• The Climb On Oculus Quest Will Include The Full Game
    The Climb On Oculus Quest Will Include The Full Game

    Crytek won’t be making any cutbacks to the content of its debut VR game, The Climb, as it ports it to Oculus Quest.

    The Climb was one of the first games confirmed to be coming to Quest when the headset was revealed at Oculus Connect 5 last month. Unlike games like Dead and Buried and Superhot VR, though, we didn’t get a look at the game on the show floor. Crytek did send out an email about the title this week, though, and subsequently confirmed to UploadVR that the full version of the game would be included.

    That means each of the mountains in the original Oculus Rift edition of the game will be included, as will the multiplayer mode that allows players to compete against others and the Tourist mode that lets you explore the game with greater ease.

    We enjoyed The Climb, even in its original 2016 version that only utilized a gamepad, though Crytek greatly improved the experience with the introduction of Touch controllers later on. One of the game’s main appeals, though, was the visual fidelity afforded by the developer’s own CryEngine. In fact, The Climb remains one of the best-looking PC VR games to date, so we’re very curious to see how the visuals hold up when the game is ported down to less-powerful mobile hardware. We already saw a detailed rundown of the ways that developers can adapt Rift games to run on Quest at OC5.

    Crytek declined to comment on the visuals for now but, given that Quest is set to launch in spring 2019, it won’t be too much longer before we get our first proper looks at some of these games.

    Tagged with: Oculus Quest, The Climb

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  • Accounting+ Is The Best Way To Visit One Of VR’s Most Memorable Experiences
    Accounting+ Is The Best Way To Visit One Of VR’s Most Memorable Experiences

    I’m really bad at throwing things in VR. Like, really bad. I had a very humiliating demo at an Oculus event in 2015 where the developers of Sports Champions learned that their football mechanics weren’t as generous as they thought, and I recently held up my Escape the Lost Pyramid team trying to lob a weight into a bucket. But my worrying lack of hand-eye coordination actually paid off in Accounting+.

    In the opening menu of Crows, Crows, Crows expanded surrealist take on VR, which is just a secret-laden as the rest of the game, I find a ball and a hoop. Naturally, I pick the former up and attempt to shoot. I miss, and miss, and miss. All the while a godly voice goads me into trying one more time. Upon what must be the 20th attempt, however, I receive a divine message.

    “Look, I’ll just give you the trophy,” it says. “No one will know.” And an achievement pops up.

    And that just about sums up the brilliance of Accounting+. Sure there’s Justin Roiland’s eccentric brand of brute force humor, but it’s a design philosophy centered around anticipating the darker desires of the player’s mind and their ability to follow through with actions that makes it more than an interactive episode of Rick and Morty.

    You can think of Accounting+ as a sort of director’s cut of the original experience, though it’s absolutely worth throwing down $11.99 for if you already went through the free version. It’s an even deeper rabbit hole than it was before, packed with new levels and interactions that triple the size of the original whilst retaining its assault on both sense and sensibility. At one moment I’m being subjected to inexplicably heavy profanity from a hideous angry creature living in a tree, the next I’m in a getaway vehicle firing weaponized seeds at cops that will grow into plants and crash their cars. All the while a driver is shouting “It’s virtual reality! It doesn’t matter! You can kill anyone!”

    There’s something very knowing about all of this, as if Accounting+ is some absurd precursor to the inevitable attention-grabbing VR slaughter simulators. In some respects, it’s an even dafter version of Virtual-Virtual Reality; just like Tender Claws’ intriguing experience, Crows, Crows, Crows knows what springs to mind when you pick up anything even remotely capable of causing destruction in VR. But, instead of awkwardly shying away from that disturbing fact, it makes the unavoidable result so emotionally confusing and hilarious you can’t help but laugh. Unexpected interactivity, the kind that would likely be swept under the rug in other VR games, is at the heart of Accounting+.

    This is VR at its most fascinatingly awkward. As I return to the angry tree monster, I light a bomb fuse only to discover that the explosive is also sentient and just as furious. Suddenly I’ve got two voices screaming directly at me while everything’s on fire, their rushed cries gelling into an inaudible mess. It’s the virtual embodiment of this:

    Most of all, though, it’s the

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  • Terrence Malick’s New VR Project ‘Evolver’ to be Shown as Part of VR Days Europe & IFFR Collaboration 10 VR projects will be presented at VR Days Europe in Amsterdam this week.
  • Borderlands 2 VR Won’t Include Any DLC At Launch
    Borderlands 2 VR Won’t Include Any DLC At Launch

    Gearbox’s Borderlands 2 VR won’t include the original game’s DLC when it launches for PSVR this year.

    The developer confirmed as much on Twitter yesterday, reaffirming that the VR version consists of “the full core game” with the “original four Vault Hunters.” There’s no word on if the DLC packs could eventually make it to the game, but fingers crossed.

    Borderlands 2 VR launches with the full core game of Borderlands 2 and the original four Vault Hunters, with the complete experience re-imagined for VR!

    — Borderlands (@Borderlands) October 23, 2018

    The original Borderlands 2 received 10 DLC packs following its launch, four of which added more story-based content to the game and another two introduced new playable characters.

    It’s very possible that Gearbox is waiting to see how the base game performs before including any of the game’s DLC. Two weeks back the developer also noted that they wouldn’t be bringing other games in the Borderlands series to VR ‘for now’.

    DLC isn’t the only thing stripped back from the Borderlands 2 VR experience. The game’s also a strictly single-player only affair, dropping the four-player co-op of the original. There’s no support for Sony’s PSVR Aim Controller, either, which seems like a perfect fit (Move and DualShock 4 controls are in, though). Still, this is a massive game with about 30 hours of content in the base campaign alone, not to mention sidequests and other features. Even if it’s stripped back, that’s a lot of bang for your buck.

    Borderlands 2 hits PSVR exclusively on December 14th for $49.99.

    Tagged with: Borderlands 2 VR

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  • Samsung Odyssey now $349, European Launch Still Unconfirmed for Odyssey+ UK consumers can still get hold of Dell, HP, Lenovo and Acer headsets.
  • Kite & Lightning Showcase new Items and Battle Mechanics for Bebylon: Battle Royale Bebylon: Battle Royale will be demoed at Twitchcon.
  • Terrence Malick’s Second VR Film Debuts This Week
    Terrence Malick’s Second VR Film Debuts This Week

    Knight of Cups and Badlands director Terrence Malick is soon set to debut his second VR film.

    The piece, named Evolver, will premiere as one of 10 projects at VR Days Europe in Amsterdam today, Screen Daily reports. Produced with the help of House of Secrets, the experience studies the lives of humans all the way from birth to death. Judging by the director’s most recent work, which includes breezy existential pieces like Song to Song, it’s sure to be a trip.

    Perhaps most excitingly for film fans, though, the piece features music from Jonny Greenwood, the lead guitarist of Radiohead and composer of soundtracks for films like There Will Be Blood and You Were Never Really Here who was recently nominated for an Oscar for his work on Phantom Thread. Brilliantly, there’s also music from Wu-Tang Clan.

    Malick’s first VR piece, Together, made the rounds at festivals like SXSW and Tribeca earlier this year. He’s easily one of the best-known and most influential directors working in VR right now alongside the likes of The Revenant’s Alejandro González Iñárritu.

    Other projects being revealed at VR Days include Inside Out VR from Charlotte Bruneau and Cosmos Within Us from Tupac Martir. Films are being hosted in collaboration with the Rotterdam Film Festival. The event also includes talks from members of Unity, Beat Games and more.

    Tagged with: Evolver, Terrence Malick

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  • Blasters Of The Universe Dev’s Transpose Is Out Very Soon
    Blasters Of The Universe Dev’s Transpose Is Out Very Soon

    The next game from the developers of one of our favorite VR wave shooters, Blasters of the Universe, is out very soon.

    Transpose, a surreal VR puzzle game from Secret Location. Is launching on the HTC Vive, Oculus Rift and PlayStation VR headsets on Tuesday, November 6th. The game is already listed on both Steam and the Oculus Store, though you’ll probably have to wait a few more weeks to see it on the PlayStation Store.

    Taking quite a different approach to VR than Blasters, Transpose has players solving puzzles by leaving echoes of their past actions that they can interact with. Real-time motion capture allows you to see an avatar of your former self replicating your past actions, which is a little trippy. It also throws a little zero-gravity wall-walking in there just for good measure. The game’s going to have over 35 levels that player out over three worlds, which the developer says will offer around eight hours of gameplay. It’s set to cost $19.99.

    It’s been a busy few weeks for Secret Location, which also launched a VR adaptation of Philip K. Dick’s The Great C earlier this month. It’s great to see the developer branching out into new areas, but does it have another Blasters-sized hit on its hands?

    Tagged with: Transpose

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  • Comedic VR Multiplayer Failspace Enters Alpha This December Developer Hipfire Games will be combining mobile and PC-based VR.
  • HTC Vive Pro Is Getting Finger Tracking
    HTC Vive Pro Is Getting Finger Tracking

    Back in April, HTC launched the Vive Pro, a higher-end HTC Vive PC VR headset which added a 2nd outward-facing camera alongside a boost in display resolution. This camera setup has, until now, not seen any widespread use beyond AR experiments and niche enterprise applications, but now HTC have announced that they will be leveraging it to add native finger tracking to the Vive Pro.

    Finger tracking for Vive Pro will be available to all registered VivePort developers via the Viveport SDK. This will not be a part of SteamVR and Valve seems to not be involved at all. We’ve reached out to HTC to clarify whether only Viveport apps will benefit from the input method.

    Finger tracking could be useful for social VR, for passive experiences where a controller isn’t needed, and for enterprise applications. Some businesses already use the ‘Leap Motion’ finger tracking add-on, which works on all PC VR headsets, but HTC’s solution should work out of the box. The feature should also work fully in wireless mode with the HTC Vive Wireless Adapter.

    HTC has also been researching hand tracking for its standalone (all-in-one) Vive Focus headset, which is currently released in China but not yet in the West. However, it seems that due to the much lower processing power on the mobile platform (compared to the PC a Vive Pro would be attached to) this is only limited gesture recognition rather than true tracking of each finger.

    The standalone Vive Focus will get hand gesture recognition, but not full finger tracking

    HTC hasn’t showed off the Vive Pro’s finger tracking to journalists yet, so questions remain about its accuracy, latency, occlusion resistance, and whether or not the field of view of the cameras leads to “pop in”. We hope it works well enough, though, because this feature could be a game changer for the enterprise market and passive VR experiences in general.

    Tagged with: finger tracking, htc, Vive Pro

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  • The Future Of Virtual Reality Is Wireless
    The Future Of Virtual Reality Is Wireless

    In recent months we’ve been talking about some new definitions and marketing terms that are coming into more popular use — “wireless” and “standalone” VR. While we’ve seen hints of it in 2018, next year is when the technology will really take off.

    Before I get into why that’s going to be the case, here’s an overview of where everything is for VR near the end of 2018:

    We’ve tested the “Vive Wireless Adapter” and Vive Pro powered by Intel’s WiGig technology, as well as the forthcoming Oculus Quest headset and its truly wireless “Insight” tracking system. They both seem to work well.
    Google’s head of VR and AR Clay Bavor made clear to us in a 2017 interview that Google could pursue its own devices in VR and AR. Google’s hiring of teams working on software like Tilt Brush, Soundstage and Job Simulator join home-grown projects like Blocks that generally indicate awareness of a consumer desire for intuitive hand-based input in VR. Most recently, Google signaled its intent to power a wireless standalone VR system with the kind of hand input we’ve come to expect from Vive, Rift, PSVR and even Windows-based headsets.
    We know PlayStation VR sold 3 million headsets over two years and that Gear VR eclipsed that figure, but fewer people use those phone-powered headsets which are often bundled with a phone.
    Former VR development companies like CCP Games have executives who now say they’d hoped the PC market they were selling into would be 2-3 times as large as it is. Some independent developers, however, can clear milestones like selling 100,000 copies of their game in a single month of 2018 available only on PC VR systems.
    Valve continues to push input forward with the Knuckles controllers — while also building its own VR games — but partner HTC is charging a premium to get wireless VR or large-scale tracking with a PC in 2018.
    Facebook CEO Mark Zuckerberg didn’t say much about Rift at the Oculus Connect 5 developer conference, except to say that a “new version” of the Rift would likely be “for experiences that need a PC to push the edge of what’s possible.”
    We’re excited to see how the new Samsung Odyssey+ performs with SteamVR games, but it fundamentally still operates with a tethered connection to a PC.

    The state of VR after the first two years of broad consumer availability is a complicated story not many understand, but the underlying pressure at play right now is that some money-strapped developers working at technology’s cutting edge in the last few months of 2018 need to decide whether to suffer the arduous process of porting their work to standalone VR headsets like Quest or the Mirage Solo, or to push development forward with their PC-based VR games. The first option means betting Facebook or Google will get a sufficient install base willing to pay $20+ for content, while the second option means developing games in hope that future PC-powered hardware will open the market up to more people.

    With news yesterday that Brendan Iribe was

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  • 15 Best Oculus Go VR Horror Games And Experiences
    15 Best Oculus Go VR Horror Games And Experiences

    With Halloween right around the corner next week, we felt like it was time to start rounding up some of the very best VR horror games and experiences out there. While many of the absolute best VR games are relegated to more powerful devices, such as the Oculus Rift, HTC Vive, or PSVR, mobile-based headsets like the Oculus Go, Gear VR, and Google Daydream.

    For this list we’re focusing primarily on apps and experiences that can be accessed from an Oculus Go standalone VR headset. You can read our full review of the device here (we like it a lot) as well as our big list of 30 great games and apps worth checking out here.

    The following experiences are all listed in alphabetical order:

    Affected: The Manor

    Price: $2.99 (Store) (Our Review)

    If you want to be terrified or, better yet, you want to terrify a friend while you watch safely from the couch, Affected: The Manor is an excellent choice. It’s use of sound and clever scripting are superb for any VR horror title, mobile or not, and its visuals are another example of just how good a Go game can look. It’s light on gameplay and very short, but excellent as a one-off horror experience.

    Cursed Night: The House

    Price: $4.99 (Store)

    If you’re after some cheap and easy jump scares, then this is always a good option. It’s one of the quickest to get into so if you’re showing the Oculus Go to family this Halloween, this is a solid choice. The tension and build up is very well done, but it’s not the most visually impressive.

    Dark Corner

    Price: Free (Optional Paid Content) (Store)

    Miss the days of sitting around a campfire, telling scary stories with friends? Then Dark Corner may just be what you’re after. It’s sort of like a repository for spooky 360 videos and other experiences that can all be accessed from a single, central hub-like interface.

    Dark Days

    Price: $7.99 (Store) (Our Review)

    Dark Days does a lot of things right and provides an interesting world full of thrills and mystery to keep you uncovering secrets until the end. Visually, it leaves a bit to be desired, but it accomplishes a lot for being on the limited Go platform. While the main character can feel a little annoying at times, you’ll grow to love her wit and charm as the adventure carries on. Prepare for a generous helping of jumps and scares though, as this isn’t for the faint of heart.

    Dead Secret and Dead Secret Circle

    Price: $9.99/$14.99/$16.99 (Store for Two-Game Bundle)

    Described as “slow-burn psychological horror” the Dead Secret games feel like they could have been ripped right out of the mind of David Lynch or pre-Dark Knight Christopher Nolan. Part murder mystery and part sadistic fight for survival, these are two VR thrillers that you can easily sink several hours into each to uncover all of the secrets.

    Doors of Silence: The Prologue

    Price: $4.99 (Store)

    Visually, this might very well be the best looking VR horror game on Oculus Go, period. Environments are incredibly detailed and hand-crafted using Unreal Engine 4.

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  • Real Estate Video Tour Specialist OpenFrame Acquires 360-Camera Company Giroptic OpenFrame purchased Giroptic because of its technology and R&D pipeline of features.
  • Turner Broadcasting Partners With OmniVirt for VR Ad Campaign VR advertising campaign aims to promote season two of Dream Corp LLC on Adult Swim.
  • Dassault Systèmes SOLIDWORKS 2019 Introduces VR and AR Functionality SOLIDWORKS 2019 includes 'extended Reality' for collaborative VR and AR design views.