Nintendo Might Add VR Functionality to Switch Once “Users Can Play for Hours”

Nintendo is looking to add VR functionality to their upcoming home-and-portable console, the Switch. Nintendo president Tatsumi Kimishima recently stated that it could be added once they solve some VR-specific issues.

According to games industry consultant Dr. Serkan Toto’s translation of a recent Nikkei interview with Nintendo president Tatsumi Kimishima, the company “will add VR to Switch once they figure out how users can play for hours without problems”. This is a surprising statement, considering what we know about the Switch specifications, although perhaps easily misinterpreted.

The Nintendo Switch is one of the most innovative console designs in years, being both a home system and a handheld in one, transforming device. The Switch Dock, used for TV output, provides no performance assistance, meaning that the console’s rendering hardware is contained within the ‘tablet’ section of the Switch body. While its custom SoC based on Nvidia’s Tegra X1 represents only a modest jump in performance above Nintendo’s current Wii U console, and is no match for Sony’s VR-capable PS4, the Switch is a notably powerful portable gaming device. It can certainly be compared to the current crop of high-end smartphones that run good-quality mobile VR, such as Samsung’s Galaxy S7, and Google’s Pixel.

nintendo-switch-portableBased on its sleek industrial design alone, the Switch console looks almost ideal for a mobile VR concept, with an LCD screen of an appropriate size, removable motion controllers and connecting rails on the sides that could slide easily into a VR headset shell, similar to that of a Gear VR or Daydream View. Unfortunately, that’s about where the good news ends. According to Digital Foundry’s spec analysis, the SoC only runs at 40% of the full clock speed when in handheld mode, which limits the prospect of good VR performance. And while Nintendo doesn’t mention the LCD technology of the 6.2-inch, 720p screen, Digital Foundry believe it to be an IPS panel, not the preferred-for-VR OLED. Unfortunately, a 1280×720 panel – a lower resolution than the Oculus DK1 – is hardly appropriate for VR, nor would it be capable of low persistence (significant motion blur reduction) if it is indeed IPS.

If Nintendo want users to “play for hours without problems”, comfort has to be a high priority, and the Switch display specification alone makes this seem very unlikely. A report by Digitimes last year suggested the Switch (then codenamed NX) was being delayed to 2017 to add VR functionality, but there was no mention of it at the recent launch event or in any of the press materials. Perhaps Mr Kimishima was speaking about the Switch brand in general, and considering a more powerful version with a more suitable display in the future.

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‘Project CARS 2’ Leaked Footage Shows Progress on Sequel to VR-capable Racing Sim

New footage from upcoming racing simulator Project CARS 2 for PC, PS4 and Xbox One has surfaced on YouTube. Slightly Mad Studios’ new game is expected to launch later this year with support for virtual reality like its predecessor, and hopes to address the criticisms of the 2015 original.

We’ve known about Project CARS 2 since its controversial early announcement in June 2015, just a few weeks after the launch of the first game, which arrived in a state of inconsistent quality. Visually stunning, with an interesting career mode and plenty of content, it hoped to bridge the gap between PC and console racing sims. It received mainly positive reviews, but drew criticism from enthusiasts due to its bugs and questionable physics.

Although Slightly Mad Studios improved the game over the following months with several major patches, it never really reached its full potential as a sim, but eventual support for the Oculus Rift, HTC Vive, and OSVR headsets was very welcome, and well-implemented.

If you have suitably high-end hardware to match its demanding engine, it remains one of the most visually-impressive VR titles available.

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Project CARS 2 is expected to enhance VR support on PC, but a potential PSVR mode for the PS4 version has not been confirmed at this stage. The original game was once due to support the headset, but the chances of it happening diminished over time.

Once again, Slightly Mad Studios had used their crowdfunding platform to assist the development of the sequel, meaning that leaks are inevitable, despite the more secretive development process this time around. A ‘trailer’ (above) recently surfaced on YouTube, which revealed a chunk of new, in-game footage. This turned out to be a placeholder intro for the game used for internal presentations, and does not represent the final quality of the game, according to the developers, evidenced by the variable framerate and placehold user of music from Pirates of the Caribbean.

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However, it does include some interesting looks at new cars, such as the Ferrari 288 GTO, Lamborghini Huracán Super Trofeo, Porsche 935/80, and Jaguar XJ220S (manufacturers that were absent from the first game), along with footage of new tracks like Long Beach, the rallycross track in Hell, Norway and a Canadian ice track. It also demonstrates some of the upgraded technology, with a significantly-improved dynamic time of day and weather system. With all of this footage coming from out-of-date builds, the final product should look even more spectacular.

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Slightly Mad Studios CEO Ian Bell recently hinted at a September 2017 release date, and while it could slip like the first game, it sounds like they’re readying a marketing push very soon, with the real trailer due early this month. Bell has boldly stated that the title, which is still in development, has already ‘raised the bar for simulation’, with new rendering, physics, force feedback, drivetrain, differential and tyre modelling systems. Fingers crossed it can deliver, and continues with support for multiple VR headsets.

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‘rEvolve’ Vive Flip-Up Head-Mount is Nearing Six Times its Kickstarter Goal

The third-party head-mount for the HTC Vive from SynergyWiz quickly reached its crowdfunding goal on Kickstarter, and is now approaching 6x the required amount. The rEvolve is designed to improve comfort and adds a visor-flip function.

We recently reported that the promising rEvolve head-mount for the HTC Vive had quickly reached its $5000 goal on Kickstarter. With a week of the campaign still remaining, that figure is almost at $30000 of crowdfunding. There is understandable interest in this type of product, as the standard Vive strap system is one of the weaker features of the headset compared to its competition.

HTC felt the need to design their own ‘Deluxe Audio Strap’ (coming soon) that improves comfort as well as providing built-in headphones – more closely matching the Oculus Rift head-mount design. SynergyWiz decided to take the halo-style approach that shares more similarities with Sony’s PlayStation VR head-mount solution, which moves the weight to the top of the forehead and off the cheeks.

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The hinge that allows the wearer to flip up the front visor without having to remove the headset entirely seems very convenient, although there are some concerns about increased light bleed around the edges as seen with the PSVR. However, one could argue that light bleed simply means the visor isn’t squeezing your face, and therefore an acceptable trade-off. In any case, we’re glad to see the Vive will soon have more than one alternative head-mount option to choose from.

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New HTC Vive 'Deluxe Audio Strap' Adds Integrated Headphones, Ratcheting Headstrap

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Oculus Touch Insides Revealed in Detailed Teardown

iFixit continue their relentless quest to pull apart every electronic gadget they can get their hands on, including a detailed teardown of the Oculus Touch controllers (which slipped by us on the run up to the Winter holiday season).

The Oculus Touch motion controllers took longer to reach the market than many would have liked, but the final product was very well received. As an ergonomics exercise, Touch comfortably surpassed HTC’s Vive controllers, being more naturally sculpted (with opposing shapes for the left and right hand), and with better weight distribution, allowing them to rest in the palms with only a loose grip. And being far more compact too, it is also an impressive design exercise, so it’s interesting to see the units disassembled and find where (and how) all the components have been stuffed inside.

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Photo courtesy iFixit (BY-NC-SA)

Oculus doesn’t expect the end user to fiddle with the Touch internals, so it’s no surprise that there are a bunch of hidden screws and layers of glue obstructing the teardown process. Once inside, the complex packaging job is revealed, with its densely layered circuit boards barely wasting any space.

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Photo courtesy iFixit (BY-NC-SA)

The ‘spinal cord’ of the LED array is a neat design, containing 22 of the 24 IR LEDs that are concealed behind the surface of the controller’s tracking ring, much like the hidden LEDs in the Rift headset. iFixit points out that 24 is also the number of sensors embedded in each Vive controller; probably a coincidence, considering the two systems take very different approaches to tracking.

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Photo courtesy iFixit (BY-NC-SA)

The main board is crammed full of components, including some familiar Bluetooth and motion processing chips. It also features two springs that sit below the face buttons, which are part of the capacitive sensing circuit. The linear oscillator is mounted low down in the grip, near the battery, as it would deliver the most effective vibration there, while also helping to achieve the Touch’s excellent weight distribution.

For all the details, including plenty more detailed images of the hardware and components inside, visit the full teardown at iFixit.

If you liked this, you might also enjoy the Rift teardown, PSVR teardown, and HDK2 teardown.

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Oculus Further Details Ideal Hardware and Sensor Configurations for Roomscale VR with Touch

The Oculus Team have published a detailed guide on Roomscale VR setup. This four-part series expands on the Experimental Roomscale Guide published before the launch of the Touch controllers, discussing sensors, bandwidth, host controllers and extra equipment.

While Oculus continues to recommend the two-forward-facing sensor configuration for Touch users and developers, many people are trying roomscale solutions, using two or three sensors to achieve 360 degree tracking. An Experimental Roomscale Guide was published before the Touch launch in December, and now the Oculus Team have taken a deeper dive into roomscale configuration, posting a four-part series on their official blog.

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‘Tips for Setting Up a Killer VR Room’

oculus advanced roomscale setup series (2)Firstly, they discuss sensors. A single sensor achieves best tracking up to 6 feet away, then precision drops until about 10 feet, where it will lose tracking. Placing two sensors in the normal layout creates a combined tracking volume, increasing the precision, with ideal tracking up to 10 feet away. Adding a third sensor improves things further, but the team suggests you’ll get best results if you place all three sensors higher up the walls, angled down, as this will avoid occlusion most effectively.

A fourth sensor is possible, but “can create more technical and performance issues than it’s worth,” the company says. Part One of the company’s roomscale guides further explores the Sensor’s tracking range and ideal layouts.

‘Balancing Bandwidth on USB’oculus advanced roomscale setup series (1)

Next up, something that most PC users never need to worry about: balancing bandwidth on USB. The combined data from three Oculus sensors has the potential to overload a USB host controller, which is why they recommend using two sensors on USB 3.0 and one on USB 2.0.

Not all motherboards behave the same way, but it is likely that more than two sensors plugged into either 3.0 or 2.0 will cause tracking issues. The team also doesn’t recommend using USB hubs for the sensors. Part Two goes over more details about the limitations of USB throughput with regards to Sensor usage.

‘Identifying Host Controllers’oculus advanced roomscale setup series (3)

If you’re experiencing bandwidth issues and want to know more about your host controllers, Part Three in the series explains how to access the information in Windows Device Manager. Once you’ve found the sensors, you can view devices ‘by connection’, allowing you to see the connected host controller, and its position in the hierarchy.

It may help to spread out multiple sensors across different host controllers, and the Device Manager allows you to visualise what is really happening when you plug the sensor into another random USB port at the back of your PC.

‘Extra Equipment’oculus advanced roomscale setup series (4)

Finally, in Part Four, they discuss extra equipment, such as extension cables and wall mounts for those who want to do something other than desk or tripod mounted Sensors. USB extension cables vary in quality and can cause problems, so the team has listed a few options that have worked for fellow enthusiasts.

One tip is that it might be a good idea to use USB 2.0 for a sensor that needs to be placed particularly far away from the PC, as the lower bandwidth tends to work more reliably with longer extension cables. Some PCI Express USB cards are also recommended, as these work around the potential host controller issues.

In addition, they also recommend some USB and HDMI extension cables for the Rift headset, and suggest wall tripod mounts from Amazon marketplace or to go the 3D-printing route.

– – — – –

While most of this information shouldn’t be too daunting for a VR early-adopter, when it comes to mainstream consumers, it’s an apt illustration of why Oculus were reluctant to discuss roomscale, and how Vive’s approach to tracking is particularly well suited for roomscale VR.

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Sony Reveals PlayStation VR’s Most Downloaded Games of 2016

The Official PlayStation Blog has shared Sony’s most downloaded games of last year. This includes a dedicated list for PlayStation VR, representing almost three months of software sales since the hardware launched in October. PSVR now has more than 50 titles supporting the headset, check out the most downloaded in 2016 below:

Job Simulator ($30)

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In a world where robots have replaced all human jobs, step into the ‘Job Simulator’ to learn what it was like ‘to job’. Players can relive the glory days of work by simulating the ins and outs of being a gourmet chef, an office worker, a convenience store clerk, and more.

PlayStation Store Rating: 4/5 Stars

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Batman: Arkham VR ($20)

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Batman: Arkham VR immerses you in the Dark Knight’s Universe and redefines what it means to be the Batman. Experience Gotham City through the eyes of the World’s Greatest Detective in an all new Arkham mystery. Think like Batman. Utilize his legendary gadgets in Virtual Reality to unravel a plot that threatens the lives of Batman’s closest allies.

PlayStation Store Rating: 4/5 Stars

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'Batman: Arkham VR' Review

Until Dawn: Rush of Blood ($20)

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Strap yourself in for the most disturbing rollercoaster ride you’ll ever take. From the warped minds of the team behind PS4 horror classic Until Dawn, comes Until Dawn: Rush of Blood – a virtual reality experience to strike fear into the hearts of every trigger-happy arcade shooter fan.

PlayStation Store Rating: 4/5 Stars

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'Until Dawn: Rush of Blood' Review

PlayStation VR Worlds ($40) [Bundled with PSVR Launch Bundle]

Photo courtesy Sony PlayStation / SCE London Studio

PlayStation VR WORLDS takes players on a journey through five high quality VR experiences built exclusively for the launch of PS VR, featuring a breadth of content and game genres that wonderfully showcase inventive VR design, best in class visuals and binaural audio soundscapes.

PlayStation Store Rating: 4/5 Stars

Keep Talking and Nobody Explodes ($15)

Keep Talking and Nobody Explodes

One player is trapped in a virtual room with a ticking time bomb they must defuse. The other players are the “Experts” who must give the instructions to defuse the bomb by deciphering the information found in the bomb defusal manual. But there’s a catch: the Experts can’t see the bomb, so everyone will need to talk it out – fast!

PlayStation Store Rating: 5/5 Stars

Here They Lie ($20)

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Developed by Tangentlemen under the banner of Santa Monica Studio’s external development group, enter an uncanny horror experience where death is not a checkpoint. Delve into an inescapable, surreal world where unsettling encounters and environments come to life. Here They Lie is a mind bending first-person VR descent into madness.

PlayStation Store Rating: 4/5 Stars

Sports Bar VR ($20)

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Bringing the virtual pub experience to your living room. Sports Bar VR is the ultimate social experience available on PlayStation VR, featuring an awesome set of bar games and an incredible pool simulation including 8 Ball, 9 Ball, Killer and many more cue sports.

PlayStation Store Rating: 4/5 Stars

Carnival Games VR ($20)

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Carnival Games VR brings an all new immersive virtual reality experience, allowing you to explore the park, interact with patrons and play up to 12 different games! Enter a themed Carnival Alley where you can play a game and earn tickets for fun virtual prizes or unlock another game. Whether it’s scaling a castle in Climbing Wall, rolling for a high score in Alley Ball or shooting basketballs in Swish – there is something for everyone.

PlayStation Store Rating: 4/5 Stars

Harmonix Music VR ($15)

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Unlock the transcendent potential of your music with Harmonix Music VR. From a whacky dance party, to 3D reactive art, and even a nice relaxing alien beach, Harmonix Music VR is the next evolution of your music library.

PlayStation Store Rating: 4/5 Stars

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EVE: Valkyrie ($60)

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Experience the thrill of being an elite spaceship pilot in the sprawling sci-fi universe of EVE. Join the Valkyrie, an outlaw band of galactic pirates, and take up arms to claim what’s yours. Trade cannon fire for cash as you chase wealth and notoriety on the edge of space. With a wide variety of ships, customization options, weapon loadouts, and combat styles, EVE: Valkyrie gives you the ultimate freedom to fly. Virtual reality space dogfighting is here. Welcome to the next life.

PlayStation Store Rating: 4/5 Stars

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'EVE: Valkyrie' Now on HTC Vive, Joins Rift and PSVR Players

– – — – –

Perhaps unsurprisingly, the top four games over the past three months are identical to the top 4 from the initial list published in October. In fact, the only non-launch title in the list is Carnival Games VR, which arrived on October 28th. Novel cooperative multiplayer game Keep Talking and Nobody Explodes appears to have slightly longer legs than the surreal horror of Here They Lie, having taken its original 5th spot. Despite its place at #5, Keep Talking and Nobody Explodes is the only game on the list rated 5 out of 5 stars on the PlayStation Store.

Sports Bar VR jumped from 10th to 7th, having missed the launch in the US by a week, and gaining a significant fan base since, due to its compelling social online multiplayer features. EVE: Gunjack dropped out of the top 10, but EVE: Valkyrie, the deeper, fully-featured space combat game hangs on with its longer-lasting appeal, despite falling from #7 to #10.

The major November releases of Robinson: The Journey, O! My Genesis VR, Eagle Flight and HoloBall all registered in the top November downloads, and similarly the December releases I Expect You To Die, Fruit Ninja VR and Surgeon Simulator: Experience Reality, made the top 10 most downloaded in December, but with fewer weeks of sales, none of them show in the overall top downloads so far.

Will any of these titles manage to hold onto a place on the list by the end of 2017? With the rapid pace of VR game (and hardware) development, that’s a tough question to answer. Share your prediction in the comments below!

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‘RaceRoom’ Racing Sim Gets Initial Rift and Vive Support Through SteamVR

raceroom-vr-supportRaceRoom Racing Experience has received a major update that introduces Vive and Rift support through SteamVR. The update also includes a number of improvements and adds new content to this often underappreciated racing sim.

Developer Sector3 has been largely silent about potential VR support for RaceRoom, despite the title offering an excellent, experimental VR mode for the Rift DK2 dev kit back in 2014. Today’s update has, along with some major feature and content additions, enabled a ‘first pass’ of VR support, much to the delight of the community.

RaceRoom can be considered an established racing sim at this point, despite being technically still a ‘beta’. It has a colourful history, having been originally developed by the SimBin, famous for classic racing sims such as GT Legends (2005) and GTR (2005)RaceRoom’s approach was different, both in terms of being a free-to-play title with paid additional content in the form of cars and tracks, as well as aiming to have accessible physics. This lead to the sim being dismissed by large sections of the community, and ultimately, the demise of SimBin.

Now that Sector3 is at the helm—which operates effectively as a restructured SimBin— RaceRoom is back on track, having seen massive physics and force feedback improvements, making the sim far more appealing to the enthusiast. The return of VR support is another indication that RaceRoom is heading in the right direction.

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The update, detailed here, also adds leaderboard divisions, a revamped multiplayer browser, manual pit stops, AI changes, DTM physics improvements and the Silverstone and Stowe circuits.

Here are the steps to enable VR mode, according to the developer post on the Sector3 forums:

• In your Steam client library, right click RaceRoom and select “Properties”.
• In the Properties pop-up window, under the “General” section, click the “Set Launch Options…” button.
• In the dialog box that opened, just type in “-vr” (without the quotation marks) and it will use the default value for render target multiplier, which we currently have set to 1.5.
• To experiment with different render target multipliers, you can simply add the desired value after the argument, for example: “-vr 2.0” will start the game with the multiplier at 2.0. This multiplier can go as low as 0.5 and as high as 4.0 which is very high, so we recommend small steps here.

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Oculus Deploys New Age Rating System for VR Content

oculus logoBy March 1st 2017, every title in the Oculus Store will be assigned through the International Age Rating Coalition (IARC) rating process. IARC is a globally streamlined age classification process for digital games and mobile apps.

In a recent entry on their Developer Blog, the Oculus Team announced that the Oculus Store has moved to the International Age Rating Coalition (IARC) rating process, effective immediately for all new titles. Existing titles will need to apply for an IARC rating by March 1st. The Oculus Store adds to the list of participating storefronts, which includes Google Play, the Nintendo eShop and the Windows Store. IARC ratings are already used for all Google Daydream VR and Microsoft Hololens AR apps.

Applying for age and content ratings for software across multiple regions can be tedious, but once the storefront is participating with the International Age Rating Coalition (IARC), the process is much simpler. Currently, the IARC rating system administers content ratings from ESRB in North America, PEGI in Europe, ClassInd in Brazil, USK in Germany and the Classification Board in Australia with more rating authorities expected to join in the future.

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Oculus Home is the company’s VR content storefront

Launched in 2014, the IARC rating system simplifies the process for developers, who just need to answer a single set of questions, which automatically generates different age ratings from each participating territory, including a legally compliant rating in Russia and a generic rating for the rest of the world. It also helps consumers, providing a consistent set of ratings that, according to Oculus, ‘reflect their own cultural norms regarding content and age-appropriateness.’

Patricia Vance, president of the ESRB—the well-known organization responsible for administering game ratings in the US—and chairperson of IARC, welcomed the news, saying “We applaud Oculus for deploying the IARC rating system, giving VR developers the opportunity to obtain ratings from rating authorities around the world at no cost and without delay, while providing culturally relevant and trustworthy guidance about the games and apps consumers are considering for download.”

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VRGE VR Dock Hits Kickstarter with Support for Multiple Headsets and Controllers

VRGE’s VR Dock is a storage and charging unit compatible with multiple headset and controller designs. Featuring a wood finish and protective rubber bumpers, the prototype has an elegant appearance, and is currently seeking crowdfunding via Kickstarter.

The current generation of VR hardware is bulky. The headsets are large, awkward shapes, and motion controllers are full of rounded surfaces and tend to roll about; resting everything on a table is untidy, and the original packaging isn’t all that practical for day-to-day storage.

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VRGE hopes to address the problem with their VR Dock, a stylish unit with a wood finish and rubber inserts that allow compatibility with the Oculus Rift, HTC Vive, and PlayStation VR headsets and controllers.

VRGE Kickstarter

vrge vr dock (5)It can be placed on a surface or wall-mounted, and USB cables can be routed into the base, allowing the charging of the Vive controllers. An optional adapter allows charging of PS Move controllers, and a second optional adapter has been designed to store Oculus Touch controllers (there is no facility to charge these, as each Touch uses a standard AA battery).

There are some well-considered ideas in VRGE’s design, such as the central slot at the front that allows for cables to be arranged with minimal hassle, and the fact that the headsets can be placed upright, so that the lenses aren’t exposed to sunlight or dust, as is often seen when users hang their headsets from hooks.

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Further information about this prototype can be found on VRGE’s website, and via their campaign page on Kickstarter, which ends on February 16th.

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Facebook Says Introverts Feel More Comfortable with VR Social Interaction

A recent study by Facebook IQ, in which people completed one-on-one conversations in VR, concluded that most people respond positively, and introverts in particular feel more comfortable. Facebook IQ is a team established to assist marketers in understanding the way people communicate online and offline.

Facebook has been exploring the potential of social VR since their famous acquisition of Oculus VR in 2014. More recently, they detailed the results of their social VR avatar experiments and are planning to launch a ‘social VR app’ very soon. A different social experiment was recently completed by Facebook IQ, an internal team who help businesses understand communication trends and advertising effectiveness – asking 60 people to have a one-on-one conversation, half of them being in person, and half being in a VR environment wearing the Oculus Rift.

Interestingly, they didn’t use the VR avatars seen in Facebook’s own demonstrations, nor did they use the Oculus avatars found in the Rift’s menus – instead they used vTime, a popular ‘sociable network’ app available for Rift, Gear VR, Cardboard and Daydream. vTime uses its own full-body avatar system, complete with automatically-animating hands – surprising that these would be used in such an experiment. However, it seems like the main reason for choosing the software was to use its comfortable ‘train cabin’ environment – a familiar and natural place to converse with a stranger – and the focus of the experiment was about vocal communication.

facebook-vrApplied neuroscience company Neurons Inc was commissioned to assist with the study of cognitive and emotional responses; all participants wore high resolution electroencephalography (EEG) scanners, used to record electrical activity in the brain, and eye trackers. With half the group conducting a normal one-to-one conversation in person, and the other half engaged in vTime, Neurons Inc was able to compare the level of comfort and engagement of a VR conversation compared to a conventional one. The eye trackers helped to determine the user’s level of attention, and the EEG scanners were used to assess motivation and cognitive load, based on the level of brain activity. If the load is too low, it means the person is bored; too high and they’re stressed.

According to the report published on Facebook Insights, the participants, who had mostly never tried VR before, were within the ‘optimal range of cognitive effort’, being neither bored nor overstimulated. The cognitive load decreased over time, meaning that people naturally became more comfortable as the conversation progressed. In the interviews that followed, 93% said that they liked their virtual conversation partner, and those who were identified as more introverted responded ‘particularly positively’, being more engaged by meeting in VR than by meeting in person.

This increased confidence and reduced self-consciousness in introverts raises an interesting question about the current effectiveness of VR – did this occur because VR is already powerful, or not powerful enough? It seems that the main reason why introverts are less intimidated in VR is because it doesn’t feel as real as meeting someone face to face, and yet the entire industry is working towards making the experience as real as possible. What will happen when social VR reaches a level of fidelity that is much closer to meeting in person – are introverts only more engaged because of VR’s current limitations, or is there something unique to VR that introverts will remain attracted to, no matter how realistic it becomes?

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