• Explore The Depths of the Thai Spirit World In Home Sweet Home Home Sweet Home emerges onto the PlayStation Store and GameStop stores.
  • Life in 360°: Campeón del Capitán Watch how one climber broke a record by free climbing Yosemite National Park's El Capitan.
  • Ludenso Unveils MagiMask AR Headset & Tracking System For $99 USD

    MagiMask ditches split screen stereoscopic AR in favor of a unique full screen viewing experience. Your standard headset-based augmented reality experience utilizes split-screen stereoscopic rendering to project two identical images for each eye. This creates a sense of 3D-depth when viewed through specially-designed lenses. MagiMask, a new AR headset from Norwegian-based start-up Ludenso, hopes to

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  • RYOT, Kaleidoscope and Oculus Announces DevLab 2018 VR and AR creators can now apply to be part of the DevLab 2018 incubator.
  • Takes A Tour Through Lexington in Augmented Reality Lexington in Kentucky is using AR to give visitors and residents an interactive tour.
  • HTC Vive Gets ASW-Like ‘Motion Smoothing’ For Low Specification PCs
    HTC Vive Gets ASW-Like ‘Motion Smoothing’ For Low Specification PCs

    One of the Oculus Rift’s most helpful features is Asynchronous SpaceWarp (ASW), first introduced in late 2016. HTC Vive owners have been asking Valve, which makes the software for the HTC Vive, for an equivalent. A new feature delivered with the SteamVR Beta called ‘Motion Smoothing’ looks like it could be the answer.

    Motion Smoothing works very much like ASW. When you’re not meeting (or near) 90FPS in VR, Motion Smoothing will kick in automatically. Motion Smoothing will force the running game/app to render at 45FPS, then generate a synthetic frame in between each real frame, extrapolating from image and the headset tracking data for a total of 90FPS. Half the frames will be “real” and half “synthetic”. Whenever your graphics card has enough free resources to achieve 90FPS normally, Motion Smoothing will automatically disengage and you will return to true 90FPS.

    While Motion Smoothing appears to be a direct equivalent to Oculus’ ASW 1.0, Oculus recently announced ASW 2.0, which promises to reduce the kind of artifacts that can be seen by only using the color buffer by also using the depth buffer, which apps can send to the Oculus software. Valve have not indicated whether they are going to add this extra layer in Motion Smoothing.

    Motion Smoothing should allow lower end systems to use the HTC Vive, and for higher end systems to better run demanding games like simulators in which framerate can fall even on the strongest of PCs. When Oculus introduced ASW they added a new “minimum specification” for the computer needed to run the Rift, allowing GPUs like the GTX 1050 Ti and GTX 960, but it is not yet known whether HTC will make a similar move when Motion Smoothing comes out of beta.

    Tagged with: asw, steam, SteamVR, valve

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  • Camera IQ Launches Solution for Programmatic AR Advertising Camera IQ announces platform for end-to-end AR content for advertising.
  • Heavy Fire: Red Shadow Out Now on PlayStation VR Military shooter Heavy Fire: Red Shadow is now available for PlayStation VR.
  • Get In The Holiday Spirit With Echo VR’s Halloween Bash Event

    Turn off the lights and get ready for some spooktakular VR eSports Halloween is just around the corner, which means so is the inevitable tidal wave of seasonal themed updates for some of our favorite games. Naturally, established AAA titles, such as Overwatch and Rocket League, have already begun rolling out their Halloween themed cosmetics

    The post Get In The Holiday Spirit With Echo VR’s Halloween Bash Event appeared first on VRScout.

  • Tribe XR Partners With DJ David Starfire For Live VR Set A live set will be broadcast in VR from VRS Conference after party.
  • Concept3D Brings Virtual Tour Platform to Virginia Data Centers CoreSite works with Concept3D to showcase new data centre in VR.
  • Magic Leap Conference Teases Future Developments The Magic Leap LEAP conference sees company executives discuss the future of its technology.
  • Attack On Titan VR Attraction Coming To Tokyo
    Attack On Titan VR Attraction Coming To Tokyo

    VR headsets let us step into some of our most favorite and iconic fictional worlds. I can stand at the edge of High Hrothgar, peering down at the rolling landscapes of Skyrim or fight off demons in DOOM VFR. Then if you venture over to Japan you can pilot a Gundam or in the VR Zone at Shinjuku try your hand at DBZ VR, Dragon Quest VR, Mario Kart VR, and more. You can even gun down stormtroopers with Secrets of the Empire from The Void. Then why not more anime VR experiences? If it works for DBZ, surely it can work for others. We’re still a ways off from a real Sword Art Online VR MMO (Nostos is making some steps in the right direction) but until then the likes of Attack on Titan VR will certainly hold us over.

    According to Siliconera, Sony Music Communications and Taito are collaborating on a VR attraction centered around the massively popular Attack on Titan anime series titled VR Attack on Titan: The Human Race. The experience will support up to four players as they battle against the Female Titan and is based on a chapter from the original manga.

    As you can see in the image above, the rigs are setup side-by-side with fans and it looks a lot like Vive Pros dangling there at each station. Attack on Titan VR is getting a location test in Tokyo at Ginza Sony Park from October 19th – 26th, running 10AM – 8PM JST.

    Does this look like something you’d want to try? With Mario Kart VR available in London already and coming to the US very soon, maybe more location-based VR experiences from Japan will start making their way to the West over too.

    Let us know what you think down in the comments below!

    h/t: Siliconera, VRFocus

    Tagged with: Attack on Titan

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  • Upskill Expand Skylight Early Access Programme No longer U.S. only.
  • Covert Hands-On: Local VR Co-Op Multiplayer Espionage For Oculus Go
    Covert Hands-On: Local VR Co-Op Multiplayer Espionage For Oculus Go

    Covert wasn’t a major, featured demo at the Oculus Connect 5 late last month. The show was dominated by the Quest news, large demo booths dedicated to fully untethered wireless games of Superhot and Tennis scramble, and a bank of Rift stations for upcoming titles like Defector and Stormland. But tucked away at the Oculus Go Bar area, off to the side of the show floor, sat a row of Oculus Go headsets ready to be played.

    The Oculus Go is an excellent 3DOF mobile VR device. Its lenses and resolution are top-notch, surpassing even the Rift, PSVR, and standard Vive, and it’s got a massive library that’s been built over multiple years by leveraging past Gear VR titles. And I can honestly say that, for the first time in a while, Covert from White Elk (Eclipse: Edge of Light) is a mobile VR game that I’m legitimately excited about.

    When Covert was first announced, it honestly looked a bit too similar to another game: Black Hat Cooperative. Both titles are spy-based stealth games in which a VR user must sneak around with guidance from a non-VR user that can see a map on a second screen display. Sounds pretty similar, right?

    Well, the two games are actually quite different. In Covert there is just a lot more to it than that. When I tried it out at OC5 I was the VR user while a developer took the reigns on a connected smart device by my side since the game can only be played in co-op like this.

    Immediately I was struck by the fact that Covert really is a complete game. When I heard the pitch for this I expected something reasonably shallow that’s designed to be played in small bursts, like Keep Talking and Nobody Explodes, but there’s an actual plot here with voice acting and a real story. It’s cited as being several hours long as well, designed to be played across multiple sessions with a friend.

    The best thing about my short 20-minute or so demo with Covert was the variety. This is a mobile VR game with full, smooth locomotion via the Go controller’s touch pad. I zoomed down a zip line, tip-toed behind security guards, dodges lasers, cracked a safe, and much more. And that was just the first mission.

    Thankfully the cooperative aspect worked incredibly well too. My buddy was able to relay valuable intel like when a laser was going to move out of the way, help me hack control panels, and keep an eye around corners on approaching guards.

    It’s also worth mentioning just how perfectly the Go fits this sort of game. For starters, your phone isn’t tied up inside the headset like it is with Gear VR or Daydream View, freeing it up to be a second screen device for  friends. Additionally, the embedded speakers ensure that both of you can hear what’s going on inside the VR world and that the VR user can still hear what the second screen partner is saying for

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