• Hands-On: Furious Seas Is An Exciting VR Pirate Sea Battle Simulator
    Hands-On: Furious Seas Is An Exciting VR Pirate Sea Battle Simulator

    If you can think of something you’d want to do in a video game or fantasy life, then chances are there’s a VR app out there for you. Furious Seas, a new Early Access game from Future Immersive, was custom made for swashbuckling pirate fans: a pirate ship combat simulator that’s light on realism and heavy on fun.

    I’ve never considered myself a “big fan” of pirate stuff by any means, but I’d call you crazy if you ever went to Disneyland and didn’t ride the Pirates ride at least once…or twice if it’s really hot outside. In this VR game you get to be the Jack Sparrow of your very own ship as you steer across the open seas and blast cannons at enemy pirates that besiege you from all directions.

    Furious Seas is a thrilling game, no doubt. The water effects are absolutely gorgeous and I never once felt sea sick or motion sick while standing at the helm of my ship. In fact, I might even go so far as to say that this is the best looking water I’ve seen inside of a VR headset to date. Sorry, Skyrim VR.

    As of now there are only three chapters. Each chapter consists of setting sail, fighting a few pirates, then taking on a boss ship at the end of the chapter. As the captain you can’t move around the ship at all, but instead are stuck at the helm behind the wheel.

    To steer you have to actually physically spin the wheel around in whichever direction you want to go and two bells above your head tell the crew to either slow down or speed up. It’s a good system, but since you don’t need to worry about wind direction at all it feels a bit like you’re steering a slow-moving tank rather than an actual boat.

    Combat actually had a bit of nuance to it that I didn’t pick up on until I was in the middle of the third chapter. When you grab a cannon to shoot, the crew on that side of the ship will also shoot their cannons. If they’re ready and able, your trajectory indicator will be wider — to show the full breadth of all four or five cannonballs. If they’re not ready yet, then it’s a single straight line to show just your personal cannon.

    You can shoot your own cannon very quickly, but the crew has to reload between shots. Since this is just a single player game right now your crew interactions are quite limited, but there is a ton of potential to expand on the system. If you could have different crew members with different abilities/perks (such as faster reload speed, larger cannonballs, different types of cannonballs, etc) that’d help with the depth and customization a lot. I’d love to see actual ship customization features and various mission types (like treasure hunting, cargo delivery, etc) to mix things up.

    The voice over quality, across the board, is pretty low. Both the quality of the

    The post Hands-On: Furious Seas Is An Exciting VR Pirate Sea Battle Simulator appeared first on UploadVR.

  • Nickelodeon In Development Of VR/AR Animated Series ‘Meet The Voxels’

    Nickelodeon’s Entertainment Lab sets its sights on their first VR/AR animated sitcom using virtual cinema technology. With a second screen AR experience, a multiplayer SlimeZone VR game, and a live Teenage Mutant Ninja Turtles VR Interview Experience at Comic Con, Nickelodeon’s Entertainment Lab has been working overtime to develop VR & AR experiences centered around

    The post Nickelodeon In Development Of VR/AR Animated Series ‘Meet The Voxels’ appeared first on VRScout.

  • Hands-on with Mario Kart Arcade GP VR: Leave Your Red Shells at Home A great start for Mario Kart in VR, but far from a pole position finish.
  • VR League Season 2 Finals Officially Slated For Oculus Connect 5
    VR League Season 2 Finals Officially Slated For Oculus Connect 5

    If I’ve learned anything over the past couple of years, it’s that VR is very likely the future of esports. Competitive gaming has taken the world by storm and it’s exciting to watch masters of their craft expertly play the hottest video games, but when you can see someone physically competing in virtual reality, it’s even better.

    Earlier this year Oculus, Intel, and the ESL teamed up again for Season 2 of the VR League with $220k in total prizes on the line and $120k total just for OC5 Finals. Now, the VR League Finals are coming up soon with live competitions at Oculus Connect 5 from September 26th – 27th at the San Jose McEnery Convention Center. Live coverage of the VR League Finals will begin at 11:30AM PT on September 26th on Facebook, Twitch, and YouTube. The first day will feature Onward and The Unspoken with day two dedicated to Echo Arena and Sprint Vector.

    For Onward, competition has been heating up lately as VR League has partnered with VR Master League. One team has already secured a spot for the OC5 Finals through their domination at the Onward Invitational and starting on August 11th, the VR Master League will run its open qualifier tournament to award two teams spots at the Finals. The fourth and final team slot will go to the winner of the September 2nd Onward Last Chance Qualifier, which will be hosted live at ESL Studios in Leicester, UK. More details on all thins Onward here.

    Half of The Unspoken’s lineup for OC5 finals is already set, after an initially shaky period of uncertainty of whether or not it would even be included in VR League. The remaining four slots will go to competitors from the World Finals Qualifier on August 18th (following the preceding Last Chance Qualifier on August 14th). More details on The Unspoken here.

    There are still lots of chances to qualify for Echo Arena, including the Stage 3 Finals, Last Chance Qualifier, and World Finals Qualifier across multiple regions. And for Sprint Vector, rankings haven’t even happened yet. On August 17th during the World Finals Qualifier, the top eight players (based on points) will be selected to compete on-stage in San Jose for the VR League Finals. More details for Echo Arena and Sprint Vector can be found at each link.

    Seeing a VR platform manufacturer like Oculus continue to not only support — but invest in — the competitive VR esports landscape is extremely exciting. Hopefully this leads to more competitions down the line, including a VR League Season 3 for next year.

    To stay up to date on the latest with the VR Leage, make sure and follow their official Facebook and Twitter profiles. Let us know what you think of how the competitions have been thus far down in the comments below!

    Correction: We fixed a typo that originally stated the wrong prize pool amount.

    Tagged with: Echo Arena, ESL, eSports, Intel, oculus, onward, sprint vector, The Unspoken, VR League

    .special-buttons > * { text-align:left !important; }

    The post VR League Season 2 Finals Officially Slated For Oculus Connect 5 appeared first on UploadVR.

  • Canada Market Opens Up for In Virtuo The Government of Canada is providing $40,000 in funding to virtual reality company to treat anxiety disorders.
  • Disney Animation’s First VR Project ‘Cycles’ Debuts Next Month

    The VR short will take us beyond life as we know it. After nearly a decade of animated short films, this year Disney will premier its first ever virtual reality short film titled Cycles at Siggraph in Vancouver Canada. Addressing the topic of what’s held in the span of a lifetime, the Cycles VR experience will

    The post Disney Animation’s First VR Project ‘Cycles’ Debuts Next Month appeared first on VRScout.

  • Facebook Built A Camera System To Capture Mirrors
    Facebook Built A Camera System To Capture Mirrors

    SIGGRAPH is just around the corner so that means research groups like Facebook Reality Lab are starting to reveal some of their cutting edge work. The latest from FRL (formerly Oculus Research) demonstrates a method to capture the appearance of mirrors from the real world.

    The new research opens up the door to capturing the look of complex real world environments which feature mirrors and reflective surfaces. Mirrors are the enemy of a number of computer vision applications and if Facebook’s research could be used to help solve that problem it might ultimately lead to a number of useful applications.

    “Mirror and glass surfaces are essential components of our daily environment yet notoriously hard to scan. Starting from the simple idea of robustly detecting a reflected planar target, we demonstrate a complete system for robust and accurate reconstruction of scenes with mirrors and glass surfaces,” the report reads. “Given the ease of capture, our system could also be used to collect training data for learning-based approaches to detect reflective surfaces. Besides our core application of scanning indoor scenes, we envision multiple extensions and applications.”

    The system finds mirrors by looking for a target that is on the camera rig, then refines the shape of the mirror by analyzing various features of the image.

    “Our key idea is to add a tag to the capture rig that can only be observed when the camera faces a mirror or glass surface,” the report reads.

    The most obvious application is easier to capture environments that are more realistic to experience in VR. The research could enable representations of real world locales to more realistically mix with digital elements, like your avatar, even if there are a number of mirrors and reflective surfaces.

    “Mirrors are typically skirted around in 3D reconstruction, and most earlier work just ignores them by pretending they don’t exist,” Research Scientist Thomas Whelan said in an Oculus blog post. “But in the real world, they exist everywhere and ruin the majority of reconstruction approaches. So in a way, we broke the mold and tackled one of the oldest problems in 3D reconstruction head-on.”

    Tagged with: Facebook Reality Labs

    .special-buttons > * { text-align:left !important; } FacebookTwitterRedditMore

    The post Facebook Built A Camera System To Capture Mirrors appeared first on UploadVR.

  • Massive New End Space Update Upgrades Game Across All Platforms
    Massive New End Space Update Upgrades Game Across All Platforms

    End Space, one of the best single player-focused VR space shooters we’ve played yet, is getting a huge update today across all platforms. Whether you’re playing on PC VR via Rift or Vive, on PSVR, or even on mobile with the Go or Gear VR, this update has something for you.

    In an email from Justin Wasilenko of Orange Bridge Studios, the creators of End Space, he explains the massive “Collective Update” as follows:

    We have taken all the feedback received over the last months, plus all the updates we made when releasing the game for Steam and are releasing one big ‘Collective Update’ to Oculus Go, Oculus Rift, HTC Vive, and PlayStation VR.

    Specifically on PC we made the graphics better, the sound better, better support for HOTAS controllers, and better AI. All these changes make End Space a much more enjoyable and fun game. On top of that End Space will now be a cross buy title on Oculus Home. If you pick it up on the Oculus Rift, you will receive a free copy for the Oculus Go as well.

    For the full rundown on every change you can check out the complete patch notes for Update 1.0.4 right here. Let us know what you think of this and the game itself down in the comments below!

    Tagged with: end space, Orange Bridge

    .special-buttons > * { text-align:left !important; } FacebookTwitterRedditMore

    The post Massive New End Space Update Upgrades Game Across All Platforms appeared first on UploadVR.

  • Enter the Subconscious with Mind Labyrinth VR Dreams New PlayStation VR trailer for uplifting VR experience Mind Labyrinth VR Dreams now available.
  • New Mirror Reconstruction Technology Revealed by Facebook Reality Labs Mirror, mirror on the wall, does this reflection look true at all?
  • Chicken Dinner: How Virtual Battlegrounds Aims To Be The Ultimate VR Battle Royale Game
    Chicken Dinner: How Virtual Battlegrounds Aims To Be The Ultimate VR Battle Royale Game

    When a game vanishes off the face of the Earth for over six months after an initial reveal, it’s usually a bad sign. But in the case of Virtual Battlegrounds, an upcoming VR battle royale game from developer Cyberdream, they were just working hard on their game for eight months. A lot has happened in that time.

    The last time we covered Virtual Battlegrounds, the idea of a VR battle royale game was still unique. Stand Out existed already, but it was in its infancy and there wasn’t even a peep about Rec Royale or Do or Die VR yet. Now, the VR landscape is very different and it’s going to be tough for the small indie developer to still make a splash with their ambitious take on the genre.

    This article will be focused mostly on my own hands-on impressions. If you want to see footage of the game and hear what the developer has to say, you can watch our feature video above.

    The Difference Makers

    If Cyberdream wants Virtual Battlegrounds to be successful, it has some stiff competition. On the one hand there are all of the existing battle royale games outside of VR that have made significant names for themselves, primarily being PlayerUnknown’s Battlegrounds (PUBG) and Fortnite, as well as others like Realm Royale and H1Z1. These titles are where the genre got started and where it’s been popularized. Just simply making a VR version of that concept isn’t really enough. People expect more than copy-paste developers.

    Then on the other hand we’ve already got a few VR battle royale games on the market. There’s Rec Royale, a game mode in the free-to-play social VR platform, Rec Room, that’s got a ton of players across PSVR, Rift, and Vive, and we’ve got Stand Out: VR Battle Royale, arguably the first VR battle royale game to make a splash. There are others, but those are the main two.

    After playing an in-development build of Virtual Battlegrounds while visiting Cyberdreams’ Orlanda, FL studio, clearly the most significant two ways they plan to differentiate themselves are: 1) map size/scope, and 2) physicality of gameplay.

    The map itself in Virtual Battlegrounds is a massive 4km x 4km playspace with several landmarks, cities, villages, and a variety of terrain features and elevation. For those paying attention, that’s actually the same size as PUBG’s third, smaller map. But in VR, it feels enormous.

    Standing on the loading ramp at the back of the helicopter as it flies over the map the sheer sense of scale really sets in. In a game of Stand Out or Rec Royale you can easily get to pretty much any corner of the map when you jump out no problem, but depending on your spawn point, you may not see entire sections of Virtual Battlegrounds for a while. The map is just simply huge.

    Right now they’ve got the game optimized for 24 players at a time, with some bots, but are aiming to up that number to about 32 players at a time

    The post Chicken Dinner: How Virtual Battlegrounds Aims To Be The Ultimate VR Battle Royale Game appeared first on UploadVR.

  • You Could Win Up To $2,000 In The Archangel: Hellfire Open Tournament
    You Could Win Up To $2,000 In The Archangel: Hellfire Open Tournament

    Strap into your cockpit and buckle up: the first Open Tournament for Archangel: Hellfire is officially underway. As of July 31st and through tomorrow, August 3rd, pre-qualification matches are happening for Archangel: Hellfire online.

    All you have to do to qualify for the actual tournament this weekend (8/4 – 8/5) is be really good at the game, basically. The top 16 players (based on their win/loss ratio and kill-death-assist ratio) will be selected for official tournament matches. All matches will be single elimination style 2v2 team deathmatch, which is the game’s core PvP game mode. The rules also specify “anyone may be your wingman, excluding players already qualified for this Tournament.”

    Winning teams of this and all other Open Tournaments will receive $500 cash, a Bomber Jacket, and a Mech Trophy.

    Each of the next three weekends will have Open Tournaments like this one (8/4 – 8/5, 8/11-8/12, and 8/16-8/17) that you can enter in to play. Entry is free, you just need to qualify, and the PvP portion of the game itself is free to download and play (Oculus or Steam) for a chance at the prizes.

    Then once those three tournaments are in the books, there will be a Mech Ascent Championship final tournament for the top 4 performers from each tournament. In this round the winning team will receive $2,000 cash, 2 Bomber Jackets, and a Mech Trophy.

    For more details you can visit the tournament info page here, find the game on Steam and Oculus Home, and read our full review for more details. Let us know what you think down in the comments below!

    Tagged with: archangel, Archangel: Hellfire, Tournament

    .special-buttons > * { text-align:left !important; } FacebookTwitterRedditMore

    The post You Could Win Up To $2,000 In The Archangel: Hellfire Open Tournament appeared first on UploadVR.

  • PlayStation VR’s Here They Lie Free This Month for PlayStation Plus Members Download the title for free next week.
  • Sinespace’s New Archimatix Support Enables Real-Time 3D Modeling And Customization While In VR
    Sinespace’s New Archimatix Support Enables Real-Time 3D Modeling And Customization While In VR

    One of the biggest bottlenecks to the lack of large VR worlds is how difficult, tedious, and time-consuming it is to create VR content. Social VR platforms like VRChat, Rec Room, and High Fidelity have done a great job of democratizing the process quite a lot and technically you can play things like Roblox and Minecraft in VR, but it’s not quite the same as a bespoke VR world crafted with VR in mind from the start. That’s where Sinespace is trying to make some progress.

    Sinespace is a social VR world, similar to Second Life, that has native, robust VR support already even in its early beta form. The platform is up and running, users are selling products, making money, and living out digital lives both in VR and on PCs around the world. And now creating things inside that platform, without even leaving VR, has become easier than ever through the power of Archimatix.

    Archimatix is a node-based modeling extension for Unity that enables “full parametric modeling and dynamic, multi-user creation” that’s incredibly intuitive and easy. I recently checked out a real-time live demo of Archimatix in action, while wearing a VR headset inside of Sinespace, and was surprised by the results. Within minutes we were scaling a large palace into different shapes, sizes, and designs.

    What’s notable about Archimatix is that it doesn’t just stretch or extend a texture to fit your specifications, it’s actually dynamic. So for example you could drag the node on a chair horizontally and the model would adapt to the new size, replicate textures and designs, and make it look nice in real-time. Suddenly, you’ve got a digital piece of furniture that looks like it was always supposed to be a bench and isn’t just a stretched-out chair.

    Everything from terrain, to structures, to entire zones that people visit can be adapted while you’re inside your headset and with other people around helping out. It feels a bit like you’re all a bunch of all-powerful Gods shifting and shaping the world at your will.

    If you want to try it out, new users need to create a free Sinespace account and then download and install the Creator Preview release version of the game here. Once you launch Sinespace, click Home and go to your free private space to start tinkering. You can find some free starter items in the Shop as well.

    What do you think of this news? Let us know down in the comments below and check out the Sinespace Discord channel for more on the growing community.

    .special-buttons > * { text-align:left !important; } FacebookTwitterRedditMore

    The post Sinespace’s New Archimatix Support Enables Real-Time 3D Modeling And Customization While In VR appeared first on UploadVR.

  • Firewall Zero Hour Developers Release Overview Video First Contact Entertainment provides some insight into upcoming PlayStation VR shooter.