• Astro Bot: Rescue Mission To Get Free PSVR Demo This Month
    Astro Bot: Rescue Mission To Get Free PSVR Demo This Month

    Astro Bot: Rescue Mission is without question one of the best PSVR titles to date. It’s an excellent showcase for how VR technology can transform something familiar in surprising ways and the team at Sony Japan did an excellent job of crafting a game that’s a genuinely great platformer in its own right and enhancing that with the power of VR.

    Today, Sony announced on the PS blog in celebration of PSVR’s upcoming 2nd birthday that they’re releasing a free demo for Astro Bot that will hit the PSN Store on October 16th — that’s exactly one week away.

    This is great news since there isn’t a proper demo for the game out yet. If you download the (free) Playroom VR collection if mini games you can play the spiritual predecessor to Astro Bot, which was named Robot Rescue, but it’s not an actual demo for the game as it exists today.

    What do you think of the news? Have you been interested in trying Astro Bot but unsure of picking it up at full price? Read our full review for more details on the game and let us know what you think of the news down in the comments below!

    Tagged with: Astro Bot, Astro Bot: Rescue Mission, demo

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  • Borderlands 2 VR Coming To PSVR This December Without Mutliplayer
    Borderlands 2 VR Coming To PSVR This December Without Mutliplayer

    Update: The official Borderlands Twitter account has been busy tweeting additional details since the announcement went live. According to those tweets, not only will the game also have DualShock 4 support (in addition to PS Move support), but they’ve also hinted that more Borderlands games could be coming. In reply to a question from a fan, the account tweeted: “Just Borderlands 2 for now!” which leaves us excited for potential future VR ports.

    Original: Talk about a surprise announcement for a random October morning: Gearbox is bringing Borderlands 2 VR to PSVR on December 14th. The VR version of the acclaimed looter shooter will introduce the entire game, with brand new bullet-time mechanics, and enhanced gameplay to take advantage of the new medium.

    There’s no word on if Borderlands 2 VR will come to other headsets on the same date or in the future, so as of now it’s looking like a PSVR-exclusive. In the PS blog post, Brian Burleson, Producer at Gearbox, mentions PS Move controller support, but not PS Aim controller support unfortunately. Also, this will apparently be a single-player only iteration of the game. In fact, they’re redoing all of the skill trees to replace any co-op focused abilities. Other than that, it seems like the full game.

    The bright, stylized art style will lend itself well to VR, so hopefully that means the game is able to make a smooth transition. Borderlands 2 is originally a PS3/Xbox 360 game, before its PS4 port a few years ago. In the trailer above we can see teleportation movement and it looks like smooth movement in a few sections — hopefully smooth artificial movement will be an option instead of only teleporting.

    Although, multiplayer is a huge staple of what makes the game so great. Personally, I’ve never once played through a Borderlands game entirely alone because of how fun and addictive the co-op has always been. Comboing abilities together, fighting over loot, and wreaking havoc across Pandora is the heart and soul of Borderlands. I’m not sure how much fun the game will be going it solo, but we only have to wait about two months to find out.

    It’s also interesting that Gearbox is choosing to skip the first game and Pre-Sequel to just port the second iteration. I’m not complaining though, since it’s generally considered the best one.

    What do you think of the news? I’m excited to get up close and personal with Claptrap later this year. Let us know what you think down in the comments below!

    Tagged with: Borderlands 2, Borderlands 2 VR, Gearbox

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  • Pandora Goes Virtual As Gearbox Announce Borderlands 2 VR for PlayStation VR Steve! Good news, you've got work to do!
  • Crazy Machines VR Whirrs Into Life On PC VR Later This Month Check out the latest screenshots here.
  • VR vs. The Carmack Takeaways (Part 2) Kevin E finishes off his thoughts on John Carmack's OC5 keynote and touches on the situation at Upload too.
  • Upskill Announces Early Access Release of Skylight for HoloLens Upskill offer US-based industry early access to Skylight Mixed Reality platform on Microsoft HoloLens.
  • Theorem Solutions Bringing Engineering Solutions App Digital Realities And ‘Visualization Pipeline’ Tech To AWE EU 2018 "Integrating these innovative technologies into existing engineering and manufacturing workflows opens up new ways of working."
  • HTC ‘Investigating’ Vive Wireless Adapter Heating Report
    HTC ‘Investigating’ Vive Wireless Adapter Heating Report

    Over the weekend I saw on Twitter that Michael Jones, Founder of BrainFizz VR, a development studio working on a VR dating and matchmaking app called Electropop, posted that he received a burn on his scalp from using a new Vive Wireless Adapter for a standard HTC Vive. The burn resulted from spending an hour and a half playing Organ Quarter, a VR horror game, after which he noticed the burn on his scalp (pictured above).

    Jones says in a follow-up tweet that he has a higher-than-usual pain tolerance from a lifetime of injuries and surgeries, would could help explain why he didn’t notice the pain at first. We reached out to HTC to ask if the standard Vive Wireless Adapter is supposed to come with a pad or safety divider of some kind and what the normally expected operating temperature of the device is expected to be. An HTC representative responded with the following statement:

    “At Vive we take our users’ safety seriously. We are investigating the report as quickly as we can. We do not have further comment at this time.”

    We checked the Vive website and there is no mention of the pad for the standard Vive Wireless Adapter when you go to checkout. The included items are listed as: “VIVE Wireless Adapter (for VIVE), battery, battery belt clip, USB cable, VIVE 3-in-1 short cable, PCI-e WiGig card, and wireless Link Box.” However, when you go to checkout with a Vive Wireless Adapter for a Vive Pro, the “Vive Pro Attachment Kit for Wireless Adapter” is added to your cart, which includes the “Pro clip for Wireless Adapter, foam cushion, and VIVE Pro short cable.”

    On Twitter, Jones indicated in a follow-up tweet that his Vive Pro Wireless Adapter does include a pad, as mentioned by Mike from VR Oasis, but that the standard unit did not.

    When you follow the official setup instructions on the Vive website, it separates attaching the adapter to the headset into three categories: Vive, Vive with Deluxe Audio Strap, and Vive Pro. Here is the section for the Vive Pro setup to show the included “foam cushion” installation, in which you must replace the Vive Pro’s headpad cushion:

    After you do that, the Vive Wireless Adapter attaches to the headstrap and sits on top of the head cushion, as shown here:

    This step is missing entirely from the standard Vive and Vive with Deluxe Audio Strap setup process. You can see in the clip below that for each of those versions of the headset, the Vive Wireless Adapter straps down onto the headband itself without a foam cushion.

    As someone that has not tried the consumer version of the Vive Wireless Adapter I have no personal experience with the product yet, but based on pure observations, I wouldn’t have thought heat issues would be a concern. The pad seems thick enough that it wouldn’t cause a problem. Jones’ experience appears to refute that.

    After receiving the burn, Jones created his own heatshield cushion to protect his scalp. After an hour and

    The post HTC ‘Investigating’ Vive Wireless Adapter Heating Report appeared first on UploadVR.

  • Facebook Introduces AR Enhanced Video Calling Devices Facebook announces Portal and Portal+ devices featuring AR-enhanced video calling.
  • Japanese Students Construct VR Roller Coaster Attraction Inside Classroom

    Someone’s getting an A+ in woodshop… What was the most impressive project you ever made while attending junior high? I myself am particularly proud of an A+ four-cheese quesadilla I made while struggling through home economics.  As impressive as that quessadilla was, and it was impressive, it pales in comparison to a project conducted by

    The post Japanese Students Construct VR Roller Coaster Attraction Inside Classroom appeared first on VRScout.

  • VR Experience About Violence In Syria Now Available The ICRC have worked with Google's Daydream Impact project to create VR experience about urban warfare.
  • Someone Is Making A Portal Clone In VR With A Level Editor
    Someone Is Making A Portal Clone In VR With A Level Editor

    The fact that Valve hasn’t created official VR ports of Portal and Portal 2 is one of the greatest travesties of modern virtual reality technology. If any existing IP would be a perfect fit, it would be Portal. There is a Portal 2 mod called Portal Stories: VR that does a decent job of replicating environments and the overall tongue-in-cheek tone, but it lacks one important thing: portals. That’s a pretty glaring missing feature.

    Thankfully the intrepid modding community is doing their part to help keep dreams alive. Over the weekend Reddit user Tesseract-Cat posted in the HTC Vive subreddit that they were “working on a Portal clone in Unity for VR” with GIFs and images to show off the work so far. In the footage you can see the developer is using a Windows VR headset and it’s stated to be running in Unity.

    As of now all that’s there are the core gameplay mechanics, but they look incredibly polished so far. There’s a portal gun that shoots portals that can actually be walked through just like in the Portal games as well as the beginnings of a Level Editor (shown in the image above) that would allow players to create their own levels from inside the game itself by laying out blocks and puzzles.

    There is still a lot of work left to put in all of the features that you’d expect from a Portal game, but the developer said that once all of that is done, “I’m planning on making it available through Github, or something similar.”

    Fingers crossed that the modding community turns this into something fun for people to play around with — at the very least this proves the mechanic can work well in VR, as long as zooming through the air like that doesn’t get you motion sick. And fingers double-crossed that Portal VR is an official thing in the works right now. Maybe it’s one of the unannounced VR games that Valve is work shopping behind the scenes?

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

    Tagged with: portal, unity, valve

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  • Tobii Signs Agreement With VR Headset Manufacturer Tobii expects to begin delivering eye-tracking technology to major VR headset maker by 2019.
  • VR Shooter Zero Killed Now Available on Steam Early Access Zero Killed is now available in Steam Early Access for HTC Vive and Oculus Rift.
  • Evasion Review: Redefining Bullet Hell Shooters With VR Chaos
    Evasion Review: Redefining Bullet Hell Shooters With VR Chaos

    Over two and a half years after the launch of consumer-grade VR headsets, my favorite thing to do in VR is still to stand side-by-side, with a friend, while fighting enemies. Whether it be a tactical military shooter like Firewall Zero Hour, a pirate-themed adventure in Rec Room, or a tense arcade-style bullet hell shooter like Evasion, all VR is better with friends.

    Evasion is a game that is built, from the ground up, with co-op multiplayer at the very heart of its identity. So much so, in fact, that it’s often overwhelming to the point of being frustrating if you try to play it alone. It’s very possible, but it’s going to give you a tough challenge.

    The team at Archiact have done a great job of crafting a rich, detailed world. You can read more about the setup for the conflicts in Evasion here, with a blog post directly from the game’s Lead Writer. The premise is pretty simple: humans are colonizing space and mining for precious resources that are being contested by an aggressive alien race that was previously working with the humans. You shoot hundreds of bad guy aliens and fight your way through a series of missions to find out what’s going on. One way to look at Evasion, especially for the PSVR audience, is to think of it as a faster-paced version of Farpoint, but this time with co-op in the actual campaign.

    In Evasion you’ve got four different classes to pick from. The Surgeon, which is a combat medic type, that can heal multiple allies at the same time and the “Contagion” ability on his blaster can bounce between enemies. Then there’s the Striker. She’s a more agile and quick-thinking class with armor-piercing rounds, a smaller shield that can deflect attacks, and a particle beam style weapon.

    Next is the Warden, my favorite class. He’s kind of the polar opposite of the Striker in that he is heavily armored and described as a “one-man wrecking crew.” His main blaster is a bit more like a shotgun and he’s also got a grenade launcher and a large tower-style shield. His tether link can actually buff allies, increasing their damage resistance, and his big Surge Attack shoots out a bunch of cluster bombs. I’ve always gravitated towards the most tank-link characters in games. Finally, there’s the Engineer. She can shoot off orb-shaped charges the do big damage and overload enemy systems with a charged attack. Her tether grabs enemies out of the air and she can also buff allies with increased damage.

    I really enjoyed the class variety, but I was hoping for a bit more nuance inside the game’s structure. There isn’t really a good progression system in place to make it feel like you’re constantly growing in power, so you’re more or less left with whatever you start with. It would have been nice to have a bit more influence over weapons and abilities as you play through the game.

    I’ve played a lot of Evasion over the last year

    The post Evasion Review: Redefining Bullet Hell Shooters With VR Chaos appeared first on UploadVR.