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  • StarVR One: 90 FPS, SteamVR Tracking 2.0 With ‘Nearly’ Human FoV
    StarVR One: 90 FPS, SteamVR Tracking 2.0 With ‘Nearly’ Human FoV

    StarVR unveiled its long-in-development commercial VR headset at SIGGRAPH today. The StarVR One HMD promises SteamVR 2.0 Tracking with visuals running at 90 frames per second, eye-tracking and a field of view covering “nearly 100 percent of natural human vision.”

    The headset is being shown with a handful of experiences at SIGGRAPH this week with plans to ship to buyers sometime in 2018. No price is being revealed yet.

    StarVR One uses custom fresnel lenses in front of a pair of AMOLED panels. Each panel carries dimensions of 1830×1464 pixels (I triple checked that figure), making for a total of around 5.4 million pixels on the display. That’s a step up from Vive Pro and its 4.6 million pixels. StarVR features a wider field of view, though, claimed at 210-degrees horizontal and 130-degrees vertical. Representatives said it has more than 16 pixels per degree and that counting subpixels on StarVR (red-green-blue for every pixel) would make for a better comparison to a display like the Vive Pro’s.

    Tobii eye-tracking integrated in StarVR One.

    StarVR One also includes Tobii eye-tracking. This feature will require a short calibration step for each user, but it should also measure the distance between your eyes and enable foveated rendering. In case you are unfamiliar, foveated rendering relies on quickly tracking eye movements to focus the processing power of your VR system so it draws the greatest detail directly in front of your eyeballs. Foveated rendering could be necessary for VR headsets to deliver more detailed virtual worlds on less expensive graphics cards. For something as beefy as StarVR One, that means bringing the minimum system specification down to the higher end NVIDIA GTX 1080 (with an Intel i7-7700 or AMD RyzenTM 7 2700X).

    The headset is said to weigh 450 grams without the headstrap and 5.9 meter cable. Another version of the system, StarVR One XT, weighs a little less and features support for optical tracking solutions like those found in large-scale VR attractions.

    We’ve seen earlier wide field of view headsets from StarVR over the years — shown at conferences or at IMAX locations — but the system has been fairly limited because it only showed your eyes 60 frames each second and required ultra-high end graphics cards. With foveated rendering and a higher quality display, StarVR One looks to solve those problems.

    StarVR Corporation is a joint venture between PC manufacturer Acer and developer Starbreeze. It is headquartered in Taipei.

    Update: Additional context added after publication about the subpixel arrangement of the StarVR display.

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  • Arizona Sunshine’s Dead Man DLC Review: A Thrilling Prequel Story
    Arizona Sunshine’s Dead Man DLC Review: A Thrilling Prequel Story

    If you want the short and sweet rundown on whether or not you should buy Arizona Sunshine’s Dead Man DLC, the answer is simple: if you liked the original game, then yes. It’s really that easy.

    This package will only set you back a measly 10 quarters for just $2.49 and packs a solid hour of brand new narrative campaign content, new weapons, new environments, and can even be played in co-op multiplayer with a buddy. Not sure what else you’d want for that value.

    Arizona Sunshine is still the very best zombie shooter we’ve seen in VR yet and it came out almost two years ago. Either that means Vertigo Games was ahead of its time when it first released or the market is struggling to meet expected standards (probably a bit of both) but either way it’s a quality time. Between the excellently paced campaign (with full co-op) and addictive horde mode (that got free updates post launch) it’s a feature-rich game. And on PSVR you can even play it with full PS Aim support as well.

    In a perfect world I’d love to have dropped $10 on a big DLC update that has lots of levels and a new horde map or two, but it’s hard to complain about this package.

    The mission itself is a brief (and I mean brief — like an hour long total, tops) prequel that shows a military-perspective on the zombie outbreak. There aren’t really many twists or turns at all to speak of in this jaunt through blood and corpses, but the new guns are nice.

    There’s a fully-automatic submachine gun, two-handed shotgun, and a tactical handgun to find during the mission. You start out above ground exploring an overrun military compound and then eventually find your way underground where things start to get extra dark and dicey. Keep that flashlight handy.

    Honestly, Dead Man is more of the same. That’s great for fans of the game, but it also makes me wonder why it took so long to release such a tiny DLC pack. Obviously they worked on new Horde content post-launch, but even still. After Skyworld wasn’t received as well hopefully this just means they’re getting us ready for an Arizona Sunshine sequel announcement sooner rather than later.

    Final Score: 8.5/10 – Great

    Arizona Sunshine is still, almost two years after its launch, the best zombie-focused shooter we’ve seen in VR yet. While the Dead Man DLC doesn’t dramatically expand on the existing framework, it does offer a brief (and affordably priced) prequel story that’s worth experiencing for all existing fans of Vertigo Games and Arizona Sunshine. This is mostly more of the same, but it’s some of the best zombie shooting you’ll find in VR regardless of platform.

    Arizona Sunshine’s Dead Man DLC releases today on PSVR and is already available on PC VR headsets such as the Rift, Vive, and Windows VR. Dead Man costs $2.49 on all platforms. Check out these official review guidelines to find out more about our process. 

    Tagged with: arizona sunshine, Dead Man, Vertigo Games

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  • We Should All Be More Like Jordan From VRChat
    We Should All Be More Like Jordan From VRChat

    Meet Jordan. He’s a young kid that found his way into the dangerous waters of VRChat and, using the power of a pure child’s soul and cute phrases, touched the hearts and minds of thousands of people over the past week.

    When YouTuber Syrmor livestreamed VRChat for his followers about a week ago, it’s safe to say that he probably never expected to meet someone like Jordan. But he did and now we are all better for having seen these lightly edited clips that have amassed well over half a million views in just eight short days.

    Watch the video for yourself and try not to smile:

    Now, let me go ahead and stop you right there: yes, I know that the internet is a foul and often terrible place. Yes, I know that VRChat has a well-documented history of offensive content and is extremely inappropriate for children’s eyes and ears in a lot of cases. And yes, I know that safety information on all major headsets (including Rift, Vive, and PSVR) recommend all users be at least 12-13 years old, if not older.

    But this video is just too adorable not to highlight.

    In VRChat users can customize their appearance by uploading custom avatars and creating their own worlds to share. What makes that particularly special is that the avatar you use is applied to your character across every game and world you visit. As you can see in the video, Jordan is always playing as a cute little cat with wings and a halo. At one point in the first half of the video, he refers to a blue dinosaur as “water Charizard.”

    The real highlight though, that makes the whole video worth watching from start to finish (it’s a little under six minutes long) occurs at the very end. Syrmor asks Jordan what he would say if he could talk to everyone in the world in that moment and Jordan replies the only way a pure-hearted child can:

    “If people hate you, don’t hate them…do good, die great.”

    Note: Once again, I don’t recommend letting children play VRChat, at least not without heavy supervision. There’s a lot of really inappropriate and vulgar stuff that goes on there since it’s basically a completely open and mostly uncensored void.

    Furthermore, and perhaps more importantly, I have no idea if Jordan is this child’s actual name, but I also highly recommend telling your children to never disclose their real names to strangers on the internet.

    All that being said, the video is adorable and we could all learn a thing or two from watching it.

    Do good, die great, and be more like Jordan.

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  • 5 Things In Doom Eternal That Make Us Really Want VR Support
    5 Things In Doom Eternal That Make Us Really Want VR Support

    Normally when we make a VR wish list we know not to hold our breath for too long, but Doom is a bit different. As you’ll probably know, we already got a fairly decent stab at bringing the iconic shooter series to headsets with 2017’s Doom VFR, which remixed elements of 2016 reboot’s campaign.

    With that in mind, you’ll forgive us if we let ourselves daydream about Doom Eternal in VR a bit.

    The meaty introduction to id Software’s latest game at Quakecon this weekend was more than enough to get us excited for the standard version. But with id now having stretched its VR legs, we’re hoping that there’s something even bigger and better coming down the line for Doom Eternal and VR. These five things from the on-stage debut seem like a perfect fit for VR, too.

    The Wrist-Mounted Blade

    Within the first few seconds of the gameplay we get to see a new wrist-mounted blade. The moment I saw this I thought about how cool it would be to use in VR. It could be like Wolverine in Marvel Powers United VR just with much, much more blood.

    In the footage, the blade is really only used during gory kills, but we’d love to have free reign over it in a VR spin-off. Melee combat in Doom is usually confined to kill animations, so introducing it as a means of normal attack could be really interesting.

    The Meat Hook

    One of the loudest of the many cheers that can be heard from the audience throughout the demo also comes near the start with the use of this new feature. Doom’s legendary Super Shotgun now comes with a sort of hookshot named the Meat Hook that lashes out, impales an enemy and then pulls you towards it. It looks like a great way to get around in the game, but it reminded me of something else.

    One of the main ways to move in Doom VFR was to dash-teleport into enemies, causing them to explode in a shower of blood. We ended up preferring smooth locomotion to this movement method, but this gory hookshot looks like the perfect replacement for a VR follow-up, no?

    The Guns

    Well, this one’s kind of a no-brainer isn’t it? Doom Eternal looks like it’s suitably filled with new instruments of destruction that we’d love to wield in VR. The Ballista, for example, fires lasers that evaporate demons in seconds.

    Doom VFR had some of the most interesting guns we’ve yet used in a VR game and we’re sort of hoping that maybe one or two of these new guns are being designed with PSVR’s Aim controller in mind. It’s a long shot, but we’ll hold out hope.

    The Environments

    We were going to talk about the enemies but, frankly, it’s the environments that seem like a bigger deal in Doom Eternal. The original game zig-zagged you between Hell and Mars, but in the gameplay demo this weekend we saw Earth, Phobos and a mysterious tease of an all-new area.

    The scale of these environments is really

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  • Unknightly Hands-On: A VR Stealth Game That’s Worth The Joint Pain
    Unknightly Hands-On: A VR Stealth Game That’s Worth The Joint Pain

    You know a VR game is good when you’re willing to throw yourself to the floor for it. At the ripe old age of 27, it’s far more uncomfortable for me to get up and down than it should be, but I ignored that pain that I definitely should see someone about for Unknightly because, frankly, I was having too much fun not to.

    Developed by Portal Studios, Unknightly likes to think of itself as VR’s very own version of Thief and, though undeniably rough around the edges, it gets closer to that legacy than you might think. You play as a sneaky plunderer of medieval dungeons and towns, sticking to the shadows, nabbing loot from unsuspecting guards and getting a little stabby only when absolutely necessary.

    The game works pretty much exactly like a ’90s-era stealth title. Whenever you stand in shadow, you’re completely invisible to the enemy AI unless they bump into you. Stray close to any light source, though, and you’ll expose yourself. Walk too quickly, meanwhile, and you’ll also create noise that guards will inspect. But you can use these elements to your advantage, too, throwing items to create noisy distractions, or snuffing out lights to dim the way forwards.

    Features like these are all expected of a sneaking game, but it’s Portal Studios’ grasp of the physicality of VR that makes Unknightly an unexpected thrill. The game thrives off of player movement; keys are obtained only by daring yourself to lean in and snatch them from the backs of unsuspecting guards, which will have your heart thumping, and you’ll often throw yourself to the floor to take cover behind crates and barrels at the last moment.

    It can be exhausting, but it also captures the childish joys of a make-believe playdate better than most. You might remember Thief as a scary game; I certainly remember holding my breath as stone-faced guards robotically stomped past me, swallowing air as I made a mad dash through the lights and cowering in a corner as enemies try to sniff me out. That fear is a special kind of thrill and it’s still here, only amplified in VR.

    At one point I laid on my back, teeth sunk into my bottom lip as I inched away from an approaching guard, praying he didn’t stumble over my feet. In that moment, I was really there, lying on that dank stone path, and I felt alive. It only takes a few whacks with a sword to finish you off, so you’re constantly afraid of bumping into enemies. Fortunately you can save whenever you see fit, which staves off frustrations.

    One brilliant addition to the formula is the ability to climb almost any surface using the tried and true mechanics seen in games like The Climb. In busy rooms, you might spot ceiling beams that allow you to slip by with much greater ease, or choose an ideal vantage point to pick off an exposed enemy with the recently-added bow and arrow.

    Archery fits into the game’s Early Access build

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  • Skyrim VR, Rick and Morty Conquer PSVR July Charts
    Skyrim VR, Rick and Morty Conquer PSVR July Charts

    July’s PS Store charts are in, and they’re pretty standard in both the US and EU.

    Skyrim VR takes the top spot in Europe, whilst Rick and Morty: Virtual Rick-Ality claims the crown in the USA. Both lists are largely filled out with the usual suspects like Job Simulator, Batman: Arkham VR and Superhot VR. Both the EU and US stores enjoyed sales with big discounts on some of these games over the past month so it’s not surprising to see so many familiar names crop up.

    Special shoutout goes to Tarsier’s brilliant little puzzle oddity, Statik, which just makes it into the 10 spot in the US.

    Undoubtedly the biggest PSVR release last month, The Persistence, comes in at 7 on the EU chart but didn’t even feature in the US chart. Don’t forget that the game was also available on disc, though, and could actually be found cheaper physically than it could digitally, so we wouldn’t be surprised if this played a part in the results.

    August is a big month for PSVR, with three big games launching in the last week in Firewall, Torn and Bow to Blood. They won’t have long to make an impact on the charts, but hopefully they can produce some varied results for a change.

    Tagged with: Rick and Morty: Virtual Rick-Ality, Skyrim VR

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  • Metastage Is A New Mixed Reality Capture Studio In LA
    Metastage Is A New Mixed Reality Capture Studio In LA

    The next mixed reality studio to partner with Microsoft’s Mixed Reality Capture technology is opening today in Los Angeles, California.

    Metastage, as the venue is called, comes fully equipped for volumetric capture, using a range of cameras fitted to a circular rig to record real life and turn it into a virtual asset with ease. The system could take an actor’s performance, for example, and then stitch the images it’s taken together to quickly produce a 3D model of that same person, accurately reproducing every step of their performance inside the rig. You can then import that asset into a VR app to bring a realistic-looking virtual human into your experience in no time, or even bring it to AR headsets like HoloLens to put digital people in the real world.

    There are several examples of great VR apps already using volumetric capture, like the Natural History Museum’s Hold the World, which has you face-to-face with a virtual version of Sir David Attenborough. Blade Runner 2049: Memory Lab, meanwhile, puts you deeper into the sci-fi universe with believable characters.

    Metastage is the first mixed reality studio to partner with Microsoft in the US and the fourth venue of its kind overall. Microsoft has official centers in San Francisco and Redmond, while last year we got a look inside Dimension, the first studio to partner with Microsoft and the only one of its kind in London.

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  • Hands-On: Blind Is A Clever Puzzle Game That Challenges Your Senses
    Hands-On: Blind Is A Clever Puzzle Game That Challenges Your Senses

    For a medium that immediately and powerful overwhelms your eyeballs, there is a surprising amount of content being created to explore blindness. From Notes on Blindness, a touching and beautifully narrated collection of short stories and Hotel Blind, to Stifled, a striking horror game in which you can only see by the use of sound (whether it be your own microphone or throwing objects in the game world) there’s some good content out there. But the upcoming VR exploration/puzzle hybrid adventure, Blind, is both aptly titled and cleverly produced.

    At the start of the game the main character is in an awful car accident that seemingly renders her blind. You spend the first few moments feeling your way around a dark, lonely mansion (as in literally reaching out and patting surfaces to create reverberations so you can see where you’re going) until you finally come across a record player with a sophisticated, yet creepy, man’s voice coming out of it — directed at you.

    Throughout the course of the game you’ll have to solve puzzles as you explore the sinister mansion in your quest to uncover what’s happened to you (and your brother) as well as how to get out.

    Blind touches on a lot of subjects. Not only is it a poignant story of loss and loneliness, but it provides a creative simulation of what it might be like to live without sight if you had the ability of echolocation via a heightened sense of hearing — or basically how Daredevil can see what’s around him through the use of sound.

    Not far into Blind you get a walking stick that can be used to tap on areas of the environment and create sound waves the erupt outward and echo across objects. It’s a satisfying visual to see the world light up around you in black and white and feels great to use. If you tap too frequently or loudly then the sounds can overwhelm you and ring in your ears while turning your environments into visual white noise.

    I’ve obviously never had to deal with the complete loss of sight in my life so I can’t speak to the accuracy of the simulation, but from a gameplay perspective it works well. In Stifled you use a very similar tactic to explore environments in what amounts to essentially an elongated, survival-horror-themed game of hide-and-seek, but in the case of Blind, it’s mostly just a puzzle game.

    That’s not to say that the sudden rumblings of thunder or unexpected noises didn’t make me jump from time to time, but Blind is very much not a horror game. It’s more aptly described as a dark, unsettling location for a series of loosely connected puzzles strung together by a serviceable narrative.

    Visually, although minimal, Blind is gorgeous. It’s basically a black and white art style, but the way the sounds light up the environments and subtly flutter in and out of your sight is expertly crafted. Depending on the type of surface you tap with your cane — and

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  • Electronauts To Get Free DLC Adding Music With More Genres
    Electronauts To Get Free DLC Adding Music With More Genres

    We love Electronauts, Survios’ new VR music app that puts you in the role of a virtual DJ. But, as we said in our impressions last week, we’re not the biggest fans of the app’s tracklist, which only consists of dance music. Good news, then: more genres are on the way.

    Survios itself said as much in a recent Ask Me Anything session on Reddit. “Yes, we have many more songs lined up for periodic release via free content updates,” a member of the development team replied when asked about DLC for the game. “Expect not only more music, but a wider variety of genres and styles… plus some more big headliners too. We’re really excited about the tracks we’re currently working on for future release.”

    Elsewhere the team promised that there were “quite a few” hip hop songs on the way to the game later this year, including classic tracks and current hits. No dates on when any of it will arrive, but it’s a promising start.

    Visually, much of the game looks like the ultimate rave right now. If Survios is adding in new songs from different genres, then we’re hoping the visual style can be mixed up a bit too. It would also be great to see some new kinds of interactions for new kinds of music.

    Electronauts is available now on Rift, Vive, Windows and PSVR VR for $19.99.

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  • OrbusVR: Reborn Is A ‘Ground-Up Re-Imagining’ Of The VR MMORPG With New Classes And Content
    OrbusVR: Reborn Is A ‘Ground-Up Re-Imagining’ Of The VR MMORPG With New Classes And Content

    Today via Reddit, the OrbusVR development team revealed that the VR-exclusive MMORPG is getting a massive overhaul for the start of 2019. Known simple as OrbusVR: Reborn, the overhaul is part expansion and part relaunch for the indie MMO.

    Reportedly, OrbusVR: Reborn will not only include four brand new character classes (Bard, Shaman, and two others that aren’t revealed yet) but will also feature robust new avatar customization options, all-new enemies, new areas, new activities, upgraded PvP systems, a better new player experience, and a much more detailed art style. The new visuals retain the low-poly look of the game’s current style, while adding more detail and nuance to the environments. The team is also aiming for improved stability and performance as well. It looks like a significant upgrade across the board.

    https://orbusvr.com/images/RBSS3.mp4

    OrbusVR is an indie VR MMO that does a lot right, but is still very much a work-in-progress. Its ambition is admirable and it has a lot going for it and seeing a developer so dedicated to ironing out issues is relieving. When I spent time with it I found myself enamored with the combat system, particularly memorizing actual combos with the Warrior, and shooting arrows as the ranged Archer class. Now with four more classes on the way it’s about to get even more interesting.

    The Bard class will have control over small orbs to conduct a “mini orchestra” and provide support to the party as a whole. “By keeping in-sync and choosing the right instrument at the right time, you can support your party members, heal your allies, weaken your enemies, and even deal a little damage of your own,” reads the website. Whereas the Shaman is all about dealing damage with high-powered magic and large totems that spread effects throughout the battlefield.

    According to the announcement website, “enemy AI has been vastly improved, and enemies will now dodge incoming projectiles, retreat and seek help, and choose between rushing the player or hanging back at a distance depending on the situation,” which all sound like very good updates. As it stands currently, they’re very much of the “stand there and get hit” variety.

    In addition, the announcement site promises a wide range of new activities as well to complement all of the existing dungeons, quests, and other content. Namely, they’re introducing airship adventures for parties, dragon pet racing, and a multitude of public events in the game world. They’re also introducing a level-scaling system for non-endgame content, similar to what’s in The Elder Scrolls Online. This is all on top of brand new dungeons, raids, and gear.

    In a comment on the Reddit thread, the developer explained the focus of revamping the new player experience: “

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  • Seven VR Titles Nominated At This Year’s Emmy Awards

    VR continues its mainstream invasion as a new pack of virtual content makes its way to the prestigious award ceremony. This September the Primetime Emmy Awards will celebrate its legendary 70th anniversary, once again honoring the absolute finest in U.S. television entertainment. For the last two years, VR content has managed to quietly infiltrate its

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  • Prey: Typhon Hunter Add-On Will Include Three VR Escape Rooms And Competitive Hide-And-Seek
    Prey: Typhon Hunter Add-On Will Include Three VR Escape Rooms And Competitive Hide-And-Seek

    Back at E3 2018 we went hands-on with both new VR adaptations from Bethesda in Wolfenstein: Cyberpilot and Prey: Typhon Hunter. While Cyberpilot faltered a bit with its mindless, repetitive wave-based combat, Typhon Hunter caught us by surprise with meticulously detailed environments and well-paced puzzle solving. It was basically an elaborate, Prey-themed escape room experience. We liked it so much in fact that we picked it as our favorite HTC Vive game at the show.

    Now this past week in Dallas, TX at the annual QuakeCon event, press got the chance to go hands-on with both titles once again, but this time it looks like a few more details were gleaned from developer discussions.

    According to Polygon, Ricard Bare, lead designer at Arkane, developers of Prey, said that the VR title will ship with three escape rooms, all of which will be playable in VR instead of just the single room. Each area will take anywhere from 30-60 minutes to complete. Enemies won’t attack you here and it’s not randomly generated at all, so you can just focus on unraveling the layers of intricate puzzles.

    The other game mode featured in Typhon Hunter is on the polar opposite end of the gaming spectrum as a sort of competitive hide-and-seek mode where one player takes on five other players that are all acting as shape-shifting mimics in the game world. This mode will also support VR, although it’s unclear if the VR player is forced to portray Morgan, the protagonist, a mimic, or if they can pick just like a non-VR player would be able to do. Hopefully it also features cross-play between VR and non-VR players like in other titles, such as VRChat.

    As a part of Bethesda’s mission to continue supporting VR when it makes sense, Typhon Hunter is scheduled to release later this summer (that means soon!) for anyone that purchased Prey’s Mooncrash single-player non-VR DLC. Hopefully we get a firm date soon. Let us know what you think of how that sounds down in the comments below!

    Tagged with: Arkane, Bethesda, Prey, Quakecon, Typhon Hunter

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  • Community Download: What Is VR Gaming Missing Most Right Now?
    Community Download: What Is VR Gaming Missing Most Right Now?

    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. 

    It’s been a while since we’ve posted a new Community Download! Several months, in fact. This used to be a weekend series but we’re reviving it for Mondays so that we can keep the discussion going all week long. Look for new topics each and every Monday for now on.

    Since all of the major headsets have been out for a while now (about 2 1/2 years for Rift and Vive, over that long for Gear VR/Oculus mobile store, almost two years for PSVR, and so on) the market has done a lot of growing up. We’ve seen our fair share of zombie games, naturally, lots of great simulation games, multiplayer releases are really getting their footing lately, and there are some great new games on the horizon for the rest of this year.

    But out of everything that we do have, we’re still missing a lot. We don’t have anything truly on the scale of the Oasis from Ready Player One yet, there isn’t a fully-featured MMORPG for VR quite yet even if Orbus VR is a step in the right direction. Games like Skyrim VR and Fallout 4 VR are huge and awesome, but they weren’t made for VR.

    So out of all the things that we still don’t have: What do you think VR gaming is missing most right now?

    Everyone will have a different answer to this question and I’m genuinely curious what you all are looking for next as the market continues to grow. Let us know your answers down in the comments below!

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  • Most VR Pros Believe Adoption Is Still Limited By Cost And Lack Of Content
    Most VR Pros Believe Adoption Is Still Limited By Cost And Lack Of Content

    A survey conducted by VR Intelligence and SuperData questioning nearly 600 VR and AR professionals offers a glimpse into the health of the industry and its overall direction.

    One question asked about the major barriers to mass consumer adoption of the technology, with 62 percent of respondents saying lack of content was a barrier in 2017. This year, only 52 percent of respondents listed that as a concern. Likewise, the share of respondents who thought the price of HMDs was a barrier to increased adoption dropped from 60 to 52 percent from year to year. Respondents also listed usability, size/design and lack of consumer awareness as significant barriers to adoption both years, but overall sentiment didn’t change much year to year regarding those.

    “The change in opinion on pricing is most likely a reflection of the price drops from major headset manufacturers like HTC,Oculus and Google; while developments in content creation are starting to alleviate this particular barrier to adoption,” the report states. “Additionally, standalone devices like Oculus Go and Lenovo Mirage have brought down the entry point price of high-quality VR as they do not require a console or powerful PC.”

    VR Intelligence is the organization behind the VRX series of events, the next of which will be held Dec. 6-7 in San Francisco. The survey covers a number of questions surrounding specific use cases for VR and AR and how businesses are thinking about investing in those areas. One data point indicates that proving there would be a return on investment remains the biggest concern to overcome in convincing businesses to start using VR or AR tech.

    The full report covers a number of subjects, including growth by business area over the past 12 months, and whether that growth met expectations, as well as the relative priority of VR and AR to their businesses over the next year. You can get the full report here for free.

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  • Watch David Hasselhoff Drive KITT From Knight Rider In New 360-Video
    Watch David Hasselhoff Drive KITT From Knight Rider In New 360-Video

    The Gumball 3000 is a 3,000-mile car rally that happens every year from London to Tokyo featuring a wide multitude of celebrities driving across the world and making pit stops. From the likes of Usher and David Hasselhoff to Ken Griffey Jr. and more, it’s a star-studded event.

    This year Finger Food Studios teamed up with LNG Studios to create an episodic series of 360-degree videos chronicling the rally dubbed “A Gumballer’s Journey.” The videos take viewers on a ride both along the street at pit stops and inside the vehicle with featured celebrity guests.

    You can watch the first two entries in the series right now on the Gumball 3000 Facebook page here (Episode 1, featuring Gumball 3000 founder, Maximillion Cooper) and here (Episode 2, featuring David Hasselhoff, wife Hayley Roberts, and KITT from Knight Rider.) Both videos are available in 4k at those links and can also be viewed in VR via Rift, Vive, Gear VR, PSVR, or Go. Both episodes can also be found over on LNG’s YouTube, so pretty much anything that can access YouTube in VR is good to go.

    In the second video Hasselhoff reminisces about KITT and how even though it isn’t the actual original car from Knight Rider, it feels extremely accurate even while adorned with logos and sponsorships.

    We’ve got it embedded right here for you to see as well:

    You’d be hard-pressed to put a 360-degree video in front of me in 2018 and elicit any sort of reaction other than “meh” but getting to sit inside the cockpit of KITT alongside David Hasselhoff is certainly  a step in the right direction. These sorts of videos are at their best when they show viewers things that they’d otherwise never get to see from a new perspective and this one definitely qualifies.

    Let us know what you think down in the comments below!

    Update: Fixed two typos and added more context on how to watch the videos.

    Tagged with: David Hasselhoff, Finger Food, Gumball 3000

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