Bigscreen’s ‘VR Cinema’ Showing Interstellar, Star Trek, Transformers, & More This Month

Bigscreen has released the latest lineup of big-name movies premiering this month in its recently released ‘VR Cinema’ feature.

A virtual reality movie theater always has felt like an obvious shoe-in for VR, a sentiment illustrated by some of our earliest articles covering VR cinema pioneers and the apps they chose to build. Since then of course, VR headset owners have been given numerous ways to enjoy films alone or with others, but for the most part those movies were self-provided, with the VR headset merely acting as an immersive viewing vessel for you (and your friends).

Image courtesy: Bigscreen

Bigscreen announced in December that they were looking to help evolve the movie VR experience by licensing studio films and giving Bigscreen users the opportunity to buy and watch them together in virtual theatres (either in private or in public virtual form). Ticket prices range between $4–$5 and can be purchased from Bigscreen‘s website directly.

The company has announced which movies will be available this month:

Image courtesy Bigscreen

January 10th to 16th

  • 3D
    • Star Trek Beyond (2016)
    • Star Trek Into Darkness (2013)
    • Transformers: Dark of the Moon (2011)
  • 2D
    • Interstellar (2014)

January 17th to 24th

  • 3D
    • Transformers: The Last Knight (2017)
    • Ghost in the Shell (2017)
    • Terminator Genisys (2015)
    • Top Gun (1986)

Think of the service like renting a movie from Amazon, but you watch virtually in a public theater in the style of the movie.

One of the biggest technical and experiential benefits of viewing 3D movies in VR though is the ‘perfect’ stereoscopy as each eye has a discrete view of its intended frame with no ‘cross-talk’ or dimming as is common with most passive 3D experiences in traditional cinemas.  Granted, we’ve not yet tested the 3D quality available via the streaming service, so just how good the image is remains to be seen.

Image courtesy Bigscreen

Up until now, Bigscreen software itself—which lets you join rooms with friends and share your own media or watch free media channels in public rooms with others—has been entirely free. The paid films are offered in partnership with Paramount; Bigscreen is putting special emphasis on its 3D films, as streaming services such as Netflix and Amazon’s Prime Video typically only serve up 2D versions, even to those who have 3DTVs.

Bigscreen says its working on additional ‘VR Cinema’ content, including private movie rentals to watch with friends, more movies, a drive-in movie theater environment, and themed movie events like ‘horror week’.

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Epic Games to Award $100 Million to Devs with New ‘MegaGrants’

Epic Games today announced at GDC that the company is set to turbo-charge their long-running developer grant initiative with ‘MegaGrants’ and the largest pool of funds yet, $100,000,000.

Epic have been running developer-focused funding initiatives for many years now, with the original ‘Unreal Dev Grants’ fund announced back in 2015. Since then, VR developers have featured prominently among the fund recipients awarded—many of which we’ve covered on this very site. In many ways, those grants have reflected Epic and Unreal Engine’s early and consistently prominent support of VR since the early days of VR’s latest resurgence.

Now, possibly reflecting the company’s bulging coffers, swelled by the ultra-successful battle royale shooter Fortnite, the company has now announced its first ‘MegaGrants’ initiative. The program now boasts a vast loot pool totaling $100,000,000—all of it potentially up for grabs for budding developers who make the grade, VR devs among them—should you choose to use Unreal Engine to power your project.

Interested? As a guideline, Epic Games have release key submission categories for the Epic MegaGrants which include:

Game Developers: UE4 dev teams of all sizes can apply for an Epic MegaGrant to help make their projects succeed. Developers can also apply for a grant to help transition existing or in-development games to UE4.

Media & Entertainment: Individuals or teams applying UE4 to film, television and other visual media, location-based entertainment, and live events are eligible to apply for an Epic MegaGrant.

Enterprise: Innovative teams and individuals leveraging UE4 in other non-gaming verticals, including architecture, automotive, manufacturing, simulation, product design, advertising and other areas, may apply for an Epic MegaGrant.

Education: Students and educators can earn funding for Unreal Engine research, curriculum, student projects and university programs. Grants will also be given to schools implementing Unreal Engine into classrooms and programs.

Grants to developers range between $5,000 and $500,000 for each award and “cover a variety of endeavors to further ignite creativity and technological advancement within the 3D graphics community.”

Importantly for those developers wary of inadvertently losing control over their precious gaming concepts, Epic Games clarifies that “All grant recipients will continue to own their IP and will be free to publish however they wish.” Also, Epic Games is giving itself leeway for the time frame that these funds will be doled out stating “Submissions will be evaluated, and grants awarded, on a continual rolling basis as funds allow, with no firm deadlines to submit.”

Developers who bravely decide to step into the still budding VR industry fray still face uphill challenges making their projects profitable, or even getting funds to make them happen in the first place. Epic’s MegaGrants could offer small startups and indie developers wanting to build their VR project the cash-fuel required to start, or to keep going. And if there’s one thing the entire VR community can agree on, it’s that influx of original, quality VR content that’s sorely needed to accelerate interest in VR gaming and entertainment, and see the industry grow.

Epic Games’ CEO Tim Sweeney said of the announcement “At Epic we succeed when developers succeed. With Epic MegaGrants we’re reinvesting in all areas of the Unreal Engine development community and also committing to accelerate the open sourcing of content, tools, and knowledge.”

To read more on the MegaGrants initiative, head to the Epic Games website here.

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Full Reveal of ‘Star Wars Vader Immortal’ Quest Launch Title Coming Next Month

ILMxLab is to finally demo its upcoming Star Wars Virtual Reality series, Vader Immortal at the annual Star Wars Celebration event in April.

We reported on ILMxLAB’s latest immersive VR experience way back in October last year, after the studio revealed that their forthcoming built-for-VR experience, set in the Star Wars universe, would form part of the official canonical Star Wars universe. The new experience is being co-developed with Facebook’s Oculus Studios and is due to debut on the company’s forthcoming standalone VR headset Quest.

After remaining schtum for months, ILMxLAB today announced that Star Wars fans can look forward to more details on the experience being revealed during this year’s annual Star Wars Celebration event, due to take place between April 11-15 in Chicago. They’ll also be able to go hands-on with the first episode.

Star Wars Celebration is the pinnacle fan event for the franchise, attracting 1000s of attendees every year and is traditionally a venue for big Star Wars announcements, trailers and games to be teased.

ILMxLAB has announced it’s to let fans in attendance go hands-on with the first episode of Vader Immortal, with demos powered by Oculus’ Quest headset, at the show. Here’s a snippet of the press release to set the scene:

Vader Immortal: A Star Wars VR Series transports fans to the dark lord’s home turf of Mustafar, and with lightsaber in hand, puts them at the center of an original Star Wars story. The canonical immersive adventure takes place between Star Wars – Episode III: Revenge of the Sith and Star Wars – Episode IV: A New Hope, and is set up by the events of Star Wars: Secrets of the Empire, ILMxLAB’s award-winning location-based virtual reality experience.

ILMxLAB is also due to hold a panel discussion to dive into details on the first episode of Vader Immortal: A Star Wars VR Series. The panel will feature David S. Goyer, the author of the debut episode, known for his work on the The Dark Knight film series.

Image courtesy Oculus

The timing is excellent as, although we still don’t yet have a firm release date for Oculus’ brand new high-end ‘standalone’ VR headset Quest, Facebook have said we’ll see the device ship some time in Spring – so even assuming the worst – it won’t be long before Star Wars fans can ‘get their vader on’, so to speak. Vader Immortal: A Star Wars VR Series is confirmed as an Oculus Quest launch title.

If you’re heading to Star Wars Celebration, you can catch the panel at 1:30pm CST on the main stage.

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Oculus Go to Offer Fixed Foveated Rendering and Up to 72Hz Refresh Rate

Oculus has revealed that the standalone, entry-level mobile VR headset Oculus Go will support refresh rates up to 72Hz and will make use of fixed foveated rendering.

At GDC 2018 Oculus’s dedicated hour long session was a treasure trove of new and updated information (If you missed it you can re-cap via our live blog coverage right here). One of the many snippets of news was more detail on how the company’s  upcoming mobile, standalone VR headset Oculus Go handles rendering and on its display.

First up is Oculus Go’s display. We know from the device’s launch that the headset sports a “fast fill” (low latency / persistence) single LCD panel at a resolution of 2560 x 1440. What we didn’t know and was revealed today is that display can bump its refresh rate up to 72Hz if the application calls for it. Whilst it seems likely that this will be the gold standard for titles running on Go, given the low-cost, lower power on-board chipset inside the Go, we do wonder how many titles will be sacrifice visual fidelity for responsiveness. If developers do however, there’s a bonus in it for them. Chris Pruett (Head of Development Engineering) says if 72Hz mode is engaged that it’ll make the display look “perceptibly brighter” and “improves colors” concluding that “If you can accommodate 72Hz it’ll look really good!”

Image courtesy Oculus

Next up is rendering techniques for developers looking to squeeze every ounce of performance out of the Oculus Go hardware. If you’ve been a reader of Road to VR for a while, you’ll know that Foveated Rendering is one of the techniques many believe will allow VR rendering to reach the levels of detail and fidelity necessary to completely fool the human eye into accepting virtual reality as reality.

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In a nutshell, full foveated rendering detects where your eye is looking and instructs the application to only render a portion of the display (the portion your vision is centered on) in full detail, with less detail rendered the further you move from the centre of your gaze. When done right, it can be imperceptible to the player and in the process, save significant clock cycles as far less detail is rendered per frame. However, Oculus Go doesn’t sport any form of eye tracking, so how can the headset benefit?

Chris Pruett says that they’re recommending the use of Fixed Foveated Rendering which takes the same principles but from an assumed central point of gaze. Pruett says “One of the problems phones have had for years is that filling pixels is expensive,” continuing, “What we’ve done up to now is Rendering to a lower resolution eye buffer. But if you increase the eye buffer resolution, quality goes way up. We built something into Oculus Go called Fixed Foveated Rendering.”

Photo: Road to VR

Again, the central part of the image contains the most fine detail with less and less detail evident the further you move from the central point of the users assumed gaze (where vision is sharpest). Pruett also mentioned the Oculus team worked closely with Qualcomm, the providers of the Go’s onboard chipset (based on the company’s Snapdragon 821), to get the Fixed Foveated using a tile based renderer, working optimally.

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GDC 2018: ‘Inside Oculus 2018’ Session, Live Blog @9:30AM PDT

GDC 2018 is in full swing and we kick of Wednesday with a Live Blog of Oculus’ “Inside Oculus 2018” session, which is set to give developers an insight into the Facebook owned VR company’s hardware and software road map for the year.

Presented by Ross O’Dwyer (Director of Engineering), Jason Rubin (VP Content), Chris Pruett (Head of Development Engineering), Ruth Bram (Producer, Oculus Studios) this GDC session is described as “an inside look at what’s coming across the Oculus ecosystem in 2018, from Rift, mobile and new standalone devices to the advancements, services, and tools helping developers define the next wave of immersive gaming.”

With some interesting new hardware hoving into view this year with the mobile, entry-level Oculus Go and the wireless Oculus Rift ‘Santa Cruz’ headsets, there’s quite a bit for developers to prepare for. With luck we’ll learn new information on these devices and Oculus’ plans for then in 2018/2019.

The talk is taking place today at 9:30AM PDT (local time here), and will go for approximately an hour. Road to VR Executive Editor Ben Lang will be manning the keyboard, so get ready for speedy fingers and insightful commentary. Updates will appear below, no need to refresh your browser:

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HTC and Gaming Giant IGT Partner on VR Tournament Platform for Casinos

HTC is expanding its out-of-home VR entertainment reach with a new deal with gaming giant IGT that will see its Vive hardware and software power a new competitive VR initiative where players compete for real money stakes.

The recent reveal (and subsequent pricing controversy) of HTC’s Vive Pro headset underlines the company’s commitment to the corporate market and by extension the out-of-home immersive entertainment sector. The company has been front and centre when it comes to key VR arcade-style developments in the East, one of the most notable being a partnership with Bandai Namco’s VR ZONE franchise. It also launched Viveport Arcade last year, a dedicated platform designed for the distribution of arcade focused VR software for operators of such venues.

HTC’s VR content division Vive Studios is today announcing another leg to this initiative with a new partnership with IGT (International Game Technology), a large multinational vendor of slot machines and gambling entertainment hardware, on IGTs new Virtual Zone (can we get some more originality in these names people?). The initiative will take the form of booths on casino floors, equipped with HTC Vive headsets and controllers running dedicated games designed specifically for competitive play and, more specifically, for each of the players to stake real world money on the outcome of any matches in the hope of winning “cash prizes in spirited VR tournaments”, according to a press release from HTC.

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“Arcade-like installations and experiences are skyrocketing across the globe as VR has proven to be a consistent traffic generator in entertainment venues,” said Joel Breton, HTC VIVE VP Global Content. “By combining IGT’s gaming expertise and the world’s best VR in HTC VIVE, we are launching a combined platform that can deploy the best complete experiences for VR tournaments or stand-alone VR arcades. This is also a huge opportunity for more consumers to be exposed to amazing VR content.”

The first venue to open a Virtual Zone is Boyd Gaming’s The Orleans Hotel and Casino in Las Vegas and comprises two booths which look to be large enough for standing (rather than roomscale) VR experiences which are externally adorned with multiple spectator screens with views of each competitor’s gameplay as well as combined views of the action – quite a neat looking set up (see featured image above).

The underlying logic for the tournament platform is powered by a proprietary set of APIs which form IGT’s own SDK, which developers can use to build out experiences targeting competitive, monetised gaming for out-of-home venues. The first game to be adapted for the platform is Vive Studios’ own Arcade Saga.

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HTC Vive Focus to Release Internationally in 2018, Dev Kit Pre-Orders Live Now

HTC’s standalone, untethered VR headset the Vive Focus, will come to western markets later this year, HTC announced today. The company also announced that developers can register for Dev-Kit units from today.

With the VR market still in an early state of flux, companies producing virtual reality hardware are experimenting with different types of immersive consumer products with different capabilities, form factors and price points in an effort to find ways into the mainstream by addressing shortcomings of fully fledged PC powered headsets.

For HTC this resulted in the curious announcement of the Vive Focus, a headset powered by Qualcomms’s 835 mobile chipset and onboard inside-out tracking that could work without a computer or external tracking hardware, a standalone “pick up and play” solution. We went hands on with the device at MWC 2018 last month, and were impressed by the stability and responsiveness of the headset’s tracking, if somewhat less enamoured by the motion of the included motion controller. Despite this promising reveal, HTC were being very cautious about any commitment to any hardware release outside of the Vive Focus’ initial China-only launch territory, merely stating that the headset may reach international markets should the launch go well.

Image courtesy HTC

On the subject of a release outside of China, HTC’s Vive China President, Alvin Wang Graylin, said in January that “It’s something that we’re looking at very seriously, and once we have more clear market data in terms of how things are doing with the Chinese release, I don’t see any reason why we would not release it in the rest of the world,” Graylin said, prompted by a question regarding the headset’s chance of launching outside of China. “[…] it’s definitely our intent that if we have a good product then it should be available to as many users as possible.”

Now, HTC has officially revealed that the HTC Vive Focus will launch internationally at some point in 2018, with a press release from the company stating a broad window of “later this year”. Additionally though, HTC will also opened up a pre-order registration portal for Vive Focus developer kits today so that creators can get their hands on the hardware to begin building content ahead of the consumer launch. At the time of writing however, it was not stated when those dev-kits would reach developers either.

Photo by Road to VR

Similarly unknown is the HTC Vive Focus’ intended International launch price. The Vive Focus is currently on sale in two flavours in China at roughly $679 USD for the “Electric Blue” model and $631 for “Almond White” including local taxes and controller. Adjusting to remove China’s 17% sales tax, that’s an entry price starting at around $523 USD – not cheap, but perhaps not extortionate considering the onboard equipment.

Whether consumers will pay for hardware that, although wireless, will still deliver VR with visuals akin to top-end mobile phone powered experiences remains to be seen. Either way, it’s a welcome addition to a fledgling VR market, currently only represented by the forthcoming Google Daydream powered Lenovo Mirage Solo headset. Like the Vive Focus, the Mirage Solo is powered by a Qualcomm 835 chipset and sports inside-out tracking. The Vive Focus trumps its competitors per-eye resolution, with two 1,600 × 1,440 OLED display (one per lens) versus the Mirage Solo’s single LCD panel producing 1,280 × 1,440 per lens.

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NVIDIA Announces ‘RTX’, Real-Time Ray Tracing Engine for Volta GPUs

NVIDIA today announced RTX, a GPU accelerated technology capable of producing photo-realistic imagery through realtime ray-tracing, all accelerated on the company’s latest generation of Volta GPUs.

Modern GPUs are capable of creating some pretty spectacular realtime imagery these days. Today’s gamers demand a level of visual fidelity unimaginable 10 years ago outside of dedicated 3D render farms, tasked with Hollywood-grade visual effects. And yet, for the most part, even the best looking games available today look as good as they do by utilising a series of rendering shortcuts that produce extremely convincing approximations of how we perceive the world around us, and no matter how good or precise those approximations get, there’s still something lacking.

Photo: Remedy Entertainment

Enter Ray-tracing, a method of calculating 3D scenes which mimics how we as humans perceive the world around us, or more specifically, how the light in our world is perceived by us. It’s a technique that has been around as long as 3D rendering itself, and works by painstakingly calculating beams of light from a source to its destination and how that beam bounces off, permeates through and is occluded by, objects in a scene. The upside of Ray Tracing is that, given enough time and computational power, resulting scenes can be indistinguishable from reality (or virtual reality).

The snag is of course, that calculating all of those light beams is extraordinarily compute intensive, such that any single scene could take many minutes or even hours to render an image which would please or fool the human eye. And until recently, even modern GPUs struggle with the level of number-crunching required to pull it off, but NVIDIA today announced RTX a “highly scalable ray-tracing technology running on NVIDIA Volta architecture GPUs,” that’s been “Architected to support ray tracing through a variety of interfaces.” One of those interfaces is Direct X’s Ray Tracing API DXR, which was also announced today by Microsoft at GDC 2018.

Photo: Remedy Entertainment

“Real-time ray tracing has been a dream of the graphics industry and game developers for decades, and NVIDIA RTX is bringing it to life,” said Tony Tamasi, senior vice president of content and technology at NVIDIA. “GPUs are only now becoming powerful enough to deliver real-time ray tracing for gaming applications, and will usher in a new era of next-generation visuals.”

For the moment, details are a little scant on how NVIDIA has managed to square the computational circle of real-time Ray Tracing, but for the moment at least a portion of the puzzle is tied up inside the company’s latest GPU architecture Volta, which the company has said includes a hardware “ray tracing engine”, although it seems much is offloaded in software to the hardware’s CUDA cores. The APIs and tools for developers to begin to leverage this new rendering engine will make their way into a new release of the company’s proprietary SDK Gameworks. NVIDIA is expected to unveil it’s Volta-based 20xx series GPUs at its own event, GTC 2018, next week.

As to when we’ll actually see applications or games utilising RTX and DXR, seems likely to be quite some time. Although (as you can see from the video embedded on this page) some developers have been able to integrate the new APIs already, with Remedy Entertainment (Max Payne, Alan Wake, Quantum Break) producing an impressive tech demo via the company’s Northlight game engine. For VR of course, advances in photo-realistic rendering have obvious implications, although quite when GPU power can scale to VR Ray-tracing boggles the mind.

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EVE: Valkyrie ‘Warzone’ Update Adds Non-VR Mode and PS4, PC Cross Platform Play

One of the earliest big exclusive releases for VR, EVE: Valkyrie from CCP Games, continues to evolve and with the latest free expansion dubbed ‘Warzone’ the developers have opened its particular brand of slick online space shooter to players without a VR headset whilst also allowing anyone across both PC and PS4 platforms, with or without a headset to play together.

I first encountered EVE: Valkyrie (up to then known as EVE-VR) back at Gamescom in 2013 and at the time, still years from the release of a commercial VR headset, it represented one of the first glimpse at what a triple-A made-for-VR title could offer. The game was to be a spin off of sorts from CCP Games’ extremely successful MMO EVE Online.

Fast forward to 2017, we have multiple VR headsets on the market and a version of Valkyrie now graces all of them in one form or another. EVE: Valkyrie however has remained a VR exclusive title throughout, at least until now.

CCP Games have today announced that with their latest free expansion pack, dubbed ‘Warzone’, the company are opening up the game’s satisfying space combat to those without VR headsets with the game now playable on vanilla PC and PS4 setups. What’s more, those players can choose to play with one another across platforms and choose (or not) to play in VR if they wish too. It’s an impressive show of continuing commitment to the company’s banner VR title but perhaps also a sign that the VR gaming market has not grown quite as fast as the company might have liked.

The new expansion will be available from September 26th and, as stated, is free of charge for owners of the game on either PS4 or PC.

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Oculus and Marvel Announce New Rift Co-op Title ‘Powers United VR’

Announced at Disney fan expo D23 today, Oculus are teaming up with Marvel to bring a new Rift exclusive title which lets you play as one of “more than a dozen” characters from their comic book universe, with a little help from the Oculus Touch controllers.

Take one iconic Marvel superhero, The Incredible Hulk, and throw him into a co-operative, first person VR action game with two slightly less iconic ones Rocket Racoon (Guardians of the Galaxy) and Captain Marvel, and you have Oculus Studios’ latest title Powers United VR. These are the first three characters to be demonstrated for the game, which will eventually offer up more than a dozen playable Marvel characters at launch.

The game, developed exclusively for the Rift & Touch by Sanzaru and Oculus Studios, lets you join 2 other friends to battle “across the Marvel Universe”. As Hulk you can, well, smash stuff with Rocket Racoon bringing his love of exotic weaponry to bear alongside Captain Marvel’s photon blasts.

With the exception of that, and the fact that we’ll have to wait until 2018 to play it, Oculus’ blog post was a little light on details. Except to state that if you’re attending this year’s San Diego Comic Con you can be one of the first to get your hands on the game July 19 -23 at Marvel’s booth.

It’s interesting that Oculus saw fit to highlight “full locomotion” as a headline feature, with more and more VR gamers seemingly demanding to choose a more immersive, if potentially less comfortable way to move through VR gameworlds.

You can stay tuned to the official teaser website for more info later in the year.

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