News

  • Samsung’s Odyssey+ Costs $500, Uses Anti-Screen Door Effect Display
    Samsung’s Odyssey+ Costs $500, Uses Anti-Screen Door Effect Display

    Samsung’s Odyssey+, a successor to last year’s Odyssey Windows VR headset, was one of the company’s worst-kept secrets of the past few months. Now we’ve finally got some official information direct from the company itself, though.

    Samsung’s official online store in the US has just listed the device for $499.99, confirming some things we’ve long suspected about it. For starters, Odyssey+ will be the first Samsung headset to utilize the company’s anti-screen door effect (SDE) display, which UploadVR got a first look at during SID Display Week earlier this year. The site notes that the display “applies a grid pattern structure” to the kit’s “top-player panels” that reduces the distance between pixels by nearly 50%.

    The screen itself still has the same 1440×1600 resolution found in the original Odyssey but, while Samsung says that display offered 616 pixels per inch (PPI), the new filter apparently makes the screen look like a 1,233 PPI display. That means the gaps between pixels could be far less visible and the overall image inside VR could be much clearer. Samsung says this tech is exclusive to its headsets.

    According to the specs, Odyssey+ is a little lighter too, weighing in a 590g compared to the original’s 645g.

    Other than that this is very similar to the original device, sporting the same inside-out tracking system from Microsoft, built-in audio and more. Like other Windows VR headsets, you can expect it to run on Microsoft’s own Mixed Reality platform, though it should also support SteamVR.

    So far Samsung hasn’t announced a release date for Odyssey+ but we’ve reached out to the company to find out more.

    Tagged with: odyssey

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  • Freak out More Than Rock out in Mosh Pit Simulator Coming to PC headsets in 2019.
  • Mosh Pit Simulator Brings VR Chaos To A New Level Next Year
    Mosh Pit Simulator Brings VR Chaos To A New Level Next Year

    Do you like your VR irresponsible, erratic and utterly chaotic? Then Mosh Pit Simulator just might be for you.

    Indie developer Sos Sosowski just announced that the game’s set to release in Early Access on January 15th 2019. Sosowski has been working on this bizarre VR sandbox for over two years now, and it’s gained a bit of a following in that time thanks to being… well just watch the trailer below and judge for yourself. Spoiler: It’s not actually a mosh pit simulator.

    Basically it’s a physics funhouse that lets you build and destroy to your heart’s content. There’s nearly 1 square km of city to explore, populated with disturbing and deformed humans that you can abuse to your heart’s content. Pretty much every object (including other humans) can be picked up, tossed aside or smashed into something else. A story mode will introduce you to the basics but, other than that, it’s up to you to find the fun.

    Over the course of Early Access (which is now listed on Steam) Sosowski plans to add more modes including the ability to drive cars and, perhaps more worryingly, a Spider-Man-style slinging movement system. There’s also going to be a new feature to create and record animations. Expect the game to be in Early Access for about six months. It’ll support Oculus Rift, HTC Vive and Windows VR headsets.

    Tagged with: Mosh Pit Simulator

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    The post Mosh Pit Simulator Brings VR Chaos To A New Level Next Year appeared first on UploadVR.

  • VR Days Europe to Feature Training Solution Demo’s by Teslasuit Step into the future of VR at VR Days Europe.
  • Life In 360°: Volcanoes From Another World Eruptions from beyond the Earth itself
  • CCP Games: ‘We Expected VR To Be Two To Three Times As Big As It Was’
    CCP Games: ‘We Expected VR To Be Two To Three Times As Big As It Was’

    EVE: Valkyrie developer CCP Games has again spoken out about its withdrawal from the VR market.

    CEO Hilmar Veigar Pétursson recently told Destructoid that the company had anticipated far bigger sales for headsets, saying: “we expected VR to be two to three times as big as it was, period.”

    He continued, noting that CCP couldn’t “can’t build a business” on the current install base, but that might change in the future. “If it does take off, and I mean if, we’ll re-assess,” he said. “The important thing is we need to see the metrics for active users of VR. A lot of people bought headsets just to try it out. How many of those people are active? We found that in terms of our data, a lot of users weren’t.”

    We still don’t know how many units headsets like the Oculus Rift and HTC Vive have moved, though we do know Sony’s PSVR recently passed three million sold. Pétursson’s comment about active users is an interesting one, though.

    CCP was one of VR’s earliest and biggest supporters. EVE: Valkyrie, for example, was one of the first major games to enter development for VR, releasing alongside the Oculus Rift in 2016, and was considered a poster child for the platform. Games like Gunjack, Gunjack 2 and Sparc all followed. Almost a year ago to the day, however, the studio announced it was pulling out of VR, closing down its Atlanta-bassed studio and selling off the Valkyrie developers in Newcastle, UK to Sumo Digital.

    Pétursson did also add that CCP has “no regrets” about working in VR and that he remains a “long-term believer” in the platform, but don’t expect CCP to play a big part in helping it get there anymore.

    Tagged with: ccp games, EVE Valkyrie

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    The post CCP Games: ‘We Expected VR To Be Two To Three Times As Big As It Was’ appeared first on UploadVR.

  • Labrodex’s Sci-Fi RPG Shooter Hybrid ‘Scraper’ Already Has Its Own Prequel Novel

    Written by Ryder Windham of Star Wars novelization fame, Scraper: The Rise of Cifer is already out on bookshelves or, more accurately, Kindle reading lists. It’s the prequel novel to not one, but rather an entire series of upcoming Scraper VR games, headed by the budding Labrodex Studios out of Jericho, NY. The story of

    The post Labrodex’s Sci-Fi RPG Shooter Hybrid ‘Scraper’ Already Has Its Own Prequel Novel appeared first on VRScout.

  • Macy’s and Marxent Partner for Large-Scale VR Rollout Macy's is introducing a VR furniture experience to over 70 stores.
  • Football Field-Sized VR World Created In Prototype VR research and prototyping lab Sixer VR experiments with world-scale and inside-out tracking.
  • The VR Job Hub: Autumnal Opportunities Roles in the UK, US, France and Canada this week.
  • Something for the Weekend: Steam VR Selection Box Productivity, saving the oceans, African wildlife and engaging in vast military battles is all on offer this week.
  • Queen’s University Announces Dedicated VR Medical Training Center

    The Canadian university announces plans for new medical training center composed entirely of VR simulations. Queen’s University will be partnering with SimforHealth, a European company experienced in developeding VR software, and HTC to create an 8,000 square foot clinical simulation space that will train prospective doctors and study the impact of VR on education in

    The post Queen’s University Announces Dedicated VR Medical Training Center appeared first on VRScout.

  • MVP Interactive Partners with Apollo Theatre To Introduce Interactive VR Experience VR will be incorporated into Say It Loud James Brown tribute event.
  • Intel Opens Tech Learning Lab Roaming VR Truck In The Bronx
    Intel Opens Tech Learning Lab Roaming VR Truck In The Bronx

    Intel is launching the Tech Learning Lab, a custom-built mobile container truck outfitted with virtual reality demo stations, powerful PCs, and IoT smart whiteboards.

    The lab and its hands-on workshops are kicking off at the Bronx Academy of Letters, where attendees can get lessons in artificial intelligence, coding, and robotics. And the lab will make stops at schools and other education institutions through December 15 (including stops planned in Oakland, California).

    Intel’s Tech Learning Lab tour is a multi-city educational effort that will bring innovative teaching methods to educators across the country. The aim is to use technology (like virtual reality) to help students prepare for college by developing fundamental career skills, such as communication, collaboration, self-awareness, problem-solving, critical thinking, and more.

    The VR experiences include location-based edutainment; a virtual field trip to the Renwick Gallery at the Smithsonian American Art Museum in Washington, D.C.; and a robotics lab, chemistry lab, dissection lab, arts lab, and space lesson.

    This post by Dean Takahashi originally appeared on VentureBeat.

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  • Vuzix Announces Partnership With WakingApp ENTiTi AR Creator coming to Vuzix smart glasses.