HTC investing in VR business by selling Chinese phone factory

Ever since HTC became involved in the virtual reality (VR) industry its been investing more whilst the smartphone business continues to languish. That trend appears to be continuing as recent reports confirm the company will be selling one of its Chinese manufacturing facilities to put the funds into VR.

Android Authority has reported that HTC will be selling a 114,000-square-meter (28-acre) factory in Shanghai, China, netting the company 630 million yuan (about $91 million USD).

While Focus Taiwan confirmed what HTC planned to use the money for, saying: ‘it plans to sell its phone manufacturing facility in Shanghai so that it can put more resources into its virtual reality (VR) business.’

HTC Vive hardware render

This announcement follows another factory sale in December 2015 located in Taoyuan City, Taiwan, for $183 million. The smartphone manufacturer still has three production facilities in Taoyuan.

HTC has been one of the most vocal proponents of VR, instigating numerous investment channels, initiatives, promotions and more. There’s been Viveport and the new subscription service, Viveport M and the Viveport Developer Awards. The Vive X Accelerator Programme, and Viveport Arcade, a content management and distribution platform giving VR developers an end-to-end solution for monetizing their content at physical locations.

You’ve also got Vive Studios, the company’s own in-house software development team, and to finish it all off, the Global Virtual Reality Association (GVRA) – an international group of headset manufacturers  aiming to promote the growth of the global VR industry.

There’s still a long way to go until HTC is likely to start recording decent profit from its VR investments, hopefully its on the right path.

For the latest HTC news from around the world, keep reading VRFocus.

Explore a story through time and space in Waking the Glares on Oculus Rift

Italian indie developer Wisefool Studio has launched its first virtual reality (VR) title for Oculus Rift, a story driven adventure called Waking the Glare. 

Players are cast as Dawnfall, a lost wanderer who travels in a fragmented universe where time and space are twisted. That is until a mysterious voice starts to guide him on a journey, taking him to fabulous places, and meeting challenges that allow him to find the way back home.

Waking the Glares - screenshot 2

Waking the Glare takes place across seven chapters, with today’s release featuring the one and two. Each chapter is separate in terms of its setting and locations, but intertwined with the overall story arc.

In addition to the videogame, Wisefool Studio also released some free DLC in the form of a ebook. This will allow players to delve further into the story of Waking the Glare, being able to read the book that messed up Dawnfall’s life.

“Waking the Glares is an intense journey like the one that we, a small team of only four people, feel like we went through while developing our very first game. We really hope that players will feel the same emotions,” said Ruggero Aricò, Lead Designer at Wisefool Studio.

Waking the Glare is available through Steam now for £3.99 GBP/$4.99 USD.

Checkout the launch trailer below and for any further updates keep reading VRFocus.

PlayStation VR’s Headmaster updated with new levels and PS4 Pro enhancements

Today Frame Interactive has announced a major update for its PlayStation VR videogame Headmaster. Titled ‘Party Mode Update’, it adds enhancements to multiplayer, PlayStation 4 Pro support and more.

As the name suggests, the big inclusion for the update is a beefed up local multiplayer. Renamed ‘Party Mode’, nine levels have been added, some are remixes of existing elements, while some are completely new. They are:

  • Big Monkey – A giant, inflatable, used car sale gorilla that acts out a low-rent King Kong circus performance. I should just stop there.
  • Robert’s Room – Actually play in a room with mini balls and targets. See if you can dislodge Robert from the toilet.
  • Rock and Bowl – Bowling redone with blacklights and splatter paint
  • Basketcase – A newly done up basketball challenge.
  • Speed Round 2 – A new speed round with special surprises
  • Facility Tour – Several classic levels all in one, quickly moving between them in a single level.
  • Non-Alcoholic Pong – Classic Headmaster non-beer pong rearranged
  • Darts – It’s still darts taped to soccer balls like you’d expect
  • Carnival – The classic carnival exam remixed for Party Mode

Headmaster Party Mode

For PlayStation 4 Pro owners, Frame Interactive has increased the resolution to help make those distance shots more legible. “We were able to turn the final rendered image up to 2x supersampling with MSAA,” said Frame Interactive’s founder, Ben Throop on PlayStation blog. “It runs at 90 frames per second on PS4 and PS4 Pro, but on the PS4 Pro it is now noticeably sharper.”

An initials feature has now been added, so that players can add theirs when competing locally if they achieve a high score.

Lastly, some of the tougher levels have been reworked to make them a little easier, with lesson 31 of particular annoyance Throop notes.

VRFocus will continue its coverage of Frame Interactive, reporting back with the latest VR updates.

Starfighter Inc.’s second Kickstarter campaign goes live

Earlier this week VRFocus reported on Impeller Studios announcing at PAX East it would be taking a second shot at Kickstarter success for space combat simulator Starfighter Inc. Its first campaign almost succeeded in 2015 having reached $226,831 USD out of $250,000. Now the studio aims to hit $150,000.

Developed as a as spiritual successor to the X-Wing series, Impeller has still been working on the project over the last couple of years, improving and fine tuning the experience. Starfighter Inc. will allow players operate a variety of nuclear-powered single and multi-crew fighters, reconnaissance ships, strike craft, and support ships, with weapons ranging from lasers, railguns, and missiles, to electronic and cyber warfare capabilities.

Starfighter Inc screenshot 1

The team has planned on full support for virtual reality (VR) hardware, partnering with Oculus Rift, HTC Vive, and OSVR. Starfighter Inc. not only supports the aforementioned head-mounted displays (HMDs), but for further immersion the title will be playable with a range of joysticks.

For the initial release – expected in April 2018 – the studio plans to feature three weapon classes, three game modes, three maps, three playable ships, and 3v3 PvP play. Currently the three ships have been revealed; a Shrike-Class light fighter, small and light weight, the fighter can evade enemy fire, darting in and out of combat in order to carry out its mission; Pegasus-Class assault transport, a large, sturdy ship that can be configured for a range of roles such as Combat Search and Rescue, Drone Operator, Heavy Strike Ship, Missile Defense Boat or Tanker; lastly there’s the Hyperion-Class heavy fighter, designed to unleash devastating firepower on its enemies.

For those interested in backing the campaign funding tiers start from $10, and go all the way up to $10,000. Most will likely want to go for at least the second, $25 tier, which includes a digital copy of the Kickstarter Founder’s Edition of Starfighter Inc.

VRFocus will continue its coverage of Starfighter Inc., reporting back with the campaign’s progress.

Registrations for SIGGRAPH 2017 now open

January saw the opening of virtual reality (VR) and augmented reality (AR) submissions for the 44th annual SIGGRAPH conference being held later this year. While those are still ongoing until 21st March, for those interested in attending the event, registrations are now open.

This year’s conference chair is Jerome Solomon, Dean of the College at Cogswell College, who was appointed back in 2015. He plans on making SIGGRAPH 2017 “bigger and better than ever.”

“We are very excited about returning to Los Angeles for this year’s conference,” said Solomon in a statement. “We have plans for over a dozen awesome experiences that we’ve never done before. For example, we will be holding our grand opening day reception at the California Science Center, which will offer attendees the chance to get up close to the actual Space Shuttle Endeavor. We will also be debuting a brand-new VR Theater—a venue in which attendees can experience VR storytelling from different filmmakers using state of the art technology and VR headsets.”

jerome_avatar SIGGRAPH 2017

On this year’s conference, he continued: “Not only is Los Angeles one of the world’s major hubs for the entertainment industry and all the major movie and TV studios, but it’s also dramatically evolved in recent years and has finally ‘arrived’ as a player within the digital space. L.A. has numerous top digital companies located in Silicon Beach, and the city has also become a key player and the home of countless new VR content development and production companies.”

“Interactive technologies, real-time graphics, virtual reality, and augmented reality are all key growth areas today,” adds Solomon. “In fact, the computer graphics industry is going through a bit of a renaissance right now—CG plays a critical role in more everyday digital tools and technologies than ever before. It’s bleeding over everywhere, and into so many industries.”

There are a number of ways visitors can register for SIGGRAPH 2017 depending on how much they want to see and do. Prices start from $50 USD for an Exhibits Only pass, rising all the way up to $1,445 for a Full Conference Platinum pass for non-members or $1,245 for ACM OR ACM SIGGRAPH members. These are also early bird prices valid until 9th June, after which the cost does go up.

For the latest news from SIGGRAPH 2017, keep reading VRFocus.

Jaunt launches Indie Pic World celebrating Independent Filmmakers

Prolific producer and distributor of 360-degree content, Jaunt, has announced the launch of the Indie Pics world, aimed at promoting indie filmmakers whilst providing a dedicated resource for creatives.

For the launch today, Indie Pics will home a dozen immersive experiences from filmmakers including Steye Hallema, Boston McConnaughey, and John Hudson.

Jaunt envisioned the new portal as a place for creators to showcase their work, connect, and hopefully inspire each other. It’ll feature the latest innovative projects employing new technology, new storytelling grammar, new camera movement and more. Jaunt will continuously add more experiences focusing on innovative projects that look to push the boundaries of the VR medium.

Jaunt - Indie Pics

Content currently available include Ashes to Ashes from WeMakeVR which debuted todayMagnificent 7, a VR companion piece exploring the backstory of Emma Cullen, the heroine in Antoine Fuqua’s Magnificent 7; No Other Like You, where a young man tells his girlfriend the story of what happened to him the day they met, to name just three.

There’s always plenty of experiences appearing on Jaunt from documentaries and travel, to horror, sports, music and news. This year has seen RYOT release Bashir’s DreamConservation International with Under the Canopy, Manchester City FC provide a tour of its stadium, and Jaunt itself release The Cinematic VR Field Guide: A Guide to Best Practices for Shooting in 360°. Jaunt also plans on reviving iconic 90’s VR themed movie The Lawnmower Man.

The Jaunt app is free to download for iOS, Android, Samsung Gear VR, PlayStation VR, Google Daydream, Oculus Rift, HTC Vive and major desktop browsers. For any further updates keep reading VRFocus.

Preview: Augmented Empire – Coatsink goes tactical for this mobile RPG

If you could name a developer that knows how to make good mobile virtual reality (VR) titles, Coatsink would likely be up near the top. Having launched Esper and Esper 2 for Samsung Gear VR – both of which have seen positive reviews – the studio has now moved away from the first-person perspective with its next title, Augmented Empire, and to good effect.

Augmented Empire is a top-down, turn-based strategy title instantly reminiscent of the recent XCOM franchise. Set in a futuristic sci-fi world, you control various characters across the island of New Savannah, itself split into three tiers depending on where citizens are ranked in society, the grim streets for those deemed ‘unsavoury’ while the top levels are reserved for the upper echelon of society.

Augmented Empire screenshot2

For the demo Coatsink showcased there were a couple of areas to work through, giving the basic outline of gameplay. The first was essentially a training mission in the streets while the second took place in a graveyard, with complete freedom to experiment with the layout. If you’ve played titles such as XCOM you should be instantly familiar with Augmented Empire’s tactics. From the starting point your character can move a certain distance, you can choose to move them into a wide open space (very unwise) or select some suitable cover to move to depending on the enemies present. The control layout for this is point and click, quick, simple and effective, just highlight where you want your character to go and hit the touchpad.

As the title is turn-based you can then select attack or reposition to flank your opponents – this will then benefit you when shooting. Shooting is this genre of videogame has usually boiled down to percentages, how well the character can see an enemy, their current equipment, stats and so forth, taking away direct control of the mechanic itself, simply telling you if it’s a hit or miss. Coatsink has taken a more interactive approach to the concept, enabling you to have a much greater degree of control over the whole process. While attributes like those previously mentioned do come into effect, you also have a moving bar to control. This moves from left to right, with highlighted areas in light blue and dark blue. Pressing the touchpad whilst in the dark blue area will score a hit, while the much smaller light blue area will gain you a critical hit, miss both and you fail. You have to be quick, but it’s a system that works really well and keeps you involved in the action rather than just being an overseer.

This process has also been implemented for enemy attacks and you must be even more astute if there are multiple hostiles. Their attacks can come in rapid succession and if you’re unlucky can easily wipe out your character if you’ve not managed to avoid them.

Augmented Empire screenshot4

The second mission gives you control over two characters, opening up the tactical possibilities of the game. In the final version of the videogame you’ll be able to choose three to take on missions out of a possible six, for now though just two were playable. To increase the difficulty three hostiles needed dispatching, with one of them a much more heavy, durable unit. This was a far more exciting mission to play through, as the chances for failure were greater with better flanking opportunities.

Even from this short demo the whole feel of Augmented Empire felt taught and engaging. Nothing glitched or suddenly didn’t function, and the mix between action and strategy was spot on. If Coatsink can make Augmented Empire into a sizable title then its sure to attract a lot of attention from Gear VR users. Then there’s the added functionality of the new Gear VR controller to contend with, which could open up more possibilities.

UK VR Market Valued At £61m Reports Ukie

Videogame trade body Ukie held its annual Games Industry Market Valuation event today, revealing the value of UK market to be £4.33bn GBP in 2016. As part of the report Ukie highlighted the role virtual reality (VR) had to play valuing its market share at £61.3m.

This is the first time Ukie has included VR in its overall valuation of the UK videogame industry. Alongside the £61.3m – attributed to the consumer launch of Oculus Rift, HTC Vive, PlayStation VR and mobile headsets – the trade body also acknowledged the impact VR had on the sale of graphics cards, with top-end models driving PC game hardware sales up by 64 percent to £258m from 2015 figures.

Ukie valuation_hardware

Dr Jo Twist OBE, CEO of Ukie, said in a statement: “Our sector is constantly innovating and investing in new experiences, technologies and talent, resulting in the strong and resilient games industry shown in this £4.33bn market valuation. It has been an excellent year for the industry, including the release of first commercially available VR headsets, an exciting year for our national esports scene, and the explosion of the UK mobile market, which is now worth nearly £1bn alone.

“These statistics will go a long way to reinforcing the message that the UK continues to be a world leading games market, remaining strong in the face of an uncertain political climate. Ukie will continue to use these stats to promote the strength of our sector nationally and worldwide to investors, the media, policy makers and more, to prove that the UK is the best place to make and sell games.

“The next year will be a big year of change, but we look forward to seeing the market remain resilient and robust and a leading creative economy in the UK.”

Events within the UK are also growing, up 20.6 percent from 2015, which Ukie puts down to a growing esports scene in the UK and consumers heading to more shows such as Insomnia, EGX and EGX Rezzed.

Last month The VR Fund released its European landscape analysis of the VR industry, noting that 50 percent of the companies are based in the UK, France, Germany and Sweden. 26 were from the UK, 19 from France, 11 in Germany, and 9 came from Sweden.

VRFocus will continue to follow the UK VR industry closely, reporting back with the latest news.

Raw Data comes to Oculus Touch today

Survios’ first-person shooter (FPS) Raw Data has been a big success for the studio on HTC Vive. It’s got a ‘very positive’ rating on Steam and just over a month after it launched in mid-2016, the developer announced the title has already brought in $1 million USD in sales. Then in February Survios revealed the videogame would be coming to Oculus Rift and Touch. That day has now arrived.

Raw Data will be available through early access on Oculus Home just as it is on Steam. To support Oculus Touch Survios has re-engineered the title, optimising it specifically for the device’s two and three-camera tracking. And as first announced at the Game Developers Conference (GDC) 2017, Raw Data now has cross-platform co-op allowing Oculus Rift and HTC Vive users to play together for the first time.

Raw Data (3)

“We’re thrilled to officially welcome the Oculus player community to Raw Data,” said James Iliff, Survios co-founder and Chief Creative Officer. “With VR still a young, niche industry, it’s crucial right now for the entire community to be united regardless of platform. We believe VR is ultimately going to be a platform-agnostic medium, and we’re showing our support for that shift starting with Raw Data‘s new, cross-platform compatibility. And that’s just the beginning: we’re going to do everything we can to create content for the entire VR community.”

Additionally, both platforms will also get several new features. Characters Saija and Boss have both been balanced with new and reworked abilities, and there’s a new mission ‘Cataclysm’, which aims to be the most challenging mission so far with players finding themselves on a massive moving elevator whilst fending off waves of enemies.

It might not be as easier a launch on Oculus Touch with Raw Data facing some stiff competition from Epic Games’ Robo Recall. Another robot shooter, Robo Recall also launched this month and for free, with VRFocus giving it 5-stars in its review.

Raw Data is available in Early Access on Steam and Oculus Home for $39.99/£29.99 GBP, there will also be a 20 percent discount available for a limited time.

VRFocus will continue its coverage of Raw Data and Survios, reporting back with the latest updates.

VRTV’s weekly recap includes Samsung Price Drops, a VR gaming convention in VR and more

For VRTV’s fourth episode there’s been plenty going on in the virtual reality (VR) industry during the last seven days. The weekly news roundup is full of stories you may have seen or completely missed, covering the entire breadth of what’s going on.

Whilst there’s no major events taking place but in the news this week there’s been price drops from Samsung, Oculus has had one of the lawsuits against it dismissed, Esper developer Coatsink will be supporting the new Gear VR controller, in-VR plans to be the first VR dedicated convention to be solely attended in VR and loads more.

This week has also seen Nina review I Expect You To Die, interview World War Toons developer Studio Roqovan and talk to Nordic Trolls about its upcoming RPG videogame Karnage Chronicles.

Checkout the next episode below for further info, and stay tuned to VRFocus  and VRTV for more news and videos.