• DigiLens raises $25 million For Automotive Holographic Display
    DigiLens raises $25 million For Automotive Holographic Display

    DigiLens of Sunnyvale, California announced today that it has raised $25 million from Continental, a German technology company interested in the automotive application of the startup’s holographic display technology.

    The deal will give Continental an 18 percent stake in DigiLens. The two companies are now jointly developing “a waveguide head-up display” (HUD) for cars. The waveguide technology also has potential for aviation and motorcycle helmets, the companies said in a press release.

    The partners claim the augmented reality display increases the typical field of view for a driver while reducing the size of components needed.

    “By reducing the size of head-up displays, this waveguide technology truly holds the potential to revolutionize the market,” said Thorsten-Alexander Kern, head of HUD product development at Continental and a member of the DigiLens board of directors, in a statement. “Seeing the first promising results, we are happy that we could increase our investment in DigiLens and further work together in order to bring this exciting technology on the road.”

    DigiLens has now raised a total of $60 million.

    This post by Chris O’Brien originally appeared on VentureBeat. 

    Tagged with: DigiLens

    .special-buttons > * { text-align:left !important; } FacebookTwitterRedditMore
  • VR RTS Skyworld Is Free This Weekend, Including New Lost Worlds DLC
    VR RTS Skyworld Is Free This Weekend, Including New Lost Worlds DLC

    Skyworld, despite its flaws, at least does something a bit different in the VR gaming space. Instead of focusing on blood, gore, and guns (like Vertigo’s other game, Arizona Sunshine, and the rest of the VR market) Skyworld takes a decidedly whimsical approach in delivering an approachable RTS-lite experience.

    For fans of the genre that haven’t had a chance to check it out yet or want something to shake up their Brass Tactics sessions, you can play Skyworld totally for free this weekend on both Steam and the Oculus Home store. That means Rift, Vive, and Windows VR all get free access.

    The free period is already active right now and lasts until Sunday, May 20th, at 1PM PT. If you like it enough, you can purchase it for 50% off during this period to retain access. That sale ends on May 21st.

    Additionally, the newly released Lost Worlds DLC (shown above in the trailer) is included as well, which adds two new worlds to the game to further expand its content.

    For more on Skyworld, read our full review. Let us know what you think of this news down in the comments below!

    Tagged with: Skyworld, Vertigo Games

    .special-buttons > * { text-align:left !important; } FacebookTwitterRedditMore
  • How To Download And Install New Custom Songs On Beat Saber
    How To Download And Install New Custom Songs On Beat Saber

    While we patiently wait for official (and free) DLC, the alpha version of Beat Saber’s level editor will have to do for now. Thankfully, it’s not too difficult to download and import tracks that users have created for the time being, even if it’s not officially supported.

    We livestreamed a bunch of custom-made songs for an hour yesterday, so you can check that video out down below (I specifically recommend Take On Me, which you can see me complete on Expert after three tries at 53:48) –

    Getting Beat Saber to work with custom songs is simple:

    Download this plugin from GitHub. Unzip the contents directly into your Beat Saber folder. If you’re playing on Steam then it’s probably under \steamapps\common\Beat Saber\ in your director, or if you’re on Oculus Home it’s likely under \Oculus Apps\Software\hyperbolic-magnetism-beat-saber\. Drag the Saber.exe file ontop of the IPA.exe file and drop it. This will initialize the plugin. Leave everything else the way it is.

    If you get stuck, there is a handy-dandy ReadMe file in the .zip you’re supposed to download from step one, so just check that.

    Now to actually install new tracks, you need to visit Beat Saver, which is a community-ran website with tons of songs ready to download. Be warned that many of these tracks don’t fit the game well or have really poor mapping. Sorting them by most played or most downloaded helps filter out the stinkers.

    Once you download a song just drag and drop its entire folder into the CustomSongs folder that should be in your Beat Saber directory now. From there, you should be good to go!

    What are some of your favorite custom tracks so far? Let us know down in the comments below!

    Tagged with: Beat Saber

    .special-buttons > * { text-align:left !important; } FacebookTwitterRedditMore
  • Blood, Bugs, and Bullets Looks Like Starship Troopers VR
    Blood, Bugs, and Bullets Looks Like Starship Troopers VR

    I’m all for campy stuff. When done correctly, cheesy humor that doesn’t take itself too seriously can bring out plenty of smiles in even the most jaded of gamers. While it’s hard to tell for sure based on a single trailer and email summary, it certainly sounds and looks like Blood, Bugs, and Bullets, or B3 for short, from 4 | Lab (the same team that brought us the decidedly silly Drunk or Dead) could fit the bill.

    If the name didn’t give it away already, B3 is a shooter with lots of blood, bugs, and bullets. From what we’ve seen I’m getting a very strong Starship Troopers meets Earth Defense Force vibe, which is great, because too many VR games are aiming for ultra-realism these days.

    In B3 you’ll gun down countless giant bugs and aliens in your quest to rid the world of the disgusting scum. The game is also designed to be a cooperative affair so you don’t have to go it alone when facing down the swarms.

    B3 is currently in a Closed Alpha state with two playable story missions that vary between attacking and defending. It’s leaning hard into the lighthearted retro-futuristic vibe, which certainly helps play up the Starship Trooper comparisons.

    Currently it’s slated for a Fall 2019 full release, which hopefully means Early Access or a Beta of some kind before then later this year or early next year. It’ll have support for Rift, Vive, and Windows VR headsets.

    What do you think based on what you’ve heard so far? Let us know down in the comments below!

    Tagged with: and Bullets, B3, Blood, Bugs

    .special-buttons > * { text-align:left !important; } FacebookTwitterRedditMore
  • Beat Saber Livestream: Playing Dozens Of Custom Downloaded Songs
    Beat Saber Livestream: Playing Dozens Of Custom Downloaded Songs

    Now that users can mod in their own custom songs for Beat Saber (lots of them are uploaded to Beat Saver for easy access) the game’s already starting to feel more robust. When it launched with just 10 tracks it was still an easy recommendation, but now it’s only growing to become one of VR’s most exciting, addictive, and varied music games.

    Here’s our full Early Access review for more about why we love it.

    We’ll be livestreaming Beat Saber on PC using Rift with Touch starting very soon (which means we’ll start at approximately 3:20PM PT) and aim to last for about an hour or so. We’re going to use Restream to hit both YouTube and Twitch at the same time!

    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). We’re also rebooting our Twitch channel too.

    Let us know which games you want us to livestream next and if you want to see more Beat Saber in the future. Comment with any feedback down below!

    Tagged with: Beat Saber, livestream

    .special-buttons > * { text-align:left !important; } FacebookTwitterRedditMore
  • Oculus And ESL Announce VR League: Season 2 With Over $220K In Prizes
    Oculus And ESL Announce VR League: Season 2 With Over $220K In Prizes

    Last year Oculus, Intel, and ESL teamed up to launch the VR Challenge League, the world’s first largescale VR esports event. Now, starting tomorrow, it’s coming back as VR League: Season 2 from Oculus once again in partnership with global esports network, ESL.

    Previously the league only tracked competition in The Unspoken and Echo Arena, but now it’s expanding to include even more games. Starting tomorrow, May 18th, The Unspoken will be the focus of the league, followed by Sprint Vector in June starting on June 4th. Two more titles will be unveiled for prized play in July and August, plus even more games after that.

    Echo Arena will be back on the board starting May 20th for four weeks of competition. In the future, Echo Combat will also be included, the next upcoming iteration of the Echo sports subgenre established by developers Ready at Dawn.

    Finally, the official VR League will also help support the VR Master League and the community surrounding military simulation shooter, Onward, via the Onward Invitational from June 16th – 17th. This Invitational will also contribute proceeds to Stack Up, a charity supporting US and Allied veterans through video games.

    Across all of the competitions VR League: Season 2 features a prize pool of over $220K USD and up to seven total games across five months of competition. The grand finale will be held at Oculus Connect 5 later this year.

    To learn more and sign up to participate, you can head over to the official VR League website. Let us know what you think down in the comments below!

    Tagged with: Echo Arena, Echo Combat, ESL, eSports, VR League

    .special-buttons > * { text-align:left !important; } FacebookTwitterRedditMore
  • ‘Reality Portals’ Allow Real-Time Communication Between The Real World & VR

    SVVR’s first project under their ambitious MULTIVERSE initiative links VR with the real world via mixed reality live events. Since 2013, independent global VR community SVVR has worked tirelessly to develop a thriving global community for VR enthusiasts, developers, professionals, and entrepreneur looking to sink their teeth into immersive technology. The company recently crossed their

    The post ‘Reality Portals’ Allow Real-Time Communication Between The Real World & VR appeared first on VRScout.

  • RED’S Hydrogen Phone Slated For AT&T And Verizon Launch In 2018
    RED’S Hydrogen Phone Slated For AT&T And Verizon Launch In 2018

    Camera maker RED is planning to bring its holographic phone to Verizon and AT&T later this year.

    The Hydrogen One is said to have a display that shows depth without any glasses required, and a PDF on the RED website outlines its planned feature set for around $1,300. That same sheet lists a Q1 planned shipping window, so it is already delayed.

    Facebook recently announced a partnership with the camera maker to design a high-end system capable of capturing volumetric footage. It remains unclear, however, how this phone might fit into the workflows of people using the company’s cameras. RED is working on a new kind of format it calls “4-View” the phone is capable of playing, and the Hydrogen One is designed to be modular and expandable so you just connect new components to change its functionality.

    RED has a strong track record of delivering on its promises, so we are anxious to see what this gadget is capable of when it finally arrives.

    Tagged with: red

    .special-buttons > * { text-align:left !important; } FacebookTwitterRedditMore
  • How Businesses Are Cutting Employee Training Costs With VR

    VR could be the future of employee training, and businesses are beginning to take notice.  It’s no secret that an increasing number of businesses have begun turning to virtual and augmented reality for their employee training needs. One of the primary reasons companies have doubled-down on their use of this immersive technology is its unarguable cost-effectiveness.

    The post How Businesses Are Cutting Employee Training Costs With VR appeared first on VRScout.

  • Compound Goes Back To Basics To Deliver One Of VR’s Most Concise Shooters
    Compound Goes Back To Basics To Deliver One Of VR’s Most Concise Shooters

    When people say VR is still in the PlayStation-era, they usually mean it figuratively; developers are still working out the language of this new medium one game at a time. Bevan McKechnie has taken that analogy quite literally, though, and in the process discovered one of VR’s most concise shooters.

    Compound’s trick is to breathe new life into the basics. It recaptures the revelatory 3D thrills of sneaking around Castle Wolfenstein, hugging a pixelated wall and quickly poking around a corner for a few pot shots at unsuspecting enemies, opening a door and leaping in fright at the sight of an armed goon opening fire, or the relief that comes with discovering a cache of health. But there’s renewed enthusiasm in unearthing the core of the first-person shooter that takes Compound far further than a faithful love letter.

    Its simplicity is key. In this roguelike adventure, you enter the Compound and storm its many levels of randomized enemies, clearing out each floor before progressing to the next. Each time you die you’re sent back to the start with a new layout to tackle. There’s just four weapons to pick up right now, and only two can be taken with you at a time, but McKechnie has wisely strayed away from the tiresome dual-wielding lunacy that’s informed far too many VR shooters over the past few years in favor of reigning it back to one gun at a time.

    Bombastic wave-shooting is replaced with decidedly more methodical combat, then, and it feels like exactly what VR needs. Compound doesn’t want you to aimlessly wave your hands out in front and exercise your trigger finger. It instead sets a slower pace; every bullet fired by an enemy is a large glowing orb that travels at a fraction of the speed of real lead. Light on realism, yes, but incoming attacks carry more threat to them than anything thrown at you in Robo Recall. The game gives you space to breathe and, more importantly, process a firefight rather than rush to overwhelm your senses in an attempt to disguise shallow design.

    Weapons take a similar approach. Each gun has its own reloading system: while the standard laser pistol has a cooldown meter, the shotgun, machine gun and railgun all require you to manually load in a clip and then press a button to ready your next round. It helps set a deliberate pace to the shootouts, and at times forces you to switch between weapons as you push your back against the wall in hopes that enemies run out before your ammo does. In these moments, Compound summons much more of that blockbuster adrenaline than many of its contemporaries can muster.

    Health plays a large part in that, too. Instead of a rebounding meter, Compound gives you hit points that can be replenished by eating burgers, which can be checked on a wrist-mounted UI. Protecting yourself and the past 10 minutes of progress is always on your mind and makes your moves more considered. Rushing in to blast baddies

  • Oculus Says Marvel VR Still Coming 2018 After Avengers Absence
    Oculus Says Marvel VR Still Coming 2018 After Avengers Absence

    Two of the year’s biggest films (Black Panther and Avengers: Infinity War) have come and gone from their premiere dates raking in hundreds of millions of dollars each. Following the relative flop that was DC’s Justice League, Marvel appears to be on top of the cinematic super hero world right now. But despite it all, you’d never know a big, exclusive, Marvel VR game is coming to the Oculus Rift sometime this year (supposedly) unless you just happened to follow the industry more closely than most.

    After being announced almost a full year ago with only a handful of character announcements and a brief Comic Con appearance since, we’d started to worry about the likelihood that Marvel Powers United VR would ever see the light of day. It’s been months of silence after all.

    Marvel Powers United VR is in development by Sanzaru Games, the same team behind other Rift titles like VR Sports Challenge and Ripcoil, in collaboration with Marvel and Oculus Studios. At a recent preview event for upcoming Rift games like Defector we got the chance to ask about Marvel’s status. Specifically, is it still happening?

    According to Mike Doran, Oculus Studios Executive Producer on Marvel Powers United VR, there is no reason to worry:

    “Everyone’s hard at work on MARVEL Powers United VR and we’re looking forward to its release later this year.”

    Unfortunately that’s all they’ve got to say about that. No firm date, no milestones to mention, and no new characters. It feels odd that two of Marvel’s most successful movies to date would release without even a whiff of marketing for Powers United VR attached, but that’s the world we live in.

    Are you still looking forward to Marvel Powers United VR? Fingers crossed we get to see more at E3 next month. Let us know your thoughts down in the comments below!

    Tagged with: marvel, Marvel Powers United VR

    .special-buttons > * { text-align:left !important; } FacebookTwitterRedditMore
  • Cliff Bleszinski Shares Concept Art For Two VR Games From LawBreakers Dev
    Cliff Bleszinski Shares Concept Art For Two VR Games From LawBreakers Dev

    In wider gaming news this week, former Epic Games developer Cliff Bleszinski, best known for his work on the Gears of War series, announced the closure of his independent studio, Boss Key Productions, following the poor performance of the team’s first game, LawBreakers. In the wake of the announcement, Bleszinski has been sharing concept art for other games that studio had hoped to work on, including two VR titles that will likely never be.

    Bleszinski, a noted fan of VR and even an early investor in Oculus, has long been talking about making a game for headsets at Boss Key. In fact, this time last year the developer revealed that he was pitching a full VR game to potential investors, though noted that many were “balking” at the idea.

    Here’s another one, initially planned for VR, codenamed “Rover” but was shaping up to be “DogWalkers” – DOG stood for Destructive Ordnance (on the) Ground.

    Inspired by WW2 tank crews/battles/the movie Fury. 5 v 5 v 5 v 5 v 5 Zoid looking walkers fighting it out in MP.

    — Cliff Bleszinski (@therealcliffyb) May 15, 2018

    This ‘full’ game could have been a project initially titled Rover, as Bleszinski revealed in one tweet. The game was a multiplayer combat experience inspired by World War 2 and would have players pilot giant tanks in massive 25-player battles with five players on five teams. The concept art shows machines that wouldn’t look out of place in a Star Wars movie marching into battle. Only some of the players would pilot these machines while others operate turrets fixed to it and others repair it.

    “The air in the world’s fiction was toxic so any leaks on your walker you’d have to repair quick or get gas masks on etc,” Bleszinski wrote. “Rappel outside to weld legs too, toss wrenches to each other etc…”

    Next up is a decidedly more friendly-looking game called Donuts, which Bleszinski described as a spiritual successor to classic Atari game, Toobin. Players are cast as animals that race downstream on rubber rings. The developer labeled it as Mario Kart on water.

    Here’s the silly/fun one – basically a VR spiritual sequel to Toobin, only everyone are animals – and a way to fight Seasonal Affection Disorder. (Mario Kart on water with animals in VR.)

    Called “Donuts.”

    — Cliff Bleszinski (@therealcliffyb) May 15, 2018

    More art.

    — Cliff Bleszinski (@therealcliffyb) May 15, 2018

    Sadly it looks like these games will never come to fruition. Rover in particular sounds like something that could have really worked in VR. Bleszinski is planning to take some time off from development following Boss Keys’ closure but, as he noted on Twitter, many of these ideas were worked on by the larger team. Perhaps some of these ideas could live on in the future, then.

    Tagged with: Cliff Bleszinski

    .special-buttons > * { text-align:left !important; } FacebookTwitterRedditMore
  • Unreal E3 Awards Return This Year In Partnership With Intel And NVIDIA
    Unreal E3 Awards Return This Year In Partnership With Intel And NVIDIA

    This year at E3 Epic Games will be bringing back the official Unreal E3 Awards. The awards will recognize developers with outstanding achievements in a variety of categories ranging from visual fidelity to originality. Unsurprisingly, your game must be made in the Unreal Engine in order to be nominated for an Unreal E3 Award.

    Nominees will be announced near the end of E3 week on June 14th, 2018, with winners unveiled the following week on June 21st, 2018. Nominees and winners will be selected by the “Unreal Engine marketing and community team” according to a company representative.

    The Unreal E3 Awards will nominate and award winners in five different categories:

    — Eye Candy: This award is given to the most visually impressive Unreal Engine game at E3 2018 and rewards the use of leading-edge graphics that push the medium of interactive entertainment forward. — Most Addictive: This award is given to the experience that people simply can’t put down. Nominees will make players forget about their surroundings and lead to fun-induced sleep deprivation. — Best Original Game: This award is given to the project with huge potential as an all-new IP. Nominees will spark interest not only through gameplay, but through original characters and worlds that are put on full display during E3 2018. — Biggest Buzz: This award is given to the project that creates the most talked about moment of E3 2018. From a major game reveal to an undeniably impressive demo or a major twist that flips the industry on its ear, this award goes to the Unreal Engine team or project that produces the most buzz. — Unreal Underdog: This award is given to the independent team that pushes the limits to achieve an amazing showing for their title at E3 2018. Focusing on not just the product, but the people and process behind it, this award acknowledges a team’s perseverance to make a big splash and stand out from the crowd.

    Winning teams from each category will receive, in addition to the recognition itself, a new GeForce GTX 1080 Ti GPU from NVIDIA and a new Core i7-8700K CPU from Intel. That’s a solid foundation for a powerful VR rig.

    Even though there isn’t a VR-specific category in the awards, I’d imagine that plenty of VR games will see nominations in the Eye Candy and Original Game categories.

    If you’d like to alert the judging committee at Epic about your Unreal Engine-powered game for consideration in the awards, you can send an email to with details.

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

    Tagged with: e3, E3 2018, Epic Games, Intel, nvidia, Unreal

    .special-buttons > * { text-align:left !important; } FacebookTwitterRedditMore
  • How Blade Runner: Revelations’ Sound Brings The Neo-Noir World To Life In VR
    How Blade Runner: Revelations’ Sound Brings The Neo-Noir World To Life In VR

    Once upon another era, every time a movie released there would be a video game of the same name to launch right alongside it. In the 16-bit era we got tons of classic releases, but eventually this practice became a race to the bottom until publishers mostly stopped it altogether. Lately, it’s starting to feel like VR is the new medium for movie tie-in experiences.

    Blade Runner: Revelations is a recently released Google Daydream app that’s available on the Google Play Store and it tells a story that helps connect the two Blade Runner films together more clearly. The VR game was first announced earlier this year back at CES, but it’s not the first VR experience for the film universe — Turtle Rock Studios worked on interactive 360 experiences as well, such as Replicant Pursuit.

    Visual elements present a huge challenge when making a VR game, obviously, but it’s important to not neglect the audio experience as well. Selling a sense of true presence is just as much a matter of convincing your ears and mind as it is your eyes.

    In the above exclusive video the team at Hexany Audio, who worked in collaboration with Seismic Games on Blade Runner: Revelations, divulge many of the behind-the-scenes learnings and tricks discovered along the way while working on the VR game. It’s an insightful collection of interviews.

    Blade Runner: Revelations is currently available on the Google Play store and looks great inside either the Daydream View or Mirage Solo headset. If you get a chance to try it out, let us know what you think down in the comments below!

    Tagged with: blade runner, Hexany Audio, Revelations, Seismic Games

    .special-buttons > * { text-align:left !important; } FacebookTwitterRedditMore
  • XR For Change 2018 Highlights Progressive VR And AR In New York Next Month
    XR For Change 2018 Highlights Progressive VR And AR In New York Next Month

    Next month will see VR and AR developers come together to highlight progressive uses of both technologies at the 2018 XR for Change Summit in New York City.

    The event, which takes place on June 30th as part of the wider Games for Change Festival, will feature nine experiences in its Immersive Arcade section. Included in the list are two projects born out of Oculus’ VR for Good initiative in She Flies by Her Own Wings, created in partnership with The Pride Foundation, and Meeting a Monster, from Good and Life After Hate. Tiger Tron’s Jupiter & Mars, the underwater exploration game coming soon to PlayStation VR (PSVR), will also be on display.

    Along with the arcade, the Summit will feature a range of talks and panels from some of the biggest names in progressive VR and AR. That includes Sundance Institute’s New Frontier Labs Director, Kamal Sinclair, who will discuss the pitfalls and benefits of working with these new platforms, and UNICEF Innovation VR & Event Lead, Chris Szymczak, who will discuss the charity’s work in VR and AR.

    The full programme can be seen here.

    “After carefully listening to many voices across different parts of our community about building on the success of the inaugural VR for Change Summit, we decided to expand the focus of the Summit to XR to incorporate other emerging technology in the hopes of being more inclusive for more developers,” said Susanna Pollack, President of Games for Change, in a prepared statement. “We believe there is tremendous potential for impact in all of these technologies and look forward to nurturing a community that can explore the full breadth of possibilities in making social good experiences.”

    If VR and Ar have proven anything over the past few years it’s that both technologies that the power to make a real impact on people’s lives, and events like this showcase perhaps some of the most important work being done with the tech as a result.

    Tagged with: XR for Change

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