News

  • They’ve Got The Power, Now UK Power Networks Are Looking To VR To Train Staff Safely The infrastructure maintainence firm teams with Strike-One Media
  • Immotion Group Targets North American Sales With New Hire The digital out-of-home entertainment company continues it's steps to grow the business.
  • Nerf Laser Ops Pro – AR Blasters Make The World Your Laser Tag Arena

    From ducking, sweating and running as a kid in a backyard with Nerf blasters, to anxiously sitting in a hot station wagon for about an hour and a half on the way to the only laser tag arena in town, Nerf and laser tag are part of many adults fond childhood memories. When was the

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  • Gungrave VR Getting Physical ‘Loaded Coffin Edition’ Includes DLC for the complete Gungrave experience.
  • Echo Combat Second Open Beta Coming This Weekend, Starts July 20
    Echo Combat Second Open Beta Coming This Weekend, Starts July 20

    According to a blog post from Echo Games on Medium, Echo Combat is getting a second Open Beta period that starts this Friday, July 20th at 10:30AM PT and lasts until Sunday, July 22nd at 10:00AM PT. 

    Last month Echo Combat had its first Open Beta period allowing anyone with a Rift to hop in and play Ready at Dawn’s take on the first-person shooter totally for free all weekend long. We livestreamed the beta while it was happening twice (here and here) if you want to get a feel for what the game is like.

    In our original hands-on with the game earlier this year we likened it to Overwatch in terms of objectives (pushing a payload) and being able to switch “classes” in a sense by changing weapons. Here’s a quick look at the game in action:

    Echo Combat is the second multiplayer VR game from Ready at Dawn, following Echo Arena and the single player narrative story, Lone Echo. Echo Combat is expected to release later this year and this will be far from the last Open Beta period. In the blog post the company writes:

    This weekend’s Open Beta is the first of many scheduled throughout the rest of the year and leading up to Echo Combat’s official release. Alongside more opportunities to play Echo Combat until release, players can also look forward to new content monthly.

    If you’ve been following the VR shooter scene for a while now, you might even notice that it shares a lot in common with Ubisoft’s forthcoming shooter, Space Junkies. We did a breakdown comparing the games, deciding that Echo Combat edges out Space Junkies just barely based on time spent with each so far.

    If you plan on playing the Open Beta this weekend let us know down in the comments below!

    Tagged with: Echo Arena, Echo Combat, lone echo, ready at dawn

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    The post Echo Combat Second Open Beta Coming This Weekend, Starts July 20 appeared first on UploadVR.

  • Karnage Chronicles Is A Surprisingly Solid VR Co-Op Dungeon Crawler In Early Access
    Karnage Chronicles Is A Surprisingly Solid VR Co-Op Dungeon Crawler In Early Access

    Karnage Chronicles has been in Early Access for a while as a simple little single player action RPG dungeon crawler, but after trying the recent closed multiplayer beta we’re very impressed. I won’t go so far as to say that it’s like the co-op Skyrim VR of my dreams or anything like that, but for such a small team the folks at Nordic Trolls appear to have really outdone themselves here.

    I first tried the game all the way back at GDC 2017, almost a year and a half ago at this point, in a quick little dungeon delve on the show floor. Since then they’ve dramatically polished things, improved AI, scubbed up the visuals, added a ton of new systems like equipment, an inventory, lots of loot, a shopkeeper, and a lengthy first dungeon that took us nearly a full hour to clear on Normal.

    You can see our full co-op livestream right here (the bug with Jamie’s avatar not facing the right direction has since been fixed) –

    Right now there are two classes: Warrior and Archer. I picked Archer because I have perfect aim (note: I do not have perfect aim) and Jamie from UploadVR selected Warrior because he’s a bully (note: he just likes hitting stuff in VR.)

    There’s a brief tutorial not shown on our stream that walks you through the basics of smooth locomotion, teleporting, rotating your view, accessing your inventory, and everything else. Having played lots of VR dungeon crawlers like Vanishing Realms and Mage’s Tale for single player and VR Dungeon Knight for similar co-op gameplay, Karnage Chronicles feels incredibly polished — especially for an Early Access game.

    The art direction is superb with excellent use of darkness, bold colors, and ambient lighting throughout. While the art style itself is a bit cartoonish by nature, it does a great job of selling the atmosphere.

    And like most really good VR experiences, it’s all about the subtleties. For example, when an enemy dies, a chest opens, or a pot shatters, you don’t just automatically inherit the coins. Instead, they erupt outward like a pinata and you have to physically touch them with your hands or body to nab them for yourself.

    Then in terms of combat, the enemy AI kept surprising me the longer I played. Not only do shielded enemies hold up their shield and wait for an opening to attack, but if you aim an arrow at an enemies head and they see you, they’ll just duck and avoid it. If you hit their weapon, even the wood of their bow, arrows bounce off. Warriors can stand and hold the line with a shield and I could even flip my daggers around in my hand to more easily perform a stabbing attack. The ragdoll on enemies when you blast them in the head with an arrow for the kill shot is so delicious.

    From my short hour with it I kept noticing small little touches like this that not only helped immerse me in the experience, but just felt really

    The post Karnage Chronicles Is A Surprisingly Solid VR Co-Op Dungeon Crawler In Early Access appeared first on UploadVR.

  • AR and MR Training Firm Re’flekt Secure Investment Money BASF Venture Capital confirm over $4 million in funding injection for enterprise-level AR company.
  • Oculus Go Support Confirmed for Tokyo Chronos It's now selectable as part of the funding tier.
  • Modbox Dev Shows Why Valve’s Skeletal Input Is So Useful
    Modbox Dev Shows Why Valve’s Skeletal Input Is So Useful

    A recent video posted by Lee Vermeulen, the developer behind Modbox, shows how useful Valve’s skeletal input can be for developers.

    For those unfamiliar, Modbox is a sandbox creation game that initially launched in early access back with the HTC Vive in April 2016. Players can create games in VR and share them with others. Vermeulen is working on a big rewrite of the game with new visual scripting features but in the meantime he’s testing Valve’s recent skeletal input features. He also used a ZED Mini with the HTC Vive to show a side-by-side of what finger movements look like in the real world compared with how they are shown in VR. The match-up isn’t perfect but it still looks pretty impressive.

    Vermeulen plans to implement Valve’s skeletal input with Modbox when the feature is finished by Valve. It is useful to him because “hand animations are hard to get right — especially with the large variety of VR input devices and differences in detail.” Modbox will show just the controller model when building an environment and using the controller as a tool to shape the world around you, but when you’re in play mode and enjoying what you made then the hand graphics will be shown.

    “Oculus Touch can tell when your hand is on a button, Vive controllers can only tell when a button is pressed, the new Knuckles can tell if each finger is on the grip. The SteamVR skeletal input completely handles this for us,” Vermeulen wrote. “Its also a hard thing to network online. I don’t want to have to send a status update of each finger position for everyone in-game to everyone else. The skeletal input system will eventually handle this for us.”

    Update: The final quotation from Vermeulen was slightly updated after publication for added clarity.

    Tagged with: Modbox, steam, valve

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    The post Modbox Dev Shows Why Valve’s Skeletal Input Is So Useful appeared first on UploadVR.

  • Watch Hulk Have a Smashing Time in Marvel Powers United VR A teasing gameplay video from the upcoming title.
  • Unreal Engine Gets Official Mixed Reality Support With Version 4.20
    Unreal Engine Gets Official Mixed Reality Support With Version 4.20

    Developers working with the Unity toolset to build VR experiences have enjoyed solid support for mixed reality video capture for around two years now. A mixed reality video seamlessly merges two realities in real-time, so this means that many Unity-based VR games, starting with Job Simulator and Fantastic Contraption, include features that let enthusiastic players use a webcam and green screen to show what it is like to play that game.

    With the latest update to Unreal Engine exiting a preview period and releasing fully in version 4.20, VR developers updating their projects to the newest version of that engine should be able to access similar capabilities. Epic’s Unreal Engine is what some of the world’s biggest game developers use to make their games and it is the same tool bringing Fortnite to devices ranging from iPhone to PS4. With VR, the 4.20 update likely means that future big budget games will include this feature and that some developers using Unreal with their games still in a pre-release state might upgrade to the latest version and eventually integrate the feature.

    Startups like LIV and Blueprint Reality are working to make capturing and live-streaming mixed reality videos easier, and depth-sensing cameras like the Zed Mini open up the potential to do the same thing without needing a green screen. With Unreal Engine, Epic’s latest addition to its toolset will “enable users to pull real world green screened video into the engine, and supported tracking devices can match your camera location to the in-game camera for more dynamic shots.”

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    The post Unreal Engine Gets Official Mixed Reality Support With Version 4.20 appeared first on UploadVR.

  • Unreal Engine 4.20 Released With Robust AR Support The update has added support for Apple’s ARKit 2.0 and Google ARCore 1.2.
  • ‘David Bowie Is’ Exhibit Coming To VR & AR Devices This Fall

    Sony Music partners with the David Bowie Archive, Planta, and London’s Victoria & Albert Museum to deliver an incredible VR/AR retrospective of David Bowie’s career. The remarkable David Bowie Is exhibit that will be available as a virtual experience sometime in 2018 thanks to Sony Music’s collaboration with the David Bowie Archive, Planeta, and London’s

    The post ‘David Bowie Is’ Exhibit Coming To VR & AR Devices This Fall appeared first on VRScout.

  • NeverBound Is A Gravity-Defying Shooter With Some Awesome Ideas
    NeverBound Is A Gravity-Defying Shooter With Some Awesome Ideas

    I’m starting to think the fastest way to making a compelling VR game is to play with gravity. Lone Echo used zero gravity traversal to create an immersive adventure and then Downward Spiral did the same with the ability to bring friends into the game. Enthusiast Games’ NeverBound might not be as revelatory as those two titles, but its fun twist on the shooter genre definitely makes it worth a look if you’ve missed out on it thus far.

    Now available in Early Access, NeverBound allows players to walk on walls and ceilings, creating a 360-degree shooter that brings a lot of verticality into play. You use gravity ramps and special pads to walk onto other surfaces, which is usually required to solve puzzles and locate exits.

    More interesting, though, is that enemies have this ability too. That means you can walk into a room and suddenly find heavy fire raining down from above as other enemies swarm in from the left, right and center.

    There’s a handful of levels in the Early Access build right now, and they all offer something to call their own. In one mission I was protecting a drone as it hovered through an enemy base above the clouds, for example, while others had me manipulating platforms to open pathways.

    It helps that a lot of the weapons are fun to use, too. Standard assault rifles get the job done, but a stun baton to knock enemies away provokes giddy laughs. NeverBound clearly benefits from the shooters that have come before it, taking the best of what’s worked in VR so far and making a happy home for it here. Extra points are awarded for the breakable weapons sights and a gravity-based weapon that crushes enemies against walls.

    But, despite the neat ideas and solid mechanics, NeverBound is still cut from the same cloth as the enjoyable, if simplistic VR shooters that have come before it. Enemy AI likes to simply charge at you rather than take cover, and level design feels similarly standard, even with the unique travel considered. It’s always on the cusp of something brilliant, settling for amusing novelty rather than capturing a spark of true revolution, but that’s still a good place to be in the current VR scene.

    What I liked most about NeverBound were the little touches that enriched the experience. When an enemy dies, for example, their gravity powers expire too. I’d bat someone away with the hefty swing of a stun baton and then watch them fall into mountain ranges below. Grenades, meanwhile, can have direction assigned to them before you throw them, meaning you need simply roll one out of your hand and it could ‘fall’ to the ceiling, blowing enemies to pieces.

    That said, I’d love to see a few improvements made to the game before full launch. Enthusiast would do well instill a deeper sense of threat in combat, rather than letting you soak up bullet damage with an energy shield that doesn’t give clear indication of when it’s about to

    The post NeverBound Is A Gravity-Defying Shooter With Some Awesome Ideas appeared first on UploadVR.

  • Niantic Labs Continue Expansion With Seismic Games Acquisition Seismic Games recently launched Blade Runner: Revelations for Google Daydream.