T-Rex Gets a Kicking in Island 359 Preview

VRTV’s roving reporter Nina has been to several events over the past few months including Mobile World Congress (MWC) and the Game Developers Conference (GDC) 2017. At both events she got to tryout CloudGate Studio’s Steam Early Access title Island 359, a dinosaur hunting experience for HTC Vive – the developer also recently launched Oculus Touch support.

For today’s video preview, Nina not only got to experience lots of dinosaur killing, with guns aplenty, she also managed to tryout CloudGate Studio’s experimental Vive Tracker system for the videogame. CloudGate Studio’s President, Steve Bowler showcased a short video of the project back in January when it featured just HTC Vive sensors and four controllers. Nina got the more advanced version with two Vive Trackers on her feet and one on her waist for a full body motion tracked experience.

With this system in place not only can you shoot dinosaurs as normal, you can bring your whole body into the mix, being able to boot the smaller Compy’s to death, or if you’re feeling really brave – or as Nina found a nice sweet spot – you can kick the T-Rex to death.

Checkout the full preview video below, and stay tuned for more news, reviews, previews and more from VRFocus.

CloudGate Introduces Oculus Touch Support to Island 359

Up until now, only owners of the HTC Vive have been able to experience the joys of hunting down dinosaurs of Island 359, that has just changed with the launch of a big new patch with introduces Oculus Touch support along with a host of other features and fixes.

CloudGate Studios released Island 359 to Steam Early Access back in August 2016, where it was exclusive for the HTC Vive. The developers revealed earlier this month that they had been working on methods of introducing support for the Vive tracker, and the new update proves that is not all they were working on.

The new update adds in Oculus Rift with Touch support for both standing and room-scale play, along with a host of other updates, such as the new feature that allows users to highlight items on the floor around them, so they can choose what item they want to pick up. The menus have seen some improvements, and the Jungle environment has had a graphical overhaul, with improvements to layout, foliage and performance. More T-Rexes have been introduced, and Loot Drop has been introduced into the Beach map.

Island 359 - T-RexRoars

In more subtle changes, an experimental feature that auto-detects graphical settings has been included, users who already have an existing save file can take advantage of this feature by clicking a button in the graphics menu marked ‘Auto Detect Settings’. The AI has also been updated, giving raptors the ability to use jump attack, along with a host of other minor enemy behaviour tweaks.

Further information can be found on the Island 359 Steam page.

Island 359 is available through Steam Early Access for a price of £12.74, currently available with a 15% discount. Normal retails price is £14.99.

VRFocus will bring you further updates on Island 359 when they come in.

“Kicking Raptors In The Face Is A Lot Of Fun”: Island 359’s Developer On Guns, Dinosaurs And More

Roving VRFocus reported Nina speaks to Steve Bowler of CloudGate Studios about upcoming videogame Island 359. The title has been out in Steam Early Access for HTC Vive since August 2016 as the developers look at new innovations they can introduce. The basic concept is that there is an island inhabited by dinosaurs that the player can explore and, of course, shoot the dinosaurs.

CloudGate have been experimenting with the newly-released Vive Tracker to implement a full-body tracking system referred to as ‘Your Virtual Self’. This allows a player using the Vive Trackers to attach trackers to their body and then a full-body model within the VR environment that can follow the players movement.

Ideally the system will use three trackers. One placed on a belt around the waist, and one for each shoe. CloudGate are working on a simple device for attaching the trackers to almost any form of footwear. This system will enable players to run down and kick any dinosaurs they come across using their actual foot movements.

Island 359 currently has three levels, one of which is only available in the arcade mode. Five dinosaur models are currently in the title, but the developers are working on implementing more dinosaurs and more levels. A firm release date has yet to be set, but CloudGate are aiming for Q2 of 2017.

You can watch the full interview below.

VRFocus will bring you more updates on Island 359 as they come in.

HTC Vive Celebrates its First Anniversary, VR Studios Give Their Reactions

Another week and another anniversary, this time its HTC Vive’s. To celebrate its first birthday the company has rolled out several promotions, giving away Arcade Saga for free, dropping the price of the headset, and launching the Viveport Subscription Service. But what has this first year meant for developers and where do they see the next 12 months heading? VRFocus caught up with some studio’s to get their reactions.

HTC Vive was the first headset to allow users to physically walk around in a virtual world, which was a big draw for many studios including Waltz of the Wizard developer Aldin Dynamics. Hrafn Thorri Thorisson, Aldin’s CEO said : “At the time Vive debuted, no platform was able to deliver full freedom of movement and hand tracking. Those capabilities are vital in letting you move and act as in reality, paving the way towards mainstream adoption by making the user experience more powerful and intuitive. It were the system capabilities that we at Aldin had been waiting for since we got into VR in 2013.

“HTC and Valve have been a powerful force in pushing this industry forward and they play a large role in making us more excited than ever about where things are headed. Virtual reality is a medium that will be constantly evolving for decades to come and their approach to fostering collaboration and an open platform is driving the industry forward at a faster rate than otherwise possible. We fully expect motion controllers and roomscale to remain the most powerful form of VR, and we’re starting to see the rest of the industry align with that philosophy.”

While VRUnicorns Julie Heyde also spoke highly of HTC Vive’s roomscale capabilities: “Us VRUnicorns love how the Vive and roomscale set-up in general added so much more to VR than other devices. We are game jammers and want to push games to the fullest, interact with everything in our games and give our players the best VR experience possible without too many hardware constraints. Because in VR you want to be able to do whatever you want. And that freedom will grow as the future generations of VR become better on every front: more high fidelity tracking, more feedback, more interactivity, better graphics. And we think that this can be best supported through smart, ambitious choices, not compromise.”

Steve Bowler, President, CloudGate Studio, creators of Island 359 and avid Vive Tracker enthusiasts had this to say: “We at CloudGate obviously were blown away with the incredible potential of the Vive when we first put our hands on the developer kits; enough to quit our jobs and form our own company so we could pursue room scale VR full time. As we enter Year 2 of consumer VR, we’re incredibly excited that we get to work with an incredible partner like HTC. The Trackers are going to open up new horizons we didn’t even know were possible and we can’t wait to see what the future holds for VR! Happy Birthday, Vive!”

“Like many new content platforms, it starts with experimentation such as passion projects and short experiences. Once there is consumer adoption we begin to see growth and monetization. We’re already seeing an ancillary VR marketplace which includes accessories for shooter type games, wireless adapters for cordless play, skins for HMD’s etc. It’s exactly this kind of commitment that drives the innovation and brings VR mainstream,” Russell Naftal, Co-Managing Partner at VRWERX replied. “Regarding the HTC Vive team, they have been extremely active lately, from investments in third party developers to subscription gaming, and more recently, distribution with the launch of Viveport. One thing for sure, HTC Vive absolutely believes in the future of VR.”

HTC_VIVE_VR_Birthday_VIVE_DAY_eheader-LOGOCarsten Boserup, Community Manager at Racket: Nx developer One Hamsa sees the platform as the perfect way to enjoy sports, and wireless high-end VR is the next step. “My eyes have been widely open to the fact that VR Sport is here and it is growing fast. People who don’t have much spare time and who have to chose between going to the gym or play games, are now burning calories and getting their heart beating, in their own living room while playing VR sports games,” effused Boserup. “You can already enjoy VR Sport games in full 360 on the HTC Vive. Though, when the wireless HTC Vive arrives, it’ll change sports and how we exercise today, dramatically… in a good way!”

The consumer VR space is incredibly exciting right now,” said Simon Windsor, Joint MD, (Co-founder) Hammerhead VR. “As an immersive content studio producing consumer titles we’re feeling good about early market growth and have high expectations for the coming year. We’re looking forward to the release of more diverse, premium quality titles from indies and established studios alike, which we see further fuelling consumer interest and adoption. In particular the fast growing VR arcade market, which Vive is a huge proponent of, will unleash some very cool, ultra-quality experiences to excite consumers.

These early days of consumer VR have lead to a lot of experimentation within the community, but with some companies eager to get on board this has also meant quite a few similar titles. But this will expand and the quality will further improve expects Denny Unger, CEO and Creative Director, Cloudhead Games.

“At launch there was a push to establish best practices which gave everyone a base level to develop towards. Since then we’ve seen further experimentation, far too many wave shooters, late attempts at longer format AAA-like experiences, and Hollywood desperately trying to wrap its head around what it all means for their industry,” said Unger. “I think that the next wave of development will continue to be content focused but with a push towards polished games, tools/training, as well as Hollywood taking a much deeper dive. In Asia at least, the industry will likely attempt to balance out a slow growth home market with location based multiplayer experiences, while in North America we will be purely content fixated.

“Beyond the next year the market is going to slowly become a very competitive place and we may start seeing some homogony in terms of platform. Hardware will improve and prices will shift. That will signal a tipping point for the industry and that’s when things get really interesting.”

Do you agree with the devs? Or do you see HTC Vive and VR going in a different direction? What do you hope will happen in the next 12 months? Let us know your thoughts in the comments section below.

HTC Announce Pricing of Vive Tracker and Vive Deluxe Audio Strap

HTC have announced the availability and price point of their HTC Vive add-ons the Vive Tracker and Vive Deluxe Audio Strap. The company have also announced that there will be new financing options available in North America, and China through JD.com.

Vive Tracker IMG 1 - Flat

The Vive Tracker allows for real-world objects to be incorporated into the virtual reality (VR) experience. It will be available in two phases, a developer version by March 27th, and a general consumer version is expected later in the year.

CloudGate Studio is one of the early adopters of the Vive Tracker and will be demonstrating the use of multiple trackers to create full-body VR experience. This technology will be available for demonstration with CloudGate Studio’s game Island 359 at GDC from March 1st in Valve’s booth.

The Deluxe Audio Strap is set to go on pre-order on May 2nd and is expected to be available in June. The new audio strap combines integrated audio with extra comfort features to make things more comfortable during long sessions. There is also a new sizing dial to switch between single or multiple users.

Vive Deluxe Audio Strap - Solo 2

Both products will be available for a RRP of $99.99 (USD). However HTC have announced that new financing options will now be available for North America and China as follows:

For North America:

0% Financing for 6 months for a total monthly cost of $138.00 (plus tax and shipping) 0% Financing for 12 months for a total monthly cost of $66.58 (plus tax and shipping) 7.99% Financing for 24 months for a total monthly cost of $40.13 (plus tax and shipping)

For China:

0% Financing for 3 months for a total monthly cost of ¥2,296 (tax and shipping included) 0% Financing for 6 months for a total monthly cost of ¥1,148 (tax and shipping included) 0% Financing for 12 months for a total monthly cost of ¥574 (tax and shipping included)

As always, VRFocus will keep you updated with further information on the Vive Tracker and Deluxe Audio Strap and other HTC Vive products.

Developers Showcase Incredible Full Body Tracking With Vive

Developers Showcase Incredible Full Body Tracking With Vive

We have yet to see a solution for full body tracking that is affordable, easy to use, and can work in a wide range of VR experiences. That’s not keeping developers from forging ahead anyway though.

The prize for developers creating virtual worlds and implementing full body tracking is a more immersive experience overall. You’d have an experience in which your shadow on the ground, reflection in the mirror and arms and legs when you look down all accurately represent the movements of their real-world counterparts. Other companies specializing in motion capture, like IKinema, might also be able to put together products and services that are more accessible to a larger group of creators.

One method of tracking full body movement is by wearing a suit that takes a lot of time to put on and calibrate. A pair of videos released in the last few days, however, show how Valve Software’s promising tracking technology is usable for the same purpose.

We covered the first test by Steve Bowler at CloudGate Studio, developer of Island 359 [Early Access Review: 8/10], and now Bowler released a second experiment showing just how good the movement capture works with the HTC Vive when you have six points of data to collect. The first test didn’t track the hips, but now Bowler is putting a Vive controller in a tool belt at his waist in addition to the ones on his feet and his hands. When combined with the head’s position via the headset itself, these six points provide an incredibly realistic real-time body capture system.

Here’s Bowler:

We’re pushing to get an incredibly robust fullbody awareness commercial system out to our Island 359 players. It should scale with how many tracked points we see when they boot up the game, so that if players only have the HMD and Controllers, they should still be able to look down and see a torso, arms, and hands. If they own two trackers, they’ll have legs, and if they own three trackers, they’ll see even more robust body tracking. This way people don’t have to invest in trackers at any set level if they don’t want to, but places with a bit more capital like VR Arcades could offer the fully tracked experience easily, without a ton of complication. We’re also in the process of devising a “templating” system to make sure that the user doesn’t have to do any technical work to make the full body magic happen. Once we have the trackers, they should just be able to attach them to their shoes/belt, do a quick template check, and be playing with full body awareness.

Bowler is far from the only one attempting this. IKinema is also developing a solution for “low-cost, full body mocap from HTC Vive hardware.” The latest video from IKinema, embedded at the top of this post, uses six tracking points as well.

There is still a lot of work to be done before we’ll start seeing these types of solutions in a lot of VR games. HTC has just started distributing Vive Trackers to developers, which would provide a slightly more ergonomic solution for this sort of tracking than buying extra controllers. We’re also still waiting for revelations from hundreds of partners which are working with Valve’s SteamVR Tracking technology on what would likely include even more ergonomic solutions built for this specific purpose.

Tagged with: , , ,

Island 359 Developer Showcases Full Body VR Experiments

While current virtual reality (VR) can put users inside virtual worlds, making them feel incredibly immersive through motion controllers, picking up items or walking around objects there are still limitations. And these limitations generally refer to the rest of a users body. While hands and head can be tracked, hips, feet, legs and other body parts aren’t – if you’ve ever wanted to kick something in VR that’s exactly the point – but developers are testing solutions. One team that’s revealed its experiments is CloudGate Studio, who’ve just released a new video.

In the short video CloudGate Studio’s President, Steve Bowler showcases some of the early experiments in trying to create full body interaction within a virtual environment. To achieve this, Bowler uses two HTC Vive headsets and four controllers, two naturally in his hands, while the other two are attached to his feet. This then allows him to lift his legs and twist his feet, thus enabling him to kick various virtual objects.

With the software knowing where Bowlers feet are the entire body can now be represented much more accurately. This enables him to touch his chest, knees, even his toes in VR, as well as creating a realistic shadow of the players avatar. Bowler goes on to talk about crouching – quite common in shooting titles – and how the studio can procedurally mimic the action, but with a hip marker it would be far more accurate.

Another benefit of full body tracking Bowler notes would be for social VR, as people interact with each other in virtual worlds their avatars would be far more realistic, adding to a greater sense of presence and immersion.

Labeled as the first video on its full body awareness experiments, expect more from CloudGate in the future. For the latest news from CloudGate Studio, keep reading VRFocus.

Island 359 Update Adds New Gameplay Modes and T-Rex

The popular virtual reality (VR) videogame, Island 359, has received a brand new update bringing new gameplay modes, enemies, control systems and more. Available now, the update is free to download for all new and existing owners using the HTC Vive.

Island 359: Zero Dark screenshot

Known as Zero Dark, the update includes the addition of movement controls via the HTC Vive motion-controller touchpads. Implemented based on user feedback, this new addition is still early and ready to be updated based on further information resulting from extended use at the hands of the community. So too is the Main Menu interface, which has been designed to be less confusing. No longer are players forced to play through the tutorial – the option to jump directly into whichever gameplay mode is desired remains available – but the beginning of missions has also been simplified as the developers had deemed it ‘too clunky’.

New gameplay modes include the Arcade Mode, which tasks the player with surviving through 24 waves of increasingly difficult dinosaurs across three maps. A T-Rex boss battle is included in one of these maps, if you can survive that long. Also available are Mission Modifiers, which all you to play any map in Full Auto or Ranger (bow and knife only) modes, with more promised to come soon.

Players upgrades have also been introduced, allowing you to earn credits and increase statistics. As you progress through Arcade Mode, you’ll earn credits and level up to allowing you to spend your earned credits on player or weapon upgrades. These upgrades will be applicable in Mercenary Mode through the next update coming to Island 359.

Island 359: Zero Dark screenshot

Other updates include a full day/night cycle, interaction system overhaul and a fix to the visual configuration options, allowing settings to be saved. A visual indication of a player’s hands has also been added to the videogame, but developer Cloudgate Studio insists that this is far from the final design.

The Zero Dark update is available for Island 359 now, which remains in Steam Early Access and can be purchased at a discounted rate – £11.24 GBP, opposed to £14.99 – for a limited time. VRFocus will keep you updated with all the latest updates and additions to Island 359.