Hands-on: ‘Stifled’ Oozes Style With Its Terrifying Visual Re-imagination of Echolocation

Stifled is an upcoming first-person horror game from Singapore-based studio Gattai Games. Heavily featured at this year’s Gamescom, in no small part thanks to their partnership with Sony Interactive Entertainment that’s seeing a number of Asian-born titles coming West, we got a chance to pop in and see just what the five-person developer team have accomplished.

Experiencing an early level of the game, I found myself standing beside an overturned car somewhere in a forest. The darkness surrounded me, the only light was the small interior light bulb of the now useless vehicle. Without much context to go on, I made my way into the foreboding forest, issuing a few ‘hello’s along the way to send out multiple shock waves of radar pings, something the game allows by way of the PSVR’s integrated microphone. A perpetually babbling brook ‘lit up’ my way to some sort of water processing plant, the scene of my first encounter with one of the game’s shrieking monsters.

image courtesy Gattai Games

Winding my down to the guts of the facility, my footfalls on the metal steps awoke a two foot-tall monster. A wild shriek accompanied its own radar pings, its blood-red lines eclipsing my white ones. Even a slight clearing of my throat seemed to tip it off to my location as I went further through the level, trying to distance myself as much as possible in the dark and trying my best to navigate with only minimal echolocative pings.

Admittedly, using my voice to activate the echolocation ping eventually started to grate on my nerves a bit, but thankfully there’s a button that lets you send out a ping with a randomly generated “woah!” or “hello?” from your character. This saves you from saying “hello” every 5 seconds, but also makes you less aware of the times when you genuinely open your mouth for a cursory (and genuine) “oh fuck.” In a game where the wrong noise can get you killed, I’d imagine you’d learn pretty quickly not to do this, but it’s hard not to be startled by the little red monster guy when he’s screaming for your blood and coming your way.

image courtesy Gattai Games

While the bulk of the game takes place in a wire mesh monochrome world, a portion will invariably unfold within the safety of lit areas, as only genuine light sources let you see in technicolor. Speaking to developer Justin Ng, he admitted the game was cheap in terms of graphical resources required to run it, but it was clear the game is anything but cheaply made. While it could be accused of being visually sparse, I found the black and white (sometimes red) color scheme an interesting twist to what could have just as easily been a run-of-the-mill stealth game.

Originally slated to release on Steam for Vive and Rift in December last year, the game was indefinitely postponed for polishing. Presumably it was shortly thereafter that Sony contacted Gattai with the proposition of a deal to publish Stifled on PSVR. While a Steam page still exists, Ng tells me the game is set to launch on PSVR ‘pretty soon’. There’s no word yet on when Oculus Rift and HTC Vive will get support after its initial launch on PSVR.

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Hands-on: ‘Skyworld’ is a Charming Turn-Based Strategy Game With Fast-Paced Real-Time Interludes

Skyworld, a turn-based strategy game from Arizona Sunshine (2016) developers Vertigo Games, was initially introduced to the world as a demo during HTC Vive’s first public showing back in GDC 2015. At this year’s Gamescom, we got a hands-on with the ostensibly near-finished game, which should be releasing soon if the developers want to hit their Fall 2017 launch date.

Looking down at the round playing board, a wooden table already populated with various resource-gathering buildings set around a giant mountain in the middle, I was pitted against game designer Paul van der Meer in a quick skirmish that took me through the basics of the game’s 1v1 combat.

In a 20 minute demo, I was introduced to the game’s TBS ‘Overworld’, or the game board seen in pictures and the initial 2015 teaser trailer, and an RTS potion of the game that lets you battle with various units that you can summon in real-time (mana permitting).

Image courtesy Vertigo Games

While in the Overworld, where much of the game takes place, you can pop up a variety of menus, including a satisfying lever that lets you flip the board over mid-game to reveal a space for upgrading structures and increasing the power of your units.

Represented by your standard playing cards featuring offensive and health points, these unit cards can be used in an RTS mini-game, or what the developers called a ‘General Battle’, where each side’s solitary generals clash on a separate game board from the Overworld. Destroying the enemies castle in this mode results in continued free rein for your general, a 6-inch model that you can move around the game board to take over new land so you can set up new resource gathering structures, make more units etc and eventually conquer the Overworld. The opposing side’s general then must wait until the re-activation timer runs out.

The majority of my time was dedicated to playing the RTS-driven General Battle instead of fiddling with game’s resource management-focused TBS Overworld, but my hunch is having the two combined, even with only two lanes open for attack around the round board—left or right, as it were—creates an interesting twist on the classic turn-based strategy game that is bound to strike a chord with fans on the genre. Motion controls add a bit more physicality however, like the wooden mallet that lets you demolish your own buildings to make way for new and better ones. You can also count on plenty of satisfying levers and steampunk-ish machines abound.

Image courtesy Vertigo Games

The game will feature two teams to choose from, good and bad, although I was told that currently there are no differences outside of the visual aspect between the two, which includes identical abilities for your General Battle cards and Overworld structures and units. The developers maintain this can change however in the coming months before launch. I was also assured that while there are many game boards to play on, that they will all follow the same basic design of containing a centerpiece structure that essentially creates two lanes of attack.

An interesting bit in all of this was the social aspect. Standing (or sitting, you decide) across from your opponent’s avatar is a natural way to play a game like this, but because the game board is round, and you have the ability to rotate it to get a better look at the action, you inevitably end up standing next to each other to get a good view of what’s going on, creating and interesting social dynamic when you don’t know who you’re playing against. The developers insisted some anti-griefing measures would need to be brought into place so you couldn’t, say, wave one of your many menus in front a person’s face or get too close to someone for their own comfort. While your menus appear as ghostly outlines so your opponent doesn’t know exactly what you’re up to, it could still be annoying in the wrong hands.

Finally, I was told that online crossplay between HTC Vive, Oculus Rift and Windows Mixed Reality headsets will be possible, and that all three versions of the game will launch simultaneously on their respective stores. It’s uncertain if Skyworld will suffer the same fate as so many other games boasting crossplay, i.e. the lack of communal friends lists that makes it hard for friends to easily get together and play. We’ll be keeping our eye on Skyworld as it heads closer to launch.


We’re here at Gamescom all week, so check back for more coverage and hands-on articles with all of your favorite upcoming VR titles. 

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Hands-on: ‘The Talos Principle VR’ Feels Like It’s Come Home in Virtual Reality

The wildly popular puzzler The Talos Principle (2014) from Croteam is soon to be making its way to VR in a separate version, playable on SteamVR-compatible headsets; i.e. HTC Vive and Oculus Rift. Getting a chance to go head-first into Talos VR at this year’s Gamescom, I walked in asking myself if I actually wanted to spend the 20ish hours it takes to beat the game, in VR; and if given the choice between the two—the monitor and the VR version—that I would prefer to play in a headset instead of on a flatscreen. While my 20 minute demo didn’t exactly answer that question in full, a few things have certainly changed about how you interface with the game, making it a necessarily slower, but much more immersive experience to boot. And you know us, we like immersion.

The demo took me through the game’s third level (Land C), a verdant, castle-filled world where trees dot a medieval age ruin. While the puzzles and backdrop are entirely the same as the 2014 flatscreen title, I was told by Croteam’s PR and Community Manager Daniel Lucic, that some serious love went into getting the VR version just right, as it “almost took as long as [the original] Talos to make,” which Lucic qualified as a little over a year. In that time, presumably, the developers took everything they learned from Serious Sam VR (2017) and applied it to Talos, a game that first saw experimental, albeit imperfect VR support in 2015 on the Rift DK2.

image courtesy Croteam

Even then, Lucic tells me there’s still some work to be done to make the game more visually appealing to VR players, like adding ivy to help break up some more obvious repeating textures—something you might miss playing on a monitor, but a clear eyesore viewing from within a headset. As for scaling, what little I played looked indistinguishable from dedicated made-for-VR games, so no weirdly large or mismatched bits to speak of, but that may have more to do with the game’s general sparseness and already massive architecture.

With the addition of motion controllers, the world also become more interactive, with plenty of puzzle pieces to slot into blocky sigils, and beam reflectors or force field jammers at your disposal to make your way forward through each successive gate. Placing these just right, especially the reflectors, feels easier in VR than on the monitor version, if only because you can get a better line-of-sight so you can connect the beam source to the receptacle.

image courtesy Croteam

Unlike the monitor version, zooming around at high speed to get back to the puzzle’s beginning to retrieve a needed object isn’t really a great idea from a comfort standpoint, so the default walking speed is a bit slow to accommodate. This may irk some, but I found the surroundings so interesting, and well-suited to VR that I couldn’t help but stop and smell the digital roses. And yes, it’s just as pretty as you’d imagine it to be in VR, albeit some anti-aliasing issues with tree shadows that looked a little too sharp to be believable.

The game will feature a number of locomotion styles including instant and blink teleportation, ‘comfort mode’ snap-turn, and smooth-turning locomotion. This ultimately allows the player to interact with the game in any way they want, be it seated or in a standing, room-scale space.

There’s sill no official word on exactly when we’ll be seeing Talos VR hit Steam, but Lucic tells me that developers in Croteam are speculating on a late 2017 release.


We’re here at Gamescom all week, so check back for more coverage and hands-on articles with all of your favorite upcoming VR titles. 

The post Hands-on: ‘The Talos Principle VR’ Feels Like It’s Come Home in Virtual Reality appeared first on Road to VR.

‘Google Earth VR’ Lets You Experience the Total Solar Eclipse Right Now

Whether or not you’re in the narrow band of ‘solar eclipse totality’ that’s making its way across the continental United States on Monday, August 21st, Google Earth VR has seen a recent update that will let you experience the rare event from the comfort of your own HTC Vive or Oculus Rift.

Released in an August 12th update, Google has added a new menu function that lets you activate Monday’s total solar eclipse, which can be seen as it passed through 14 US states: Georgia, Idaho, Illinois, Iowa, Kansas, Kentucky, Missouri, Montana, Nebraska, North Carolina, Oregon, South Carolina, Tennessee, and Wyoming.

image courtesy NASA

You can navigate to the solar eclipse mode through the destinations menu, which plops you in a default area in rural Oregon. Sitting under an already blotted-out Sun, you can use the same point-and-drag tool that lets you rotate the world—making it seem like you’re dragging the fiery, life-giving ball itself—so you can control the actual moment when the Moon blocks out its light. Because not everyone is getting an eye-full of the total eclipse, this is a great opportunity to see it in an impressively accurate simulation of the world, albeit without the risk of burning out your retinas.

Also, not everyone is going to be exactly in the narrow band that stalks across the US, so if you want to get a quick preview of your local area, you need but blast off from the globe and navigate to your hometown for a look at whatever partial eclipse you may have. From a much greater, space-bound vantage point, you can also get a chance to see the ominous dark spot meander across North America in a way otherwise impractical outside of VR.

There’s no word how long the solar eclipse function will be available, but we suspect it may be wiped away in a short time after the actual solar eclipse.

‘Google Earth VR’ on Oculus Store

‘Google Earth VR’ on Steam

NASA’s Safety Guidelines for Solar Eclipse Viewing:

  • Always inspect your solar filter before use; if scratched or damaged, discard it. Read and follow any instructions printed on or packaged with the filter.
  • Always supervise children using solar filters.
  • Stand still and cover your eyes with your eclipse glasses or solar viewer before looking up at the bright sun. After looking at the sun, turn away and remove your filter — do not remove it while looking at the sun.
  • Do not look at the uneclipsed or partially eclipsed sun through an unfiltered camera, telescope, binoculars, or other optical device.
  • Similarly, do not look at the sun through a camera, a telescope, binoculars, or any other optical device while using your eclipse glasses or hand-held solar viewer — the concentrated solar rays will damage the filter and enter your eye(s), causing serious injury.
  • Seek expert advice from an astronomer before using a solar filter with a camera, a telescope, binoculars, or any other optical device. Note that solar filters must be attached to the front of any telescope, binoculars, camera lens, or other optics.
  • If you are within the path of totality, remove your solar filter only when the moon completely covers the sun’s bright face and it suddenly gets quite dark. Experience totality, then, as soon as the bright sun begins to reappear, replace your solar viewer to look at the remaining partial phases.
  • Outside the path of totality, you must always use a safe solar filter to view the sun directly.
  • If you normally wear eyeglasses, keep them on. Put your eclipse glasses on over them, or hold your handheld viewer in front of them.

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Co-op VR Shooter ‘Gunheart’ Launches in Early Access, From Minds Behind ‘Gears of War’ and ‘Halo’

Gunheart, Drifter Entertainment’s co-op VR shooter, launches today in Early Access on Steam for Oculus Rift and HTC Vive.

In Gunheart, you step into the shoes of a robotic bounty hunter looking for cash, something you can grab throughout each level as you squash alien bugs. But the key isn’t just shooting everything that moves and hoping for the best though (well, that’s a big part of it), because working as a team gets you special abilities to go along with an array of futuristic weapons.

Built by ex-Bungie & Epic developers, who worked on Gears
of War and Halo franchises, Gunheart promises hours of bug-infested battles via the procedurally ‘remixed’ levels, something the developers say makes the bounties feel different every time you play. Another ‘remixing’ element also affects the number of alien combatants in your way between you and the end of the over kilometer-long level. The more players drop into the mission, the harder it’ll be to get to the end.

‘Gunheart’ on Steam

Locomotion is possible via teleportation or ‘strafing’ which can quickly let you slide across the field in any direction. A number of options are available, but mission maps are designed around teleportation (hopping from platform to platform), so you’ll probably end up using a mix of both. Check out this video for a full overview of the game’s locomotion system.

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Here’s Every Daydream Ready Smartphone, Now 15 and Counting

Google Daydream, the company’s mobile VR platform, is compatible with a number of flagship smartphones from various manufacturers. Growing to a total of 15 Daydream-compatible phones by the end of the year, we take a look at the mobile VR machines you can buy now so you can start daydreaming.

Update (10/04/17): We’ve updated to include the Samsung Galaxy Note 8, LG V30, Pixel 2 & Pixel 2 XL, making for a total of 15 Daydream-compatible smartphones.

You’ll of course need a VR headset and controller to go along with your new phone though, but for now there’s only a few choices on the market despite Google sharing the reference design with other OEMs, leaving you with the Google-produced Daydream View ($79) and the slightly cheaper BoboVR Z5 to choose from. There are several headsets claiming to offer Daydream support on the market, but if it lacks the required Daydream remote, you’ll be left you with little more than a fancy plastic Cardboard derivative.

Note: Google advertises the View as the only available Daydream headset at this time.

Google Pixel 2 and Pixel 2 XL

Pixel 2, image courtesy Venture Beat

Google’s Pixel 2 line is going toe-to-toe with Apple iPhone 8 in terms of its AR capability, but with the phone’s Snapdragon 835 chip and a whole Google VR ecosystem behind it, the Pixel 2 is shaping up to be one of the best in class smartphones capable of running both AR and VR applications. Pixel 2 is disappointingly still running with the same (or similar spec) 5 inch FHD 1920 x 1080 AMOLED at 441ppi, with its XL brother growing from last year’s 5.5 inch 1440 x 2560, 534 ppi AMOLED to its new 18:9 aspect ratio, 6 inch QHD 2880 x 1440 pOLED at 538ppi.

Google Pixel and Pixel XL

image courtesy Google

Revealed in October 2016, the Pixel and Pixel XL are Daydream’s first supported phones. With a Qualcomm Snapdragon 821 pushing the VR experiences on both—a late 2016 refresh of the older 820—potential Daydreamers should keep an eye on the specs before making a hasty purchase. The smaller Pixel packs a 5.0 inch AMOLED display at a comparatively low resolution – 1080 x 1920 with 441 ppi pixel density. The Pixel’s bigger bother, the XL, offers what should be considered a bare standard for flagships, pushing a 5.5 inch AMOLED with 1440 x 2560 pixels and 534 ppi pixel density. Both can be purchased as unlocked phones in the US, through Verizon, or as a part of Google’s Project Fi.

Motorola Moto Z2, Z & Z Force

image courtesy Google

The Moto Z family of smartphones aren’t all alike in terms of ability, but at very least the Moto Z and slightly better-speced Moto Z Force fit into the Daydream platform, albeit on the graphical low-side with its older Qualcomm Snapdragon 820. The Moto Z and Moto Z Force both offer an 1440 x 2560 pixel AMOLED display with 534 ppi pixel density.

Like the iPhone, Moto Z lacks a headphone port, using the Type-C USB port for everything. With the possibility to add ‘mods’, or magnetically attachable back plates, you can even buy a 360 camera specifically for the Moto Z family of phones, which launches alongside the Moto Z2 Force. The Moto Z2 Force also has Daydream capability as well with its newer Snapdragon 835, packing a 5.5 inch QHD 1440 x 2560 pOLED display at 534 ppi.

Huawei Mate 9 Pro and Porsche Design Mate 9

image courtesy Google

Chinese manufacturer Huawei is coming up in the world with a more refined Samsung-esque design ascetic, now offering their flagship Mate 9 Pro and Porsche Design Mate 9 pushing a Hisilicon Kirin 960 built by Huawei’s subsidiary. The Mate 9 Pro isn’t officially available in North America yet, but currently looks to sell for around $700 through resellers, about the same price as it is in China. The Mate 9 Pro offers a 5.5 inch, 1440 x 2560 pixel AMOLED display with 534 ppi pixel density.

ZTE Axon 7

image courtesy Google

Chinese manufacturer ZTE offers the Axon 7 for a comparatively lower price than most flagships, starting at less than $450 for a new unlocked phone. With an older Qualcomm Snapdragon 820, the ZTE Axon 7 is another middle-end shoe-in, although it provides a 5.5 inch, 1440 x 2560 resolution AMOLED display with 538 ppi pixel density, which for the price certainly sounds attractive enough if you’re looking for the cheapest possible way to get into Daydream.

Samsung Galaxy S8 and S8+

image courtesy Google

Samsung’s Galaxy S8 and Galaxy S8+ are the only phones in the list to support both Daydream and Gear VR, the company’s mobile VR platform built in partnership with Oculus. Pushing the most modern specs to boot, the S8 and S8+ both pack a Qualcomm Snapdragon 835. The S8 has a 5.8 inch Super AMOLED display with 1440 x 2960 resolution and 570 ppi pixel density, while the S8+ has a massive 6.2 inch Super AMOLED with the same resolution but slightly lower pixel density at 529 ppi.

Samsung recently started rolling out Daydream support for both Galaxy S8 and S8+, as reported by The Android Soul.

Samsung Galaxy Note 8

image courtesy Google

Slightly bigger and just as beautiful, the Note 8 packs 1.7GHz octa-core Samsung Exynos 9 Octa 8895 processor, and a 6.3 inch QHD+ 2960 x 1440 Super AMOLED at 521 ppi. And yes, it even follows in the Galaxy S8’s footsteps by actually being able to fit in the latest Gear VR headset too.

LG V30

image courtesy Google

LG’s V30, launched in September 2017, comes with some pretty familiar specs, featuring a Snapdragon 835 and QHD+ 1440 x 2880 OLED at 537 ppi. Yes, that’s a curved, near bezel-less design—something other devices could learn a thing or two from.

Asus ZenFone AR

image courtesy Google

Asus ZenFone AR offers a few interesting things at its disposal besides the prospect of entering into virtual reality. Built in partnership with the team behind Google Tango, the Zenfone AR is the first phone to offer both Tango and Daydream support in a single package. Asus’ ZenFone AR boasts the less-new Snapdragon 821 chipset while packing a 5.7 inch Super AMOLED display with 1440 x 2560 resolution and 515 ppi pixel density.

Manufacturers HTC, Mi, and Alcatel have yet to announce Daydream compatible phones (besides the Pixel 2, which is technically manufactured by HTC). We’ll update this article as the Daydream landscape changes.

The post Here’s Every Daydream Ready Smartphone, Now 15 and Counting appeared first on Road to VR.

‘Take on Me’ Built With ARKit Opens a Portal to ’80s Nostalgia

The mantra goes: If it’s possible, someone will eventually build it. That statement rings true for everything from the weird and spastic games like Mosh Pit Simulator or hardware add-ons like the pulsating haptic skin from Omnipulse, and while I’m just not sure why ’80s Norwegian synthpop band A-ha really needed to be realized in AR, I feel so much better about the world now that I’ve seen it.

Created by Chip Sineni of Trixi Studios, the augmented reality app was built using Apple’s ARKit, a developer tool recently released by the company running on the iOS 11 beta that lets you create AR apps and games. Because of the wide-spread availability of Apple devices supporting the iOS 11 beta, the company claims millions of iPhones and iPads are already in the hands of prospective developers around the world. So it’s no wonder when weird and wild things come creeping out of the woodwork.

SEE ALSO
The 10 Coolest Things Being Built with Apple's ARKit Right Now

Reflecting what happens in A-ha’s “Take On Me” music video, a man beckons to you from the inside of a comic book, which then opens to the iconic hand-drawn world parodied in popculture ever since the music video’s release in 1984.

Like the inter-dimensional portals we’ve seen built using ARKit, the app lets you walk through to the ‘other side’ and experience the world just like in the music video.

In case you haven’t experienced the glory of ’80s synthpop first-hand:

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Sony Announces 4 Asia-Developed PSVR Titles Are Coming West

Sony today announced four new titles for PlayStation VR at the annual ChinaJoy Expo in Shanghai—all of which have been confirmed to make it over to Western audiences. The games come as a result of a partnership between Sony Interactive Entertainment and what they call “some of Asia’s most exciting developers.”

Specific release dates haven’t been established yet, but the following games are said to release sometime in 2017.

Stifled

Coming from Singapore-based Gattai Games is an interesting take on the horror genre that puts you, a sight-impaired character, at the forefront. Using echolocation to reveal your surroundings, you dodge enemies that ‘light up’ when they make sound. You can even use the PSVR’s built-in mic to help illuminate the way as you clamber away to safety.

The Walker

From Chinese developer Haymaker, The Walker is a fantasy combat tale that places you in historic Shanghai as the descendant of an ancient sword-wielding, magic-using family. After the rise of a demonic militia, you’re thrown into the fray to save the world. The Walker makes heavy use of spells and charms so you can infuse weapons with special powers.

Kill X

From China-based VIVA Games comes Kill X, a claustrophobic thriller set on a secret island where human test subjects were turned into horrible mutants—all in the search for immortality, of course. Experiencing every level of monster created, the studio promises head-exploding combat, plenty of weaponry and some puzzles too.

Legion Commander

ChangYou Games is known for their martial arts MMORPGs in China, and the company has teamed up with Sony to bring out a real-time strategy game. Using special cards to cast spells on the battlefield and giving you three distinct races to choose from; Orcs, Humans and Elves, you battle against an evil overlord.

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Oculus 1.17 Update Will Let You Launch SteamVR Apps From Oculus Home

Until recently, Oculus Rift owners have had to maintain two separate repositories for games; Steam and Oculus Home. And depending on where you bought a game, that’s usually where you’d launch it from. Revealed in a forum post, Oculus will be pushing a general update soon that will allow you to launch SteamVR apps (provided they have Rift support) directly from Home. A public pre-release build is already available however if you want to start creating your ‘one library to rule them all’.

Ok. So in the history of hassles, managing two disparate game repositories isn’t the biggest ever, but removing friction between you and the game—regardless of where you bought it—is a welcome feature nonetheless.

To this end, you can now install a pre-release of the 1.17 software update which lets you manage your content library by letting you import, view and launch all apps that support Rift directly from Home—be it from the 2D interface or from within VR. There’s no batch import function in the current update, so for now the system automatically adds the Rift-compatible game to Home (thumbnail included) the first time you fire it up from Steam.

image captured by Road to VR

You’ll be able to filter out these “outside” titles by toggling them in Home’s library menu. You can also remove the link from your game library, something Oculus says doesn’t uninstall the actual app from your computer, but rather removes the link to Home. The company warns that removing app links can’t be undone at this time.

As for your friend’s list, when you’re in a game not purchased on the Oculus Store, your online activity simply displays as “Online”—and certainly not ‘Online playing a game I bought somewhere else’.

SEE ALSO
Valve's New 'SteamVR Home' Beta May Mean You Never Leave VR

The update comes a few weeks after Valve launched Steam Home Beta, a user-friendly 3D social space that lets you view and launch VR apps from within the headset. For Rift users looking to use Steam as their ‘one library to rule them all’ though, you can technically search for any Rift-only executable and add it to your library manually, but nothing as simple as the one-click solution Oculus has put forward.

Check out how to opt-in to the Public Test Channel for this and upcoming pre-releases below. To opt out, just toggle it off and you’ll revert back to the standard update branch.

image courtesy Oculus

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Magic Leap Researchers Reveal “Deep SLAM” Tracking Algorithm

Magic Leap, the mysterious AR startup with a multiple-billion dollar valuation, still doesn’t have a headset to show the world, but in a recent paper published by Magic Leap researchers entitled Toward Geometric Deep SLAM, we get a peek into a novel machine vision technique that aims to bring the company closer to their goal of creating a robust standalone AR headset.

Authored by Magic Leap researchers Daniel DeTone, Tomasz Malisiewicz, and Andrew Rabinovich, the paper describes a tracking system powered by two deep convolutional neural networks (CNNs)—a type of artificial ‘brain’ used for image processing. Called MagicPoint and MagicWarp, the researchers contend the two CNNs allow for a system that’s “fast and lean, easily running 30+ FPS on a single CPU.”

Here’s the quick and dirty: According to the paper, MagicPoint operates on single images and creates 2D points important to the purpose of tracking, with these points destined to be fed into a simultaneous localization and mapping (SLAM) visual algorithm. Comparing their network to classical point detectors, the team discovered “a significant performance gap in the presence of image noise.”

image courtesy Magic Leap

Because calculating the shape of objects as they move around isn’t an easy task—it could be either the object or the viewer moving—MagicWarp’s job is to use a pair of these images containing the 2D points generated by MagicPoint to essentially predict motion as it models the world around it. The MagicWarp SLAM algorithm does this in a different way from traditional approaches because it only uses the point’s location and not the more complicated ‘local point descriptors’, a term used in computer vision jargon that describes a thing containing coded, unique identifying information.

Tested using physical and synthetic data, the two convolutional neural networks are said to be capable of running in realtime. “We believe that the day of massive-scale deployment of Deep-Learning powered SLAM systems is not far,” the authors conclude.

If your brain isn’t already spinning, check out the full paper here.

So while we don’t have a clear idea of exactly when Magic Leap will have a public prototype of their light field display-packing headset, or what CEO Rony Abovitz teases as “small, mobile, powerful and pretty cool,” we’ll take anything we can get after more than 3 years of waiting. Anything but their post-cool, pre-factual marketing campaign, that is.

 

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