Rift Update Straightens Carpet, Improves Multi-Sensor Setups

Rift Update Straightens Carpet, Improves Multi-Sensor Setups

Rift leader Nate Mitchell confirmed an update is rolling out to owners of the Facebook VR headset that smooths out the carpet on the floor seen in Oculus Home while also improving the way larger tracking setups work.

“A big focus this month on making sure 3+ sensor setups are working optimally,” Mitchell wrote on Twitter.

The rumpled carpet seen on the floor of Oculus Home (where Rifts owners select apps to visit) has been a minor annoyance to some who would prefer a tidier living room. More important, however, are potential fixes to tracking problems some users have reported with their headsets since the release of Oculus Touch controllers in December. The controllers come with an additional Sensor and more can be purchased to cover larger areas, bringing the functionality of the system closer to that of the room-scale HTC Vive headset.

Facebook’s VR team recently released a 4-part series outlining accessories and tips for getting the most out of the system. The update was expected in January but got delayed a few days for testing.

We’re waiting for the full release notes to be posted online and will update when they are released. If you have a Rift, though, it is time to start looking for that software update. If you’ve had problems with a three (or more) sensor setup, let us know in the comments below whether the update helped.

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ZeniMax Responds To John Carmack’s Comments After $500 Million Verdict

ZeniMax Responds To John Carmack’s Comments After $500 Million Verdict

The war of words continues between ZeniMax and Oculus in the wake of a $500 million mixed verdict issued yesterday by a Texas jury.

Earlier today Oculus CTO John Carmack noted on Facebook “the internet would have viciously mocked the analysis” of an expert witness ZeniMax called in the case whose testimony is under seal. “I still have a level of morbid curiosity about the several hundred-page report.”

ZeniMax first publicly accused Oculus of theft of its technology in 2014, shortly after the announcement that Facebook was to acquire the startup for billions. ZeniMax alleged the Rift VR headset was built using its own technology and that Carmack, formerly of ZeniMax-owned id Software, had used its resources to offer essential help in developing the Rift.

“I never tried to hide or wipe any evidence, and all of my data is accounted for, contrary to some stories being spread,” Carmack wrote.

Now ZeniMax, which threatened an injunction to stop Oculus from using its purported code, has issued a statement responding to the Doom developer:

In addition to expert testimony finding both literal and non-literal copying, Oculus programmers themselves admitted using ZeniMax’s copyrighted code (one saying he cut and pasted it into the Oculus SDK), and Brendan Iribe, in writing, requested a license for the “source code shared by Carmack” they needed for the Oculus Rift. Not surprisingly, the jury found ZeniMax code copyrights were infringed. The Oculus Rift was built on a foundation of ZeniMax technology.

As for the denial of wiping, the Court’s independent expert found 92% of Carmack’s hard drive was wiped—all data was permanently destroyed, right after Carmack got notice of the lawsuit, and that his affidavit denying the wiping was false.

We will of course continue to follow the situation. Oculus has vowed an appeal.

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Valve Turns Destinations Into Social VR Platform With Trading And Quests

Valve Turns Destinations Into Social VR Platform With Trading And Quests

Valve Software just released a big update to its Destinations software that could make it a fun place to hang out with friends in virtual reality.

Destinations is evolving steadily and might be blossoming into a social VR platform that could rival those in the works from Facebook, High Fidelity, Linden Lab, Altspace and others. First launched as a set of tools for creating locations others could visit in VR, Valve added multiplayer to Destinations in July last year amid a steady stream of updates. This latest improvement adds quests for hidden items, rewarding you and fellow travelers with items to customize the way you look. You can even trade with other visitors.

From a blog post about the update:

Travel to various Destinations to find hidden item caches using the new Cache Finder tool. Locate one, and you (along with anyone questing with you) will earn a wearable item or avatar head to customize the way you look. Fancy a different hat than the one you found? Trade with other Destinations players on Steam or head over to the Steam Market. A new set of geocaching quests will appear each week, so get out there and find some caches!

In other words, first Destinations gave you places to visit in virtual reality and the tools to make your own places. Then they added multiplayer so you could visit these places with other people. Now they are giving you things to do in these places, and it isn’t just customizing how you look. The update also includes a variety of props and tools you can use, including a sketching tool and a drone you control by remote.

Google Opens The Floodgates To Let More Developers Submit Daydream Apps

Google Opens The Floodgates To Let Any Developer Submit Daydream Apps

For its first few months of availability, Google only worked with a select group of developers on Daydream-compatible apps. While the approach allowed Google to work closely with partners and carefully curate content for the new platform in its opening months, it also severely limited the number of apps one could download for the new headset ecosystem through the Google Play store.

That’s about to change. Starting today, Google is opening the doors for all developers creating apps along the company’s guidelines to submit. The change in policy could dramatically shift momentum in mobile VR, with Samsung recently announcing it sold 5 million Gear VRs to date as we wondered whether Daydream was off to a rough start. Many of Daydream’s apps were showing very small install numbers.

More options on software should represent a good thing for consumers as the Daydream ecosystem grows to support additional headsets and phones, all of which should be compatible with one another. That said, curation and VR is a tricky balancing act. If an app on your phone breaks it is just an inconvenience, but a VR app with problems can make the person wearing a headset feel ill. Additionally, too many apps can make it hard to find the quality content hidden among a number of copycats — a common problem in mobile app distribution as a whole.

We’re curious to see what effect this change has on the overall Daydream ecosystem as it evolves. There are undoubtedly some very skilled developers who have been unable to get their apps on Daydream because of Google’s approach so far, but likewise there might be a lot of low-skill developers waiting to push their incomplete software into VR for a few extra bucks. We may also see even more ports of Cardboard and/or Gear VR apps onto Daydream as well.

We’ll keep you updated as we sort through both the good and bad in the coming wave of Daydream VR content.

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Sundance Film Festival’s New Frontier Pushes Forward In 2017

Sundance Film Festival’s New Frontier Pushes Forward In 2017

The Sundance Film Festival is this weekend and next in Utah, giving new mixed reality projects a moment in the spotlight.

New VR productions at the festival show an enormous leap in quality from its first real appearance there in 2012. That’s when Sundance became the pioneering event to host Nonny de la Peña from USC showing her VR project Hunger In Los Angeles. She was accompanied at the event by none other than Palmer Luckey, who worked at USC before formally founding Oculus.

Now VR projects are spread across multiple venues at Sundance on different consumer headsets, with a wide range of content competing for eyeballs, and ultimately dollars, with varying artistic and technical approaches attempting to push the new medium forward.

I spoke by phone with Shari Frilot, Director and Curator of the New Frontier portion of the festival about what’s different compared to previous years. Among the experiences she explained the festival this year might enable, is the ability for people at two different venues to meet one another for the first time in a shared virtual experience — then to follow up and meet in real life.

“This is technology that affects storytelling in a really profound way,” Frilot said. “It is one thing to meet people in real life…it is also something to meet someone in text, but is is a…another thing to meet someone in VR.”

Life of Us from Chris Milk is a shared VR journey that “tells the complete story of the evolution of life on Earth.” It is one of several premieres from groundbreaking VR creators at the event. Another is Miyubi, a 40-minute endearing comedy project from Felix & Paul, the talented studio behind a variety of VR work including those showcasing Cirque Du Soleil performances. Miyubi lets you look into the life of a family from the 1980s from the perspective of a Japanese toy robot. There have been some previous attempts at lengthier VR projects before, Frilot said, but “they’ve all failed miserably.”

“Except for this one,” she said. “They’ve managed to create something that has….breadth and emotional gravity that maintains your interest for 40 minutes…it’s an important effort.”

The New Frontier portion of the festival includes 20 VR experiences and 11 installations across three venues. Tear-jerking project Dear Angelica from Oculus Story Studio had its premiere there, and ASTEROIDS! from Baobab is being shown too, which continues the story of the aliens we saw in the startup’s initial project INVASION!. Meta is showing Journey to the Center of the Natural Machine on its Meta 2 mixed reality glasses and the Synesthesia Suit which lets you feel the game is there too. Acting and motion capture app Mindshow is there at the event as well showcasing its intuitive method of creating animated projects in VR. That’s just a sampling of some of the VR projects available at Sundance this year. Much of the content being shown and talked about there is likely to make it to headsets in the next few years, though some projects might fail to resonate and disappear from the public eye.

“The one thing I can say is nobody knows” what will catch on, Frilot said. “You just have to sit and watch it unfold.”

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Valve Confirms More Headsets In The Works Compatible With SteamVR Tracking

Valve Confirms More Headsets In The Works Compatible With SteamVR Tracking

In a late comment to the Gabe Newell AMA on Reddit, Valve’s Joe Ludwig posted an update outlining progress licensing its SteamVR Tracking system.

The system could be critical to the adoption of VR in 2017 and the comment indicates additional head-mounted displays compatible with the SteamVR Tracking “lighthouse” technology are in the works. The headsets are among 500 companies which signed up to freely use the innovative tracking system, according to Ludwig.

Below is the full comment in response to the questions “Did you expect more hardware manufacturers to consider interest in releasing their own Lighthouse/Steam VR HMD instead of just HTC? Why do you think other companies haven’t (publically at least) gotten on board?”:

500 companies have signed up to use Lighthouse and some of them are making HMDs. A few of them have talked about that, but a bunch more will announce when they’re ready.

As far as we know, everything is in place for any store to support the Vive. As part of your initial setup you would still install Steam to get the drivers, but Steam doesn’t need to be running for the Vive to work.

The controller production line is still going strong and churning out controllers. The next line we’re building is for the base stations we talked about at Dev Days. They’ll start showing up later this year.

Using automation allows us to keep production local, which means our employees can be much more hands-on with the manufacturing process. That works a lot better with how Valve works, so we’ll probably keep doing that going forward.

SteamVR Tracking is an ingenious technology that bathes a room with lasers you can’t see with the naked eye, but it allows objects with sensors on the surface to be perfectly tracked throughout a space. A compatible system like lighthouse which works with products from a variety of manufacturers could lower the cost for upgrades (because the tracking system is already installed) while simultaneously opening up VR to an enormous collection of objects that can be brought into a virtual world. The end result would be a whole slew of VR experiences, from fighting fires to hitting a baseball, which would look, sound and feel extremely close to their real-world counterparts.

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Mark Zuckerberg In ZeniMax Case: ‘Oculus Products Are Based On Oculus Technology’

Mark Zuckerberg In ZeniMax Case: ‘Oculus Products Are Based On Oculus Technology’

Answers are starting to seep out from Facebook CEO Mark Zuckerberg’s turn being questioned in the case brought by ZeniMax against Oculus and its management.

ZeniMax, the former employer of Oculus Chief Technology Officer John Carmack, accuses the Facebook-owned company of stealing trade secrets and destroying evidence while also claiming ZeniMax as “the visionary developers of breakthrough VR technology.”

“Oculus products are based on Oculus technology,” Zuckerberg said in a Dallas court today.

The New York Times and Gizmodo are providing a running tweet summary of the case, with some interesting exchanges captured in their feeds:

Previously, Facebook released the following statement about the case: “We’re disappointed that another company is using wasteful litigation to attempt to take credit for technology that it did not have the vision, expertise, or patience to build.”

Carmack answered questions last week, saying “Palmer [Luckey] provided the system” while a lawyer for ZeniMax countered, claiming “Palmer provided the simple lenses.”

Editor’s Note: Writer Garrett Glass is in a Dallas courthouse this week following what’s going on for UploadVR. Stay tuned for more updates today and as the case continues.

ZeniMax Intends to Prove ‘Theft of Trade Secrets’ and ‘Destruction of Evidence’ by Oculus

ZeniMax Intends to Prove ‘Theft of Trade Secrets’ and ‘Destruction of Evidence’ by Oculus

Former John Carmack employer ZeniMax released a statement outlining the case lawyers intend to make in court against Facebook, Oculus and its management.

We briefly covered some quotable moments from Carmack’s time answering questions last week, though our writer on the ground wasn’t able to bring in electronics so we do not have a recording to use or share. As we wrote previously, the defense for Oculus is expected to weigh heavily on showing the jury that the startup designed all the components of the first Rift development kit (DK1), and developed its own software development kit without software or hardware from ZeniMax.

Now we have a statement from ZeniMax more plainly expressing its objectives for the case:

With the start of the trial of our case in Federal District Court in Dallas against Defendants Facebook, Oculus and its management, ZeniMax and id Software welcome the opportunity to present substantial evidence of the Defendants’ misappropriation of our Virtual Reality (VR) intellectual property. That evidence includes the theft of trade secrets and highly confidential information, including computer code. ZeniMax will also present evidence of the Defendants’ intentional destruction of evidence to cover up their wrongdoing. ZeniMax and id Software are the visionary developers of breakthrough VR technology, and look forward to the vindication of our claims.

We’ve seen it reported that Facebook CEO Mark Zuckerberg is expected in court when the case resumes Tuesday, and we will follow as it continues. We’ve also reached out to Facebook for an updated statement, but last week we received the following from Oculus about the case:

We’re eager to present our case in court. Oculus and its founders have invested a wealth of time and money in VR because we believe it can fundamentally transform the way people interact and communicate. We’re disappointed that another company is using wasteful litigation to attempt to take credit for technology that it did not have the vision, expertise, or patience to build.

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