Hands-on: Lenovo’s VR Headset Has the Flip-up Functionality We Always Wanted

We found out yesterday that Lenovo’s (still unnamed) VR headset is said to be surprisingly light and low cost, but after checking out the device ourselves, we found a hidden function that we wish was on every headset.

With the PSVR-like ‘halo’ head-mount of the Lenovo VR headset, the display enclosure hangs down from the forehead rather than being pressed against your face like a pair of ski goggles. Not only does that make it quite comfortable, but it also opens to door to a flip-up function that will make life wearing the headset much easier.

The Flip Factor

Putting on a headset only to realize you need to pick up a controller, find a pair of headphones, or answer your phone, is a pain. Sony’s PSVR has a retractable display enclosure which at least lets you peek out the bottom easily, but pointing your eyes downward at that angle gets uncomfortable after little more than a few seconds, and tilting your head (along with the heavy headset) up at an awkward angle to look at someone in the eye to talk them is no fun at all. The HTC Vive took at stab at the problem with a pass-through camera which lets you ‘see through’ the headset into the outside world, but the single-camera view lacks stereo depth (and is for some reason filtered with a silly stylized outline). In the end, the best solution to far to the ‘I need to look at something outside of my headset’ problem has simply been to remove the headset entirely.

As we got our hands on a design-prototype of Lenovo’s VR headset at CES this week, we found a handy feature that we hope to see replicated on headsets of the future: a simple hinge that allows the enclosure to easily flip up and down.

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Design and Fit

The prototype we got our hands on was non-functional, but the industrial design appeared surprisingly mature. The rear of the headband had a ratcheting tightener (similar to PSVR) to make sure the headset fits snugly as it rests mostly atop your forehead, using the back of your head as an anchor. Compared to other headsets out there, the Lenovo VR headset was surprisingly small; closer to Gear VR in size than PSVR or Vive. The fit was comfortable, but as a non-functional prototype—that probably isn’t equal to the final weight—it’s hard to say how representative it is of the finished product. Generally, we’ve liked the ‘halo’ head-mount design, and hope Lenovo can make it as comfortable as the PSVR.

lenovo-vr-headset-windows-holographic-1Bring Your Own Audio

Sadly, the headset uses the BYOA (bring your own audio) approach, rather than an integrated audio solution like the Rift. The wrong pair of headphones could compromise the headset’s comfort. Whichever pair you decide to use, you’ll have to connect them to a 3.5mm headphone jack that’s on the bottom of the display enclosure. That seems like a fairly awkward place for the connection, as it puts the dangling cord possibly in the way of your hands. On the Vive, the audio connection is found behind the head, while PSVR places it on a small junction box along the headset’s tether.

Cameras and Connections

Thanks to the two cameras on the front, the Lenovo VR headset has inside-out positional tracking (so you won’t have to set up external sensors), but the headset still needs to be powered and get data back and forth to the computer, which is why you’ll find an HDMI and USB plug at the end of the cable. So far it seems these will go directly into the computer without any sort of breakout box, but Lenovo has been tight lipped on details beyond showing us the design prototype, though they have let spill that the headset will use dual 1440×1440 displays, besting the present resolution of the Rift, Vive, and PSVR. It’s unclear if the front cameras will be used for anything beyond positional tracking (like pass-through vision or gesture input).

Lenses and (lack of) Adjustments

lenovo-vr-headset-windows-holographic-2Inside the display enclosure are two large lenses. We didn’t have a chance to inspect them up close—and for that matter the design-prototype may not have been using the final lenses that will end up in the headset—but they appeared to be non-Fresnel lenses, which (if final) means the headset won’t see the same sort of Fresnel-induced light ray artifacts as found in the Vive and Rift. Situated between the lenses we spied an infrared sensor which will detect when your head is or isn’t inside the device, allowing the screen to turn off and applications to pause when you pop the headset off (or flip the enclosure up).

Beyond the ratcheting mechanism on the back of the headband, we found no other adjustments on the headset (like lens separation or eye-relief). The compact enclosure means the Lenovo VR headset might have a challenge fitting glasses inside.

Lenovo hasn’t announced a release date for their VR headset yet, but have said it will be priced between $300 and $400. From what we’ve seen so far of the hardware, the headset is quite appealing, but the real test will come once we get to try out a functional version of the headset to see if the company has nailed the rest of it.

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ODG Announces Two New Smartglasses With Positional Tracking, Expanded Field of View

Hot off the tail of a $58 million capital raise, ODG today announced two new models of their R-series smartglasses, the R8 and R9, which add positional tracking, an improved field of view, and a closer-to-consumer price point.

ODG calls their new R8 and R9 “Consumer AR Smartglasses,” though with prices at $1,000 and $1,800 and a field of view of 40 degrees and 50 degrees respectively, I’m not sure everyone would agree with that characterization. Regardless, the glasses do represent a firm step toward augmented reality and the consumer market, as both models are said to be equipped with optical-based inside-out positional tracking and are siginificantly cheaper than the R7 predecessor, which was priced at $2,750. It seems the company plans to keep whittling prices down as they look toward consumer adoption.

odg-r8-smartglasses-ar-3
R8 Smartglasses

Both smartglasses are based on Qualcomm’s powerful new Snapdragon 835 mobile processor, which is said to be well equipped for AR and VR use-cases. The glasses will tap into Qualcomm’s Snapdragon VR SDK to achieve positional tracking capabilities; in the past we’ve been impressed with the tracking of Qualcomm’s VR headset reference platform, and we hope to see the same positional tracking quality carry over to ODG’s new smartglasses. However, when we asked ODG how its positional tracking compared to that of HoloLens, we were told that the R8 and R9 weren’t built for the same level of tracking quality as HoloLens, so we’ll have to wait and see how well it stacks up.

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Both devices have dual 1080p OLED displays, said to run at 80Hz, that use what the company characterized as a “folded optics approach” to achieving a transparent display. Both smartglasses run ODG’s Android-based ReticleOS, which can run regular Android apps in a legacy mode, but the company says they’re working with partners to show how apps can be expanded beyond the phone paradigm with augmented reality capabilities.

ODG R9
ODG R9

So what’s the difference between the R8 and R9? The more expensive R9 is a bit heavier (at around 6 ounces), has a wider 50 degree field of view, and leans more toward the enterprise and developer sectors. The key feature on the R9 is a special expansion port on top which ODG says taps directly into the headset’s hardware, offering huge potential for customization through aftermarket modules—like UV, night vision, or gesture input cameras—making the R9 the device of choice for niche use-cases. The headset also has a 13MP front-facing camera that’s capable of high-resolution or high-frame rate recording (up to 120FPS at lower resolutions). The R9 will be available first, with development kits launching in Q2 2017.

odg-r8-smartglasses-ar-1At just 4 ounces, and with a somewhat more sleek design, ODG says the less expensive R8 is positioned more toward the early consumer adopter. The 40 degree field of view is only slightly wider than the R7’s 37 degree field of view. One thing the R8 has that the R9 doesn’t is a 1080p stereo camera pair which can capture 3D video. Development kits of the R8 are planned to ship in Q3 2017.

Input on both devices revolves around buttons and controls on the glasses themselves (similar to Google Glass), as well as an option for phone-based control via an app, and support for Bluetooth accessories like keyboards and a ‘Wiimote-like bluetooth ring controller.

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Deal: $100 Gift Card Offer Still Available for HTC Vive and Oculus Rift

htc-vive-and-oculus-rift-total-systemThe holidays have come and gone, but Microsoft is still offering a $100 gift card with your purchase of the HTC Vive or Oculus Rift through their store.

This holiday season saw the first significant sales, deals, and coupons to come to the Oculus Rift and HTC Vive, which were both launched earlier this year. And while the best deals so far may have come and gone, Microsoft is still offering a solid deal.

If you buy the HTC Vive or Oculus Rift, Microsoft will throw in a $100 gift card, which is good for anything in their store—a wide range of electronics, games, and more, from both Microsoft and others. The digital gift card code will be emailed to you within 7 days of your purchase, the company says.

With the HTC Vive you’ll also get the game bundle which includes The Gallery – Episode 1: Call of the Starseed and Zombie Training SimulatorWith the Rift you’ll get a free copy of Lucky’s Tale.

This is an especially good deal for anyone interested in buying Oculus Touch, because you can turn around and buy Touch from the Microsoft Store using the gift card, effectively saving you $100 that you were going to spend anyway.

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Exclusive: Nokia Launches OZO Player SDK, a Cross-platform Video Playback Engine for VR Apps

Nokia has launched the OZO Player SDK, a cross-platform foundation for creating applications with high fidelity VR video playback. Road to VR spoke with Nokia’s Head of VR Technologies, Tarif Sayed to learn more about the offering.

While VR video portals like Jaunt, Littlstar, Samsung VR, and others offer a single destination from which to stream many different 360 and VR videos, another popular way to distribute VR video has been as a standalone app, offering more complete control over the experience by the creator. For instance, Felix & Paul’s Nomads is a single app which lets viewers watch a 3-part VR video series, and also provides a proprietary interface and supporting non-video content. Other VR apps focus on real-time rendered experiences, but occasionally weave VR video content throughout when advantageous.

Creating such a VR video apps requires a playback engine that knows how to handle the particular type of VR video and audio as provided by the creator. That could range from a 360 mono video, 360 3D, or even 180 3D. Each of those could be using a separate framerate and surround audio format, which means a VR video app needs a playback engine which can handle whichever specific combination of characteristics the content calls for.

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Nokia is aiming to simplify the process of building VR apps which incorporate VR video with the newly released OZO Player SDK, a cross-platform playback engine that’s designed to jumpstart VR video app development by handling the major functions involved in playing back a VR video file in high fidelity.

nokia ozo close side
Content shot with Nokia’s OZO VR camera is naturally well supported by the OZO Player SDK (including the unique audio format), but the SDK will support VR video content shot with any camera.

Despite being part of the OZO brand, the SDK works with any VR video content, not just that filmed with Nokia’s OZO VR camera. The cross-platform nature of the OZO Player SDK will be especially useful for those who want to widely distribute VR apps with VR video across multiple platforms, says Nokia’s Head of VR Technologies, Sarif Sayed.

“When it comes to VR video playback, there’s at least 20 different SDKs [you could find when you search], there’s no universal option. We decided to really go and have a product that solves most of the key issues with VR playback. We introduced [the OZO Player SDK] available for Oculus Rift, HTC Vive, Gear VR, Google Daydream, and Cardboard (iOS and Android),” Sayed told Road to VR.

The OZO Player SDK comes as both a native SDK and a Unity plugin for those already building VR apps with Unity. PlayStation VR isn’t yet supported, but Nokia likely has it in the works for future releases.

“There’s a lot of things coming in the pipeline to enhance the SDK. But any user who wants to deliver their VR experience now, they can use it to publish on all the major platforms.”

In addition to being widely cross-platform, the OZO Player SDK supports all major video file delivery methods, meaning it can be used to play a local VR video file, stream a cloud-hosted file, or even a live feed, Sayed says, including support for variable bitrate streaming which can automatically adapt quality based on available bandwidth.

According to Sayed, a major advantage of the SDK is support for three major projection formats: Equirectangular, Cubemap, and Lambert, as well as various video formats and framerates; the playback engine can handle 360 video that’s stereoscopic or monoscopic, and 180 stereoscopic video, all up to 60FPS and 4K resolution per-eye. As devices get more powerful, Sayed says the OZO Player SDK will be able to handle 6K and 8K resolutions.

When it comes to audio, the SDK uses an HRTF-based rendering with support for stereo audio, 5.0, 4.0, 7.0 surround formats, and the proprietary OZO Audio 360 format that’s captured with the OZO camera’s eight on-board microphones.

OZO Player SDK architecture
OZO Player SDK architecture

To jumpstart development, Nokia is also making available reference applications on each platform supported by the SDK, so that developers can use them as a jumping-off point for developing apps incorporating VR video content.

Sayed says a free version of the OZO Player SDK is now available, which is fully functional except for a watermark. If companies want to use it to launch an app, Nokia is offering case-by-case licensing options, which includes future updates and support.

“The pricing question took us so long… we couldn’t follow the industry way of charging a yearly fee or per user… part of our mission is to support the industry to grow. We said ‘we’re not going to implement a pricing model that we’ll apply to everyone in the world’ because at this point not everyone knows how to monetize VR. So we work one-on-one to offer flexible pricing models that suit every client,” Sayed said. “Our sales and legal team hate me [because of the work this causes them],” he joked.

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It’s yet to be seen how VR video content will be primarily consumed; while the video portal model dominates the traditional video space, the unique needs of VR could be more suited to a dedicated app model, and we see no shortage of such apps presently in the young VR marketplace. The question is likely to be answered once monetization methods of VR video content become more clear.

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THX Creates Audio Chip Positioned for VR Claimed to “best every other amplifier product in the marketplace”

THX has announced the development of a new audio amplifier chip which the company claims offers “the world’s lowest levels of distortion and noise,” along with “incredibly low power consumption,” positioning the amplifier for mobile VR headsets, wireless headphones, and VR PCs.

The THXAAA chip, as the company calls it, is an ASIC chip that’s being made in conjunction with Triad Semiconductor, a firm who has also worked with Valve to create components of the HTC Vive’s Lighthouse tracking technology.

The chip is an audio amplifier which THX claims “bests every other amplifier product in the marketplace.”

[The THXAAA] reduces harmonic, intermodulation, and crossover distortions by 20-100x for an unbelievably realistic and fatigue-free listening experience, and reduces power consumption by a factor of 10 for incredibly long battery life. THX AAA™ accomplishes this using a patented topology to cancel conventional distortion mechanisms and reduce bias current. THX AAA™ improves audio fidelity, shrinks battery size and extends playtime. The flagship THXAAA-0 amplifier boasts nearly un-measurable distortion of -137 dB, high output power of 63 mW, and only 5 mW of quiescent power consumption.

The low power consumption combined with high fidelity audio positions mobile VR among the THXAAA’s best suited applications, the company says.

Founded by famed Star Wars director George Lucas, in 1983, THX has traditionally functioned as a badge of quality assurance, giving their stamp of approval to studios, cinemas, consumer electronics, content, automotive systems, and more. The company was recently acquired by gaming lifestyle company Razer (who is a founder of the OSVR initiative). The THXAAA chip is the company’s first step into component offerings.

thxaaa-vr-audio-chip
The diminutive chip is just 2.4mm square.

While the chip could be useful for mobile VR, it could also bring about THX-certified wireless headphones and ‘VR Ready’ PCs for high-end tethered VR headsets as well, says Reid Wender, Triad Semiconductor’s VP Marketing & Sales.

“For me, the three pillars of immersion in VR are 360 degree movement, visuals, and audio. I think VR will make people audiophiles again without them even knowing it. The AAA solution from THX is truly quiet when the source audio is quiet (low noise) and delivers sounds as they were created at the source (high fidelity). As VR goes wireless in the next couple of years, wireless headphones will be key,” Wender told Road to VR. “The THX AAA is quite disruptive to the audio amplifier market because it also uses low power over a wide dynamic range of audio levels. Lower power means longer battery life. This is a benefit that users in the VR and wireless headphone market will appreciate.”

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THX and Triad plan to show off the first THXAAA solutions at CES 2017 next week.

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Experimental VR Alzheimer’s Therapy App Made Just Hours After Plea by Child of Afflicted Father

After a recent bout of news articles detailing an experimental Alzheimer’s Disease therapy that has showed promising results in mice, the child of an afflicted father made a plea to the VR community to create a VR app which would recreate the therapy with a VR headset.

“I’m losing my dad to Alzheimer’s. Every day that passes I can tell that there is less and less of him here with us. It breaks my heart,” began Reddit user Porespellar. “We’ve tried all the traditional medicines to slow the progression but nothing seems to be helping him at all.”

The neurodegenerative disease, which commonly leads to symptoms of severe memory loss and dementia, has no known cure and is not well understood. According to MIT, one in three Americans will die of Alzheimer’s or age-related dementia.

But promising research out of MIT’s Picower Institute for Learning and Memory shows that non-invasive visual stimuli shown to mice leads to a significant improvement in a biological function of the brain which is believed to play a key role in Alzheimer’s. The paper detailing the research was published earlier this month in the peer-reviewed journal, Nature. A podcast episode by Radio Lab gives a great layman’s account of the research, which revolves around the ‘Gamma Frequency’, a 40Hz pulse of light which appears to stimulate the brain of mice in a way that could help treat Alzheimer’s.

The researchers are quick to point out that this research has only been done on mice, and that they want to be very careful not to build too much hope before proper research trials prove whether or not the same effect will be seen in humans too, and whether or not it will actually treat Alzheimer’s in any way. And while one of the paper’s authors has spun off a company called Cognito Therapeutics to pursue tests in humans, for some, that research may come too late.

vive-pre
With a screen close to the eyes and a 90Hz refresh rate, the Vive headset could be used to deliver bright flickering similar to the experimental therapy used on mice.

“Again, this hasn’t been tested on humans, only mice, but my dad doesn’t have time to wait on clinical trials, FDA approvals, and all the proper testing, my dad is slipping further and further away every day,” wrote Porespellar. “First thing that came into my mind when I heard about this whole 40hz Alzheimer’s light therapy research was ‘The Vive would be the perfect delivery device for this therapy.’ It is a solidly-equipped device to deliver 40hz light pulses to my dad’s eyes. I’ve also read that vibrations timed to the pulses further enhance the effects, my thinking was that if the haptic motor on the Vive controllers could also be set to vibrate at the same frequency, this would enhance the effect of the lights and help with producing the Gamma Oscillations.”

With that, Samuel Sekandagua developer behind VR indie dev studio Overflow Games, replied “Sure I can try and make something like this, give me an hour or so.”

Not long after, Sekandagu sent his prototype VR app based on the experimental research to Porespellar, which uses the Vive to deliver a 40Hz flash and 40Hz vibrations, both of which are variable in strength. He also posted the code to GitHub so that others could add and improve the therapy app. Because this is not yet a properly researched therapy, we won’t link to the actual app here.

As thankful as Porespellar has been, they are not ready to jump the gun just yet.

“Wow!!! So I just downloaded your app and it does exactly what was requested THANK YOU!!,” they wrote, followed with another message: “I’m not advocating or condoning that anyone actually try any of the resulting software being provided by any developer in response to this post as its use could be harmful to those who are sensitive to flashing lights. I’m going to provide this research information to my dad’s doctors and my family and if everyone agrees and deems that they feel the risk is acceptable then we’ll go from there.”

Porespellar has encouraged those who want to thank Sekandagu for his work to consider buying the VR game Adobe which was developed by Sekandagu’s studio, Overflow Games. Sekandagu also posted a bitcoin address for anyone interested in donating in thanks for his work: 1MHZDJBVoATJp83YvvdzJA9kkfDf26YUpE

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The Best HTC Vive Deal Yet: $100 Discount + $100 Gift Card + Free Shipping

htc-vive-scatterMicrosoft’s after-holiday sale has one of the best HTC Vive deals we’ve seen yet, offering $100 off of the headset’s original price along with an additional $100 gift card to the Microsoft Store.

Various stores have been offering $100 off of the HTC Vive in sales sporadically throughout the holiday season, but now Microsoft is doubling down on the offer with a $100 discount and throwing in a $100 gift card.

The $100 HTC Vive discount brings the VR system down from $800 to $700. Your purchase will also come with a $100 gift card to the Microsoft Store, which sells a wide variety of electronics from the company and beyond, and you’ll get free shipping. The deal also the same game bundle that comes with most Vive purchases, which includes The Gallery – Episode 1: Call of the Starseed and Zombie Training Simulator

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If you’re looking for an Oculus Rift instead, Microsoft is also offering a $100 gift card with the headset, but you’ll pay the Rift’s usual $600 price. You could put the gift card toward the Oculus Touch controllers which Microsoft also sells.

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4 Great VR Party Games to Play With Friends and Family This Holiday

VR is so new that one of the regular activities of VR headset owners is introducing other people to the technology. Usually that means putting one person in a headset and standing around while they take their turn. But a few great VR party games let people both inside and outside of VR participate in the fun, and you only need one headset!

Keep Talking and Nobody Explodes

Available on: SteamVR (HTC Vive & Rift), Oculus Home (Rift), PlayStation VR, Gear VR, Google Daydream, and PC

Keep Talking and Nobody Explodes is easily one of the best VR party games out there, and, now available on Daydream, it’s also the most widely available. You can also find the game on SteamVR, Oculus Home, PlayStation VRGear VR, and PC (also Steam).

keep talking and nobody explodesIn Keep Talking and Nobody Explodes, the player wearing the VR headset will find themselves sitting alone in a room with ticking time bomb in front of them. The bomb has a series of ‘modules’ which are miniature puzzles that must be solved in order to disarm it. The only problem is that the headset player doesn’t have the bomb defusal manual…. That’s where the other players come in: using a smartphone, computer, or even a printed copy, anyone not in the headset can access the 23 page bomb defusal document in order to aid in disarming the bomb.

The player in the VR headset has to relay information to those outside of the headset, and vice versa. The non-headset players will us the given information along with a series of increasingly complex instructions in the manual in an effort to guide the headset-wearer through the correct defusal procedure. Any incorrect moves mean a strike, and three strikes means you’re out (and by “out” I mean dead). There’s also that darn timer which doesn’t care how many strikes you have, it’ll blow the bomb once it hits 0:00.

The game is a blast (pun potentially intended, depending upon how good you are), and offers fun for a wide range of people, even those who are not experienced gamers or may not have any interest in putting on a VR headset. Because it has discrete levels (and failures), it creates a natural flow of passing the VR headset around; once a bomb is disarmed or blows up in someone’s face, that’s a good time to give the next person a turn with the headset. For adult gatherings, there’s also clear potential for a fun drinking game involving exploding bombs and shots.

Mass Exodus

Available on: SteamVR (HTC Vive & Oculus Rift)

Get a few friends with Xbox One gamepads, because this asymmetrical game lets a single VR player take on the role of the a giant-sized ‘seeker’ who must identify and hunt down up to four rogue androids – played by your friends of course.

While the seeker is sifting through the untold number of androids milling about the factory floor, rogue bots must try to blend in and scramble to switch off the control panels located around the factory and shut the facility down and win the match. Plenty of creative buffs help keep things interesting, so get ready for plenty of screaming.

Initially released back in May 2017, the developer Polymerse just completed an extensive overhaul of the game that’s improved match customizations, visuals and some of the sore spots related to the game’s AI and radar detection.

VR Pictionary with Tilt Brush or Quill

Available on: SteamVR (HTC Vive) or Oculus Home (Rift + Touch)

Pictionary is a classic board game where players receive a word and must draw a picture in order to get another player to correctly guess the word from the picture alone. Taking this concept and applying it to VR opens up a new realm of possibilities thanks to VR paint apps which let you draw in 3D with different colors, brushes, and effects. No matter which of the below platforms you’re playing on, you can play in teams (usually pairs) who compete for the high score, or a free-for-all, where everyone tries to guess at once and the correct guesser gets a point.

Tilt Brush (HTC Vive)

tilt brushTilt Brush, available for on SteamVR for the HTC Vive, has its own Pictionary functionality built-in (called Tiltasarus). Launch the game and rotate the Tools panel until you find the ‘experimental’ menu, then find the icon for Tiltasarus. Inside the headset you’ll be presented with a category and a word, but players outside the headset won’t be able to see it (even on the external screen). The player can then use Tilt Brush to draw the word and have everyone else look at the screen to guess what it is. You’ll want to set up your external screen (or maybe even connect to a big TV) in a central location to make it easy for non-VR players to gather around.

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Quill (Oculus Rift & Touch)

quillIf you’ve got Oculus Touch you’ll also have free access to Quill on Oculus Home. Unlike Tilt Brush, Quill doesn’t have its own built-in word generator, so you’ll need to give the drawer a word before they put on the headset. The Game Gal has a handy free Pictionary word generator that also lets you configure difficulty or category.

Just like with Tilt Brush, you’ll want to make sure your external screen is set up somewhere that makes it easy for the guessers to gather around and see the drawing.

The Playroom VR

Available on: PlayStation VR

PlayStation VR comes free with the excellent Playroom VR, which includes a series of mini VR party games. For the most part you’ll need a few extra PS4 controllers on hand, but at least one of the games only requires one controller.

playroom vr sony morpheus virtual reality ps4 playstation (1)You’ll get to chase your friends as a giant monster, hide as mice from a vicious cat, go ghost busting, and more. Some of the games are cooperative and others are competitive, offering a great mix of teamwork and versus play. The Playroom VR is a no-brainer for VR party gaming on PSVR and as an introduction for new VR players.

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Update (12/27/17): Added information on Mass Exodus.

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‘Rec Room’ Update Adds Private Lounge Space and Invite-Only Activities

A new update to popular Social VR app Rec Room adds a new invite-only space where friends can gather to play new activities in a private space. And now, players can host their own invite-only activities.

Normally, when you load into Rec Room, you’ll join a randomly selected lobby full of strangers. When you go to partake in one of the programs many activities—like paintball or frisbee golf—you’ll also be put into a game full of strangers. While meeting new people this way can be fun, one major draw of Rec Room is its ability to connect people who already know each other by other means. A new update to the game now makes that much easier.

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Invite-Only Activities

New Invite-Only activities allow you to create a private instance of any one of the game’s activities and then invite people from your friends list. So now you can have a private game of paintball to settle that grudge between your friends.

rec-room-paintballInvite-Only activities are hosted easily using the game’s watch menu. Now, in the same place where you would normally join an activity, you’ll find a new ‘Create’ button to start a new private instance of that activity.

The Lounge

The Lounge goes hand-in-hand with the new Invite-Only system. This is an Invite-Only space that itself has a few mini games inside. Unlike Rec Room’s other activities, the Lounge can only be accessed as a private space.

Once you fire up the Lounge, you can invite friends to join. Inside you’ll find a deck of playing cards, a white board, a ping pong table, dart board, and a pile of word cards for pictionary using the game’s ‘3D Pen’, which lets you draw in the air like Tilt Brush. What you do with these tools us up to you and your compatriots.

rec-room-3d-charadesAfter you get the obvious poker and hang-man out of your system, I’m sure there’s some inventive fun to be had by mixing it all together, and we’ll be excited to see what ‘home-made’ games the community comes up with.

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The full list of tweaks brought by the latest update can be found here. Rec Room is available for free on the HTC Vive and now on Oculus Home (with Touch) as well.

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Smart Solution Makes Handheld VR Cinematography Easy with a Real Virtual Camera

VFX professional Kert Gartner has been pioneering new ways to make capturing virtual worlds as compelling as filming in the real world. His latest technique makes a real virtual camera out of an extra Vive controller and a smartphone.

You may have actually seen Gartners work before, he was a major part of the new Space Pirate Trainer trailer production, and the mixed reality Fantastic Contraption trailer. His latest trick is a little bit of genius that expands upon much of his prior work with VR cinematography.

To get the feel of ‘real world’ cinematography in VR, you need to be able to manipulate the virtual camera just like real world cinematographers manipulate real cameras. Often times that means handheld cameras that are up close to the action. Gartner has been emulating that handheld camera look by smartly using a third Vive controller to manipulate a virtual camera inside the virtual world. But filming this way is difficult because the controller doesn’t have a viewfinder, meaning that seeing what it’s pointed at requires looking at some distant monitor on the periphery of the of the action.

Now Gartner has solved that problem by using a smartphone to act as the viewfinder for the virtual camera, allowing him to see exactly what the virtual camera sees as he films:

The foundation of the technique requires a custom build of whatever VR experience is being filmed; one which is able to project multiple camera views in a single frame, including an angle which will be the view of a virtual camera which is “attached” to an extra Vive controller. Rendering out a 4k frame divided into multiple views means that each view can still be captured at a sharp 1920×1080 by cropping away the other views. Capturing all views at once gives the editor the ability to chose from multiple viewpoints of the same shot in post processing, without the cinematographer needing to do multiple takes from different angles.

virtual-reality-camera-vr-camera-htc-vive-1The next step is to affix a smartphone to the Vive controller. In this case, Gartner whipped up a simple rig with a vertical grip for easy capturing, but I imagine it would be almost as easy to connect the smartphone directly to the Vive controller (just don’t block the tracking receivers!).

From there, Gartner employs the jsmpeg-vnc utility which allows him to stream a selectable crop of the monitor to a web server which allows it to be viewed easily by visiting a URL on the smartphone. This gives him a viewfinder which shows exactly what the virtual camera sees.

virtual-reality-camera-vr-camera-htc-vive-4Altogether, the rig now works like a handheld camera, except instead of filming the real world, his viewfinder shows a portal into the virtual reality world. Even rendering multiple views at 4k and running the screen streaming and capturing software, Gartner says the whole system is still hitting the crucial 90 FPS figure (no doubt thanks to a powerful PC managing it all).

Praise to Gartner indeed for this smart solution, though many will know that technique isn’t brand new; the use of real-time digital visuals with a virtual camera and viewfinder has been seen in high-end film and game production, notably on Avatar (2009), Halo Reach (2010), and Uncharted 4 (2016) but Gartner’s system is tremendously less expensive, using just a PC, HTC Vive, extra Vive controller, and some streaming software; that puts it in the realm of practicality for many VR developers.

We expect to see this technique further developed for the production of high-end VR trailers, and even for big livestreaming VR shoots. Hooking the Vive controller and smartphone viewfinder up to a Steadicam rig could give a cool high-end film look. We can also imagine a more realistic virtual camera model offering complex adjustments like focal length, exposure, and manipulation of lens characteristics, all controllable in real time from the touchscreen of the smartphone viewfinder.

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