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  • Preview: Population: ONE – Essentially Fortnite for VR, Just Better BigBox VR make a great showcase for Battle Royale in VR.
  • HTC Vive Wireless Adapter Launches This September For $300
    HTC Vive Wireless Adapter Launches This September For $300

    Today, HTC announced that the official Vive Wireless Adapter will retail for $300 and is set to launch on September 24th.

    Pre-orders for the device will go live on September 5th, for US customers they’ll be available at Amazon, Best Buy, Microsoft, NewEgg, and directly from Vive. The Vive Wireless Adapter will be compatible with both the standard Vive and Vive Pro, however, you’ll need to buy an additional kit to attach it to your Pro, which is on top of the Vive Pro headset (which is already $800 even if you have an original Vive now, or a whopping $1,400 if you want the entire 2.0 system.)

    When we went hands-on with the Vive Wireless Adapter back at CES 2018 earlier this year, we came away impressed. In comparison to the TPCast, it seems to have a better weight balance and feels less noticeable when worn — even if it looks a bit silly. The battery pack is nice and discreet and the signal quality is excellent.

    While playing DOOM VFR, an extremely fast-paced and intense VR shooter, we didn’t notice any issues and were able to freely move around an open space while gunning down demons.

    This was an admittedly brief demo, but we got to try it again in four-player roomscale multiplayer via Arizona Sunshine and that was even more impressive.

    According to the HTC blog post, installation of the Vive Wireless Adapter “occurs in minutes” via a PCI-e card and attaching a sensor from the PC to a broadcast adapter. There’s a 6-meter range from the broadcast point with a 150-degree field of view on the sensor.

    The 60Ghz band is powered by Intel’s WiGig specification and DisplayLink’s XR codec, which reportedly adds up to “high performance with hours of battery life.” According to official specs, the battery is expected to last 2.5 hours:

    While using the Wireless Adapter, it’s powered by a single HTC QC 3.0 PowerBank, which is included with all Adapter orders, but you can buy additional ones from the official Vive website.

    Additionally, anyone that buys a Vive Wireless Adapter will also receive a complimentary two-month trial for Viveport Subscription, which includes access to nearly 500 different VR titles.

    What do you think of the news? Do you plan on getting a Vive Wireless Adapter? Let us know down in the comments below!

    Tagged with: htc vive, Vive Wireless Adapter, wireless

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  • Ace Combat 7: Skies Unknown Finally Gets Release Date, Coming January 2019
    Ace Combat 7: Skies Unknown Finally Gets Release Date, Coming January 2019

    After months of silence Ace Combat 7: Skies Unknown finally has a confirmed release date: January 18th, 2019, according to PlayStation Europe on Twitter. While unconfirmed at this time, that likely means a release date of January 17th, 2019 in the US.

    We originally went hands-on with Ace Combat 7 on PSVR almost two years ago at this point. While the VR support for the game is only a handful of missions the last we heard, they were an impressive display of how expertly crafted the series’ aerial action felt. If ever there were a game series perfectly suited for VR headsets, this would be it. Hopefully all of this extra development time (it was originally slated for 2017, then delayed to 2018, then hidden in a dark corner only to be let out finally again today) means there are more VR missions than originally planned.

    Check out the new trailer for lots of glimpses at the story mode, which includes a ton of characters and voice acting. Frankly, a lot more than I expected for a video game about jet planes:

    As far as we can tell there’s no mention of VR at all in that trailer, which is disappointing, but the PSN page still mentioned a “VR Mode” so there isn’t anything to worry about on that front hopefully. Hopefully it ends up being more robust than Gran Turismo Sport’s limited tease, though.

    Worth noting is that Ace Combat 7 is reportedly coming to PC as well, but it’s unlikely the VR support will be coming along with it — the VR mode seems to be a partnership between Bandai Namco and Sony directly. But maybe it’s only a timed deal, like Batman Arkham VR or Skyrim VR.

    What do you think of the news? Are you planning on playing Ace Combat 7 on PSVR next year? Let us know down in the comments below!

    Tagged with: Ace Combat, ace combat 7

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  • Gamescom: Wargaming Demonstrates World Of Tanks AR Concept
    Gamescom: Wargaming Demonstrates World Of Tanks AR Concept

    Yes, tabletop gaming is very much still a thing. But just because it’s been around forever doesn’t mean it’s not keeping up with the latest tech. This is what video game giant Wargaming are hoping to prove when they start demoing their latest offering at Gamescom in Germany this week. WoT AR Spectate is a Mixed Reality take on their popular title “World of Tanks” (WoT) which boasts over 140 million players worldwide.

    It’s really a proof of concept at this stage according to Wargaming Special Project Lead Matt Daly, who says there are no immediate plans for a formal launch. Yet it’s a very nice-looking proof of concept that opens up all sorts of intriguing possibilities for future use.

    “Nobody we’re aware of us achieving 60fps PC GPU settings in super stable AR,” says Daly, who explains that although his team has been only been working on this project for the past six months, it wasn’t the first time they dabbled in Mixed Reality.

    Their first MR project used Google Tango and Microsoft HoloLens to bring a rare digital tank from their game to a real-life exhibit at the Tank Museum at Bovington, UK. They then took the learnings from that process to try and make something that was – at least in principle – scalable and accessible to the general public.

    In a nutshell, the way WoT AR Spectate currently works is that an iPad is connected to PC functions like a 3D mouse. The PC does all rendering and sends that data back to iPad as video. Using ARKit for iOS, iPad sends its constant position/orientation to the PC while an in-game camera in WoT matches that iPad’s position/orientation, and sends what it sees back to iPad as video.

    Predictably, however, there were some serious technical challenges in getting that complex architecture working:

    “We were attempting to do something pretty exotic, with tech not necessarily designed for this purpose. Since we’re offloading all GPU & viewer/player control processes to the PC, there was an inherent delay in that process which caused noticeable difference between reality and a sort of perceivably delayed set of AR objects & content, which was disorienting. Besides tons of local network and packet transfer optimization, we then also artificially delayed the iPads RGB camera to have the same (40-70ms) delay as the in-game feed appearing on the iPad screen. The end result is an experience is extremely stable, amazingly polished, and both sides of reality are dancing together instead of fighting each other,” says Daly.

    The resulting full-blown 3D battle can unfold right onto your coffee table, but as fun as that sounds, the more exciting aspects of the technology are its applications beyond gaming. From eSports match observation to historical digital recreation (Wargaming just signed a deal with the History Channel to produce some of those) having an interactive second screen anywhere is a proposition that could potentially catch on as a consumer product.

    “Content creators are going to go nuts with this stuff,” Daly predicts. “Visual believability is such a massively

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  • Community Download: What Does NVIDIA’s RTX 20 Series Mean For VR?
    Community Download: What Does NVIDIA’s RTX 20 Series Mean For VR?

    Community Download is a weekly discussion-focused articles series in which we pose a single, core question to you all, our readers, in the spirit of fostering discussion and debate. 

    Now that NVIDIA’s Gamescom press conference is over, we finally have the details on their brand new RTX 20 series of GPUs. Touted as the greatest leap in graphics processing ever, NVIDIA’s CEO Jensen Huang was on-stage to show off the power of the new RTX line.

    You can read the full rundown on the RTX 2080Ti, 2080, and 2070 right here, as well as a summary of what Turing and the embedded VirtualLink connector could mean for VR going forward. So now that we know the price points and specs — what do you think?

    What does NVIDIA’s RTX 20 series mean for VR? Is this as huge of a leap forward as the company wants to think it is with its impressive real-time ray tracing and incredible visual fidelity? Will it actually yield tangible results for current-generation VR technology, or is this mostly for future VR tech?

    Let us know what you think of the new NVIDIA RTX 20 series down below and tell us if you plan on gettign one. They’re open for pre-order now and will be available on and around September 20th, 2018.

    Tagged with: nvidia, RTX

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  • Syfy’s Outrageous ‘Sharknado’ Franchise Heads To VR For The First Time

    Fire an AK47 while trapped inside a shark-filled tornado in this immersive VR gore-fest. In terms of sheer ridiculousness, very few franchises are able to hold a candle to the Sharknado series. Since the release of the first installment back in 2013, Syfy channel’s made-for-tv disaster comedy has spawned an incredible FIVE sequels, each filled

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  • Collect Free Cryptocurrency In The Aircoins Augmented Treasure Hunt

    Fatten your digital wallet the easy way using this Pokemon GO-style AR experience. Whatever your opinion on the longevity of cryptocurrencies may be, there’s no denying the relatively recent wave of digital assets have become immensely popular. Specific brands, such as Bitcoin and Litecoin, have had significant impact on modern businesses, providing an exciting, albeit

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  • The Exorcist VR Livestream: We’re Gonna Try Not To Scream Or Cry
    The Exorcist VR Livestream: We’re Gonna Try Not To Scream Or Cry

    Viewers beware, because for today’s livestream we’re venturing into the depths of The Exorcist: Legion VR, a terrifying virtual reality horror experience from the creators of A Chair in a Room. Now that all five chapters are out on Steam that means that the entire Exorcist VR experience is ready to be enjoyed — that is, if screaming and cowering in fear is your idea of enjoyment.

    The Exorcist VR has been released over the last few months as a five-part episodic series. Each chapter is $5 a piece, or you can buy the entire bundle for about $24. When played all together, the full series is around two and a half hours total. The PSVR version of the game is still waiting on the fourth and fifth chapters and it will run you closer to $30 for the whole thing over there.

    We’ll be livestreaming The Exorcist VR on HTC Vive today and monitoring chat using OVRdrop while in VR. The stream will be starting at approximately 2:00 PM PT and we’ll aim to last for about an hour or so — probably just the first one or two chapters. We’ll be livestreaming directly to the UploadVR Facebook page. You can see the full stream embedded right here down below once it’s up:

    Embedded livestream coming soon

    You can see our archived streams all in this one handy Livestream playlist over on the official UploadVR YouTube channel (which you should totally subscribe to by the way). All future and current streams will be on Facebook, which you can see a list of here.

    Let us know which games you want us to livestream next and what you want to see us do, specifically, in this or other VR games. Comment with feedback down below!

    Tagged with: livestream, The Exorcist, The Exorcist VR, The Exorcist: Legion VR

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  • Titanic VR Review: A Promising Start For VR Edutainment
    Titanic VR Review: A Promising Start For VR Edutainment

    When you say the word Titanic you can’t help but think Celine Dion, drawings of French girls and steamy windows. That’s a bit wrong, isn’t it? 1,503 people died when the ‘unsinkable’ vessel hit the ocean bed in 1912, nearly three-quarters of all passengers aboard, and yet time and Hollywood have weathered the impact those numbers should make. There’s a challenge for the so-called VR empathy machine if I’ve ever heard one.

    The second project from Immersive VR Education, Titanic VR goes about restoring the human factor of the disaster in two fascinating ways. Though held back by some expected flaws, it’s one of the best examples of VR edutainment yet, turning what could easily be a mundane history lesson into an engaging and even emotional interactive experience.

    Immersive really thought outside the box here. Instead of the obvious virtual tour of an authentically-digitized shipwreck, the developer has thinly disguised its virtual preservation inside a story-driven campaign. In the main part of the game you play as Dr. Ethan Lynch, a researcher that takes regular dives out to the wreck in a trusty one-man submarine to complete tasks for clients, chief of which is a woman writing a biography for one of her relatives who died in the incident. Five to ten-minute missions see you explore different parts of the ship, often in search of more clues that piece together the fateful events of that day.

    It’s a winning approach that largely keeps your attention and intrigue throughout. Like Immersive’s own Apollo 11 experience or Curiscope’s Operation Apex before it, Titanic VR knows that gamers want to play games and builds its message around that, though it also falls into some of the same pitfalls that any developer is at risk of.

    In between levels you’ll visit your research lab where you’ll report your findings and also preserve any artifacts you’ve brought back home with you. It’s the last thing I expected to be doing in a game about the Titanic, but I found myself surprisingly enamored by the clinical tasks of washing and freeze-drying anything from journals to pocket watches. There’s a newfound appreciation to be gained not just for the history but the real work that’s going into maintaining it, though it’s let down slightly by the unbearably cheesy voice acting and more redundant tasks like adding new upgrades to your underwater drone.

    Exploration, meanwhile, is an initially fascinating experience that suffers somewhat from diminished returns. Whilst early excursions into the ship’s interior are often eye-opening, later levels come up with silly tasks like providing the lighting for a film director as he gloats about his award-winning work in a not-too-subtle dig at James Cameron. You can see why the developers would think this a refreshing palette-cleanser, but it drags on and the educational element is largely forgotten about for a bit. The same goes for an exhaustive chase through the wreck that has you follow a rare type of fish. It’s a decent attempt to mix things up but it goes on for far too long

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  • Shoot Sharks With Bazookas In Sharknado VR Later This Year
    Shoot Sharks With Bazookas In Sharknado VR Later This Year

    I don’t know why Sharknado, as a franchise, exists. If you asked me to name a redeeming quality the film series has I’d be hard-pressed to pick anything other than it being the perfect embodiment of the “so bad it’s good” mentality. They’re really just not very good by any traditional metric of quality. But here we are, six movies deep, and on the verge of a bespoke Sharknado VR game.

    “In Sharknado VR: Eye of the Storm, players find themselves in the middle of the gory action as they battle freak, fin-filled weather phenomena,” explains Dave Hansen, producer and director at Autumn VR to Markets Insider. “It’s a great blend of humor and terror which should appeal to everyone! I mean, who hasn’t fantasized about blowing away a great white coming for them with a bazooka?”

    In Sharknado VR: Eye of the Storm, the premise is as simple as the movies that it’s based on. You’re stranded in the center of the dangerous shark storm and must use your arsenal of weapons, ranging from machine guns and a chainsaw to a bazooka and more, to obliterate the sea predators. There’s a lot of blood, gore, and violence in this one, obviously. It’s hard to get a real read on it from the limited footage we’ve seen, but it appears to be a relatively basic 360-degree wave shooter. I’m not sure anyone should have expected much else.

    Reportedly last night’s sixth Sharknado film is the final one. Maybe now the team can move on to more ambitious projects, such as Whalequake or something equally as high-brow.

    Shaknado VR is slated to release this year on Rift, Vive, and PSVR, as well as iOS and Android according to the official trailer above. On the official website there’s also a listing for VRX Networks arcade centers coming “late August 2018.”

    Let us know what you think of the game so far down in the comments below!

    Tagged with: Autumn VR, Eye of the Storm, Sharknado VR, Sharknado VR: Eye of the Storm

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  • NVIDIA RTX 20 Series Specifications And Pricing Revealed
    NVIDIA RTX 20 Series Specifications And Pricing Revealed

    NVIDIA just revealed details surrounding its new RTX line of graphics cards featuring dramatically upgraded capabilities for current and next generation VR headsets.

    NVIDIA already revealed some information surrounding its next-generation Turing architecture and the company has confirmed support for the VirtualLink connector in its next generation cards. With today’s revelations we are learning most of the key details about these next generation RTX graphics cards.

    The new RTX 2080 card should start shipping around September 20 and costs $800 from NVIDIA’s website. A higher end RTX 2080 TI will start shipping that same day for around $1,200. There’s also the 2070 at $600 but there’s no shipping window for that card yet. Different starting prices were shown on stage by NVIDIA at a Gamescom press conference that should give you some expectations for prices you might see once these cards are available from multiple companies.

    Here’s a look at how the GTX 1080 and RTX 2080 compare as seen on NVIDIA’s website:

    Here’s a look at how the GTX 1080 Ti and RTX 2080 Ti compare:

    One of the most interesting features of the new cards is the inclusion of the new VirtualLink port for connecting VR headsets over a single cable. Here’s our first look at the port on an actual graphics card:

    The GeForce RTX 2080 reference specification is listed below and includes VR support as well as “Real-Time Ray Tracing, NVIDIA® GeForce Experience, NVIDIA Ansel, NVIDIA® Highlights, NVIDIA G-SYNC™ Compatible, Game Ready Drivers, Microsoft® DirectX® 12 API, Vulkan API, OpenGL, DisplayPort 1.4, HDMI 2.0b, HDCP 2.2.”

    NVIDIA CUDA® Cores: 2944
    Boost Clock (MHz): 1710
    Base Clock (MHz): 1515
    Memory Speed: 14 Gbps
    Standard Memory Config: 8 GB GDDR6
    Memory Interface Width: 256-bit
    Memory Bandwidth (GB/sec): 448 GB/s

    Tagged with: nvidia

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  • Gamescom 2018: It’s Time For VR Indies To Strike Back
    Gamescom 2018: It’s Time For VR Indies To Strike Back

    Gamescom isn’t what it once was and yet it’s bigger than ever. It wasn’t so long ago that Germany’s massive gaming convention was considered a sort of sequel to E3, with Sony hosting a massive press conference and Microsoft providing updates on many of its most anticipated Xbox games. These days, though, Gamescom is more about the boots on the ground than it is making the headlines. Scores of gamers flood in the thousands to get their hands on any spare controller left dangling at an idle kiosk. It’s been so successful in this regard that now it’s E3 that’s aping Gamescom.

    That means there’s plenty of VR to play and it’s all about the indies.

    Big publishers still haven’t embraced headsets like many were hoping they would. You won’t find many Rifts, Vives and PSVRs as you traipse the gigantic booths owned by the likes of EA and Activision, then, but if you go in search of the smaller indie spaces you’re bound to be rewarded. One of Gamescom’s lesser-known features, sadly closed off to the public, is an international hall in which various countries bring along a selection of developers to showcase their work.

    It’s been the case for the past few years that this is where VR really shines at the show. Not with big blockbuster games the likes of which only Sony could pull off but instead more creative, inventive and riskier ideas that paint a vibrant picture about the future of VR. This year, for example, we’re really looking forward to getting a first glimpse at The Fisherman’s Tale, a story-driven puzzle game published by Arizona Sunshine developer Vertigo Games, which looks unlike anything we’ve yet seen in VR. We’ll also get a deeper look at the wildly inventive world of Crazy Machines VR among others.

    Gamescom’s diminished importance to the press has given these smaller studios a lot of breathing space in the past few years. No longer do the larger corporations feel the need to provide sparkling new trailers and lengthy gameplay demos, and the playing field has been leveled out as a result. Sure, much of the public is still going to get their hands on the next Call of Duty, but I’ll be on the show floor with time to hunt down genuinely intriguing VR content. There aren’t many shows where I’d have such a luxury.

    Franky, I think that makes Gamescom one of the most important VR shows of the year. It’s no secret that indies have been VR’s saving grace, with games like Onward, Moss and Downward Spiral not only keeping us in our headsets throughout the year but in many cases genuinely showing the bigger studios how it’s done. It’s not often that we get time to reflect upon that.

    Most of all, though, I’m looking forward to stumbling upon some unknown new reality that hasn’t reached my inbox over the past few weeks. That’s how I discovered games like Everspace, Eden Tomorrow and others over the past few years, and they’re often what I remember most

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  • Befriend A Bird In Falcon Age Coming To PSVR In 2019
    Befriend A Bird In Falcon Age Coming To PSVR In 2019

    Falcon Age is an upcoming PlayStation VR game that will give players a falcon to befriend (and command) on a quest to fight off machine invaders.

    Details are still relatively sparse, but a reveal trailer for Falcon Age shows a first-person action adventure title built with PlayStation Move controllers in mind, with your left hand covered in a falconer’s glove. You stay on the ground and issue commands to the bird like fetch, attack and interact, facing off against what looks like a combination of aerial and ground-based enemies. The game can also be played with a DualShock 4 and without the VR headset.

    Falcon Age should arrive in 2019 from Outerloop Games, a new independent studio in Seattle. Co-founder Chandana Ekanayake and other members of the team previously built tabletop simulator Dino Frontier as well as Wayward Sky for PSVR. With Falcon Age, then, we see a third-generation title from a practiced developer experienced in taking new VR game design ideas directly to market. Our reviews of those games have noted mixed results, but when it comes to VR that kind of experience should do a lot to inform design choices on Falcon Age.

    I, for one, certainly am interested in having a falcon friend after checking out the trailer.

    A PlayStation Blog post authored by Ekanayake says in Falcon Age you’ll “learn to hunt, gather, and fight to reclaim your cultural legacy in the lost art of falcon-hunting against a force of automated colonizers. Explore a strange land while bonding with your falcon and helping the resistance.”

    The game is playable at PAX booth #660.

    Tagged with: Falcon Age, Outerloop Games

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  • Zero Killed Looks Like Firewall For Rift/Vive/PSVR, Closed Beta Incoming
    Zero Killed Looks Like Firewall For Rift/Vive/PSVR, Closed Beta Incoming

    Are you an Oculus Rift or HTC Vive owner looking on with envy at the impending launch of PSVR exclusive, Firewall: Zero Hour? Well scowl no more, because Zero Killed looks like the perfect remedy to your jealousy.

    The latest game from Ignibit, Zero Killed was first announced last year and is now gearing up for launch. It’s a 4 v 4 tactical shooter inspired by the likes of Counter-Strike and Rainbow Six: Siege (the same games that informed Firewall) in which you use motion controllers to realistically wield weapons and face off in one of four game modes. It’s set to launch in full next month, though a Closed Beta is coming before that and you can check out the new trailer below.

    You can sign up to take part in that Beta here, though the developers will only be selecting a handful of players to get in for now.

    In the game, you select from one of 10 different characters, each fitted with unique loadouts, and then take them into battle across Domination, Hunt, Tournament and Data Steal game modes. Three maps are included at launch, and players can move using smooth locomotion. Teammates can even pass ammunition between them and environments are destructible. On paper, then, it all sounds pretty promising. Could the increased number of modes even be enough to make it a Firewall beater?

    Zero Killed launches on Rift and Vive in September with cross-player support and, yes, a PSVR version will be coming later down the line too.

    Tagged with: Zero Killed

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  • Proze Is An Amazing-Looking VR Cold War Adventure, Free Prologue Incoming
    Proze Is An Amazing-Looking VR Cold War Adventure, Free Prologue Incoming

    Some days VR games are announced that leave you thinking “Where the heck did this come from?”. Proze is very much one of those games.

    Developed by Ukraine-based SignSine, Proze is a VR adventure game that jumps back and forth between the present day and the Cold War. In it, you explore a military research facility that played host to some mysterious experiments years ago. Designed with VR in mind, you’ll solve puzzles and survive the harsh wilderness as you attempt to uncover what went on at the base over 40 years back.

    Whilst the first episode in what looks like a series of installments is set to arrive later this year, a free opening chapter, Proze: Prologue is releasing for free on August 30th. In it you’ll play as a Soviet engineer named Anatoly, who is directly involved with the research project. The trailer above suggests it won’t be long before he finds himself in trouble.

    We particularly like how Proze seems to be making full use of VR’s motion controllers. From realistically interacting with objects such as radios to rowing boats and more, this looks like a game that’s trying to make full use of the hardware. Let’s hope it holds up.

    Steam says the first full chapter of the game will arrive in October with support for the Oculus Rift and HTC Vive. No word on a PSVR version just yet.

    Tagged with: Proze

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