Spatial Makes Holographic-Style Virtual Meetings A Reality On Oculus Quest

I’m not often at a loss for words, but as I re-entered the real world after my second holographic media briefing this month, I realized that I was struggling to speak or type. Mentally, the sensation was awe — my sincere belief that I had just experienced the future of remote work and meetings. Yet physically, I was fighting off nausea, a reminder that though collaborative mixed reality experiences are now affordable and practical, people may not be ready for them to become the new work-from-home normal.

The breakthrough here is Spatial, a collaborative workspace app that just became available for the popular Oculus Quest VR headset. It’s not hyperbole to say that Spatial has unilaterally reignited my enthusiasm for the Quest, which has recently gathered dust on my desk, as the potent pairing enables me to quickly participate in 3D group meetings filled with multiple realistic participants. Instead of using cartoony avatars or floating video tiles, Spatial users appear as “holograms” with real faces, motion-sensed head and hand movements, and even lip motions keyed to their live voices.

At a time when workers are largely confined to home offices and prevented from attending physical gatherings, Spatial meetings feel like actual gatherings — and safe ones. Each of the briefings I’ve attended during the COVID-19 pandemic has been in a clean virtual meeting room, a welcome change from the crowded hotel ballrooms and convention halls typically used for major product announcements. In a Spatial gathering, there’s no need to worry about wearing a mask over your nose and mouth, but over time, you may notice the weight of the mixed reality headset.

Until recently, the Spatial holographic experience required a multi-thousand-dollar Microsoft or Magic Leap AR headset, but Spatial wisely widened its cross-platform support and temporarily dropped its pricing to bring more users to the table. For the duration of the pandemic, Spatial can be used for free by both enterprises and end users, giving businesses every incentive to test it out with the popular, fully standalone Quest — assuming they can find one (or a few) in stores. (Defying “VR is dead” pundits, the $399-$499 headsets keep selling out every time they briefly hit online store shelves.)

I can’t help but be impressed by the overall quality of the Spatial gatherings I’ve attended. While there have been tiny issues here and there, the totality of the experience is surprisingly, perhaps even amazingly, fluid. Step back for a moment and consider all the challenges of having five or ten people in different cities all interacting plausibly within a virtual space — collectively watching a live presentation, passing 3D objects back and forth, and taking turns talking — without constant hiccups. It’s somewhat remarkable that the biggest issues I’ve seen involved one participant dropping out due to a dead headset battery, and another experiencing a beta app crash. Early streaming video services couldn’t even do that much properly without frequent buffering, and Spatial makes 20 times as much complexity seem synchronous and effortless to its users.

On the other hand, I felt a little queasy as I took off the VR gear following an hour-long meeting, and I’m not exactly sure what did it. Was it the length of time I spent immersed? Or something about returning to the real world after focusing my eyes on the Quest’s 3D screens? As a fairly frequent VR user, I haven’t had these sensations for a long time, but I suspect that my eyes were trying to stay focused on some static visible pixels while my head moved during the presentation, and that eventually made me feel sick.

spatial ar vr

For Spatial and the companies that make mixed reality headsets, overcoming that sort of practical usability hurdle may seem like the final step in popularizing virtual work-from-home solutions. And initially, I might have agreed. It’s clear that virtual meetings that end with employees feeling nauseous isn’t the sort of “productivity” experience businesses are looking for. Moreover, Oculus and others are working on VR headsets with higher refresh rates and screen resolutions specifically to smooth the viewing experience for users, making it easier on their eyes and brains.

But as I think back to my latest meeting — where I had to stay focused on the presentation in front of me for an hour, without being able to take notes, check other apps, or attend to other real-world needs — I know that there’s another set of challenges yet to be tackled. Just like Apple’s iPad nailed the “right” tablet form factor but spent years struggling to get multitasking right, companies such as Spatial now have to formulate a cohesive modern XR work experience, one that’s more than just social gatherings, and speaks to the deeper, richer interactivity with objects and work tools that business users will expect to have in mixed reality spaces.

It goes without saying that delivering a comprehensive virtual working experience won’t be easy. After using Spatial, however, I’m optimistic that some great company or companies will make it happen in the not too distant future, and that holography and mixed reality will subsequently become as viable for working from home as desktop and laptop computing are today. I just hope I won’t need motion sickness medication to fully appreciate it.


The written content of this post by Jeremy Horowitz originally appeared on VentureBeat.

The post Spatial Makes Holographic-Style Virtual Meetings A Reality On Oculus Quest appeared first on UploadVR.

No Man’s Sky Developer Has ‘No Plans For Cross-Play’

The developers behind space exploration and building game No Man’s Sky say that due to platform-related restrictions there is no plan to unite the communities playing multiplayer on PC, Xbox or PlayStation.

That means you can explore the universe together only with friends who bought the game for the same platform as you. That separation is far from unusual — cross-play is expensive to support and not always beneficial to players. It only works, for example, with a few games like Minecraft, Fortnite, and Rec Room — but those games do allow players on most systems to play together with players on others as part of a single shared community. The same plan is in place for this year’s new Call of Duty game. Right now, though, most gamers in most games generally can only play with friends who bought the game for the same platform.

“Due to platform restrictions, there are currently no plans to bring cross play to No Man’s Sky,” Hello Games explained in an email in response to questions.

No Man’s Sky Beyond

We are very excited for the launch this week of No Man’s Sky Beyond — an enormous update to the game across all three of its supported platforms.

The update includes the addition of VR support for Sony’s PlayStation 4 PSVR headset and the PC version with support for Rift, Vive, Index, and Windows MR. You can play together in sessions with up to 32 players exploring uncharted planets and building up complex bases together across both VR and non-VR systems. Wearing a VR headset, then, and playing No Man’s Sky after the Beyond Update will likely bring some players the nearest 2019 offers to living out sci-fi fantasies of endless exploration of strange new worlds.

That promise — somewhat more open-ended and creatively-driven than the typical multiplayer game — is why I asked Hello Games about whether cross-play was on its roadmap for No Man’s Sky after the Beyond update. I also asked whether the game would come to other storefronts with VR support like the Epic Store or Facebook’s Oculus Store.

“We are keen to work with anyone who can help get No Man’s Sky into as many hands as possible, and would never rule anything out, but, as a small team, we can only support so many platforms,” the developers explained in the email.

The post No Man’s Sky Developer Has ‘No Plans For Cross-Play’ appeared first on UploadVR.

OpenXR 1.0 Specification Release Carries Wide Industry Support

An effort to standardize certain aspects of VR and AR applications gains wide industry support today with the release of version 1.0 of the OpenXR specification.

The cross-platform OpenXR application programming interface is poised to simplify the deployment of VR and AR applications across a wide range of systems. Microsoft already released an OpenXR runtime for Windows Mixed Reality headsets, Oculus is releasing its own implementation, according to the Khronos Group, and Epic Games will support OpenXR with its Unreal Engine toolset. There’s also an open source implementation available as well.

OpenXR xr chart
Chart provided by the Khronos Group showing the intended benefits of OpenXR.

“This API will allow games and other applications to work easily across a variety of hardware platforms without proprietary SDKs,” said Valve’s Joe Ludwig in a prepared statement. “Valve is happy to have worked closely with other VR industry leaders to create this open standard, and looks forward to supporting it in SteamVR.”

The API covers view configuration, the handling of layers, how to track real and virtual objects and their relative motion, and more. At SIGGRAPH Epic, Microsoft and Varjo are showing cross-platform XR applications using the same OpenXR API.

“The working group is excited to launch the 1.0 version of the OpenXR specification, and the feedback from the community on the provisional specification released in March has been invaluable to getting us to this significant milestone,” said Brent Insko, OpenXR working group chair and lead XR architect at Intel, in a prepared statement. “Our work continues as we now finalize a comprehensive test suite, integrate key game engine support, and plan the next set of features to evolve a truly vibrant, cross-platform standard for XR platforms and devices. Now is the time for software developers to start putting OpenXR to work.”

The post OpenXR 1.0 Specification Release Carries Wide Industry Support appeared first on UploadVR.

DUSTNET Combines PC, VR & AR Deathmatch Gaming Into a Weird Wireframe World

Cross-platform gaming between standard PC and virtual reality (VR) headsets is becoming much more commonplace thanks to titles like Detached and Vox Machinae. But that’s starting to expand into the augmented reality (AR) realm with videogames like BOT-NET adding this kind of cross-gameplay functionality later this year. For those after this sooner, developer SCRNPRNT will be releasing DUSTNET next week.

DUSTNET

DUSTNET is an asymmetrical cross-platform shooter of sorts, that supports players on PC, VR headsets like Oculus Rift, HTC Vive and Valve Index; as well as AR players on iOS and Android devices. Depending on which one you use, you’ll get a different viewpoint, so for PC players you’ll be a skeletal looking character, in VR you happen to be a giant pair of floating hands, while in AR you get an even larger view on the gameworld.

This world is a wireframe universe set in the ruins of a Counter Strike de_dust2 server. DUSTNET isn’t purely a deathmatch environment, it is, in fact, a sandbox where you can edit the map, explore, band together as a team or just go on the rampage. You’ll also be able to unlock various abilities like bhop, noclip, teleport, and more.

“DUSTNET began as a demake of Counter-Strike that would exist as a single permanent online server. The game investigates the player’s relationship to virtual space, specifically the resilient Counter-Strike map Dust II, which the DUSTNET name derives from,” explains SCRNPRNT in a press release. “The game exists as an everlasting space that players can congregate in through PC, VR, and AR. After DUSTNET is long abandoned by its players it will remain online and preserve the ruins of Dust II for anyone to visit.”

DUSTNET

The AR version of DUSTNET will be free as it’s designed to view the action rather than participate. The PC and VR versions will arrive via Steam on Tuesday, 16th July. It’ll also support MacOS as well. Check out the main website for links to the mobile versions.

VRFocus will continue its coverage of DUSTNET, reporting back with the latest updates and announcements.

Vertigo Games Turns Skyworld Into Cross-Platform Multiplayer Card Game

Vertigo Games released its mix of real-time and turn-based strategy experience Skyworld back in 2017, offering a mashup of several genres. Today, the company in collaboration with Vive Studios have announced a new title in the franchise, a multiplayer card-battler called Skyworld: Kingdom Brawl

Skyworld - Lost Worlds

Designed to be a highly competitive cross-platform experience, Skyworld: Kingdom Brawl will allow players to unlock, collect and upgrade dozens of cards to build powerful decks. This being virtual reality (VR) they’ll be able to see their cards come alive as they cast spells and summon forces to wipe their opponents off the map. As a multiplayer focused title, players can go it alone or join a clan, taking on opponents from around the globe in regular online tournaments to rank on the global leaderboards.

“We set out to deliver a consistent, uncompromising cross-platform experience across PC VR and standalone VR hardware with Skyworld: Kingdom Brawl and it’s exciting to see how far we’ve been able to push the devices; from drawing massive numbers of units on screen to delivering awesome combat effects,” said Trevor Blom, Lead Tech at Vertigo Studios in a statement.

Having partnered with Vive Studios, Vertigo Games will be debuting Skyworld: Kingdom Brawl at the Game Developers Conference (GDC) 2019, offering attendees a cross-platform multiplayer hands-on demo on HTC Vive Pro and the HTC Vive Focus in the VR Play Area.

“Vertigo Games and Vive Studios have delivered on the VR industry’s desire for a gripping multiplayer game where players can battle friends regardless of their different VR hardware,” said Joel Breton, Vice President, Vive Studios. “We are very excited to be partnering with Vertigo Games to bring Skyworld Kingdom Brawl to the entire VR community.”

The studios are celebrating today’s announcement by launching the original Skyworld on Viveport Subscription today. As for the official launch of Skyworld: Kingdom Brawl, that will take place on 2nd April 2019, supporting HTC Vive, HTC Vive Pro, HTC Vive Focus, Oculus Rift and Windows Mixed Reality headsets. An HTC Vive Focus Plus version is scheduled for later this year. For any further updates on Skyworld: Kingdom Brawl, keep reading VRFocus.