• I’m Fine is a VR Suicide Awareness Experience Coming From VoidVR It's due out later this year for HTC Vive and Oculus Rift.
  • Palmer Luckey: ‘I Can’t Use Oculus Rift S’ Due To IPD Changes
    Palmer Luckey: ‘I Can’t Use Oculus Rift S’ Due To IPD Changes

    What does the inventor of the Oculus Rift think about its newest model, Oculus Rift S?

    Well, he says can’t use it.

    In a blog posted this weekend, Palmer Luckey, who left Oculus in 2017, spoke out about the new device. He reasoned that a lot of the new features being put into the kit were good ones. Rift S switches out the original Rift’s external sensor-based tracking system for an inside-out solution, for example. But, ultimately, Luckey’s post is concerned with one major change: the loss of mechanical IPD adjustment.

    IPD adjust allows users to tweak the position of a headset’s optics to better suit their eyes. IPD specifically refers to the distance between a user’s eyes, and different sizes have different requirements for comfortable VR. In Rift S, Oculus is switching out the slider on the bottom of the original Rift for a software-based solution. When we spoke to Oculus about the change at GDC last week the company admitted this solution wouldn’t be perfect for everyone. It appears Luckey is one of those people.

    The Rift inventor says that his IPD is just under 70mm and “slightly skewed to the right side”. On the original Rift, which was designed to be compatible with the “5th to 95th percentile” of people, this wasn’t a problem. But Luckey says it will be on the Oculus Rift S, which features the same optics and IPD solution as Oculus Go. Luckey also says he can’t use that headset.

    Cinderella’s Shoe

    “Everyone who fits Cinderella’s shoe will get a perfect experience, anyone close will deal with minor eyestrain problems that impact their perception of VR at a mostly subconscious level,” Luckey wrote. “Everyone else is screwed, including me.”

    So what would Luckey have preferred? He presented several possible alternatives but his favorite was offering different versions of Rift S tailored for different IPD sizes. “Rift S should have done this,” he said. “The logistical overhead of managing a handful of different SKUs with slightly different plastic pieces holding the lenses at slightly different distances would have allowed Rift S to keep costs low and expand the addressable market for VR without cutting out new and old customers alike.”

    But, perhaps more importantly, Luckey expressed frustration with the lack of alternatives Rift S presented. Indeed, Rift S is fully replacing the original Rift so anyone with an incompatible IPD will be, in Luckey’s words, “locked out” of the Oculus ecosystem in the future. The original Rift is now largely sold out online. If you do own a Rift already, though, Oculus says it will be supported for the foreseeable future.

    “I spent much of my later tenure at Oculus working on supporting headsets from other vendors, in part to avoid this type of situation,” Luckey wrote. “As things stand, I find myself shunned by an ecosystem I spent most of my adult life helping to create.”

    Rift S launches this spring for $399. Will you be picking up the handset or are IPD concerns holding you back?

    Tagged with: oculus rift s, palmer luckey

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  • Learn About Food Pairing Through The Angry Orchard AR App

    Angry Orchard wants you to use AR to determine which food goes best with their ciders. When it comes to pairing food with alcoholic beverage, most people think about the intricacies of wines, bourbons, and even beers, and how those distinctive flavors can mingle with foods to augment how they jolt your pallet. But what

    The post Learn About Food Pairing Through The Angry Orchard AR App appeared first on VRScout.

  • The VR Job Hub: WarDucks, Oculus and Facebook Reality Labs If it's a job you're after, then you've come to the right place.
  • Google’s Gradient Ventures Joins $58 Million Investment In AR Startup Mojo Vision
    Google’s Gradient Ventures Joins $58 Million Investment In AR Startup Mojo Vision

    Mojo Vision, an under-the-radar augmented reality (AR) startup that has yet to reveal exactly what it’s building, announced that it has raised $58 million in a series B round of funding from Google’s Gradient Ventures, Advantech Capital, HP Tech Ventures, Motorola Solutions Venture Capital, Bold Capital Partners, LG Electronics, Kakao Ventures, and Stanford StartX.

    Founded out of Saratoga, California in 2015, Mojo Vision more or less exited stealth back in November, when it revealed it had raised $50 million in funding since its inception three years before. Aside from that, the startup didn’t reveal a whole lot about what it’s been cooking up — however, it did tout its AR-infused “invisible computing” platform that will deliver “immediate, powerful, and relevant” information minus the distractions of today’s mobile devices.

    While the likes of Microsoft’s HoloLens and Magic Leap are developing gnarly AR smarts that rely on chunky headwear, it seems Mojo Vision could be building something that blends into the environment — perhaps contact lenses or a similar form factor.

    “Mojo Vision is taking on a big challenge — to rethink how people receive and share information in a way that is immediate and relevant, without diverting their attention,” said Mojo Vision CEO Drew Perkins.

    Perkins previously cofounded optical networking company Infinera, which went public back in 2007. He has also founded three companies that were acquired, including Gainspeed, which specialized in improving cable network capacity and was snapped up by Nokia in 2016.

    With a fresh $58 million in financing under its belt, the startup will be better-positioned to get its technology into the public sphere, Perkins added.

    “In addition to advancing critical technologies, this capital moves Mojo closer to initial customer pilots and strategic partnerships,” he said.

    AI factor

    Google announced its new Gradient Ventures fund back in 2017, and the focus for this fund has been squarely on early-stage AI startups. That Gradient has invested in Mojo Vision strongly suggests there will be a significant AI element to its product.

    “The potential for artificial intelligence to provide access to information effortlessly and contextually without distraction is compelling,” said Anna Patterson, managing partner at Gradient Ventures. “Gradient’s investment in Mojo Vision represents our keen interest in using AI to look beyond today’s mobile form factors and develop new ways to connect the world to important information.”

    A number of companies are currently pushing to make AR “invisible,” one of which is Amazon-backed North, which recently launched $999 Alexa-powered holographic glasses. Last month, North dropped the price of its Focals glasses by nearly half, followed by news that the company had laid off 150 employees, thought to be around a third of its workforce.

    If nothing else, this served as a timely reminder of how precarious hardware startups can be and how resource-intensive it is to bring such new products to market.

    It goes without saying that Mojo Vision, whatever it’s working on, will need as much capital as it can get.

    This post by Paul Sawers originally appeared on VentureBeat. 

    Tagged with: Mojo Vision

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  • Nintendo Labo: VR Kit Includes Over 64 Games & Experiences

    Nintendo’s 4th Toy-Con release is absolutely massive. It was just over two weeks ago Nintendo made the unexpected announcement of the Nintendo Labo Toy-Con: VR Kit. Yesterday, the company dropped a huge 7-minute trailer that gave us a more comprehensive look at the enormous collection of immersive minigames we have to look forward to when the

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  • Charity Beat Saber Tournament Beat Master Taking Place in 2020, Registrations now Open It's in aid of UK-based charity Over and Above.
  • Last Labyrinth Completes Kickstarter Funding Goal The puzzle experience will now arrive in Summer 2019.
  • Nintendo Labo VR’s Elephant Doodle & Puzzle Games Feature Positional Controller Tracking
    nintendo switch tracking

    Thought Nintendo’s Labo VR for Switch was just 3DoF? You’d be wrong. Nintendo actually uses a clever design to add positional controller tracking.

    The Nintendo Switch right Joy-Con has a little known feature- an IR camera on the end. The VR Elephant Toy-Con has a slot for the right Joy-Con to be positioned in. It also has luminant paint dots on its front.

    That IR camera only has a resolution of 340×220, but that’s enough to see those dots, and from that it knows its position. It’s similar to how tracking worked on the Oculus Rift, but having the camera move instead of the object with dots on it.

    While the headset itself will still be 3DoF, the player can move the controller in and out and to the sides. The “trunk” is designed so that the dots will stay within the field of view of the tracking.

    Nintendo uses this for two games so far. The first is a sculping game that seems similar to Oculus Medium. For this kind of sculpting controller positional tracking is vital, which is likely why Nintendo engineered this system.

    The second is a puzzle game that almost reminds us of Gravity Lab. Here the higher degrees of freedom are needed to properly position the objects.

    This is a smart use of existing low cost components to deliver a better VR experience than you’d have thought was possible on Switch. In fact, this kind of interactivity isn’t even available on Oculus Go or Samsung Gear VR. Nintendo have truly impressed us with this clever innovation.

    Tagged with: Labo VR, nintendo, Nintendo Labo VR Kit, Nintendo Switch

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  • Manus VR Launches VR Training Development Studio

    ‘Studio’ offers immersive, easy-to-learn VR training with Manus VR Gloves. Manus VR, best known for their cutting-edge haptic feedback VR gloves, have been using their proprietary tech in a variety of fields for years, influencing everything from motion capture and automobile production, to immersive gaming and healthcare. Despite an impressive roster of high-profile clients, however,

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  • Check out all the Brutal Asgard’s Wrath Action in These Gameplay Videos Every single video for Asgard's Wrath in one place.
  • Preview: Final Assault – War is Hell…ishly Good Fun Hours and hours of high-quality entertainment.
  • Oculus Rift S Passes FCC Ahead Of Spring Launch, Original Rift Now ‘Unavailable’ In The US
    oculus rift and rift s

    Facebook’s upcoming Oculus Rift S PC VR headset has received FCC approval. The FCC is a US regulatory agency with responsibility over wireless frequency use.

    The headset has no specific date for release, but Facebook says it will launch in Spring. Compared to the original, the Rift S features higher resolution better lenses, five-camera inside-out tracking and a halo strap. However, it no longer features IPD adjustment and doesn’t come with headphones.

    FCC filings publicly disclose the exact wireless frequencies a device uses, as well as the peak power output of each. The filing shows no hidden secrets, the headset uses the same 2.4 GHz frequency the original Rift used. This is to communicate with the Touch controllers.

    Original Rift Unavailable

    The original Rift has been sold out at all retailers for over a week now. Until today, it was only available from

    Today the Oculus website in the US states the Rift is “unavailable”. Some customers have reported their orders from earlier this week were canceled. It still shows up as available when visiting the website from some other countries, but that stock is likely to be gone soon too.

    The Rift’s price was $399 since summer 2017, but in January of this year was reduced to $349. In the context of this week’s announcement and current stock situation, this was likely a clearance sale.

    Rift S is positioned as a full replacement for the Rift, taking its place in the market. But if you’re not planning on upgrading don’t worry. Facebook told us the Rift will be supported “for the forseeable future”.

    Tagged with: facebook, oculus rift, oculus rift s

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  • ArmZ VR is a Giant Mech Wave Shooter Coming to Steam Early Access Next Week It'll support both Oculus Rift and HTC Vive.
  • PSVR’s Golem Makes Surprise Return At PAX East 2019
    PSVR’s Golem Makes Surprise Return At PAX East 2019

    It’s been over a year now since the long-anticipated PSVR exclusive, Golem, was delayed at the last minute. Questions about cancellation have spiraled the project since but developer Highware Games has occasionally spoken up to deny them. Well, we’ve got some good news for you; Golem is stepping back into the spotlight at PAX East next weekend.

    Golem will be one of seven games Sony is showcasing on PSVR at the Boston show. To be clear, we don’t yet know if this will be a brand new demo for Golem or if it’ll be something older. That said, we don’t recall seeing at the game at any trade shows last year. Even if it is old, its presence at least suggests the game is still very much in the works. It’s quite possible we see an announcement surrounding the project in Sony’s newly-announced State of Play showcase next week, then.

    The game casts players as young girl confined to her bedroom. Early on, she discovers the ability to possess gigantic stone golems. Using a single PlayStation Move controller, you explore a new land, taking part in sword battles with similarly massive enemies. Golem was originally scheduled to come out on March 13th 2018 until the delay came just the week before. Such a long delay so close to release was unexpected to say the least.

    Elsewhere Sony will be showcasing some promising PSVR games at PAX East. Ghost Giant, Falcon Age, Jupiter & Mars, Space Channel 5 VR, Trover Saves The Universe and Vacation Simulator will all be there. Should be a lot of fun!

    Tagged with: Golem, PSVR

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