• Capgemini Collaborates with RoomAR For AR Furniture Experience Capgemini design agency partners with RoomAR to offer furniture retailers AR features.
  • Walmart Acquire 17,000 Oculus Go Headsets to Train Staff Retail giant says that every US Walmart store will have access to VR headsets for training.
  • NextVR Announces Launch on Oculus Rift Oculus Rift users will now be able to enjoy live sport or concerts in VR with NextVR app.
  • NVIDIA RTX 2080 Ti And RTX 2080 Performance Benchmarks For VR
    NVIDIA RTX 2080 Ti And RTX 2080 Performance Benchmarks For VR

    I tested the new RTX 2080 and RTX 2080 Ti and, when it comes to VR performance, there are a few things to consider.

    Using the new RTX cards on an HTC Vive or Oculus Rift, from my experience, has not yielded very good benchmarking results. Benchmarking them was difficult because they appeared to be bottlenecked somewhere else, like the CPU, memory or storage even though I’m running a 16-Core Ryzen Threadripper system with 32GB of RAM and a 1TB Samsung 970 Evo. There’s really no bottlenecks that I can think of.

    All that said, you should really be considering these if you are going to crank up the graphics in your VR games or if you are a developer who plans on building something very graphically intensive.


    The first benchmark I ran was SteamVR’s SteamVR benchmark, which was not CPU-bound like some other tests. It scaled quite well even though all GPUs scored an effective perfect 11. I would ask and hope that Steam revisit the SteamVR benchmark and recalibrate it to account for these new GPUs because at this point many GPUs score 11s. In fact, all 4 NVIDIA GPUs I tested all scored 11s and the frame count was a more indicative measure of performance as it tells you frame rate.

    As you can tell from the benchmark, the RTX 2080 Ti absolutely blows away the previous generation with almost double the performance of the GTX 1080. By this measure the RTX 2080 is about 60 percent better than the GTX 1080 ,which is a welcome performance improvement from one generation to another.  In my findings using both DX11 and DX12 benchmarks, these gaps were much narrower with the RTX 2080 being about 30 to 40 percent in most instances. The RTX 2080 Ti was also roughly 30 percent faster than the 1080 Ti, which is in line with our expectations. However, keep in mind that any titles that make use of the RT or Tensor cores could perform much better down the road, just not today.

    The second VR benchmark I ran was UL Benchmarks’ VRMark, which has three different tests. The first two tests, Orange and Cyan, proved useless for my testing purposes because they effectively had the RTX 2080 and RTX 2080 Ti performing the same which didn’t happen in any of our other tests. However, the more graphically intensive and higher resolution (5K) Blue Room test did result in much better performance measurements.

    In this test, the RTX 2080 Ti cleaned up by being a good 30-40 percent faster than the RTX 2080 which was 30 percent faster than the GTX 1080 Ti which was 20 percent faster than the GTX 1080. This translates to the RTX 2080 being more than 50 percent faster than the GTX 1080 and the RTX 2080 Ti being almost 60 percent faster than the GTX 1080 Ti. The Blue Room test is very interesting for a lot of reasons, because if you look at the resolution of VR headsets, especially in the enterprise

    The post NVIDIA RTX 2080 Ti And RTX 2080 Performance Benchmarks For VR appeared first on UploadVR.

  • Review: Jet Island Not for the VR squeamish, impressive in scope.
  • Walmart Expands VR Employee Training To All U.S. Locations

    U.S. Walmart associates will now have access to the same VR training their managers receive at Walmart Academies. Apparently, VR designed for employee training has proven a massive success at Walmart’s various Academy locations, as the multinational superstore has just announced plans to further expand its immersive training program to every single one of its

    The post Walmart Expands VR Employee Training To All U.S. Locations appeared first on VRScout.

  • Golden Joystick Awards Nominations Sees Some VR and AR Titles Make the Cut VR and AR titles sneak out into other categories and Best VR Game sees many high-quality entries.
  • Survios Announces Steam Publisher Sale Exclusive deals on Survios VR titles are available now on Steam.
  • Mirage Solo Is Getting Pass-Through Support With Depth Perception And AR
    Mirage Solo Is Getting Pass-Through Support With Depth Perception And AR

    Google is making it easy to play ping pong whilst wearing the Lenovo Mirage Solo headset, whether you’re in VR or not.

    Alongside today’s announcement of a pair of experimental six degrees of freedom (6DOF) controllers for the standalone Daydream headset, Google also introduced a new pass-through camera system that will be coming to developers soon. The feature uses the Solo’s built-in cameras to show the real world on your display, much like we’ve seen with smartphone-powered headsets such as Gear VR. Unlike Gear, though, Google is using Solo’s tracking features to create convincing depth perception, so you can see the world as it truly is.

    But there’s another feature that’s being added on top of this; AR support. When it pass-through mode, users will be able to summon virtual images and project them in the real world, essentially making the Mirage Solo a Magic Leap or HoloLens. A similar feature was recently revealed for HTC’s new Vive Pro, too.

    Finally, the company is now officially recognizing a feature we’ve long spoken about; Android app support. Users will soon be able to bring any app into the virtual world via a virtual screen. When the Solo released earlier this year this aspect was somewhat hidden within the kit’s UI, but it’s good to see it getting more official support now.

    While Google says developers will be able to get their hands on these features soon, there’s no word on what a wider consumer rollout will look like. Will developers be able to make premium AR apps for sale on Mirage Solo, for example? Hopefully we’ll find out more at the company’s upcoming Made by Google event, which takes place early next month.

    Tagged with: Lenovo Mirage Solo, Mirage Solo

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  • Google Reveals Experimental 6DOF Controllers For Daydream, Dev Kits Incoming
    Google Reveals Experimental 6DOF Controllers For Daydream, Dev Kits Incoming

    Google revealed an experimental accessory for the Lenovo Mirage Solo which adds a pair of six degrees of freedom controllers to the standalone Daydream headset.

    The faceplate straps to the front of Mirage Solo, which features a USB-C port on the side for powering an accessory. A Google blog post describes the way the faceplate communicates with the controllers as a “unique optical tracking system” which “uses machine learning and off-the-shelf parts to accurately estimate the 3D position and orientation of the controllers.”

    Google is now accepting applications from developers for the controllers and a few creators have already gotten their hands on the kit. Several questions remain unanswered by Google representatives including how long it will take developers to receive kits, how many kits Google is making total, and whether key Google-owned apps like Tilt Brush and Job Simulator might make the jump to the Mirage Solo by way of this developer kit add-on.

    The controllers include a touchpad with click button, trigger, grip, app button and dedicated Daydream button to access the main menu or to “recenter your view.” The faceplate emits infrared light in a pattern which allows the system to deduce the relative positions of the controllers. Google’s existing WorldSense tracking uses the outward-facing cameras already on the headset to figure out head position, so combining this information provides a completely standalone VR experience with full freedom for both head and hand movements.

    The announcement from Google comes on the eve of the 5th Oculus Connect developer conference. The event in San Jose, California also marks five years since Facebook’s acquisition of the Oculus VR startup. Currently known by the code-name Santa Cruz, Facebook’s higher-end Oculus standalone VR headset could ship to consumers in early 2019 with a similar class of hand controller as compared with this new Mirage Solo accessory.

    Facebook’s upcoming higher end standalone headset will also have 6dof hand controllers, no faceplate required.

    While the controllers are coming to the Mirage Solo, don’t expect them to arrive on Google’s other Daydream headset, the smartphone-powered Daydream View. While the two devices share the same content, the latter doesn’t include any 6DOF tracking capabilities, though it is possible that Google is keeping an update saved for its Made by Google event early next month.


    Lenovo’s Mirage Solo debuted earlier this year with hidden features — including the ability to run Android apps in a 2D mode — that suggested it could be turned into a surprisingly capable developer kit.  The controllers will certainly be a dream come true for some developer sand the headset is also getting a “see through mode” which can even be used to prototype AR experiences by way of the headset’s outward-facing cameras.

    We hope to get the chance to try this tracking system from Google sometime soon.

    Tagged with: Lenovo Mirage Solo

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  • The Hunt Is On as Tribetoy Reveal First Clue in Bow to Blood Treasure Hunt The first update for ship-battling VR arena shooter lets players hunt for hidden treasure.
  • Review: Paperville Panic Fiery elements watered down to a smouldering experience
  • Beat Saber’s Multiplayer 85% Complete, to Arrive After PlayStation VR Launch The team are still being coy about when this will happen.
  • Tap Systems Create a Wearable Keyboard to Make VR Typing Practical The Tap Wearable Keyboard and Mouse is compatible with Microsoft's virtual desktop environment.
  • Hardlight VR to Close as Funds Run Out The company will close this month after two years of operation.