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  • A Field Guide To Surviving VR Bullet Hell – Evasion With Evasion's PlayStation VR release is around the corner - learn how best to survive.
  • How Beat Saber Won The Battle For Mainstream Consumers

    Does Beat Saber hold the recipe for global VR success? With the VR industry crying out for ways to make it ‘make it mainstream’, can we learn a thing or two from Beat Saber… a game that won over VR trendsetters and traditional gamers alike?  Beat Saber blasted onto our screens in May 2018 by

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  • AR Comes to Armoured Vehicles With Augmently and INKAS Partnership AR is helping to promote new types of armoured vehicles to customers
  • Sony’s Yoshida: PSVR Titles With ‘Deeper Gaming’ Will Increase Going Forward
    Sony’s Yoshida: PSVR Titles With ‘Deeper Gaming’ Will Increase Going Forward

    PlayStation figurehead Shuhei Yoshida says to expect more full games for the company’s PSVR headset going forward.

    In an interview with the Japanese PlayStation Blog for last week’s Tokyo Game Show (roughly translated via Google), Sony’s Head of Worldwide Studios explained that many PSVR games up to this point have been smaller experiences, but the appetite for larger games is growing.

    “Users will not want a short experience, they will want to have a game to play for a longer time,” Yoshida said. “Based on such expectations, I came up with the strategy of making full-scale games of larger scale in the 2nd and 3rd years.”

    Yoshida referenced titles like the recently-released (and very excellent) Firewall Zero Hour and the upcoming Astro Bot Rescue Mission as the beginnings of that plan. “Titles with deeper gaming will continue to increase in the future,” he added.

    Indeed, there are some bigger PSVR games on the horizon right now. In November, Dark Souls developer From Software will release an adventure game named Deracine, and we’ve been looking forward to Sony London Studio’s follow-up to London Heist, Blood And Truth, for some time now.

    Still, we’re eager to see what else Sony has in store for PSVR, especially as it nears its third year as Yoshida referenced. The company’s newly-established UK studio is working exclusively on PSVR titles, but we still haven’t seen exactly what it’s working on. Let’s hope there are still some big surprises in store.

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  • Santa Cruz: Everything We Know About Oculus’ Next Standalone Headset
    Santa Cruz: Everything We Know About Oculus’ Next Standalone Headset

    It’s Oculus Connect week, and that means we’re soon to be showered in updates from Facebook’s VR team. Heading into this year, we’re most intrigued to learn the latest on the company’s newest standalone VR headset, codenamed Santa Cruz.

    As you probably know, Oculus introduced its Go standalone headset earlier this year at an affordable $199. It’s a great entry point for VR, but Santa Cruz promises to take another step forward. Before we get an update tomorrow, let’s go over what we know about Santa Cruz so far.

    Tracking Is Less Like Go, More Like Rift

    Santa Cruz is the first Oculus headset to use inside-out tracking technology. That means that the sensors needed to discover your position in a room and then replicate your movements in the virtual world are fitted to the headset itself, and not placed around the room like with Rift.

    The headset will offer a much more robust tracking system then Go, then, allowing users a full six degrees of freedom (6DOF) of movement. They can lean, crouch and even walk with those movements mirrored inside VR. At the same time, we haven’t gone hands-on with the final product so we can’t confidently claim the tracking is as robust and reliable as what’s on Rift, but it’s definitely a step in the right direction.

    Its Controllers Are Like Oculus Touch 2.0

    Other standalone headsets like Lenovo’s Mirage Solo already have 6DOF tracking, though, so what makes Santa Cruz so unique? Simply put, it’s the controllers. The kit supports two devices that completely bring your hands into VR with the same freedom that the headset enjoys. Other devices still only offer pointer-based 3DOF controls or are only just beginning to explore 6DOF control.

    The Santa Cruz controllers are essentially a new iteration of Oculus’ Touch controllers for the Rift. They’ve both got two face buttons, trigger and grip buttons and, as introduced at GDC this year, analog sticks too. The only real difference is that the tracking ring used to find the controllers in VR now loops up over the device instead of under it so Santa Cruz’s sensors can see it easier. Whether or not the level of control will match Rift and Touch remains to be seen, but it’s promising.

    Expect Ports Of Oculus Rift Games

    Sources have confirmed to UploadVR that Oculus is looking to get ports of Rift games onto Santa Cruz when it launches. Tellingly, one of the sessions at Connect this year will detail porting games from the PC VR headset to the standalone device. Whereas Oculus Go shares a content library with Gear VR, then, it’s very possible that Santa Cruz will have a library much more comparable to Rift, albeit with some compromises. No doubt Oculus will be prepping exclusive apps for the device, too.

    …But It’s Not A Wireless Rift

    While Santa Cruz’s tracking functionality might be closer to Rift, it’s only realistic to expect that its internal tech specs will be closer towards Gear and Go. We don’t know Santa Cruz’s tech specs, but mobile devices

    The post Santa Cruz: Everything We Know About Oculus’ Next Standalone Headset appeared first on UploadVR.

  • Plan Your Oculus Connect Experience With OC5 App A mobile app will let attendees and those following via Oculus Venues get the best out of the event.
  • Devs to get 100% Revenue From Viveport Subscription Until Year End It's part of Viveport's second anniversary celebrations.
  • You Can Join This Year’s VR Awards Inside Altspace VR
    You Can Join This Year’s VR Awards Inside Altspace VR

    Ever wanted to go to an awards ceremony but don’t want to dress up for the occasion? Altspace VR has you covered for this year’s VR Awards.

    The social VR platform will be co-hosting this year’s event, running alongside the main ceremony in London. That means you’ll be able to virtually attend in your underwear alongside your friends from across the globe (who may or may not also be in their underwear, but no one will ever know).

    A free-to-join Altspace venue will be available on the night of the show. You’ll be able to take a seat (or stand, though it’s a long ceremony) and applaud the winners and commiserate the losers as if you were really there. This year’s awards see HTC up for the Best VR Headset with both the Pro and Focus devices, whilst massive titles like Skyrim, Beat Saber and Lone Echo compete for VR Game of the Year.

    Altspace is no stranger to hosting live events, having held stand up comedy and music shows before.

    The VR Awards kick off on October 16th. If you want to attend in person you can grab Early Bird tickets now starting at £195. Best act fast though; prices will rise later this week.

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  • Zero Latency Opens New VR Centre in Nottingham UK New free-roam shooter Zombie Survival will be available at Nottingham location, with other titles to be introduced.
  • Amazon Launches Sumerian VR/AR Challenge With Over $100,000 In Prizes
    Amazon Launches Sumerian VR/AR Challenge With Over $100,000 In Prizes

    Amazon is looking to kickstart VR and AR content development for its Sumerian service with a new hackathon.

    Last week the company launched the ‘Sumerian AR/VR Challenge‘, which aims to get developers working on the web-based platform with over $100,000 in prizes on offer. Amazon introduced Sumerian last year as an easy way to get people building content for both VR and AR that exists on the web. It doesn’t require any software downloads and only charges users based on the storage used for 3D assets and the volume of traffic generated to visit their creations.

    Over the course of the next four months teams are encouraged to learn how to use Sumerian via support from a Slack community, Twitch and webinars and then apply their skills to make an app for one of four categories including educational apps, experiences to help brand engagement, entertainment pieces and other types of services.

    The winner in each category will be awarded $5,000 in cash and a further $5,000 in Amazon Web Service credits. Through partnerships, Amazon is also offering the HTC Vive Focus standalone VR headset to every winner (which isn’t even available in the US/EU yet), a year’s membership to the VR/AR Association, tuition to the RMIT Online AR/VR Strategy course and other opportunities. An overall best VR app winner will also get a further $1,000 and a Vive Pro complete bundle.

    Interested? You can sign up for a free 12 month trial to an Amazon Web Service developer account. Submissions are due before January 8th 2019 at 5pm EST.

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  • Review: Creed: Rise to Glory One of the best boxing titles in VR.
  • Creed: Rise To Glory Review – Unleashing The Eye Of The Tiger
    Creed: Rise To Glory Review – Unleashing The Eye Of The Tiger

    From Knockout League to Thrill of the Fight and a litany of exercise-focused apps, there are plenty of ways to get your VR boxing fix right now. If you like slamming your fists into punching bags and beating virtual enemies into a pulp, then you have plenty of avenues to pursue that. But there isn’t a reliable way to strap on boxing gloves and go toe-to-toe with another real person in VR — at least, not until Creed: Rise to Glory from Survios.

    Once upon a time there were a couple of Rocky boxing games on the PS2 and Xbox (Rocky and Rocky Legends) both of which were lackluster at best. Before those we of course had Punch-Out!! on the NES and SNES, which Knockout League replicates well, similar in ways to the Ready 2 Rumble series. When I first played Creed VR back at GDC 2018 the first comparison that came to mind was Fight Night with the mixture of realistic graphics and sim-lite gameplay. What I actually found isn’t that deep, but still left me satisfied.

    In Creed: Rise to Glory you take control of the titular character, Adonis Creed, in a hodge-podge experience that’s part prequel to the first movie and part bridge to the sequel that releases later this year in theaters. The Campaign mode is really more like a bare bones Arcade-style experience that has you fighting a gallery of foes back-to-back that get increasingly more difficult as time goes on. You’ll even notice a few boxers that were featured in the original film.

    Freeplay is a bit like Campaign, but you can just hop into whatever ring against whichever opponent you want. There were a lot more rings to pick from than I expected, but honestly you only look around at the environment before the match starts. Once that bell rings your eyes are locked on your opponent. Make no mistake though: the real highlight of Creed VR, interestingly enough, is the PvP multiplayer. That feature wasn’t even revealed until very recently but it was by far my favorite part of the game.

    Fighting against AI is fine, but eventually it just boils down to pattern recognition and timing. The easier boxers won’t have as many combos and won’t block as much and even the hardest ones have certain tells to look out for. But when you play against real life human opponents, everything changes. People are unpredictable, they can try and bait you, or fake you out, or even taunt you over the mic. You can see a couple bouts of me fighting against Ian Hamilton up in the video above.

    Regardless of game mode the mechanics are always the same. You’ll need two motion controllers for whichever platform you choose (I played on Rift using Touch) and plenty of space. Like, a lot of space. It’s tempting to just make sure you have enough room to stand up and stretch your arms out, but that’s not enough space. You need to be able to lean back, duck,

    The post Creed: Rise To Glory Review – Unleashing The Eye Of The Tiger appeared first on UploadVR.

  • Creed: Rise To Glory Won’t Support Cross-Play On PSVR
    Creed: Rise To Glory Won’t Support Cross-Play On PSVR

    Survios’ Creed: Rise to Glory finally steps into the ring today, though it’s missing a key feature on Sony’s PlayStation VR (PSVR) headset.

    Last week we reported that the VR boxing game was getting an online player vs player mode, allowing friends or strangers to punch each other in the face. At the time, Survios confirmed that the game would support cross-play, meaning people wearing different types of VR headsets could still play together. Following the news, Survios confirmed to UploadVR that this feature would work between the Oculus Rift and HTC Vive but not PSVR.

    We’ve asked Survios for the reasoning behind this decision. “Survios has been a big supporter of VR multiplayer with all our titles and Creed: Rise to Glory is no exception.  The game supports cross-platform across HTC Vive and Oculus Rift, but is not available on PSVR at this time,” Head of Studios Mike McTyre told us. “The team has been busy focusing on delivering the most polished title possible for its September 25 launch.  Survios has a track record of updating its products post-launch with an emphasis on the community’s response to determine which features are the most desired. So we’d love your feedback!”

    PSVR players will get a sort of trade-off in the form of an exclusive character – Young Rocky. In the main game the older version of the boxing legend will help train you, but you’ll only be able to fight him in the console version.

    It’s a shame, as cross-play is a great way to help flesh out online communities for VR games, and Rift and Vive owners would no doubt benefit from having PSVR fans join them. Games like EVE: Valkyrie and Rec Room, for example, do support cross-play across all three headsets. Still, given that we were looking forward to Creed even before we knew the online mode existed it hasn’t shaken our confidence in the game too much; we still think it’s going to be a contender.

    Creed: Rise to Glory hits Rift, Vive and PSVR on September 25th.

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  • The Walking Dead: Our World Reveals Revenue Success The Walking Dead: Our World AR mobile title amasses $8 million in revenue after less than two months.
  • Duke Nukem 3D Is Getting The VR Treatment Via A Fan-Made Mod
    Duke Nukem 3D Is Getting The VR Treatment Via A Fan-Made Mod

    Duke Nukem’s biggest rival, Serious Sam, has embraced VR with open, overly-muscular arms, but where is Duke’s own VR game? With a little help from a fan and Sam himself, it’s getting there.

    Serious Duke 3D is a partial remake of Duke Nukem 3D with full VR support. Created by Syndroid, it’s essentially a mod of Serious Sam 3 using Croteam’s Serious Sam Fusion platform (which you’ll need to own in order to play). That means there’s full support for motion controllers and, as a video recently shared by Syndroid shows, even a pretty good approximation of Duke’s full avatar in VR. Sounds and other assets have been taken from the original game to provide an authentic experience.

    This being a Serious Sam mod, you can also play the levels in co-op, although Syndroid does advise to keep it to a maximum of four players considering the game was initially designed as a single-player experience.

    Right now the mod has the game’s first three levels ready to play and the developer aims to add two more, rounding out the L.A. Meltdown episode. Syndroid doesn’t yet know if a remake of the first level of the game’s second episode is on the cards, too. It’s about as close to Duke in VR as we’re ever likely to get after the disastrous release of 2011’s Duke Nukem Forever.

    This isn’t the first shooter from this era of gaming that’s getting the VR treatment. We recently reported that another modder has just released a VR version of Wolfenstein 3D, and you can play Doom and Heretic in headsets, too. What’s old is new again, I guess.

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