Tactical Haptics will launch preorders for its Reactive Grip controller development kit on May 29. The controller uses “haptic feedback” to give you a sense of touch in applications such as virtual reality games. The hope is that the next big frontier for VR technology will be the sense of touch, as the visuals already do a good job of making you feel a sense of presence, or immersion in another place. William Provancher, CEO of Tactical Haptics, will give demos of the controller dev kit at the Silicon Valley VR Meetup tonight in Mountain View, California. I’ve known about Provancher’s technology for years, and I recently tried it out at the VR Arcade event in San Francisco. Provancher’s controllers go a step further than today’s VR hand controllers. The Tactical Haptics controllers use tangential shear and friction forces to create compelling physical feedback that you can distinguish. With this motion controller in hand, users get a realistic experience of the stretch of a bow and arrow, the inertia of a ball swinging on a chain, the impact of a ball on their virtual tennis racket, the tug of a fish in a fishing game, or the kick of a gun in shooter game. Above: Dean’s VR machine gun Image Credit: Tactical Haptics Provancher created attachments so that you can wield things like a two-hand machine gun in VR. The dev kit preorders are targeted toward enterprise training, location-based entertainment (LBE), and research and development customers. Pricing is expected to range from $650 for a single dev kit controller to $1,500 for a pair of fully loaded dev kit controllers. The company anticipates an initial ship date in the fourth quarter 2019 for the first batch of dev kit pre-orders. The opening of dev kit pre-orders will directly precede the debut of a new collaboration with VR game maker Reality Smash at the Augmented World Expo (AWE) in Santa Clara, California, on May 30 to May 31. The company will show their Reactive Grip controllers integrated with the VR LBE climbing game, Sweet Escape, in the AWE “Playground” expo area. The company’s dev kit design embodies the learning from the simplified controller design first shown at the 2018 Consumer Electronics Show (CES) and 2018 Game Developers Conference (GDC). However, the dev kit is now more modular and manufacturable for increased customizability at lower costs. The original design update was supported, in part, by a grant from the National Science Foundation (NSF). The Reactive Grip mimics the tangential shear and friction forces one experiences when interacting with real objects. These shear forces are applied within the user’s hand by sliding plates on the surface of the game controller. By tracking the user’s motions and applying shear feedback in proportion to the user’s interaction forces, Tactical Haptics is able to create powerful haptic illusions of elasticity, inertia, and impacts. The company’s dev kit is modular, allowing it to be customized and configured with accessory brackets to suit your tracking and interaction needs. The foundation of the company’s dev kit is the “Core Controller.” The Core [...] The post Tactical Haptics Will Launch Dev Kit Preorders For ‘Haptic Controllers’ On May 29 appeared first on UploadVR.

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We're nearly there. This is the last Friday before the last weekend before the Oculus Quest finally releases on May 21. Let's play Quest games live! The post Oculus Quest Launch Library Livestream: Vader, Beat Saber, VRChat, Rec Room, And More appeared first on UploadVR.

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Facebook today provided the prices planned by developers for their May 21 launch on Oculus Quest. Oculus Quest is the $400 all-in-one VR system from Facebook which ships with a pair of intuitive hand controllers. Facebook sent us free Quest review units a couple weeks ago to test with access to a limited number of apps. This week, they opened up much of the launch library and we are working through the titles and answering questions about the system on our livestreams. There are more than 50+ titles planned for launch and the games selected represent Facebook’s effort to curate a high-quality console-like experience on the system. Every Quest will include access to free demos of some games, like Beat Saber and Creed. Now, with pricing, we are able to answer the most common question we’re receiving from interested buyers. The Quest titles range from free up to $29.99. Orbus VR: Reborn is an outlier at $39.99 for access to its subscription-free massively multiplayer online world. All prices below are in United States dollars and are provided to Oculus by developers as of today. Also, if you’re a Rift owner, be sure to check out our updated cross-buy list. $29.99 Sports Scramble Journey of the Gods Dance Central Moss Beat Saber Robo Recall: Unplugged Creed BoxVR $24.99 I Expect You To Die The Exorcist Legion VR Complete Series SUPERHOT VR $19.99 Face Your Fears 2 Shadow Point Dead and Buried 2 Job Simulator Thumper Apex Construct Tilt Brush Racket Fury: Table Tennis RUSH Virtual Desktop $14.99 Ballista Virtual Virtual Reality Ultrawings Space Pirate Trainer Fruit Ninja VR Angry Birds VR: Isle of Pigs Keep Talking And Nobody Explodes VR Karts Drop Dead: Duel Strike $9.99 Vader Immortal Nature Treks Ocean Rift National Geographic VR Explore Guided Tai Chi Wander Apollo 11 Free VRChat Bogo Bigscreen Beta Rec Room PokerStars VR First Contact Epic Roller Coasters Bait! YouTube VR Oculus Gallery Oculus TV Oculus Video Oculus Browser SKYBOX Sling TV Price TBD Bonfire Tagged with: launch title, Prices, standalone .special-buttons > * { text-align:left !important; } FacebookTwitterRedditMore The post Oculus Quest Launch Lineup Pricing Reveals Top Games Are $29.99 appeared first on UploadVR.

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Drop Dead: Dual Strike is a total overhaul of the co-op zombie shooter Rift game Drop Dead. It will be a launch title for Quest and support cross play with Rift and Rift S. Drop Dead features a full campaign as well as a cooperative horde mode and competitive mode. Dual Strike adds support for dual wielding weapons as well as a range of melee weapons such as scythes, axes, and pitchforks. In the campaign you’re an agent trying to stop the evil Dr. Money who caused the zombie apocalypse. You team up with an ex-CIA agent to take on the evil mastermind. We gave the current Drop Dead 7.5/10 on Rift in our review: The solid, smooth performance and accurate targeting make it plenty of fun and the new missions and brand new multiplayer mode add plenty of replay value. More than that though, it’s an excellent homage to the classic light gun games of old. Dead and Buried 2, another Quest and Rift crossplay game, has a co-op zombie horde mode, but you’re in a static position, there’s no melee weapons, and that’s not the main focus of the game. That game is more meant as a competitive multiplayer shooter first, with zombies being a secondary aspect. The major zombie games on Rift were Arizona Sunshine and Killing Floor: Incursion. Neither has been announced as coming to Quest, so Drop Dead will be the headset’s go-to for zombie survival action. Dual Strike is a free update for existing Rift owners of the game. If you don’t already own it, it’s priced at $20 on both Rift and Quest. As well as cross play, the game supports cross-buy too. Purchasing the game for Rift means you own it for Quest too, and vice versa. However, there isn’t cross-buy with the Oculus Go version. Tagged with: Drop Dead, Oculus Quest, oculus rift s, zombies .special-buttons > * { text-align:left !important; } FacebookTwitterRedditMore The post Drop Dead: Dual Strike Is A Co-Op Zombie Shooter For Oculus Quest And Rift appeared first on UploadVR.

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Facebook’s Oculus Quest all-in-one VR headset requires a factory reset to connect a new account to the system. The company confirmed to us they are “exploring multi-account support for the future.” “At launch, Quest can be connected with one Oculus account,” reads a statement from Facebook. “That said, we know Quest is the kind of headset people will want to share, so we’re exploring multi-account support for the future.” Facebook Accounts And Real Identity Facebook acquired Oculus in 2014. Over the last five years, the VR team powered a series of headsets including Gear VR, Rift and Oculus Go. They eventually started more actively promoting the use of an individual’s real identity with the headset via their Facebook account. For those without a Facebook account, or those who just don’t want to use it, Facebook still allows people to sign up for a new Oculus account. Some apps, though, like Oculus Venues, require linking a Facebook account in order to use. Oculus Quest is Facebook’s $400 standalone VR headset which comes with a pair of Touch hand controllers for more natural input than last year’s lower cost Oculus Go system. This brings Oculus Quest more in line with the high-end PC-based Oculus Rift. Quest, though, relies on a mobile chipset running a highly customized version of the open-source Android project. Oculus Go runs this same Android-based platform and we were directed by Facebook to the support page for Go in trying to understand how account handling works on the new Oculus Quest. The same mobile app on Android and iOS manages both standalone headsets. “You can only have one account logged into your Oculus Go at any given time,” the support page explains. “If you’d like to remove the account connected to your Oculus Go, perform a factory reset on the headset and set it up again from scratch.” Facebook confirmed at its recent F8 developer’s conference they are planning another Oculus Connect (OC6) event focused on VR devs. Though we’ve enjoyed VRChat and Rec Room quite a bit on the new Quest headset, Facebook’s social strategy for Quest is still unclear and we’re likely to see major updates at OC6. Tagged with: Facebook Account, Oculus ID .special-buttons > * { text-align:left !important; } FacebookTwitterRedditMore The post Facebook ‘Exploring Multi-Account Support’ For Oculus Quest appeared first on UploadVR.

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On May 21, Facebook will launch Oculus Quest– a standalone VR headset with room-scale positional tracking and Oculus Touch controllers. Quest is primarily intended for people who don’t already own a gaming PC. But if you do own a PC and a Rift already, you might be wondering if you’ll have to purchase games, experiences, and apps you already own for Rift. Or if Quest will be your first Oculus headset, you might want to know whether you’d need to re-purchase games if you decide to get a Rift S to enter PC VR in the future. The answer is that the Oculus store system supports cross-buy, but it’s up to each developer. Here are all the titles we know of with confirmed cross-buy so far. More developers could announce cross-buy between now and Quest launch- not appearing on this list does not mean the developer won’t support the feature. This list will be continually updated over time. Angry Birds VR Resolution Games Angry Birds VR brings the famous mobile game franchise into room scale virtual reality. The spatial nature of VR really really does add to the gameplay. Apex Construct Fast Travel Games Apex Construct [8/10 on Rift] is a single-player story-driven action adventure game featuring bow and arrow combat. It’s set in a post-apocalyptic future where robots have taken over, and lasts around five hours. BoxVR FitXR BoxVR is a rhythm based boxing game specifically designed for working out. Dance Central VR Harmonix Dance Central was one of the most popular Xbox 360 Kinect titles, and now the series is coming to VR. It features 32 songs including hits like What is Love, Turn Down for What, and Don’t Let Me Down. Dead and Buried 2 Oculus Studios The original Dead and Buried [8.5/10 on Rift] was unlike most VR shooters in that it didn’t use thumbstick movement. Instead, it was a cover-based experience where the challenge is in breaking cover enough to kill enemies but not so much you get shot. It also had a cooperative zombie horde mode. Ths sequel features the original modes, but now also includes a full smooth locomotion deathmatch mode that’s reminiscent of Quake. Drop Dead: Dual Strike Pixel Toys Dual Strike is a total overhaul of the co-op zombie shooter Rift game Drop Dead [7.5/10]. It adds dual wieling as well as a range of melee weapons such as scythes, axes, and pitchforks. It has multiple co-op environments as well as a campaign. Eleven: Table Tennis VR Fun Labs Eleven delivers mastery of virtual table tennis, a sport so ideally suited for VR that headset companies often use it as an example of what the technology can do when giving interviews to news outlets. Face Your Fears 2 Turtle Rock Studios Face Your Fears is one of the most popular scary VR games out there and features a series of thrilling scenarioes designed to tap into popular fears such as spiders, flights, and more. The sequel expands the scope to offer free, smooth locomotion and a full campaign to explore and adventure with plenty of pulse-pounding moments. Fruit Ninja VR Halfbrick Studios Fruit Ninja [8/10] brings the hit smartphone game to VR. Like [...] The post Every Oculus Store Game/App With Cross-Buy Between Rift and Quest (Known So Far) appeared first on UploadVR.

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As last week’s tease basically confirmed, Microsoft has just announced a Minecraft AR game. It’s called Minecraft Earth and it’s free-to-play. It’s not an extension of the original game but instead an entirely new project. That might sound like an immediate turn-off, but a lot of Minecraft Earth looks pretty intriguing. The game brings many of the core elements of the original into AR. You can make your own creations just like you would in the original, for example, but then place them in the real world. As you explore the real world you’ll gather resources and collect new mobs (characters and animals) to populate your surroundings with. Check it out in the trailer below. Crucially, Microsoft tells us the game uses Azure Spatial Anchors. These allow multiple phones to see the same AR content in the same space. The idea of walking down your street, pulling out a smartphone and seeing everything warp into a world of Minecraft-made creations is pretty compelling. The question is where will microstransactions come into it? Microsoft says there won’t be any loot boxes, for what it’s worth. Players will also be able to collaborate on their creations, and there will be some version of a survival mode included too. Note that Minecraft Earth is coming to iOS and Android smartphones and not Microsoft’s dedicated AR hardware, HoloLens 2. That’s primarily an enterprise-level headset. Microsoft did tease a version of Minecraft for the original HoloLens but it never came to fruition. Minecraft Earth will launch a closed beta later this summer. You can sign-up to take part here. A full release date hasn’t yet been shared. Tagged with: Minecraft Earth .special-buttons > * { text-align:left !important; } FacebookTwitterRedditMore The post Minecraft Earth Is An All-New AR Game For Mobile appeared first on UploadVR.

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With the Oculus Quest due to release in just a few more days we've got some fresh gameplay from one of its upcoming brand new titles: Ballista. The post Watch The First Gameplay For Physics Puzzle Game Ballista On Oculus Quest appeared first on UploadVR.

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Firewall Zero Hour continues to provide the most engaging competitive first-person shooting experience on PSVR thus far and this guide breaks it all down. The post Firewall Zero Hour: The Ultimate Guide To All Guns And Equipment appeared first on UploadVR.

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Forgive the pretension, but I’ve been on a lot of VR studio tours. I’d say on average most have lasted around five minutes, consisting of one large open-plan floor in which developers bob their heads up from their monitors and give a quick wave upon hearing their name. They’re cozy, friendly and I might even get a cup of tea out of it. My tour of Sony’s London Studio, on the other hand, lasted roughly about three hours. It spanned three floors of the team’s central-London offices. And that’s not mentioning the extensive demo room and interview access I was provided in Sony Interactive Entertainment’s European offices next door. Oh, and I could have had all the tea I’d ever dreamed of, had I so desired. Suffice to say, Sony London is not your average VR development studio. Over the course of the day I’m led on a frankly dizzying tour of the Blood & Truth team’s facilities. It starts with their boardroom, turned into a makeshift mo-cap studio, aligned with an army of bleeding-edge cameras. There I see two actors recreate a mission-bridging cutscene, occasionally stealing glances at the ‘camera’ (a journalist wearing a motion-captured cap). These sequences weren’t actually shot here but in Sweden, where the developer was able to record facial animations it would later apply to the highly-realistic character models it’s been working on downstairs. In the character design department a vast wardrobe of costumes is laid out on a table in front of me. Some of these, I’m told, were bought from security companies to provide an authentic reference point for the game’s trigger-happy enemies. They’re virtualized and then fitted to immaculate character models, easily more detailed than any I’ve seen on PSVR. Then an environmental artist shows me how the team digitally mimicked London’s arresting skyline with the help of drone flights, procedural generation and (of all things) some old textures from Sony London’s The Getaway. After that I’m whisked down another flight of stairs where the game’s design lead takes us through challenge missions on a 70-inch TV. Just outside, the effects team shows us the work that’s gone into an Uncharted-worthy set piece in which a crane cuts through a building. Finally, I’m shown two of the three (at least I think it was three) audio rooms. One exhibits the endless number of layers that make up the in-game audio. The other has videos of the recording sessions for the game’s soundtrack, which mixes London grime with Bond-level orchestral epicness. The message Sony is sending is clear: Blood & Truth isn’t some half-hearted bone thrown towards the fraction of PS4 users that own a PSVR. It really has got the weight of the publisher that brought us God of War, Uncharted 4, and Spider-Man behind it. I couldn’t definitively tell you if those resources have been well-spent just yet, but it’s looking promising. So much of Blood & Truth shows so much promise. Forget the flashy gunplay, for a moment; in the game’s opening scene I’m dwarfed by the figure of James [...] The post Blood & Truth’s Development Is On A Scale VR Hasn’t Yet Seen appeared first on UploadVR.

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We've broken down the install file sizes of every Oculus Quest game that we've got access to so far so you can see what you'll be working with at launch. The post Here Are Install File Sizes For Every Oculus Quest Game So Far appeared first on UploadVR.

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We finally have access to Rec Room on Oculus Quest! Join us live as we play paintball, dodgeball, and more in standalone roomscale social VR! The post Rec Room And VRChat Oculus Quest Livestream – Standalone Social VR appeared first on UploadVR.

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The Oculus Quest standalone VR headset is getting the official YouTube VR app, Facebook and Google confirmed today. YouTube VR will join Job Simulator and Tilt Brush in the Quest launch lineup from Google. Vacation Simulator — Google’s newest VR app from its VR development studio Owlchemy Labs — should launch late this year on Quest. Google’s VR Apps You can also access YouTube through the Oculus Browser. A dedicated VR app, though, should make it easier for some folks to find and use the video service. YouTube supports 360-degree and 180-degree videos alongside traditional 2D content. The app is already available on Daydream, HTC Vive, PSVR, Gear VR, Oculus Go and Oculus Rift. YouTube VR is a major addition to the Oculus Quest platform and opens up a large amount of content to explore. Google and others have made great strides over the last few years optimizing the streaming experience for immersive content. Still, you’ll want to secure the fastest Internet connection you can, though, as streaming low resolution immersive content over slow connections can result in some bad experiences. We’re excited to test out all of Google’s VR apps on Oculus Quest. The headset is running on a mobile chipset that’s underpowered compared with those running PC-based headsets and that’s kept some top apps off of Facebook’s standalone system. Google’s art creation app Tilt Brush is perhaps the most exciting addition to the platform’s launch as it fills a creative void left by the absence of Facebook’s apps Medium and Quill on the standalone VR system. Tagged with: Oculus Quest, YouTube VR .special-buttons > * { text-align:left !important; } FacebookTwitterRedditMore The post YouTube VR App Confirmed For Oculus Quest appeared first on UploadVR.

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Against Gravity’s Rec Room exceeded our expectations for social VR interactions on Oculus Quest, but the Seattle-based startup isn’t stopping there with its roll-out in 2019. Late last year fans of the free-to-play cross-platform social games service requested iOS (iPhone/iPad), Android and Switch as the top platforms they want to see supported in further expansion to Rec Room. While not specifically stating which platform(s) they are targeting next, a statement from Against Gravity suggests that after Oculus Quest they still plan to support more platforms in 2019. “Players kept telling us they wanted to hang out with their friends who didn’t have a headset. Last year we took that feedback and launched screen mode, allowing anyone on a PS4 or PC to play Rec Room along with our VR players,” a statement from the company reads. “We’ve seen really great growth and creativity in the community on screens and we’re looking forward to bringing Rec Room to even more platforms in 2019.” Cross-Platform Concerns Any of the top three platforms requested by fans would be an incredibly large expansion to Rec Room’s reach. Support for those platforms could have lasting implications for both the startup and the community it is building. Interaction models are different from TVs to phones to VR and ensuring players have an enjoyable experience playing games like paintball or dodgeball across every type of device will be a daunting task. Such expansion could also make it harder for Rec Room to roll out new features for its entire community. Other startups, like Altspace, ran out of money on a path to building cross-platform support. Bigscreen and Against Gravity, though, focused their platforms around finding fun things for people to do together and they seem to be gaining traction with that approach. We’ll bring you updates as soon as Against Gravity reveals which platforms it is targeting next and when we can expect them to launch. Tagged with: Against Gravity, Android, iphone, Nintendo Switch, rec room .special-buttons > * { text-align:left !important; } FacebookTwitterRedditMore The post Rec Room Plans More Platforms For 2019 As Fans Request iPhone, Android And Switch appeared first on UploadVR.

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Echo VR developer Ready at Dawn explained in a short blog post how the game will work with the inside-out tracked Touch controllers on Oculus Rift S. The developer also praised the higher resolution display of the Rift S, claiming it makes it “easier to read name tags and help pick out snipers from far away.” Inside-Out Controller Tracking Whereas the original Rift used external USB sensors for tracking, the Rift S uses five onboard cameras instead. The headset tracking works using advanced computer vision algorithms, but the controller tracking operates in a similar way to Rift- the cameras track the infrared LEDs under the plastic of the tracking rings. The difference is that the cameras are on the headset instead of external. Like Windows MR headsets, these cameras use wide angle fisheye lenses. But unlike Windows MR headsets, there are a total of five cameras instead of just two. This means that the tracked range extends far beyond your visual field of view, even to the sides, above, and somewhat behind. The Problem For Echo VR Even with five cameras, there are still situations in which a controller will not be in view of any of them. If you’re facing one direction and extend your hand out in another direction, for example. Or if you reach completely behind your back. This is a real problem for Echo VR because the game uses a fairly unique locomotion system based on grabbing and pushing against the environment. You often need to push off a wall directly behind you, or directly behind the headset when looking away from the wall. Echo VR’s highly competitive nature means that if your controllers can’t track these movements, you simply won’t be able to keep up. Ready at Dawn’s Solution Ready at Dawn stated they are “working closely together with Oculus to bring the highest quality tracking to Echo VR on the Rift S“. The developer explained the solution they’re working on: We’re able to use both the in-game context, knowledge about our movement system, and the internal IMU sensors to accurately predict what the player is doing. The IMU is the chip within all VR controllers which is composed of a gyroscope and accelerometer. Normally, cameras and IMU work together to determine the controller’s position with sub-mm precision. When not in view of any camera however, the IMU output can still be used. RAD’s Lead Programmer, David Neubelt, playing Echo Arena on Rift S Based on Ready at Dawn’s description, they are seemingly using the accelerometer to determine how you are pushing or throwing when your hand is out of view. For example, if your hand was grabbed onto a wall behind you when tracked and then a strong acceleration is sensed in that direction, the game can determine that you’re trying to push off that wall. We’ll make sure to do a thorough test whenever the patch with this functionality ships, but Ready at Dawn seems optimistic that it will work well. Superior IMU Ready at Dawn also praised the IMU in the new Touch [...] The post Ready At Dawn Explains How Echo VR Will Work With Oculus Rift S Inside-Out Tracking appeared first on UploadVR.

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