GDC 2017: Hands-on With LG’s SteamVR Headset

GDC 2017: Hands-on With LG’s SteamVR Headset

LG’s upcoming VR headset powered by Valve’s SteamVR Tracking represents an important milestone in the development of the industry, and we just got the first hands-on.

The prototype revealed at the Game Developers Conference uses the same tracking technology from Valve that’s used in the HTC Vive which shipped last year. It also runs at 90 frames per second and flips up away from the face like the Microsoft headset we tried earlier this week. This should make VR developers very happy.

Here are the specs:

  • Two panels (one for each eye) with a resolution of 1440 by 1280 each
  • OLED display from LG
  • 3.64 inches diagonal
  • 90 Hz refresh rate
  • 110 degree FOV

These dev kits are going out to “select partners” by the end of this week. Representatives from the company were reluctant to commit to a time frame for a consumer release, but said an announcement should come some time this year after they get feedback from partners and developers.

The tracking base stations used for the headset appeared to be no different than those used with the HTC Vive. I got to spend about six minutes inside the headset, two minutes each in three experiences including Longbow from Valve and Firebird. While the fit on my head could probably have been tightened a bit and LG made sure to be clear this is an early version of the device, to my eyes the visuals inside the headset already felt roughly comparable to the Vive. From my six minutes in there I don’t feel like I can say whether FOV or resolution felt higher or lower than the Vive. I can say, however, that it felt at least on par and that’s pretty significant. In other words, there’s another player in the SteamVR ecosystem and the quality of it feels a lot like what we’ve come to expect from room-scale VR powered by Valve’s tracking technology.

“It’ll be similar prices” compared with the current generation of VR hardware, said Richard Taylor, an  assistant research engineer at LG. “It completely depends what feedback we get, but…I can probably say the display will improve, the weight will probably get lighter.”

 

GDC 2017: Hands-On With Microsoft’s First Windows Holographic VR Headset

GDC 2017: Hands-On With Microsoft’s First Windows Holographic VR Headset

I tried a Microsoft prototype VR headset at the Game Developers Conference in San Francisco and got the first public look at the company’s vision for mixed reality beyond Hololens.

I’ll get straight to the point. Inside the headset, I saw considerable motion blur while moving my head. I was among a handful of journalists invited to see the internal Microsoft prototype, though I was told photos or videos for my demo would not be allowed. Developer kits are slated to ship in the coming weeks. While those units are expected to be an improvement, the prototype internal hardware I tried was running at 60 frames per second. To my eyes, this blurring effect was more than I’m accustomed to seeing in even mobile headsets like Gear VR or Daydream. When dev kits ship, I’m told those units can run at 90 frames per second.

This is Acer’s kit, the first Holographic VR headset to roll out to developers.

The unit also had a very short cord to the PC, so I was severely limited in how much I could test the robustness of Microsoft’s inside out tracking. I could manage jumping in place, turning and lots of leaning. As far as tracking is concerned, it worked without hitches with the exception of one or two very brief moments where some stairs seemed to pop out of place a few inches then quickly return. It was brief, and unclear if related to tracking specifically. I didn’t note any discomfort when it happened.

I used an Xbox controller to select apps and teleport from place to place inside a virtual house. When I encountered a bug in the system and couldn’t jump to a particular world, they had to do one full restart of the system while I was inside the headset. It’s to be expected with in-development software and hardware, but am I the first person outside Microsoft or its partners to see the Windows startup logo appear in VR?

I also found features in Microsoft’s gear I instantly wished were included in my Rift and Vive back at home. First, the flip up screen feature made me giggle with joy.

One second I’m playing Forza on a big screen in VR streaming from an Xbox. Flip. Now I’m back in the real world chatting with the people there. Flip. Now I’m driving again. Flip. Back in the real world. It was effortless and nearly instant to switch between realities by simply flipping the screen up away from my face. This was far more convenient than removing the entire headset or even using the passthrough camera on Vive.

“We’re the most affordable, we’re the easiest to setup, and we’re the most comfortable,” said Alex Kipman, Microsoft Technical Fellow, in an interview with UploadVR.

The added convenience of the flip out screen is amplified by the tracking technology Microsoft pioneered on Hololens. This “inside-out” tracking tech was developed over a number of years by Microsoft, and it is quite an achievement. Rather than cameras searching for lights or base stations beaming out lasers, the inside-out approach relies on cameras and sensors embedded in the headset itself to figure out your head’s precise location within a given space. In theory, with a Microsoft-powered VR headset, you can move your VR experiences from one room to another as easily as you could a laptop. It’s an important feature that makes getting in and out of VR a lot easier, and one Facebook and Google would love to match.

My time inside Windows Holographic also highlighted the value of multi-tasking with access to familiar apps. This is something we’ve lost in the Vive and Rift. Any simple task like checking Twitter or the weather requires dropping out of whatever you’re doing, but in the Windows vision of mixed reality  these apps sit on tables or hang from walls. Fully immersive software takes over everything, but some legacy apps can be enjoyed simultaneously. The interface also showed how some content, like a highly detailed animated 3D capture of a space suit, can seem to float in this virtual living room alongside other content.

I watched 360 videos with the movies app, checked out a model of the solar system and played Forza streaming from an Xbox. I also checked out Twitter and the weather forecast simultaneously, with both traditional Windows apps sitting on my virtual walls. I immediately wanted to surround myself in dozens of windows. Access to all these apps in VR really highlights just how simplistic and limiting Steam and Oculus Home are when it comes to app selection. Within a few minutes of playing around in there, I really wanted something similar in the Rift or Vive.

We still have much to see from Microsoft. Kipman said that the company’s GDC showcase is “all about the headset”, adding that Windows is open to a variety of inputs, from gamepad, to keyboards, to 6 degrees of freedom (6DOF) controls. He suggested upcoming conferences, including Microsoft’s Build, would show next steps in mixed reality for the tech giant.

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GDC: 2017: New VR Strategy Game Blade & Soul Table Arena From Ncsoft

GDC: 2017: New VR Strategy Game Blade & Soul Table Arena From Ncsoft

The most memorable part of Blade & Soul Table Arena wasn’t the game itself — which is a lot like Dragon Front if it leaned toward real-time strategy more than a trading card game.

Blade & Soul is a massively multiplayer online game that premiered in Korea from Ncsoft. This Table Arena game, though, is said to be using intellectual property from that world but is otherwise unconnected. The space where I picked out my creatures for battle is filled with a bunch of Amiibo-like figures. It is a rich and detailed area of the game that was an absolute feast for the eyes.

You can pull one of the figures off the shelf and place it in front of you to use as part of your team. Hold one creature in each hand and move them close together to watch them do battle. You can also power them up. It’s a very cool thing to see for anyone who likes small figures or remembers the holographic chess game from Star Wars. All of the figures on the shelves were eye-catching and uniquely designed, and I wanted to pull each one down and examine it.

The game itself was structured somewhat like Dragon Front in that you are dueling with another player and arming yourself with a set of creatures you can send into battle. I enjoyed winning a few matches as I powered up my creatures to much higher levels in the lab before each subsequent match.

Dragon Front is a cross-platform title available on both Gear VR and Rift, which can help with match-making as it widens the pool of possible players. It is unclear whether we would ever see a mobile version of Blade & Soul Table Arena — it was shown on Rift with Touch. For a game like this, launching with enough players so everyone can find challenging matches is important. Developers gave me no timeline for its possible release.

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GDC 2017: Brass Tactics Combines Real-Time Strategy With Oculus Touch

GDC 2017: Brass Tactics Combines Real-Time Strategy With Oculus Touch

The studio behind popular strategy games Age of Empires II and Defense Grid 2 VR (Review: 8/10) have found success in the genre before, but now Hidden Path Entertainment is developing a brand new title for VR headsets. We went hands-on with the new game, Brass Tactics, at GDC 2017 and found a fun new approach to a classic genre in VR.

The core vision behind real-time strategy game Brass Tactics comes from Age of Empires 2 lead designer Mark Terrano, who is founder and chief creative officer at Hidden Path. The VR version of the studio’s earlier Defense Grid 2 converts the intricate battlefields of the traditional tower defense game into a highly detailed tabletop diorama that can be explored up close. It is immensely satisfying to see these kinds of rich and bustling miniature worlds floating in front of you. Games like Landfall (Review: 8/10) from Force Field continue to push these kinds of miniature-scale games forward in VR. Both those titles, however, are built for gamepads. While we rated each as being great, you can only do so much with that interaction approach in VR. This is where Brass Tactics comes in, which uses Oculus Touch controllers to let you control its clockwork mechanical units.

UploadVR Games Editor David Jagneaux and I initially commanded our armies from opposite ends of a very large battlefield spread across the surface of a table. The height of the table can be adjusted by pressing grip buttons on both controllers and raising or lowering them.

To move, all you need to do is press the grip button on one hand and pull. It took a minute to get acquainted with this approach of getting around but I found it very responsive and comfortable. In just one play session I was getting good at skimming across the surface of the map to move from spot to spot with a single tug.

And it may have been my speed that ultimately crushed David’s attempts to mount any sort of serious defense against me. You grab structures to place them on the battlefield so you can summon more troops and try to press onward.

At one point David and I encountered each other in the middle of the map and I felt a surge of adrenaline at the sudden realization he was micromanaging the same portion of the battle. I immediately rushed off to gather more troops and send them back to David’s location.

The game also offers a catapult feature in the corner of the map you can try to dial in and manually bombard a location. I found it more useful to manage my armies and direct them to key locations that David either wasn’t paying attention to or didn’t understand how to defend.

Brass Tactics from Hidden Path Entertainment is slated for release this fall with single player, player vs. player, and cooperative modes.

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GDC 2017: LG Headset Prototype Will Be Shown At Valve Booth

GDC 2017: LG Headset Prototype Will Be Shown At Valve Booth

We just had a juicy bit of information dropped on us by Valve — LG is showing a headset prototype at the company’s booth.

Very little is known about the device right now, though Valve did confirm to UploadVR that this is a SteamVR tracking headset, making it the second such device to be revealed, two years after HTC first introduced its Vive headset and nearly a year after it was released.

According to a statement from Valve, the device will offer a “high fidelity, next generation VR experience.” Though not confirmed, we assume that makes it another PC-based device rather than another mobile-based headset, with LG has dabbled with in the past. The company intends to meet with developers during the event to showcase its prototype and collect feedback. Final pricing and launch dates are not being revealed at this time.

Don’t expect this to be the last SteamVR device; last week Valve dropped requirements to attend a $3,000 class for its platform and 500 companies having signed up to work with its Lighthouse tracking technology, be they new headsets, controllers or otherwise.

SteamVR isn’t alone in licensing VR technology, however. Microsoft is also working with companies like Dell and Asus to produce its own VR headsets using inside-out tracking and running on its Windows Holographic OS.

There are still a lot of questions about this headset to be answered, then, and we’ll be sure to hunt answers down during GDC week.

Here’s the statement from Valve:

LG Electronics will unveil its first VR HMD prototype at this year’s GDC in San Francisco, CA. Being shown in Valve’s GDC booth, the LG HMD prototype is designed to deliver a high fidelity, next generation VR experience.

During the show, LG will be meeting with developers to collect feedback and impressions as part of its effort to define the first commercial units. Pricing, launch dates, and territories will be announced at a later date.

 

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Sony Sells Nearly 1 Million PSVR Headsets

Sony Sells Nearly 1 Million PSVR Headsets

Sony revealed official sales figures for the PlayStation 4-powered VR headset, PSVR.

Through Feb. 19 the company sold 915,000 headsets, Sony revealed in an interview with the New York Times. The figure joins the previously revealed number of 5 million Samsung Gear VR headsets sold so far as the only solid data we have about the size of the VR market.

With Gear VR priced around $100 and PSVR around $400, both figures are significant measures that provide our first real window into the emerging market for VR headsets.

Updates to come.

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Bigscreen Raises $3 Million To Succeed Where Envelop Failed

Bigscreen Raises $3 Million To Succeed Where Envelop Failed

Startup Envelop VR raised around $5.5 million for its platform which promised to use VR to surround you in limitless windows. The company’s VR tech basically extended the Windows operating system so you could theoretically work with a number of apps spread around you in VR. Ultimately, the idea was that legacy apps could eventually use Envelop tools to extend into VR and use 3D space more effectively to display information.

We reported on the startup finally closing the funding round in January 2016. By January 2017, the startup had shut down.

The reason this bears repeating is that one of our favorite VR apps, Bigscreen, announced seed funding today to the tune of $3 million, led by Andreessen Horowitz. Bigscreen has a lot in common with that earlier startup in that it basically does the same thing as Envelop, Virtual Desktop and several other Windows extension apps — with one big caveat.

In Bigscreen, you’re not alone.

Facebook Will Respond Soon To Proposed ZeniMax Judgment

Facebook Will Respond Soon To Proposed ZeniMax Judgment

ZeniMax filed for a proposed judgment and final injunction in its $500 million case against Oculus.

The company proposed Oculus be “permanently enjoined, on a worldwide basis, from using…any of the Copyrighted Materials, including but not limited to (i) system software for Oculus PC (including the Oculus PC SDK);  (ii) system software for Oculus Mobile (including the Oculus Mobile  SDK);  (iii) Oculus integration with the Epic Games Unreal Engine; and (iv) Oculus integration with the Unity Technologies Unity Game Engine.”

ZeniMax declined to comment. A Reuters report suggested “the injunction could limit the number of games available for sale for Oculus’ Rift VR headset.” Facebook provided the following statement:

ZeniMax’s motion does not change the fact that the verdict was legally flawed and factually unwarranted. We look forward to filing our own motion to set aside the jury’s verdict and, if necessary, filing an appeal that will allow us to put this litigation behind us.

I’ve uploaded two of the documents filed by ZeniMax lawyers outlining the legal reasoning. Those documents are uploaded here and here. Referring to the $500 million award, ZeniMax argued:

“The jury’s damage award here, however substantial, is an insufficient incentive for Defendants to cease infringing. Just minutes after the jury revealed its verdict, Facebook’s COO, Sheryl Sandberg, publicly stated that the jury’s verdict of a half billion dollars was “not material to [Facebook’s] financials.”

Earlier this month a Texas jury found Oculus did not misappropriate trade secrets from ZeniMax, which was the previous employer of Oculus Chief Technology Officer John Carmack. The jury, however, decided Oculus co-founder Palmer Luckey failed to comply with a non-disclosure agreement he signed and Oculus was liable as a result. Oculus, and its co-founders Luckey and Brendan Iribe, were found to owe ZeniMax $500 million as a result of copyright infringement and “false designation.”

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Steam Audio Promises More Realistic Sound For Games And VR

Steam Audio Promises More Realistic Sound For Games And VR

Valve today released a new tool called Steam Audio that represents the fruit of its purchase of Impulsonic in January. The tech promises sound which very realistically responds to a virtual environment and would serve as an improvement over the standard 3D audio.

In the demo video below you can hear the audio change as a player moves around a virtual room. In particular, some of the sound is partially blocked by a wall, altering the pitch and volume more than normal.

It is a pretty sparse example, but when applied to VR you would have sound that more realistically matches your actions and behavior. Crouching to hide underneath a desk as an alien creeps nearby takes on new meaning when the creature’s steps sound slightly different depending how much of the desk is blocking or reflecting the sound before it hits your ears. 

From the Steam Audio page:

Reflections and reverb can add a lot to spatial audio. Steam Audio uses the actual scene geometry to simulate reverb. This lets users sense the scene around them through subtle sound cues, an important addition to VR audio. This physics-based reverb can handle many important scenarios that don’t easily fit within a simple box-model.

Steam Audio applies physics-based reverb by simulating how sound bounces off of the different objects in the scene, based on their acoustic material properties (a carpet doesn’t reflect as much sound as a large pane of glass, for example). Simulations can run in real-time, so the reverb can respond easily to design changes. Add furniture to a room, or change a wall from brick to drywall, and you can hear the difference.

The tech supports PC, Mac, Linux and Android. It is launching with Unity integration but Unreal Engine 4 support is coming soon with other software integrations planned as well.

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Optitrack’s New System Could Accelerate VR Theme Park And Arcade Roll-Outs

Optitrack’s New System Could Accelerate VR Theme Park And Arcade Roll-Outs

Lower-priced cameras from long-time motion tracking company Optitrack could slash as much as 40 percent off the cost to track VR headsets and accessories over very large areas. The price cut could accelerate the roll-out of out-of-home VR experiences like The Void.

The Void covers very large regions with Optitrack cameras overhead to find the locations of people, controllers or other objects that are part of the overall story. In The Void’s first public installation in New York, Madame Tussauds offers a Ghostbusters experience that makes visitors feel like they are really catching ghosts throughout a building. Immersion can be dialed up on these “stages” by enhancing the experience with wind, heat or scent effects that tie to the story. Ghostbusters is a particularly smart fit for The Void because you wear a backpack powering the wireless headset that ends up feeling exactly like a proton pack.

When we got a look at the refined Rapture hardware from The Void, co-founder James Jensen noted the controller and headset are no longer covered with external tracking markers.

Typically, Optitrack covers objects or people with lightly-colored reflective balls or dots to track their movements. It turns out The Void is one of the very first systems equipped with Optitrack’s latest “active” system which uses embedded lights covering objects rather than easy-to-break balls. The Void is also now employing a significant upgrade to the visuals seen inside its Rapture VR helmet, and the startup aims to open 20 of its hyper-immersive “stages” this year.

While Valve Software is working on improved base stations for its innovative lighthouse tracking system used by the HTC Vive, we haven’t heard a definitive answer one way or the other about whether the technology might one day be extensible to cover very large regions. Today, a large-scale virtual world like those made by The Void turns to a camera-based tracking technology like Optitrack. IMAX VR, in contrast, equipped room-sized pods with Vive tracking base stations for its VR arcade initiative.

“In 2015, the number of out-of-home VR tracking experiences that we sold into, it was a couple dozen systems,” said Optitrack Chief Strategy Officer Brian Nilles. “In 2016, we probably sold 400 to 500 systems in VR tracking. Some of them are research, some of them are R&D for universities, but a lot of them are out-of-home experiences that are in Asia, Europe and growing in North America as well. So in 2017, it seems like the market is getting traction.”

The Void is just one among a field of companies looking to establish a market for a new kind of destination entertainment mixing elements of storytelling and exploration with paintball or laser tag. A price drop like Optitrack’s with cameras tuned specifically for VR usage could be precisely the boost needed to make these types of locations more common.

From an Optitrack press release, bolding added:

At the core of OptiTrack Active is a set of infra-red LEDs synchronized with OptiTrack’s low latency, high frame rate, Slim 13E cameras, delivering real time marker identification as well as positioning. This differs from OptiTrack’s passive solution, which requires that reflective markers be configured in unique patterns for each tracked object. This can add a great deal of complexity for high volume manufacturing and large-scale deployments of HMDs or weapons. With OptiTrack Active over 100 objects can be tracked simultaneously over areas greater than 100’x100’ (30mx30m)…

The newer Slim 13E cameras are priced around $1,500 while equivalent hardware that used the older “passive” dot-tracking system cost around $2,500. Covering large regions can require dozens of these cameras so the cost adds up very quickly. The image below provided by Optitrack imagines an enormous space with cameras placed overhead evenly throughout.

 

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