• The Gallery And Vive Pro Take Home Top Honors At 2018 VR Awards
    The Gallery And Vive Pro Take Home Top Honors At 2018 VR Awards

    The 2018 VR Awards just wrapped up! Whether you watched it live with us here at UploadVR or decided to check things out for yourself in VR using Altpsace VR, all the announcements have officially been made. There were tons of worthy nominations, but only a select few could be crowned as winners.

    We’ve gone ahead and rounded up every single winner for each category right here down below for you:

    VR Headset of the Year Nominees

    *WINNER: HTC – Vive Pro

    Oculus – Go

    VRgineers Inc. – VRHero 5K Plus

    HTC – Vive Focus


    VR Game of the Year Nominees

    *WINNER: Cloudhead Games Ltd. – The Gallery – Episode 2: Heart of the Emberstone

    Bethesda Softworks – Fallout 4 VR

    Bethesda Softworks – The Elder Scrolls V: Skyrim VR

    Beat Games – Beat Saber

    Survios Inc. – Sprint Vector

    Ready At Dawn – Lone Echo / Echo Arena

    Hidden Path Entertainment – Brass Tactics

    Vertical Robot – Red Matter

    VRWERX – Paranormal Activity: The Lost Soul

    ARVORE Immersive Experiences – Pixel Ripped 1989 (currently unreleased)

    inXile Entertainment – The Mage’s Tale

    Electric Hat Games – TO THE TOP

    nDreams – Shooty Fruity


    VR Experience of the Year Nominees

    *WINNER: Flight School – Manifest 99

    REWIND – Silicon Valley: Inside The Hacker Hostel

    Framestore – A Moon For All Mankind

    Magnopus – Coco VR

    Magnopus – Blade Runner 2049: Memory Lab

    Preloaded and BBC Worldwide – BBC Earth: Life in VR – California Coast

    Tomorrow Never Knows – The Day The World Changed

    Framestore – Sky4DVR

    Human Interact – Starship Commander

    Interactive Media Foundation gGmbHl – Ulm Stories – The Dream of Flying

    NextVR – NBA League Pass in NextVR: 2017-2018 Regular Season


    VR Film of the Year Nominees


    Baobab Studios – Asteroids!

    Pink Kong Studios – Aurora

    Room One Films – The Committee

    Lucid Dreams Productions – The Sun Ladies

    Olympic Channel & Jaunt – Trending Gold

    Vision3 – My Africa

    NSC Creative – Vestige

    FoxNext VR Studio – Isle of Dogs Behind the Scenes (in Virtual Reality)

    TopDogVR – Speed Kills VR


    VR Marketing of the Year Nominees

    *WINNER: Magnopus – Coco VR

    ILMxLAB – Star Wars™: Droid Repair Bay

    Flight School and Momentum Worldwide – GMC Rangeland Derby VR

    BackLight – L’Oreal / Diesel Only the Brave

    Pebble Studios – Pebble Studios: DuckTales | 360° Adventure: The Lost Key of Tralla La

    Somewhere Else – Delicatessen

    GrandPano – SPP – SMART HOME

    Magnopus – Blade Runner 2049: Memory Lab

    Welcomm (working together with Bravo!/Plato Reality) – Melbourne, meet your new train

    TAKELEAP – IKEA Virtual Reality Store

    Audi and ZeroLIght – Audi VR Experience


    Rising VR Company of the Year Nominees

    *WINNER: Neurogaming Limited

    Flight School


    VRgineers Inc.

    Fast Travel Games AB

    Cooperative Innovations


    Innovative VR Company of the Year Nominees

    *WINNER: Ultrahaptics

    Striker VR





    Human Interact

    Visbit Inc.


    Gravity Sketch

    VR Education of the Year Nominees

    *WINNER*: Schell Games – HoloLAB Champions

    MEL Science – MEL Chemistry VR

    Elara Systems – Alcon Virtual Eye Experience

    ITI, United Rentals, & Serious Labs – VR Crane & Equipment Operator Training Simulator Suite

    Alliander – Alliander Virtual Platform

    VR Factory – Bartender VR Simulator

    MEDIASQUAD Medienentwicklungs- und Vertriebs-GmbH – Pharmaceutical Line Clearance VR Training

    FarBridge, Inc. – MasterWorks: Journey Through History


    VR Healthcare of the  Year Nominees

    *WINNER: Virti – Virti

    Elara Systems – Alcon Virtual Eye Experience

    Medis Media – 3D Organon VR Anatomy – Enterprise edition

    VRHealth – First Certified VR Medical Device Company in the world

    Rescape Innovation Ltd – DR.VR

    Infinite MR – Cigna Peak Challenge


    appliedVR – EaseVR

    NUMENA Virtual Reality Architects – B. Braun Spine Days


    Out-of-Home VR Entertainment of the Year Nominees

    *WINNER: ILMxLAB and The VOID  – Star Wars™: Secrets of the Empire

    Figment Productions – Kraken Unleashed, SeaWorld Orlando

    Framestore – A Moon For All Mankind

    BackLight – Eclipse

    Neurogaming Limited – World of Tanks VR


    Kynoa – Koliseum Soccer VR

    Neurogaming Limited – PolygonVR

    Frontgrid – ParadropVR


    VR Social Impact Award Nominees

    *WINNER: VISYON – Window to our World


    The Distillery – What Will Your Day Bring?

    Flight School – Evolution of

    The post The Gallery And Vive Pro Take Home Top Honors At 2018 VR Awards appeared first on UploadVR.

  • CVS Partners With OmniVirt for 360-Degree Ad Campaign for BeautyIRL New beauty service at CVS uses OmniVirt 360-degree advertising for promotion.
  • Scraper: First Strike Interview And Combat Gameplay Footage
    Scraper: First Strike Interview And Combat Gameplay Footage

    We first saw Labrodex Studios’ first VR project — the futuristic shooter Scraper: First Strike — earlier this year when we had a chance to go hands-on with the game at their office on Long Island. It’s been a few months since our first playtest, and the game has not only gotten more polish, but it was announced recently that Scraper would be coming to PSVR as well as the full range of PC headsets.

    To get a little more background on the story behind Scraper, be sure to read a few chapters of Ryder Windham’s lead-in novel — Scraper: The Rise of Cifer. You can get a digital copy of the book by registering at, as well as a free in-game weapon: the Debilitator.

    Scraper: Rise of Cifer

    Read Chapter 1
    Read Chapter 2
    Read Chapter 3

    We had a chance to catch up with the team at Labrodex and get an update from them on what they’ve been working on since the last time we saw the project.

    UploadVR: How did you go about building Scraper from idea to a concept that spans multiple mediums?

    Jim Ivon, CEO: First, thank you for the opportunity to talk about Scraper: First Strike in VR. We are incredibly excited about releasing Episode I later this year.

    Years before starting Labrodex, I had begun writing down ideas for new IPs. I’m a big RPG shooter fan and knew that if ever had the chance, I would want to create something in that space. I’m also an avid believer in VR and once the technology started to become mainstream, I decided to start a studio and work on our first VR project. Labrodex was also a way for me to contribute to the gaming community by hiring a team of super stars and providing them with the best tools and resources I could.

    At the time, there were already some very cool VR titles, just nothing in the bigger RPG category. I felt if we could deliver a new type of seated experience where you could explore large levels, have full locomotion, dynamic missions, engineering, scavenging and several other traditional RPG elements, we could have a big impact. From the beginning, the goal was to create a new IP, not just a VR game, with the ultimate objective of releasing the full game on PC and next gen consoles in 2020.

    The plan was to launch the IP in phases. Phase one was the prequel novel to the game. We teamed up with the brilliant Ryder Windham, a well-known sci-fi author with more than 80 books under his belt to write the story. I gave Ryder all of my notes on Scraper and we talked daily for several weeks about the characters, environments, world, story arcs and finally the foundation for the novel. Ryder did an amazing job bringing the characters and world to life. The book, Scraper: The Rise of Cifer ends right where the game begins and can be found on Amazon. Reading the book before playing Episode I will give

    The post Scraper: First Strike Interview And Combat Gameplay Footage appeared first on UploadVR.

  • Rec Room Could Be An Oculus Quest Launch Title, Devs Hint At Port
    Rec Room Could Be An Oculus Quest Launch Title, Devs Hint At Port

    Rec Room, from Seattle-based ‘Against Gravity’, is one of the most popular and highly regarded social VR apps to date. It stands apart as more structured than something like VRChat thanks to predefined room types and activities, and more gaming focused than AltSpaceVR, with games ranging from paintball to a battle royale mode similar to Fortnite.

    The app’s intentionally simplistic graphical style allowed Against Gravity to massively increase its playerbase in November by launching on PlayStation VR, including cross-platform multiplayer with Oculus Rift, SteamVR, and non-VR users. But could they be planning to lower the barriers to playing Rec Room even further by launching on Oculus Quest next year? Let’s explore the evidence.

    In a developer AMA last month, when asked about setting textures and transparency, Against Gravity stated “we’ve got to optimize the app for some devices that we want to get onto next year”, adding that they couldn’t talk too much about it.

    The logo of the developer was listed as working on a Quest title/port at OC5.

    Just under 2 weeks later at their yearly conference, Connect 5 (OC5), Oculus unvieled Oculus Quest, an all-in-one / standalone VR gaming console launching in Spring 2019. While Rec Room was not announced specifically as a title, when VP of VR at Facebook Hugo Barra showed a slide of developers working on Quest titles, Against Gravity’s logo was listed (top center).

    Rec Room is free and has no microtransactions or advertising, and when the company received $5 million in investment last year, the developers were clear to clarify that monetization was not “an immediate concern”. This seems to indicate that Against Gravity and its investors believe they are still well within the growth phase, but if a Quest port does happen and Quest is a success, the new influx of users could re-open questions about monetization strategies, such as paid cosmetics.

    While the developer AMA and OC5 logo listing are not definitive confirmation, as technically the developer AMA could have been referring to an as yet unannounced 6DoF standalone VR system from another company, and the logo listing at OC5 could be referring to a new game instead of Rec Room, the timing of the AMA combined with the fact that Against Gravity have not even teased another game means that it is almost certain that Rec Room is coming to Quest.

    We’ll keep you updated on any further hints or announcements.

    Tagged with: oculus, Oculus Quest, rec room

    .special-buttons > * { text-align:left !important; } FacebookTwitterRedditMore

    The post Rec Room Could Be An Oculus Quest Launch Title, Devs Hint At Port appeared first on UploadVR.

  • Watch The VR Awards 2018 Live Right Here Or In VR
    Watch The VR Awards 2018 Live Right Here Or In VR

    While the VR community still doesn’t have a singular source of awards that commands attention from the entire industry just yet, there are a few that have been around for quite some time, such as the appropriately titled VR Awards. You can see a full list of all nominees here.

    The 2018 edition of The VR Awards, which is put on by VR Bound, is set to start at 1:30PM PT today, October 16th, 2018. You can watch the show live as it happens via the embedded YouTube livestream link down below or at this link.

    Alternatively, you can attend the show in VR and view it live from inside of AltspaceVR. All you have to do is click “Interested” at this link using your Altspace account. Make sure you have an account and have already signed into Altspace before using the app.

    You don’t actually have to use it in VR if you don’t want to — you could just attend on your PC like you’re playing a non-VR game if you’d prefer. According to the instructions from VR Bound and The VR Awards:

    Windows PC or VR Headset users – Open the app, click the blue circle with a triangle in it to open the menu, then click the ‘Customize Your Avatar’ button to the left hand side of your menu, then click ‘Switch Account’ located below ‘Save Avatar’, then type in your login details. Then click the blue circle with a triangle in it to open the menu, click ‘Events’, then ‘Interested’, then click the blue arrow on the event to enter.

    Hopefully you tune in and enjoy the show!

    .special-buttons > * { text-align:left !important; } FacebookTwitterRedditMore

    The post Watch The VR Awards 2018 Live Right Here Or In VR appeared first on UploadVR.

  • Lightweight Haptic VR Gloves Announced The DextrES haptic gloves uses a unique system to provide a sense of touch in VR.
  • How The Haunted Graveyard Is Holospark’s ‘Gateway Game’ For VR Users
    How The Haunted Graveyard Is Holospark’s ‘Gateway Game’ For VR Users

    I was immediately curious about The Haunted Graveyard when I found out John Tynes was involved. I was familiar with his work from his time in the tabletop gaming field, as the co-writer of the 1999 RPG Unknown Armies. When I did some more research, I discovered that Tynes was also an early content lead on Magic: The Gathering and a contributor to Call of Cthulhu, Over the Edge, Feng Shui, and Delta Green. It turns out that he’s one of those guys who’s been a quiet influence on a startling amount of the games industry, but you’d never know it without looking him up.

    Tynes eventually moved into video game production, where he worked on Pirates of the Burning Sea and Neverwinter. Following the closure of Cryptic North in 2015, Tynes and several of his co-workers from both Pirates and Neverwinter founded Holospark in Bellevue, Washington, where they’ve produced The Impossible Travel Agency and Séance: The Unquiet for VR, as well as the co-op humans- vs.-aliens shooter Earthfall for PS4, Xbox, and PC.

    On October 9th , Holospark debuted its new virtual reality project The Haunted Graveyard, where you’re placed into the titular cemetery and must explore it in an attempt to escape before the stroke of midnight. It’s intended as a short, interactive experience, aimed at newcomers to VR. You can pick it up for home use via Steam as of this writing, but its intended audience is patrons at VRcades around the world.

    I interviewed Tynes, who worked on The Haunted Graveyard as an executive producer, as well as the game’s creative director Bruce Sharp, about their business plan, the technologies they’ve developed over the course of the project, and why The Haunted Graveyard is best called an experience, rather than a game. The following transcript has been edited for clarity.

    UploadVR: The Haunted Graveyard looks a lot like a theme park. Was that what you were going for?

    John Tynes, executive producer: There’s even a song, very much like a Disney ride. There’s a musical performance partway through that’s really fun. We created all of our characters through motion-capture, like Gollum in Lord of the Rings. We brought in professional actors from Seattle theater, they did all of their scenes together, and then we digitized all that stuff and put it into the game as performance. It’s fantastic. I mean, the level of performance we got from these people is amazing, and it comes through gorgeously.

    Bruce Sharp, art director: We took these canned performances, and what’s sort of special about them is that we’ve layered some dynamic programming on top of that, to give you a feeling like they’re there with you, not just speaking to a camera.

    UploadVR: Okay, so you brought them into the recording booth, and now you’ve programmed it so they feel more like they’re reacting directly to you and what you’re doing.

    Tynes: Well, more beyond that. We actually captured their entire bodies and their faces and their voices simultaneously. We put our cast into motion-capture suits, which you

    The post How The Haunted Graveyard Is Holospark’s ‘Gateway Game’ For VR Users appeared first on UploadVR.

  • John Carpenter’s ‘Tales For A HalloweeNight Vol 4′ Brought To Life With AR

    Unlock a terrifying AR experience with the exclusive 2018 NYCC edition of John Carpenter’s ‘Tales For a HalloweeNight Vol 4.’ When it comes to classic slasher horror films, the name John Carpenter is almost always the first that comes to mind.  Ever since he introduced the world to Michael Myers in his 1978 terror classic, Halloween,

    The post John Carpenter’s ‘Tales For A HalloweeNight Vol 4′ Brought To Life With AR appeared first on VRScout.

  • Sixense Announces Refunds For Controller Kickstarter Backers STEM controller saga comes to an end as Sixense authorises refunds.
  • Artist Behind Famous Obama “Hope” Poster Launches VR/AR Exhibit

    Shepard Fairey’s largest ever solo exhibit preserved in VR/AR using volumetric photogrammetry. Last year, street artist Shepard Fairey, best known as the founder of OBEY clothing and the creator of the prolific “Hope” image featuring former President Barack Obama, launched “DAMAGED,” a wildly popular, limited run art exhibit in Los Angeles. It was the artist/activists

    The post Artist Behind Famous Obama “Hope” Poster Launches VR/AR Exhibit appeared first on VRScout.

  • The Sims FreePlay Brings In Multiplayer AR An update to The Sims smart[phone title brings in augmented reality (AR) features.
  • Sixense Will Refund Its VR Controller Backers, Switch To Enterprise
    Sixense Will Refund Its VR Controller Backers, Switch To Enterprise

    Sixense pioneered hand controllers for virtual reality applications in 2013, but the company hasn’t been able to produce its Stem consumer product for VR. And so the company is announcing today that it will refund all of the money raised from its Kickstarter campaign backers and preorder customers.

    Amir Rubin, CEO of Los Gatos, California-based Sixense, said in an interview with GamesBeat that the company will now focus on the enterprise market with its six-degrees-of-freedom (6DoF) controllers, which allow people to use their hands in virtual reality applications. In many ways, this represents yet another failure in the overhyped VR market, but there’s also a certain measure of success for Sixense.

    Earlier this year, Sixense formed a joint venture with Penumbra, a health care company that wanted 6DoF technology for things like VR surgery training and patient recovery. That raised some much-needed capital for Sixense. In September, Penumbra bought an additional 40 percent of the joint venture, bringing the total owned to 90 percent, for $20 million. That gave Sixense the ability to replay its 2,383 Kickstarter backers, who gave the company $604,978 in 2013.

    Above: Amir Rubin, CEO of Sixense, ran a Kickstarter for a wireless version of his company’s motion-sensing controllers in 2013.

    Image Credit: Dean Takahashi

    Rubin said he was grateful for the support of the backers.

    “After a lot of consideration, we decided, based on current market conditions, we will refund all of the Kickstarter backers at 100 percent,” he said. “We will refund every backer and every preorder.”

    Rubin said that when the company emerged with its Stem wireless hand controllers in 2013, before Oculus Rift came out, the industry needed a solution for navigating VR.

    “There was no 6DoF control system for VR to go with the Oculus headset,” he said.

    But then Valve showed off its SteamVR controllers and gave that at no cost to HTC. Oculus launched in 2016 with an Xbox controller, and later that year it debuted its Oculus Touch controls. With those solutions from the major vendors in the market, there wasn’t as much need for the Stem controllers, which were both more precise and more expensive.

    To survive, Rubin started focusing on health care solutions, mobile devices, and the enterprise. It spun out a VR building application, and then it cut the deal with Penumbra.

    Above: Sixense Stem controllers

    Image Credit: Sixense

    “With enterprise, we were able to be comfortable as a company and continue to develop our technology,” Rubin said. “Penumbra is one of the most committed companies in the VR health care market.”

    Rubin said he was down on the VR market’s potential until about three months ago, when the music-and-swordfighting game Beat Saber debuted and generated millions of sales on VR headsets. He was also impressed with Facebook’s Oculus Quest wireless VR headset.

    “We feel the market has what it needs as its first real consumer product,” Rubin said. “We will take our technology to the enterprise and health care.”

    Eventually, he said that the consumer market will develop further and require the more precise technology in the Stem controllers. And when that happens, Sixense

    The post Sixense Will Refund Its VR Controller Backers, Switch To Enterprise appeared first on UploadVR.

  • Jaunt Changes Focus From VR To AR As a result of Jaunt's work in volumetric capture, Jaunt is turning away from VR and focussing on AR/
  • Oculus Go Used For In-Flight Pilot Training Demonstration
    Oculus Go Used For In-Flight Pilot Training Demonstration

    Co-founders of a Texas-based company called Thrust Vector, which does contract development and consulting for both AR and VR, used Oculus Go while piloting an aircraft and say they have flown “probably 2 dozen full approaches in full VR, all the way down to about 50 feet above the runway.”

    CTO John Nagle wrote in an email to us that they used mapping software Mapbox along with the Unity world engine and “Oculus Go in this case because it represents the lowest cost VR device, and we wanted to show it was fundamentally capable enough to work.” In a video demonstration, Nagle is shown piloting an airplane with co-founder John Paul Sommer as “safety pilot.” Inside Oculus Go, an application renders visuals for Nagle based in the information supplied by “an open source ADS-B sensor called Stratux, which also has an AHRS capability (Attitude and Heading Reference System.) It uses a WAAS-enhanced GPS for position.”

    “It is still 3DOF, but it is airplane-referenced. In an airplane, the headset rotates in 2 ways; the airplane can turn, and your head can turn also. We do the math to keep head motion airplane-relative. We do plan to use more powerful headsets in future tests, of course,” Nagle wrote.

    “We always acted as safety pilot for the other during testing, so we were never actually flying blind. The approach boxes bring you perfectly down the approach path, and the MapBox data has sufficient fidelity to really give me confidence that I know where I am. We’ve also done a number of ‘unusual attitude’ tests, where one of us is eyes-closed, head-down, while the other does a series of steep and aggressive maneuvers in an attempt to cause disorientation. Then, the pilot will say, ‘your airplane’, at which point the other person will don the headset, right the aircraft, and bring it in for landing.”

    The idea is that with a “PC-driven VR system such as the Oculus Rift, we can create an endless array of training scenarios; poor weather, equipment failures, even combat scenarios with virtual ground and aerial targets. And unlike a simulator, the trainee will feel every stick input for real. The irony here is, many people using VR flight simulators experience nausea, because they’re seeing movement that their body doesn’t actually feel. Having VR in-flight can actually prevent nausea, because your sight is now in total agreement with your vestibular system.”

    Nagle added that he believes “FAA approval is usually relegated to things which are permanently mounted in the cockpit. Nonetheless, we look forward to working with the FAA as we refine the technology to make sure we stay within the boundaries of common sense and the regulations. After all, ultimately the goal is to improve safety, not compromise it.”

    Tagged with: Flight Training

    .special-buttons > * { text-align:left !important; } FacebookTwitterRedditMore

    The post Oculus Go Used For In-Flight Pilot Training Demonstration appeared first on UploadVR.

  • Introducing MagiMask: A New AR Headset Looking To Right Wrongs & Elevate AR "We believe people have been led into the AR market with false hopes and outrageously expensive hardware."