Oculus Touch Pre-Orders Officially Open Today

Oculus Rift owners take note: pre-orders for Touch begin today at 12pm PT (your local time), including VR Sports Challenge, The Unspoken as well as an extra sensor and adapter for Rock Band VRThe pre-order bundle will cost $199.

If your pre-ordered the Rift on Oculus.com, you’ll be able to get a ‘priority status’ when the first shipments release from the warehouses on December 6th. Priority status can be obtained only by using the same email you used when pre-ordering the Rift, and will be available for eligible customers up until Thursday, October 27 2016.

It’s unsure at this point exactly what ‘priority status’ will really confer on customers considering both Amazon and Best Buy are taking pre-orders as well, and are bound to have their own allocated stocks of Touch.

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If you’re looking to use Touch in a large tracking space, necessitating a third sensor, Oculus is offering extra sensors starting today for $79.

There are actually a few storefronts already taking Touch pre-orders including Amazon.co.uk, and brick-and-mortar GAME stores, but as for EU or USA-based shops, you’ll have to wait until Oculus gives the official OK this afternoon.

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Oculus to Support WebVR Through New VR Browser Codenamed ‘Carmel’

Oculus announced at Connect, the company’s annual developer conference, that they’ll be officially supporting WebVR through their new VR web browser codenamed Carmel. WebVR is an API that provides headsets access to web-based VR content.

Touted as an easy way to share VR experiences over the web, WebVR allows JavaScript developers a way of delivering simple VR content into the hands of anyone with a VR headset just by navigating to a URL (i.e. no long downloads or installs necessary).

Oculus co-founder Nate Mitchell took the stage and presented the new VR browser, stating the WebVR initiative “is going to lead to an exponential growth in VR content out there. Everyone in the future is going to have their own VR destination on the web.”

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Mitchell then introduced a number of usecases for prospective developers, some that he said could even be completed in just a few days like a web-based photo sphere site, or a 3D rendering of a new car.

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a simple photo sphere ‘destination’ that lets you tour a hotel

Oculus says Carmel is optimized for performance, designed for navigation and input in VR, and will be tightly integrated with Home and “run on any Oculus device.”

Samsung’s Gear VR web browser ‘Samsung Internet’ already has preliminary support for WebVR, but the move by Oculus to support it directly and offer the tools to do so means they’ll be throwing their full weight behind the initiative.

carmel-browser

To help developers build VR web content, Oculus also announced React VR, a VR-focused version of the React open source javascript library created by Facebook in 2013 that helps developers build user interfaces for web-based content.

A developer preview of Carmel is said to come later this year along with React VR. Oculus has listed a number of real-world examples on their WebVR page to give prospective devs an idea of what to build for the coming VR web.

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Getting Social – Oculus to Offer Persistent Avatars Across Multiplayer Games

Up until now, multiplayer games on Oculus Home have relied on their own individual avatar selectors, meaning you couldn’t have the exact same avatar in two different apps. In an effort to socialize the entire platform, Oculus is introducing an avatar editor that will let you style a single avatar and use it across multiple apps.

Mike Howard, product manager for Oculus Avatars, demoed the editor, changing his virtual appearance through a slider-based system. An interactive virtual mirror renders your new choices before you and even lets you physically swap out accessories using Oculus Touch, the company’s soon-to-release hand controllers.

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The new avatar editor is said to offer “more than one billion permutations,” letting you pick clothing, accessories, hair, face shape, and avatar texture.

From what we’ve seen at Connect, Oculus Avatars doesn’t provide a few things that other avatar editors do like a full body or detailed color options, meaning you’ll have to pick a single texture that will cover your entire avatar—certainly not as detailed as the Facebook social VR prototype we saw only moments earlier on stage.

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Notably, Oculus Avatars also doesn’t animate any part of the head/upper chest asset, instead opting to light up the avatar momentarily when speaking through the microphone. All of this may be necessary to maintain fluid cross compatibility when the feature launches on both Gear VR and Rift.

The Avatars SDK, according to co-founder and VP Nate Mitchell, “makes it easy to integrate Touch interactions into your game, and additionally, true hand presence. Because it brings people’s avatars into your experience, people can actually feel like themselves and easily recognize their friends.”

According to an Oculus blogpost, Avatars will be available for Rift at Touch launch and for mobile in early 2017.

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Video: Watch Mark Zuckerberg Demo Facebook’s Latest Social VR Prototype

Facebook CEO Mark Zuckerberg took the stage at Oculus Connect, the company’s annual developer conference, to show off Facebook’s latest social VR prototype.

Zuckerberg toured the newest features of the app including more lifelike avatars complete with facial expressions triggered by audio and hand gestures using Touch, Oculus’s soon-to-release hand controllers.

Going through a number of 360 photos and 360 video as backdrop to demo, the three played cards, chess, and fought with swords.

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Looking down at his virtual watch, Zuckerberg then demonstrated the newest addition to the app, a call feature through Facebook messenger that lets you make video calls between the virtual and real world.

There’s no word on release date for the app yet, but one thing is for sure: Facebook didn’t buy a VR company, it’s becoming one.

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New Oculus Render Tech Cuts Entry Level VR PC Costs to $499

Keeping games chugging along at 90 frames per second (fps) while rendering modern graphics is a tall order, which is why building a VR-ready computer is pretty much impossible with less than $600. Well, now the minimum spec—at least for Oculus—seems to be a little more affordable, more so than their previously stated GTX 970 – Core i5 4590 ‘recommend spec’ that is.

Announced today on stage at Oculus Connect 3, the company’s annual developers conference, CEO Brendan Iribe revealed a new feature that the company says will help lower-end systems get into VR.

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Oculus’s new minimum spec is in large part due to asynchronous spacewarp, a sort of ‘sequel’ to asynchronous timewarp, a technique unveiled at last year’s Connect to reduce judder and deliver consistently low latency.

But as Iribe says “timewarp is great, but it’s not a silver bullet. It’s great for looking around, but it doesn’t work for positional movement.”

Asynchronous spacewarp is Oculus’s new solution to fix judder caused by positional movement in the playspace. As explained by Iribe, spacewarp takes the app’s two previous frames and analyzes the difference, and then calculates that difference to extrapolate and generate a new synthetic frame. This helps smooth moving objects, even the entire scene, so when you’re moving your hands or body, you won’t have judder or ghosting images. In short, it does this by halving the app’s framerate to 45 fps when it hits a snag and sandwiches in a synthetically generated frame to return it to 90.

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This, he says, makes it easier for lower-end machines to power VR experiences, principally because it’s built into the runtime, and hence every app on Oculus Home.

The company worked with AMD and Nvidia, making the spacewarp available to both GPU manufacturers.

“This will expand the audience. With lower CPU and GPU requirements, people can get into VR at a lower cost, on a wider range of hardware,” said Iribe.

Is Min-Spec Oculus Ready, or Just VR-Ready?

There’s no word from Oculus yet whether they’ll be retaining the recommended spec despite the new minimum, but they have struck a deal with Cyberpower PC to produce a new, AMD-based ‘min-spec PC’ for $499.

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Now, Iribe says, Oculus has worked with 11 partners to certify over 40 ‘Oculus Ready’ machines, lowering last year’s median price of $1,000 down to “less than $700.”

“Less than $700″ however isn’t specifically $499, so we’ll have to wait and see whether the new ‘min-spec PC’ will carry the ‘Oculus Ready’ badge or not.

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Oculus Wants You to Talk With ‘Parties’ and Play in ‘Rooms’

Remember that friends list you made back when you got your Samsung Gear VR or Oculus Rift? Yeah. It’s been pretty useless. Today Oculus announced that they’ll soon be turning on social with the help of two new social app functions.

Lauren Vegter, Oculus platform product manager, took the stage today at Oculus Connect to introduce Parties—allowing you to chat with friends on your friend’s list, and Rooms—a social VR hangout for up to 8 people.

While Parties allows you to message and connect up to 8 people for a voice chat, the real feature is Rooms which allows those 8 friends to watch video together (provided by Facebook), listen to music, and and play social mini-games.

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playing mini-games in Oculus Rooms

From there, you can gather around an app launcher in Oculus Rooms so everyone can get into the same game or experience at the same time. Oculus is offering developers the coordinated app launch API so they can integrate it into their multiplayer games and experiences.

Vegter reports that both Parties and Rooms will be coming to Gear VR in a few weeks, and to Oculus Rift in early 2017. It’s unsure at this time what will become of Oculus Social beta.

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Video: ‘Lone Echo’ is a Sci-Fi Adventure from the Makers of ‘The Order: 1886′ and ‘Okami’

Today revealed at Oculus Connect, Lone Echo is a narrative-driven first-person game for Touch from Ready at Dawn, the same studio that brought you The Order: 1886 (2015), a number of mobile God of War games, Okami (2006), and Daxter (2006).

You play as an assistant android helping your human crew aboard a space vessel encountering a strange anomaly that is creeping dangerously closer.

We haven’t had a chance to get into the demo yet, but the trailer is oozing with style and some pretty familiar gameplay mechanics to anyone who’s had a chance to play Crytek’s The Climb on Oculus Touch and ADR1FT from Three One Zero.

We’ll be bringing you an in-depth hands-on as soon as we jump into the demo later today.

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Facebook Shows Updated Social VR Prototype That Dials Into the Real World – Breaking

Facebook is plugging away on creating their perfect VR app that promises to integrate the social platform into 3D virtual worlds. Last we saw of the prototype in April that introduced a number of features, all of which hinge on Touch, the natural input controller from Oculus.

Demoed on stage by Facebook’s Mark Zuckerberg, he and a pair of colleagues went through a number of virtual worlds, some with static 360 images including an undersea environment, the Connect stage itself and even Mars.

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Avatars in the updated build are more lifelike, and emote more based on audio cues from the user. Zuckerberg joked to the crowd: “why did you make me look like a young Justin Timberlake?”

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Receiving a call, Zuckerberg then showed off the newest function added to the budding social VR app, a live call feature over Facebook messenger that lets you take video calls while inside VR.

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Taking a selfie using a VR selfie stick, the group then thumbed through photos, deciding which one to post to Zuckerberg’s Facebook timeline. Showing off the tactility of Touch, which allows for finer hand presence, the three played cards, chess and fought with swords.

There’s no definite release date for the Facebook-enabled social app, but with Oculus turning on social to their platform soon, you can bet it will be sooner rather than later.

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Oculus Working on Inside-Out Tracking for Stand-Alone VR Headset – Breaking

Revealed today on stage at Oculus Connect, Mark Zuckerberg teased “the next phase of virtual reality,” an inside-out tracking solution that would allow a headset to go entirely without the need of an outside tracking tech like the Rift’s IR camera and Constellation tracking.

Teasing a video showing a modified Rift, completely wireless with a additional module on the back, Zuckerberg maintains that the next step, between mobile solution Gear VR and cable-bound solution Rift that it will be “a stand alone virtual reality product that is high quality, that is affordable and that you can bring with out into the world.”

rift-wireless-oc3Although there’s no product yet to speak of, Zuckerberg maintains “we’re working on it.”

This story is breaking. Check back for more news on Oculus’s new inside-out tracking solution.

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Social VR Platform ‘VRChat’ Raises $1.2M Seed Funding

VRChat, a social VR platform that allows users to create, publish, and explore VR worlds, have announced a $1.2 million seed investment round. Investors include HTC, Rothenberg Ventures, GREE VR Capital, and Brightstone Venture Capital.

Supporting Oculus Rift and HTC Vive, VRChat currently offers over 200 user-created worlds, everything from simple environments to some of the most complex creations currently in social VR. Unlike ready-made social platforms though that feature limited avatar selections and only a few virtual spaces, VRChat maintains a DIY vibe that tends to attract more of a Maker crowd. In fact, if you know your way around the Unity game engine, you can even design your own custom avatar and virtual environment from the ground up and share it with everyone.

VRChat most notably features a weekly round table discussion called Gunter’s Universe—something of a live podcast which regularly hosts devs, industry professionals, and fellow VR enthusiasts.

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Gunter’s Universe

“We offer users one application with infinite social VR experiences. We empower users to create their own social VR experience, where users have the freedom to easily create their own avatars, worlds, hangouts and games, and then explore that content with their friends. We’re working hard to build that platform, and this capital helps us get there faster,” said Graham Gaylor, Founder/CEO of VRChat. “We’re excited to have a syndicate of partners on board that provide us with not only capital, but also vast strategic experience in the VR ecosystem.”

VRChat says financing will be used to fund the platform’s continued expansion and for further investment in product development, with more hardware integrations planned throughout 2017.

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