• Over 30 Immersive Experiences to Debut at the Tribeca Film Festival They'll be shown as part of Tribeca Immersive.
  • This VR Archery Demo Uses Vive Trackers For Realistic Handling
    This VR Archery Demo Uses Vive Trackers For Realistic Handling

    This VR archery demo uses HTC's Vive Trackers to bring a real bow and arrow into VR. The aim is to bring more realistic handling into VR.

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  • Don’t Miss Out On These Awesome Humble Bundle VR Deals

    Pick up some of the biggest titles in VR for up to 85% off. Humble Bundle–the popular digital storefront for video game software, books, and comics–is constantly dropping massive discounts on some incredible entertainment content. Whether it be their stellar monthly subscription service, or their weekly sales where users can choose their own price for

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  • Oculus Unity Plugin Adds Windows MR Support Via SteamVR
    rift windows mr unity

    Developers of Oculus Rift games made with the Oculus Unity plugin can now add Windows MR headset support with their existing code.

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  • Corsair’s Curse Is A VR Arcade Adventure From A Fisherman’s Tale Dev
    Corsair's Curse Arcade

    A Fisherman’s Tale developer Innerspace VR is back with a brand new title. What, already? Well, Corsair’s Curse is likely a little different to what you’re expecting.

    Rather than a direct follow-up to its January release, Corsair’s Curse is a VR arcade title. Today, Arizona Sunshine creator Vertigo Games announced that it would be distributing the game through its own arcade platform in spring 2019. Vertigo also published A Fisherman’s Tale at the beginning of the year.

    Corsair’s Curse is designed for two to four players. Participants can physically walk around a large open area as they work together in VR. It features a lot of traditional escape room-style puzzle solving, though it also borrows from A Fisherman’s Tale a little. Some players, for example, will be much bigger than others, requiring new approaches to puzzle solving. You can see the announcement trailer for the experience above.

    Vertigo Arcades was launched last year as a means of bringing VR hardware and software to locations around the world. Currently the platform features a content launcher named the VR Arcade Suite. It provides developers with the tools to easily integrate arcade-specific features like new tracking systems and mixed reality functionality into their games. The company also launched a location-based version of Arizona Sunshine through the Arcades division.

    Corsair’s Curse, meanwhile, is set to be on show at GDC later this month. We’ll be interested to check it out; A Fisherman’s Tale is one of our favorite VR games of the year so far and its puzzles in particular are something special.

    Tagged with: Corsair's Curse, Vertigo Arcades

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  • Nreal’s Promise Of True AR Sunglasses Could Be The Real Deal
    Nreal’s Promise Of True AR Sunglasses Could Be The Real Deal

    I’ve learned to be weary of sunglasses. Not because I doubt their ability to keep me from going blind on sunny days, but because of AR. An AR headset that resembles a pair of light specs is the holy grail of immersive design. But an exhaustive number of companies are now billing sunglasses with simple 2D overlays as ‘AR’. Nreal Light, however, might finally be the real deal. Or at least as close as we’ll get for now.

    I got a quick look at the Light at MWC last week. It’s a little like a slimmer Magic Leap, with a headset design almost indistinguishable from a real pair of sunglasses. The trick, though, is that the headset gets its compute power from the smartphone in your pocket. Well, that is if you have a smartphone with a Qualcomm Snapdragon 855 chip. Otherwise, the kit can be powered by a computing unit with an 845 chip.

    The concept is sound, though smartphone-based VR never really proved to be the market-maker some hoped it was. You’d forgive me for being somewhat hesitant to put the kit on, then. But in the end I was pleasantly surprised with the Nreal Light.

    My first demo was a classic AR use-case; the virtual screen. A wide-angle football game captured by NextVR hovered in front of me. The Light’s lenses produced a sharp, clear image. The Qualcomm booth showing the gear was tiny, so it was hard to get the entire display into Light’s 52 degree field of view.

    That said, tracking was solid (demos were notably directed toward a booth wall and not the busy show floor). I walked up to the screen and leaned in then backed as far away as I could without any noticeable blips in screen placement. I’m still not convinced I’d rather watch something in AR than real life, but this made a good case for it.

    The next showcase was even more promising, though. I saw a quick slideshow of 3D sequences from dancers performing a routine to warriors battling out. Again, it all looked sharp and boasted solid tracking. My heart was really stolen by a closing demo of a kitten walking around on the floor, though. I crouched down to get a closer look as it stared back up at me. Though I knew my feline friend wasn’t really there, I couldn’t help but reach out to pretend to pet it. It was one of the most compelling AR moments I’ve had.

    Perhaps the most noticeable part of the demo, though, was how comfortable this all felt. Nreal Light is slightly bulkier than a real pair of sunglasses but, at 85g, it was still much lighter than any other AR headset I’ve tried. The wire connecting the glasses to your phone seamlessly runs from the end of one of the temples, much like an earphone wire. Sure, they’re not ‘true’ sunglasses but I could easily see myself tucking the wire under my shirt to use the headset for a few hours. It’s a more

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  • Sci-Fi Novel Series Star Force Is Being Turned Into A VR FPS For Rift, Vive And Quest
    Sci-Fi Novel Series Star Force Is Being Turned Into A VR FPS For Rift, Vive And Quest

    B.V. Larson’s long-running series of sci-fi novels, Star Force, is leaping out of pages and into VR headsets this year.

    New York-based Cemtrex today announced that it’s developing a VR adaptation of Larson’s series. Star Force is a set in a distant future in which humanity faces extinction via alien invasion. Sounds about par for the course for a VR game. In total, it’s comprised of 12 novels.

    For the VR adaptation, Cemtrex is turning Star Force into a first-person shooter. The game will adapt the first novel in the series, Swarm. Other than that, there’s no much else to say right now.

    Cemtrex is expecting to launch a Beta version of the game this summer. The full release will follow later on in the year. It’s due to launch on the Oculus Rift and HTC Vive but the developer also plans to launch it on Oculus Quest.

    In a prepared statement, Cemtrex CEO Saagar Govil explained that the studio was putting its other VR game, Ultra85, on hold for now. “We have put many of our resources that were allocated and assets developed for the previously announced Ultra85 into this game not only to expedite the Star Force release, but also to ensure we provide the best experience possible for VR gamers and Star Force’s loyal fanbase alike,” he said.

    For Cemtrex, it’s the next step into the VR gaming market. Nearly a year ago to the day we reported that the developer was working on an AR app to aid the assembly line. Then, in September 2018, it launched an Oculud Go game named Quazar.

    Tagged with: Cemtrex, Star Force

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  • How low-end VR Offerings are Damaging the Health of the Ecosystem Guest writer Joel Khalili returns to examine how cheap VR might not be the answer the industry is looking for.
  • Bonfire Is The Next VR Movie From Baobab, Starring Ali Wong
    Bonfire Baobab VR Movie

    Crow: The Legend and Invasion! creator Baobab Studios is back with its next project. Bonfire stars stand-up comic and actor, Ali Wong.

    The studio announced its latest project earlier this week. According to a press release, Bonfire is an “absurd alien adventure”. That immediately recalls the studio’s second movie, Asteroids!, though the two don’t sound connected. In the film, viewers embody Space Scout 817. They’re sent on a mission to find a new planet for humans to inhabit. They crash land on an unknown planet and set about building a bonfire. Wong plays Debbie, a robot sidekick and your guide to this new world.

    It’s an interactive piece. Boabab says you’ll have the chance to explore and influence the world around you. The studio also promises the chance to build relationships with new characters and, ultimately, make a tough choice between duty and conscience.  Perhaps more interestingly, the studio says Bonfire pushes its technical limits. The piece uses real-time rendering and AI to give viewers a leading role. We’ll be interested to see how the team goes about building interactivity into this one.

    We’re always excited to see what’s next from Boabab. The Crow was one of our first VR experience reviews to earn a ‘Must See’ rating. Invasion! and Asteroids!, meanwhile, gave us our first glimpse at Pixar-like experiences in VR.

    Bonfire is directed by Eric Darnell, co-founder of Baobab and co-director of the Madagascar series. Boabab didn’t announce a release date. We suspect you’ll see it on festival circuits before you see it inside headsets.

    Tagged with: Ali Wong, baobab, Bonfire

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  • New ‘Vacation Simulator’ Destinations, Launch Date Announced

    Take a closer look at the four fully-interactable locales available April 9th. Ever since our brief interaction with Vacation Simulator during last years Tribeca Film Festival, we’ve been clawing at the chance to get our hands on the endlessly-charming follow-up to Owlchemy Labs 2016 smash hit, Job Simulator. Just a brief, 10-minute demo was more

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  • Dreamscape’s The Blu: Deep Rescue Is a Tranquil VR Experience
    Dreamscape The Blu

    Check out our hands-on feature of Dreamscape Immersive's The Blu: Deep Rescue.

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  • Lavan’s Magic Projector Transports Better Than Any Other VR Attraction
    Magic Projector Haptioscope Dreamscape Immersive Lost Pearl

    There is a cinematic element to all three of Dreamscape Immersive’s launch projects.

    Alien Zoo is just like a trip to Jurassic Park. The Blu grows from its origins wowing VR early adopters in Vive and Rift headsets at home in 2015 and 2016. On Dreamscape’s big stage, The Blu’s underwater encounters with giants of the deep becomes an even more grandiose multiplayer adventure. The engrossing immersive effects make for indelible memories.

    Lavan’s Magic Projector: The Lost Pearl

    Lavan’s Magic Projector, though, is one of the best introductions to VR available in 2019 — though it may not be very kid-friendly.

    There was a heavy Indiana Jones theme on this adventure. Photo provided by Dreamscape Immersive.

    It was 2012 when the Oculus Rift Kickstarter first promised people could “step into the game.” Seven years on most people at home only take a step or two in any direction while wearing an Oculus Rift or PlayStation VR headset. Excellent for Beat Saber, sure, but not for exploring large underground Indiana Jones-like temples.

    The Dreamscape system uses five sensors. Two sensors attach to the back of the hands and two attach to the top of your shoes. A fifth is mounted to the top of the Oculus Rift headset. This system fulfills the promise of the original Rift in spectacular fashion with full body tracking. Magic Projector ticketholders take a step through a doorway much like the one Dorothy Gale took for the first time on the big screen more than 70 years ago.

    Stepping Through The Screen

    Dreamscape launched a trial run early last year of Alien Zoo followed by a more permanent location at one of the highest end malls in the Los Angeles Area — Westfield Century City. The Blu, Alien Zoo and Lavan’s Magic Projector are $20 per ticket and vary enough for each to feel surprising, even if you’ve seen the other two.

    Here is the official description:

    In 1936, American inventor Clarissa Lavan announced an invention that would change motion pictures forever – the Haptioscope, a projector that not only showed movies, but allowed you to enter into them. But on the night before its premiere, Clarissa mysteriously vanished, and her invention was lost to time. Until now. Dreamscape Immersive has rebuilt the fabled Haptioscope. Those brave enough to step into its unknown worlds, need only to turn it on.

    A look at the check in booth. Photo provided by Dreamscape Immersive.

    The entry to Dreamscape is a standard tablet-based onboarding process. Ticketholders need to sign the agreement and pick an avatar. Dreamscape sets an age guideline of at least 10 years old and 48-inches tall to participate. Unfortunately, none of the avatars are proportioned for children. That means a young girl joining us on our journey was proportioned and had features like an adult while bout half as tall as the rest of us.

    Age Guideline

    The Magic Projector’s elements are potentially frightening to those stretching the age guideline.

    The little girl who joined us held her guardian’s hand and bravely followed her through the underground temple’s traps.

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  • HaptX VR Gloves Uses Telerobotics To Transmit Touch Across The Globe

    HaptX lets you control a robotic hand, and feel what the robot feels, anywhere in the globe. During the 1950’s Ralph Mosher, project engineer behind GE’s Cybernetic Anthropomorphic Machines Systems (CAMS), pursued the idea of using robotics as an extension of human arms in a way that could precisely mimic human movements in real-time. The

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  • Facebook ‘Open To Weird, Artsy Games’ For Oculus Quest If ‘High-Quality’
    oculus quest controllers casting

    When asked if Oculus Quest store curation will allow for “weird, artsy games”, Facebook’s Chris Pruett had the following to say:

    We are absolutely open to weird, artsy games (which describes some of my favorite titles!) as long as they are polished and high-quality. Our core goal is to ensure that everything in our store finds an audience that wants to engage, whether that be a mainstream title or a niche. My advice here is to focus on making the artistry of your work shine.

    Last week Facebook announced Quest’s store would have a different content policy than previous headsets — a more console-like policy. On Rift and Go developers submit near-finished games. On Quest, Facebook wants developers to submit a “concept document” early in development. The claimed goal is to have a “high quality” content catalog with “polish, substance, and depth”.

    This has lead to concern among developers as to just how restrictive the curation will be. Additionally, it’s still unclear exactly what Facebook’s definition of “high quality” is. Games, like all art, are inherently subjective. Pruett’s comments on openness to “weird, artsy” games may dispel some concerns that the curation would stifle gameplay innovation.

    But what if, despite a developer’s best efforts, their game is still rejected? Pruett suggests the best course of action would be to release on Rift instead. Facebook isn’t changing the Rift store’s more lax content policy, as it sees the PC as a more “experimental” platform where players are more tolerant of quality issues. If the game does well on Rift, Pruett tells developers to “use your success there as an argument for Quest”.

    Tagged with: facebook, oculus, Oculus Quest, oculus store

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  • Oculus Quest and Go Enterprise Edition’s in Development for 2019 A recent job vacancy has revealed all.