Pimax Kickstarter Blasts Past $2M Funding Mark, Revealing $2.5M Stretch Goals

Pimax, the China-based VR headset manufacturer known for their ‘4K’ headset, have hit Kickstarter with their newest devices last month, the Pimax ‘8K’ and ‘5K’ VR headsets. Surpassing their initial goal of $200,000 within the first few hours, Pimax has recently blasted past the $2 million mark in funding with 10 days remaining in the crowdfunding campaign. To that, the company has also included some interesting new goodies if they hit $2.5 million.

Update (10/24/17): The Pimax Kickstarter recently surpassed $2 million in funding, and today announced an additional set of stretch goals to go along with the previously reached goals which already include an extra facial interface, integrated audio, cooling fan, prescription eyeglasses frame, and wireless transmitter. Now, the company says the $2.5 million mark will allow them to do three specific things.

  • to use the budget to create a conference for VR content developers
  • to further integrate Pimax SDK so gamers can open games/apps from Steam VR/Oculus Home directly with PiHome
  • to enable direct support of user-requested programs like vorpx. Favorite apps can be requested both on the Kickstarter comments area or in the Pimax forum.

Original Article (9/25/17): Despite the namesake, Pimax headsets aren’t actually 8K or 5K resolution, as they respectively feature dual 3,840 × 2,160 LCD panels and dual 2,560 × 1,440 OLED panels. These display resolutions are however higher than your standard Oculus Rift or HTC Vive, which is where some of the fanfare is coming from.

image courtesy Pimax

Arguably the biggest attraction is the headsets’ claimed 200 degree field of view (FOV), which proved to be both impressive and helpful for peripheral awareness in our hands-on with an early prototype.

As one of the first adopters of Valve’s SteamVR Tracking standard, both 8K and 5K headsets will also hook into existing Vive tracking basestations and Vive motion controllers—although some funding tiers provide their own Pimax-built basestations and motion controllers.

Pimax VR Headset Kickstarter

All of these factors no doubt led to the funding campaign’s overall success, which is still going strong with over three weeks to go before its conclusion.

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On the less positive side, the actual input for the 8K headset is only 2,560 × 1,440 per eye, which is then upscaled to 3,840 × 2,160 per eye, so it’s not truly rendering at the display’s full resolution. The company however offers a version of the headset that does away with the integrated upscaler and renders at full display resolution, but suggests at very least a GTX 1080 Ti to power it. There’s also concerns about how games can actually render the headsets’ 200 degree FOV, with Norm from Tested saying in his hands-on that he felt that Pimax was noticeably stretching FOV to fit—something that isn’t exactly ideal for spatial awareness or immersion.

Despite its misgivings, Pimax seems to be squeezing everything out of current gen GPUs and display tech, which is why the company is using a software technique they call ‘Brainwarp’ that renders an image only on a single display at time, doing it 150/180 times per second. Pimax says users “perceive a complete 8K at 150/180 Hz with high frame rate,” and that it “boosts refresh rate, reduces latency and decreases GPU pressure for Pimax 8K.”

“We are so honored to be in the presence of such a passionate VR community,” the company said. “This makes us more than certain that we are striving for the same goals!”

With the $1.5 million milestone, the campaign hits a new stretch goal: a cooling fan for the headset and optional prescription lens add-on. Prior stretch goals unlocked at $1 million and $500,000 include an upgrade head-mount and an additional face cushion, respectively.

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Bethesda Talks ‘Fallout 4 VR’, New Gameplay Footage Revealed

The Fallout 4 VR hype machine is slowly ramping up to full speed, as the company today released a talk with the game’s Lead Producer Andrew Scharf about some of the finer points of retrofitting the entire game for VR headsets.

“Feeling like you’re physically in the world of Fallout 4 by playing in VR is an amazing experience,” says Scharf. “All the way up to the sad moment when you remove the headset and realize there is no V.A.T.S. in real life.”

One of the biggest changes is how the game addresses V.A.T.S., the game’s aiming system. In VR, it’s a bit different, as instead of entering a selection screen to determine your shot, you activate a sort of slow-motion mode that you can even move around in. “I keep saying, it’s like you’re Quicksilver from X-MEN,” Scharf said, explaining what it feels like to use V.A.T.S.

Bethesda says in a blog post that Fallout 4 VR is to include all content from the base game “including hundreds of locations, characters and quests.”

The game, which is already available on Steam for pre-order for $60, is set to launch on the HTC Vive on December 12, 2017.

Make sure to check out our hands-on at E3 this year where we take a quick look at everything from inventory management to interacting with companions.

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Bechtel Partners with ITI to Expand VR Crane Training Capabilities

Bechtel, the global construction and engineering company, and Industrial Training International (ITI), the training and technical service company known for their work in creating VR versions of the industry’s heavy equipment, are collaborating to recreate even more crane types for VR training, all of which will be endorsed by the National Commission for Certification of Crane Operators.

Certifying a worker to operate heavy construction equipment like a crane costs companies time and money, and now that the United States’ Occupational Safety and Health Administration (OSHA) requires all crane operators to be certified by 2017, there’s never been a better time for simulators to enter the market in force.

Starting in 2016, the collaboration between Bechtel and ITI saw the creation of a mobile crane simulator project using an Oculus Rift headset in combination with a modular rig called ITI VR.

The training is said to improve in-depth, real-life scenarios so operators can improve readiness and safety on site. Bechtel will also expand its subscription to ITI’s training program, which the company uses in its workforce development programs on construction sites across the world.

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Opera Browser Adds 360 Video Player for VR Headsets, Plans Full WebVR Support

For OpenVR-compatible headsets like Oculus Rift and HTC Vive, watching streaming 360 video from from your browser is now as simple as clicking a button and putting on your headset. This is all thanks to Opera’s latest version of its developer browser, which now supports 360-degree video playback in VR headsets directly via a built-in player. The company also says they’re planning to integrate full WebVR support in the future.

Now that video streaming giants like YouTube, Vimeo and Facebook natively support spherical video formats, there’s more 360 content than ever before. For VR headset owners though, there really hasn’t been a seamless way of quickly watching these videos in VR while browsing the web from your monitor.

Support for instant VR video playback includes 360, 180, and standard video formats (viewable as a floating window in a ‘void’) from most major streaming services including YouTube, Facebook and Vimeo.

The latest Opera developer browser automatically detects whatever VR headset you have via OpenVR, Steam’s API that allows multiple headsets to hook into Steam content. From a user’s perspective, all you have to do then is navigate to a 360 video and press the ‘VR mode’ button.

Future WebVR Support

WebVR is an initiative that delivers content built with JavaScript and WebGL to VR headsets, even integrating the various input devices available like tracked motion controllers. It’s mission is essentially to make the web a viable platform for hosting lightweight VR content that you can consume just as easily as you would any 2D webpage.

The team behind Opera says 360 playback for VR headsets is only “the first step on the path for a fully immersive and compatible VR experience on a web browser.”

There are already a few PC and mobile browsers that natively support WebVR, including Mozilla VR, Chrome for Android, Microsoft Edge, Chromium, Samsung Internet for GearVR, Oculus Carmel and Mozilla’s Servo (full list here); all of them giving users the ability to play web-based games and experiences that don’t require formal download. Only mobile VR browsers can boast having both 360 playback and WebVR in the same build currently.

 

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2013-era Crowdfunded VR Puzzle-Adventure ‘XING: The Land Beyond’ Finally Launches Today

XING: The Land Beyond (2017), a puzzle-adventure from White Lotus Interactive, is set to ship today—a good 4 years after they initially launched their Kickstarter and successfully stretch-goaled their way to include Oculus Rift support.

Of course, back then the team was targeting the Oculus Rift DK1, and with only $30K at their disposal, the lengthy development period must have been a labor of love. The game is now fully optimized for current-gen room-scale VR, with motion controller and gamepad support for both HTC Vive and Oculus Rift.

Set after your own death, you journey across a series of mysterious lands in the afterlife that are filled with the thoughts and personalities of those dearly departed. On a quest to follow these forgotten stories, you collect artifacts, solve puzzles, and discover secrets, promising to let you ‘make your own adventure’ along the way.

‘XING: The Land Beyond’ on Steam

We’ll be going head-first into XING: The Land Beyond in our full review due out soon. Whatever the result though (we haven’t played it yet), we applaud the team for their continuous updates, tenacity for developing on a shoestring budget, and for finally delivering to their backers.

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HTC Partners to Stream VR Games to Vive in China, Cutting VR-Ready PCs Out of the Equation

Oculus and HTC have already reduced the prices of their respective headsets, with the Oculus Rift now selling for $500 and HTC Vive for $600. While graphically-capable PCs are cheaper than ever thanks to new GPUs and software optimizations, you still need to pony up the cash for a min-spec system ($699 for an OEM-built machine). HTC hopes to address this in China with a new partnership between Dalian Television and Beijing Cyber Cloud to offer a set-top, cloud-based box—meaning you don’t need a traditional VR-ready rig to run VR games.

According to a report by Engadget, HTC will be trialing the new project in Dalian, China where it will offer access to games hosted on a digital marketplace separate from Viveport. While it only hosts “a few dozen” games, apps and a library of 360 videos at the moment, HTC says more content will be added over time, of course sourced from Viveport.

The service, which also includes is a 60 Mbps broadband connection, is positioning itself as a consumer streaming solution not unlike Spotify. Unlike Spotify however, HTC is also renting out the Vive alongside the set-top box, making for an all-in-one deal that gives newcomers everything they need to start experiencing virtual reality.

image courtesy Engadget

The set-top box and Vive bundle is reported to cost a one-time, refundable deposit of ¥3,000 yuan (~$455) including a monthly fee of around ¥500 yuan (~$76). Because the deposit is refundable in full, this essentially lets Dalian-based residents test out the headset at home before putting down the big bucks. The company also offers the choice to outright purchase a Vive with a one-year subscription to the service for ¥6,688 yuan (~$1,015). Considering the Vive’s unusually-high price in China, costing around $200 more than most other regional markets, the savings are apparent for customers still unsure about VR.

HTC Vive China Regional President Alvin Wang Graylin admits however some latency is to be expected, saying it would be “ok for most non-twitch apps.” There’s no word if the service can provide what’s largely considered the minimum acceptable latency at 20ms motion-to-photon.

This comes as a part of a larger trend by HTC to make Vive usership less financially daunting. The company already offers a game subscription service via Viveport that includes a collection of hundreds of games at $7 per month, and also maintains a similar subscription program (including headset) for location-based entertainment facilities like arcades or theme parks. Called Vive Arcace, this was also a ‘China-first’ program that latter went global.

One thing is for certain though: a the success of a streaming service like this highly depends on a fast, near latency-free connection—something countries (including the US) have to address before taking the digital plunge.

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8 Cool AR Apps to Try Now That Apple iOS 11 is Here

Apple’s newest iteration of the iOS mobile operating system is here, and with it comes the ability to turn your iOS 11 compatible device into an honest-to-goodness augmented reality viewer. Thanks to a few months of lead time with Apple’s developer tool ARKit, the App Store already has plenty of useful apps and interesting games boasting AR capabilities.

IKEA Place

One of the most talked-about ARKit apps is here, IKEA Place. Letting you virtually ‘place’ IKEA products in your home to figure out if they actually fit, the app features everything from the company’s unpronounceable sofas to it’s equally unpronounceable coffee tables. If only it included a flatpack model that showed how big the damn box was before trying to fit it in your car.

Download here (free)


Zombie Gunship Revenant AR

Zombie Gunship Revenant is a unique zombie shooter where you take control of a heavily-armed helicopter gunship and obliterate zombies from the sky as they run around a military complex. Complete with fake heatmap and plenty of radio chatter, it’s amazing how realistic it all looks.

Download here (free)


Follow Me Dragon

Ok, so there’s also some pretty silly AR apps too. Exhibit A: Follow Me Dragon. Although we can’t say how long something like this will actually be fun (especially for $2), there is an undeniable novelty in owning your own dragon that’s too hard to turn down. You can poke him, make him do tricks, take selfies with him, change his skin color and a bunch more basically useless things that will make your kids giggle.

Download here ($1.99)


World Brush

Art is everywhere with World Brush. You can create and post your 3D paintings anonymously at the approximate GPS location you created it. To combat the inevitable onslaught of phallic artistry, users have the ability to like, dislike and report paintings The app also uses a scoring algorithm that combines popularity and time of creation so you can always view the best stuff at your location.

Download here (free)


Housecraft

IKEA Place is great, but if you’re looking for something a little more generic, Housecraft has a wider selection of 3D models to choose from if you’re planning out a new space including the ability to save the whole room configuration for later viewing.

Download here (free)


Measure Kit

MeasureKit contains 7 AR measuring tools for those impromptu moments when you need to measure anything and everything including:

  • Ruler — measure straight lines on any surface, such as a desk or wall.
  • Trajectory — measure by “drawing” (moving your device) in the real world.
  • Marker Pin — measure distance from device camera to fixed points in space.
  • Angles — measure corners.
  • Person Height — measure how tall someone is.
  • Cube — visualize how big something is.
  • Level — check if something is horizontal or vertical

Download here (free)


The Machines

Featured onstage at the iPhone X unveiling was Directive Games’ AR real-time strategy game, The Machines, featuring a PvP arena and a selection of robot warriors. Playable online or in the same room as your friends, The Machines is basically the game we all wanted when we were six.

Download here ($4.99)


Sky Guide AR

Finding stars in the sky is easy. Just look up. Figure out the names and constellations is another matter entirely though. With Sky Guide AR, identifying stars, planets and satellites is easier than ever.

Download here ($2.99)

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Preview: ‘The Gallery: Heart of the Emberstone’

The sequel to Cloudhead Games’ early room-scale VR hit, The Gallery: Episode 1 – Call of the Starseed (2016)is nearly here. We got our hands on a limited preview of the soon-to-release Heart of the Emberstone, and if the little we played accurately represents the fit and finish of the final product, we’re in for quite a treat.

Note to the reader: Needless to say, if you haven’t played the first installment, Call of the Starseed, you probably shouldn’t read any further. Considering though the studio just slashed the price by 50% on Steam to only $10, it’s an easy buy for an hour-long experience that still holds up.

If you have played though, the preview only contains 10 minutes of gameplay, or two scenes-worth of what is said to be a 4-6 hour game.

Carrying on from when we left off last, traveling through space and time at the behest of our new (and clearly malevolent) acquaintance, the game begins with a disembodied monologue of your dear twin sister, Elsie, telling you that despite that fact that you settled down when she sought out adventure, that “we were meant for more.”

By virtue of the fact that you’re now traveling through space with a magical gauntlet that lets you move objects telekenetically, I’d say she was right about that.

Plopped down of what appears to be the far side of the Universe, you stand across a shimmering portal from the hunchbacked overlord, bidding you to travel to the Tower of Cogs to “fix yourself with a grasp,” a powerful tool of his own creation.

The Gallery: Episode 1 – Call of the Starseed

“It will make you better. More. Compliant. Elsie obtained her grasp with limited help. Lets see how you fare,” he bids. With your marching orders assigned, Hunchback-guy says he’ll be waiting with your sister until you get back. It’s all so deliciously  ’80s as it harks back to The Dark Crystal (1982) and Labyrinth (1986), two of the game’s main inspirations.

Sending me on my quest, a giant round door suddenly retracts behind me, casting an eerie red light as it opens to reveal a floating walkway covered in rubble. Clearing out the giant stones with my trusty gauntlet, I find a cube that fits right into the cube-shaped recess in the next door. This door retracts like a defocalized eyeball, leading me to a lift with a curious holographic control mechanism activated by your gauntlet.

image courtesy Cloudhead Games

Exiting the lift, I meet my first door puzzle. Nearing the door, a holographic tube appears, and much like the lift, I have to guide my now spinning runestone through to the other end. It’s a simple little thing, but the further I go, the more complicated the little holographic puzzles get. Later in the preview, I have to crouch down to get a good vantage point as I weave my runestone through rotating red barriers, that when touched set you back at the beginning. None of them are what I’d call particularly difficult, but it certainly puts an immersive twist on what could ultimately be a boring task of turning a lever. We’ll just have to see when we play the full game soon.

image courtesy Cloudhead Games

Stepping into what appears to be an ancient gladiatorial ring covered in desiccated corpses, a ghostly hologram of Elsie appears. She’s just as wowed as I am by the massive statues and the hot alien sun that seems to have made the planet no longer habitable.

image courtesy Cloudhead Games

Making my way to the only operating door in the gladiatorial pit, I enter into a small, windowed room that looks out over an eternal sandstorm obscuring my vision. Another hologram of Elsie appears to give me a hint. “It’s just like Operation!” she exclaims. Two more holo-puzzles down, and that’s when the roof is ripped off the room to reveal an honest-to-goodness giant lumbering forward. He seems curious, and not at all the sort that would squish me like the ant I am. A holographic map of the world appears, and I dutifully select the Tower of Cogs. The giant bends down to pick me up. Fade to black.

From my 10-minute play session, Heart of the Emberstone both looks and feels more polished than its predecessor. Although there weren’t any locomotion options in the preview, the stock blink teleportation definitely seemed more solid than Call of the Starseed. Textures also seem more ‘alive’ as well, although it could just be a fresh appraisal of the alien world combined with its intricate clockwork doors and holographic puzzles that wowed me.

Cloudhead has a really firm grasp on lighting, using it to draw your attention to smaller clues and casting it expertly to create dramatic effect, which in turn makes the experience truly feel cinematic.

There’s no launch date yet, but the Steam page maintains it’s set to release sometime in September. The game will also support both Oculus Rift and HTC Vive including motion controls. If you’re still twiddling your thumbs in anticipation though, feast your eyes on the teaser trailer—of course created to look like an ’80s made-for-TV movie.

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Sony is Bringing PS2 Classics ‘Gungrave’ & ‘Zone of the Enders’ to PSVR, Teaser Trailers Here

Tokyo Game Show (TGS) is upon us, and Sony has today shown off some a few brand new teaser trailers at its PlayStation keynote. Among them were two PS2-era franchises getting new life on PlayStation VR: Zone of the Enders: The 2nd Runner and Gungrave.

Zone of the Enders: The 2nd Runner

Konami’s Zone of the Enders: The 2nd Runner (2003) was originally released for PS2, but today the company announced during Sony’s Tokyo Game Show press briefing that it’s getting an enhanced version, including support for 4K and PSVR.

“All visual and aural elements have been remastered for native 4K resolution, and the action has been similarly improved with the game experience being ported to VR,” Konami said in a press release. Konami hasn’t said much yet, but the trailer maintains the game with be fully compatible with PSVR.

Gungrave VR

Gungrave, the PlayStation 2 title from Red Entertainment, is heading to PSVR in Japan sometime in 2017, with a Western release on the horizon as well. Both Oculus Rift and HTC Vive will eventually see support.

Blueside announced the game, now developed by Iggymob, as a VR exclusive based on its PS2 predecessor, although is said to go beyond the sequel Gungrave: Overdose (2004). It will integrates both third and first-person gameplay.


Among the PSVR titles were a bevy of new trailers for upcoming PS4 games. You can check them out over at Gamespot.

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