‘Vive N Chill’ Soon to Double Crowdfunding Goal with 2 Weeks Remaining

ViveNchill, the intriguing new bolt-on dual-fan cooling solution for the HTC Vive, has begun its crowdfunding campaign on Indiegogo.

Update (7/17/17): The ViveNchill Indiegogo is now at 193% of its $5,000 goal. With 13 days remaining, the campaign appears on track to at least double its goal. Although the creators of the campaign haven’t announced any stretch goals, they have moved their shipping timeline forward and plan to begin deliveries one month sooner than initially projected.

Though not a huge campaign by any means, nearly 400 of the seemingly simple ViveNchill accessory have been bought through the campaign, suggesting that the product is addressing a real need for a non-trivial number of current Vive owners; something to be considered for all headset makers going forward.


Update (7/6/17): Now at 88% funded, the ViveNChill Indiegogo crowdfunding campaign looks well on its way to hitting its $5,000 goal; the campaign still has 24 days remaining. So far the team behind the project hasn’t announced any stretch goals.

Original Article (6/30/17): We wrote recently about a new prototype solution to alleviate ‘sweaty VR face’ syndrome and, as promised, we’re letting you know that the crowdfunding campaign for the system has gone live via Indiegogo (the originally stated Kickstarter campaign has hit some delays apparently).

ViveNchill Indiegogo

VivenChill uses a dual fan coling system that, instead of venting hot air from the inside of the HTC Vive headset, blows air over the top of the user’s head. The idea is that the solution dissipates heat from bloody circulating around the rest of your face and, in theory, alleviating sweaty faces and foggy lenses whilst you’re immersed.

I wrote at the time that I was a little sceptical, but the team at RedRotor behind ViveNchill are adamant that the final solution was born from “extensive testing” and that the entirely external design avoids dry eyes and poor air flow of their earlier vented prototypes. The new campaign page cites some studies which highlight blood circulation whilst the body exercises and “directing air at and over this crucial part of the body, the ViveNchill helps reduce your overall temperature.”

We can’t vouch for this in any way unfortunately, as we’re yet to arrange a review unit (we’re working on this) but given the early bird prices for a single unit are being offered via IndieGogo for $20 plus shipping, there are probably quite a few people out there willing to give it a shot.

Let us know if you’re thinking of backing the project and we’ll let you know when we get our hands on a unit to judge its effectiveness.

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Watch: ‘Ancient Amuletor’ Brings Multiplayer VR Tower Defence to PSVR, Launches 27th June

Tower defence title Ancient Amuletor from TiGames is launching for PlayStation VR tomorrow sporting multiplayer co-op and an adorable art style. Here’s a look at the launch trailer.

If you’ve been yearning for a dose of tower defence with friends in virtual reality, Ancient Amuletor is a neat looking new release for PSVR out tomorrow that might suit you down to the ground.

The title pits you as one of four playable characters with unique skillsets – archer, mage, puppeteer and gunner – as you defend your stronghold against waves of delightfully rendered enemies. The gameplay looks a little slight, but I confess to liking the look of the archer’s Panzer Dragoon / Rez style lock-on special attack. The game allows three human player to join each other online

Rendered in Unreal Engine 4, the production design looks great even if the gameplay demonstrated in the trailer seems somewhat simplistic. The game goes on sale via the PlayStation store tomorrow (27th June) for an as yet undisclosed price. I suspect that last detail may be the crucial one as the chance of such a title finding a large enough player base to provide ample online comrades will hinge on an enticing, accessible price.

Nevertheless, if you’re curious you can go online and try the demo which is available on the PlayStation Store right now. Let us know what you think and if you’re considering a purchase.

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‘Vive N Chill’ is a Cooling Solution for HTC Vive Users With Sweaty VR Faces

ViveNchill is a new bolt-on cooling system comprising two angled fans that the creators claim will banish foggy, sweaty headset issues for good.

Unsavoury headline aside, the folks at RedRotor (a company previously specialising in drone components and accessories) have turned their hand to a problem which in truth still doesn’t have a universal solution – sweaty VR face syndrome.

Their prototype product, which the company plans to bring to Kickstarter soon, is calls ViveNchill and is a neat, if surprising solution which the company claim is born from extensive testing and the need to meet a strict set of criteria. The brief was to come up with a cheap, quiet and lightweight headset mounted system which was easy to operate and yet delivered effective cooling, dealing with heat buildup inside the HTC Vive while under heavy use or just a quick bout of summer VR.

The surprise? ViveNchill doesn’t opt for the most obvious approach of piping (or extracting) air from the headset itself, it instead uses dual tilting fans mounted atop the face interface, angling down towards the user’s forehead. The fans are powered from the Vive’s top-mounted USB port (which sits in the recessed area underneath the breakaway top section, near the other ports). It also includes a neat, accessible on/off switch mounted over the top head strap.

“We experimented with countless fan types and build iteration after iteration of prototypes that focus on piping air into the headset,” says Tony Tran, co-designer of ViveNchill, “It didn’t take long to realise that most user experience problems with dry eyes, high noise levels and low air flow. In the end, we discovered that dissipating the heat generated across the forehead provided a much more substantial benefit than forcing air into the headset itself.”

An interesting solution indeed and one, if I’m honest, I’m a tad sceptical of without having the benefit of trying it out. Cooling is only delivered to the top of the head, which sounds ineffective on the face of it (sorry). That said, assisting with heat dissipation across areas of blood flow around the area does make some sense to me, and if it does work, this could be a real game changer for those living in warmer climates or those VR user who like to exert themselves while immersed. We’ve been offered a review unit, so will try to see for ourselves if this is effective and let you know.

RedRotor are aiming for a low retail price of $25-32 for ViveNchill, with the fans specced to run at less than 23db, a level you won’t ever notice once immersed. At that price point, it may be worth a punt regardless. To that end, we’ll let you know when the Kickstarter goes live.

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Multiple ‘The Walking Dead’ Interactive VR Games Are in Development

Skybound Entertainment in partnership with Skydance Interactive have confirmed that multiple interactive VR games based on the hugely popular The Walking Dead franchise are in the works.

Here’s an unexpected treat for VR enthusiasts among the hordes of fans of The Walking Dead out there. In an interview with IGN, Skybound (co-founded by The Walking Dead creator Robert Kirkman) President of Interactive Dan Murray and Skydance President of Interactive Peter Akemann have discussed details of a new series of “immersive narrative storytelling” titles based on the franchise that are currently in the works at both companies.

Apparently, the new games will be interactive and, according to the IGN piece, rendered with the Unreal engine – which hopefully lays to rest any assumptions these are merely some sort of branching 360 video abomination. “The Walking Dead, it all comes back to moral choice and what would you do as the player. That’s sort of the essential principal pillar of the IP. I think that’s what people who either read the comic, watch the show, play the games,” says Murray in the IGN interview. “What better way to experience that than being in the environment itself?”

Image courtesy AMC

The storyline is being fleshed out with both parties cagey on the details, but the games will exist in the extended The Walking Dead universe, albeit whether they’ll take cues, for example, from Telltale Games’ excellent and critically lauded interactive narrative series. “There will be some surprises. We haven’t decided that. We can’t speak too much to what the storyline might be, but there will be a new story. We will be introducing new characters and a new storyline,” said Murray. “Beyond that, that’s something that we will be able to reveal as we dig deeper into development.”

What is clear is that the companies are targeting all three major VR platforms, PSVR, Oculus Rift and Steam VR (HTC Vive), so there’s hope the games will sport visuals to match. Certainly Murray seems to view VR as a golden opportunity for the series “We want to basically treat VR as a big platform endeavor for us to tell new stories in. The goal here is to build on top of that, and Walking Dead will be the first of many,” said Murray.

Those who have followed our E3 coverage in years past will of course remember that Starbreeze produced a VR experience based on The Walking Dead game in turn developed by Overkill Software. At E3 2015 the company used the experience to launch it’s in-house developed StarVR 210 degree VR headset, formerly InfinitEye. It’s unclear if this new announcement has any effect on work Starbreeze or Overkill are undertaking, but one things’s for sure, it sounds like you won’t be able to move for VR Walking Dead games in the not too distant future.

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Watch: ANVIO VR is an Epic Looking Multiplayer ‘Full Body’ VR Experience

Anvio VR is a new, motion capture tracked VR experience that throws you and a bunch of friends into a warehouse-scale VR arena to battle, well, pretty much everything. It looks great!

In many ways, the out-of-home VR industry has done a much better job of fulfilling the early potential and expectations of what virtual reality as a technology can offer, than home systems. With no restrictions on hardware customisation and the freedom to eschew out-of-the box tracking technologies for current generation VR headsets, startups like The Void and VRCade have shown what pure virtual reality attractions can offer right now.

Anvio VR is a new, motion captured virtual reality platform developed by Vortex LLC in Moscow. It uses “top of the line” professional motion capture systems, retro-fitted to off-the-shelf VR hardware (in this case the Oculus Rift), driven by backtop PCs in a 2,150 square feet physical space. Players are equipped too with sturdy looking, motion captured assault rifles and, as every other player’s position is accurately tracked inside the space, they can move around with confidence they’re not going to butt heads at any moment (unless of course you choose to).

A press release from the company says:

Anvio VR is designed to provide complete freedom of movement for the player.

In our virtual worlds you can run, jump, wave and much more, all together with your friends. Our large play area and fully wireless system mean you don’t have to worry about cords or running out of space, creating an incredible level of immersion.

A single arena is able to host different game content which can be switched on the fly.

Anvio VR opened its doors to paying customers a couple of months ago at their first venue in Moscow and the company claim to have already served some 2000 customers since then. They’re also keen to expend beyond Russian borders, with the website hinting at the prospect of a venue in London.

While Anvio VR isn’t technically something new (we already mentioned two of Anvio’s competitors), but I have to confess their no nonsense approach to the gameplay on display in the videos throughout this article and the sheer fun people were having was a little infectious.

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‘Mario Kart VR GP’ Heads Up Bandai Namco’s New VR Arcade Push

Bandai Namco today announced that the company is moving into the VR arcade space and one of the highlight VR experiences they’ll offer is one of the first VR experiences to involve official Nintendo blessing, Mario Kart Arcade GP VR.

Bandai Namco are veterans of the old fashioned arcade gaming industry, still wildly popular in the company’s home country of Japan. Now, they’re looking to freshen up the image of their out of home entertainment business by opening dedicated VR Arcades, complete with seated motion platforms and HTC Vive virtual reality powered experiences.

The news, announced today and translated for us by MoguraVR, states that Bandai Namco and their in-house VR development team known as “Project I Can” has been scouting Japan for locations in which to build these new VR venues since 2016. Director of Bandai Namco, Makoto Asanuma says he wanted to see synergies between the company’s big name IPs and virtual reality along with broadening their expertise in related technologies such as haptics.

Image courtesy | Bandai Namco / Nintendo

The company have announced 16 VR experiences which will feature in these new arcades, but by far the most notable and surprising is a VR version of Nintendo’s beloved racing franchise Mario Kart. Complete with virtual reality visuals, provided by the HTC Vive, the experience also looks to utilise a motion platform rig, complete with steering wheel. There are only brief glimpses of the experience in the promotional video above, but the thought of one of gaming’s most beloved franchises making its way to VR is heartening, especially given Nintendo’s stance on VR up to now.

The company is dipping its toe with a small mini ‘VR Zone Portal’ venue first, opening in London this summer with 3-4 new VR IP present. The first full sized “VR Zone” venue will open in Shinjuku, Japan in March of 2019. The facility will boast 40,000 square feet of space over 2 floors and, alongside Mario Kart GP VR will feature other famous VR franchise entries including Evangelion and Dragon Ball.

We’ll keep you up to date on developments of Bandai Namco’s new VR venture once we learn more. Thanks again to MoguraVR for the translation.

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Report: ‘Skyrim VR’ Likely Coming to HTC Vive, PSVR Version a “Timed Exclusive”

One of the bigger announcements from Sony’s E3 briefing last night was the announcement of Skyrim VR only for PlayStation VR. Well, it seems that exclusivity may just be a timed arrangement according to some sources and we will in fact see an HTC Vive / Steam VR release at some point.

There are many games out there that people would love to come to VR (or perhaps for VR to come to them). Skyrim however is right up there on the most wanted list. So, learning that Bethesda was working on an official virtual reality release at yesterday’s Sony E3 briefing was likely music to many VR enthusiast’s ears. What wasn’t so welcome was the news that Skyrim VR would be exclusive to PlayStation VR.

Not only was it disappointing for owners of PC VR systems like HTC Vive and Oculus Rift, it didn’t seem to make a lot of sense given the reveal of two other major VR reveals from the group – namely Doom VFR and Fallout 4 VR – the previous day.

It’s now being reported that, according to Sony sources at E3, the PlayStation VR version of Skyrim VR is merely a timed exclusive and that – as with Doom and Fallout – there will be a Steam VR version to be released at a later date. How long that timed exclusivity will remain in place is unclear, but this strategy makes a lot more sense, more inline with expectations. This according to reporting from Gamerant and from apparent conversations had by Jeff Canata on the DLC gaming podcast (skip to approx. 1hr 3m) with a Sony rep at E3. Canata said “I don’t know if I’m able to say this but I’m gonna, they [Sony] said it’s a timed exclusive. So it is going to be exclusive to PlayStation VR for a while before it comes to Oculus and Vive,” likely meaning a SteamVR release rather than a specific Oculus Store version as well, just like its Fallout VR and Doom VFR stablemates.

We’ve reached out to Sony for confirmation of this information, we’ll update this article once we receive a response either way.

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Intel, Oculus & ESL Launch $200,000 VR eSports ‘Challenger League’

Intel have announced a partnership with ESL and Oculus to launch an eSports league dedicated to VR gaming, featuring Oculus Rift titles The Unspoken and Lone Echo‘s multiplayer counterpart Echo Arena.

It’s official, sitting around watching other people play games is a big deal among hardcore gamers these days and while, right now, the vast majority of those games are played competitively using a monitor, mouse and keyboard, Intel, ESL and Oculus want to accelerate the progression of immersive eSports with their latest initiative, the “VR Challenger League”.

The new event, offering a prize pool of over $200,000, will comprise two VR titles that were both conceived with competitive play in mind. The first is Insomniac’s excellent magical dueller The Unspoken. The game is focused on 1v1 magical duelling and has the player use the Oculus Touch motion controllers to perform magical gestures to create and throw projectiles and cast special attacks.

Next up is Echo Arena, the multiplayer counterpart to the forthcoming Oculus Rift exclusive Lone Echo set in space, featuring some impressive contextual animation and zero-G locomotion which opens the door to some unique tactile gameplay opportunities. Road to VR’s Frank He went hands on with the multiplayer mode at last year’s Oculus Connect 3 event. Here’s a snippet of what he had to say of his experience:

We would move around in zero gravity either with thrusters, or by grabbing, pulling, or pushing ourselves on our way with the help of walls or floating geometry (or even teammates or enemy characters). We’d be vying for a glowing disc in the middle of the Ender’s Game Battle Room-style arena (though it wasn’t nearly as big). Then we’d have to grab the disc and throw it into the holographic goal at the end of other team’s side.

A final piece of the puzzle was a punch you could do only to opponents’ heads to briefly stun them, preventing them from being able to move and hold the disc. You could also grab and climb onto bodies, so a common maneuver would be to grab onto a limb, clamber up, punch them in the face, and snatch the disk right from their hands, then give yourself a shove off of their stunned body to head toward the goal.

You’ll be able to qualify for the offline events by taking part in the online competitions which are set to start on July 12th on ESL Play. As well as the VR Challenger League qualifiers, you’ll also be able to “challenge yourself in our weekly ESL Play cups”, where you can compete for weekly points and prize money.

If you’re interested in taking part, head over to ESL to create an ESL Play account so you’re primed and ready to take part when the league kicks off next month.

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Fallout 4 VR Shows that Triple-A VR will Bring Triple-A Prices, Pre-Order Now

At Bethesda’s E3 briefing last night, the studio announced that Fallout 4 VR will be coming this year for PSVR and HTC Vive, but with AAA virtual reality PC content, comes prices to match.

Announced at Bethesda’s standalone event at E3 last year, then later used as a way to build hype for Microsoft’s forthcoming Project Scorpio console (just yesterday christened Xbox One X), Fallout 4 VR is in the face of it the answer to many VR gamer’s desires. A triple-A title, from a long established and beloved franchise that promises 10’s if not 100’s of hours of gameplay and a blockbuster production values – elements sorely lacking in abundance as far as VR games were concerned at the time.

A year on, and one virtual Microsoft U-turn later, Fallout 4 VR perhaps isn’t quite the great white VR hope that it once was, but there’s no doubt that such a title has the potential power to reach across the VR enthusiast / hardcore gamer divide and shift some VR headsets.

Fallout 4 is available to pre-order on Steam right now and its price reflects the years of development that went into the original game, in this case a cool $60. The release date is still a little foggy, coming some time in Q4 of this year and the title is being flagged as ‘supporting’ only with the HTC Vive, although given it’ll be running on SteamVR it seems unlikely that those with an Oculus Rift and Touch controllers won’t get a crack at this too, but perhaps best waiting until release brings confirmation of that before buying.

The game itself offers the full Fallout 4 game as released toward the end of 2015 plus “all-new combat, crafting, and building systems fully re-imagined for virtual reality.” Judging by the Regardless of whether you’re a fan of the series or not, there’s no denying then that your $60 buys a ton of content.

Of course, PlayStation VR owners, being a console based system, have faced higher prices since launch compared with their PC VR brethren. Arguably too, the level of polish that has encouraged though has justified that somewhat.

Playing in VR isn’t quite like traditional monitor-based gaming though, that of course is the whole point. But I wonder how many people will manage to stomach the multi-hour play sessions it’d take to make a dent in Fallout 4’s story campaign alone. You could argue that it probably doesn’t matter after all, the sheer experience of being so effectively immersed in the game’s post apocalyptic world will be worth the ticket price alone to many.

Interestingly, judging by the title’s launch trailer, VR locomotion purists will be happy to see that so-called ‘full locomotion (i.e. in-game movement akin to the traditional game, without teleporting) is present and correct.

Fallout 4 VR is available on the HTC Vive headset via SteamVR for $59.99 and will be available in Q4 of this year.

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VR a No Show at Xbox One X Launch, Here’s What we Know

Microsoft’s Xbox briefing has come and gone and no sign of the originally touted “high fidelity VR” we were hoping for from the newly christened Xbox One X. Nevertheless, here’s what we know about Xbox One X virtual reality support so far.

E3 2017’s Xbox briefing was a masterclass in console gaming hype-building – in the best possible sense of the phrase. With the Xbox One X name reveal and launch date out of the way, Microsoft rolled out game after game to demonstrate what this 4k powerhouse is capable of. So many traditional games in fact, that there was no room at all for VR.

There are at least two ways to view the absence of VR for Xbox One X at E3 this year, and what it might mean. The first is that, knowing their core audience and the sheer amount of games they had to show, Microsoft decided to focus on just the games and the power of Xbox One X – keeping the message clear and clean. The second is that, they simply didn’t have anything virtual reality to show at all or that what they did have couldn’t stand up to the level of polish on show elsewhere.

In truth, it’s almost certainly a mixture of both and, despite our obvious disappointment not to at least get a teaser of sorts for the kind of VR we could expect on Xbox One X, I have to agree it may have been the best move possible for the Xbox team.

Nevertheless, we are a VR site, so we thought we’d hoover up all we know about about what to expect in terms of immersive entertainment on the $499 console, due this November 7th.

Will Xbox One X Support VR?

First up is the question of whether Microsoft will utilise Xbox One X for VR gaming at all. Despite the lack of any mention at the briefing of virtual reality, Microsoft have – from the beginning – been on record that VR is coming.

For starters we have the original unveiling of the Project Scorpio project, all the way back at E3 2016, MS was keen to tie the new hardware’s power with Head of Xbox’s Phil Spencer stating during their briefing: “When it ships next year, Project Scorpio will be our most powerful console ever built, specifically to lead the industry into a future in which true 4K gaming and high-fidelity VR are the standard, not an exception.” Not only that but during the presentation, blockbuster Bethesda franchises Fallout 4 and Doom were announced as coming to the console after launch in VR form.

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Following E3 2016, Microsoft have spent the intervening 12 months gearing itself up for its own virtual reality offering for Windows which eventually took the form of its so called ‘Mixed Reality’ headset lineup, as designed and built by its partner OEMs. The VR systems would of course run on Windows 10 and utilise Windows Holographic, a suite of integrated APIs first mentioned during the unveiling of the company’s augmented reality visor HoloLens. Microsoft was clearly taking immersive technology seriously.

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Hands-on: Acer VR Headset for Microsoft's Mixed Reality Platform

Early in 2017 however, Microsoft made the confusing and worrying move of adjusting some key wording relating to Xbox Scorpio on it’s website. The term “hi-fidelity VR” was removed entirely leaving any mention of virtual reality in relation to the system lacking. However, after the change noted by the NeoGaf forum kicked up some fuss, Microsoft issues an official statement reassuring us that VR will happen.

Does Xbox One X Have the Power for VR?

This one’s easy to answer on the face of it. By definition, the PlayStation 4 console (let alone its Pro version), the base hardware host for PSVR, can provide some pretty stellar VR experiences, albeit with some assistance from it’s companion breakout hardware and some nifty re-projection.

No one would claim that PSVR, for the most part, manages to match the term “high fidelity VR”. But with so much more power under the hood in Xbox One X, power that (so MS bullishly claim) can deliver a full, native 4k (3840×2160 resolution) gaming experience at 60 Hz (i.e. Forza 7), it’s plain to see that the system could give it a pretty good shot. Of course, a lot would depend on the target VR hardware – most specifically the resolution of the displays. PSVR runs a single OLED 1080p panel running at ‘up to’ 120Hz whereas both the HTC Vive and Oculus Rift run dual 1080×1200 OLED panels driven at 90Hz.

Digital Foundry, who were given unprecedented early access to information about Xbox One X back in April detailed the system’s specifications, stating specifically that the hardware sports “a 6TF Radeon GPU [a rough equivalent to Scorpio’s power] comfortably outperforms the baseline R9 290 and GTX 970 suggested for VR ready PCs.” They also divvied up a handy spec sheet comparing Xbox One X’s relative power.

Add in developers’ luxury of being able to target a fixed hardware platform, with all the optimisation routes that entails, and we’re pretty confident Xbox One X, with its raw specs well beyond that of today’s PC VR minimum specs, can deliver to some extent on those statements.

When Will we see VR on the Xbox One X? That’s a solid unknown right now I’m afraid. But rest assured, Microsoft built the Xbox One X as a forward thinking piece of hardware and, even if VR content or compatible hardware isn’t abundant at launch this year, there’s enough power under the hood to ensure it’s ready to deliver in 2018 or beyond.

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