3dRudder Getting Native Quest Support For New Wireless Pro Model

3dRudder, the foot-based controller for VR experiences, is getting native Oculus Quest support. Or at least, 3dRudder Pro Wireless is.

3dRudder Pro Wireless is an enterprise-focused version of the product, which has users resting their feet on a sort of balance board, then tipping it in any direction to move around in VR. As the name suggests, this version of the device connects to a headset without the need for wires via bluetooth. There’s a video of the support in action below.

The original 3dRudder might not have been the perfect VR locomotion solution, but it proved to be an ideal workaround to the limitations of Sony’s PSVR headset and Move controllers. With Quest’s wire-free inside out tracking and touch controllers, 3dRudder support doesn’t feel as immediately necessary, though the company reasons its solution is a more intuitive solution than controller analogue sticks.

Perhaps more importantly, though, 3dRudder could be used as a means of moving in VR whilst using Quest’s hand-tracking mode. Hand-tracking is an intuitive way of interacting with VR but, without a controller in your hands, it’s hard to navigate large virtual spaces. With the 3dRudder Pro wireless, that wouldn’t be an issue.

There’s no word yet on is a consumer-focused version of the device might ship, though we’d expect most apps that support the device to be available through sideloading via services like SideQuest rather than native Oculus Store games.

3dRudder Pro wireless is shipping on March 30 for $199. The original Pro model, which is used for PC VR, costs $139. The consumer versions for PC VR and PSVR can be found here too.

Would you want 3dRudder Oculus Quest support? Sound off in the comments below to let us know.

The post 3dRudder Getting Native Quest Support For New Wireless Pro Model appeared first on UploadVR.

3dRudder Pro Wireless to Add Native Foot Controller Support for Oculus Quest

For those that find smooth locomotion in virtual reality (VR) uncomfortable 3dRudder offers one of the few consumer-level hardware solutions to help alleviate the problem. Compatible with a range of headsets and videogames, towards the end of 2019 3dRudder added compatibility for Oculus Quest via Oculus Link. Soon the standalone headset will get its own foot controller in the form of 3dRudder Pro Wireless.

3dRudder Pro Wireless - Oculus Quest

The 3dRudder Pro Wireless has been designed to offer a control option for both Oculus Quest and Android-based standalone headsets. Ideally suited to those who like to play seated or don’t like using the directional sticks to move around, as the name suggests the 3dRudder connects wirelessly to the headset.

It doesn’t feature a built-in battery, instead, users can power the 3dRudder Pro Wireless by connecting it to a standard USB charger, the USB port of a PC or a power bank for easy portability. The foot controller has 4-axis of movement so users can tilt the 3dRudder forward/backwards, left/right, rotate it, or exert pressure to move up or down.

Connecting is as simple as pairing two Bluetooth devices for minimum friction. The foot controller can then be used in conjunction with Oculus Quest’s hand tracking to make VR experiences even more immersive. It’s worth noting that the 3dRudder Pro Wireless has been created for the professional market so there are no videogames currently listed as compatible.

3dRudder - Oculus Quest

For developers, the 3dRudder software development kit (SDK) has been updated so they can integrate the 3dRudder Pro Wireless into their Oculus Quest applications, with support for C++, C# and Python. Additionally, there is a Unity asset and an Unreal Engine plugin.

The 3dRudder Pro Wireless is available to order now for €199.00 EUR/$199.00 via the business section of the 3dRudder store. Orders won’t ship until 30th March, however. For further updates from 3dRudder on its latest hardware and software compatibility, keep reading VRFocus.

3dRudder Adds Support for Oculus Quest Using Oculus Link

The 3dRudder foot controller supports just about every virtual reality (VR) headset on the market, allowing players to remain seated and comfortable whilst having the benefit of moving in a virtual world using their feet. As Oculus Quest is the hot headset of the moment, 3dRudder has just announced compatibility thanks to Oculus Link.

3dRudder - Oculus Quest

The company has enabled this feature by updating its 3dRudder Dashboard, letting Oculus Quest users connect to a 3dRudder hooked up to a PC. Through the dashboard’s VR Unleashed option, Oculus Quest users can now play PC VR titles as well as adjust a range of settings for their 3dRudder (seen in the image below), hopefully ensuring a nausea-free experience.

As for more native support, 3dRudder will soon allow developers to integrate the controller into their videogames and apps via a beta section in its software development kit (SDK). Interested developers will need to register for this section here.

Additionally, 3dRudder has mentioned that a new app called The Whale will be released in the next few days (no exact date) showcasing the combination of 3dRudder and Oculus Quest hand tracking. The feature has been one of the big VR stories of the last few months, ever since its first unveiling at Oculus Connect 6 (OC6). Hand tracking for Oculus Quest began its rollout last week, allowing users to experience Quest Home as well as first-party apps like Oculus Browser and Oculus TV. Now that the hand tracking SDK has been released to developers more compatible content should start appearing.

3dRudder Dashboard - Oculus Quest

3dRudder was designed to help players enjoy free-roaming VR experiences who either felt nauseous using stick-based control schemes or for those who didn’t have enough space for roomscale titles. Supporting a wide variety of videogames for both PC VR headsets and PlayStation VR, 3dRudder currently retails at €99 EUR for PC VR and €119 for the PlayStation VR version.

As developers continue to support Oculus Quest and as more titles add 3dRudder compatibility, VRFocus will let you know.

Is the Seated Experience the Future of Virtual Reality?

Virtual reality (VR) is one of only a handful of activities that can draw the human attention away from its immediate reality. The suspension of reality is an inherently delicate state, though, and usually lasts for only a brief amount of time.

The VR industry’s broad goal is to create ever more compelling experiences, that extend this period of acute distraction for as long as possible. But VR faces a significant barrier to progress where this objective is concerned—the movement of the player around the virtual world. This particular head-scratcher is widely known within the industry as the “locomotion problem”.

To allow for physical movement within a virtual environment, all the while maintaining an unbroken suspension of reality, was never going to be a simple problem to solve. Today’s premium systems do a serviceable job of tracking movement within a demarcated play-zone, but fall down on the second criteria.

Anyone who has sampled a premium virtual reality experience will be familiar with the jarring sensation of striking a physical object in the real world, that isn’t present in its virtual counterpart. In some sense, the feeling is of betrayal, similar in kind to a child’s discovery of the techniques behind a magician’s illusion.

Some companies are turning to technological solutions in the form of peripherals, in an attempt to sustain the illusion. Many of these believe the seated experience represents the best solution to the problem of locomotion.

Oculus Quest Lifestyle 3

The question of room-scale

The room-scale VR experience is undoubtedly an impressive spectacle, but it has its issues. There are valid question marks over its safety, its value as a form of gameplay and its practicability, given the amount of space it requires.

Some, including Stan Chesnais, CEO at 3dRudder, believe that the arrival of room-scale virtual reality along with the HTC Vive had a lasting negative impact on the industry.

Over Skype, he said he thinks “the launch of the Vive was in some sense damaging for the industry. It introduced the idea that virtual reality should be a standing experience, and this created a lot of confusion. Games like BeatSaber are great played standing, but no movement is required. As soon as the player is asked to move, they feel more secure and comfortable seated.”

Chenais, whose balance-board style product allows players to move and strafe in virtual space with subtle movements of the feet, went on to discuss the issue of space.

“The idea of room-scale was a significant impediment to adoption because very few have the space for it. I live in Paris – not even in the centre, but the suburbs – and I don’t have space for room-scale virtual reality. Unless you’re playing in the desert, you’ll never have enough space, so for the player to move without limitation the industry will need to transition towards the seated experience.”

Of course, the arrival of the HTC Vive has to be said to have had a net positive effect on the VR industry – and Chesnais would surely agree – but his point is worth considering. Perhaps the early popularity of room-scale VR has funnelled the industry down a path it could do without stepping.

When it comes to the locomotion problem, developers are stuck between a rock and a hard place. Room-scale VR is a significant draw because to be able to wander around a virtual environment as you would any environment in the real world is compelling – it’s sexy! At the same time, the emphasis placed on the room-scale experience has alienated a significant sub-set of potential adopters, who lack the necessary 2.5m2 play-zone.

 HTC Vive roomscale

Context is king

Unlike the 3dRudder’s more sedentary play-style, Michael Bieglmayer’s Cybershoes have the player traverse the virtual environment by gliding their feet back and forth along the floor, while seated on a swivel stool.

Again over Skype, Bieglmayer discussed the locomotion problem as he sees it. One thing he’s certain of is that the player has to be able to utilise the body in as natural a way as possible.

“For me, VR should be a holistic experience. The more of the body involved, the better, because it’s a natural user interface. The player shouldn’t feel like a human joystick, and with foot tracking they can perform precise movements in a natural and intuitive way. Using only the upper portion of the body means the lower half is being underutilised.”

For Bieglmayer, context is king when it comes to seated versus room-scale VR. It’s not a case of either-or.

“Room-scale virtual reality is for certain games, not all. It’s powerful when employed effectively, but its also certainly limiting for game developers. Neither room-scale nor the hand controller will die out because they each serve a purpose, but open-world games especially should be experienced seated.”

Part of the beauty of the virtual reality industry is that it’s full of dreamers and creatives – people looking to push the boundaries of experience and technology. However, a hard and unromantic pragmatist might suggest that the greatest value lies in assessing the technological limits of VR systems as they are today and operating exclusively within those boundaries. The seated experience sits comfortably within those boundaries, but in certain scenarios room-scale does not.

2.5m 2

It’s likely discussions around the locomotion problem will continue for a few more years yet, but what’s clear today is that a rebalancing of perspective needs to occur.

There prevails a feeling that a VR experience isn’t true or full unless it’s dialled up to the max. People want VR to be as consistent with the experience of living and operating in the real world as possible, immediately. It would be healthier in the long term, though, to concede that trying to go from 0 to 100 straight away is neither sensible nor plausible. The industry is still very much in its nascent stages, after all.

The current prejudice against seated experiences will surely fall away as more high-quality and affordable peripherals enter the market, and demonstrate that you don’t necessarily need 2.5m2 to suspend reality. In fact, you may well be better off without it.

Gamescom 2019 Interview: Fighting the Hordes in Undead Citadel

Melee combat can be brutal and very satisfying in virtual reality (VR), actually feeling like you’re swinging a sword or blocking a blow with a shield. Currently, Spanish studio Dark Curry is in the process of developing its next virtual reality (VR) title  Undead Citadel which is all about cleaving monsters with any dangerous object to hand. The team attended Gamescom 2019 to showcase an early demo and naturally VRFocus had a play and chat to find out more.

Undead Citadel

Set in medieval times of knights, castles and grand quests you play a battle-weary soldier who is looking for a place to rest and recuperate. Spotting a town you head inside looking for shelter and food, yet all you find is death and destruction, a settlement crumbling and apparently empty…but not for long.

Undead Citadel is unapologetically a brutal first-person combat experience, there’s a storyline revolving around finding what happened but mostly its all about hacking undead enemies into little bits. There are two modes, the campaign itself and a horde mode for those who love endless arena battles. The campaign is very much an adventure where players do have to explore to find new weapons, potions and other secrets.

While there is a bow, most of the weapons are melee-based, swords, axes, hammers, maces and alike. To make the combat realistic and visceral Dark Curry has employed a physics system allowing limbs to be removed with a quick slice here or dice there. And there’s no keeping hold of a favourite weapon, they can all break, each one taking a particular amount of damage which needs to be monitored – having a weapon break mid-fight will lead to death.

Undead Citadel

Attending Gamescom was CEO and Dark Curry co-founder Daniel Solis to discuss the idea behind Undead Citadel.  Interestingly, the studio teamed up with 3dRudder for the event, demoing the videogame using Oculus Rift and the foot-based controller. This was a fairly good match, being able to naturally walk around the dilapidated citadel using 3dRudder.

Check out what Daniel had to say in the interview below and as further details are released keep reading VRFocus for the latest updates.

Competition: Win a 3dRudder + Scraper: First Strike for PlayStation VR

Earlier this month Labrodex Studio launched its first-person shooter (FPS) Scraper: First Strike for PlayStation VR and next month will see 3dRudder release its compatible foot controller onto the North American market. So to celebrate, VRFocus has teamed up with both for an awesome competition, where you can win a 3dRudder and a copy of Scraper: First Strike.

Scraper: First Strike PSVR

3dRudder is a foot-based controller originally built for virtual reality (VR) headsets like Samsung Gear VR before supporting PC VR devices like Oculus Rift and HTC Vive. Now it’s the turn of PlayStation VR, enabling gamers to play titles such as The Mage’s Tale, Space Junkies, Telefrag VR, Sairento VR, The Wizards – Enhanced Edition and many more.

It has been designed to make movement in gaming far more comfortable, tilting and twisting your feet to wander through massive open worlds. Plus, because 3dRudder has to be used seated it allows movement in much more confined areas – great for those that don’t have loads of space.

Scraper: First Strike puts you in the role of a member of the Human Resistance Force (HRF), as a Modified Hover Pod pilot. With this floating weapons platform, you need to kill loads of robots, assault a secret base and restore power. Offering a 8 hour+ single-player campaign, Scraper: First Strike is designed to be a comfortable VR experience when using full locomotion controls whilst offering lots of role-playing game (RPG) style elements such as upgradable armour and guns as well as being able to build new loadouts.

3drudder

The 3dRudder + Scraper: First Strike competition starts today and runs through to Monday 29th July, 11.59pm BST (4pm PST). Once the competition has closed the draw will be made shortly thereafter. VRFocus will contact the winners for delivery details, which will take place on or after 5th August 2019

VRFocus will in fact be running two competitions, one for North America and one for Europe, with a controller and digital game key on offer in both regions. There are multiple ways to enter the giveaway with the standard prize draw entry rules applying: Follow us (or already be following us) on Twitter or alternatively, visit our Facebook page or YouTube channel to get an entry for each. Entries for the North American giveaway will not be accepted from European participants and vice-a-versa. Best of luck.

3dRudder + Scraper: First Strike Competition for North America

3dRudder + Scraper: First Strike Competition for Europe

PlayStation VR (PSVR): Release für Fußcontroller “3dRudder” auf Juni verschoben

Die Konsolenadaption des Fußcontrollers 3dRudder für PlayStation VR (PSVR) sollte ursprünglich im April 2019 erscheinen. Nun verkünden die Verantwortlichen allerdings, dass sich die Veröffentlichung um einige Monate verschiebt. Das Eingabegerät soll nun im Juni 2019 für 120 Euro ausgeliefert werden.

3dRudder – Fußcontroller für PlayStation VR (PSVR) ab Juni 2019 erhältlich

Der Fußcontroller 3dRudder ist bereits seit Längerem für PC-Brillen verfügbar. Im Zuge der CES 2019 kündigte das Unternehmen daraufhin eine Version für die PlayStation VR (PSVR) an und eröffnete zeitgleich die Vorbestellungen für den Controller. Ursprünglich wurde der Verkaufsstart für April 2019 angekündigt, allerdings nur für die USA und Kanada. Nun gibt es Neuigkeiten, denn der Release wurde auf Juni 2019 verschoben. Ab dem 17. Juni soll die internationale Auslieferung für das Gerät beginnen.

Fußcontroller 3dRudder für PSVR angekündigt

Das Eingabegerät wird im Sitzen verwendet. Die Spieler legen ihre Füße auf den Controller, um durch Gewichtsverlagerung die Richtung innerhalb der VR zu bestimmen. Auch Lauf- und Sprintbewegungen mit den Füßen sind möglich. Dadurch soll ein intuitives Bewegungsgefühl in der VR zustande kommen. Der Controller wird per USB mit der Konsole verbunden.

Verschiedene Entwicklerstudios finden positive Worte zur Nutzung des Eingabegeräts. So schreibt ein Sprecher von Carbon Studios, dem Entwicklerstudio von The Wizards Enhanced Edition:

Der 3dRudder ermöglicht eine freiere, präzisere und intuitivere Steuerung: So bleiben nicht nur die Hände frei, sondern es werden zudem zusätzliche Bewegungsarten ermöglicht.”

3dRudder-PlayStation-VR-PSVR-Controller

Zum offiziellen Release sollen über 25 verschiene PSVR-Spiele mit dem Gerät kompatibel sein. Dazu zählen Titel wie Sairento VR, Bow to Blood, The Wizards Enhanced Edition, Red Matter, Telefrag VR, Blind und viele mehr. Eine genaue Liste findet sich hier.

Der Fußcontroller 3dRudder ist ab dem 17. Juni weltweit für 119 Euro erhältlich. Die Vorbestellungen sind auf der offiziellen Webseite des Unternehmens möglich.

(Quellen: Road to VR | PlayStation Blog)

Der Beitrag PlayStation VR (PSVR): Release für Fußcontroller “3dRudder” auf Juni verschoben zuerst gesehen auf VR∙Nerds. VR·Nerds am Werk!

VR Locomotion Controller ‘3DRudder’ for PSVR Delayed Until June, Priced at $120

3DRudder, the foot-controlled VR locomotion peripheral, has been officially available for PC VR users for around two years now, although the Marseille, France-based company has been working in the meantime to refine their design and also bring it to PSVR too. Now the company has stated that the PSVR version, which was originally intended to launch this month, is delayed until June.

3DRudder for PSVR is slated to launch globally on June 17th, costing $120/€120/£120.

The company’s website seems to still be showing the message “Est. Delivery May 2019,” however a PS blog post maintains that 3DRudder for PSVR is indeed now available for pre-order for global shipping on June 17th.

At the moment, only the European-facing store is taking pre-orders, replete with the same estimated May launch window. We’re keeping an eye on the North American store too in the meantime.

Image courtesy 3DRudder

3DRudder is VR locomotion device intended for seated use; it’s designed to free up your hands for other tasks like shooting, reloading, etc. To move, you simply tip the rounded bottom in your desired direction, or physically swivel the device slightly with your feet to rotate left and right.

SEE ALSO
Here's Every Game With Support for PSVR Aim

The company says 25 PSVR games will be supported at launch including:

Check out the release trailer below:

The post VR Locomotion Controller ‘3DRudder’ for PSVR Delayed Until June, Priced at $120 appeared first on Road to VR.

3dRudder for PlayStation VR Delayed Until June

3dRudder’s original foot controller has been available for PC gamers for quite some time, allowing those in virtual reality (VR) to move with their feet in a comfortable manner. During CES 2019 a few months ago the company confirmed it was working on support for PlayStation VR, showcasing a demo model at the show whilst stating an April launch window. That launch has now been delayed, moved back to June 2019.

3drudder

A PlayStation.Blog posting has now confirmed the new launch date to be Monday, 17th June, the week after the Electronic Entertainment Expo (E3) 2019. The device has been available to pre-order from 3dRudder’s website since January, retailing for $119 USD/€119 EUR, but the site does note an estimated delivery of May 2019 at the moment.

3dRudder has also confirmed 25 titles which will support the foot controller at launch:

  • Immortal Legacy: The Jade Cypher
  • Undead Citadel
  • Sairento VR
  • Ultrawings VR
  • Bow to Blood
  • Pirate Flight
  • DWVR
  • The Wizards-Enhanced edition
  • Red Matter
  • Operation Warcade
  • Beat Blaster
  • Honor and Duty : D-Day
  • Honor and Duty : Arcade Edition
  • Nature Treks
  • Mind Labyrinth
  • Scraper VR
  • Affected : The Manor
  • Telefrag VR
  • TrainerVR
  • Proze
  • Darkness Roller Coaster
  • Vertigo-Home
  • Contagion VR
  • Shadow Legend
  • Blind

While it can be used for standard gaming, the whole point of 3dRudder – especially the PlayStation VR version – is that it can make movement in gaming far more comfortable, being able to use your feet to wander through massive open worlds. Plus, because 3dRudder has to be used seated it allows movement in much more confined areas – great for those that don’t have loads of space.

The controller is easy to setup, you just need to plug it into your PlayStation 4 console via USB and the device is compatible (and combinable) with PlayStation Move motion controllers, the PlayStation Aim controller, and Dualshock 4. VRFocus tried the PlayStation VR version of 3dRudder at CES 2019, saying: “PlayStation VR and 3dRudder look to be a much better combination when compared against PC VR headsets. This is especially so when considering PlayStation Move.”

Should further videogames be added to the launch list or if the date changes again, VRFocus will keep you updated on the latest announcements.

No Hands Needed: Going ‘Foot’-on with 3dRudder’s PlayStation VR Compatible Controller

Locomotion in virtual reality (VR) has been (and still is) a highly debated topic depending on your viewpoint and comfort level in VR. And it’s all to do with immersion, whether certain movement options should always be included, and in particular direct locomotion. This is the ability to freely wander around as you would do in a standard non-VR title, yet in VR this can cause issues for some players. To help with this issue, French company 3dRudder created a foot controller back in 2016 for PC users, and will soon be releasing a version for PlayStation VR which VRFocus got to try during CES 2019.

3drudderWhat’s a ‘foot controller?’

3dRudder realised that while VR players had motion controllers or gamepads in their hands their feet were relatively stationary. This certainly doesn’t help when walking in VR and your brain isn’t receiving any signals from your feet. This also happened to be in an era when a lot of VR experiences were seated, making the idea of an input method foot controlled a logical idea.

With a flat top for your feet and a curved bottom, 3dRudder can perform any number of actions including forward/backward motion, strafing left and right as well as turning on the spot. If you’ve ever used sports equipment like a snowboard, surfboard or skateboard, for example, some of the actions will feel very natural and familiar.

Why PlayStation VR?

3dRudder is a foot controller that’s purely designed to be used seated – don’t stand on it! More and more Oculus Rift and HTC Vive videogames are tending to veer towards roomscale – where you can stand and walk around a small area – removing the viability of 3dRudder. PlayStation VR, on the other hand, tends to offer many more seated experiences thanks to its single camera system, either with PlayStation Move or the DualShock 4 controller.

Not only is PlayStation VR a much more natural fit for 3dRudder nowadays, but the console-based headset also has a significant user base that’s over 3 million, making it commercially important for any VR peripheral manufacturer.

3drudderWhat’s 3dRudder like to use for PlayStation VR?

The controller has been slightly modified since the original, with the upcoming launch on PlayStation VR helping to showcase the design changes. While the internals remain the same with wired plug’n’play connectivity, on the top section you’ll notice two additional fins. Located on the inside of each foot next to the big toe, they are there to aid twisting whilst keeping your feet in place. The top of the controller does have a rubber grip area, but if you’re not pushing down firmly enough this doesn’t always work. Having the additional fins certainly seemed to help when frantically moving around playing The Wizards: Enhanced Edition, turning and strafing together or in quick succession.

Even on a more casual title like Ultrawings, gently flying a plane through a succession of rings, when any tight turns were required 3dRudder had no issue and feet weren’t suddenly in the wrong place.

The only thing you really need to watch when using 3dRudder is what you’re sitting on. Now this will be slightly different for everyone, but on a super comfy sofa – or one that’s fairly low – 3dRudder seemed harder to use with the range of motion somewhat restricted. On a higher office or gaming chair, this didn’t cause as much of an issue.

Does it suit PlayStation VR?

PlayStation VR and 3dRudder look to be a much better combination when compared against PC VR headsets. This is especially so when considering PlayStation Move. Unlike Oculus Touch or HTC Vive controllers, PlayStation’s motion controllers can only activate teleportation mechanics as they lack, thumb stick or touchpad inputs.

With 3dRudder PlayStation VR players will soon be able to let their hands do the interacting whilst their feet do actually do the walking, improving immersion massively. Sure it’s a $119 USD accessory, but 3dRudder maybe the closest this current generation of headsets comes to roomscale VR.