WeMakeVR unveils new surreal 360 short Ashes to Ashes

WeMakeVR, a virtual reality (VR) production company based in Amsterdam has launched its latest project, a 10-minute immersive film that mixes CGI with live-action filmmaking called Ashes to Ashes. 

Shot entirely in one take, Ashes to Ashes began as an internal experiment before being further developed at the VR Days Europe in 2015. The film tells the story of a dysfunctional family dealing with the death of their paterfamilias and his unusual dying wish to have his ashes blown up.

WeMakeVR - Ashes to Ashes

Viewers watch the proceedings from the perspective of the grandpa’s urn, showing the tensions within the family which become increasingly apparent as the story unfolds. Ashes to Ashes is a surreal on the layers of reality, as the film progresses the set changes in real-time exposing the crew and actors.

Ashes to Ashes can be viewed on Jaunt, the WeMakeVR app (for Android and iOS) or the AvroTros VR app. 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.

WeMakeVR’s previous work includes a 360-degree video detailing open hernia repair, and a collaboration with Tommy Hilfiger for its ‘Fall 2015 Collection’.

VRFocus will continue its coverage of WeMakeVR, reporting back with its latest projects.

Google Cardboard title Dead Target VR coming to Daydream

VNG Game Studios, a developer in Vietnam, announced at the recent Google Daydream/Tango Code Lab’s event that it’ll be bringing its mobile shooter Dead Target: Zombie to Google Daydream.

Dead Target VR, originally launched for Google Cardboard, will be upgraded for for the new head-mounted display (HMD) adding mechanics for the controller such as: shooting, reloading, and throwing grenades. The developer also plans to add melee attack and more complex actions in future updates.

Dead Target VR unveiled at Google DaydreamTango Singapore Code Lab (6)

As the name suggests, Dead Target VR is focused on shooting zombie hordes through countless missions, challenges whilst providing the player with tons of guns and upgrade options.

Made by a two person team from VNG Game Studios, Dead Target VR is still in alpha stage catching Google’s attention which led to the invitation to present at Google Daydream/Tango Code Lab’s event.

Some of the key features of the title include:

  • Big boss battles: Players encounter lots bosses throughout the game
  • Endless mode:  With quests and missions
  • Alternating Quests: Quests system (main quest, daily quest, event quest).
  • Challenge Mode: Win reward such as Golden guns.
  • Casino: Earn supported items and cash.
  • Customisation: Unlock weapons and armor for the upgrading system.
  • Capture: Select highlights with in-game screenshots and share immediately with other players while playing.

As development continues VRFocus will bring you the latest updates.

Benchmark your GPU for free with NVIDIA’s FCAT VR app

There are several ways PC users can test their systems to see if they can handle virtual reality (VR). Oculus has its own, and there are benchmarking apps from companies such as Futuremark that can also do the job. Back in 2013 GPU manufacturer NVIDIA launched its benchmarking tool FCAT for free and now its had an overhaul relaunching today as FCAT VR.

NVIDIA announced FCAT VR earlier this month during the Game Developers Conference (GDC) 2017, allowing reviewers, developers, hardware manufacturers and enthusiasts a way to test the performance of VR videogames on PC.

FCAT VR sample image

Unlike other benchmarking tools, FCAT VR has been designed specifically for GPU’s rather than a general test for PC’s. It reads a range of performance data from driver stats, event tracing for Windows, events for Oculus Rift and SteamVR’s API data for HTC Vive.

This intern will allow users to create charts and analyse data for a range of variables including framerates, dropped frames, runtime warp dropped frames, Asynchronous Space Warp (ASW) synthesized frames and more, all of which can impede VR performance.

The app can be downloaded through Geforce.com, where NVIDIA has released a ‘how to’ guide on setting up the software.

NVIDIA has been a dominant force in the VR industry having released the 10 series graphic cards in 2016 as well as VR Funhousea demonstration of the company’s latest technology such as NVIDIA FleX, NVIDIA Flow, NVIDIA HairWorks, NVIDIA PhysX Destruction and NVIDIA VRWorks’ Multi-Res Shading.

Most recently it announced the range topping GeForce 1080 Ti, offering a 35% speed increase over its predecessor the GeForce GTX 1080, it’s even faster than the current TITAN X. And hardware partner MAINGEAR has now added the GTX 1080 Ti to its range of PC’s

Checkout NVIDIA’s FCAT VR introduction video below, and for further announcements for the company, keep reading VRFocus.

Preview: Sparc – Dodgeball gets a futuristic makeover

CCP Games has made a name for itself in the virtual reality (VR) industry with its popular sci-fi shooters, EVE: Valkyrie and Gunjack. Both have seen launches across a variety of head-mounted display (HMD) platforms, building a reputation for high quality experiences. For its next project, CCP has stuck with its tried and tested futuristic theme, but gone for a completely different genre of videogame, sports. Its currently building Sparc, a mixture of dodgeball, tennis and various other sports that has the potential to become a new eSport.

As you can see from the screenshots, Sparc puts players into a fairly confined arena to battle it out against one other opponent. As with most sports it’s all about gaining points, and to do this you need to hit the other player. At your disposal is a floating neon ball, a shield, and depending on the mode you’re playing some hefty knuckles.

Sparc - Dodge For Days

For the demo CCP used Oculus Rift and Touch but the title will also come to PlayStation VR and HTC Vive for cross platform matches. Gameplay is simple enough, both players have a ball which they can smash at their opponent – either directly or off walls – hopefully striking them. They can be returned using the shield/racket by any direction you want. There’s just one small cravat, you can’t activate the shield if your ball isn’t in your hand, essentially making you defenceless until you get it back.

That’s not one hundred percent true as this will depend on the game mode chosen. If you play on the professional level you have your shield and that’s it. Play on the beginner mode and this is where you get those knuckles, allowing you to punch a ball away if needs be. Certainly while learning and picking up the gameplay mechanics this option becomes a lifesaver, at points you may have just thrown your ball at the same time your opponent throws their’s and suddenly you either need to get out the way  or punch it back, very handy.

As Sparc’s been designed for all three headset’s actual foot movement is minimal, it’s all about the upper body. While the arena acts just like a squash court, points can only be scored with front on hits. If the ball sails past you hitting the rear wall, it can’t ricochet into the back of your head. This allows all your focus to be aimed squarely at your opponent, making for taught complex matches that test players mental and physical agility, as they duck, dip, dodge and dive.

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There are no fancy power-ups or options in Sparc. You won’t get multi-balls, or balls that become massive, or faster, or any other such tomfoolery. This is about serious sporting prowess in VR, where you can not only control the speed but also the spin of the ball to keep opponents on their toes.

Looking at it from the outside Sparc can look somewhat austere in its design and function, but inside this serves to benefit rather than detract from the experience. Matches become a heated frenzy as you look for the perfect opportunities to make your attack, whilst defending yourself. The quality and execution of Sparc is a testament to CCP Games’ knowledge of VR. Whether or not it’ll gain a following – which all multiplayer focused titles need to – is an entirely different matter.

Crytek drops price of Robinson: The Journey for PlayStation VR

Not long after Sony Interactive Entertainment (SIE) released PlayStation VR into the world Crytek launched its first title for the platform Robinson: The Journey. Today the developer has announced a price reduction for the videogame.

The drop in price is permanent rather than a limited time offer, bringing the cost down to $49.99 USD/€49.99 EUR/£44.99 GBP (it previously sold for £54.99), via the PlayStation Store and on the videogame’s official website.

Robinson The Journey screenshot

Coinciding with the price reduction, Crytek has released the first in a series of tech diary videos (seen below) highlighting the process of bringing the VR world of Robinson: The Journey to life.

Developed using Crytek’s CRYENGINE technology, Robinson: The Journey invites players to step into a science-fiction world full of adventure, secrets and dinosaurs. Playing as Robin, a boy stranded in the unmapped territory of Tyson III, gamers’ are accompanied by an AI companion called HIGS, and together they must survive the harsh environment and dangerous inhabitants as they search for the lost crew whilst unearthing the planet’s secrets along the way.

VRFocus reviewed Robinson: The Journey, giving it a commendable 4 stars, saying: “Robinson: The Journey often demonstrates just how far VR development has come.”

And last month Crytek expanded support for Robinson: The Journey bringing it to Oculus Rift.

VRFocus will continue its coverage of Robinson: The Journey and Crytek, reporting back with any further announcements.

Vuze VR prosumer camera now shipping to customers

At SXSW today, HumanEyes Technologies will be officially launching its Vuze VR camera, with shipments already dispatched to consumers who’ve pre-ordered. 

Priced at $799.00 USD/€995.00 EUR, the Vuze VR camera is being marketed at the higher end of the consumer market, above rivals such as Samsung Gear 360 and Ricoh Theta S. While these are 360-degree cameras, the Vuze is classed as a virtual reality (VR) camera due to its stereoscopic performance. Each side of the device has two cameras – one for each eye – creating better depth and that ‘3D feel’, which single lens cameras can’t do.

Vuze - Hiking_GooglePluse

“We’re excited to officially bring the incredibly simple to use, affordable and highly portable Vuze VR Camera to the market,” said Humaneyes’ General Manager of North America, Jim Malcolm. “Consumer-grade 360 cameras may be easy to use and affordable, but they don’t provide the depth of VR video that filmmakers and the creative community now require to tell their stories.”

Some of the key features of the Vuze VR Camera include:

  • Eight full HD cameras simultaneously capture dynamic 360-degree VR video or stills in  4K per eye.
  • Four internal microphones create a 3D audio field
  • One button operation with integrated remote control via Wi-Fi and mobile app (iOS and Android)
  • Up to two hours of video capture on a single charge
  • Automated software offers not only simplicity, but fast rendering of VR content with near real-time processing (one minute of rendering for one minute of recorded footage – dependent on system GPU). The software is now available for PC, and coming soon for Mac
  • View and share 3D or 2D content online with YouTube, Facebook and others, or via any major VR platform and HMD
  • Portable, lightweight design, and available in yellow, red, black and blue

“From the beginning, Humaneyes has had the vision to capture the true human experience. As the VR market rapidly evolves, we’re looking forward to seeing the amazing and immersive content to emerge from the Vuze VR Camera,” Malcolm adds.

VRFocus will continue its coverage of Vuze, reporting back with any further updates.

O2 rolling out three VR experiences to stores

Today telecom company O2 has announced a series of brand new virtual reality (VR) experiences available in its stores, from getting up close to the England Rugby team or exploring the O2 Academy.

There’s going to be three pieces of content for customers to try, with the first involving the England Rugby team. Using a mixture of 360-degree video and interactive CGI characters, rugby fans will have the chance to compete against the nations best.

O2 Rugby1Hero

Utilising Xsense motion capture to provide accurate in-game player movement, using their weight, mass and average speeds, the challenge for players is to track the player’s movements whilst taking part in virtual drills developed in partnership with the team. They’ll gain points in scrummaging, tackling and kicking with the aim to wear the coveted rose.

Dylan Hartley, George Ford, Maro Itoje, Ben Youngs, Henry Slade as well as Mako and Billy Vunipola were all motioned capped and feature in the experience.

Paul Gustard, Defence Coach at England Rugby said: “We really enjoyed working in partnership with O2 to develop this unique virtual reality experience. It’s the only game out there that has had input from England Rugby to create a great experience for fans. I hope the experience gives rugby fans and novices alike an insight in to the way we train and the amount of hard work that is involved in being an International rugby player.”

For the second experience customers will be able to attend the O2 Academy venue watching a pre-performance as a star or a fan at a sold out show. User will find there’s a switchable storytelling mechanic, allowing them to swap between the music fan and band perspective.

“We believe in live, and using the latest VR technology we can showcase our live experiences to O2 customers in our stores across the country. Through a combination of world first CGI characters and unique interactive gameplay, each experience has been designed to give the user unprecedented access to O2 Academy venues, The O2 and our relationship with the England Rugby team. We’re excited to roll our new virtual reality in to O2 stores nationwide, Twickenham Stadium on match days and The O2,” said Gareth Griffiths, Head of Sponsorship at O2.

A third experience showcasing some of the biggest moments at the music and entertainment venue will be coming soon.

The experiences will be available to try in 90 O2 stores nationwide as well as at Twickenham on match days or at The O2 itself. For those at home, the content will be available to download later this year for Samsung Gear VR, Oculus Rift and HTC Vive.

For any further updates from O2, keep reading VRFocus.

Aardvark 360 takes you on an immersive tour inside the Houses of Parliament

If you’ve ever wanted to wander round the historic interiors of the Palace of Westminster you’ll now be able to in 360-degrees. The UK Parliament has launched a new immersive tour which is now available via its website.

Guided tours of Parliament have been available for a number of years but now you don’t even need to travel to London. You’ll be able to take a closer look at some of the most famous rooms in Parliament, including the medieval Westminster Hall and the iconic Commons and Lords debating Chambers. Also included is St. Stephen’s Hall, where suffragettes chained themselves in protest in the early 20th century, and Central Lobby, where the public exercise their democratic rights by ‘lobbying’ MPs.

Lords Chamber - UK Parliament - Catherine Bebbington
Image Credit: Catherine Bebbington

John Bercow, Speaker of the House of Commons said in a statement: “Parliament belongs to the people, so it is only right that everybody should get the chance to experience it. The virtual tour means that people from all over Britain and, indeed, all over the world can visit Parliament and learn about our democratic institutions.”

“The virtual tour offers users the unique ability to be instantly transported to locations of historical, national and political importance. Through this technology, Parliament is now open to anyone every day of the week and we welcome this opportunity for the public to feel more connected to the House of Lords and experience standing in the Chamber where so much important work takes place,” commented Lord Fowler, Speaker of the House of Lords.

Developed by Aardvark 360, the tour is accessible either via PC or mobile device and can be used with head-mounted displays (HMDs). It’ll also become part of Google Maps alongside similar experiences for other well-known landmarks, including Buckingham Palace and the White House.

Checkout the 360-degree tour sample below, and for any further updates from Aardvark 360, keep reading VRFocus.

Boutique Audio Company HOBO Audio Launches VR Division

HOBO, an audio post studio, has announced the launch of a 360-degree virtual reality (VR) division whilst forming alliances with studios East Coast Digital and Hidden Content, to offer clients a full service for immersive content creation.

The services the companies will offer shall range from concepting through production, post, music and final audio mix in an immersive 360 format. Currently the companies are collaborating on several projects without going into further details on what they might be.

HOBO-Howard w VR headset

“The applications of 360 VR are already having an impact on everything from gaming and entertainment to science, health, medicine, history and teaching,” said Howard Bowler, HOBO Founder and President. “At HOBO, we get comfortable with new technologies that inspire us by diving in head-first and working with the tools. That’s what we’re doing with 360 VR content.”

HOBO (through its division Green Point Creative) has been developing an original dramatic TV series produced in 360-degrees that Bowler describes as a “Wire” inspired story set in the suburbs that will be shot and distributed via various immersive platforms.

“I’ve always envisioned HOBO as doing more than audio, but always resisted the temptation to simply add new post services,” Bowler adds. “I wanted something more holistically focused. 360 VR is a technology that I believe will grow as more companies like ours create content for it. We’re committed to working with other creative companies that also want to push the boundaries of this new medium.”

Hidden Content was founded by Creative Director, Ant Gentile, Jake Wasserman, and Adam Donald as a VR production and post-production company. Its worked with such clients as Samsung, 451 Media, Giant Step, PMK-BNC, Nokia and Pop Sugar.

East Coast Digital (ECD) was founded by Scott Kleinberger in 1998. Its VR work includes the short film Cardboard City, which was a co-winner of the Samsung Gear Indie VR Filmmaker Contest and debuted at Sundance 2016 on the Milk VR platform.

For further updates on HOBO’s VR plans, keep reading VRFocus.

Google’s creating higher quality streamed video with Equi-Angular Cubemaps

The world is used to watching videos on YouTube and depending on bandwidth, altering the resolution to get a steady stream, regardless of quality. For immersive 360-degree content however that’s not as easy. While poor internet speeds can ruin virtual reality (VR) viewing, low resolutions can also destroy immersion and make content an unwatchable mess. So in a joint effort between the YouTube and Daydream teams, they’ve been working on new techniques to solve the issue, one of which is Equi-Angular Cubemaps (EAC).  

In a new series of blog postings, Google VR will be taking an in-depth look at improving VR experiences, and with immersive video gaining popularity as it becomes more widely available the company has chosen to start there.

So what are Equi-Angular Cubemaps and how do they help improve 360-degree content? 360-degree videos require a significant amount of pixels to create a decent experience, ideally being 60 pixels per degree of immersive content to match human visual acuity. But due to current device capabilities and internet speeds this isn’t generally possible, instead clever projection methods are needed.

EAC2DVisualization_Cropped.width-845

There’s Equirectangular Projection, where latitudes and longitudes are used to form a square grid, but as Chip Brown, Staff Software Engineer, Daydream, explains: ‘when used for video transmission, it has serious problems. First, the poles get a lot of pixels, and the equator gets relatively few.’ Then you’ve got Cube Maps, this deforms a sphere into a cube which can then be unfolded. “This is an improvement over equirectangular projections, but it still causes substantial variation in pixel density,” explains Brown. “The problem is that the centers of the cube faces are close to the sphere, while the corners are further away.”

This is where Equi-Angular Cubemaps come in. “The traditional cubemap has samples of varying length depending on the sample’s location on the cube face. EAC is specifically constructed to keep these lengths equal, creating uniformly allocated pixels,” said Brown. “The EAC formula is mathematically precise in 2D, but only an approximation of an equal angle pixel distribution in 3D, albeit a pretty good approximation with manageable distortion.”

EAC FrameCompare_SansSerif_n9EZUWL.width-1000

As you can see from the image above, what this means is a higher quality video for consumers creating a far more engaging experience.

YouTube engineers haven’t stopped there, they’ve also developed a Projection Independent Mesh, which they hope will eventually become a widely agreed upon industry standard.

“A Projection Independent Mesh describes the projection by including a 3D mesh along with its texture mapping in the video container. The video rendering software simply renders this mesh as per the texture mapping specified and does not need to understand the details of the projection used,” said software engineer Anjali Wheeler. “Some 360-degree cameras do not capture the entire field of view. For example, they may not have a lens to capture the top and bottom or may only capture a 180-degree scene. Our proposal supports these cameras and allows replacing the uncaptured portions of the field of view by a static geometry and image.”

Android already benefits from EAC projection streamed using a projection independent mesh and the techniques will be coming soon to iOS and desktop.

To keep up to date on Google’s latest advancements in VR, keep reading VRFocus.