News

  • Turtle Rock Studios Working on Journey of the Gods for Oculus Quest From the studio that created Face Your Fears.
  • GDC 2019: Oculus Reveals ‘Dead And Buried II’, Cross-Platform Play Between Quest & Rift S

    The sequel to Oculus Touch launch title features new modes and a social hub. This years Game Developers Conference has been a big one for Oculus as the company makes the announcement of their Oculus Rift S headset alongside a heap of information regarding long-awaited titles, such as Owlchemy Labs’ Vacation Simulator, Coatsink’s Stormland, and

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  • GDC 2019: HTC Announces Lip-Tracking Dev Kit For Vive Pro

    Say cheese, facial-tracking is heading to Vive Pro & Vive Pro Eye. This week HTC Vive America’s Vice President of Product and Operations–Vinay Narayan–revealed plans for a developer kit that adds lip-tracking capabilities to the HTC Vive Pro & Vive Pro Eye. During their presentation, Narayan confirmed the upcoming release of an seperate detattachable module

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  • Space Junkies’ Cross-Platform Open Beta Weekend Starts Tomorrow The official launch takes place tomorrow.
  • Trover Saves The Universe no Longer PlayStation VR Exclusive, PC Version Confirmed There's still no release date yet.
  • GDC 2019: Oculus Rift S Officially Confirmed, Arrives Spring 2019

    Oculus’ latest PC VR headset features a higher resolution and five camera inside-out tracking. After months of speculation, Oculus has officially unveiled the latest addition to their hardware lineup, Oculus Rift S. Announced earlier this morning at GDC, the PC VR headset–codesigned by Lenovo–will feature a higher resolution than the Oculus Rift (1280×1440 per eye),

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  • Shadow Point Is A Brand New VR Puzzle Game Starring Sir Patrick Stewart
    Shadow Point Is A Brand New VR Puzzle Game Starring Sir Patrick Stewart

    It’s common knowledge that Sir Patrick Stewart makes basically anything better. Captain Luc Picard’s dulcet tones, polite mannerisms and ‘oh you’ humor make him one of the best people on the planet. Good news, then, he’s coming to VR.

    Sir Patrick will star in Shadow Point, the latest game from UK-based Coatsink. You’ll know the team for its work on the Esper series and Augmented Empire as well as last year’s They Suspect Nothing. Shadow Point is a return to the team’s VR puzzling roots. It’s a story-driven puzzle game in which players explore a fantastical kingdom with the help of an observatory. You’re on the hunt for Lorna McCabe a missing schoolgirl that disappeared some 12 years ago.

    Coatsink is staying coy on Sir Patrick’s role right now. He does, however, feature in this brief gameplay clip. It shows the player transitioning between two worlds using an eyeglass. Meanwhile in the next clip, Sir Patrick introduces us to one of the game’s puzzles. It looks like Shadow Point will rely on brain teasers that use optical illusions to keep us guessing. That’s quite a promising concept for a VR game.

    It’s not the first time Coatsink has worked with all-star talent. Previous VR games have included other British icons like Nick Frost and Jim Broadbent. Think of them as the affectionate British aunty of the VR industry.

    Shadow Point is coming soon to Oculus Rift S and Oculus Quest. Coatsink hasn’t confirmed if the game will support cross-buy, but it’s certainly a good candidate.

    Tagged with: Coatsink, Shadow Point

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  • Epic MegaGrants is a new $100,000,000 Initiative by Epic Games The company has also announced Epic Online Services.
  • Shadow Point is the Latest VR Title from Augmented Empire Developer Coatsink Oculus announced it as part of GDC 2019.
  • GDC 2019: Asgard’s Wrath’s Bloody Combat Made Me Feel Like A Badass Gladiator
    GDC 2019: Asgard’s Wrath’s Bloody Combat Made Me Feel Like A Badass Gladiator

    At GDC 2019 we got the chance to go hands-on with Asgard's Wrath, one of the most delightfully gory and bloody VR games we've seen to date.

    The post GDC 2019: Asgard’s Wrath’s Bloody Combat Made Me Feel Like A Badass Gladiator appeared first on UploadVR.

  • Oculus Rift S Hands-On: Facebook’s New PC VR Headset Takes Small But Important Steps
    Oculus Rift S Hands-On: Facebook’s New PC VR Headset Takes Small But Important Steps

    Five years ago Mark Zuckerberg directed Facebook to purchase Oculus VR for $3 billion.

    This was the state of consumer VR in 2014.

    In 2016, the first consumer Rift shipped for VR-ready PCs.

    Facebook encountered fierce competition. Valve Corporation powered HTC Vive with its innovative “room-scale” Stream VR Tracking technology.

    Vive was $800 when it launched, enabling free-movement over larger spaces with hand controllers included.

    In 2017, Microsoft equipped PC manufacturers with the tracking technology it pioneered on the original HoloLens AR headset. HP, Lenovo, Acer, Samsung and others shipped a series of dual-sensor, easy-to-setup VR headsets. Two-forward facing sensors on these headsets find position and also track controllers.

    Oculus Rift added Touch controllers in December 2016.

    Three years of work and Rift S is the headset Facebook’s VR leaders landed on to replace its market-leading device.

    How does it stack up?

    We went hands-on with the headset and have our first impressions.

    Rift S: The Best Of…Which Worlds?

    The original Rift can be very frustrating. It needs four unused USB ports to deliver room-scale VR using three sensors.

    With Rift S, only one USB slot is needed for room-scale VR. That’s a dramatic difference in setup complexity. Inside the headset, the light from the Rift’s display tends to catch the lenses in distracting ways. Early buyers called them “god rays”. The issue seemed to be no more in Rift S. The updated display and optics provided a huge boost to clarity overall. The screen door effect is greatly reduced.

    PlayStation VR

    PSVR is regarded by many as the most comfortable fit of the three major wired VR headsets to debut in 2016. Lenovo licensed the approach from Sony late last year, stating the “preeminence of the PSVR design is obvious.”

    Rift S

    That familiar “halo” design is now part of Rift S. Simply turn the knob at the back of your crown to tighten the headset’s fit. There’s a button on the front of the headset that allows for adjustment of the distance to your face. Facebook representatives said weight is distributed better compared with Rift, but Rift S weighs a little more overall.

    Facebook’s provided specifications say Rift S displays 80 frames per second. That’s a very notable decrease from 90 FPS in Rift and Vive. That said, I couldn’t spot the difference in my limited time with the device. Rift S also lacks mechanical adjustment for interpupillary distance (IPD) — something that was included on the original headset.

    Visually, Rift S paired with a brief demo of Asgard’s Wrath showed me some of the richest visuals I’ve ever seen in VR. The shiny hilt of a sword, undulating waves of a stormy sea, and the rainbow colors of the bifrost all seemed more vibrant and detailed than anything I’d seen before in a VR headset, and most certainly far better than anything I’ve seen previously in an original Rift. Some combination of the higher resolution Rift S display, improved optics, high-end graphics card and AAA-level content provided a stunning view that raised the bar visually for me.

    Note, though, that I haven’t tried the

    The post Oculus Rift S Hands-On: Facebook’s New PC VR Headset Takes Small But Important Steps appeared first on UploadVR.

  • GDC 2019: Oculus Explains Why Rift S Doesn’t Have Mechanical IPD Adjustment
    GDC 2019: Oculus Explains Why Rift S Doesn’t Have Mechanical IPD Adjustment

    Facebook’s new VR headset, Oculus Rift S, brings a lot of additions to the table. But it’s also taking away a few things over the original Rift. One such feature is the ability to adjust the interpupillary distance (IPD) mechnically.

    IPD simply refers to the distance between your eyes. Everyone has different measurements and that can change how we all perceive the 3D effect inside VR. On the Rift, you could adjust the screens to your IPD with a slider at the bottom of the screen. On Rift S, however, Oculus is changing that up for a digital solution. But why get rid of the mechanical solution in the first place?

    “Experience and cost are the two main trade-offs. Basically, when it comes down to it, ultimately what we decided to do is go with this LCD panel, single LCD panel,” Oculus VP of Product Nate Mitchell told UploadVR.

    “So you need two screens to do the mechanical IPD adjust, so that wasn’t enough. You can do some things like we could have had an adjustment for the optics but what we’re going with a digital IPD adjust where you actually adjust the IPD in the settings and then we adjust the images on the screen.”

    Mitchell suggested this option might be something you access on Oculus Dash. He also noted that this solution might not be “perfect for everyone” but, then again, neither was the original solution. “We actually have a problem with IPD adjust in that a lot of users don’t understand how it works, what it does, so often at times what they’ll do is set the wrong IPD anyway,” he added.

    “Now, all that said, we still want to be supporting everyone,” Mitchell concluded. “Quest features IPD adjust, just on Rift S it ultimately didn’t make sense to include.”

    Rift S launches this spring for $399.

    Tagged with: IPD, ipd adjustment, nate mitchell, oculus rift s

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  • GDC 2019: Oculus Is Now Asking Studios Developers ‘To Build For Quest And Rift’
    GDC 2019: Oculus Is Now Asking Studios Developers ‘To Build For Quest And Rift’

    Today Facebook brought two of its categories of VR headsets a little closer together. The Oculus Quest standalone headset and the newly-announced Rift S PC VR device both sport inside out tracking. They’re also both due to launch this spring. With the two devices so closely aligned, it looks like Oculus is ushering in a new era of content parity too.

    VP of Product Nate Mitchell confirmed as much to UploadVR at GDC this week. Mitchell said that Oculus is now asking Oculus Studios developers to make titles for both Quest and Rift S. Studios developers are those making Oculus-published titles like Turtle Rock Studios and Coatsink.

    “If it’s a Studios title, we’re asking all developers to build for Quest and Rift,” Mitchell said. “Now there could be some delays based on developers saying “Hey, we’ve tuned and optimized for Quest, we want to do more stuff for Rift so we’re going to delay that release a little bit out.” And there probably will be one or two titles that, on the launch day of Quest, won’t be immediately on the Rift store. But those will be the exceptions but not the norm.”

    While this means that Studios Quest games will appear on Rift, it’s not necessarily true of the other way round.  Oculus is making Rift exclusives like Asgard’s Wrath, Lone Echo II and Respawn’s untitled shooter. These are expected to be appearing on Rift only. These titles are likely too processor-intensive to ever end up on Quest.

    But games that do appear on both will enjoy other benefits. Oculus will implement both cross-buy and play on Rift S/Quest. That means you can buy a title on one platform and have it on the other. You’ll also be able to play multiplayer across Rift and Quest games.

    What we don’t know is if Oculus will continue to make high-end Rift exclusives once these titles are out the door. We’ll just have to wait and see.

    Tagged with: Oculus Quest, oculus rift s

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  • GDC 2019: Stormland Dazzles With Immense Polish And Traversal Freedom
    GDC 2019: Stormland Dazzles With Immense Polish And Traversal Freedom

    We finally got to play a new demo of Stormland at GDC 2019 on Oculus Rift. This is the first new demo we've seen of the game since it was announced!

    The post GDC 2019: Stormland Dazzles With Immense Polish And Traversal Freedom appeared first on UploadVR.

  • GDC 2019: Original Oculus Rift Will Be Supported ‘For The Foreseeable Future’
    GDC 2019: Original Oculus Rift Will Be Supported ‘For The Foreseeable Future’

    Following today’s announcement of the Oculus Rift S, Oculus stated that support for the original Rift isn’t going anywhere. At least for a while.

    Speaking to UploadVR, VP of Product Nate Mitchell states that “ are planning to support Rift for the foreseeable future. All our new content is coming out on Rift. Rift S is just gonna be its replacement.”

    This shouldn’t come as too much of a surprise. Rift S may be replacing the original Oculus Rift but not everyone will make the jump. Some VR fans will likely want to stick with the outside-in tracking system seen in the first Rift. With three sensors, it offers a full 360 degrees of tracking. Rift S, meanwhile, uses a sensor-free inside-out system. There are five cameras mounted to the kit for extensive tracking.

    Oculus says that this will allow the Rift S to play any Rift game, but we won’t know how more demanding titles like Echo VR hold up until we’ve tried them for ourselves. For what it’s worth, Rift S performed very well when we tried it on games like Asgard’s Wrath at GDC this week.

    Presumably, there will come a day when Oculus stops supporting the external sensor setup. We doubt that will happen any time soon, though. No doubt Oculus will be watching its stats very closely over the coming months and years to decipher when it will push that button.

    Rift S is launching this spring for $399. Will you be making the upgrade or do you want to stick to the original Oculus Rift for now?

    Tagged with: nate mitchell, oculus rift, oculus rift s

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