• OC5: Oculus Quest Will ‘Compete With Nintendo Switch’ – Carmack
    OC5: Oculus Quest Will ‘Compete With Nintendo Switch’ – Carmack

    John Carmack sees the Nintendo Switch as the main competition for Oculus’ latest VR headset, the Oculus Quest.

    The Oculus CTO said as much in his keynote speech at Oculus Connect today. “Realistically, we are going to wind up competing with the Nintendo Switch as a device,” Carmack stated. He continued, explaining that he sees Quest as the mobile gaming device that existing console owners would pick up. “I don’t think there’s going to be that many people that say “I’m not going to buy a PS4, I’m going to buy a Quest instead,”” he said.

    Quest is indeed a mobile gaming device, though it offers a drastically different experience to the Switch, which has sold around 20 million units since launch last year. Switch acts as a hybrid home console that you can pick up an take with you, though Quest will undoubtedly still mostly be played in people’s homes rather than, say, on the train.  Quest will also cost $399 when it launches next year, whilst Switch is $100 less at $300. Quest will have an uphill battle for consumers wallets against Nintendo for sure, though Carmack never actually said he expects Oculus to win.

    Oculus Quest is coming in spring 2019.

    Tagged with: oculus, Oculus Quest

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  • Squishies on The PlayStation VR Is More Pleasant Than You Might Think Roly-poly alien friends are coming to PlayStation VR, and you have to help them home again.
  • The Exorcist: Legion VR Chapters 4 & 5 Coming to PlayStation VR Next Month You'll need Chapters 1-3 so you can continue the story.
  • OC5: Tennis Scramble Quest Hands-On: VR Gets Its Own Wii Sports Tennis
    OC5: Tennis Scramble Quest Hands-On: VR Gets Its Own Wii Sports Tennis

    During the OC5 day one keynote, I was most excited to see Superhot VR confirmed for the Oculus Quest. When I played it, I was blown away and honestly felt like it was the ideal way to play the game going forward. But what I didn’t expect is to also really, really enjoy Tennis Scramble. So much so in fact, I think it’s the only one of the four Quest demos that I’m tempted to go wait in the non-press line for just so I can try it again against someone else. Competitive multiplayer has that effect on me sometimes. Dead and Buried in a 4,000 square foot arena with six Quest headsets gave me a similar feeling.

    It’s a simple demo, nothing special really. On paper, it’s not impressive sounding at all. Tennis Scramble is basically Wii Sports Tennis — you’ve got similarly legless cartoon-style avatars, there’s a lot of whimsy in the style and tone, and it’s got tons of bright colors. But it’s in VR, it’s untethered, and it’s got full 6DOF tracking which changes everything.

    Other than not holding a real racket (that could be resolved with some plastic accessories) and not hitting a real ball (a minor loss by comparison) I may as well have been playing real tennis. During the Tennis Scramble demo I was running from side to side on my end of the court, returning balls, and building up volleys with my opponent.

    I had to turn my body for backhand shots and actually jog over to the ball on several occasions. People liked to compare Wii Sports to real tennis, but for all intents and purposes, this was actually quite close.

    Now the major caveat here is that this is an accessible arcade-style game, not a sport simulation, so take that comparison with a grain of salt. There are lots of little Mario Tennis-style flourishes in Tennis Scramble as well. During the match power ups would pop up over the net at the center of the court and when I hit them with the ball they’d do things like change my opponent’s racket size, change the ball size, or even raise the net higher.

    Tracking worked great as well. Even if I was looking down court and swinging to my side, the headset’s cameras didn’t lose track of my controllers. This is because even if I can’t see my hands in VR because of the limited field of view, the cameras on the outside of the headset still can since there are four in the corners of the device. It can see a lot more than my eyes can inside the headset, so I don’t even notice the loss of tracking if it ever occurred.

    Tennis Scramble is looking good on Oculus Quest! #VR #OculusQuest #OC5 #OculusConnect

    — Upload (@UploadVR) September 26, 2018

    Although Tennis Scramble isn’t a system-seller on its own, a pack-in collection of small, simple sports games would be an excellent bundled title for Oculus Quest. I had a lot of fun, smiled

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  • Magic Leap Seeks To Improve Medical Sector In Partnership with Brainlab Magic Leap's spatial computing technology will combine with medical imaging in new partnership.
  • Alaska Airlines Begins Testing VR As First Class Entertainment

    Alaska Airlines new VR theater experience could make you forget you are on an airplane. Airlines love the idea of giving a top-notch travel experience to its customers, and with VR and AR playing a more prominent role in how we travel these days, such as PeriscapeVR‘s VR towers at JFK’s International Terminal 4 or KLM Airlines AR luggage app, it

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  • No Official Plans to Make Oculus Rift Wireless Confirms Nate Mitchell Oculus Rift is all about the tail.
  • Space Junkies Hands-On: Unreal Tournament In Zero-G VR
    Space Junkies Hands-On: Unreal Tournament In Zero-G VR

    I’m a simple man. I like zooming around in space, I like shooting stuff, and I like VR. Space Junkies is a game that combines all of these things with the polish of a AAA title directly from Ubisoft and it’s shaping up to be one of the best new competitive shooters in the VR space.

    By doubling down on competitive multiplayer, Space Junkies does a lot right. The tracking is excellent, the visuals are superb, and the sheer breadth of ways you can customize your loadout and upgrade your avatars makes this feel like, end-to-end, one of the most feature-rich shooters we’ve seen.

    Please do me a favor and watch this trailer. Just do it. It’s only a minute long and it’s guaranteed to make you smile:

    Space Junkies is a very, very fast game. The standard movement speed is already very quick as you zip around maps in zero-gravity, but you can also engage an extra boost to escape hairy situations or close the gap on your enemies. Each of the various avatars all have their own stats for health and speed, varying between fast and squishy with low health or slow and tanky with lots of health. In the past I’ve played basic modes like Team Deathmatch and Free-for-all, but this newest demo gave me a first look at a brand new “King” game mode.

    In King, there is a crown placed on the map. When picked up, that player is labeled as the “King” and has a floating crown over their head and all enemy players can see their location at all times. The match we played was just 2v2, so things didn’t get too crazy. The objective of the mode is to possess the crown until your team’s score reaches 100 — you can only gain points while someone on your team is wearing the crown. Once the crown is picked up, the only way to get it is to kill the person currently wearing it.

    This isn’t that inventive of a concept, we’ve seen iterations on this sort of game mode in shooters over the years, but it’s nice to see they’re delivering some variety beyond the typical deathmatch scenarios. Other objective-based modes would be really cool to see hopefully in the future.

    The other tidbit of newness we got to see during this latest Space Junkies demo was a brand new map. At the  center was a large open area and it was surrounded on all sides by corridors and cave passages. Certain areas of cave walls and even floating barrels can be destroyed to alter the map’s pathways and cause some delicious mayhem.

    So far I’ve been really impressed with Space Junkies visually and this map only strengthened that feeling. Colors are bright and eye-catching and the team at Ubisoft has done a great job of giving everything a strong sense of personality. It’d be very tough to mistake Space Junkies for any other game, which is a great credit to the art team that’s worked on this one.


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  • Dead and Buried Used As First Visual Comparison Between Oculus Quest & Rift It was part of a developer session for Oculus Connect 5.
  • OC5: Impressive Oculus Quest Arena-Scale Dead And Buried Tech Demo
    OC5: Impressive Oculus Quest Arena-Scale Dead And Buried Tech Demo

    One of the most impressive VR technology demos we’ve ever seen is on display at Oculus Connect 5 in San Jose.

    In a corner of the convention center The VOID brought Star Wars: Secrets of the Empire, demonstrating publicly for the first time that the startup is using Oculus Rift inside its VR helmet to provide the visuals you see when visiting one of The VOID’s $30+ per ticket attractions. Right next to the demo there’s a 4,000 square foot arena setup for the Oculus Quest version of old west shooting game Dead and Buried.

    While Oculus Rift powers some of the best VR attractions of 2017 and 2018, through this demonstration Facebook is showing that Oculus Quest may be able power the next generation of these experiences in 2019 and 2020 without any backpack or specialized external tracking hardware.

    Quest could represent a big step forward in terms of convenience, cost and setup — though it also remains unclear whether the standalone hardware will be able to operate at the robust scale required by regular use at a VR installation. The cost came down last year to $1,500 per camera for OptiTrack-based setups, but the largest setups still require dozens of them to work.

    If you could equip four people with headsets and controllers for practically the same cost as a single OptiTrack camera, though, the convenience and cost savings are going to be just too much to ignore. It could give rise to new kinds of arrangements for VR attractions built around the capabilities of this particular headset. After all, some installations are combining Gear VR with OptiTrack because the system uses a lower cost combination of computer and head-mounted display.

    Which brings me to the demonstration at Oculus Connect 5 showing two teams of three wearing Oculus Quest and facing off against each other. The two teams hid behind boxes on either side of an old west train station while myself and a camera person stood in between the teams and watched the action unfold all around us through the screen of an iPad held up to view the action.

    It isn’t the first time we’ve seen handheld phones or tablets able to peer into the virtual world of someone wearing a headset — but it is the first time we’ve seen it done at this scale with standalone headsets.

    It is also worth noting Google just announced a new controller tracking technology which nobody has tested publicly, but if Oculus Quest’s controllers aren’t robust enough for this kind of use case at a commercial sale, there’s a chance Google’s upcoming standalone controller tracking technology might be up to the task instead.

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  • Exercise Adventure With Rave Runner on Oculus Quest Orpheus Self-Care Entertainment reveals that VR exercise title will be heading to Oculus Quest and other 6DoF platforms.
  • Oculus Quest Specs, Price, Release Date And Everything Else We Know
    Oculus Quest Specs, Price, Release Date And Everything Else We Know

    Oculus used its Connect 5 conference this year to properly reveal its highly-anticipated standalone VR headset with six degrees of freedom (6DOF) inside-out tracking, named Oculus Quest. With Rift-like tracking in a headset that doesn’t need to be tethered to an expensive PC, Quest may represent VR’s best chance yet at catching on with the mainstream. But what do we actually know about it?

    Based on what we learned at OC5 and beyond, we’ve compiled a handy guide for the newest member to the Oculus family.

    It’s An All-New Headset

    There’s been a little confusion as to if Quest is a new version of Oculus Go or the sequel to the Oculus Rift. In short, it’s neither. Yes, Quest is standalone like Go and has features similar to Rift, but it’s got its own ecosystem that falls directly in the middle of those two devices. It won’t mirror Gear VR’s content library like Go does and any Oculus Rift games that appear on it will be direct ports just like when, say, a PS4 game gets ported to Xbox One. You won’t need any other Oculus hardware to get into Quest, nor will you need a PC.

    Tracking Is Similar To Rift, But Not Identical

    Oculus Quest’s big draw has always been its 6DOF tracking, which puts it a step above the 3DOF Go headset. Whereas Go allows you to rotate and tilt your head to look around in VR, Quest is closer to Rift in that you can move your head forward, backward, left, right, up and down and have all of those movements replicated within a virtual world. But it’s not identical to Rift, either; the crucial difference is that Quest uses a new inside-out tracking system called Oculus Insight.

    Rather than placing external sensors around your room to track you like with the Rift, Quest has four wide-angle sensors fitted to the corners of its front faceplate. These read the room around you to locate your position within it, and you’ll also be able to set up a Guardian system to avoid obstacles like chairs. This allows Quest’s tracking to go ‘Beyond Roomscale’ and even store tracking setups for multiple rooms, though it may also mean tracking can’t keep up if you put your controllers behind you. We’ll need to do extensive testing with the limits of this system.

    Its Controllers Are Similar To Touch, But Not Identical

    Another big leap for Quest — and something that many other 6DOF standalone headsets don’t have — is two fully tracked hand controllers, which are just new versions of the Touch controllers that come with the Rift. They have the same amount of buttons including analog sticks, triggers, grip buttons and face buttons and will accurately replicate your movements so long as the sensors can see them. To that end, Oculus has rearranged the tracking ring seen on the original Touch to now extend over the top of the controllers rather than under it, which could give them more visibility.

    It’s More Powerful Than A Go, But Not

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  • OC5: Superhot VR On Oculus Quest Feels Like The Way It Was Always Meant To Be Played
    OC5: Superhot VR On Oculus Quest Feels Like The Way It Was Always Meant To Be Played

    Every time I’ve played Superhot VR in the past, it has always been a bit bittersweet. On the one hand, the game’s levels are slick, clean, and wide open in a way that few VR games are. On Rift, Vive, and PSVR I can lean and move around enemies or reach out and punch them and watch them shatter into a hundred crystalline pieces. It feels amazing. But since the game requires you to physically move in order for time to move, it’s as if the world beckons you to more freely explore. I want to run around freely. But you’ve still got a wire connecting you to a PC or game console in all other versions of Superhot VR — that’s not the case when playing on Oculus Quest.

    It didn’t take long for that to sink in during my hands-on demo at Oculus Connect 5 yesterday and once I started to take full advantage of the headset’s capability, it felt amazing and freeing in a way VR hasn’t really yet.

    Obviously this isn’t the first example of wireless positionally tracked VR. I’ve used the TPCast add-on, the Vive Wireless Adapter, and even the Pico Neo. But those first two examples still need you to be within range of your PC and the latter has a content problem. When Oculus releases Quest next year, it side steps both of those concerns. I was playing a Rift-caliber VR game on a headset that was entirely standalone. It felt like magic.

    Honestly, Superhot VR on Oculus Quest quite frankly feels like the way the game was always meant to be played.

    In the video above you can see me moving around the wide open space without issue. For the first minute or so I was hesitant, but when I noticed how well the tracking worked, I threw all caution to the wind. I picked up bottles and tossed them at enemies, grabbed guns out of the air, reached behind my hand to throw a shuriken across the map. I did everything I’d have done if I were playing on Rift, but without the burdens that a PC-powered VR headset carries.

    In my hands-on impressions of the Oculus Quest I wrote about how every now and then the tracking faultered, such as if I moved my hands out of vision for a while then brought them back slowly, or if I tried to grab something out of view. That was very rare and it wasn’t frequent. As you can see in the video at the top, I could reach back to throw an object without losing tracking, even when my hand passed behind the headset’s cameras.

    I’ve got a feeling that, if developers are willing to take the time to port games down to the Quest’s Snapdragon 835 chipset, we could be opening up a whole new class of VR gaming. Games that previously suffered from movement restrictions and PC-tethering can be re-experienced in brand new ways, just like Superhot VR.

    For VR users that already have a three-or-more

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  • Preview: Dead & Buried Arena – Oculus Take a Shot at Warehouse Scale VR Is Oculus finally ready to push into location-based VR?
  • OC5: Oculus Talks Quest Controller Tracking Limitations
    OC5: Oculus Talks Quest Controller Tracking Limitations

    Oculus Quest, the latest VR headset from Facebook, enables full six degrees of freedom (6DOF) tracking for both head and hands using the company’s new inside-out system called Insight. This brings the standalone headset closer to Rift-quality tracking than ever before, but it’s still not perfect.

    Gabor Szauer, Developer Relations Engineer at the company, spoke a little about the tracking limitations of Quest (and, more specifically, its controllers) at a talk called ‘Porting Your App To Oculus Quest’ at Oculus Connect 5 yesterday. Quest is fitted with four wide-angle sensors at the corners of its front faceplate that deliver a wide field of view (FOV) for your controllers, but they don’t cover the area behind the user and may get lost if you stretch your arms far off to the side. Szauer called for developers to keep this in mind when porting games.

    “This doesn’t sound like a big deal but you have to keep in mind that your field of view is not infinite, it’s actually attached to your face,” Szauer explained, showing the above slide that displays the headset’s tracking limitations. “There is some more obvious design considerations like if you’re reaching behind your head to grab something, you’re going to lose your controllers. Those are actually not too bad, if you’re only going to lose your controller tracking for a second or two you can usually fake it pretty easily.”

    ‘Faking it’ might mean some simple prediction algorithms that will allow you to carry out quick tasks behind you. It’s more of a cheat than anything else, but it’s worked for other inside-out systems like that seen on Windows VR headsets. “But some of the situations you get into aren’t so obvious,” Szauer continued, stretching out his arms to either side to imitate holding guns. “Like, let’s say I have two guns and there is a really, really loud sound coming from my right so I look over. All of a sudden, my left hand just left the field of view.

    “For the most part it’s not going to be an issue but it is something to keep in mind.”

    Szauer also warned that some interactions that would have users holding one controller over the other could occlude one’s tracking, which is another thing to be aware of.

    We won’t really know how much of an issue this could be until we’re using Quest ourselves on a day-to-day basis. The headset’s coming in spring 2019 for $399.

    Tagged with: Oculus Connect, Oculus Quest

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