming:
>"Spherical photos and video are not VR! They are one form of content you can experience in a HMD, but they basically suck."
Which ignited quite the debate both within that particular Twitter thread and elsewhere in the community as to precisely what constituted a VR experience and the worth of the varying forms of 360 photography and film making.
Yates later clarified that more advanced evolutions of the medium do interest him and may well be compelling. Light-field based systems for example, which grant the viewer some degree of parallax (the ability to move within a scene, glimpsing behind foreground objects and characters) are up and coming with numerous startups claiming success with the technology, but right now statically captured 360 content is relatively easy to create and distribute, especially in non stereoscopic form.
Arguably, it’s Gear VR limited processing power and portability which has in some way lead to the massive growth is the popularity of the form. With some excellent examples of the format issuing forth from companies like Vrse.works and IM360.
We’re not going to engage in either side of the debate for now, but Yates has prompted an important discussion with proponents of static 360 claiming it’s an accessible first step into virtual reality and opponents claiming it creates uncomfortable experiences that don’t come close to demonstrating VR’s potential.
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No.1294
>>1293
>photos and video are not VR!
I already like this guy. I am laughing knowing it's one of oculus selling point.
No.1296
http://www.roadtovr.com/abc-news-vr-is-here-first-report-from-syria-is-powered-by-jauntvr/
ABC News announced the release of a VR experience now available on Jaunt VR’s iOS and Android apps. The video follows ABC News’ Alexander Marquardt as he reports on curatorial efforts to preserve endangered antiquities in Damascus, Syria, the capital of the country that has been embroiled in both a civil war and a fight against ISIS for some four years. ISIS in particular has repeatedly targeted and destroyed culturally and historically significant sites in Syria.
The press release that accompanied the announcement labeled the Damascus experience ABC News’ “inaugural project,” meaning that more VR content is likely forthcoming. The footage was shot with “one of Jaunt’s stereographic cinematic VR cameras”, although Jaunt VR tells us not their new high-end 360 stereoscopic camera NEO. The new initiative’s launch coincides with content to be aired on ABC’s “World News Tonight” and “Nightline” programs.
The press release consists of a note-to-staff by ABC News president James Goldston; in it, he affirms that his staff will receive free Google Cardboards, perhaps a sign that ABC News wants its staff to have some personal knowledge of the technology behind the new piece.
ABC News’ move into original VR content is not exactly surprising; the New York Times, along with other new outlets, has released VR pieces in the last year. Look for this trend to continue as more news media organizations seek to exploit VR’s immersive storytelling power.
No.1297
http://www.roadtovr.com/vrchive-is-a-360-image-sharing-platform-for-vrs-renaissance/
VRCHIVE (http://alpha.vrchive.com/) is a “content distribution platform” for 360-degree images; in other words, it is a hosting service that allows users, be they professional photographers or VR laymen, to view and show monoscopic and stereoscopic spherical images.
Ka’i Kau founded VRCHIVE three years ago; he was previously an organizer for Hawaii Virtual Reality and freelanced in web development, computer repair and related areas. Along with Director of Business Development Evan Young, he recently participated in a six-month venture accelerator as part of Blue Startups’ Cohort 5, where mentors Matthias Wagner, Bill Spencer, and Henk and Maya Rogers provided the company guidance. Since graduating from the program in June, the folks at VRCHIVE have begun a second, three-month accelerator as part of Boost VC’s Tribe 6 and added VRChat integration, meaning users can press the letter P to take 360-degree screenshots while using VRChat. These developments indicate that the company’s current focus is largely on continuing to develop its platform and product.
On VRCHIVE, there are galleries to explore, both real and virtual, and all are worth spending some time with. Uploading, meanwhile, is more or less drag-and-drop simple. The company also offers a plugin for Unity 5.x called 360 Panorama Capture; it “captures a 360-degree equirectangular panorama of the player’s in-game surroundings and save/uploads it for later views” and “supports mono and stereo capture, image sequences for constructing 360 videos, anti-aliasing (MSAA and SSAA), image effects, deferred mode, and linear color space.” Importantly, the plugin offers the option to upload images directly to VRCHIVE. The company says that it hopes to support all engines eventually. D Coatzee, aka eVRydayVR developed the plugin, and wrote a detailed article for us recently detailing the project (http://www.roadtovr.com/capturing-virtual-worlds-a-method-for-taking-360-virtual-photos-and-videos/).
You may now be saying to yourself something along the lines of, Cool, but how can I look at these photos—are they only available on my comp or phone? The answer is that you can view images and use the service via Oculus DK1 and 2, can look at and upload images (up to 200mb) on your computer and can use the service via Android and iOS. VRCHIVE’s integration of WebVR functionality into their site allows DK2 users to browse photo galleries and the rest of the site from their headsets, an important development for a company looking to become the go-to platform for 360-degree image hosting and distribution.
VRCHIVE is vying for a foothold in what will inevitably become an essential part of the social VR experience: image sharing. They’re off to a strong start already, and their current accelerator should help them expand their service in the near future. Take a look at the site, upload something and let us know what you think below.
No.1298
YouTube embed. Click thumbnail to play.
http://vrfocus.com/archives/21291/luckey-talks-touch-support-oculus-share-shipping-the-rift/
After years of waiting the launch of the consumer version of the Oculus Rift is finally in sight. Merely a few months away, virtual reality (VR) will finally become a new standard in videogames in the not too distant future, and yet there are still many questions to be answered. VRFocus recently sat down with Oculus VR founder and inventor of the Oculus Rift, Palmer Luckey, to learn more about what lies in wait for consumers in 2016.
The Oculus Rift famously begun as a Kickstarter project back in 2012, but since then has become much more than a crowd-funded videogames accessory. That’s not to say that videogames aren’t an important piece of the puzzle, as Luckey openly states throughout the interview below. Videogames will be a driving force for VR for years to come, and Oculus VR is prepared to ensure that they have both the hardware and software to support the demanding videogames audience.
Oculus VR are set to host their second annual event, Oculus Connect, Hollywood, later this month with more details on the launch of the Oculus Rift expected to be revealed.
No.1304
http://www.roadtovr.com/disney-leads-65-million-investment-in-jaunts-vr-camera-content-business/
Jaunt, the company who has blazed an early trail in the capture and distribution of cinematic 360 videos, has announced yet another injection of funds, this a $65M round lead by entertainment giant Disney.
The VR industry and all it’s related sub-industries are experiencing a huge renaissance in investments. The most public success, at least in terms of funding, seems to be the immersive content industry, that is 360 degree movies and TV designed to be viewed on the new generation of virtual reality hardware.
Jaunt has been at the forefront of that funding surge, its last funding round netting them $27.8M, back in August last year. Jaunt have now announced that they’re to receive a further, sizeable injection of capital with a new round of investment lead by entertainment, animation and movie giant Disney – this time to the tune of a cool $65M. This latest round of investment brings Jaunt’s total raised funds to around $100M.
Others joining Disney in this series C round alongside the Walt Disney Company are Evolution Media Partners – a partnership of CAA-backed Evolution Media Capital, TPG Growth and Participant Media; and China-based China Media Capital (CMC). The new investors will, Jaunt’s words “…greatly expand Jaunt’s global reach, providing significant resources and relationships to help make VR the next mainstream content medium”.
“Brands, artists, and creatives are looking to reach and interact with their audiences in new innovative ways, and Jaunt’s expertise provides a groundbreaking medium for exploring these new avenues,” said Rick Hess, founder and Co-Managing Partner of Evolution Media Capital. “We look forward to working with Jaunt as they continue to pioneer in this space, giving them access to our wide-reaching network, and expanding on their distribution potential.”
Jaunt have been fairly prolific with their release of their own 360 video content, across multiple VR platforms. Big name release such as a Paul MacCartney Live and Let Die performance and more recently powered ABC News’ VR initiative.
The company have also been at the forefront of technologies surrounding 360 video capture, most notably with several iterations of camera hardware capable of capturing high resolution stereoscopic content. They recently announced their latest camera project, NEO.
“We have been closely monitoring the evolution of video technology on the global horizon, and are excited about the potential for VR. It is having implications in areas such as film, television, games, sports, mobile, as well as other entertainment content and experiences where CMC has a profound connection and substantial engagement,” said Ruigang Li, Chairman of China Media Capital. “Jaunt will be an important step in CMC’s foray into this global entertainment technology revolution.”
No.1309
YouTube embed. Click thumbnail to play.
http://www.roadtovr.com/oculus-founder-palmer-luckey-epic-cto-and-more-appear-in-new-episodic-vr-documentary-by-epic-games/
Having been involved with Oculus from early on, Epic Games, the company behind the popular Unreal Engine, continues to expand its scope and interest in the burgeoning VR industry. Today the company has revealed the first episode in what they’re calling a “documentary series,” exploring the disruption that VR is creating in the gaming industry.
With Unreal Engine one of the key early game engines to support Oculus, Epic has worked closely with the company alongside the meteoritic rise of virtual reality. Oculus has turned to the company over the years to create stunningly performant VR demos to show off on the Rift VR headset. Oculus Story Studio has chosen Unreal Engine as the engine of choice for Henry, their real-time cinematic VR short.
Now in a new “documentary series,” called ‘Sense of Presence’, Epic writes their own words into the broader story of the beginning of the consumer virtual reality era.
The first episode released today is titled ‘What Is Virtual Reality?’, and briefly surveys what VR brings to the table in the minds of Oculus founder Palmer Luckey, Epic Games CTO Kim Libreri, and other influencers in the space.
Epic says that this is a series so we expect to see more episodes coming down the line. With the story of VR still very much being written, this short film should be seen as an unashamedly enthusiastic prologue for the main story of consumer VR’s revival, the first chapter of which we get to enjoy next year.
No.1310
http://vrfocus.com/archives/22118/wireless-motion-capture-suit-salto-hits-kickstarter-vr-support-integrated/
The Oculus Touch, SteamVR controllers and PlayStation Move all suggest that virtual reality (VR) input will be largely associated with motion controllers for the foreseeable future. That isn’t stopping third party companies coming up with other solutions for the technology, however. Today sees the introduction of another such device in the Salto wireless motion capture suit from Rokoko Electronics. The kit has launched a Kickstarter crowd-funding campaign (https://www.kickstarter.com/projects/2132274632/1725740315?token=04246b6b), looking for a total of $100,000 USD in order to bring it to market.
VR support is just one of Salto’s intended applications. The suit is designed to be both affordable and simple, allowing anyone to start working with motion capture technology. It consists of 19 sensors and a central hub that are all embedded within, covering all moving joints in the user’s body. An extension for the hands is also available, resembling a glove that features another 7 sensors. When paired together these give users full body tracking to interact with digital experiences as they see fit.
For VR, this means full tracking as seen with other suits such as PrioVR, though this offers 2 more sensors over the latter’s ‘Pro’ model without the hands extension. The company has so far confirmed support for Oculus VR’s 2 head-mounted displays (HMDs), the Oculus Rift and Gear VR.
Rokko Electronics is estimating an April 2016 shipping window for the first development kits of Salto. 50 ‘super early adopter’ suits are available for $550, before moving to 100 early adopter suits for $600 and, finally, a standard price of $700. $730 nets backers 1 of 100 early adopter suits and hand extensions before moving to $850.
Posting this because I find suits cool. At least they are better than that treadmill shit.
No.1312
>>1310
>wireless
WHYYY
STOP IT
Why don't you like omnidirectional treadmills for locomotion? We already have motion tracking DOWN, the key feature is being able to walk naturally without leaving a small space in reality.
No.1313
>>1312
The problem with omnidirectional treadmills is that you can't fucking JUMP or lay down and they also take up too much space. The future is suspension to get omnidirectional movement.
No.1314
http://www.roadtovr.com/luckey-on-gear-vr-positional-tracking-rumors-vr-grade-inside-out-tracking-is-not-currently-workable-on-mobile/
With Oculus’ annual Connect developer conference now less than 24 hours away, the VR community at large is saturated with excited speculation about what might be revealed. One thing we won’t be seeing at the event, says Oculus founder Palmer Luckey, is positional tracking on Samsung’s Gear VR headset.
Samsung Gear VR, the premier mobile VR headset, was created in conjunction with Oculus. Officially Gear VR is ‘Powered by Oculus’, though Samsung seems to maintain much of the ownership of the project as the unit has been marketed and sold through the mobile phone maker.
gear-vr-galaxy-s6-s6-edge-samsung-virtual-reality-5While Gear VR provides a surprisingly compelling mobile VR experience, one of its notable missing features is positional tracking: the ability to track movement of the user’s head through 3D space. Positional tracking works with rotational tracking (which direction the head is turning) to move the virtual view such that it truly feels like you are inside the virtual space. Without positional tracking, you might try to lean forward in your chair but the world would not move correctly around you as it should.
The Oculus Rift DK2 was the first Rift development kit to introduce positional tracking, and it achieves this with the use of an IR-LED camera which looks at the headset to determine its movement. A camera, which sits away from the headset to observe its movements, would be considered a form of ‘outside-in’ positional tracking.
A mobile VR experience, however, creates a new challenge for positional tracking: if the user could have the headset anywhere, a camera sitting away from the device couldn’t be used for positional tracking (without asking the user to carry one around wherever they go). A theoretically viable option then is what’s known as ‘inside-out’ positional tracking, which would make use of a camera mounted on the device itself to sense the positional movement of the user’s head.
It was suggested that inside-out positional tracking might be the next logical step for Gear VR, and rumors about a possible announcement of the feature have been swirling ahead of Oculus Connect. Those rumors can now rest in peace, as Oculus Founder Palmer Luckey has affirmed that there won’t be any such announcement at Connect.
Responding on the Oculus section of Reddit to a comment about the possibility of such an announcement Luckey writes, “In the spirit of killing overhype: Not going to happen. Our computer vision teams are doing some amazing work, but VR-grade inside-out tracking is not currently workable on mobile devices.”
Inside-out positional tracking has proven to be an especially difficult challenge, as it fundamentally relies on computer vision processing to assess the movement of the head through 3D space. Ideally, a camera on the headset would be able to recognize features in the environment around it, and use cues of environmental movement to determine the position of the head. Unfortunately, computer vision’s application in these sorts of scenarios is still very much a work in progress, and, according to Oculus, not yet capable of the fidelity of tracking necessary for a high quality VR experience. Maybe next year, folks.
No.1315
http://www.roadtovr.com/oculus-founder-affirms-we-wont-be-launching-rift-preorders-at-oculus-connect/
In a move seemingly designed to diffuse mounting expectations of VR enthusiasts everywhere on the eve of Oculus’ Connect developer conference, Palmer has quelled any hopes of Oculus Rift CV1 pre-order at the show. However, seems like we may still be in for a few exciting surprises.
Palmer Luckey has taken to rubreddit /r/oculus to straighten a few things out ahead of Oculus’ second developer conference ‘Connect’, due to kick off tomorrow in Hollywood, CA.
“To cut to the chase: We won’t be launching Rift preorders during the show, so don’t wear out your F5 key while you are watching the keynote!” said Luckey. Seems Oculus’ founder wants to keep minds focussed on what Oculus Connect is designed to be about, “Connect is a developer show first, enthusiast show second, consumer show third.”
However, just to keep excitement bubbling over, Luckey went on to say “There will be some consumer-facing announcements, but all in the context of their relevance to developers and the growing VR ecosystem. We will be announcing and co-announcing some really cool stuff.”
The co-announcement could be assumed to refer to Oculus’ blossoming relationship with mobile phone giant Samsung, perhaps regarding the next generation of mobile virtual reality hardware the two have collaborated on – namely Gear VR. But frankly, who knows what they’ve got up their sleeves?
We’ll see soon enough – Oculus Connect 2 kicks off tomorrow at the Loews Hotel in Hollywood, CA running for two days.
No.1316
>>1313
You can jump with the Virtuix Omni apparently. Lying down is the only thing I can think of that you can't do. This isn't the end of the world imo as long as getting in/out of the harness doesn't take too long. It's not like you move around much while lying down* so the only points where you lose immersion is lying down and standing back up. How often does that happen?
https://www.youtube.com/watch?v=GpS67kQIx9g
*Unless you're talking about crawling around in a shitty first person shooter. The real application is sleeping with your waifu.
They at least take up a lot less space than a giant empty room for IR locomotion tracking. iirc you can fold up the Omni for storage. Still too large for every VR consumer to get one, but they're cool and not-too-impractical enough for hobbyists. And in VR, who gives a shit about non-hobbyists?
>The future is suspension to get omnidirectional movement.
That sounds interesting, if difficult. Is anyone working on it?
No.1317
>>1316
Not that I know of, but it would solve every problem with movement. In fact it's way easier to do than treadmills too because a suit is the most important part and those are mostly already done.
With something to suspend you, all they have to do is make it so that when you stand in game you feel like you are standing on ground instead of being suspended in the air.
No.1318
>>1313
>>1312
>>1316
>>1317
Unfortunately, omnidirectional treadmills like the Omni do not simulate real motion or the feeling of walking itself, because you're not. You're sliding your feet around, and none of the muscles that get utilized in normal walking motions are stimulated the same. Impressions and reviews have stated as such. For real motion and simulation of the feeling of walking, look to the Infinadeck, which is a motorized omnidirection treadmill.
After that, the next obvious innovation is the suspension that you mention, but it would be with either 6 DOF robotic arms, or other kinds of suspension technology. The advantage to that solution is obviously that you can do almost any kind of motion realistically, be it jumping, running, climbing, etc. Once technology like that is consumer ready, so should accurate force feedback.
No.1319
http://www.roadtovr.com/facebook-launch-360-video-news-feed-powered-oculus/
'''Facebook has today announced an update to the social network’s News Feed which will now include support for 360 video. Revealed back in March during Facebook’s F8 developer’s conference, the company has lined up a number of premium content providers to ‘chum the 360 waters’ so to speak.
360 videos will soon be showing up in your Facebook News Feed, with big names like Star Wars, Discovery, GoPro, LeBron James & Uninterrupted, Saturday Night Live, and VICE publicizing their own branded content via their own pages. But it’s not just for premium content providers—because now you too can upload 360 videos and share them and (gasp) even get ‘likes’.
360 Videos contain on-screen like and share buttons and are currently only vieweable on the web and Android devices. There doesn’t seem to be an option for smartphone VR adapaters like Google Cardboard just yet, but we’re certain that will change. Back at F8, CEO Mark Zuckerberg ensured us that playback of Facebook-hosted 360 videos would be possible on the Oculus Rift.
In a blog post detailing the announcement, Facebook maintains that iOS support for 360 video will be due “in the coming months.” Continuing, they say “[i]t’s early days, but we’re excited about the possibilities for 360 video and hope it helps people explore the world in new, immersive ways.”
In an interview with the Verge, Facebook’s chief product officer Chris Cox said that “Facebook and Oculus are sharing, … [t]he team that’s working on this, the team that’s working on this stuff in VR, is very fluid in terms of the engineers, the product managers, the designers, sharing backgrounds and skill sets. It’s been a very positive collaboration.”
To get an idea of what sort of content we’re talking about, professional studios like Felix & Paul, known for their work on the Cirque du Soleil ‘Inside the Box of Kurios’ 360 experience, produced the LeBron James 360 video—both of which are done with the extreme care required to remove pesky stitching artifacts that can render a slick-looking video about LeBron James into something janky and hard to watch.
Although we can’t say we’ll be doing much with Facebook’s 360 video integration until they land safely onto VR headsets, it’s a definite step forward in the company’s collaboration with Oculus and signals a concrete desire to bring the two companies closer.'''
No.1320
http://www.technobuffalo.com/2015/09/22/samsung-prepping-a-dedicated-virtual-reality-device-for-next-year-rumor-says/
Last month Samsung promised a new Gear VR would be launching “soon,” but it turns out the company could leave us waiting for at least a few more months for something even better. A new report out of Korea claims the Galaxy-maker is hard at work on a dedicated virtual reality headset for release sometime next year.
The article doesn’t reveal much else, but it hints that efforts to lock up exclusive VR content could be holding up the release. We assume Samsung’s new device will resemble the Oculus Rift or HTC’s Vive, meaning you’ll need a pretty powerful desktop computer on hand to actually use it. Then again, it’s possible the company could surprise us with a truly stand-alone product.
Samsung’s already released two versions of the Gear VR, which rely on a Galaxy smartphone to power the experience and provide the display. The company also recently patented a new headset with its own built-in display along with a projector, biometric scanners and more.
We’re not really sure what to expect from Samsung when it comes to its next steps in virtual reality. With Sony, HTC and Oculus all gearing up to release powerful VR headsets next year, it’s time for the Galaxy-maker to unleash an exciting new product of its own.
No.1321
YouTube embed. Click thumbnail to play.
http://www.roadtovr.com/20-minutes-of-raw-john-carmack-on-gear-vr-positional-tracking-much-much-more/
John Carmack has a reputation for frank, no holds barred technical discussions in his publish speaking, but he’s also known for his generosity with his time and seemingly endless patience. At last year’s Oculus Connect, the programming legend who co-founded id, the company behind Doom, was mobbed wherever he went with impromptu Q&A sessions developing in foyers and corridors. This is a video of just such an occasion, at Oculus Connect 2015.
It seems this year will be no different as, in this video, Carmack answers questions on a variety of different topics to a number of assembled developers. The subjects range quite widely, from the latest in vision correcting computer vision to the fractious relationship between Facebook and Google. I’ll dive into his discussion of mobile positional tracking below as it’s probably the hottest topic, but you should watch the entire video for many more interesting subjects.
Carmack on Gear VR Positional Tracking
Yesterday Oculus Founder Palmer Luckey quelled expectations that had been building around new Samsung mobile hardware (including possible depth sensor cameras) that may open the door to an inside-out (i.e. information gathered from the camera is used to extrapolate head position) positional tracking solution, currently lacking on Gear VR.
When asked about this, Carmack responded “I spent a while on that and I’m confident I can do a good job with stereo cameras, so we’re left with the problem there of; if you put them in the headset then either you need to have processing in the headset and build a whole ‘nother system there, or you need to push all the data through USB3 to the phone which is going to take up a lot of power … so it does not look good for a system that doesn’t use a whole lot of battery power,”.
That’s a little disappointing to hear, but the technical imitations are clear. However, rather than those technical limitations being related to the emerging and hugely complex world of computer vision processing, it’s down to frustratingly fundamental limitations inherent in mobile technology and the platform itself such as power draw and connectivity bandwidth.
Carmack continues to elucidate on a possible technical solution, but what’s interesting is to hear him state that stereo cameras are possibly a ‘good enough’ data source for extrapolating head position for tracking of this nature. Carmack goes on to vent his frustrations that more time and expertise at Oculus hadn’t been burned on solving the problem, “It bugs me a little bit, we have like 30 computer vision experts at Oculus form the different companies we’ve acquired and none of them just wanna go solve this problem, they’re all interested in their esoteric kinda researchy things while this is a problem I want solved right now.” he says “I wish someone had spent all last year on it.” Camrack thinks it’s solvable, but he says that “I still don’t have a ton of support within the company.”
Carmack on Facebook and Google Relationship
One interesting thread spurred from a discussion over 360 video and content production started with some honest assertions from Carmack “Right now producing VR content is terrible! It’s just a lousy experience, we can’t even tell people ‘Just go buy this camera’, it’s like ‘buy some crazy multi go-pro rig’ and that’s no way to be doing creative work.” But the subject of Facebook’s scaled up cloud-based 360 video technology brought about an interesting tangent shedding light on the relationship between Facebook (who of course owns Oculus) and Google, a major potential competitor in the immersive technology space.
This was just the first day at Oculus Connect 2 and it’ll be interesting to see if subjects touched upon in this impromptu, informal discussion make it into Carmack’s formal keynote later today. Certainly, last year’s talk was a must-see for anyone with interest in VR.
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No.1322
http://www.roadtovr.com/oculus-touch-connect-demo-leak-shows-cross-platform-vr-development/
Oculus Connect day one is over, but it was but a warm up act for the remaining two days, kicking off today with a series of keynotes at 10am PST. In the mean time, information has leaked via the Oculus Connect app which means we know what demo’s will be available to try on Oculus’ proprietary VR input device, ‘Touch’.
Firstly, it’s great to see so many titles playable with the device Ben Lang labelled as “poised to be the best VR motion controller out there” after spending time with the system at E3 in June.
But very few people outside of press and selected developers have yet to try the input system Oculus is banking on to complete their virtual reality system, due to ship in Q1 2016 next year (note: Touch won’t ship until Q2 according to current information).
So, Oculus Connect 2, the developer conference specific to virtual reality and Oculus technologies, will be the first place many will have had a chance to get their hands on, literally, with Touch. The Oculus Connect 2 app, launched a little while ago gives us a sneak preview into the titles in development for Touch and on display at Connect, and the signs are that there’s an encouraging amount of cross-platform development seemingly underway spanning both Oculus’ Touch and Valve’s SteamVR controller platforms, the latter due to ship in numbers with HTC’s Vive VR headset in Q1 next year.
The list is as follows:
I Expect You To Die (Schell Games)
Job Simulator (Owlchemy Labs)
Nimbus Knights (Otherworld Interactive)
Pulsar Arena (Zero Transform)
Surgeon Simulator (Bossa Studios)
Final Approach (Phaser Lock Interactive)
Bullet Train (Unknown)
Dead and Buried (Unknown)
Moon Strike (Unknown)
Those last three we’ve yet to hear anything about, meaning we may see some new IP demonstrated at Connect today. Of the remainder, 5 of them have either been confirmed, demonstrated as or rumoured to support Valve’s SteamVR platform, specifically the HTC Vive.
This good news for 3 reasons:-
One: It means that both competing VR platforms from both Valve and Oculus are not aggressively locking in developers for artificial exclusivity to their platforms – at least not yet.
Two: It probably indicates that development for both platforms simultaneously is not so arduous or painful that small development teams (which make up the vast majority here) as to make such a feat inaccessible. And may even be desirable.
Three: As the vast majority of consumers looking to purchase virtual reality hardware will likely be able to afford or play host to only one of them, it means the consumer isn’t punushed for his or her choice of platforms.
Basically, it’s great news for the industry in general is allowing this healthy cross-pollination of talent to occur. Without it, the launch velocity required to unearth VR from it’s past reputation and prejudices in the consumer’s eyes won’t be reached.
Either way, we’ll be learning a lot more about these titles over the next two days as we settle in for the main body of the Oculus Connect 2 conference and people begin to get their hands on the software. For now though, it’s all looking mighty positive for everyone involved.
No.1323
http://uploadvr.com/facebook-engineer-describes-new-techniques-for-streaming-360-video/
David Pio, VR Software Engineer at Facebook, presented methods for compressing, warping, and viewing VR-ready footage during Oculus Connect 2 this year. The talk provided a glimpse into the technical research and development that the social networking giant is working on.
The discussion was divided into to 3 areas of interest, starting with compression. Pio began by mentioning several ways to condense wirelessly video information. The problem to overcome is that the bandwidth required to pass packets of data along for VR is greater than the average speed that consumers currently have, which floats around 5 megabytes per second in the U.S. Realistically, 360 videos without compression needs approximately 30 megabytes per second to accurately playback footage at an acceptable quality, according to David Pio.
One of the ways to cut down the gap in bandwidth is to transition the color depth from 8-bit to 10-bit. This removes color banding and compresses the data better. Moving to 10-bit reduces the bit rate by 5-6%, as mentioned by Pio. This is good, but issues still arise as there is not many readily available software solutions that decode 10-bit color depth in today’s market.
Another method of reduction relies on new compression algorithms that are emerging, rather than using standard ones like H264. These alternate tools are super slow though, meaning they aren’t feasible unless the computing power is high. Multi-view coding can help with compression efficiently, however, by splitting the left and right eye images into two seperate streams that reference each other. Having independent streams fit better into hardware decoders, making them easier to manage. In contrast, methods like ‘SBS’ or ‘Over Under’ are super wide or tall, putting a lot of strain on the hardware decoders.
From there, the 2nd topic Pio discussed included warping and alternating equiregtangular projections. In a regular projection, areas on the poles of the video spheres are often super stretched and distorted. Other projection methods, like Boggs Eumorphic projection, attempts to solve this, but it leaves gaps and wasted space.
Another interesting technique Pio described involves modifying parts of the footage depending on where the user is looking. Since the field of view is only a small portion of the video, the remaining areas that the user is not seeing can be blurred, resulting into better compression. This is where real time transcoding comes into play. As a server transmits video data to a headmounted display, the computer also streams the user’s head position simultaneously. The server then retranscodes the data and sends it back, minimizing bandwidth loss. This requires a lot of computing power though, as each person streaming from the server is transmitting unique data sets at the same time; meaning that the platform must retranscode on the fly per viewer.
To reduce the cost of processing power, another method selects a pre-determined amount of viewports offline, allowing the users to switch between them when moving their heads. The portion of the frame where the user is looking will be in high resolution, while the other viewports are reduced in quality, reducing network latency. Combining the two techniques produces equirectangular projections with portions of the frame blurred out.
Facebook engineers spent a lot of time experimenting with various blurring percentages, finding an optimal level. Interestingly, increasing the blurring strength actually doesn’t reduce the bit rate that much. Decreasing the viewport sizes makes a bigger impact. At the same tie, downgrading the viewports’ resolution that are not seen in view concludes in a bit rate at about the same level as blurring (around a 30% reduction), but the visuals results are astoundingly better.
Furthermore, changing the projection geometry cuts the bit rate down as well. Rather than using a cube, a pyramid shape naturally reduces resolution along the sides as it wraps around to a single point behind the user. The triangle is then resampled and repacked so that there’s no wasted space in the frame. The areas directly in the field of view are high quality resolution, while the other sections are not, keeping the size of the data down to a minimum.
Applying the techniques described by David Pio results in data files (including spatially downgraded pyramid 4K and 8K videos) that can be streamed efficiently over standard WiFi connections today. As more techniques arise, the streaming capabilities of 360 video will get even better, allowing for large amounts of people to watch VR-enabled content without having to download entire files; finally.
No.1324
http://vrfocus.com/archives/22253/vr-sound-technology-company-mach1-launched/
The immersion in virtual reality (VR) doesn’t just come from the visuals displayed by the head-mounted displays (HMDs), but also the way players hold contollers, and the audio they hear. It why companies are appearing that specialise in VR audio, like the recently announced Mach1, a sound technology company launched by Q Department. Mach1 will develop sound tech for media formats including VR and augmented reality (AR).
Mach1 has been founded by Dražen Bošnjak who has worked on Catatonic for VRSE and Saschka Unseld’s new VR film Dear Angelica which is in production (it’s a follow up to his first one LOST that debuted with Oculus at Sundance).
“Catatonic directed by Guy Shelmerdine for Chris Milk and Patrick Milling Smiths VR production studio Vrse was the first VR film we worked on. Everything is more complex and exciting in VR”, said Catatonic composer & sound designer Bošnjak in a statement. “The creative aspect is completely open and arguably unexplored. This was the most intense collaboration with a director so far”, says Bošnjak. “I felt like a scientist exploring a new territory”.
Oculus’ Saschka Unseld said of Bošnjak: “Not only is Drazen an audio wunderkind and fellow creative mad man but his commitment to pioneering the conversion of sound studios and their pipeline into something that works intuitively for VR is utterly inspiring.”
No.1325
>>1322
>proprietary
every day until you hate it
No.1326
>>1325
Too bad the only open source solution doesn't have much to offer in terms of highly optimized and well designed hardware. It's on par with Morpheus at best.
No.1327
No.1328
http://www.roadtovr.com/keynote-with-john-carmack-livestream-1pm-pt/
John Carmack, Oculus’ Chief Technical Officer, takes to the big Dolby Theater stage here at Connect for his “signature talk.” Catch the livestream right here starting at 1PM PT (find your timezone here (http://www.wolframalpha.com/input/?i=1pm+pt+to+local+time)).
John Carmack will give his signature talk about the technical details, challenges, and future plans for mobile VR development.
Duration: 60 min
Steam: http://www.twitch.tv/oculus
I miss the 3 hour long keynotes of Carmack, the 1 hour long ones are not satisfying enough.
No.1329
http://www.roadtovr.com/20th-century-foxs-innovation-labs-partner-with-oculus-for-video-content/
Amidst the tidal wave of announcements at this year’s keynote presentation at Oculus Connect, it might have been easy to miss a feature or two. Oculus Video is one such initiative, a movie streaming platform for Oculus devices which may have slipped under the radar. Well, it’s coming and the first major studio to sign up to the platform is 20th Century Fox whose Innovation lab is helping to bring some well known flicks to VR.
“VR Cinema is a new way of presenting our movies, and has the opportunity to bring in mass market consumers to Virtual Reality. With Oculus Video, we are leveraging the scale and flexibility of mobile, while continuing to deliver a powerful, emotional experience for consumers. “ –Mike Dunn, President Twentieth Century Fox Home Entertainment.
The studio is planning to have over 100 titles from the 20th Century Fox vaults available to stream inside virtual reality in time for the Oculus Rift’s launch in Q1 2016. Precise details details on how movies will be presented in VR aren’t yet clear, but it’s likely a similar style to the excellent Gear VR Oculus Cinema, is a good bet. Titles include Alien, Gone Girl, Birdman, Office Space and X-Men: Days of Future Past.
Innovation Labs are a Fox initiative that “creates a collaborative environment for key technology partners to develop next generation entertainment experiences and distribution platforms,” and in this case, finding new ways to deliver their library of content to new users or indeed old users in new ways is something they’re extremely interested in.
“We are just scratching the surface of how Hollywood and VR will revolutionize entertainment by exploring innovative ways to develop immersive experiences as a new storytelling medium,“ says Dunn.
Innovation Labs are also hard at work bringing the Ridley Scott helmed sci-fi thriller The Martian, to virtual reality in a dedicated experience to promote the movie.
For Oculus it’s another entry in an ever more mature looking launch line-up. Its desire to generate or encourage different forms of content in VR is a great way to appeal to a potential sceptical market to educate them on the benefits of immersive entertainment.
No.1330
http://uploadvr.com/john-carmack-made-netflix-minecraft-happen-gear-vr/
Oculus Chief Technology Officer John Carmack is directly responsible for making Minecraft and Netflix happen for Oculus in what could end up being the critical apps that catapult mobile VR into something people use day after day after day.
“I got the email at 12:35 a.m. this morning that the deal was signed…it was really really down to the wire,” Carmack said about a deal for the game ironed out between the CEOs of Facebook and Microsoft. “I think it is the single most important application that we can do for virtual reality, to make sure that we have an army of fanatic, passionate supporters that will advocate why VR is great.”
While it was a deal between the CEOs that needed to be ironed out to bring the game to Oculus, the technical project was Carmack’s “holy grail” and a quest he has been on for a long time.
“If this doesn’t happen I’m going to cry,” he said.
The game is coming to both Gear VR and Oculus Rift but additional details aren’t coming from Oculus right now. Netflix is already out now on Gear VR, with work done by Carmack in partnership with Netflix (http://uploadvr.com/netflixs-tech-blog-details-vr-user-interface-resolution-and-power-consumption/). Together, the apps mean Oculus has secured for its platform two of the most popular sources of entertainment in the world.
Netflix alone is reportedly responsible for as much as 37 percent of Internet traffic during peak hours in North America and Minecraft was purchased by Microsoft for $2.5 billion because it is the most popular game in the world.
Just yesterday some commenters on Reddit were expressing frustration Carmack hasn’t been focused, nor has he directed Oculus engineers or researchers to get focused, on mobile position tracking for the Gear VR (http://uploadvr.com/john-carmack-talks-difficulty-mobile-position-tracking-relationship-google/). Armed with these two apps, however, Carmack’s efforts echo those of Apple in developing the first iPhone, which provided Google Maps and Youtube right on the home screen as core functionality of the device. What’s more, Netflix is just one of a number of content partnerships Oculus announced.
Now that Carmack has secured these entertainment platforms for Oculus and mobile VR he will turn his attention to one of three directions, one of which is using stereo cameras to nail down mobile positional tracking, which could ultimately untether users from a PC for walk-around VR.
No.1331
http://uploadvr.com/michael-abrash-reveals-long-term-goals-oculus/
Oculus Chief Scientist Michael Abrash outlined the long future ahead for virtual reality in both global and personal terms in his keynote address at Oculus Connect 2, telling the developers and enthusiasts in the audience and at home, “these are the good old days.”
His talk outlined the scope of his teams working at Oculus Research — essentially the entirety of human perception — as well as the direction Oculus is headed with VR in the coming years. The slide below outlines the “desired” goal of VR and the kinds of improvements that need to be made long-term. Note that”Ppd” is “pixels per degree”.
In the talk he explored six sensory systems for VR — vision, hearing, smell, haptics, vestibular and taste — the last of which “I am happy to leave to future VR researchers,” he said. If those six senses are driven perfectly in VR, he said, it would be indistinguishable from the real world.
“Eventually we need to get to a form factor closer to sunglasses with an ideal weight of under 25 grams,” he said. “As long as photons get delivered by cell phone panels viewed through single lenses the form factor can’t get a lot smaller than it is today. Similarly, the current system doesn’t have a lot of head room to increase field of view while maintaining image quality. That means that getting to the next level of VR is going to require a photon delivery system that doesn’t exist yet.”
While Abrash’s talk provided an overview of the challenges ahead, it also provided a more personal look into the philosophy of his division which is working on projects that could yield consumer-facing solutions for VR in four to 10 years time.
“Insight is generally the result of patience, hard work and the willingness to experiment with lots of different ideas across the solution space until the right one falls into place,” Abrash said. “That philosophy is at the core of Oculus Research.”
Now we know more about the goals of the people Oculus Chief Technology Officer John Carmack said were “working on their esoteric, kind of researchy things.”
No.1332
http://vrfocus.com/archives/22339/oculus-touch-release-window-narrowed-down-second-sensor-bundled-in/
While the Oculus Rift virtual reality (VR) head-mounted display (HMD) is coming in Q1 2016, it’s far from the only product that creator Oculus VR is releasing next year. The company is also working on its official controller, Oculus Touch, which aims to deliver ‘hand presence’ within VR. Oculus VR had originally put a H1 2016 release window for this device, but has today narrowed that window down just a little further.
CEO Brendan Iribe has confirmed that Oculus Touch will be coming in Q2 2016. This was to be expected, but still narrows it down just a little further. Not only that but the device will include a second sensor that expands the tracking volume.
Until Oculus Touch’s arrival, players will be looking at using Microsoft’s Xbox One gamepad. The device will even be bundled in with the Oculus Rift itself when it launches, allowing developers that are working on specific types of games to release their products straight away.
No.1333
YouTube embed. Click thumbnail to play.
http://vrfocus.com/archives/22349/oculus-medium-is-multiplayer/
Oculus VR revealed a host of new experiences for its Oculus Rift virtual reality (VR) head-mounted display (HMD) at its Oculus Connect 2 developer conference today. While plenty of third-party software was present, the company also had a few of its own titles to debut. Among these was Oculus Medium, a brand new VR creative tool that immediately drew comparisons to Google’s Tiltbrush, which is running on the HTC Vive. Following the piece’s announcement at a keynote talk, some new details about the experience have been revealed.
The most important aspect to note is that Oculus Medium is a multiplayer title. In fact attendees of Oculus Connect 2 are able to sample a 2 player demo. The software uses the Oculus Touch controllers to allow players to mould new items and objects within VR. In a trailer seen below, artists easily make some new sculptures out of virtual clay.
No.1334
http://vrfocus.com/archives/22390/vr-achievements-early-access-and-more-included-in-new-oculus-platform/
Since revealing that its Oculus Rift virtual reality (VR) head-mounted display (HMD) will be launching in the first quarter of 2016, Oculus VR has lightly touched upon some of the interfaces and systems that users can expect to engage with on the device. Today at its Oculus Connect developer conference at the Loews Hotel in Hollywood, California, the company went into far more detail about these systems than ever before. Oculus VR explained its new Oculus Platform, promising new features for both consumers and developers alike.
Oculus VR’s Head of Developer Strategy, took the audience through some updates to the Oculus Platform during the opening keynote speech this morning. Sweet noted that the company had been talking to developers to come up with a system for both the Oculus Rift and the company’s mobile HMD, Gear VR, that focused on social features, game and app services, and commerce. She started by detailing a more robust user profile system, revealing her own personal username and avatar as seen below. Consumers will be able to use this feature to personalise their own accounts, while developers will be able to change information in their own games.
Of course, this system will also come with its own friends list, with Sweet then showing links to other accounts that included none other than Oculus Rift creator Palmer Luckey. This system will also support lobbies known as ‘Rooms’. Here, players can connect before launching a multiplayer VR title. Peer-to-peer networking and matchmaking services will also be included with these features.
Following that, Sweet confirmed a long list of other features that are in the works, as seen above. Highlights include cloud saving and Oculus VR’s own achievement system, iterating the on rewards concept that was popularised by the Xbox 360.
The Oculus Store was up next. As seen at E3 2015, the store can be used in VR, with a publishing team ready to assist developers with the process of submissions. Perhaps the biggest news here, however, was the announcement of Oculus Concepts, which carries ‘the spirit’ of Oculus VR’s free software portal, Oculus Share. This essentially resembles an early access programme, allowing developers to distribute content that isn’t yet finished to share with the community. The system will be coming to Gear VR in 2015 and Oculus Rift in 2016.
It’s clear that the company is making these new systems a priority, bringing the online features of the Oculus Rift and Gear VR up to the standards that consumers expect of modern day consoles.
No.1335
http://vrfocus.com/archives/22406/the-oculus-rift-price-will-be-at-least-300/
Oculus Connect 2’s keynote sessions were hosted today, but each failed to reveal the price of the Oculus Rift virtual reality (VR) head-mounted display (HMD). Oculus VR had plenty of other updates to share but, sadly, release details were not among them. However, just as CEO Brendan Iribe narrowed down a release window for Oculus Touch earlier in the day, VP of Product has now noted that the Oculus Rift price will be ‘at least’ $300 USD.
Mitchell said as much in a recent interview with PC Gamer. “What I think about all day long is user experience, right?” he began. “So if I’m going to promise you something and you’re going to hand me a significant amount of money or whatever it is—we all know it’s going to be at least $300—if you’re going to hand me $300 today, I am not going to be excited to tell you: ‘OK, in nine, 10, 12, 11 months, whatever it is, you’re going to get something in return.’ The longer you wait, the more you’re like, ‘This is obnoxious.’ ”
This sits squarely in the middle of Oculus VR’s previous figures, which include a window between $200 – $400. The company has also noted that an ‘all-in’ cost of both the Oculus Rift and a PC capable of running it would be around $1,500. But, at Oculus Connect today, Mitchell himself introduced an Oculus Ready PC Programme that promised some VR-capable rigs for under $1,000. Assuming these stick close to that bar, $1,300 looks to be the lowest possible cost for both the device and the hardware to run it at this point in time.
Is $300 the right price for the Oculus Rift?
$300 is already cheaper than what DK2 costed and Vive will probably be more expansive. So yeah it's a very good price.
No.1336
http://vrfocus.com/archives/22399/oculus-ceo-in-vr-advertising-not-being-considered-at-all-right-now/
Virtual reality (VR) technology is set to have some big implications for the entertainment industry in the near future, but it’s hard to deny that there are also some big business opportunities for the concept. One such opportunity is with advertising. Several companies have already used head-mounted displays (HMDs) such as the Oculus Rift to promote cars, holidays and much more. But is Oculus VR, the creator of the aforementioned device, thinking about in-VR advertising itself? It would appear not.
CEO Brendan Iribe confirmed as much today, stating that the company was not thinking about in-VR adverts ‘at all’ during an interview with Bloomberg (http://www.bloomberg.com/news/videos/2015-09-24/what-oculus-has-planned-for-rift). “We’re not thinking about advertising at all right now,” Iribe said from a spot at the ongoing Oculus Connect 2 developer conference in Hollywood, California. “We’re thinking about advertising our own product out in the world to get more people to grab a Rift or a Gear VR but in-VR advertising is not something is not something we’re considering at all right now.”
As Iribe’s own keynote speech at Oculus Connect proved, the company is squarely focused on the entertainment side of VR at this point in time, as well as working on the technology itself to bring it up to a consumer-ready level. The company announced new partnerships with the likes of Netflix to bring more video content to its mobile HMD, Gear VR, while also lifting the lid on a range of brand new titles set to arrive on the Oculus Rift itself as it launches in Q1 2016.
No.1337
>>1328
The keynote already happened yesterday:
http://www.twitch.tv/oculus/v/17538854 It starts at 03:31:00
No.1338
>>1337
There's also Abrash's presentation that starts at 01:35:22. Very informational.
No.1339
http://www.roadtovr.com/oculus-rift-manufacturing-overview-reveals-200-custom-parts-ipd-adjustment-mechanism/
In a session at day 1 of Connect, Oculus’ Caitlin Kalinowski and Stephanie Lue took to the stage to speak about the challenges associated with making the Oculus Rift a mass-producible product.
While the Rift Crescent Bay prototype, revealed by Oculus last year at Connect, is feature-similar to the Rift CV1, they are two completely different products from a manufacturing perspective. Crescent Bay was a prototype made in limited quantities, likely largely assembled by hand. Teams at Oculus had to take the prototype and its features and turn it into something that could be built on a massive scale.
That’s where Caitlin Kalinowski, Product Design Engineering Manager, and Stephanie Lue, Hardware Program Management Manager at Oculus come in. The duo tag teamed the presentation at Connect titled ‘Shipping Hardware: The Evolution of the Rift’, where they spoke to the challenges of making a manufacturable Rift headset.
The pair shared that each Rift CV1 production unit has 200-300 individual custom made parts that go into the manufacturing and assembly process. And exploded view of the headset shows just how complex the Rift VR headset really is under the unique fabric that encloses it.
Speaking of fabric, Kalinowski and Lue hammered home the challenges of integrating fabric into the device. “It’s almost without precedent to take 2D fabric and integrate it with high tech,” Lue said, likening the issue to trying to wrap a blown-up beach ball with wrapping paper, but doing so without any wrinkles.
The rear of the Oculus Rift’s headband uncovered shows the Constellation tracking array which draws power from internal lines running from the front of the headset to the back along the straps. The same pathway carries audio to the strap-mounted headphones.
The fabric and tech industries, as Lue explained, don’t often work closely together, so Oculus was met with some confusion when asking about very particular fabric parameters that were important to the Rift, like IR light transparency.
“It’s two industries with very little cross section and we had to get them to talk in the same language,” Lue said.
Also seen during the session was an inside look at some of the Rift’s complex mechanical parts like the IPD adjustment mechanism which moves both the screens and the lenses to adjust for the varying distances between each user’s’ eyes. Their goal was to accomodate from the 5th to the 95th percentile of human IPD (male and female included).
Kalinowski stressed the challenge of taking a feature (like IPD adjustment) and making it into a reality. It requires the prototyping of various solutions, all of which have to fit within the broader picture of the Rift. “You can’t optimize for a single feature,” she said.
She showed a photo of the very first IPD adjustment prototype mechanism where you can see a central dial which, when turned, would move sliders (upon which the screen and display assemblies would be mounted) closer together or further apart to symmetrically adjust for IPD.
But the mechanism would evolve greatly by the time it was integrated into the production version of the Oculus Rift. The final IPD adjustment mechanism was shown, which Kalinowski described as a “drive train,” which is adjusted by a slider rather than a dial.
By the end of the talk the duo instilled confidence in the crowd that they were well on track to ship large quantities of the Rift headset by the Q2 2016 release date set forth previously by the company.
No.1340
>>1330
Minecraft on the rift would have happened anyways. See: Minecrift mod.
No.1342
http://uploadvr.com/oculus-touch-controllers-communicate-directly-with-the-headsets-no-usb-dongles-required/
In a candid interview at this year’s Oculus Connect, the annual virtual reality developer conference in Los Angeles, California, Palmer Luckey (founder of Oculus VR) provided insight into how the Touch controllers deal with radio interference.
Everyday, wireless signals are streamed continuously all around us; each transmitting data at various frequencies. If several devices operating on the same frequency are within range of each other, interference can occur. Despite the technical challenges involved, Oculus engineers have figured out how to solve the interference problems associated with real-time transmissions, while at the same time eliminating the need for external base stations or receivers.
When our UploadVR team asked how the Touch controllers are dealing with interference, Palmer Luckey responded causally, “through a lot of work.”
“Having really low latency links that don’t dump too many packets is a really tricky situation. It’s a tricky thing to pull off especially in situations like Connect where you’ve got 10 of these things all running in close proximity well within range of each other’s base station and receivers. Although it’s not a base station anymore, it’s integrated in the headset.
We’ve managed to pull it off. We have world class analog engineers and radio engineers who have been able to make all of this work and get it to pass FCC to move.
This is good news for developers looking to create content with the Touch controllers for the following reasons:
One: No USB ports are needed for this. Instead, the wireless controllers communicate directly with the headset internally, allowing for other hardware to be plugged into the computer.
Two: Demoing Touch controllers in conference setting like Oculus Connect is doable. Even if other devices are running on the same frequency, each VR system should be able to avoid / correct interference issues internally.
When pressed on what the exact frequency the Touch controllers are operating on, Luckey disappointingly declined to comment. But, he did mention that “eventually FCC filings go public.” However, even though the Oculus co-founder didn’t give up the details, it is easy to speculate what radio band they are running at by looking at what Valve is doing.
Through a series of direct messages on Twitter with Alan Yates, Hardware Engineer at Valve, we uncovered that the Vive controllers transceive data at 2.4 GHz. This puts them on the same range as standard WiFi networks, Bluetooth connections, microwaves ovens, car alarms, baby monitors, and ZigBee devices. With so many consumer devices on the market that operate on 2.4 GHz, dealing with interference is a critical step in order to provide a comfortable virtual reality experience.
No.1343
>>1342
Instead of opting for a Bluetooth connection which can be paired to USB receivers or even smartphones, Valve has created their own protocol similar to the one found in the steam controller. Originally they included multiple dongles attached to a computer for data collection in the Vive prototypes. From there, transceivers were added into the latest versions of the headsets, unknowingly in parallel with what Oculus was developing at the same time with Touch.
In regards to Valve, the Vive controllers deal with interference by hopping channels within the radio band. Bluetooth operates in the same way. It is unclear if Oculus is approaching the problem in a similar fashion, but they are most likely hopping channels in order to meet FCC regulations. Furthermore, it is likely that they have created their own protocol as well. However, none of this has been confirmed by Oculus as of yet.
We do know though that the current Touch controllers are not able to pair to a smartphone at this time, meaning that they are probably not operating with Bluetooth protocols.
Palmer Luckey stated in our interview that “the touch that you’re using today is probably never going to work with Gear. There’s different sets of technologies that would enable six degree freedom motion tracking with mobile virtual reality devices, and they’re going to work in different ways.” However, he mentioned that “if that were a technical challenge, it would not be hard to solved. It’s definitely not what’s holding it back.”
Luckily, developers won’t have to worry about the frequency ranges of each the Touch or Vive controllers. From what it sounds like, and after testing both platforms multiple times myself, the devices work well enough that those creating content can focus more on the gameplay rather than the technical details of the controllers themselves. Still, it will be interesting to know what frequency Oculus is using with Touch.
As more information surfaces, we’ll post another article diving deeper into the capabilities of both VR systems and how Oculus and Valve are dealing with intereference issues. Once the FCC filings go public, will report back with more details. In the meantime, sit back and think about all the amazing content that will come out of this for both platforms.
No.1344
http://www.roadtovr.com/twitch-vr-will-let-watch-game-streams-friends-coming-soon-gear-vr/
During the Oculus Connect keynote address, among the company’s many announcements like Netflix for Gear VR and Minecraft for VR, was the news that Twitch is coming to Gear VR. And the best part: you can watch it socially with friends while in the comfort of your virtual living room.
Sitting on your virtual couch with three of your best friends watching CS:GO matches or the Dota 2 Championship will soon be possible with not only the Gear VR Twitch app, but all apps in Oculus Cinema.
“We’ve turned on social for all the Oculus Cinema experiences, so now not only can you watch Twitch, but you and I [and two other people] can all watch Twitch together in VR on the same channel,” Nate Mitchell, Oculus VP of product, said to Norman Chan of Tested.
Mitchell continues to explain what it would be like to sit in the social space: “Imagine in the Twitch room, we’re sitting around this couch—we’re slightly angled so we can see each other…”
The consumer version of Gear VR is coming out soon too, November no less which will be just in time for Black Friday (Nov 27) at the low price of $99.
Gear VR social experiences are becoming a thing of the present, like social app AltspaceVR in alpha testing for Gear VR support and now with Oculus is jumping into the social VR scene before the masses get a hold of the new Gear VR. To boot, Oculus Connect also saw a bevy of classic games via the new Oculus Arcade app which are sure to please VR newcomers and get them gabbing about the wonders of virtual reality.
Rather than a virtual living room I'm waiting for the virtual stadium, you can only imagine the amount of cancer present in that sort of environment.
No.1345
http://recode.net/2015/09/28/epic-games-ceo-tim-sweeney-virtual-reality-is-the-future-and-we-are-100-percent-in-qa/
The first step to understanding virtual reality, according to Epic Games CEO Tim Sweeney, is finding someone who has a high-end headset with good content that you can demo.
“I’ve never met a skeptic of VR who has tried it,” he said in an interview with Re/code at last week’s Oculus Connect conference.
But that doesn’t mean everyone will be won over immediately. He acknowledged that VR growth may be slow at first, and sustaining it will be dependent on continually improving both the hardware and the software, something that’s easier said than done.
Sweeney pitched Epic’s Unreal Engine, a suite of game-development technical tools that the company uses internally and sells to outside developers, as one of the places where that improved content will be made. But in the long term, he sees virtual reality and adjacent tech like mixed reality as something that will go way beyond games.
The following interview has been edited for brevity and clarity.
Re/code: Let’s start with the 10,000-foot view. What’s the landscape of virtual reality right now?
Tim Sweeney: We see this as the future of this industry. Not this year and not the next year, but over the next decade, all other forms of displays and computer-human interaction devices will be replaced by VR and its successor technologies.
If you look at the world 10 years from now, everyone’s wearing something that looks like sunglasses, but has a super high-res 8K display for each eye that gives you a seamless combination of reality and computer-generated images. It’s more convenient than an iPhone, because you don’t have to reach into your pocket to get something. You just reach out with gestures. And it will be better than the highest-end gaming PC today because you’re not looking at a monitor; your entire field of view, 130 degrees, is filled with high-quality computer imagery.
And once you have that technology, you don’t need any other displays. You don’t need a television in your home. You can project a legacy television on any surface you want. You don’t need keyboards, you don’t need mice and you don’t need touchscreens. We are 100 percent in on this. It’s not a platform where, today, you can go out and build a $100 million game like Gears of War. But it’s coming.
What excites you most about this technology?
The thing that excites me most technologically is the ability to use VR not just for games and displaying our content, but also for creating that content. We’re putting a lot of thought into what the Unreal Engine editor looks like as a VR application. The situation right now is you use a mouse to manipulate polygons and objects. The mouse is on a 2-D surface, and your world is 3-D, so there are a lot of approximations that aren’t mappable to the human brain. In VR, the experience will be dramatically better, being able to just reach out, grab objects, sculpt them and paint on surfaces, the way a real painter or sculptor would do.
So, if I’m creating a virtual version of the room we’re sitting in, I would know exactly how big to make this table because I would see it in front of me in VR.
Yeah. It’s going to take a lot of advancement in the tools, and before it’s really reached the sweet spot, it’s going to take advances in the hardware, too. Right now, anything that requires text-based interaction, the display is fairly low-resolution for that. And I look at that from the point of view of a game developer, but I also look at it from the point of view of every architect or industrial designer. They don’t want to work on some piece of graph paper and some abstract coordinate system. They want to be in that space.
No.1346
>>1345
Your competitor Unity is also making a big VR push. What’s the difference between what you and they are doing?
We’ve come at the problem of game development from very different directions. I have immense respect for Unity because they played a key role in establishing this indie revolution, empowering a huge number of people to get into game development. We’ve come from the direction of building AAA console games that sell tens of millions of copies, like Gears of War and Mass Effect.
Right now, it is easy to start a game, easier than ever before. It’s still pretty hard to finish a game, but what is brutally difficult is to ship a game that becomes commercially successful. The market is brutally competitive, and the standards that gamers apply to games are really high. There are two ways to be successful. One is to win the indie lottery, being one or two of the top 10,000 games that happens to get noticed by the creative merits of the game. The other — much more tried and true — formula for success is to build a game that distinguishes itself from the competition in terms of visuals, gameplay, performance, all these other things that create a really compelling experience. We are focused on solving that hard problem, shipping a successful game, and all along we’ve been willing to sacrifice the other aspects to satisfy that goal. We could make it easier to start an Unreal Engine game, but we wouldn’t do that at the expense of the end goal.
Do you expect virtual reality will be like mobile, with games being sold as a service that you pay for over time?
I think there will be two categories of experiences. There will be bite-sized chunks of entertainment, and especially with VR, that’s going to be one of the key initial segments. If you took Bullet Train [Epic Games’ latest VR demo] and turned it into an hour-long experience, you could sell that for $10 and a lot of people would be really happy to buy that for $10. And then there will be games that operate themselves as services, that will be replayable, especially those with some form of online social interaction. Those are the games that will evolve over a long period of time. You might have a game that lasts for four years, and by year four it’s something completely different from how it started. We’ll see all models. What you can’t do right now is spend two years building a VR experience with a big team and ship it. You’ve got to build something relatively quickly with a small team.
Are you interested in the idea of the virtual reality metaverse?
Yeah. There have been a lot of early attempts, not in VR, to build that — things like Second Life. The ones that are most successful commercially have always been games. It’ll be interesting to see how the metaverse idea evolves, whether it’s one universal piece of software that everybody uses, or whether it’s realized as a series of different products, each appealing to a different audience. That is one of the biggest and most fundamental questions about VR right now.
All signs point to there being many virtual and augmented reality competitors, and not just a single, dominant company. You don’t want to have five different social networks, and everybody chooses one, and then people can’t talk to other people because they’re using a different system.
And it seems like that’s the same problem as the sunglasses you described. If we’re going to use them in the real world, don’t they all need to be interoperable?
Right. If you had two manufacturers and everyone’s walking around with augmented reality in the real world, half the people are dead to you.
Have you done much with augmented reality and mixed reality?
We’ve done a lot of thinking about it. But our practical development is focused on VR right now. This is where the rubber meets the road, this year and next year. Augmented reality is further off. Right now, we think of these as separate products, but all the VR platforms will evolve in that direction. It’s really the question of miniaturization and how to deliver the best consumer experience.
No.1347
YouTube embed. Click thumbnail to play.
Here are hallway conversations with Carmack, at some parts it's hard to hear him, but the conversations are interesting.
No.1349
http://www.gamesindustry.biz/articles/2015-09-28-valve-the-idea-that-vr-must-get-you-sick-is-bullshit
Chet Faliszek told the EGX crowd that the developer, not the hardware, is responsible for creating feelings of nausea
Valve's Chet Faliszek has advised gamers not to tolerate VR experiences that induce nausea, and he left no room for doubt about where they should place the blame: not the hardware, but the developer.
Speaking at EGX last week, Faliszek was bracingly forthright about the view that virtual reality games have an inherent capacity to make the player feel sick.
"The idea that VR must get you sick is [bullshit]," he said. "We have people come in who don't want to do demos. In a party of ten people there will be someone who says, 'I'm gonna be sick, I'm gonna be sick, I can't do this.'
"That expectation is based on either what they've seen before or what they've heard."
Valve claimed to have eradicated motion sickness with the Vive headset, which was co-developed with HTC, back in March. In his EGX developer session, to an audience composed almost entirely of consumers, Faliszek pushed the point further still. If the hardware no longer causes nausea, but experiences that do still exist, then the developer should be held responsible.
"As consumers and people in the community, hold developers to it," he said to the audience. "They shouldn't be making you sick. It's no longer the hardware's fault any more. It's the developers making choices that are making you sick. Tell them that you don't want that."
Faliszek highlighted another potential problem that cannot be attributed to poor design so easily. Conventional input methods, and particularly those associated with movement - like pushing on a thumb-stick or pressing a 'W' key - are, "the easiest way to get somebody sick."
This is partly why Vive uses technologies like its "Lighthouse" system, which allows the user to move within a 5 metre by 5 metre space, and its trackable controllers, which decrease the abstraction involved when the player interacts with the virtual world. The latter, Faliszek said, made the VR experience "exponentially better" when compared to gamepads, keyboards and more traditional input devices.
"When you reach in and can interact with the world your brain's buying into the system grows that much stronger," he added.
However, while Faliszek pointed out that Valve, Sony and Oculus have all ended up making relatively similar tracked hand inputs to complement their respective headsets, he didn't address the fact that, in the case of Sony and Oculus, those hand inputs will be sold separately. For what will likely be the majority of people buying into VR, the experience available out of the box will be one with a gamepad as its primary input, and all of the problematic abstractions that brings.
Developers attempting to pioneer VR games will design based on the assumption of thumbsticks and buttons; not because they believe a gamepad is perfect for VR, but because they will have little other choice if they want to reach the largest number of potential customers. If by doing so they cause feelings of nausea in some players, it is perhaps because an "exponentially better" VR experience is regarded as optional by those at the summit of the VR market.
This article initially suggested that Vive's controllers were likely to ship separately. A representative from Valve has corrected this point, reiterating the company's belief in the importance of tracked inputs to VR.
No.1350
http://www.latimes.com/business/technology/la-fi-tn-oculus-palmer-luckey-virtual-reality-20150928-story.html
A few years ago, journalism major Palmer Luckey dropped out of Cal State Long Beach to work on a device that would wrap a small computer monitor across a person’s face.
With the company he founded, Oculus VR, ready to finally sell those virtual-reality display goggles to consumers early next year, the 23-year-old Luckey is giddy. At a conference that Oculus – now owned by Facebook Inc. – held in Hollywood last week, Luckey celebrated several announcements, including the development of a “Minecraft” app for virtual reality, tossing toy swords, T-shirts and more swag into a crowd of more than 1,500 people at the Dolby Theatre.
A few hours later, we asked him to elaborate as he sat on the edge of a hotel-room couch.
1. How bringing the popular construction game “Minecraft” required haggling and something tangible to show.
Two years ago, Oculus Chief Technology Officer John Carmack first asked the people behind “Minecraft” to consider a virtual-reality app version.
Getting “Minecraft” to prioritize virtual reality took a while, Luckey said. After Microsoft purchased “Minecraft” developer Mojang AB earlier this year, its employees have been preparing the game for new Microsoft devices.
But when Carmack pushed Mojang again, the company finally offered him special access to modify “Minecraft.” Oculus lawyers told Carmack that an onerous contract with Mojang had basically turned him into a Microsoft employee, but he saw “Minecraft” as being too important to give up on for any reason. He ended up turning heads at both companies with a modified “Minecraft.”
“I think John really proved you could make ‘Minecraft’ work well in VR, so everyone was like how can we get this out people?” Luckey said.
Carmack said Facebook Chief Executive Mark Zuckerberg and Microsoft CEO Satya Nadella got involved to finalize the deal.
2. Why watching Netflix on the Gear VR will be liking having a portable cinema.
Luckey’s answer: It’s better watching for 3D content than most 3D televisions, and it’s a portable experience.
The latter, of course, is only true for the Samsung Gear VR – a $99, sort-of “lite” version of Oculus’ main headset. Unlike the flagship Rift, the Gear VR doesn’t need to be wired to a computer.
“You can have this virtual big-screen experience with something you can carry in your backpack,” he said.
Netflix on the Rift could more exciting once social features come to the app. One social possibility would be attending a virtual cinema with friends, creating the sensation that two people are side-by-side on a couch even though physically miles apart.
3. Why virtual reality will be about a lot more than games.
Luckey, a self-proclaimed “virtual reality nut,” said he tries every app for the Gear and Rift and offers feedback on most of them.
“Sometimes, it’s just, ‘Hey I tried your app. Good job,’” Luckey said. “Or sometimes, ‘I tried your app. You need to fix some things. It’s really bad.’ Hopefully, not the second one.”
His interests are vast.
“The idea of being able to take virtual field trips to places you can’t go to anymore, like ancient Rome or into the center of a volcano where there’s a heat-proof camera, that’s pretty cool for me too,” he said.
Luckey also cited a prediction Carmack offered hours earlier that although games will get the most downloads and marketing attention on the headsets initially, they’ll account for less than half of virtual-reality app usage eventually.
“Right now, the people with technology, the tools and the talent to make virtual reality all possible are in the game industry,” Luckey said. Hollywood is next in line, and other industries will catch up, he said.
No.1351
>>1350
4. Why testing computers and labeling them “Oculus Ready” will make virtual reality more affordable.
Running the Rift requires a powerful graphics card, normally found on only expensive computers. Luckey said partnering with manufacturers brings down prices to enable more people to afford the setup.
Through Oculus Ready, the company can collaborate with computer manufacturers to improve weak parts or eliminate costly parts, like say an exorbitant amount of memory, that don’t contribute to running the Rift.
No “overpaying for things you don’t need,” Luckey said.
5. Why competing with GoPro on cameras isn’t going to happen.
Creating videos that look cool in the Rift and Gear requires a camera capable of shooting really wide angles, so when a user in a headset tilts their head they can see the broader perspectives. Luckey cited the $350 Ricoh Theta as today’s best filming option, but said more are coming.
Oculus is working with camera manufacturers to design so-called 360-degree cameras, though it won’t make any itself, Luckey said.
“It doesn’t make sense for us to compete with GoPro in a market they really know and own,” he said. “The same goes for all the other camera companies working on VR.”
6. How virtual reality will change eSports – the spectator part first.
Oculus is building ways for people to stream video of virtual-reality gameplay onto the Internet, like people already do for computer games. But since virtual-reality games will start out as a niche, they won’t turn hypercompetitive overnight.
More immediately, it’ll be the spectator side of professional video-game competitions that gets a boost from virtual reality, Luckey said.
Live-streaming services such as Twitch could build “virtual arenas” where people donning a headset gather in a digital world to watch matches.
“You can feel like you’re there with your friends,” Luckey said. “I think that will change how eSports works when you can have lots of people watching in a virtual environment.”
7. Why overlooking the old-school controller is a mistake.
The Rift will work with two controllers by the end of summer 2016 – an Xbox One gamepad and a handheld motion-sensing gadget called Touch. All the Touch games seem great, and fit well with the Rift’s futuristic feel. So what’s the role of the gamepad?
The gamepad was meant to hold down the Rift’s price and give an assurance to app developers that every Rift owner would have at least one common controller.
“Bundling a gamepad was a fairly insignificant cost, especially in the quantities we’re getting them and in working with Microsoft,” Luckey said.
Touch enables new experiences, like a new art-design app called Oculus Medium. Virtual sculpting and painting benefit from the more free-form movements Touch allows. But in a racing game, two hands tightly gripping a gamepad feels natural.
“There’s a lot of games that will be definitely be better on a gamepad,” Luckey said.
No.1354
YouTube embed. Click thumbnail to play.
https://archive.is/jMKyr (Eurogamer)
You've got another hardware release next year, with PlayStation VR, which will be like launching a new console.
Shuhei Yoshida: It's like launching a new platform, and it's a huge effort, and it's super-exciting.
How do you think it'll go down? VR seems like quite a niche, for really dedicated people. Do you think everyone with a PS4 will get into VR, or do you think it will be just for a dedicated few?
Shuhei Yoshida: As far as VR, for the future, is concerned, I have no question that in a few years everyone will be using some VR tech as a part of their lives. Even outside entertainment systems. It's a new tech, it's a new media. How well PlayStation VR will do in that trajectory is a big question. We believe we have a unique position in this effort. I always say we're not just competing with the other companies like Oculus or Valve. We are almost collaborating to make this thing happen, and get people to try and get excited and talk about it to other people. Because we're focussed on delivering the VR experience on the game console as opposed to PC or mobile, and that's their focus, we're covering all the bases together.
In that, it's just how well we deliver the system, how easy it is to use, how comfortable, how exciting the contents are, the price point is right for the consumer - all these things, it's our effort, so I hope PlayStation VR will do extremely well. As a developer, I'm super-excited about the potential of using VR tech. I feel like, working on PlayStation VR, is like when we were working on the original PlayStation 20 years ago, when we were very excited to use 3D real-time graphics for the games. After 20 years, we're still making even bigger, better 3D games, so I see a long-term great future for VR entertainment for the coming 20 years.
I thought it was interesting it was called PlayStation VR, which ties it down to the gaming side, whereas Oculus and Valve seem potentially broader. Was that a deliberate move, to make it more of a gaming-focussed device?
Shuhei Yoshida: As PlayStation, we're always gaming focussed. But you know that lots of people use PlayStation for non-games, like consuming entertainment, streaming… So we believe the same for PlayStation VR. The people who know PlayStation as a great entertainment system, a gaming system, and enjoying video contents as well. In the same way, because it's such a new thing, VR, most people, for the first time really try the modern VR, so instead of putting some exotic names for that, we believe that it's better to associate with PlayStation brand that people know as a fun product.
You've got some great properties that would be a great fit for VR too. I'm thinking something like Gran Turismo. Would that make sense?
Shuhei Yoshida: Many trial tests we've been doing, some genres just work fine. One of those genres is racing games. So when Gran Turismo comes out on PS4, I'd like to see it support PlayStation VR, yeah.
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No.1355
>>1354
The ps4 has enough power to run fucking VR-Pong at 480p! Take my money, this is a revolution!
Holly crap! So much news this week and yet… Fucking nothing.
Holly shit! VR cinema, fucking amazing! and VR still pictures! What a blast! VR is here! Don't mind games or simulation, the future is in VR fucking still pictures. Take my fucking money, take fuck all, here my liver! Heil still pictures!
No.1356
>>1355
Doesn't the ps4 have the equivalent of a 6870 GPU, surely it should be sufficient to run a single 1920x1080 display at 60Hz with lowered settings along with positional data and some interpolation and image processing to bump it up to 90+ Hz.
VR will be pretty damned niche initially I won't be surprised if many devs decide to go multi platform.
It won't be as good as the oculus or vive but certainly doable.
Downside is when they start making VR ports for PC chances are they will be bogged down even further by console's limitations as devs seldom ever decide to develop two separate versions of their games to reduce costs.
Considering VR games require a high and stable framerate that will mean further compromises made to ensure players don't get motion sick.
No.1357
File: large-0.jpg (271.61 KB, 1920x1080, 16:9, large.jpg)

No.1358
http://www.roadtovr.com/oculus-founder-palmer-luckey-explains-oculus-rift-cost-price-350/
As we approach the Rift’s Q1 2016 consumer launch, Oculus Founder Palmer Luckey has given us a new minimum for the still unannounced Oculus Rift price.
In the humble beginnings of Oculus, the company sought to create an affordable consumer VR headset that would fall around the $300/$350 price point of the Rift DK1 and DK2 development kits. Much has changed since then and in recent years the company has shied away from specific price claims, but Oculus founder Palmer Luckey closed the gap on one end of the spectrum regarding the price of the Oculus Rift.
In an interview at Connect, I asked Luckey if the consumer Oculus Rift price would come in around that $350 ballpark target that had been discussed by the company long ago. His response is included here in full:
You know, I’m going to be perfectly honest with you. We’re roughly in that ballpark… but it’s going to cost more than that. And 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.
And it’s not a matter of ‘oh we’re selling more, we can make more money!’ it’s just the reality that when you make this thing you have to decide what tradeoffs you’re going to make; are you going to optimize for absolute lowest price possible, even if it’s gonna be a lower quality experience? Or do you try to say ‘you know what, this is the first consumer VR headset that were going to be pushing out to people. We need to put a stake in the ground and say: this is the best possible experience that we were able to make. No compromises were made in terms of quality’. Get the cost down as much as you can on that experience, but make it so that the Rift is something that everybody wants to use to the best of your ability.
It would really suck if you put something out there and people were like ‘ah man… the Rift is good, but it’s not quite there’, you know? ‘If only it was a little better, if the lenses were a little better, if the resolution was a little better, if the screens had been a little bit better, then it would be great because you’d you’d say ‘god, we could have just charged a little more and put a little bit more money into custom hardware and actually achieve that’.
The Rift is a lot of custom hardware. It’s using lenses that are some of the hardest to manufacture lenses in any consumer product you can go out and buy. It’s using custom displays we worked on with Samsung that are optimized for virtual reality, in a lot of ways even beyond what you’re actually seeing on these prototypes on the show floor. And the tracking system, the same thing. We could have made tradeoffs that had… honestly like 90% of the tracking quality we had now, and we decided to do things that would bump that quality up a little bit more even though it raised the cost of the headset. I can’t tell you that it’s going to be $350, and I would say I think people are going to be happy with what they get for the price because I really do think it’s going to be that best VR headset you can buy.
It does change the equation a little bit when you’ve got something like Gear VR and when you’re working with partners to make lower cost head mounted displays available to people… it’s a different equation than when you feel like you’re the only person service the entire market, in that case you’re trying to make these balances… what if it was the opposite if you were like ‘if only it’d been a little cheaper then we would have been able to reach more people,’ but with all the projects we’re working on and all the partners we’re working on, I’m confident there’s going to be VR existing at multiple quality points and price points and with the Rift, it makes sense to do what nobody else is doing which is invest in making the best possible quality headset.
Price wasn’t the only thing Luckey touched on in our interview, stay tuned for more.
TL:DR What Palmer's saying is that that CV1 is incomparably good to DK2 in quality and because of that the absolute minimum price that they can sell it for went up.
Anyone who was expecting to buy the Rift for around $300-$350 is going to have to reevaluate their decision. I'll still be buying the Rift regardless because what they offer (both hardware and software) seems superior to Vive, even Touch looks better than what Vive will provide.
No.1359
http://www.roadtovr.com/gamestop-ceo-bets-on-virtual-reality-were-going-to-be-the-destination-for-vr/
Despite the rise of digital distribution, GameStop is a bricks and mortar game retailer who’s managed to weather the changing seasons remarkably well. The company has it’s hands in multiple “channels”, including PC game download portals and games media, in the guise of magazine Game Informer. Now, the GameStop Corporation’s Chief Executive has thrown his support behind the coming virtual reality revolution stating “We’re going to be the destination for VR”.
The games industry has traditionally been a pretty fluid place for retailers, with those caught lagging behind often punished severely. GameStop has been a stalwart of games industry retail business since 2004. With the growth in online and digital content distribution, traditional mall or high street based shops have had a hard time. GameStop have stuck in there however, with over 4000 outlets across the states, it’s one of the largest dedicated game retailers out there.
In an interview with Fortune, GameStop CEO Paul Raines has added his company’s support for the forthcoming tide of consumer virtual reality. “Analysts believe there could be 10 million VR users by the end of 2016, and there are hardware forecasts of $30 billion by 2020,” Raines says. “We’re going to be the destination for VR.”
GameStop has seen profits rise this year as the company’s digital distribution platform grows, but Raines doesn’t see physical media going anywhere any time soon, and that includes VR based content. “Disc-based games will be around forever,” he says. “The market has seen physical music sales down 50% from its peak and physical movie sales down 60% from its peak, but even in a doomsday scenario, disc-based games will be around for a long time. I see a complimentary business where we sell discs plus download like the current console mode. Virtual reality games will also likely follow this model.”
Oculus’s Rift and HTC’s Vice VR headsets are due to hit retail in numbers in Q1 2016 with Sony’s Playstation VR following in Q2, so it’s an opportunity for retailers the world over to embrace this new source of revenue for the industry. What’s more, unlike traditional games, VR really does require a physical demonstration to convey it’s power. This is an area retailers like GameStop are in an ideal position to exploit. Oculus founder Palmer Luckey confirmed to us in an interview at this year’s E3 that retail presence is absolutely something the company will be engaging in.
No.1360
http://uploadvr.com/the-oculus-rift-will-be-ad-free-so-long-as-developers-want-it-that-way/
When Facebook first acquired Oculus for $2.1bn last year there was initially a large amount of backlash from the VR community. The majority of the vitriol was spurned by the idea that the purchase would lead to the new medium being swarmed with socially directed advertising.
There was a lot of concern from the enthusiast community that the acquisition would lead to an ad filled wasteland.
But it looks like the VR experience that Oculus and Facebook provide won’t be anything like Futurama’s pop-up riddled VR web – so long as developers choose not to make it that way.
“We aren’t doing anything with ads,” Palmer Luckey told me in an interview at Oculus Connect 2. “If [developers] are going to do that, they’re going to be doing that on their own.”
This comes on the back of a quote from the end of an interview CNN Money did with Andrew Bosworth, Facebook’s head of ads, which suggested that there would be ads on the platform. “That experience should include ads, because life includes ads,” Bosworth told CNN. That appears to not be the case, at least for now as, “there is no Facebook VR ads program in the works either” according to Luckey.
Luckey was careful not to rule out an official VR ads program in the future, but it is clear they aren’t going to be part of Oculus and Facebook’s present. Facebook VR ads “are something you can imagine down the road,” said Luckey, “but it’s so far from the front of our minds in terms of things we need to do.”
Oculus wants to allow developers to have the flexibility to choose “whatever business model they want in any game.” Luckey notes that we will likely see games adopt a variety of different strategies for monetization, “our goal isn’t to go out there and veto any one.”
Virtual reality is currently in the last moments of its pre-consumer state. It is like the mobile phone industry before the app store – lot’s of promise but no one clear way to monetize. It took years for developers to figure out the rules for monetization for mobile with free-to-play and microtransaction models which seized advantage of the on-the-go impulsivity of the medium.
Tommy Palm is one of the leaders in the mobile game monetization revolution, working as the games guru at King Digital and bringing Candy Crush to the masses. On the back of a strong fanbase and a free-to-play model Candy Crush has gone on to make over $850,000 a day. Palm, who now has his own VR game studio, thinks that these monetization methods will work well for VR. “It is ultimately a better business model for most consumers and developers,” he told UploadVR in an email interview, “however, I believe that the best business models are the ones that offer the most flexibility for the developers. What is true for one game is not always true for something else.”
While Oculus and Facebook aren’t officially developing an ad platform for VR, others are. Both Retinad and Mediaspike have made initial plays to build an advertising platform for VR – platforms that could potentially be supported by Oculus’ own analytics platform, which was teased at Oculus Connect this year. These third party advertising platforms will give developers an avenue for monetization, if ads are the way they choose to go.
“It’s not clear right now that advertising is the right model for virtual reality anyway,” said Luckey. “We are going to find out more from developers, I think.”
A lot remains to be seen about what strategies developers adopt to monetize in this new and evolving space. For now though, those strategies won’t involve official ad support from Facebook or Oculus.
No.1361
http://vrfocus.com/archives/22724/greenlight-vr-and-virtual-umbrella-reveal-european-vr-ecosystem-map/
The virtual reality (VR) has grown at an alarming rate over the past 3 years. Since Oculus VR passed its historic Kickstarter campaign for the Oculus Rift head-mounted display (HMD) an incredible number of developers, hardware companies and others have pledged support for this new technology. Keeping track of exactly who is working in VR is an almost impossible task, but it’s one that market intelligence company Greenlight VR and VR marketing and PR agency Virtual Umbrella are tackling. Today the pair have revealed a European VR Ecosystem Map, detailing all companies within the region working in VR.
Seen below, the map lists over 150 companies from more than 20 European countries into 18 virtual reality product categories. This includes sections such as Events & Communities, Social Apps & Marketplaces and, of course, Content Studios, which is split into sub-categories for those working on videogames, creative services, and cinematic VR. Many of these names will be familiar to those following the VR industry right now, with the likes of Radial-G developer Tammeka Games and Surgeon Simulator team Bossa Studios featuring.
Other collaborators on the project include Sami Hamid, Mark Chitty, Petr Legkov, Samantha Kingston, Krzysztof Izdebski, and Albert Millis. Greenlight VR will also be delivering a 2016 Global Outlook on the VR industry in the near future. From its research, the company has suggested that VR companies outside of the world’s technology hub, Silicon Valley, will be able to thrive.
Of course, VR companies are only set to grow even further heading into 2016, as consumer HMDs are finally released. The Oculus Rift is due in Q1 2016 while PlayStation VR will likely follow a little later on in the H1 window. Valve and HTC’s Vive on the other hand will be releasing in a limited fashion towards the end of this year with a wider launch taking place in 2016.
No.1362
>>1358
IMO anyone expecting the Rift to be such a low price when they know it's going to have so many custom parts, integrated headphones, microphone, and other things is just being unrealistic. But honestly though, if I could have integrated headphones, microphone, and other stuff on the DK2, I'd pay the extra amount.
No.1363
>>1356
It's not interpolation. They call it reprojection. It's basically asynchronous time warp. That works totally differently than the interpolation we mean when we are referring to TV screens. If we used interpolation with VR headsets, we would increase the latency by 2x, because of the way interpolation works.
No.1364
http://www.roadtovr.com/the-first-oculus-rift-has-rolled-off-the-production-line/
At Oculus Connect 2015, key members of the teams responsible for designing and manufacturing the consumer Oculus Rift took to the stage to talk about the process of creating a headset for mass production. It was revealed that the first headset has already rolled off of the production line.
On stage during the session ‘Shipping Hardware: The Evolution of the Rift’ at Connect 2015, Stephanie Lue, Hardware Project Manager at Oculus, showed a photo of the Rift design team gathered together in the factory, receiving the very first production Oculus Rift off the line.
Together with colleague Caitlin Kalinowski, Head of Product Design Engineering at Oculus, Lue talked about the many considerations made in getting the Oculus Rift from a feature prototype stage (like the Rift ‘Crescent Bay’) to a manufacturable product. The two stressed how working in parallel with teams across the company was essential to reaching this milestone.
I caught up briefly with Kalinowski at Connect to better understand exactly what this meant for the production of the Rift. She told me that while the headset in the photo wasn’t ready to ship to customers, it was the very first consumer Oculus Rift to run through the same production line that will eventually manufacture the headsets in bulk. There’s tweaks left to be done, but the manufacturing process is in place, she explained.
“We set a date out for ourselves for when we wanted to build the first product and we hit that date on the nose,” Lue said on stage at Connect. “It was a career first for me to put together something that complicated on the first try. It was a testament to both product management and engineering,” Kalinowski added. “On this first build we actually outperformed many major companies out there.”
Kalinowski said that the hard work by the teams within Oculus was in service to designing a product that the user will ideally forget about while using.
“After all the work we put in, the headset disappeared for me during [Oculus Story Studio’s Henry] and it hit me… if you can make people feel like that with this product… you can do anything with it. All this work that we’ve done has been worth it.”
Lue joined in on the reverence of the project.
“Our hardware teams are pouring our hearts and souls to get it just right for the experience and for manufacturability so that we can get this out to as many people as possible. It’s definitely worth the wait.”
And so it begins, I'm surprised that it'll take till next year to get the Rift if they are mass producing them right now.
No.1365
>>1364
>And so it begins, I'm surprised that it'll take till next year to get the Rift if they are mass producing them right now.
bureaucratic nerds
No.1366
>>1362
This. You're going to spend about as much buying the parts if they weren't included.
Maybe they'll start producing a cheaper version without the integrated tec after the cv1 drops. The only problem I can find with integrated mics and headphones is the possibility a shitty audio in/out system you can't remove, in which case money not spent on a cv1 can be put towards getting a higher quality headphone/mic.
No.1367
>>1366
The headphones are detachable, you can use your own audio solution if you want to.
No.1368
>>1364
So fucking excited!
Now they can shove the whole production line up their ars and the 200+ Custom Parts with it.
Thank you for your time.
No.1370
http://www.roadtovr.com/former-oculus-vp-engineering-reverse-lighthouse-positional-tracking-smartphone-jack-mccauley/
Jack McCauley worked as VP of Engineering at Oculus, joining the company in the early days back in 2012. No longer with the company but continuing on with various engineering projects, McCauley is teasing some Lighthouse-like tracking technology that he says will be “great for VR and a step in the right direction.”
‘Lighthouse’ is the name given to Vavle’s tracking tech that the company devised for the HTC Vive headset. The namesake comes from the system’s basestations, which use spinning elements to sweep lasers across the room at high frequency. The HTC Vive headset itself is covered in sensors which detect the lasers. By carefully timing the laser sweeps across the headset’s array of sensors, accurate position and orientation can be calculated. Lighthouse is the key to Valve’s ‘room-scale’ approach to VR, which allows the headset and controllers to be tracked in a large area around which the user can walk.
McCauley, who was instrumental in creating the Guitar Hero peripherals, teased recently that he’s created a “reversed” version of Lighthouse.
I got in touch with McCauley to see what else I could learn about the system that he’s working on. He told me it’s a “chip level version” of Lighthouse that’s “the size of a cell phone camera module.” Furthermore, he said that the system will be able to “scan at 500Hz”.
That last bit could give McCauley’s system a leg up over Valve’s Lighthouse, which is said to track at 100Hz, though it isn’t clear whether if he is specifying the end-to-end tracking capability or simply the scanning rate of a particular component of the system.
McCauley isn’t giving up much detail yet, but a “reverse Lighthouse” system may imply swapping the position of the basestations with the receiving sensors. That would mean emitting lasers from the object to be tracked with receivers on the basestations instead. If this is the case, the potential benefits are not yet clear to me. However, he seems to be emphasizing a system of reduced size and cost compared to Lighthouse.
McCauley points to a paper, ‘A Flat High-frequency Scanning Micromirror‘ (Robert A. Conant et al) as a “good primer.” While Lighthouse uses spinning elements for laser sweeps, it seems he might be interested in using ‘voice coils’ to achieve faster sweeps.
From his tweets, it sounds as if McCauley is producing a paper on his system, and says he’ll be talking more about it on the 8th.
No.1373
>>1366
The entire purpose of including the microphone was to make sure there was a baseline for quality and to make sure no one would come into your VR world and broadcast something low quality, or static-y, or broken, like you see many times in multiplayer games. The headphones are also a baseline, and having tried them, they're much better than any cheap shit you can get out there. They're up there with the 100-200 dollar great value headphones like the AD900X, which I have, in my opinion. Plus you get the convenience of not having to deal with another wire, not having to deal with an extra step of putting a piece of hardware on you, and the ability to swing your head wildly around without worrying about your headphones moving around or even getting flung off.
No.1374
>>1364
They're not mass producing them now. The article is confusing it. They still have to make adjustments to the manufacturing line and tuning, and then get ready the larger volume of production lines so everything follows this line exactly. This was just the first of a series of tests.
No.1375
>>1370
I will be very surprised if this doesn't use the Microvision PicoP display technology. It's (relatively) cheap, fits in a smartphone, and is designed to scan a laser back and forth through a given volume of space. Used as a driver for a projection system, you can get 480 rows of display out-of-the-box, so a "500Hz scan" is very doable and probably within spec.
This is less of an engineering breakthrough and more of someone being smart with parts off the shelf.
No.1382
http://www.develop-online.net/news/oculus-researching-augmented-reality/0211996
CEO Brendan Iribe discusses the key differences between VR and AR
Oculus is undertaking research in the augmented reality space, says the company’s CEO.
Speaking to Develop, Brendan Iribe said the technology is something the firm will definitely look into in future. For now though, its focus remains on virtual reality with the first consumer Oculus Rift set to launch early next year.
Although the company is researching AR, Iribe said the hardware has a lot of hurdles to overcome before its ready for consumers and believes at present it’s “just not compelling enough for mass market consumers”.
“It’s something we’re researching, we’ll look into it,” he said.
“We like to focus on consumer products and delivering an incredible consumer product. So much like Steve Jobs talked about a Mac one day in your hand with a radio attached to it in the 80s, and it took a while, I think that we’ll be talking a lot about AR, and the potential of AR, and we’ll see how long it takes for hardware overall to get there.”
One of the challenges Iribe believes AR faces is its form factor and wearing it in public. It’s one of the problems faced by Google Glass, which the search engine giant eventually dropped, for now at least. Other firms, however, like Magic Leap and Microsoft – which is working on HoloLens – are continuing to invest millions into the tech.
"With AR, where you see through the lens and you’re actually expected to wear it during the day, all day, walking around, crossing the street; that is a very different form factor and use case than VR,” he said.
“[In] VR it’s more using it in your own home or office setting, more inside of rooms, less about running across the street wearing your VR glasses. That isn’t the challenge VR has to overcome to be successful. Whereas with AR, that is the challenge. AR needs to get it to a point where it works as well as our glasses, and that it’s our replacing our glasses or somehow sitting over top without it being too cyborg-like, so we’re not too conscious of it.
“And I think that’s one of the biggest challenges AR has, and VR just doesn't have that. You put on VR, I don’t think people worry too much about what they look like in there, they’re just having an incredible time and they’re totally immersed.”
Despite different challenges for VR and AR, Iribe said there’s still a lot of crossover and similar technology going into the two spaces. And while he feels true, publicly accepted augmented reality hardware is far off, it won’t take as long as it has for virtual reality.
“It’s kind of where VR was stuck for decades,” he said. “AR is still in that world.”
No.1383
http://vrfocus.com/archives/22925/google-publishes-patent-application-for-hologram-hmd/
Published earlier this month by Google was a patent application titled, Lightguide with Multiple in-coupling Holograms for Head Wearable Display. This application, not a granted patent, information could be for using holograms with a device like Google Glass. There is also the possibility the patent could be related to augmented reality (AR) company Magic Leap, which Google Inc invested in last year.
The application which was originally filed in March 2014, was reported by TechCrunch, who asked Google about the patent and its relevance: “We hold patents on a variety of ideas – some of those ideas later mature into real products or services, some don’t. Prospective product announcements should not necessarily be inferred from our patents,” the company responded.
Legal technology firm SmartUp Legal brought the patent and trademark research to light. Mikhail Avady from the company told TechCrunch: “I believe Google wants Magic Leap to be the content provider for Google Glass. If we look at their trademark applications, it shows very story and content based trademarks. Magic Leap wants to turn the world into a movie theater and Google wants it to be through Glass.”
So with Google’s heavy investment in Magic Leap, the secretive start-up may well be collaborating in a new version of Glass, helping with one of the original device’s main issues, content.
No.1385
http://uploadvr.com/palmer-luckey-talks-advantages-rifts-custom-lenses/
At Oculus Connect 2, UploadVR interviewed the founder of Oculus VR on the 9th floor of the Loews Hotel just as the annual pool party kicked off. In a quiet room, our team sat down with Palmer Luckey and asked about everything from the technical difference between ‘VR-ready’ phones, what the frequency of the Touch controllers are on, the challenges involved with creating a metaverse, and much, much more.
In this article, we dive into the advantages of the Rift’s custom lenses. Below is an unfiltered look into what Oculus has done with the optics. Instead of chopping up the transcript, we’ve opted to provide Palmer Luckey’s thoughts as is; starting with one simple question:
The CV1 is going to have some new custom lenses that you guys are showing. What are some of the advantages that those custom lenses bring?
Optic design is all about tradeoffs. There’s really no free lunch anywhere in the field of optics design. While there are interesting advances, like waveguide technology and new cutting edge technologies, for the most part, the laws of physics working around lenses have remained unchanged and are no better understood than they were a few decades ago. So it’s the same series of tradeoffs that we’re making. The advances we’re making are in manufacturing. We’re able to manufacture things that were not feasible to manufacture on a large scale before.
And so as we get new manufacturing techniques, we’re able to look at things that wouldn’t have been possible previously. That’s what we’ve done with the Rift lens. It would not have been feasible to manufacture in the past. It’s really on the cutting edge on what you can do with lens technology. But because it’s a set of tradeoffs, you have to decide to optimize around the things you can’t solve any other way.
For example, geometric distortion is relatively solvable in software on the GPU. You do have to increase your sampling to some amount to compensate for the losses, but it’s still solvable. There are other problems that are not solvable though. For example, consistently of focus across the visual field. No amount of software correction can solve for this and so that’s one of the things we really heavily optimized for in the Rift’s lens.
No.1386
>>1385
You’ll notice that unlike DK1 or DK2 that it was very sharp in the center, has a dramatic drop-off in quality, and is very blurry around the edges. In the final Rift lenses, it’s sharp in the center, and then remains pretty shapes all the way to the outside. That’s actually not just blur, it’s the consistency of the focus. Which means, when your eye is moving across this visual field, it’s not having to refocus and re-accommodate as it moves across the field of view. And that’s really important, not just for visual clarity but also for the comfort of your eye. We’ve also been able to reduce other distortions across the board. We’ve been able to minimize pupil swim.
Pupil swim, basically, is when your eye rotates, looking around the lens—the shifting of the image. We’ve been able to greatly reduce that, and that’s one of the reasons this scene has great stability compared to DK2 or DK1. And that’s another thing, you can’t optimize for that in software, until you have perfect eye tracking and an incredibly low latency loop tied to that – beyond any eye tracking technology that exists today. You can do real time pupil distortion correction in that case, but it’s very far away from being able to do that.
Those are two of the things. there’s other things that I can’t talk about as much because they’re still kind of under wraps, but we’ll talk more about them in the future. Soon, we’ll be able to talk more about what we’ve done in our optics system.
It’s also worth noting that it’s not just optics versus software, but optics versus displays. So you make different tradeoffs with the optics based on what display you’re using and you can’t really make one lens and test 10 different displays with it. Because you might come to an erroneous conclusion and say, “ah, this is the best display.” What you actually have discovered is that it’s the best display for that set of lenses.
So you want to go the other way. You want to get the display, make it as good as you can, and then design lens to that display system.
A major point Luckey made during this interview is that the lenses are created specifically around the screens used. Once they figured out which types of displays to include, the manufacturing process for the optics were changed. The results have made the Rift arguably the best headset about to hit the market.
However, with all this custom hardware, this will put the price over $350, according to Road to VR. Despite a somewhat hefty cost, the headset speaks for itself, inducing great feelings of presence. Optics are by far one of the most important parts of VR, and it’s nice to see the Oculus team talking so candidly about the advantages of the hardware they have inside.
For additional information about the Rift, stay tuned for more articles sparked from this interview.
No.1387
http://vrfocus.com/archives/23054/amd-partnering-with-oculus-vr-and-dell-for-vr-ready-pcs/
AMD has announced a collaboration with Oculus VR and Dell to equip Oculus Ready PCs with AMD Radeon GPUs, starting at $999 USD. The PCs will be designed to deliver high-end gaming performance and enable virtual reality (VR) experiences for consumers straight out the box.
The collaboration will allow customers to delve into the world of VR gaming knowing that the PC will fully support the Oculus Rift. The starting price of $999 USD, means that if the Oculus Rift retails for the expected price of around $300 USD, then previous estimates of $1500 for the full experience will be correct. The only price still to be confirmed is for the head-mounted display (HMD)
“It’s an exciting time to be at the heart of all things Virtual Reality,” said Roy Taylor, corporate vice president, Alliances and Content, AMD in a statement. “I’m confident that with Dell and Alienware, we can enable a wide audience of PC users with extraordinary VR capabilities powered by AMD Radeon GPUs.”
Frank Azor, Co-founder and General Manager, Alienware also said: “For nearly 20 years Alienware has been a leader in performance and innovation for PC gaming; virtual reality is the next frontier and we plan to innovate and lead in the same way, with the same passion. Partnering with the performance of AMD graphics and the innovation of Oculus provides an incredible opportunity for Alienware to deliver something awesome for our users.”
No.1388
http://www.roadtovr.com/gamestop-bringing-valves-steam-hardware-to-stores/
Hot on the heels of US game retail giant GameStop’s CEO Paul Raines announcing that “We’re going to be the destination for VR”, come news that the company has also cut a deal with Valve to stock the forthcoming wave of new Steam hardware, probably to include SteamVR’s flagship VR headset, the HTC Vive.
Valve is set to move beyond the realms of software distribution world domination into the hardware realm as they prepare an assault on PC gaming and virtual reality later this year.
We reported in March this year that a new page had appeared on Steam’s website indicating we were to expect a collection of new hardware solutions from Valve as early as this November. The new kit includes the brand new, PC oriented Steam Controller gamepad, a video streaming device called Steam Link and of course the company’s much talked about Steam Machines. The big news for VR enthusiasts of course is the listing of SteamVR headset the HTC Vive on the same page.
Gamasutra reports that Valve have reached an agreement with GameStop to begin stocking their new line of gaming hardware. Given GameStop’s recent aggressively positive statements regarding virtual reality retail and the surfacing of this new deal, it’s reasonable to expect that we’ll be seeing the HTC Vive in GameStop stores once the platform becomes widely available early next year – although this is yet to be confirmed.
Whilst the presence of bricks and mortar gaming stores has begun to feel somewhat anachronistic in today’s e-commerce world, ironically it may be the advent of cutting-edge virtual reality technology that sees a resurgence in physical stores. It’s now beyond a worn cliché, but VR needs to be experienced to fully appreciate and there’s no better place for that to happen first than in retail outlets like GameStop.
No.1389
http://vrfocus.com/archives/23111/uncorporeal-brings-real-people-into-vr-with-lightfield-capture/
Lightfield capture is one of the most promising areas of virtual reality (VR) right now. Companies such as OTOY are using this technology, which utilises unique cameras to capture light intensity, to provide full 3D translations of real world areas into VR. So far, however, work in this field has been limited to just environments. Now a new studio named Uncorporeal Systems is exploring using lightfield capture on real people, seamlessly bringing them into the VR world and delivering the most realistic character models yet seen within the medium, designed for filmmaking.
An example of Uncorporeal Systems’ work, first seen on Wired, is below. This is a trailer for One Reality is Not Enough, a new VR movie that’s on its way to ‘all VR devices’. Directed by Sebastian Marino, an Academy Award winner known for his work on the special-effects of James Cameron’s Avatar, the short piece is set in a dank apartment. Here, viewers will meet a woman swaying to and fro, referencing Alice in Wonderland and asking them to choose between 2 doors. The apartment itself is created using the Unity Engine, but the character is a direct translation of a real actor put into VR after being recorded with lightfield cameras.
Recording this scene in real life was done using proprietary camera-on-a-chip tech, motion-tracking pixels in 3D. Once captured, the entire actor’s body and performance can be dropped into the Unity Engine with the company’s own plug-in. Their presence in the virtual environment is fully 3D, even casting a virtual shadow. The result is a VR film with real people that doesn’t lose positional tracking as seen in 360 degree footage. One Reality is Not Enough appears to be the company’s first project, although Marino notes that it is talking with a number of Hollywood studios.
It’s not yet clear when One Reality is Not Enough will be releasing for VR enthusiasts to check out for themselves.
Nice use of the lightfield tech.
No.1390
http://www.roadtovr.com/facebook-founder-confirms-work-on-augmented-reality/
Faceboook’s move to position itself at the forefront of immersive technologies with the acquisition of Oculus VR last year, may have implications beyond Virtual Reality. During a talk at the Vanity Fair New Establishment Summit in San Francisco, Mark Zuckerberg positively confirmed that Augmented Reality will play a part in the social media giant’s future, adding “It’s a bit further out.”
At first glance, Augmented Reality is actually a more logical direction for an immersive social technology company to pursue, but AR’s level of technical progression now sits some way behind that of virtual reality. This is partly because VR has received the lion’s share of investment and attention over the last few years thanks to it’s initial positioning as a Gaming technology.
However, despite VR’s technical requirements which have been and remain extremely challenging, AR’s mixed reality of computer visualisation overlaid into our real world poses a host of new ones. For this reason, it makes sense for VR to be the first stop for Facebook on the road for the next step in social interaction via it’s software platforms.
Michael Abrash, Chief Scientist at Oculus and long time augmented reality evangelist, said on the subject “It’s kind of seamless. Maybe it’ll be contacts [or glasses]. You’ll have something on and it’ll be VR and AR as you choose,” but on those aforementioned technical hurdles “But right now the VR tech is past the knee of the curve. For AR, it’s harder. There are a whole host of challenges — how you do the optics and displays and get photos onto the eyes, how you have something that’s socially acceptable and comfortable all day. I think VR is here now, I think AR will be here, but it’s a long road to get there.”
No.1391
Hey news anon, can you post a picture of your computer?
No.1392
File: PC.PNG.png (40.3 KB, 1004x525, 1004:525, PC.PNG)

>>1391
No, but you can see the specs. It's old, but so far I haven't found the need to upgrade yet.
No.1393
http://gamingbusinessreview.com/tech/palmer-luckey-doesnt-expect-overnight-success-with-vr
Oculus VR founder Palmer Luckey took the stage at the second annual Oculus Connect inside the Dolby Theater in Hollywood to announce that the very game he played in college that got him thinking about VR — Minecraft — is coming to Oculus Rift. Of course, Luckey wasn’t the main attraction at this year’s event. That honor went to Mark Zuckerberg, the Facebook CEO that Palmer sold Oculus VR to last year for $2 billion. A lot has happened since that acquisition, and Oculus VR is gearing up for its official launch in 2016. Luckey talks about the present and future state of virtual reality in this exclusive interview.
What were your goals heading into Oculus Rift?
Honestly, my goal was to create a virtual reality device for myself. The latter morphed into something where I realized this was something that other people would be interested in too, and that other people wanted to develop software for. We had ability to do voice chat and emote and build things inside virtual worlds with low-latency broadband connections. All the pieces were there. In 2010, the Rift was a rough prototype and the hardware side took a long time to catch up. I knew since 2010 that virtual worlds weren’t decades away, they were years away.
What are you most excited about with Oculus and VR gaming?
I’m most excited about seeing all of these great titles that game developers put so much time into brought into virtual reality. I blew a lot of homework off in the short time I was in college playing games like Minecraft, and now its coming to VR. So being able to step into franchises that we’re already familiar with in VR is exciting. Gaming is what got me thinking about what a metaverse would look like; a digital world parallel to our own where millions of people will work, live and play and you can do anything and not be bound by the laws of the physical world.
How do you see virtual reality and augmented reality converging in the future?
I do believe we’ll see these technologies converge into the same hardware in the future, but it’s quite a few years away. We need to make different trade-offs in software and hardware. VR is a lot more understood as a medium because it’s been explored for decades now. You can put a person inside a VR world and play games and tell stories. AR has mostly been shown as a utility tool to get things done like get directions and information from the world around you. No one has made AR a good entertainment tool yet. So they’re very different market segments today and it’ll be a long time before they do converge. Digi-Capital has forecast VR will account for $30 billion by 2020, while AR will generate $120 billion in that same time. What are your thoughts on that? AR is easier to render than VR, but you can do VR with mobile devices. We partnered with Samsung to do that with Gear VR, which launches in November for $99. You can get a compelling VR experience on a mobile phone. As far as those numbers, none of those analysts know anything. We purposely have not spoken with any analysts.
How do you see the VR business expanding?
A lot of what the analysts are saying is pretty optimistic. VR is going to take awhile to become mainstream. Mark Zuckerberg confirmed this when he said Oculus was a 5- to 10-year bet on the next major computing platform. Analysts saying that by 2020 VR will be hugely mainstream; it’s unlikely for a lot of those predictions to come true. iPod was considered a huge success, but it took a while to sell 1 million copies. With Palm Pilot they only sold a few million units in the first few years. It took over a decade for that to come about. But people still consider it a success. You don’t need to immediately take over everything to be considered a success.
How do you see price points dropping for VR technology?
Phones that came out in 2008 and 2009 that were selling for $800 or $900 are now being sold for $59 with equivalent technology to those top-of-the-line flagships. VR will see the same drop-off in price. VR will be accessible to a huge number of people under $100 over time. It won’t cost the $1,000 it takes today because you need a PC and headset. That will change over time.
No.1394
>>1393
How did you get to the Oculus Touch technology you’re demoing now?
Touch is something we do every day in reality, and when it’s missing in VR it disconnects you. You lose that sense of presence. We made over 300 prototypes to get to where we are today. And a lot of the assumptions you make in the beginning of the process don’t pan out. We perfectly track its orientation and position in 3D space, and we need to do that with low latency.
What opportunity does VR open up for social media?
Social media is one of the two biggest opportunities for VR. In the future we’ll capture full 360-degree depth capture and send those to people so they can play it back in HMD. All forms of digital communication today from email to text messages to Skype are all abstractions from how we interact in the real world. People still go to conferences and have business trips even though they could use Skype. VR can make the virtual world indistinguishable from the real world. You’ll be able to get all of the nuance and depth and human connection through an avatar without flying across the world to see someone. We’re starting to see it workable. In Toy Box two people in a VR environment can do all types of things. It’s a multiplayer, multi-user experience with avatars and voice chat and 360-degree spatial sounds. People can be 3,000 miles away and pass a virtual block from one hand to the other. The trick now is making it believable enough over the next 10 years.
Where does the future of VR leave the TV screen?
In the near-term TVs aren’t going anyway. There’s a lot of content for TV and it integrates more naturally into life. That could change as VR and AR converge over the same hardware. With glasses or contacts that you can wear all the time, you could project TVs virtually anywhere you want.
What are your thoughts on VR amusement parks?
I’m not a huge believer in those. I believe the at-home VR experience will progress so rapidly that no theme park will be able to keep up. People will get similar experiences or better at home. Looking back at death of arcades, you could get better experience at home than at the arcades and no arcade could keep up with that. At-home VR will dominate. I’m not sure if people will be able to sell VR as something to go somewhere and use like putting VR headsets on roller coasters. At home would be where most content developers go.
How far away are we from a Ready Player One future?
Ready Player One isn’t that far into the future. I’m comparing it to things like The Matrix where you have direct neural implants. HMDs and data gloves exist today, but they’re not to the point where VR is indistinguishable from reality. Even in Ready Player One you could tell the different between the real world and virtual world. A lot of that technology is very close to existing.
Where do you see VR 10 years from now?
It’s a hard game to predict things 10 years out. I believe there will be VR of that Ready Player One caliber, where it’s close enough to reality. There’s a difference between tricking the subconscious mind and tricking the conscious mind. We’re pretty close to accepting VR with the subconscious mind.
No.1395
http://www.tomshardware.com/news/amd-vr-cfc-interview,30225.html
A few weeks ago Tom's Hardware was invited to the Canadian Film Centre's annual Charity Barbecue. Taking place during the Toronto International Film Festival, this event was a who's who of Canadian film and television talent, but amongst all the glitz, the CFC had also set up a virtual reality tent.
Along with being a school for film and television production, the CFC also supports Canadian new media talent with training, and even financial support, in the realm of digital entertainment. VR is a big part of the CFC Media Lab program, and the virtual reality tent was set up to showcase to all the guests the work that the CFC is doing in this area.
One of the sponsors of this event was AMD, and it was there to show off its LiquidVR tech. On display were a number of Oculus Rifts, including a CV1, and also an HTC Vive. All of these demos were being powered by Radeon R9 Furys (both X's and plain ones), with the Vive being shown running on AMD publicly for the first time.
We were able to talk to Sasa Marinkovic, AMD's head of VR marketing, at length about VR and why they were demoing at the CFC. Sasa will also be appearing at the next week's Immersed VR/AR Conference, which we will be covering extensively, so expect to hear more from him on Tom's Hardware in the near future.
Tom's Hardware: We wanted to ask why AMD is here today at the Canadian Film Centre (CFC), and why are you demonstrating VR?
Sasa Marinkovic: Virtual reality is going to be a really disruptive and transformative technology, changing every aspect of our lives – all the experiences you can imagine are going to be completely transformed.
When you look at gaming or video or real estate or travel, they are all very much going to be changed – no longer will you be only a spectator, you will actually be part of the action. And this is the draw of VR video and entertainment, and the angle that we are taking at the CFC. We want to help the next generation of producers, directors and creative people bring their vision to life. We also need to help them realize that the technology needs to go away, and the presence and the experience is what's going to be memorable. So the less they have to worry about technology, the better it's going to be for VR users.
TH: Lately there has been a lot of talk about the future of storytelling and the language required to create VR content, and we’re still very early in the days. Obviously, from a technology perspective, AMD is leading the drive to make the technology work to help those experiences be better, but from an artistic perspective, how do you see AMD’s role in helping these artists create this content and figure out what works for the viewer and works for the audience?
SM: There is this event that we held in 2008. It was called Cinema 2.0, and we presented our vision for the future, where we showed that content is going to get to the point where it has the quality of the movies and the interactivity of games in one. VR is a continuation of that vision of AMD enabling the merging of those two worlds.
I think artists are going to be defining how they want to tell their story by themselves. Our role is to make sure they don't have to worry about technology while making it happen. We are the processing power behind the pixel, and we are going to help make sure that there is nothing that they cannot do when they want to create their images. So when you are turning your head, you can see quickly that your head is turning in no time – latency is minimized. Realism on the screen is as it is in the real world. But it is going to need to be their vision that they're going to bring to market. And I think at this point, the beauty of this technology is that it's so transformative that anybody can bring their vision to life. And I think you're going to see a lot of different views changing a lot of different things [in entertainment].
No.1396
>>1395
TH: So getting a little more technical, we’ve talked about LiquidVR on Tom’s Hardware. Are there any recent developments as far as the technology goes you can tell us about? Also, one thing I’ve been curious about is the recent change in AMD's corporate structure, with graphics becoming more separated. Is that going to change how AMD approaches VR?
SM: It's going to allow for more focus on VR. You have it [the graphics unit] working as a business unit that is solely focused on bringing that photo-realistic view to the market, and you will see that in the professional graphic standpoint, as well as our foray into virtual reality. But it does bring even more focus on VR, what we set out to do is to bring more comfort, content and computability to VR. And you see the latest Oculus has already implemented some of these features – that is the direct display, so the experience of taking the headset and plugging it into the PC is a plug and play experience. And we're working on all those other features, like Affinity Multi-GPU, for scaling the graphics performance to implement it in the gaming engines and applications, and other features as well.
TH: Does AMD see Multi-GPU as the best solution now for the best VR experience? Because that’s an expensive option for a lot of people.
SM: It is expensive. It basically lets people scale up. So you're going to see the Fury X offer an amazing experience, and if you want even more, you can do that by adding one more, and a third, and a fourth. The difference in virtual reality is that you can add more and more without as much overhead as you had in PC gaming, so Affinity Multi-GPU works different than Crossfire.
In Crossfire, you are aiming for the ultimate framerate – it will be one frame after the other. With Affinity Multi-GPU, you are basically broadcasting one GPU per eye, because it needs to be the same in both eyes. So you are broadcasting everything in real time. The technology works differently, but the more processing power you put, the more you are going to get.
There was an interview with Palmer Lucky where he was saying if he were to have one thing more in virtual reality, it would be more graphics processing, and you can see how we are helping resolve those technical issues.
TH: Here today [at the event] we have both Oculus Rift and HTC Vive, and I know you said you wanted to work on supporting all VR solutions. Are you working with OSVR too, or are HTC and Oculus your primary focus?
SM: So at this point, HTC and Oculus are getting the most visibility in the market, but obviously we are evaluating other solutions and engaging with other partners that are appropriate and helping them get to market. In terms of Oculus and HTC, they are coming to market sooner. We are working with Star VR as well, for the Walking Dead, and a number of other companies.
TH: AMD also powers the consoles. Are you working with Sony on PlayStation VR? Are they getting any input from AMD, to make their VR user experience better?
SM: Obviously, PlayStation 4 is powered by AMD. But Sony controls its VR ecosystem, and they are bringing it to the market as their vision.
TH: In the future, could there be some opportunity [with Sony] to make things better, because partnerships always makes things better?
SM: I have no visibility into it. [laughter] But it could be, but like I said, I have no visibility into future plans. But I have tried Morpheus [PlayStation VR] by myself, and I really loved it. It was a very good experience.
TH: Now one thing that concerns me, and I think some of our readers as well, is that obviously we have [AMD] and we have Nvidia, and we have Oculus and HTC and all these standards. And in the non-VR PC gaming space, we've had this issue of "made for AMD, made for Nvidia,” and then the specific features and things like GameWorks. How are we going to avoid this happening in the VR space?
SM: Our approach is very simple. We are not adding proprietary features and blocking off others. So from our perspective it is this – we develop a feature and enable it through certain applications, but obviously others are free to use it as well and to market it on their own. It's part of the open strategy that AMD has been promoting for all these years. We are going to continue on the same path.
If you remember on the Crossfire side, we did the same thing. We brought out Crossfire, and it was open on both Intel and AMD, and both ecosystems could take advantage of it. FreeSync was one of those ones that opened up and we gave it to everyone. So we are just going to continue the same thing.
No.1397
>>1396
TH: You mention Fury X and Fury, and Fury is considered to be the best AMD card for VR. When Oculus announced the official specs for CV1, they said that most notebooks with GPUs, even the most powerful ones, are incapable of powering the VR properly. When does AMD think we will see mobile architecture that can run Oculus at the specifications required? [Nvidia has since announced an Oculus-ready GTX 980-powered notebook standard.]
SM: Well, for Oculus, actually the minimum requirement is an R9 290X – that's published on Oculus' site. I think this is a very good question for the content developers. If you look on the PC side, when you're building a game, the game developer says "this is the minimum requirement." I think on the VR side it's a little bit different, because there is no stake in the ground at this point to say, "This is the minimum requirement." And we are trying to guide the developers to say, "This is the minimum in order to deliver this experience."
But you are going to see some of the experiences that are going to be less demanding, and you'll be able to run them on mobile GPUs or APUs. But it's going to be up to content developers to develop it appropriately so the content can be run. At this point, I think what we are trying to do is cast a wide net in order to say, "You know all of them should be able to run on this." Creating a superset and not a minimum requirement. I think that dynamic is going to change in the future.
TH: What about actual mobile VR, as in smartphones. Are you investigating that space?
SM: Not at this point, we are not in smartphones.
TH: Because you’ve dabbled in tablets [APUs] and stepped it back a bit.
SM: I mean, I look at VR and the tremendous amount of processing space needed to run it, the size of the files, and if you need to do it in mobile, how streaming would work, how you could bring that immersive experience… I think the PCs at this point are perhaps not the only choice, but the ultimate choice for VR.
I think the market can be broken down into good, better, best, where mobile VR is good, and the PC offers the best experience. But this is early on in the life of VR. I think that experience is going to scale, but I think we're at the point where the best, most immersive experience is going to be on the PC.
TH: Are the LDK kits, the Liquid Developer Kits [pre-built VR development PCs using AMD technology], available yet?
SM: That project is still in the alpha stage, so certain developers have access to it, but it's not available to the public yet.
TH: Any more updates on the Quantum PC? Obviously it is a proof of concept now, but are we also going to see that product come to market?
SM: At this point we don't have any updates. There are a number of people working on this to see what is the best path to market. Obviously it's gathering a lot of attention, and a lot of people would love to see it and get their hands on it, so we are exploring different paths here.
TH: At the end of the year we’re going to see some HMDs available to buy. Any predictions of where the market will be by that time, and come the launch of Oculus? Without disclosing anything you can’t discuss, are you doing anything to promote the release of these HMDs?
SM: Yes, we are looking at what we are going to do at CES and what our involvement is going to be, and our involvement in traditional events that we are participating in every year. So the extent of that involvement changes depending on what technology products we have and how the storyline fits into the overall picture. You can expect us to be doing similar [promotional] things like in the past.
TH: With more announcements coming at the end of the year, I think we’re going to see some acceleration, and we hope there will be more interest in VR technology.
SM: And to that point, we are the Platinum sponsor for the Proto Awards in LA, which is the night before Oculus connect, and that is kind of the Oscars of VR, and everybody comes there. All the developers at AMD will be the focal part of that event.
I mean, yeah, our big push is to help partners create the ecosystem. So game engine developers, application developers, as well as the hardware vendors, not only the headset developers but also the guys making input methods, audio, haptics, all of that – everything needs to go to that next level.
For example, if you are developing gesture recognition, you need to be cleaning up the images, working with the camera guys. If you are working with the audio, what do you need to change to help those guys? It's the whole ecosystem that needs to get it to the next level.
No.1398
>>1397
TH: So our last question, I totally forgot to ask about input – we have the Vive here, and Vive has a great solution. You don’t have an Oculus Touch demo yet? Are they keeping that under wraps? Is AMD helping how input translates to the screen?
SM: On the PC side, we had a number of technologies that, when you are in front of the camera, it helps clean up the image, and how we helped the responsiveness in interactivity. So you'll see more of that. But as I said, it's a full ecosystem, our role will be to help with the processing standpoint to help with all these different touchpoints, get to the next level.
TH: The Vive’s room-scale experience is very interactive, with very immersive input. Then you have the Oculus sit down experiences…do you think sit down is going to be where it’s at initially, or…?
SM: I think it really depends on the audience. You can look at it from two sides: There is essentially content creation, and I think there are going to be a lot of companies that want to be using the HTC Vive, for example if you are building a condominium development, you are going to want to be able to walk around the apartment and see how it's going to look, or to see the views on the balcony. When you are watching a movie, I think you might want to sit down and enjoy the movie.
So I think both platforms bring something unique. I think it's going to be up to the developers, and the end users, to choose the type of experience they want.
TH: At a recent HTC Vive event we attended, people said they are going to buy both.
SM: I'm leaning that way as well, because I'm impressed by both headsets, and they both look amazing. So if we can help developers create a plug-and-play experience that's interchangeable between Oculus and HTC, and it just works, I think that would work.
To close, I think we covered a lot of topics. What I would like to say is that this is a technology that is very disruptive and transformative, and we're all trying to figure out how to get it to market. At this point, it's better than anything else you have ever seen and experienced, and it's the first step toward full immersiveness. We're trying to get the experience to be very intuitive and easy to use, and user friendly.
No.1399
http://uploadvr.com/oculus-is-working-on-eye-tracking-technology-for-next-generation-of-vr/
Eye tracking is among the most important features yet to be added to the technology stacks of the major virtual reality headsets. In fact it is something that is so important that in a recent interview with UploadVR Oculus’ founder, Palmer Luckey, went as far as to call eye tracking a “critical part,” of the future of VR technology.
So is it something that is being examined by Oculus currently? The short answer is, yes.
“We’re researching everything,” says Luckey, “I’m very, very in tune with what’s going on in eye tracking research in Oculus.” When pressed for more information Luckey said, “it’s definitely not being ignored, but I can’t say much about it.”
While Oculus is working away on an eye tracking solution, a number of other companies are racing to release solutions of their own.
Earlier this year FOVE raised over $600,000 through Kickstarter and various other investors to build a virtual reality headset with integrated eye tracking technology.
SMI, one of the oldest and largest companies focused on eye and gaze tracking technologies, recently released an enterprise level (read: expensive) upgrade kit that added eye tracking to the Oculus Rift DK2. Adding further to the eye tracking mix is Tobii, who recently announced a collaboration with Starbreeze to bring eye tracking to their 5K, 210° FOV Star VR headset.
Despite the plethora of players in the field, none of them seem to have solved the problem well enough, at least in Oculus’ eyes. When asked about the current usability of eye tracking technologies like those from FOVE or Tobii, Luckey was unimpressed saying their usability, “currently, like today, [is] very low.”
That said we are getting much closer. We have had a chance to go hands on with each of these different eye tracking technologies and, while impressive, they seem to encounter a number of the same problems. Things like long eyelashes, for example, tend to cause issues with the tracking accuracy, and remaining consistently calibrated are issues still, but not unsolvable ones.
While the technology isn’t ready, the potential is there. Going hands on with SMI’s tracking in AltspaceVR, for example, I was incredibly impressed by the amount of social presence it added. Being able to see where an avatar was glancing by looking into their eyes added a sense of connection with the avatar and greatly improved the communication experience. Additionally being able to interact with the UI with only my eyes made it a much smoother experience and saved time on each interaction, which adds up.
Eye tracking remains a crucial piece of the technology stack for VR, beyond things like bettering social and UI interaction, it could also fix a lot of issues that remain in VR. For example pupil swim, which is the effect that happens when an image distorts as you move your eye around the lens in VR, is something that can only be fully fixed with real time pupil distortion correction through eye tracking. According to Luckey, Oculus has “been able to greatly reduce that,” using custom optical advancements but the problem isn’t completely solved and won’t be without perfected eye tracking. The possibilities the eye tracking brings to the table are seemingly limitless, which is why it is such a crucial technology for the future of VR.
No.1400
>>1399
Next generation? OSVR already has it. :^)
No.1401
>>1400
>OSVR's eye tracking
>SMI
>good eye tracking
Having tried it out, it's not good enough, there is very perceptible latency, and most of the time it's not accurate enough unless you keep calibrating it periodically. It's good enough for most applications that aren't foveated rendering though. And that would actually be great, except it's fucking expensive. SMI prices their trackers at an enterprise/professional level.
No.1402
http://vrfocus.com/archives/23165/mitchell-oculus-rift-will-be-sold-by-people-showing-it-to-their-friends/
Every virtual reality (VR) company faces an uphill battle when it finally comes to actually getting consumers to purchase head-mounted displays (HMDs). VR is a technology than needs to be seen first-hand to be understood, making some of the more traditional marketing materials like trailers and screenshots much less effective. No one understands this more than Oculus VR, the company behind the Oculus Rift HMD. In fact, the VR specialist thinks that, more than anyone else, it will be friends that sell others on VR.
Mitchell said as much in an interview with IGN. He began by noting that the Oculus Rift will have in-store showings, much like the company’s Gear VR mobile HMD, which is made in partnership with Samsung. “For Gear VR, Samsung has set-ups in Best Buy stores where you can go and try out a Gear VR,” he said. “And you can expect something similar for the Rift. We want there to be a place where people can try it because they need to try it to get what it’s all about.
“Though I also think, more than anything else, that it will be about people showing it to their friends. ‘Guys, I got a Rift, you have to try this out.’ And word will spread as to why virtual reality is so cool, and why they’ll want to get a Rift,” Mitchell concluded.
The Oculus Rift is set to launch in the first quarter of 2016, though Oculus VR is yet to attach a specific date or price tag to the kit, only confirming that it will cost at least $350 USD.
No.1403
YouTube embed. Click thumbnail to play.
http://www.roadtovr.com/video-hands-twitch-vimeo-movies-come-gear-vr/
Oculus Video received an update today an update for Gear VR, which delivers the much awaited integration of streaming content from Twitch, Vimeo, and purchasable movies.
In preparation for the consumer launch, Oculus is filling out the Gear VR platform with a number of content upgrades that is sure to attract acclaim. Not only can you watch Netflix in VR, but you can now watch livestreaming Twitch, select Vimeo content and also purchase recent 2D and 3D films for US, Canada based Gear VR owners.
Oculus says film rentals are “coming soon.” There is no word yet when purchasable content will be open up for the other international markets.
The promised integration of multi-user environments that Oculus VP of product Nate Mitchell says is coming to “all the Oculus Cinema experiences,” has yet to come, so watching streaming content is still a solo act for now.
We’re following all aspects of the upcoming consumer Gear VR launch, which will cost $99 and is slated for a November release.
No.1404
>>1403
>oculus
I've seen the future of VR
and it's fucking pathetic.
What a fucking unfunny jock.
No.1405
>>1404
Don't knock it until you try it.
No.1406
YouTube embed. Click thumbnail to play.
www.roadtovr.com/sony-acquires-softkinetic-with-tech-ideal-for-next-gen-playstation-vr-input/
Softkinetic are a 3D vision company specialising in depth-sensing technologies, specifically ToF (Time of Flight) laser-based systems. Now, Sony have announced it has acquired the Belgian company, provoking speculation that we might see the company’s tech used for hand-tracking alongside Sony’s forthcoming PlayStation VR system for PlayStation 4.
Time of Flight (ToF) is a technique used to measure the distance to and from a point of a real world object. “ToF distance measurement pixels, which are laid on top of the sensor in two dimensions, measure the flight time (delay) it takes for light to leave the light source, reflect off the object, and return to the image sensor.”
It’s been some time since we’ve heard from Softkinetic. Back in 2014, their then VP of Content & Applications, told us how their Senz3D device can detect “…an interactive volume encompassing the user. It’s able to track the hands and fingertips from any position or orientation, which provides a more comfortable way of interacting with the screen.”
Now, electronics giant have seemingly taken a distinct interest in the Belgian outfit and their tech as Sony has announced they have completed the acquisition of Softkinetic Systems, bringing them and their technology wholly under the Sony company umbrella.
Sony have long used camera and computer vision to enhance their gaming experiences. They were one of the first to explore augmented reality in living room gaming with the PS Eye camera and this lead to research resulting in the ‘ahead-of-its-time’, optically tracked motion controller, PlayStation Move. This of course then lead to years of research which produced Project Morpheus, the PS4 based virtual reality technology which again leverages optical techniques (glowing LEDs on the headset) for 360 degrees of positional tracking.
Ben Lang went hands-on with Softkinetic’s technology back at CES2014, and said “When I checked out SoftKinetic’s cube building demo, I noticed immediately an extra sense of presence when greeted by my own virtual hands moving like a mirror of the real world.”
Sony said of the move “Sony will focus on combining Softkinetic’s ToF range image sensor technology expertise with its own technologies with the aim of developing the next generation of range image sensors and solutions, not only in the field of imaging, but for broader sensing-related applications as well.”
It’s clear than that Softkinetic’s development path aligns neatly with a lot of Sony R&D, and may mean that they’re plans for virtual reality control, moving beyond the excellent but ultimately limited PS Move controllers, include hand tracking. VR input is of course a hot topic, and once the first generation of PlayStation VR systems ship in Q2 2016, R&D pacing on input will rapidly increase. Once second the generation VR headset arrives, more naturalistic ways to interact with virtual reality environments may well be the norm, which makes this a smart move on the part of Sony.
No.1408
http://www.roadtovr.com/new-cinematic-vr-creation-tools-prototyped-unity/
Timoni West is a principle designer for Unity Labs, and she’s working on creating professional tools for creating VR scenes in Unity while being in VR. These tools are still in the prototype phase of development, but it’s something that Unity is actively working on implementing. There will be an API for developers to extend the VR creation process within Unity, as well as a new Director Sequencer tool that could be used for Cinematic VR that’s on Unity’s public roadmap for the Unity 5.4 release. Timoni and I talk about these new VR features as well as design inspiration from the VR creation tools of Tiltbrush and Oculus Medium.
The Unity Labs team is focused on future technologies, and they’re currently spending a lot of their effort on creating some of the first pro tools for virtual reality. Because Unity’s intention is to democratize game design to make games easier to create, then they don’t have to worry about creating a sense of presence within their VR scene editor tool. Their goal is to create the tools so that the game developers can make something that feels real in VR.
Because developers will be potentially using these VR creation tools within Unity as a direct connection for how they’re getting paid, then they need to be customizable. They’re planning on having a flexible UI with smart defaults that will allow you to really customize your workspace environment. They still want it to feel like you’re using Unity, and so there will be many design elements and features that should be available.
Their plan is to create integrations with the 6-degree of freedom controllers as well as support for the standard keyboard shortcuts. They also heard at different VR conferences that there were a lot of people working on VR creation tools, and so that helped them decide to create a robust API to allow plug-in developers to create their own variations of VR creation tools within Unity.
Timoni did say that the actual modeling of 3D objects is beyond the scope of what they’re currently working on, and that there will likely be other tools like Tiltbrush, Medium, and others that tackle that problem.
One of the things that Timoni really likes about the Tiltbrush interface is that all of the options are always visible to you. She found that the Oculus Medium approach of hiding and changing the controls depending upon what tool was selected was a bit more confusing. She’d like reveal as many of the options as possible for the VR creation tools in Unity as well as represent the 3D objects as they would appear within the scene rather than depending upon file names.
There will also likely be a number of tasks that will still be more optimal to do within the 2D interface, and other aspects that will be easier to do within a VR creation environment within Unity. She talks about a chessboard interface that would have a miniaturized model of the scene in front of you while also having the full scale environment so that you could be able to have a large range of fidelity for altering the scale of objects within a scene.
Another upcoming feature thing that Timoni mentioned could have a huge impact on the cinematic VR is a Director Sequencer that is currently scheduled to be released within the 5.4 release on March 16, 2016. This cinematic sequencer tool will allow the authoring and playback of sequences of animation and audio clips. She said that she’d love to see this Director tool also get direct VR integration so that you could start to create Cinematic VR sequences directly within Unity.
They’re still early in the prototyping and development phase of a lot of these VR creation tool features, and at this point it hasn’t even been announced on their public roadmap. So it’s likely to appear on the 5.4 release or beyond in 2016. If you have ideas or feedback for what you’d like to see within a VR creation tool within Unity, then feel free to reach out to Timoni West via her website.
No.1409
YouTube embed. Click thumbnail to play.
http://www.roadtovr.com/void-begins-beta-testing-reservations-sold-within-hours/
Getting into the newest VR theme park has proven to be a difficult task, as The VOID opened a number of beta testing slots for their Salt Lake City location on Friday and were immediately snapped up within hours.
Tickets to The Void’s first public beta testing were only $10 at the day of launch, that is if you were lucky enough to secure a time slot. According to the team at The Void, tickets “sold out within hours,” with several slots running throughout the days leading up to October 26th.
The Void combines an untethered VR experience with room-scale tracking, or rather ‘facility-scale’ tracking. But like the Tardis, The Void is bigger on the inside. The physical tracking space allows you enough room to experience ‘redirected walking’, a phenomenon that essentially fools you into believing you’re walking a straight line in the real world when in reality you’re walking at a curve. This allows you to fit a much more expansive VR experience inside of a smaller physical space.
The Void is a multi-user space, which uses a custom-built VR headset featuring dual high-density curved OLED Displays (1080P per-eye beginning resolution), a haptic vest, as well as haptic gloves.
Road to VR‘s Chris Madsen got an exclusive first look of The Void last May, concluding that it was “exciting to experience first-hand how wireless tracking combined with the [mixed-reality] environments contributed to achieving and maintaining long moments of presence.”
Madsen continues:
"It appeared I had landed in some sort of facility. With no tethers, I was able to step freely into the virtually rendered world surrounding me. Five steps in and my heart beat picked up as I experienced the freedom of wireless tracking, making it feel as though I was walking into a dream. At 10 steps I spun around and shook my head to see if I would break the illusion. There was no noticeable latency and the tracking, matching my physical space with the virtual, felt spot on."
In regards to Friday’s blowout ticket sale, The Void says that it not only serves to gauge interest, but was also useful to determine how their booking and ticketing system functions in the face of public demand, which may have faltered due to a few lost reservations.
If you’re still chomping at the bit to get into the first-of-its-kind VR theme park, we suggest you keep an eye on The Void’s Facebook page, because they “will be looking at opening more times in the future.”
No.1410
http://vrfocus.com/archives/23301/oculus-rift-to-shift-5-million-2016-sell-at-a-loss-predicts-credit-suisse/
Despite being on the other side of the Oculus Connect 2 developer conference, virtual reality (VR) fans are no closer to learning the final date and price of the Oculus Rift head-mounted display (HMD). We do know that the kit will cost at least $350 USD when it launches in the first quarter of 2016, but the wait for the launch of a pre-order campaign that sets these facts in stone continues. Despite the lack of concrete information, one company is predicting that the kit is destined to sell 5 million units next year, selling for a loss when it first becomes available.
That is according to Credit Suisse, a Switzerland-based multinational financial services holding company. As reported by Baron’s, the company’s Stephen Ju has recently estimated that Facebook’s revenue will total $26.38 billion in 2016, up from some $24.695 billion. Ju mostly cites the Oculus Rift for this bump, but noted that he expects the company to initially sell the HMD at a loss in a statement below.
Ju first looks towards Oculus VR’s first major release, the consumer Gear VR: “Last month, Facebook introduced consumer version of its low-end Gear VR headset in partnership with Samsung. The device will be compatible with a number of newer Samsung smartphones and tablets, will be priced at $99, and is expected to begin shipping in the U.S. by November 2015.”
He then turns his attention towards the Oculus Rift itself. “While pricing for the Oculus Rift has yet to be announced, various media outlets have pegged initial pricing at ~$500, with a cheaper Oculus Gear version priced at $200 for consumers who chose to pre-order the device,” he says. “Our current forecast implies that Oculus will ship ~5 million units in 2016, with an average ASP of roughly $350. We expect Facebook to price the headsets at cost in an attempt to drive initial consumer adoption – with the expectation that the company plans to monetize the devices overtime via associated software revenue.”
But this is a strictly hardware-only prediction, as Ju explains: “Note that our current projections do not contemplate any software revenue, although at launch Oculus will be offering a number of made-for-VR games and video content from partnering developers and content owners – which include Sega, Lionsgate, Fox, Twitch, Hulu, and Vimeo. Net-net, we expect Facebook will grow hardware revenue generated from Oculus at a 4% five-year CAGR from $2.1 billion in FY16 to $2.6 billion in FY21. However, given our assumption that Facebook will once-again demonstrate a willingness to forgo near-term monetization in return for increased product adoption, we are modeling an initial negative gross profit impact from the initiative – with Oculus gross margins reaching breakeven by 2021 and contributing ~$50 million in gross profit by FY22.”
No.1411
http://vrfocus.com/archives/23385/valves-survey-finds-most-wont-change-current-pc-for-room-scale-vr/
Last week saw SteamVR creator Valve host a new survey asking about its Room Scale VR user-tracking. This unique new system allows those using the company’s HTC Vive head-mounted display (HMD), made in partnership with the Taiwanese phone manufacturer, to be tracked in an area of up to 15 feet by 15 feet and have their real world movements replicated within a given experience. As such, the survey asked after the type of space people would commit to Room Scale VR in their own homes, and the type of PC they would need to run it. Now the results of that survey have returned.
The results page reveals that a total of 2,008 people took part in the survey. It’s important to note that this will mostly be from a body of enthusiast gamers and VR fans given that the link was primarily shared through Steam itself. Perhaps the most interest result was that 862 of these people said that they would be sticking with their current computer to run a VR HMD, with another 683 saying they would use their current computer with some hardware upgrades. Combined, that’s 76.94 percent of people saying they’d use their current setup. Meanwhile, 393 people said they would purchase a new computer, while the final 70 were undecided.
Elsewhere it was revealed that the majority of these PCs are located in bedrooms and the vast majority have decided that they won’t be moving their rigs from their current locations once they have a VR HMD. It was also found that, on average, people will allow for a 2.59m x 2.77m space for their Room Scale set up, which is around half of the space that the kit can track across. Most (1,117 people) will also have their computer’s traditional display located inside that tracking space, though 649 say it will be located outside of that.
No.1412
http://vrfocus.com/archives/23410/oculus-every-single-signed-dev-is-working-onpitching-second-titles/
Oculus VR is building an undeniably impressive content line-up for its Oculus Rift virtual reality (VR) head-mounted display (HMD). Across events like E3 and last month’s Oculus Connect 2 the company has revealed that it is working with the likes of Insomniac Games, Sanzaru Games, Coatsink Software, Boneloaf and many more to provide videogames for the launch of the consumer device in Q1 2016. But don’t expect these studios to developer just one VR title alone. In fact, Oculus VR recently revealed that ‘every single’ signed developer is working on a second VR experience to some degree.
Jason Rubin, Oculus VR’s Head of Worldwide Studios, confirmed as much in a recent interview at GamesBeat 2015. Speaking about his approach to getting developers to work in VR, Rubin said: “And the most important indication of the success of VR to me has been that fact that every single developer that I have signed at Oculus has asked me to do a second title and has either signed or is pitching to do second titles. And many developers, some of them quite large, well known developers, have said “Listen, we’re winding down our other contracts over time, we’re all-in on VR.” Not a single developer that I’ve worked with has said “After this game, I think I’m going to go back to doing something else.
“It is incredibly compelling. And if all the developers we’re working with buy-in, it’s going to create the content that brings the audience,” Rubin concluded.
This is no small feat considering the list of developers that Oculus VR has revealed it is working with. Along with previously mentioned studios, that list also includes the likes of Gunfire Games, High Voltage Software, Ready at Dawn and even Square Enix. Assuming all of these fall under Rubin’s answer then it sounds as if some of these developers could even be turning into VR-exclusive studios later down the line.
No.1413
File: HTCVive20.jpg (183.94 KB, 1242x754, 621:377, HTCVive20.jpg)

http://vrfocus.com/archives/23449/htc-says-wait-on-see-on-consumer-vive-reveal-for-october-event/
A few weeks ago VRFocus reported on the news that HTC would be hosting a virtual event to reveal a brand new smartphone on 20th October 2015. The company sent out alerts for a livestream for the show marked ‘#BeBrilliant’, which also suggested that the new HTC One phone will be running the latest version of the Android operating system (OS), 6.0 Marshmallow. Inevitably, the virtual reality (VR) community has also been speculating as to if the show could reveal new details about the consumer version of the HTC Vive head-mounted display (HMD). Now HTC itself has seemingly added fuel to the fire.
VR enthusiast InfiniteSix recently took to Twitter to ask the official account for HTC if fans could expect to see consumer HTC Vive information on the 20th October. The company seemed to reply “Guess you’ll just have to wait and see.” That said, it appears the company has since deleted its reply, but not before it could be screen capped as seen below. However InfiniteSix did later note he would be taking the day off of work for the event, to which the company replied “We’ll be stoked to see you there,” seemingly acknowledging the previous conversation.
While HTC hasn’t mentioned any possible HTC Vive reveals for the upcoming event, it also didn’t do so for its official reveal back in March 2015 at a show that was largely thought to only be revealing the HTC One M9. The company has promised that consumer info for the device, which is made in partnership with Valve, will be arriving this month and this does sound like as good a place as any to reveal the news. The HTC Vive is expected to have a limited launch in 2015 followed by a wider release next year.
No.1414
http://vrfocus.com/archives/23428/lighting-software-enlighten-reduces-gpu-demand-for-vr/
One of the reasons virtual reality (VR) technology has struggled in the past and is now seeing a resurgence is the computational demand put on GPU’s to render images for both eyes. With the GPU having to do almost twice the work to render a VR videogame over a traditional one, constraints and limitations have to be put in place. This ensures that a VR title will run smoothly and keeps its sense of presence. To help reduce demand on the GPU, companies are developing various methods to improve effects like lighting in VR videogames without having a negative impact on frame rates. Geomerics (part of the ARM Group) has created global illumination software, Enlighten to improve the lighting effects in a VR scene without having that negative impact.
In a recent blog posting on Geomerics.com (http://www.geomerics.com/blogs/global-illumination-in-virtual-reality/), various aspects of VR and the complexities in developing videogames for head-mounted displays (HMDs) were discussed. As the posting continues onto Enlighten, it explains how the lighting software generally runs via the CPU: “Enlighten works by taking the location of static geometry, or surface to surface visibility of the static geometry in the scene, precomputes it and compresses the data to be used at runtime. The Enlighten runtime then uses the precomputed data to compute the Enlighten output in real time. The Enlighten output changes depending on both the configuration of the lights and on the diffuse colours of the surfaces in the scene, information for which is provided by the game engine.”
“The game engine renderer runs on the GPU while the Enlighten runtime usually runs on the CPU. Enlighten does however, give you options to allocate the location of computation.”
Geomerics has showcased a few VR lighting demos at the recent Gamescom event in Germany, and the technology has been used on some of the latest videogame titles, including Battlefield 3 and 4, Need for Speed Rivals, Eve Online, and Medal of Honor: Warfighter.
Developments like Enlighten should enable studios to create more aesthetically interesting environments, adding to VR’s appeal in the long run.
No.1415
http://www.roadtovr.com/vorpx-0-9-is-out-october-23rd-brings-async-timewarp-video-player-mode-and-much-more/
VorpX is an application that lets you play your favourite games in virtual reality and is about to release its most “feature packed update ever”. The new release will drop on October 23rd and brings with it a host of tech updates including Oculus Runtime 0.7 support, Async Timewarp, ‘Crystal Image’ mode and a mode that allows you to browse the web, all inside your Oculus Rift VR headset.
We took a look at the forthcoming features teased by VorpX creator Ralf Ostertag a little while ago, but we now have a date for its release and a firm list of features to expect when the update launched on October 23rd.
The new release has been rebuilt for Oculus’ new runtime 0.7, a major API overhaul which brings with it Direct Driver Mode, a feature which lowers rendering latency by tapping directly into your GPU’s driver. This means VorpX 0.9 can leverage advantages such as Asynchronous Timewarp. “vorpX got its own frame timing mechanism, totally disregarding the system vsync options,” Ostertag says in his latest blog post, the new feature “offers several direct to hmd thread sync modes and let’s you optionally cap your game framerate at exactly half of the headset refresh rate so that every second frame is done by timewarping. A great way to get a smooth experience even in demanding games.”
Another new feature promises to improve the image quality of titles displayed using the injection driver, which traditionally suffers from poorer image quality in comparison with native VR titles. “Crystal Image provides you with the sharpest and clearest image you have ever seen in injected VR, which traditionally suffered from being more blurred than most native VR applications. Costs about 10-20% GPU performance but is easily worth every one of it if you can afford it.”
Another intriguing feature, new to 0.9, is Windows 8/10 vorpX Desktop App which allows Windows 8 and 10 users to watch YouTube videos, surf the web and launch VorpX compatible titles from within VR, whilst wearing their Oculus Rift headset.
Dedicated Video Player Mode will be a boon to fans of stereoscopic movies, vorpX now lets you launch stereo side by side or over/under videos, taking advantage of Async Timewarp along the way.
The update will also bring Basic Open GL support and Full Mirror Window, along with a handful of new games supported.
Existing users should receive the new update automatically, and if you’re interested in grabbing a copy, head over to our affiliate page for VorpX where you can grab the software and support Road to VR all at the same time!
Not free and it's not a native solution, but if you want to play a non VR game in VR there's always this.
No.1416
http://vrfocus.com/archives/23460/epic-games-vrs-next-5-years-to-be-chaos-hmd-quality-to-double-each-year/
Epic Games has done more than enough to prove that it believes in the future of virtual reality (VR) technology. Along with making its popular Unreal Engine 4 development middleware compatible with head-mounted displays (HMDs) such as the Oculus Rift the company has also released a wide range of demos for the tech, including the most recent (and most impressive), Bullet Train. It’s no surprise, then, to hear studio founder Tim Sweeney predicts the next 5 years to be ‘utter churns and chaos’ for VR.
The developer said as much in a recent interview with IGN, first stating: “”I think it’s going to be most revolutionary change that’s happened in the history of computing.”
He later continued, explaining that the industry is currently at the start of 5 years of “utter churn and chaos. And it’s gonna be awesome, with the quality of the hardware doubling every year, you’re gonna want a new headset every year if you’re a serious early adopter.”
It’s no secret that companies such as Oculus VR plan to release multiple versions of their HMDs. The Oculus Rift, for example, will launch its first consumer edition in Q1 2016 but its creator has already confirmed that early work on its successor has already begun.
“By the time this hardware is able to reach a quarter billion users, at that point we’ll be on a more reasonable upgrade cycle,” Sweeney continued. “You might buy a new device every two or three years like a smartphone and not at the frenetic rate we’re at right now.”
Although many HMDs are now being deemed consumer-ready, there’s still a long way to go in terms of improving resolution, tracking and more to deliver the full VR experience.
No.1417
http://uploadvr.com/analysts-say-hmds-priced-over-400-will-slow-consumer-adoption/
We’re starting to hear rumors that the much anticipated Oculus HMD will cost significantly more than $350. Greenlight VR, a market research and analyst firm that focuses exclusively on virtual reality, thinks that HMD prices higher than $400 will cause many people to skip purchasing a headset altogether, possibly slowing or preventing the development of a large consumer market.
After studying the results from Greenlight VR’s comprehensive study of 2,300 U.S. consumers, produced jointly with marketing research firm Touchstone Research, only 40% of respondents report a willingness to spend greater than $400 on an HMD. While the questions were not linked to any particular HMD, consumers did express price as a possible concern in the survey’s open comments section.
When you cut the data further, Greenlight and Touchstone found that college education and disposable income mattered significantly to the amount consumers are willing to part with. So too did gender and reported ethnicity. In fact, men in the sample report a maximum amount that is 1.4x higher than women in the sample, while hispanic males report the highest willingness to spend.
Today Palmer Luckey tweeted:
"Everyone will want VR long before everyone can afford VR. It is going to be expensive at first, but the cost will drop over time."
"1st gen headsets are tasked with convincing the world that it wants VR. Many people will wait a gen or two to adopt, and that is okay."
If you are a reader of UploadVR you’re probably ecstatic for the oncoming rush of consumer VR products hitting the market, as you should be, because it’s going to be awesome. But you’re an early adopter, a kickstarter backer, a San Francisco techie willing to spend buku bucks for a first taste at something new. Will others outside of the bubble spend? And if they don’t, what does that mean for the overall growth of the VR ecosystem?
Well obviously a higher price means slower adoption, It's nice to see the statistics though. If Oculus sells the rift for 400$ then it's at the right spot.
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No.1418
>>1417
Didn't they say they wanted the headsets to be cheap? $400 is not cheap. If they make it that expensive, it'll severely hinder VR adoption. …and if HTC/Valve put theirs out for a lower price, they win.
No.1419
>>1418
They are putting it out as cheap as possible, the reason why it isn't cheaper is because they didn't want to make a low-quality shit product.
Also don't expect HTC/Valve to be cheaper than Oculus, they already said that it will be more than $400 for a "premium" experience.
No.1420
>>1419
HTC do bundle their HMD with motion controllers from the get go do they not? And it has a limited release window in December so you can get it a few months earlier if you are lucky.. I wish oculus could release their motion controllers with the HMD's at launch.
Can't decide between the two motion controllers, I like the touch pad on the vive and the gestures are quite nice on the rift for goofing around with other players..
The rift controllers look more comfy, I know the HTC controllers are not the consumer version but there isn't much time left they likely won't change much control scheme wise.
I prefer having an analog stick and 2 buttons to having a trackpad and one button though from the picture it seems it might actually be two buttons the red one and a small black button under it which I am not sure of.
No.1421
>>1420
The HTC controllers look too clunky. Touch controllers look easier to maneuver and easier to make gestures with them.
We first have to see the price for both the headsets before we can make judgements, but I'm expecting the Rift without Touch to cost around $400 to $450 and the Vive around $500.
No.1422
>>1421
I'd get one for $500 if it comes bundled with motion controllers, though I was expecting $350~$400 mark. 500 seems to be pushing it, if it hits $600+ then I'm out because then I'd benifit more from grabbing a cheap 4k monitor instead.
Tempted to try and grab the vive with the motion controllers early even if they are somewhat worse granted the price is not obscene. I don't have the patience to wait for oculus to release their controllers midway through 2016.
The vive controllers seem adequate, they just need to make them more compact and perhaps add some form of similar gesture recognition. Since HTC and oculus keep leap frogging each other, doesn't sound farfetched that the vive consumer version might feature some form of gesture recognition.
There is only 2 months to December with little to no details so far on the vive consumer version. Perhaps we might hear something by the end of October.
No.1423
File: ViveNPM.jpg (54.52 KB, 500x375, 4:3, ViveNPM.jpg)

http://vrfocus.com/archives/23602/valve-confirms-no-htc-vive-announcement-on-20th-october/
Earlier in the month HTC announced a new virtual event in which the company will reveal a brand new smartphone on 20th October 2015. Given that the HTC Vive virtual reality (VR) head-mounted display (HMD) is expected to have a consumer reveal this month, many hoped that this event would also host this announcement. Sadly Valve, the company helping with the HTC Vive by using its SteamVR system, has recently confirmed that no such announcements will be made during the upcoming show.
The company’s Chet Faliszek recently confirmed as much on Twitter. When it was suggested the event might host the reveal of the new tech, the developer replied: “That is a phone event, nothing to do with VR.” When pushed further, Faliszek made sure that he was being clear: “One more time – there is nothing Vive related happening on the 20th. It has nothing to do with VR.” That’s a pretty definitive and disappointing answer for those that were hoping to see something of the tech at the event.
So when might Valve show the new kit? “When we are showing new hardware, we will not be subtle or vague,” Faliszek concluded. “Right now it is about content.”
The HTC Vive is expected to launch in a limited fashion later this year before being followed up with a wider release in 2016. Valve’s SteamVR system provides Room Scale user-tracking in an area of up to 15-feet by 15-feet. This essentially allows users to make real world movements within this area and have them replicated within the given experience, allowing players to walk around within VR for the first time. The kit also includes 2 position-tracked controllers, bringing hand presence into VR.
No.1424
daily reminder that the final osvr hdk ships in 36 days for $300 and there's no evidence that it's worse than the rift or vive
No.1425
>>1424
It probably isn't or maybe just slightly. People who don't like HTC/Valve and Facebook are going to buy it I'm sure.
No.1426
>>1424
I don't think anyone cares at this point. The HDK is mostly targeted at hardware hackers. What matters is the software when people talk about not liking Valve and Oculus concerning open source, so assuming Valve and Oculus still have the best hardware, which is extremely likely, it would be better to just go with them than with an HDK, and use OSVR built applications.
No.1428
http://www.roadtovr.com/this-hdk-teardown-offers-detailed-look-at-osvrs-flagship-headset/
OSVR, the Open Source Virtual Reality initiative lead by Razer and Sensics, has had a busy year welcoming dozens of companies pledging support. Whilst OSVR’s flagship virtual reality hardware the Hacker Development Kit 1.3 have yet to ship to developers in numbers, the previous gen unit is out there and Mark Schramm, has taken his apart and documented the carnage for your enjoyment.
VR Bits, the team behind Oculus Rift space dogfight shooter Darkfield VR, Gear VR action title Nighttime Terror and more recently HTC Vive prototype GTFO had a broken OSVR Hacker Developer Kit (1.2), so in the spirit of the open source initiative from which the HDK was born, Director Mark Schramm decided to rip the unit to bits and document what he found for posterity, and the community.
One note, this is the 1.2 60Hz OLED version of the unit, but take a look at the RGB stripe sub-pixel arrangement of the panel (as opposed to the pentile arrangement found on both the Samsung phone powered GearVR, DK2, HTC Vive and consumer Rift.
One things fore sure, the circuit boards are crammed with silicon, something noted by Schramm when he posted his images via Reddit “Maybe the most noteworthy thing on it is the FPGA and the sheer amount of chips. You can also very clearly see the RGB matrix on the display, even though it seems to be offset by 1/2 pixel every second row.”
HDK 1.3 hardware is supposedly due to ship any day now as OSVR announced units were to ship in October. 1.3 brings enhancements including 120Hz display panel capabilities along with 360 degree, optical positional tracking.
.
No.1429
>>1428
>so in the spirit of the open source initiative from which the HDK was born, Director Mark Schramm decided to rip the unit to bits and document what he found for posterity, and the community.
I wonder if they're aware that the entire schematics are already freely available
>HDK 1.3 hardware is supposedly due to ship any day now as OSVR announced units were to ship in October.
I don't know when this article was written, but FYI this is out of date. Razer/Sensics pushed orders back to 23 Oct and shipping to sometime within 30 days of 23 Oct
http://www.osvr.org/forum/viewtopic.php?f=2&t=653#p1613
http://www.osvr.org/forum/viewtopic.php?f=2&t=653&start=10#p2576
>>1426
If you care about freedom rather than open source, the HDK has free hardware and firmware. Firmware freeness is an important issue too as we've seen recently.
No.1430
>>1424
Once I see some anons here posting pictures and experiences with their HMDs I'll put in my order for the HDK, this seems to be the only community I've found that actually truly cares about the openess of hardware and software when it comes to VR rather than meaningless marketing buzzwords like 'open source' and blind brand loyalty or celebrity worship as is the case on reddit.
If Palmer were to post here I'm sure he'd be told to fuck off and that's what makes this board wonderful although it's a little slow thanks to low activity.
No.1431
>>1430
There are definitely some in the OSVR community that support freedom, but even here there are a lot of people on the forums only interested in open source (if that) and playing non-free games on Windows.
I'm planning to order my HDK on Friday so I'll let you guys know how it is in a few weeks.
No.1432
>>1430
>If Palmer were to post here I'm sure he'd be told to fuck off and that's what makes this board wonderful although it's a little slow thanks to low activity.
Maybe, I wouldn't tell him to fuck off because he did after all kickstart the VR industry again (and this time it's permanent) and deserves some amount of respect for still communicating with the community. But any amount of goodwill will be gone the moment the VR headset starts sending data without approval or they do something equally dumb that impacts my viewing experience.
Also the board will remain slow and in its infancy until VR headsets are released to the public, right now the only content of worth on this board are the news articles because no one can view the VR content yet.
No.1433
http://www.roadtovr.com/google-x-hiring-virtual-reality-computer-graphics-engineer-special-projects-cardboard/
Google has been hiring full time virtual reality positions for some time, but for what appears to be the first time, the secretive Google [x] is looking for full time VR talent in the form of a Computer Graphics Engineer.
Google [x] is the place where Google tries to turn crazy ideas into reality. It’s the birth place of Google’s self-driving car, Project Loon, Google Glass and others. The company’s own description of the lab:
Google[x] is the moonshot factory within Google, where uncomfortably ambitious, world-changing new ideas such as self-driving cars, Internet from balloons and smart contact lenses are developed and taken out into the world. Google[x] projects have the potential to transform the lives of billions of people and make the world a better place.
And now this “moonshot factory” is likely working on projects involving virtual reality, as indicated by a brand new job posting seeking a full time Computer Graphics Engineer who will “work closely” with Google’s VR team in Mountain View, CA.
Responsibilities include:
Develop advanced rendering algorithm in OpenGL
Co-develop video synchronization
Create an inspection mechanism to read and correct for optical variation
Work closely with the Virtual Reality team at Google to integrate any of the development
Google has been hiring full time virtual reality positions since at least as far back as December, 2014, but this is the first VR job listing we’ve seen for Google [x], which recently became a separate entity from Google after the formation of Google’s parent company, Alphabet.
No.1434
>>1430
>If Palmer were to post here I'm sure he'd be told to fuck off and that's what makes this board wonderful although it's a little slow thanks to low activity.
I'm sure he would get some shit, but since this is a small board, I think more srs discussion would take place.
>>1432
>tfw we are posting here during the dawn of the VR revolution.
What a time to be alive.
No.1437
http://vrfocus.com/archives/23659/patent-revealed-for-amazon-augmented-reality-headset/
The virtual reality (VR) and augmented reality (AR) markets are shaping up to be big business, or that’s the plan for several major global companies. Its now been revealed that online retail giant Amazon, has been developing an AR head-mounted display (HMD), after a patent award was published this week.
Published by the US Patent and Trademark Office only this week after originally being filed on 16th September 2013, the patent award explains how Amazon’s HMD could connect via USB or wirelessly to a device such as a smartphone or tablet, reports TechWeek Europe.
In the patent description it states the idea behind the AR HMD: “A basic issue with mobile devices, such as cell phones, PDAs, tables, and mobile game consoles has always been screen size. One the one hand, a large screen is beneficial for watching movies, playing games, and even reading e-mail comfortably. On the other hand, the larger the screen, the bigger the device, which may be less desirable for a light and portable product. Another problem consumers experience with portable devices, like tablet devices, is the lack of ability to immerse themselves in a tablet experience, such as watching a movie on an airplane.”
“One technology directed to address the size dilemma is head mounted display (HMD) systems. Conventional consumer HMD systems, such as TV glasses and virtual-reality goggles, were usually heavy, expensive and uncomfortable to use for long periods of time. More recently, lighter and more affordable products have been developed in video glasses.”
Amazon has had mixed success with previous technology ideas, the Fire smartphone for instance has been seen as a flop. Maybe the AR HMD might just be different, but as of yet no further details on the headset have been revealed by the company.
No.1438
http://vrfocus.com/archives/23629/smi-to-showcase-vr-eye-tracking-at-dell-world/
SensoMotoric Instruments (SMI) has announced that it will present its virtual reality (VR) eye-tracking technology at Dell World, 20th -22nd October 2015, Austin, Texas, USA. SMI will demonstrate gaze-assisted human-computer-interaction and training for professionals in VR on an Oculus Rift DK” head-mounted display (HMD).
SMI HMD eye-tracking technology enables realistic hand-eye co-ordination in the virtual environment and provides live feedback on a user’s visual interaction. The demos at Dell World will represent 2 scenarios where eye tracking brings new possibilities to VR. The showcases are powered by a Dell Precision Tower 5810 high-end workstation and an Oculus Rift DK2 with SMI’s eye-tracking upgrade.
Eye-tracking for VR can be used to create intuitive interaction by using gaze to select or move objects, or by adding eye movements to avatar animations. One of the SMI showcase scenarios at Dell World lets users manipulate objects in an assembly task by selecting with gaze and moving them with the virtual hands. A second scenario demonstrates eye tracking assisted interaction and live gaze feedback in a control room task.
SMI’s eye tracking upgrade for the Oculus Rift DK 2 is designed for VR developers and researchers and comes with a calibration-free user mode for quick and easy setup. A fully automatic slip compensation allows users to move or take the headset on or off without compromising data robustness.
“SMI eye tracking enables eye-hand coordination and interaction in virtual reality for intuitive and natural human computer interfaces,” says Christian Villwock, Director of SMI’s OEM Solutions Business. “This is why eye tracking is a key component for many display technologies. SMI’s OEM Eye Tracking relies on a technology used by more than 5 million users under the broadest range of conditions. This makes SMI a reliable partner for consumer and industrial OEMs.”
SMI will offer live demonstrations of the technology using the 2 above technical demos at Dell World, 20th -22nd October 2015, Austin.
No.1439
http://www.cnet.com/news/asus-may-release-hololens-augmented-reality-glasses-of-its-own/
Microsoft may not be the only game in town when it comes to HoloLens augmented-reality glasses.
Asus, the world's sixth-biggest PC maker, is talking with the Windows software maker about building its own version of Microsoft's HoloLens, Jonney Shih, Asus' CEO, and Terry Myerson, Microsoft's executive vice president of Windows and devices, have told CNET.
Asus' interest in becoming the first outside company to build a version of Microsoft's device could give a boost to augmented reality, which projects 3D images in front of your eyes and overlays them on real-world environments. No version of HoloLens is on the market yet. Microsoft is expected to release a version for software developers for $3,000 in early 2016. That move is designed to spur developers to create HoloLens apps that will appeal to consumers.
Taiwan-based Asus, known for building affordable PCs, could eventually create a less expensive version of the glasses that may end up in your home. For Redmond, Washington-based Microsoft, the hope is that many companies will adopt the technology, which was introduced in January and runs Windows 10.
"Everything we're doing in hardware, we do with the mind of how do we grow the Windows ecosystem," Myerson said. "That is why we're investing to create a category."
It's ultimately up to Shih whether Asus makes its own version of HoloLens, Myerson added. Shih said he's "still evaluating" what form any potential Asus augmented-reality glasses will take.
"Wait and see," he said.
As for Microsoft's HoloLens, Myerson declined to say when his company may begin selling a cheaper version meant for consumers. But there will be signs when it's primed for market.
"When my kids can't put the Minecraft on HoloLens down," he said, "we know it's ready for Minecraft players."
The HoloLens version of Microsoft's Minecraft, a wildly popular game in which players use textured cubes to build a 3D world, has impressed crowds. CNET earlier this year called Minecraft the "killer app" for HoloLens.
Shih and Myerson were in San Francisco earlier this month for an Asus event to reveal new gaming PCs. The two companies have partnered closely over the years, though they haven't always been the best of friends. Along with making Windows PCs and tablets, Asus sells devices based on Google's Android software. Meanwhile, Microsoft didn't tell PC makers about its original Surface tablet until shortly before unveiling the device in 2012, something that caused tension between Microsoft and its computer partners.
Ultimately, Microsoft said it created Surface to spur innovation in the computer industry and show consumers the kinds of devices that were possible under Windows. Since then, all of the major PC makers have released similar products.
Earlier this month, Microsoft again put a stake in the ground on computer design by introducing its first laptop, the Surface Book. The 13.5-inch Windows 10 device starts at $1,499. Microsoft once again says it wants to inspire its partners.
"We don't want to compete with Asus," Myerson said. "That's not our goal….We want people to come home to Windows."
Rethinking Google Glass
One device Asus probably won't be making is a headset based on the first version of Google Glass, which Shih views as "too much limited" by its user interface and a lack of capabilities.
Glass, which Google first showed off in 2012, connected to the Internet and overlaid images and graphics over what wearers saw with their own eyes. The $1,500 device included apps with basic functionality, like Facebook's app that allowed people to upload photos from Google Glass directly to their Facebook timeline.
The lightweight headgear, unlike the bulkier HoloLens, was meant to be worn in public or at home, but its camera caused an outcry over potential privacy violations and led some venues to ban the technology.
Google paused the project in January, halting its Google Glass Explorer program and discontinuing production of its prototype. It has been reportedly working on a new model it hopes will be less alienating to the public.
The main reason the first version of Google Glass wasn't successful, Shih said, was because the technology didn't "make it really AR." Glass didn't have enough smarts to accomplish things that were really useful to consumers, he said.
Google wasn't available to comment.
"When it really takes advantage of the cloud…[and has] this kind of augmented-reality advantage," Shih said, "then the market can really move forward."
No.1440
>>1429
>Firmware freeness is an important issue too as we've seen recently.
What happened recently?
>>1434
>>1432
>>1430
If Palmer comes here to make a post and is told to fuck off then that really says something about our "community" doesn't it? I'd like if none of us were that irrational or immature. For all we know, one of us could be Palmer posting here right now.
I think if he posted here it would actually elevate discussion, as long as everyone here also makes an effort to make intelligent posts.
No.1441
>>1440
That would be for the best yeah. I mean yeah he did a polarizing thing with selling to Facebook, but it doesn't merit to tell him to go away just because he did something which he believed would truly help kickstart the VR industry.
No.1442
>>1440
>What happened recently?
Hard drive firmware, Intel ME
>>1440
>>1441
Palmer here. I didn't think it would kickstart the VR industry, I thought it would kickstart my wealth. And I was right. Many thanks to you dumb fucks for buying my bullshit lies and Kickstarting me.
No.1443
>>1442
No I'm the real Palmer here. Don't believe his lies! He's a skeleton! Trust me good goy <3
No.1444
YouTube embed. Click thumbnail to play.
http://www.roadtovr.com/tactical-haptics-to-debut-vive-reactive-grip-prototype-at-vr-launchpad/
Tactical Haptics, the company behind the unique tactile feedback technology ‘Reactive Grip’, will show their latest HTC Vive compatible prototype for the first time at VR Launchpad, the the VR startup showcase event, kicking off tomorrow at the Computer History Museum in Mountain View, CA.
Road to VR has a long history with Tactical Haptics. We first stumbled across the company as it demonstrated an early version of its ‘Reactive Grip’ technology at GDC way back in 2013. The technology uses sliding ‘contactor plates’ to manipulate the skin on your hand to convey the illusion of translational motion and forces. So, for example, swing a virtual medieval flail around and you’ll feel the weight of the handle shifting and rotating in your hand.
We last came across the TH team earlier this year, again at GDC, where we learned the company had won a grants from NASA and NSF (National Science Foundation), they’re currently in residence at StartX, a Standford-affiliated non-profit organization set out to accelerate entrepreneurs “through experiential education.”
Their latest prototype is designed to interface with Valve’s HTC manufactured Vive and Steam Controllers, adding naturalistic tactile feedback to the laser tracked VR input devices. This latest version will be shown for the first time at VR Launchpad.
Presented by SVVR and Road to VR, VR Launchpad will see 24 diverse startups pitch VR businesses focused on analytics, content distribution platforms, hardware, healthcare, entertainment, education, enterprise, and more.
Will Provancher, CEO of Tactical Haptics explains the prototype you’ll see at the event tomorrow is designed “in anticipation of working with developers that are already working with Vive,”. The device, even at this stage, is designed to be plug and play “This sleeve interface will make it easy for them to pop the Vive on or off our controller,”. With the HTC Vive, Valve’s first Steam VR compatible headset, due to ship in small quantities later this year and in numbers in Q1 2016, Provancher has his eye on attracting developer talent to the system “Our plan is to take applications from developers wanting to work with Reactive Grip later this year.”
No.1445
>>1444
It looks like shit.
No.1446
YouTube embed. Click thumbnail to play.
http://www.roadtovr.com/exclusive-otoy-shows-us-live-captured-light-fields-in-the-htc-vive/
Rendering specialist Otoy has as of late taken to deep exploration of light fields as a medium for rendering high fidelity virtual reality scenes. While the company’s computer-generated ray-traced light fields are great for viewing CGI envrioments, what happens if you want to capture the real world? Well, Otoy has been working on that too, and we’re the first to see their progress in action.
For some time, light fields to me have been about as utterly incomprehensible as quantum physics—you can see the results in action, but without understanding the underlying principles, it’s hard to grasp what it really means, and importantly, it can be used. After spending some time in Otoy’s array of VR demos, however, I’m just starting to wrap my head around why the company is focusing their energy so intently on light fields for VR and AR.
Key to even thinking about light fields is first understanding what they are. I’ve had people try to explain them to me as a scene captured in many angles by an array of tiny cameras, or ‘all the light rays in the scene’. But without the benefit of being able to stick your head into a light field yourself, it’s hard to derive any meaning from those phrases.
So let me first start with the best way I can think to explain what a light field is, at least in my head: A light field is like a volumetric pixel of 3D space. Let me elaborate.
Let’s suppose we have a magic lightfield capturing device that looks like a cardboard box that’s 1 foot square. Take that box and hold it anywhere in the room you’re currently sitting in. Now press the magic capture button on the side of our magic box. *CHHCKK* (my best text impression of a camera shutter sound). You’ve snapped a volumetric pixel that’s exactly as big as the box.
So what did you actually capture? Well, you now have a portable view of the world as seen from anywhere and at any angle, inside of that box. When you stick your head inside of the pixel you just captured, it’s as if your head is in the same 3D space that the box had filled. Anywhere you look from inside of that box area will show you the world accurately represented—in any direction, from any position, and with depth—as though you head was transported to the volume that the box had occupied when you took the snapshot. If you move your head outside of the area of the box, the world goes blank (conceptually similar to the edge of a flat photograph, but scene here in more dimensions), because you’ve only captured what the world looks like from any point inside of that box.
I’m still not sure if that will make any sense to someone who hasn’t seen a light field for themselves, but hey, I tried.
Anyway… Otoy has been working with computer-generated light fields for a little while now, but lately they’ve been developing a method for capturing light fields from real life scenes. I got to stick my head into one of the very first captures using the HTC Vive.
Remember that magic light field-capturing cardboard box I described earlier that you could place somewhere and then capture a volumetric pixel of that area? Well that’s exactly what Otoy is doing. Ok well… not exactly. The capture rig they’re using actually consists of two DSLR cameras which whirl around on a spinning mount. But that they accomplish is the same—they capture the view as though you head was right in that volume of space (in this case, its a sphere instead of a box, because of how the cameras spin around). That means that you can see the scene accurately no matter how you rotate or move your head within that space (including positional movements). Visually it’s a lot like having that volume of the real world right there with you, even though its physical manifestation in reality is elsewhere.
No.1447
YouTube embed. Click thumbnail to play.
>>1446
Ultimately the output, as seen through the HTC Vive headset looks a lot like 360 degree photographic views you may have seen before (albeit on the higher quality end of the spectrum, though not quite matching the exemplary quality of the company’s CGI light fields), but with the key benefits of stereoscopic depth, positional tracking (parallax), and the ability to recreate the view accurately no matter how you roll your head (shoulder to shoulder). Other 360 degree stereoscopic camera systems have trouble with that last part since the lenses creating the stereo pairs are aligned side-by-side which doesn’t match the orientation of your eyes when your head is tilted). Excitingly, these live-captured light field views have a simple path to even higher quality as the major limitations to the fidelity is the resolution of the capture cameras and the screens that the scenes are viewed on, both of which will improve ‘automatically’ and independently of Otoy.
Performance also seems to be a benefit of Otoy’s particularly brand of light fields. The company says that their viewer runs at 2,000 FPS on the PC and 120Hz on mobile, meaning miles of headroom before increasing display refresh rates become a bottleneck.
And while filesize has typically been pointed to as a major drawback of light fields, Otoy says that they can fit a 1 meter light field cube into 5-36 Mb. Large compared to a simple 360 degree photo of the same view, but way worth it for the benefits of positional tracking and proper stereoscopy.
Indeed there are some downsides to the light field—all of which Otoy says they’re working on. For one, the file sizes of these scenes can be impractically large for many use-cases. 5-36 Mb isn’t bad if you just want to look at one view, but as you increase the size of the light field, the filesize can increase quickly. You can add more discrete light fields, but the size will add up quickly compared to other methods of scene capture.
Imagine for instance a house tour with 20 views; on the low end of Otoy’s light field size figure, 5 Mb, that’s 100 Mb—not too bad, as long as you’re on a WiFi connection. But let’s just consider the average of the range they gave (20.5 Mb): that would put a 20-view house tour at 410 Mb which can be quite restrictive to the way people might want to use light fields, even if it only means a minute or two of waiting. Streaming, however, could be an easy enough answer.
Another issue is that these are still scenes only, for the time being. Otoy says they have a working solution for video in CGI and live-captured light fields, though we haven’t seen it just yet. I’m not yet sure how they plan to maintain practical filesizes for video in live-captured light fields, but they’re well aware that it’s an issue to be tackled.
One interesting upside to Otoy’s live-captured light field is that their particular process doesn’t require much equipment. Compared to a 10-GoPro 360 camera rig which would run you $5,000 for the cameras alone, you could presumably slap a high-end consumer DSLR onto Otoy’s setup for a fraction of the cost (the dual-camera capture rig in the video above apparently only uses one of the two cameras, the other, is just for balance {an expensive counterweight at that!}).
Up to this point, Otoy’s light fields have been inaccessible except to those who know how to use their complex rendering tools. But now it looks like Otoy is on a path to capturing these high quality volumetric pixels with increasing simplicity. In the not too distant future we may very well have something as easy to operate as the magic light field capture device I wrote about above.
No.1448
>>1445
Well, at long as it werks, who cares about the looks. You can make it look anyway you want in VR.
No.1449
http://vrfocus.com/archives/23706/tobii-has-unveiled-its-next-generation-of-eye-tracking/
Swedish eye tracking company Tobii recently announced IS4 eye tracking platform and Tobii EyeChip. The products have been designed to integrate into a wide variety of devices, allowing eye tracking to be added to desktop and laptop computers, tablets, cars, virtual reality (VR) head-mounted displays (HMDs) and much more.
The Tobii EyeChip is a system-on-chip (SoC), also called an application-specific integrated circuit (ASIC), developed specifically for eye tracking. Using hardware acceleration and vectorized processing, Tobii’ EyeChip performs the on-chip processing of Tobii EyeCore algorithms and features integrated sensor and illumination control.
“After several years of R&D and nearly $15M in investment, the IS4 platform, and especially the EyeChip, mark a tremendous milestone for Tobii,” said Oscar Werner, president of Tobii Tech in a statement. “These new products let us empower the world’s leading OEMs with the world’s best eye tracking for consumer devices and, together, bring consumers truly exciting and revolutionary experiences.”
The IS4 eye tracking module has the EyeChip built in, and has been designed to be cost effective and compact for all eye tracking requirements. Both units are now available for OEM pre-order through the Tobii Early Access Program. The program is now accepting registrations from qualified system integrators and OEMs.
Tobii revealed last month a collaboration with Starbreeze Studios to bring its technology to the StarVR HMD, one of the few to feature to technology.
No.1450
>>1442
If we have full knowledge about the shenanigans Intel and others are doing with their firmware, why wouldn't we know about the shit that Oculus or any other VR HMD company does with theirs? If it comes down to it and one of the companies does do it, then just simply not support them. Unfortunately we can't really predict what some of these companies will suddenly change and do.
No.1451
>>1448
This.
Also it's still a god damn prototype. The developers of the controller even said that that solution was just so they could get quick support for software devs who have the Vive already.
No.1452
>>1450
We don't have full knowledge of what Intel does and we didn't have any knowledge for too long. Very smart people discovered Intel and hard drive spyware with hard work whereas the only smart person who cares about VR is employed by Facebook. The fact is proprietary firmware can do anything and it can be very hard to discover what it is doing. No one has even started investigating Oculus firmware as far as I know (and obviously not for the CV1). Anyone can (relatively) trivially audit the OSVR HDK's firmware and verify what it's doing.
With software backdoors, the burden of proof is always on the developer because they are always the only ones capable of proving anything. Making software proprietary is a choice. It is usually extremely difficult to prove that proprietary software is not backdoored. It is trivial to prove that free software is not backdoored.
The HDK is provably safe. The Rift, Vive, etc. are not.
Don't wait for the Rift to be proven harmful because it might not happen and that doesn't mean it's significantly less likely to be harmful.
Now, I don't think it's likely that Oculus or Valve will backdoor HMD firmware. It's a potentially profitable possibility that turns me off, but it's almost conspiratard shit. I care about freedom. I deserve to control my software, not the other way around. That's why I'm buying an HDK. Maybe there is a privacy concern, but freedom is more important (and brings provable privacy with it).
The widespread claims that the HDK is technically inferior to the Rift and Vive are baseless bullshit. >>1279
So why should someone buy a Rift? (or a Vive, or anything else)
No.1453
>>1452
Couldn't you just see what packets are sent out from your computer with wireshark? If you find something questionable coming from the VR headsets or their drivers then there's the proof of data-mining.
No.1454
http://vrfocus.com/archives/23724/htc-vives-limited-launch-not-restricted-to-usa/
With a little over 2 months left to go in 2015, virtual reality (VR) fans are still waiting on release information for the consumer version of the HTC Vive head-mounted display (HMD), let alone the actual launch itself. The company has promised that a limited release will be taking place before the end of the year followed by a wider rollout in 2016. Given that the initial launch will be restricted, you might assume that it would only be available in North America for the time being. But, according to HTC itself, that won’t be the case.
Jason Mackenzie, President of HTC America confirmed as much in a Q&A over on Twitter today following a virtual event that hosted the reveal of the HTC One A9 smartphone. When asked if the limited release would apply only to North America, Mackenzie replied: “No. Not only NA.” Elsewhere, he also confirmed that there had been ‘no change’ to the launch plans of the HTC Vive and that it would still be launching before the end of the year. As for the reveal of the consumer version of the kit, Mackenzie simply stated it would take place ‘later this year’.
It doesn’t appear, then, that there’s any need to worry about the consumer launch for the HTC Vive, as it seems to still be on track. The kit is being made in partnership with Valve and its SteamVR system. Among other features, this allows for Room Scale user-tracking in which players can walk in a real world area of up to 15 foot by 15 foot and have those movements replicated within the given title. The kit also consists of 2 position-tracked controllers, which players can use to realistically interact with experiences.
No.1455
>>1452
>So why should someone buy a Rift?
Because you trust me, dumb fuck.
No.1456
>>1452
I don't know anything about the spying, but oculus currently have the most ergonomic HMD and best motion controllers. So it seems like the best option so far granted it doesn't cost an arm and leg compared to its competition. One disadvantage is that motion controllers will not be available at launch.
Razer won't likely be releasing a consumer version for eons, the HDK 1.3 price looks affordable at 300 USD but its screen resolution is rather low at 1920x1080 which sounds underwhelming even if the screen quality and optics are great. If OSVR is not neglected by software developers then it might have a future. If worst comes to worst it could gain some traction in research and academia.
Fove has an interesting eye tracking solution which is apparently accuracte to a 1/5th of a degree sampling at 30Hz in their latest prototype. They will utilize Valve's lighthouse tracking solution for their HMD so you can also use valve's motion controllers. They boast a resolution of 2560x1440 which is higher than their competition ,but I don't know how well its optics and screen will be in comparison.
Fove don't seem like a big player with a big budget though, they might end up bought out by some other company. Even if their technology makes it out there, it won't likely receive much support until the technology's adoption is widespread among users which won't happen anytime soon as a significant share of the market will not have eye tracking initially so many developers would not bother to support it. Sounds pretty damned useful though, especially for applications outside the realm of video games, they just need to figure out how to increase eye tracking frequency.
Perhaps the second or third generation VR HMDs will include an eye tracking solution.
Who knows how much Fove will cost when released, if released, and how well it will perform in comparison.
Vive has the earliest launch with specs on par with the CV1, no clue how much improvement the consumer version vive will have over its predecessor. They also bundle in motion controllers at launch and their motion tracking system is THE best out there.
CV1 and Vive look like the safest bet for early adopters, I am leaning more towards CV1 with the only thing steaming the tide for vive for me at the moment being a much earlier launch and getting access to motion controllers earlier.
If Fove manage to gain traction though I might switch to that
No.1457
>>1453
With simple surveillance, yes. Microsoft can almost get away with it because their complex OS sends encrypted packets all over the place for more or less legitimate reasons and the evil ones are hidden among them.
These are professionals. The Rift could wait to send its collected data until it's plugged into a Windows computer with Oculus Home and send it out with profile data and update requests. It could wait until you're playing a net game that sends encrypted packets. It could wait until someone gets physical access.
>>1456
No one has shared their experience with a recent HDK's ergonomics as far as I know. It has come very far since conference demos.
I think Leap Motion is currently the best "controller", though it will take a bit more work to free with OSVR. Gloves with haptics are the near future(tm). Though I'm more interested in simulations where hand interaction is infrequent and varied (doorknobs, waving, etc) than in first person shooters where you're always holding a gun. Maybe physical controllers make sense for the latter. I think it's a boring application for VR.
The HDK is appropriate for consumers. Clearly the developer label doesn't turn consumer retard gaymers off with the DK2 selling 100k units and the CV1 still only shipping with a couple partnered games.
The CV1 resolution is only slightly higher than the HDK and it's clear that display and optics are far more important than resolution. We do not know how good the CV1 fares in these respects. We do know that the DK2 screen was shit; that early HDK screens (before the current improved display) were much better; and that even though the HDK is being sold for at least $100 less, Razer and Sensics have far more experience than the competition.
The HDK is user upgradable: its optics and screen can be replaced inexpensively before the next generation $400 HMDs are available. OSVR already supports eye tracking and it is probably possible to add to the HDK.
I'm skeptical that Lighthouse is significantly better than Sixense's STEM. Technically they seem to achieve the same thing: 1:1 positional tracking with no drift and no requirement of line of sight. We shouldn't rule out practical tracking that does require line of sight either. For first person VR with trackers on your face, it maybe isn't necessary to get better line of sight than you have in VR.
Lighthouse is good for hand tracking but not as good as Leap Motion. I don't think it's good for locomotion. Certainly it can track locomotion well, but people do not have the infinite space in the real world that VR deserves. Infinadeck plus limb tracking seems like the best solution for this.
No.1458
http://www.roadtovr.com/two-big-ears-spatial-workstation-delivers-realtime-cross-platform-3d-vr-audio-mixing/
3D spatial audio specialists Two Big Ears have launched a new ‘Spatial Workstation’, a platform for audio engineers to mix and edit immersive audio with realtime feedback leveraging VR headset head-tracking information.
Two Big Ears have been quietly building a name for themselves in the 3D audio space ever since they appeared on the scene with their 3DCeption audio API last year. The API is designed to provide an interface for developers to deliver accurate and compelling spatial audio, that is – audio which recreates a realistic sound-stage akin to the real world. This is particularly important for virtual reality as what you hear is a key trigger point for presence, the term used for psychological immersion in a virtual space.
Rendering and delivering authentic, believable spatial audio is challenging enough, but right now audio specialists are working with traditional mixing tools, designed for mixing audio on a 2D, static plain (i.e. a monitor) with no way to tell immediately whether a mix works well when rendered in realtime when projected into a virtual space.
“With the rise of 360 video and Cinematic VR, there’s lots of work happening on the visual end and creating audio for such experiences is quite difficult with non-standard workflows,” says Varun Nair, Two Big Ear’s VP of Products. “Most of these experiences end up running with 2D sound simply because sound designers don’t have the right tools to get the job done. What is required is a good combination of game audio and the traditional post-production workflows.”
Enter the Spatial Workstation. Launching today, it provides a complete audio pipeline which TBE hope will provide the solution to the above problems. Spatial Workstation allows engineers to mix in their favourite applications (Pro Tools, Reaper, etc) whilst previewing the audio, rendered alongside the accompanying 360 video, obeying input from a VR headset. So, you can create the soundtrack to an immersive cinematic VR experience whilst all the while checking that the mix remains effective when cues move in realtime around the virtual sound-stage.
“We provide a whole set of tools for a sound designer to work with location sound, ambisonic recordings, sound effects and music and then re-position that audio in post-production,” says Nair, “Most of the audio you hear in a cinema or on television is re-created and positioned in post-production. Our tools help sound designers adapt and extend that workflow for VR.”
“First with Felix & Paul Studios and now with other visionary VR filmmakers since founding Headspace Studio, I have been pioneering 3D audio soundtracks for cinematic VR using an unorthodox combination of funky microphone prototypes, unapologetic plug-ins abuse and a pinch of bespoke code at render time,” says Jean-Pascal Beaudin, co-founder of Headspace Studio, “With their Spatial Workstation, Two Big Ears set out with the very ambitious goal of making this process of designing and delivering content for cinematic VR projects available to every audio post-production professional out there. After providing tons of feedback and testing their authoring tools for the past few months, it’s a bit of a pain to admit that they succeeded exceedingly well.”
Spatial Workstation is compiled for multiple platforms, so operating system should be no barrier, and TBE have eschewed portable code to ensure their rendering performance remains high, at least for now.
TBE’s primary concerns are removing barriers for engineers to work on immersive content “One of the main aims with this initial release was to cut down as many workflow and technology barriers as possible between content creation and delivery. The Spatial Workstation allows a sound designer to work within an environment they are familiar with (Digital Audio Workstations such as Pro Tools, Reaper, etc), and mix directly to 360 video or a VR device with head-tracking. We provide an advanced video playback solution that communicates with the audio workstation and also works as an alternative user interface.”
For those interested in this new-wave audio mixing and editing tool, you can register your interest at the Spatial Workstation mini-site here.
So, with the first version of Spatial Workstation in the public domain, what next for the Edinburgh based company? “We would be awfully short-sighted if we stopped at that! We are working on some very cool tech that combines interactive, linear audio, location analyses and lots of magic that we can’t talk about yet!”
No.1461
>>1457
Sixense's STEM looks impressive but its price tag is pretty high. starting at $300 if you just want the two controllers and base station.
Adding more sensors for your feet can be useful for certain applications like fighting games or for research purposes. Placing one of the packs on your head might feel uncomfortable over prolonged use though but most hell even the HDK1.3 has IR tracking which would be cheaper to make peripherals for albeit not as good as sixsense but good enough for government work.
Leap motion looks very interesting but If I were to get one I'd be concerned over the lack of developer support for it in games.
It would be mighty useful for other applications like CAD or sculpting especially if paired with eye tracking giving the users unprecedented level of precision, dexterity, and control in a 3D environment compared to using a mouse and keyboard.
Would be great to create a mechanical device in CAD, then proceed to physically interact with it similar to the real world. Rapid prototyping costs could reduce even further since you can find problems easier before making a physical prototype.
It comes out more naturally as well since these are tools available at our disposal to interact with the real world.
>The CV1 resolution is only slightly higher than the HDK
I don't know, but a single 5.5-inch 1920x1080 screen on HDK 1.3 compared to 2160×1200 on the CV1/Vive yields 240x120 difference which seems like a decent amount of additional pixels, how much of a difference this makes in practice I am not certain since I haven't tried anything aside from the dk1 as a guinea pig for someone's pet project.
I will be blunt though, the main reason I am getting VR is for entertainment purposes, mostly video games and the like. I am concerned that OSVR would not receive adequate support in any titles I might purchase since it is not a consumer model.
There can be workarounds for whatever peripherals you attach, like for example applying a wrapper to a Dual shock 3 controller making it look like an Xbox controller. But then you are at the mercy of the community as opposed to a commercially recognized and mass adopted peripheral which receives direct support form the developer without additional delay.
If I were a student working on a research project the HDK's open platform, low price point and modular nature would be attractive.
I just want a simple solution in a single package that works out of the box without having to worry about peripherals being compatible or supported with workarounds.
That said I do not hate OSVR, quite the contrary if anything, I would prefer all HMDs utilize a unified platform so I can pick and choose whatever Peripheral I want like shopping for a GPU or CPU without worrying about games being supported or unsupported by one brand or the other.
On another note, 60Hz with timewarp to achieve 120Hz sounds a little iffy compared to having 90Hz as you have 30Hz of additional render data as opposed to time warping a previous render. I have never tried it, it could look smoother but it seems like you'd be trading additional render output for higher frame rate which might be problematic in fast paced games where fast moving objects might appear to suddenly pop in and out of view or judder.
No.1462
>>1461
>>1457
So the HDK looks like it will use a similar screen to PSVR's. I've tried PSVR. It has a truly great screen with little screen door. Though I did notice it was a little blurry and pixelated. On the other hand, having tried CV1, the display felt more clear. I think having a screen door effect that doesn't disappear as you concentrate on the content isn't something we'll ever need to worry about in 2016. All the major headsets have solved this problem.
However PSVR never gave me presence while CV1 did, and Vive kind of did. We have to keep in mind that while specs are important, what is more important is the final effect it has on our brain in convincing it that the photons hitting our eyes are from something real. As long as the specs are not terrible, we should instead think of these devices as black boxes which we can only guess the effect of at best by measuring the output directly. Unless you have a huge amount of experience with dozens of different HMDs and knowledge about what makes them work, of course.
I like the idea of the HDK, being a hardware tinkerer myself, but that is precisely why I think it will not provide the best experience, from a consumer and end user perspective, compared to the consumer products. The OSVR team might be very talented, but I have reservations about just how much talent they could throw at it to make a great complete system which requires insanely tight and inter-optimized design of custom components while also being highly modular. A modular equivalent of CV1, Vive, or PSVR, would be a monumentally difficult challenge. Plus, we have to keep in mind that the software and hardware effect each other too, so you need for the whole software stack to be up to par as well. OSVR is doing some great work in setting some foundations, but it is going to take a lot of time and effort to get down well.
No.1464
http://vrfocus.com/archives/23906/oculus-rift-dk2-has-officially-sold-out/
Oculus VR CTO John Carmack announced back in May that supplies of the Oculus Rift development kit, aka DK2 were ‘limited’. Now the virtual reality (VR) company has announced that the DK2 is sold out. From this point onwards anybody interested in developing for the Oculus Rift head-mounted display (HMD) will have to wait for the official launch of the consumer version in Q1 2016.
This revelation was posted on twitter by Bruce Wright, a VR filmmaker and VFX animator whose credits include Frozen and Wreck it Ralph. The announcement continues the trend of Oculus VR discontinuing their development kit production and sales in light of a new model. The original development kit, aka DK1, was withdrawn from sale in March 2014 a week prior to the announcement of the DK2 at the Game Developers Conference (GDC).
So now with the Oculus Rift DK2 all eyes will be firmly on the launch of the Oculus Rift consumer version (CV1). While the launch window of Q1 2016 has been known for some months now, the company has still been cagey on the exact date and pricing details. It was expected that an announcement would’ve been made at the Oculus Connect 2 developers conference in September, but news on the HMD was fairly sparse. The majority of the keynote addresses were aimed at the Samsung Gear VR HMD which Oculus VR co-developed with the smartphone manufacturer.
No.1465
http://www.roadtovr.com/tracking-facial-expressions-wearing-vr-hmd/
Hao Li is an assistant professor at USC who has been collaborating with Oculus Research on facial tracking while wearing a virtual reality headset. The group’s initial prototype and research paper “Facial Performance Sensing Head-Mounted Display” was presented at SIGGRAPH 2015.
http://d1icj85yqthyoq.cloudfront.net/wp-content/uploads/2015/10/Voices-of-VR-234-Hao-Li1.mp3?_=3
Hao says this prototype proved that it’s possible to extrapolate facial expressions hidden under a VR headset with a combination of strain sensors and machine learning algorithms. They are now moving forward on the next iteration of prototypes that should be more practical for consumer-ready prototypes. I previously covered Hao’s research in a write-up on my interview with Martin Breidt.
Hao says that eye gaze is really crucial to having a successful social interaction in VR, and it’s possible that Oculus is working on integrating eye tracking into future consumer VR headsets.
Hao talks about some of the next steps in his facial tracking research, and he’s really optimistic about the metaverse given how his research is helping facilitate the future of telepresence and social VR applications.
No.1466
I am the only one concerned by the complete absence of apps availability? There's zero announcement yet put aside tech demos and "vr cinema" whatever that means.
We're a couple of month away from the Vive launch and yet there's no software lineup whatsoever.
No.1467
>>1466
All of you worry needlessly, this is not like a consoles launch with Microsoft and Sony being incompetent idiots. There are loads of VR apps in development and some that already made that will be available at launch.
You can already see on Oculus share the amount of apps that already work, Vive will have nearly just as many because adding support for another VR headset is simple.
No.1471
>>1467
I am more interested in how webVR will develop. Seen some footage of janus VR, it looks pretty crude but there is plenty of potential there.
Getting it to be lightweight will be a challenge, my internet connection sucks major ass. Imagine what a VR implementation of an image board would look like.
>visit 8chan
>start in a large room with a bunch of portals/doors to your board of choice
>enter /v/
>bunch of rooms ranging from discussion rooms to shitpost in threads as you would normally to arcade rooms with various themes.
>enter generic arcade room
>loud banter everywhere
>join a group of avatars huddled infront of a large screen watching 4 of them duking it out on a virtual emulated PS2 playing Timesplitters 3 as monkeys with flare guns only
>everyone is fighting to get their turn next round or arguing on which console or game to play next.
a man can dream
No.1473
>>1471
No idea if that will work or not. I can picture something like VR Twitch Chat working much better though.
No.1474
>>1471
>>1473
I've started playing with Janus, making a VR imageboard. It is cool and it is feasible. Attaching 3D models to posts is particularly cool.
My main concerns are (1) that Janus is proprietary (my work is very slow since I refuse to run the software and rely on others testing my site as I write it – 3D positioning is tedious) and (2) performance. 2D web browsers can't even run Javashit emulators smoothly on my PCs (which to be fair are barely fast enough to run simple VR programs). I don't think there are any JS emulators for consoles as new as the PS2 and I don't think they will be usably fast for a while.
I think I'll wait until Janus is free or someone implements a free client to continue work.
No.1475
YouTube embed. Click thumbnail to play.
>>1474
I am no web developer but there seems to be a great deal of interest, it is only a matter of time until most of web VR development is open source.
Wouldn't be surprised if it is already in the works.
No.1476
http://vrfocus.com/archives/23926/alzheimers-could-be-predicted-using-virtual-reality/
Virtual reality (VR) is being used for all sorts of medical breakthroughs recently. VRFocus has reported on researchers developing VR models to create treatments for aortic aneurysms, to digital avatars that can be used to run treatment simulations. Now a team of German neuroscientists have made a VR maze that is claimed could aid in detecting Alzheimer’s disease, years in advance.
A study led by Lukas Kunz of the German Centre for Neurodegenerative Diseases in Bonn, required volunteers aged 18 to 30 to navigate through a virtual maze to test the function of certain brain cells, reports the BBC. And according to the researchers those who have a higher genetic risk of developing the disease could be identified by their performance in the test. The group which were deemed high risk negotiated the VR maze in a different manner to those of a lower risk.
“Our results could provide a new basic framework for preclinical research on Alzheimer’s disease and may provide a neurocognitive explanation of spatial disorientation in Alzheimer’s disease,” said the team.
Even though the study suggests this trial may allow scientists to predict Alzheimer’s decades in advance, there are also other contributing factors. Dr Laura Phipps of Alzheimer’s Research has said: “The risk factors for Alzheimer’s are diverse, including age, genetics and lifestyle, and research is vital to allow us to unpick how each of these factors could contribute to a person’s risk of the disease.”
No.1479
News guy here, so far the last couple of days there has been a real drought of VR news topics with only unimportant PSVR non-news going rounds around the VR sites.
Just a heads up so that you know I'm still here, there just isn't anything happening.
No.1480
>>1479
>Posts a thread full of actual non-news
>Games get announced
>"I'm not posting anything because it's non-news, but great news guys! I'm still here!"
eh… OK.
No.1482
>>1480
And why should I post game announcements on a news thread? If you haven't noticed already I almost never posted games in these threads. Why? Because we don't have VR headsets yet, viewing all of those trailers on a flat screen makes them look no different to any other non-VR games.
If you want to see them then post them yourself, you could preferably make a VR game news thread and post all of those announcement and games there.
No.1485
>>1480
>muh gaymes
keep it up newsfag
No.1487
File: avatar-1.jpg (153.14 KB, 600x407, 600:407, avatar.jpg)

http://uploadvr.com/social-alpha-launches-oculus-gear-vr/
Today is a big day for virtual reality. It is the first day in history when people owning consumer VR headsets, running publicly available software, were able to connect with one another in a virtual space using the Internet.
The social VR features launching in a public testing phase from Oculus allow five people to watch a Vimeo or Twitch video together in a shared virtual home theater on the Gear VR. I just emerged from a session watching videos together in a room with CorvusVR, Will Mason and a guy named Steve.
Will and Steve looked like aliens and Corvus looked like a cat. I was a robot. The heads we picked for ourselves prior to entering the room floated above chairs as we watched a few videos together. From where I was seated in the room, if I turned my head left I saw Steve and if I turned right I was looking at Will and Corvus. Our head movements in real life were matched by our avatars, so each of us could tell when we were looking at one another.
“By using this app, you publicly disclose what you are watching,” the description for the Oculus Social app says. “To stop, close the app.”
I used a pair of wired earbuds and found myself laughing and talking with these avatars as if we were actually sitting in the same room together. When one of us spoke little circles appeared in front of the speaker’s mouth to indicate who was talking. I didn’t have to speak loudly to make sure they could hear me. It was just crisp, clear conversation while watching videos together as cats, robots and aliens.
There were of course bugs too, but being an alpha release that’s to be expected. My bluetooth headphones didn’t work correctly at first so that’s why I switched to wired earbuds. When I was using the wireless headphones I was in a black room with these other avatars while, in the same room, they were seeing a video play. I restarted the phone and re-entered the room and all was right with the virtual world — we were watching a video together again.
Previously we reported Oculus was planning for movies bought on Gear VR — films like Total Recall and Dawn of the Planet of the Apes — to be shared simultaneously with up to five people in a very similar manner to what I just experienced. This alpha appears to be the first step to unlocking that feature. Hopefully it launches soon for Netflix as well.
If you’re reading this and own a Gear VR, maybe someday soon we’ll meet in VR.
They really need to get better avatars because right now they are either ugly as fuck or creepy as fuck.
No.1488
>>1487
Consumer headsets, perhaps. It's been going on with the dev kits for a while now, though. Nothing new.
No.1489
http://vrfocus.com/archives/24228/two-bit-circus-creates-bluetooth-syncing-for-multiple-gear-vr-units/
Companies heavily involved in the virtual reality (VR) industry, Oculus VR, Sony Computer Entertainment (SCE) for example, are constantly pushing the idea that VR isn’t the solo, isolating experience many claim it to be. The solo local experience is something Two Bit Circus have been working on, by combining bluetooth syncing with Samsung’s virtual reality (VR) Gear VR head-mounted display (HMD).
The Gear VR is being used by a number of different companies and institutions to demonstrate VR experiences. Two Bit Circus has already used its syncing technology with a VR experience for the XLIX Super Bowl in collaboration with Wasserman Experience, Verizon and the NFL.
Aaron Thomen, Lead Engineer at Two Bit Circus VR explains on Medium.com (https://medium.com/@TwoBitCircusVR/introducing-a-bluetooth-syncing-solution-for-multiple-gear-vr-headsets-c434b476d4a3#.2tvil1t93): “We created a Bluetooth triggering system that starts a VR demo on multiple GearVR headsets. This allows for a limitless number of users to simultaneously view a VR experience and afterwards, share their thoughts and feelings. This breaks down some of the isolating aspects of VR, and also makes it easier to initiate a demo, especially for those who have never used a GearVR. The triggering system fits into a small portable case. Once the phones are paired, buttons are used to start, stop, or reset the experience.”
Two Bit Circus has also displayed the bluetooth syncing solution at two events recently: first at USC and then at the 2015 VRLA Summer Expo. Since these events the company has upgraded the system to operate on a higher wireless frequency, giving the ability for larger files to be streamed at a faster rate with reduced errors.
No.1490
No.1491
http://www.cnet.com/news/youtubes-new-engineering-chief-talks-about-promise-of-vr/#ftag=CAD590a51e
In his first interview as the video empire's engineering chief, Matthew Mengerink discusses virtual reality, making money and stepping into the role during trying times for YouTube's engineers.
Soon after Matthew Mengerink became YouTube's engineering chief a few weeks back, he got a taste of the virtual reality footage Google has been working on but hasn't released to the public yet.
"I saw stuff that just melted my brain," Mengerink said Tuesday in his first interview since joining the Google-owned video site.
Mengerink won't go into detail about what he saw but gives general examples of the kinds of things VR can do, like taking you cycling through the Alps while you're really just on your exercise bike. Or letting you stomp around the city pretending to be Godzilla. The world's top tech companies, from Facebook to Samsung, have become enamored with virtual reality. Once mostly the dream of video game makers, Silicon Valley has expanded the vision for the technology.
"That's the future technology of YouTube," said Mengerink. "Those are the table stakes: How do you change the way people look at things?" That's probably not exactly what the site's 1 billion monthly visitors expect of YouTube. The juggernaut video service, which Google acquired in 2006, is known for its massive haul of cat videos, sports rants and makeup tutorials. But all of that is evolving as the site expands and becomes more ambitious.
On Wednesday, Google is launching YouTube Red, a subscription version of the service that nixes the ads and gives you access to original shows and movies from top YouTube talent for $10 a month. In August, Google launched YouTube Gaming, a hub dedicated to video game-related content. Google, which formed Alphabet as a new holding company for all its properties earlier this month, also plans to place the streaming media site at the heart of its virtual reality efforts. YouTube remained under Google in the reorganization.
It may not seem obvious, but Mengerink, a 43-year-old veteran of eBay and PayPal, said his e-commerce background makes him well-suited for the top engineering job at YouTube. As YouTube grows and looks for more ways to make money, Mengerink said there are similarities between maintaining sites like eBay and YouTube. eBay has various levels of sellers. YouTube has both casual uploaders and video creators whose goal is to make money.
"We need to make sure that monetization doesn't interfere with the joy of watching videos," he said. "That's a hard balance to strike."
Mengerink's challenges aren't only technical. He steps into the role after YouTube's previous engineering chief, Venkat Panchapakesan, died in May. In the interim, engineering executive John Harding had taken on a leadership role. The move to bring in an outsider was controversial to some YouTube employees, according to a report by The Information.
"If I were in their shoes, I would find this very jarring," Mengerink said. "This is a particularly trying time for the organization. I think there's a bit of skepticism, and rightfully so."
"Humbly speaking, it's upon me to prove myself to everyone here," he added, noting that Harding told him he's "committed to the long term."
For Google, YouTube has become a crucial part of the company. When the search giant announced quarterly results last week, a big part of Google's success was the "amazing momentum" of YouTube, said Google CEO Sundar Pichai. There has been an uptick in mobile advertising, and people are spending 60 percent more time watching videos on the site than they did a year ago. Meanwhile, competitors like Facebook and Amazon's Twitch, aimed at video gamers, have become more aggressive in going to battle with YouTube.
As for virtual reality, Google last year unveiled Cardboard, a no-frills kit made of, well, cardboard that turns your smartphone into a VR headset. In May, the company said people would be able to directly watch VR videos on Cardboard through YouTube. All you will need to do is choose the VR function from the YouTube smartphone app.
"As virtual reality comes into being, how do we make sure people experience it on YouTube first?" said Mengerink. "This is the first inning of a nine-inning game."
Too bad YouTube is shit and has been for the longest time. A distributed P2P video viewing site is the future.
No.1492
File: heck.webm (1.52 MB, 480x360, 4:3, heck.webm)

>>1491
>from top YouTube talent for $10 a month
So Youtube VR for 15$…
>massive haul of cat videos, sports rants and makeup tutorials
Holy fuck! I am hooked!
>but Mengerink, a 43-year-old veteran of eBay and PayPal, said his e-commerce background makes him well-suited for the top engineering job at YouTube
So they expect to squeeze money out of VR kittens video?
This is Farmville level of ambitious, truly a revolution.
No.1493
>>1492
If they start installing VR camera rigs where they belong and do it properly they could have a jump start in this field.
They have the money and backing to be able to do this. Whether VR users will be willing to pay for this content is the real issue for them. It's very unlikely that we'll see your average tech enthusiast start making their own VR compatible videos anytime soon thanks to a dearth of tools and the expensive equipment that's required. Even in the amateur CGI world there's little interest in making VR content as it's very difficult to do properly.
There are probably less than ten thousand people out there doing real experimenting with making 3d and VR compatible videos on their own right now, just making an image like this one is mindbogglingly difficult. And that's typically where the real advances and breakthroughs are made when it comes to these tech trends.
No.1498
http://vrfocus.com/archives/24318/scientists-at-hhmi-janelia-research-campus-created-vr-for-mice/
While there are many virtual reality (VR) fans out there eager for the launch of the first consumer versions of Oculus VR,HTC and Sony Computer Entertainments (SCE) head-mounted displays (HMD), mice are getting their own version. Researchers at HHMI Janelia Research Campus in Virginia, US have created a VR system for the little rodents to help better understand our own brains.
The researchers have developed a system uses a pair of movable walls to “tickle” the whiskers on each side of a mouse’s face, reports the BBC (http://www.bbc.co.uk/news/technology-34505246). By moving the walls in the shape of a virtual tunnel the mice can be tricked into thinking they are inside the real thing.
Nicholas Sofroniew one of the researchers on the project explains: “By being able to relate neural activity to behaviour we can understand how mamalian brains in general respond to things like injury. For example how is it that they learn to find routes and paths, how they form memories, a better understanding of the basics of memory formation I think is critical for trying to understand any of the diseases that affect humans where memories start to be lost, such as Alzheimer’s.”
The research team say that by using this VR system they: “can get more data and higher quality data from each animal and thereby reduce the number of animals we need to use in experiments.”
No.1499
http://vrfocus.com/archives/24298/sonys-jim-ryan-optimistic-about-vr-having-a-long-term-future/
The internet is full of predictions on virtual reality (VR) some positive some not so. Numerous market research reports have been released over the last year which point to the VR market being worth billions by 2020, with growth rates at various percentages. So optimism is high for this burgeoning industry, and Sony Computer Entertainment Europe (SCEE) boss Jim Ryan sees VR having a good future.
During an interview with vg247 after SCEE’s press conference at Paris Games Week (PGW) this week, Ryan was asked if he thought VR was a fad similar to 3D TV’s. To which he responded: “I am optimistic about VR having a long-term future as an important part of the gaming eco-system. Yes, I am.”
The other worry for fans is that Sony hasn’t shown the greatest commitment to its mobile platform Vita, and whether this may also be the case for PlayStation VR if the launch isn’t a success. “I think it’s very hard to make concrete promises about something that is completely untried and unproven. But I think what we can say is that we’re taking this very seriously. We do view it as something that will be of considerable long-term importance. I’m aware that might come across as a bit mealy-mouthed, but I think that’s probably about as much as I can say,” Ryan said.
The PlayStation VR head-mounted display (HMD) for PlayStation 4 is due to be released in the first half of 2016, although price and exact date are still to be announced. SCE has already shipped 29 million PlayStation 4 units to retailers to date, but the sold figure will be some what lower. Even so that gives the PlayStation VR a large user base to attract, giving it a reasonable chance of success, depending on content.
No.1500
YouTube embed. Click thumbnail to play.
http://vrfocus.com/archives/24312/text-to-photos-to-video-to-vr-facebook-ceo-explains-how-vr-delivers-a-richer-medium/
It’s no secret that, one day, the Oculus Rift virtual reality (VR) head-mounted display (HMD) will play a key role in the Facebook platform. That much was made clear last when then the social networking giant bought Oculus VR itself for some $2 billion USD. We know that, in the near future, Facebook will allow users to view spherical content on their feeds from within VR, but what does this mean for the platform as a whole? To CEO Mark Zuckerberg, VR’s arrival will bring about a ‘richer medium’ that’s the next step up from video.
Zuckerberg recently explained as much in a Townhall Q&A in Delhi, India. “In terms of how this fits into the overall vision, you know, one of the big trends that we’ve seen on Facebook and on the internet overall is that, as time goes on, people get these richer and richer mediums for sharing what’s important to them,” he said. “So if you go back 10 or 15 years, most of what we shared on the internet was text, right? And, you know, over the last 5 or 10 years, now a lot of it is photos. And it’s visual, so photos, other graphical content.
“Over the next period of time, we’re really – I think – entering this golden age of internet video where the primary way we’re going to both share our experience and consume other people’s kind of experience and ideas online is going to be through video. So you’ve seen this progression from text to photos that were graphic but static to videos that are now kind of animated and richer,” Zukcerberg added.
“But, you know, I don’t think videos are the end of the line, right? Because, as rich as a video is in terms of telling a story it’s still just, you know, small screen. It’s still 2D. And I think that people want an even richer medium. You want to be able to feel like you’re there. And that’s what virtual reality and augmented reality can do. They can make it so that you actually feel like you’re right there in the scene.”
It was here that Zuckerberg explained that he hoped to share his daughter’s first steps within VR. “So in terms of the overall vision of how this fits into social media, you know, as time goes on the trend is towards richer and richer communication and I think at some point in the future – it’s going to take maybe 5 or 10 years to really develop before this is a very big thing that a lot of people are doing – I think this is going to be something where you can capture these scenes and you can share them in your feed or on Whatsapp, just like you share a photo or text today. And you’ll be able to pass around these things which are going to be very close to real life experiences that we have.
“And I think that’s going to be pretty amazing. I’m really excited about that.”
No.1501
http://vrfocus.com/archives/24368/digital-vr-reveal-new-architectural-vr-platform/
VRFocus has reported on a number for different building projects that have utilised virtual reality (VR) as a marketing medium, giving the ability to show customers what to expect of the finished build in an immersive environment. Now Newcastle, UK-based firm Digital VR has developed a new VR architectural platform for what the company expects will become standard architectural practice in years to come.
The new product will enable architects to offer their clients fully interactive, virtual visualisations of proposed construction projects. Currently, architectural practices commonly produce 3D models or images, and ‘fly through’ videos of proposed projects. Digital VR says its use of VR gaming software will be akin to designers giving clients a key to the front door, weeks months or even years before the project is realised.
Ben Bennett, director at Ouseburn-based DigitalVR, said in a statement “Clients can don a virtual reality headset and immediately feel like they’re in their new building. They can change the colour of a wall, add a new lighting scheme, view it by day or night and even move furniture around. They’ll see the desired effect instantly.”
“With a swipe of their hand they can ‘screenshot’ the new views. These screenshot images will be available to print and view immediately. We think this practice will become commonplace in years to come, so we’re really proud to be in position to bring this to market now,” he adds.
Digital VR will be showcasing the new platform at a special preview event on Wednesday 4th November at its headquarters at the Toffee Factory in Ouseburn. While the event will be aimed towards those in the construction, architectural and design sectors, anybody can sign up if they wish at the eventbright page for free.
No.1502
http://vrfocus.com/archives/24417/luckey-suggests-facebook-had-its-own-vr-work-could-have-competed-with-oculus/
Arguably the biggest story in the virtual reality (VR) industry over the past 2 years was social network giant Facebook’s acquisition of VR specialist, Oculus VR. The announcement came as a complete surprise back in 2014, though has undeniably allowed the company to advance its work on the Oculus Rift head-mounted display (HMD). While Facebook is obviously best known for its social platform, it also works on other technologies. With this in mind, it looks as if the group had its own work in VR going on before its historic acquisition.
Oculus VR founder and Oculus Rift designer Palmer Luckey suggested as much today at the Web Summit conference (https://www.youtube.com/watch?v=2Cn2PE0b38g) in Dublin. Speaking in and on-stage Q&A, he noted the pair would have ended up ‘competing’ if the deal hadn’t happened. “When we came together with Facebook it worked out really well because we had a really similar vision of the future of virtual reality,” Luckey said. “It wasn’t like they were coming in to impose their will on us. When we first started talking it wasn’t about an acquisition at all, it was about ways that we could potentially work together on virtual reality.
“It became increasingly clearer that they wanted to do a lot of the things that we wanted to do. And then, in fact, if we were both going to work on virtual reality, we were going to end up competing in a lot of ways, you know, especially as we move towards this idea of a metaverse, a digital world that exists parallel to our own. So, some people ask “Do they let you do your own thing?” and it’s like “Well, we both kinda wanted to do the same thing, so we’re both on the same page.””
The Oculus Rift is set to launch within the first three months of 2016.
Facebook was going to do VR either way.
No.1503
http://vrfocus.com/archives/24397/sony-playstation-vr-doesnt-have-to-a-a-million-units-during-launch/
Virtual reality (VR) technology is undeniably impressive, but there are still a lot of questions as to how well the tech will sell and how well the creators of specific head-mounted displays (HMDs) expect them to sell. From marketing to price points, there are numerous barriers to entry for every device on the horizon. Sony Computer Entertainment (SCE) knows this all too well, which is why it doesn’t seem to be hoping for an overnight success story with its PlayStation VR device for the PlayStation 4.
Managing Director of Sony Computer Entertainment in Australia Michael Ephraim recently said as much in an interview with IGN. “Honestly, it’s going to be a challenge,” he said of selling VR to consumers. “We have retail partners, we have media, and shows, and events. There’s always been Westfield events. But word of mouth is a strong tool, too. You demo to 1000, and they’re going to tell 100,000 people that they had this amazing experience, and those people are going to want to have that experience too. But we don’t have the exact answer.”
He continued, adding that the company didn’t need to sell ‘a million units’ in VR. “We’re working on plans, obviously, but I think – look. Already before launch there’s so much hype, but it’s going to be here for a while. We don’t have to sell a million units during launch period. It will be a build. As Shuhei [Yoshida] said, there are a lot of publishers and devs developing for it. And there will be titles coming to VR that people will know, like GT Sport, for example, which will have a VR component. But as for en masse? It’s something we’ve got to work on,” Ephraim said.
PlayStation VR is set to launch in the first half of 2016, though a specific date and price are yet to be announced.
No.1504
>>1503
http://vrfocus.com/archives/24422/playstation-vr-still-not-ready-for-price-date-says-sony/
Last week saw Sony Computer Entertainment (SCE) host its first ever Paris Games Week (PGW) press conference in France. It was a packed show filled with news on the PlayStation 4, and even held some big reveals for the PlayStation VR virtual reality (VR) head-mounted display (HMD). What wasn’t announced, however, was a final release date and price for the kit. With that launch still expected in the first half of 2016, SCE is running out of opportunities to reveal such details. Despite this, the company insists that the device is ‘still not ready’ for a price and date reveal.
SCE Head of Worldwide Studios Shuhei Yoshida said as much in a recent interview with GameSpot, as picked up by PlayStation LifeStyle. “Well, we’re still not ready for a date and price, but the hardware has been going very well,” Yoshida said. “It’s pretty much done, but the team in Tokyo is working hard to get the system software and the SDK done and continually improve it, to make sure that the experience is great for customers and developers.
“We also want to make sure that when we launch we also have a good selection of games, so it’s a bit too early to sort out a price and date,” he concluded.
With PGW now wrapped up many are hoping that SCE’s final big event for the year, the PlayStation Experience fan expo in San Francisco, California, will be the place that launch information is revealed. The event takes place on 5th and 6th December and will feature an opening presentation that, last year, essentially resembled an E3 or PGW press conference.
No.1505
http://vrfocus.com/archives/24424/new-htc-vive-tour-dates-announced/
The HTC Vive Live Tour for the virtual reality (VR) head-mounted display (HMD) began back in July and since then has travelled across the US and also made its way into Europe. Originally the tours final date was Paris Games Week (PGW) last week, but now more dates have emerged.
This week the HTC Vive Live Tour will be at two destinations. On Monday 2nd – Thursday 5th November the tour will feature at UNC Sitterson Hall between 9am and 5pm. RTP Virtual Reality, a local VR meetup group have scheduled time with the HTC Vive on Wednesday 4th, from 10am – 12pm. Registrations are open and the first 20 people to register will get a time slot. The group will also hold a casual meetup during this time, further details can be found here (http://www.meetup.com/RTP-Virtual-Reality/events/226482032/?a=ea1_grp&rv=ea1).
For anyone else interested in the demos you will need to sign up for an allotted time slot, sign ups being at 9am daily at 201 South Columbia Street, Brooks Computer Science Department, Chapel Hill, North Carolina.
Also this week HTC has revealed on its blog (http://blog.htc.com/2015/07/the-htc-vive-world-tour-is-here/) it will be taking the headset to Austin, Texas between 3rd – 8th November. The 3rd – 5th November is allocated for the 22nd annual Austin Film Festival.
No.1506
http://vrfocus.com/archives/24475/htc-vr-will-take-some-time-to-hit-the-masses/
With all the hype around virtual reality (VR) as the next big revolution in entertainment its easy to forget that it’s still in its infancy. Yes the idea has been tried numerous times over the last few decades but to no avail. 2016 will be when VR in its current form finally becomes available to the public, and then the industry will start to see how popular everyone hopes the tech will be. But it maybe some time before VR truly becomes mainstream, HTC predicting a possible three to five year window.
Talking to journalists at the recent Tech Crunch Beijing event, HTC’s chief content officer Phil Chen made the comment after talking on a panel, reports Cnet. “It will take some time for it to go to the masses,” Chen added, as the head-mounted displays (HMDs) like the company’s HTC Vive, will still require refinement, as well as further content. Chen is also noted as saying he expects a billion VR headset devices to be sold in the next seven or eight years.
The HTC Vive is currently scheduled for release in a limited fashion towards the end of 2015, with a wider release planned for next year. The company still hasn’t revealed the final consumer price or an actual launch date.
No.1507
http://vrfocus.com/archives/24487/youvisit-coo-brands-are-starting-to-see-vr-as-a-powerful-marketing-tool/
Some of the worlds biggest global companies are already involved with and promoting virtual reality (VR) technology. Firms like Google, Facebook and Samsung have all helped to bring VR into the mainstream conciousness. Marketing firms are also seeing the potential benefits of using the immersive media for their clients.
“Brands are starting to see virtual reality as a powerful marketing tool, enabling consumers to better interact with a brand and experience a product or service before purchase,” said Endri Tolka, co-founder and COO of YouVisit reports Luxury Daily.
“The growing popularity of VR has a lot to do with the tool’s ability to create a strong emotional bond with consumers. For the past several years, brands have relied on social media to cultivate this bond, but are now finding it difficult to rise above the static. Through early VR adoption, brands have realized they can create these emotional bonds, while also differentiating themselves from their competitors. Additionally, now that Facebook and YouTube support 360-degree VR experiences, brands have more incentive to adopt this new technology.”
Brands like Dewar’s Scotch Whisky, Nescafe, Patron and Stella Artois have already been utilising the technology to promote their brands and products in more eye catching ways as the technology expands into new industries.
“When Facebook entered the market with its $2 billion purchase of Oculus, the industry did a collective head turn, finally taking notice of VR as a potential platform for entertainment, marketing and more,” said Tolka. “Adoption of immersive content will grow as the hardware gets less costly and more consumers buy into it.”
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No.1508
http://vrfocus.com/archives/24503/htc-excited-to-reveal-vive-pc-specs-will-allow-for-premium-experience/
Oculus VR has already released the recommended specifications for PCs to run the Oculus Rift virtual reality (VR) head-mounted display (HMD). The list of requirements should also provide a very rough idea of what to expect for another major PC-based HMD, the HTC Vive. Neither HTC itself nor its partner, Valve, has released an official recommend specification list for the device yet but, rest assured, it is indeed coming and the company is ‘excited’ to share it.
J.B. McRee, Senior Manager of Product Marketing at HTC said as much during an interview with VRFocus. “Yeah, we definitely will,” McRee said of if the company would reveal those specs. “We haven’t announced that yet. We’re very excited to do that when the time comes. We know that people are very excited about hearing about what that’s going to be like. One thing that I can say is we’re very focused on a high-quality experience, you know.
“It’s important for – I think – the industry as a whole for the first products coming to market delivering on a very premium VR experience, and so there’s a lot of weight on our shoulders because we’re going to be one of the first ones to market. And so we’re focused on a very premium experience and when that time comes we’ll let you know,” he concluded.
The HTC Vive is expected to have a limited launch towards the end of this year. Just how many units will be available is unclear, though the company has said that it won’t be limited to just the USA. Other aspects such as pricing and a specific date are also still to be revealed.
No.1509
http://vrfocus.com/archives/24535/bill-gates-tries-the-htc-vive/
Microsoft may not be working directly with virtual reality (VR) technology at the moment but its interest in it is certainly obvious. The company has a partnership with Oculus Rift head-mounted display (HMD) creator Oculus VR that will allow Xbox One owners to stream into the device and play in a virtual theatre, for example, and work with Valve and its SteamVR system has also been announced. Today sees company co-founder and former-CEO Bill Gates try out the first SteamVR HMD, the anticipated HTC Vive.
Gates recently posted an image of him playing a virtual tennis match using the Vive and its SteamVR position-tracked controller, as seen below. According to the message accompanying the image, Gates was playing against a virtual version of Russian tennis player, Maria Sharapova.
“Got to sample VR breakthroughs, including the chance to return @MariaSharapova’s serve,” Gates wrote. “Very cool.”
The HTC Vive itself is set to launch in a limited fashion in the remainder of 2015 though it’s not yet clear just how many units will be launching then. A full rollout is expected in Q1 2016. A price for the device is yet to be announced.
No.1519
>>1509
>writing three paragraphs of fluff about a tweet
>news
No.1520
>>1519
I just found it funny, they already have enough articles of real news everyday, I don't get why they would upload crap as if they had a quota to fill.
No.1522
http://thetechportal.in/2015/11/06/facebook-brings-aboard-3-microsoft-researchers-to-build-tools-its-oculus-rifr/
Facebook is undoubtedly quiet serious about its research into virtual reality and artificial intelligence. In a bid to step ahead in the space, Facebook has hired three longtime Microsoft veterans to head up a new computational photography team that would focus onto the two segments.
Michael Cohen, Rick Szeliski and Matt Uyttendaele were previously at Microsoft Research, working on projects like Hyperlapse, a technology for stabilizing videos, and Blink, which takes a burst of multiple photos to get a good shot.
The team, led by 20-year Microsoft researcher Rick Szeliski, will work on conceiving tools so that Facebook users can share 3-D video and virtual reality video to their profiles. That includes things like 360-degree video, which Facebook just launched in News Feed for the first time in September.
As explained by the team –
We will be creating new tools and technologies that have in the past often been restricted to a specialist or required many hours of curation and bring that to the entire Facebook community.
Moreover, it’s about creating virtual reality content that is easily accessible by the masses. The Oculus Rift is expected to be launched next year in its consumer form, along with other models from competing companies.
Perhaps, this would ease the sales of VR headsets as one will not have to think about getting 3D content for his device.
Microsoft said that its interactive visual media research team is now being run by Larry Zitnick, who Szeliski designated as his successor before leaving.
No.1523
http://vrfocus.com/archives/24555/luckey-oculus-rift-price-will-be-revealed-when-pre-orders-launch/
The virtual reality (VR) community is just months away from the launch of one of the biggest head-mounted displays (HMDs) on the horizon, the Oculus Rift. The kit is set to ship in Q1 2016, though a specific date and price for it are yet to be confirmed. VR enthusiasts eagerly await those details, then, and this week device creator Palmer Luckey has provided a very small hint as to when they’ll find out the Oculus Rift price.
Speaking with RTE at the Web Summit in Dublin, Ireland this week, Luckey confirmed that the price tag for the Oculus Rift will be revealed when pre-orders go live. “So we haven’t announced the final price yet,” he said. “We’ll be doing that when we launch pre-orders. But the thing to keep in mind is that the majority of the price isn’t coming from the headset, it is really coming from that PC that we’ve talked about. You know, we’ve talked about it costing roughly $1,500 if you don’t have a PC that’s capable of running Rift to buy the PC you need, to buy the Rift, to buy everything else you need and the majority of that is going to be in the computer.”
Luckey’s comments are in line with VRFocus‘ ‘VR vs.’ feature that suggested both the price and date for the Oculus Rift would be revealed as pre-orders were put up. Again, there isn’t a specific date for when those early order opportunities will launch but Oculus VR has confirmed it will come before the end of the year. At least this makes it official that fans should know all they need to about the device before the year’s end, then.
No.1524
http://vrfocus.com/archives/24615/oculus-cant-name-all-the-major-players-in-vr-development-yet/
Over the course of 2015 Oculus VR has revealed a long list of both developers and publishers that it is working with to create content for the Oculus Rift virtual reality (VR) head-mounted display (HMD). Companies include indie teams such as Coatsink Software with Esper and larger developers like The Order: 1886 team Ready at Dawn. In terms of publishers, Oculus VR is even working with the likes of Square Enix. We’ve seen a lot of ‘major players’ in the VR space already, then, but it sounds like that could be more to come.
Oculus Rift creator Palmer Luckey said as much in a recent interview with RTE (http://www.rte.ie/player/si/show/web-summit-30001731/10487537/?ap=1) taken from the 2015 Web Summit in Dublin, Ireland. When asked what type of content Oculus Rift owners could expect to experience, Luckey replied: “A very wide variety of things. There’s things that we’re working on like Toybox, which is kind of a multiplayer interactive demo. There’s a lot of games; we’ve been working with third-parties, people who are making games outside of Oculus. You know, all the major players from Crytek to Square [Enix] to – I can’t name everybody.”
While the likes of Ubisoft and Capcom are already known to be working with VR, there are still some companies that could be described as ‘major players’ that aren’t associated with the tech yet. EA, for example, has only gone as far as to comment that its titles could one day support VR, while other large publishers such as Activision are yet to really comment on the possibility of working with the tech.
No.1525
YouTube embed. Click thumbnail to play.
http://vrfocus.com/archives/24563/htc-talks-vive-consumer-launch-line-up-and-more/
Just over 8 months ago the virtual reality (VR) community was under the impression that the Oculus Rift would be the first head-mounted display (HMD) to market. A seemingly uneventful 1st March changed all of that, however, when HTC took to the stage of its Mobile World Congress (MWC) press conference to announce the HTC Vive with a 2015 release date. Granted that’s not the whole story – it’s more recently been confirmed that this year’s launch will only be a limited one – but the device will still be the first major PC-based HMD for consumers to at least try and get their hands on.
With that in mind, VRFocus recently spoke to Senior Manager of Product Marketing at HTC, J.B. McRee, about the upcoming device. In the interview below McRee talks about the launch and what HTC will doing to prepare for it. He looks at PC specifications, software line-up, and what fans can expect to improve for the consumer version of the device.
No.1526
http://vrfocus.com/archives/24614/luckey-theres-a-lot-of-potential-for-vr-in-the-education-industry/
While entertainment and videogames in particular have been the driving force behind the virtual reality (VR) industry and its revival, the technology has already been shown to have many more uses. Education is one avenue for VR and Palmer Luckey, founder of Oculus VR and one of the industry’s most vocal supporters sees lots of potential for educational VR.
At the recent Web Summit conference in Dublin, Ireland, Luckey addressed attendees, saying: “I think there’s a lot of potential for virtual reality in the education industry … Classrooms are broken. Kids don’t learn the best by reading books,” reports The Guardian. “There’s clearly value in real-world experiences: going to do things. That’s why we have field trips. The problem is that the majority of people will never be able to do the majority of those experiences.”
He used the example of children at schools in Washington DC being able to visit the Smithsonian Museum, a field trip that would be far more expensive for students in other parts of the US, never mind overseas students. Using the idea of a virtual trip to Paris, France towards critics who claim VR couldn’t ever be a beneficial as a physical real life experience:
“People could say: ‘But visiting France virtually will never be the same as visiting Paris in the real world.’ Well, it might not be the same. What matters a lot more is that everybody is able to experience it. Even if visiting Paris for real is something that’s better [than doing it with VR] it’s not something that eight, nine, 10 billion people in the world are going to be able to do.”
As the technology improves and becomes more widespread the future of cheap VR field trips for students becomes ever more likely, as the education system looks to provide more modern teaching methods.
No.1527
http://vrfocus.com/archives/24612/oculus-releases-audio-sdk-1-0-beta/
Many virtual reality (VR) developers are currently awaiting the arrival of Oculus VR’s first full production software development kit (SDK), 1.0. The company most recently released SDK 0.8 and it appears that SDK 0.9 should be launching this month before 1.0’s targeted December 2015 release. This won’t be Oculus VR’s first SDK to hit this milestone, however, as a beta version of its Audio SDK 1.0 has this been launched this week, adding some crucial new features for studios to utilise when working on audio for their titles.
“This constitutes our beta release of Audio SDK 1.0,” the company explains on the Beta’s official download page (New Features
– Added Oculus Native Spatializer for Unity.
– Added support for using OSP for FMOD with the FMOD Studio Unity Integration.
– Added support for using OSP for Wwise with the Wwise Unity Integration.
API Changes
– Removed priority system and frequency hint from all OSPs.
– Added falloff range near/far to Unity Native OSP.
Bug Fixes
– Wwise: Fixed potential crash bug in spatializer tail processing.). “We have added an additional spatializer plugin for Unity based on their Native Audio Plugin and are maintaining our original Oculus Spatializer Plugin (OSP) for Unity for legacy development with Unity 4. Developers using Unity 5 should use the Oculus Native Spatializer Plugin.
“The priority system has been removed in lieu of middleware- or engine-implemented sound priority. We removed frequency hint as improvements in the core engine made it redundant,” it adds.
The full changelog can be seen just below, though doesn’t contain too many more upgrades over what’s listed above.
New Features
– Added Oculus Native Spatializer for Unity.
– Added support for using OSP for FMOD with the FMOD Studio Unity Integration.
– Added support for using OSP for Wwise with the Wwise Unity Integration.
API Changes
– Removed priority system and frequency hint from all OSPs.
– Added falloff range near/far to Unity Native OSP.
Bug Fixes
– Wwise: Fixed potential crash bug in spatializer tail processing.
No.1528
http://vrfocus.com/archives/24557/oculus-sees-cables-as-major-obstacle-for-vrs-future/
The growth of the virtual reality (VR) industry has seen a lot of pioneering work go into solving the hurdles of the immersive technology. Issues like screendoor effect and latency have been solved to a point that allows a VR experience to be enjoyed without negative effects. But one issue that Oculus VR’s Founder Palmer Luckey sees as hampering the industry for sometime is that of cables.
Apart from mobile head-mounted displays (HMDs) like Samsung’s Gear VR or Google Cardboard, both of which use smartphones, all the full scale headsets are cabled to a PC or console. The Oculus Rift and HTC Vive are both tethered to a powerful gaming PC while the PlayStation VR supports the PlayStation 4 console.
On Luckey’s Twitter account this week he said in a series of tweets: “Cables are going to be a major obstacle in the VR industry for a long time. Mobile VR will be successful long before PC VR goes wireless.”
“It is important to design both hardware and software with those limitations in mind. Real users won’t have cable servants.”
Finally adding: “And I say this as someone who has spent many hours as a cable servant, dancing cables around users to keep them immersed!”
As the main HMDs have only been on display at shows and events that are managed by teams, ensuring visitors enjoy their experience and don’t trip up, the question is how will consumers fair at home?
It’s an issue the VR companies will be looking into but don’t have a proper solution for yet. Currently experiences like Zero Latency which allow players to walk around a warehouse shooting zombies in VR, need to strap a PC and battery pack to players backs to work. This isn’t as suitable for immersive VR videogames at home, looks like it may take some time to overcome.
No.1529
http://uploadvr.com/youtube-adds-stereoscopic-3d-support-for-360o-videos/
Today’s Lytro Immerge announcement isn’t the only big piece of news in the cinematic VR world, YouTube just announced support for stereoscopic 3D 360º video, or “VR video.” Previously, the company had supported only standard monoscopic 360º video.
In addition to announcing VR video support, YouTube announced that it was making every one of its videos compatible with Google Cardboard. The videos will play in a “kind of virtual movie theater” all users have to do is select the Cardboard icon and pop their phone into one of the Cardboard viewers.
Google and YouTube’s timing on this could not be any more perfect. This weekend, the New York Times is shipping over one million Google Cardboards to its subscribers. Each of those subscribers will be directed to a special companion documentary piece on the refugee crisis in the NYTVR app, but after that what is the average joe going to do?
Full Cardboard support for YouTube gives the hundreds of thousands of people that will receive a Cardboard who have next to no idea what VR is a treasure trove of accessible content. It potentially gives people a reason to keep using their free headsets beyond the initial onboarding experience.
Additionally this move means big things for Cinematic VR content creators, who now have a mass audience platform to showcase their work. Startups looking to be the “YouTube of VR,” like VRideo and Littlstar, however, might not be feeling as happy about this news as it strips away another layer of competitive advantage that they still held over the streaming giant.
No.1530
http://uploadvr.com/lytro-immerge-vr-light-field-video-camera/
Earlier this year Lytro, the company behind the world’s first consumer light field camera, made a monumental $50 million pivot into the VR space.
At the time, the company was rather quiet as to what would come of that pivot but that didn’t stop our own Ryan Damm from sifting through the tea leaves to piece their plans together. In his article, Damm predicted that Lytro had pivoted with that money to create a light field camera for VR: “imagine Lytro produces a ‘camera’ that’s essentially a holographic box; it captures all the light rays entering a defined space. Using creative 2D slices, you could synthesize any perspective from within that box (and perhaps some beyond the box, looking back through it, with limited field of view).”
Well today, Damm gets to look like a prophet because that is exactly what Lytro has been working on, the world’s first live action light field 360º camera. Dubbed “Lytro Immerge,” Lytro’s new camera and the technology stack to go along with it represent a potentially massive step forward for high-end VR content creation.
Right now in the virtual reality world, there is a lot of debate as to whether 360º video is actually VR. Ask Alan Yates, Valve’s Chief Pharologist, what he thinks about it and he will give you his honest opinion, and it isn’t a favorable one. But if you ask him about light field capture, well, that’s a whole different story (https://twitter.com/vk2zay/status/643905663806996482).
Light field capture brings a dimensionality beyond anything we have seen with spherical video. Many companies, like Jaunt and NextVR for example, have claimed to capture light fields. Their cameras are able to add a degree of parallax, the ability to shift perspective, which while awesome isn’t really a light field. (For more on why that is be sure to check out Damm’s article on the subject).
So, what makes Lytro Immerge different?
Unlike standard 360º video, light field video captured with Lytro Immerge allows for six degrees of motion freedom within the camera’s volume, which is about one meter. This means that you could conceivably move around within the volume of the sphere and lean in toward objects. In addition to adding a degree of positionally tracked volume to the scene, a true light field recording like Lytro’s creates both horizontal and vertical parallax, giving the scene true depth and perspective regardless of your viewing angle.
You spin me right round, baby, right round
OTOY’s light field rig. The system spins the camera around two axes while shooting stills, which is great if you want to spend three hours shooting per frame.
We have seen some awesome real world light field captures before from OTOY, however those images were still. In contrast, Lytro Immerge is able to capture a full 360º light field in motion at “high cinematic frame rates.”
No.1531
>>1530
So how exactly does one do that?
Lytro Immerge uses a modular camera system consisting of “hundreds” of individual cameras in rings, each armed with Lytro’s unique image sensor. These image sensors are where a lot of the magic happens: a light field array of light field cameras, each recording the direction and position of light across a full 360º. The fidelity of the final image depends on just how many rings of cameras you decide to use and the density of the sensors inside each of them. Higher fidelity can mean higher positional fidelity, so your view is ‘better’ when you’re moving around. It can also mean higher resolution in the headset, “up to 2k per eye” according to Lytro.
When designing the system, Lytro wanted to focus on making it highly configurable. “You have to think of architecture that allows for flexibility,” says Ariel Braunstein, Lytro’s Chief Product Officer. By ‘configurable,’ Braunstein means you can deliver to lots of different formats from the same light field data: you can process it into a 180º or 360º view, monoscopic or stereoscopic, or use the entire light field and get positional tracking too – all from the same footage. Even more, that monoscopic data can be streamed to a live monitor, something vitally important for professional content creators.
In addition to controlling how the data is rendered, you can also control how the data is captured by adjusting the camera itself. The camera consists of a number of modular rings you will be able to add or remove, allowing you to scale the recording to your production size. One of the reasons you might need to do this is because light fields, especially in the raw, take up a lot of data. Like a whole lot. Lytro is currently mum as to the exact number, but it is safe to assume it is many terabytes per hour.
Data like that requires a special solution to handle it, which is exactly why Lytro Immerge comes tethered to its own specially-designed, dedicated server.
“The camera is useless without the server,” says Braunstein. Strong words for a camera manufacturer, but pushing around 4D light field data is neither trivial nor standard. The custom ‘server’ is basically a huge recording cabinet, fully optimized for speed of writing to handle the firehose of data the camera is sending at it.
Lytro advertises Lytro Immerge as being full-stack, from camera to storage to post-production. Meaning that beyond the camera Lytro has built an entire suite of light field-specific video tools as well. The system will integrate with programs like Nuke and other industry-standard software at launch and the integration should have some benefits for today’s VFX artists.
“Light fields allow you to much more easily insert CG into the scene,” notes Braunstein, “and the future of AR and VR is the blending of CG and live action content.” Briefly, light fields allow you to determine the depth of objects in a scene, which allows you to composite and alter raw footage much, much more easily. (We’ll have many more details about how it integrates in a future, technical article. Stay tuned.)
No.1532
>>1531
After you create a light field video, you probably are going to want something to watch it back on. Lytro has built a player that will leverage the entire 4D light field, allowing positional tracking, for example, during playback. Initially, the company is only focused on ‘higher end’ VR headsets like PSVR, the HTC Vive and Oculus Rift, but others are likely to follow (hardware constraints on positional tracking notwithstanding, of course).
Beyond the actual player software, Lytro has also built a streaming server prototype, which should optimize bandwidth for streaming delivery by only delivering the content within the user’s field of view (while streaming other regions at lower resolution). Lytro’s team compares it to Facebook’s streaming 360 video solution, though with the obvious added complication of positional data.
Lytro is planning to make prototypes available to content creators in Q1 2016, just in time for the consumer VR headset releases. According to the company, Lytro Immerge will be available for purchase at a cost that is “in line with other high end systems,” as well as being available for rental.
With the Lytro Immerge we are preparing to enter a whole new realm for filmmaking, especially within the VR space and it is something that has even the biggest VR content companies jumping for joy.
“Everybody is talking about light fields and nobody fully understands the potential yet. Light field technology is probably going to be at the core of most narrative VR,” says Aaron Koblin, Cofounder and CTO of Vrse. “At Vrse, we’re just waiting for the moment when we have the tools. I think both the capture and playback of light fields will be the future of cinematic virtual reality.”
Speaking with Lytro CEO Jason Rosenthal, he says that the company is exploring the idea of creating “multiple rigs,” which we can guess might vary in terms of the size of their capture volumes. Additionally, Rosenthal expressed that the company is exploring some other interesting uses of light field technology that they are not yet ready to discuss publicly. Looking forward, Lytro seems to have a big road map for virtual reality and light field cameras, and Lytro Immerge is only the beginning.
No.1535
http://vrfocus.com/archives/24710/facebook-starting-new-seattle-based-vrar-research-team/
Last week VRFocus reported that social networking specialist and Oculus VR owner Facebook had hired Microsoft veterans Michael Cohen, Rick Szeliski and Matt Uyttendaele to work on virtual reality (VR) tools. The group’s work is expected to pave the way for new features to Facebook itself, allowing users to upload their own 360 degree video content after the company launched support for the format earlier in the year. Today, new information has surfaced about this new team, including its location and what it will be working on.
Facebook has launched a web page (https://research.facebook.com/computationalphotography) for a new Seattle, Washington-based Computational Photography applied research group. It reveals that the team is working on ‘new and enhanced visual media experiences’. This stretches beyond VR itself and also into augmented reality (AR), another area that Facebook is said to be very interested in.
“The Computational Photography applied research group’s mission is to delight Facebook users with new and enhanced visual media (photo and video) experiences,” a description on the site reads. “Our interests and expertise range from traditional image and video enhancement techniques, such as stabilization, de-blurring, de-noising, and tone adjustment, to creating composite media such as panoramic (360°) photos and videos, video loops, and animated clips. Areas of exploration include photo and video capture and enhancement, mixed media story telling, VR and AR video content creation and sharing.”
It also notes that the group ‘collaborates closely’ with ‘research and product groups’ that are also Facebook-owned. It’s likely that it’s working with Oculus VR itself, then, as it will be creating tools for use with the Oculus Rift head-mounted display (HMD). The team is also currently hiring Interns and Research Scientists.
No.1536
http://www.techradar.com/news/world-of-tech/researchers-have-warned-of-the-dangers-of-an-augmented-reality-future-1308379
Augmented reality, where digital data is overlaid on the real world, is fast-becoming an inevitable part of our future. From Hololens to Google Glass, major tech firms are betting big on its potential.
But a world with widespread use of augmented reality headsets would be very different to today, and technology policy researchers at the University of Washington are studying exactly what that world might look like. They've published a white paper summarising their findings (http://techpolicylab.org/wp-content/uploads/2015/10/Augmented_Reality_Primer.pdf).
The paper identifies several legal and political challenges that are going to quickly become a problem. Issues around surveillance, privacy, safety, intellectual property, distraction and discrimination will slow progress as we try and work through them as an increasingly-global society.
'Useful to Policymakers'
But as well as challenges, the team also created a list of recommendations (http://www.washington.edu/news/2015/11/03/life-enhanced-uw-professors-study-legal-social-complexities-of-an-augmented-reality-future/) that do not purport to advance any particular vision, but rather provide guidance that can be used to inform the policymaking process".
Briefly summarised, they say that augmented systems must be flexible and capable of being updated to reflect technology and cultural changes, that creators should conduct 'threat modeling' exercises to prevent security breaches that could lead to physical harm, that designers should work with policymakers to make wise decisions with a diverse group of users in mind, and that trade-offs between hackability and security should be acknowledged from the start.
Ryan Calo, who led the team, called the work difficult but crucial. "We had to come up with a process to blend the technical, legal, design and other elements into a single policy document," he said. "I hope the finished document proves useful to policymakers of all kinds."
No.1538
New Thread >>1537
This one is getting slow.