VR Social App AltSpaceVR to Close

AltSpaceVR, one of the pioneering social platforms in virtual reality (VR), has today announced that the applications will soon cease operations. What this means for the development studio behind the project, based in Redwood City, California, is not yet known.

AltspaceVR-VRCapture-Reggie-emojisHaving made its debut in 2014, AltSpaceVR will be familiar to most of the early adopters of modern VR. Compatible with every iteration of the Oculus Rift and later launching editions for Google Daydream, Samsung Gear VR and HTC Vive, as well as a 2D mode for standard monitors, AltSpaceVR has long been considered a key asset for social VR spaces.

In recent years competition has grown, however. Programs such as Bigscreen, vTime and Bean VR have been chipping away at the potential audience for AltSpaceVR, and last year’s launch of Facebook Spaces was undoubtedly a bitter pill to swallow for the Silicon Valley startup.

Despite a raise of $10.3m USD in 2015, it appears that AltSpaceVR simply isn’t able to bear the wait for mainstream adoption of VR given the constant pressure of the competition, stating in tweet today: “Altspacers, it is with tremendously heavy hearts that we must let you know that we are closing down AltspaceVR very soon.”

VRFocus met with AltSpaceVR on many occasions, including at their Redwood City headquarters. You can see an interview with Bruce Wooden, Head of Experience at AltSpaceVR, in the video below.

AltspaceVR geht offline

Mit AltspaceVR erschien vor einigen Jahren eine sehr komplexe Social VR Anwendung, welche mittlerweile für fast alle wichtigen VR-Plattformen bereitsteht. Menschen feiern ihre Hochzeit, treffen sich auf eine Runde Dungeons & Dragons oder verbringen einfach ihre Freizeit in der virtuellen Welt von Altspace. Doch Zeiten ändern sich und AltspaceVR wird am 3. bzw. 4. August die Server abschalten.

AltspaceVR geht offline

Wie die Entwickler per Mail mitteilen, stehe AltspaceVR gerade vor unvorhersehbaren finanziellen Problemen, die leider nicht mehr gelöst werden können, obwohl das Team einige Investoren auf seiner Seite hatte. 2014 gingen 5 Millionen US-Dollar an die Entwickler und 2015 folgten weitere 10,3 Millionen US-Dollar. Da AltspaceVR jedoch kostenlos angeboten wird und Werbekunden fehlten, ging die Rechnung scheinbar nicht auf.

AltspaceVR geht offline

Wer sich von den Entwicklern in AltspaceVR verabschieden will, der wird am 4. August die letzte  Gelegenheit haben. Das Team feiert seine Abschiedsparty an diesem Tag und die Feier wird mit der Abschaltung der Server enden. Auch wenn sich AltspaceVR nicht zur wichtigsten Social VR Plattform entwickeln konnte, so hat das Team definitiv Virtual Reality Geschichte geschrieben.

Die letzte Party in AltspaceVR startet am 4. August um 02:00 Uhr (5PM PDT) und endet um 04:00 Uhr (7PM PDT). Keine besonders gute Zeit für Fans aus Deutschland, doch echte VR-Nerds werden die Nacht zum Tag machen.

Der Beitrag AltspaceVR geht offline zuerst gesehen auf VR∙Nerds. VR·Nerds am Werk!

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.

Apelab’s Break a Leg Swinging onto Google & Vive’s All-in-One VR Headset

Apelab’s debut virtual reality (VR) videogame, Break A Leg, launched for Samsung Gear VR only last month. However, the studio is now looking to bring the title to more formats, including offering a launch title for the upcoming all-in-one mobile head-mounted display (HMD) from Google and Vive.

Google-Vive-Standalone-HMDCreated by the four-person team of Emilie Joly, Michaël Martin, Maria Beltran and Sylvain Joly, who together form Apelab, Break A Leg is an interactive adventure which challenges the player to perform magic tricks in front of a demanding audience. Following the Samsung Gear VR edition of the videogame, the apelab team is developing an ‘arcade style’ version for standalone VR platforms and PC hardware and have announced plans to be a launch title on the new Vive and Google HMDs debuting on holiday period.

In order to achieve their goals, the team turned to Kaleidoscope to help with funding. $300,000 USD is the requested sum, with more information available to those registered on the Kaleidoscope platform here.

The first chapter of Break A Leg is available to download for Samsung Gear VR via the Oculus Store now completely free of charge. VRFocus will keep you updated with Apelab’s future plans for the videogame and further titles announced for the upcoming Google and Vive all-in-one HMD.

Daydream-Update für Galaxy S8 und S8 Plus auf dem Weg

Etwas gedauert hat es ja, bis das Daydream-Update erscheint, bereits im Mai kündigte es Google auf seiner Pressekonferenz an. Samsung macht seine Top-Smartphones Galaxy S8 und S8 Plus fit für Google Daydream. Damit setzten sich die Samsung-Smartphones an die Spitze für VR-Enthusiasten und unterstützen als einzige Daydream und den Oculus Store.

Samsung Glaxy S8 und S8 Plus mit Daydream-Unterstützung

Mit der Samsung Gear VR hat der koreanische Hersteller seit langer Zeit eine eigene und ausgereifte Lösung für virtuelle Realität im Programm. Das Brillengestell für die Spitzenmodelle der Galaxy-Reihe ist in Zusammenarbeit mit Oculus entstanden, dem großen Google-Konkurrenten im VR-Markt. Die Samsung Gear VR enthält nicht nur einen Sensor, sondern greift auch exklusiv auf den Store von Oculus zurück. Eine offizielle Unterstützung des Google Play Store, um von diesem unkompliziert VR-Apps abspielen zu können, gibt es nicht. Dafür benötigen Anwender nach wie vor eine eigene App. Wie das funktioniert, haben wir für euch im Artikel Gear VR Tipp und Tricks beschrieben, der noch weitere nützliche Informationen für Besitzer der Samsung-Brille enthält. Nachdem Google und Oculus nicht die besten Freunde sind und bei der Vorstellung der Galaxy-Modelle keine Spur von Daydream zu sehen war, kam die Ankündigung der Unterstützung im Mai dann doch recht überraschend. Damit sind die Smartphones Samsung Galaxy S8 und S8 Plus die einzigen Geräte, die sowohl die Gear VR, als auch Google Daydream unterstützen.

Laut The Android Soul erhalten jetzt erste Anwender das Google-Daydream-Update. Erstmal sind wohl nur Verizon-Kunden am Start, wann andere Provider folgen, ist derzeit noch unklar, der Startschuss ist aber gefallen. Das Update für die Samsung-Smartphones enthält noch Verbesserungen und schließt Sicherheitslücken. Anwender können jetzt zum Beispiel während eines Telefonats animierte GIFs versenden und die Navigationsleiste ausblenden, um mehr Platz für Inhalte auf dem Bildschirm zu erhalten. Eine genaue Beschreibung der Inhaltsstoffe liefert Verizon auf seiner Webseite. Hier geht es zur Beschreibung für das Galaxy S8, auf dieser Seite findet man die Informationen für das Galaxy S8 Plus.

(Quelle: RoadToVR / The Android Soul)

Der Beitrag Daydream-Update für Galaxy S8 und S8 Plus auf dem Weg zuerst gesehen auf VR∙Nerds. VR·Nerds am Werk!

Google Expects 11 Daydream Ready Phones Available by Year’s End

In a few years’ time Google expects to operate Daydream on “Android scale,” one day opening the VR door to “hundreds of millions of users.” But in order to get there, the company needs a much wider selection of Daydream ready Android smartphones. This week Google said they expect 11 Daydream ready phones on the market by the end of 2017.

The Verge reports that Google CEO Sundar Pichai spoke during the latest earnings call from Alphabet (Google’s parent company) during which the company announced revenue of $26 billion in Q2 2017, up 21% versus the same quarter last year.

On the call, Pichai, who is an Alphabet board member, reportedly told investors that Google expects 11 Daydream ready phones on the market by the end of the year. That’s likely to include the Galaxy S8 and S8+, which have just begun to receive updates adding Daydream support.

SEE ALSO
Google Daydream Review: Casual VR Closes the Gap

Google’s own Pixel and Pixel XL smartphones were the first to launch with Daydream support, and since then The Verge notes that we’ve seen Motorola’s Moto Z, Huawei’s Mate 9 Pro & Porsche Design Mate 9, ZTE’s Axon 7, and Asus’ Zenfone AR all join the Daydream club. Depending upon how Google’s counting, we should see at least two (if not more) Daydream phones launched (or updated for support) by the end of 2017.

Among the eight companies whom Google had announced would be making Daydream phones back at IO 2016, we’ve yet to see any come from HTC, LG, Alcatel or Xiaomi.

The post Google Expects 11 Daydream Ready Phones Available by Year’s End appeared first on Road to VR.

Google Tests Interactive Learning with VR Espresso Machine, “People learned faster and better in VR”

The team behind Daydream, Google’s mobile VR platform, is currently conducting experiments with the aim of broadening virtual reality’s usecase to include more interactive learning. With an experimental VR espresso maker at the ready, the team says “people learned faster and better in VR” than by watching training videos when put to the test on how to brew the real thing.

Divided into two groups; one having access to YouTube videos and the other a VR training prototype featuring a 3D model of an espresso machine—replete with buttons, turn-able knobs and steam wand for frothing milk—the team gave everyone as much time as they wanted to go over the steps on how to make espresso.

image courtesy Google

The Daydream team then put the would-be baristas to task with a real espresso machine. At the end, they gave people a detailed report on how they’d done, including an analysis of the quality of their coffee. According to the experiment, participants in the YouTube tutorial group normally went through the physical task three times, while participants using the VR training method normally went through twice before obtaining a passing result.

SEE ALSO
This Restaurant is Using Google Daydream to Train Employees

“We were excited to find out that people learned faster and better in VR,” says Google Software Engineer Ian MacGillivray in a blogpost. “Both the number of mistakes made and the time to complete an espresso were significantly lower for those trained in VR (although, in fairness, our tasting panel wasn’t terribly impressed with the espressos made by either group!) It’s impossible to tell from one experiment, of course, but these early results are promising.”

Admittedly, the test wasn’t perfect. MacGillivray says espresso wasn’t a great choice to begin with, as the physical sensation of tamping, or getting the right density of coffee grounds in the metal portafilter, “simply can’t be replicated with a haptic buzz.”

People also don’t listen to instructions or warnings. Voice overs, written instructions, hints, tutorials on how to use the controller—all of it fell to the wayside when popping a VR-newcomer into the headset. “No matter what warning we flashed if someone virtually touched a hot steam nozzle, they frequently got too close to it in the real world, and we needed a chaperone at the ready to grab their hand away.”

The team says that VR platforms aren’t quite ready when it comes to acquiring certain types of skills either, and contends that the addition of VR gloves with better tracking and haptics would be necessary before the medium can get outside the ‘moving things and pressing buttons’ phase it’s in currently. There’s also the difficulty of giving users the freedom of choice, as every choice the Daydream team allowed the user to make, only created an exponential growth in the number of paths through the tutorial. “In the end, it was much easier to model the trainer like a video game, where every object has its own state. So instead of the trainer keeping track of all the steps the user did in order (“user has added milk to cup”), we had it track whether a key step had been achieved (“cup contains milk”),” says MacGillivray.

The team considers the VR espresso training prototype a success, saying at very least that VR is a more useful way to introduce people to a new skill, one that can easily be revisited in VR once context is established in the physical world.

The post Google Tests Interactive Learning with VR Espresso Machine, “People learned faster and better in VR” appeared first on Road to VR.

BoboVR takes on Daydream

BoboVR Z5. (Image courtesy BoboVR.)

The first set of Daydream View clones have hit the market, and I just got one of them in the mail – the BoboVR Z5.

Disclosure: I received the BoboVR Z5 free from GeekBuying, where it currently sells for $60.

Bottom line: The big pluses are that the field of view is wider, it has adjustable lenses, and, for those who like built-in headphones, it’s got them. The downside is that it doesn’t automatically switch into Daydream VR mode when you put the headset in. As a result, I do not currently recommend buying this headset, especially if you plan to switch back and forth between Daydream and Cardboard apps. Buy the official Daydream View, instead.

What is Daydream?

Google came out with the new Daydream VR platform last fall, a significant upgrade to its previous Cardboard platform. Back then, the only headset available was the official one from Google, and the only phone it worked with was the Google Pixel phone. I immediately went out and bought both the phone and the headset, and I loved it.

Since then, the number of phones that work with Daydream have expanded, as has the selection of apps.

What I like about Daydream is that it’s an open platform — any manufacturer making late-model Android phones can support it, and, since Daydream is built right into the latest Android operating system, at some point all will. Plus, the app store is open — any Android developer who can get an app into the Google Play store can publish Daydream-compatible apps, so we’re likely to see a lot of them.

Finally, Daydream headsets can run all of the existing Cardboard-compatible apps, and there are thousands of them.

The only major downside to the Daydream platform is that, unlike Cardboard, it’s not compatible with iPhones.

Meanwhile, though I loved my Daydream View headset when I got it last fall, and it immediately became my favorite of all the VR headsets I’ve tried so far, the design wasn’t perfect.

The BoboVR Z5 that I got yesterday addresses some of the problems that I had with Google’s official Daydream View headset — but it also has a couple of new problems of its own.

1. Field of view

The official field of view is 120 degrees, which puts it in the “excellent” range. When I tested it with the Sites in VR app, it did seem to be in the high 90s. The field of view depends on the phone you have — mine is a Pixel XL — so your experience may vary.

Also, if you have an older phone with a low-resolutions screen, you won’t want a high field of view because it makes the image look pixellated. But with a new, high-resolution phone like mine, the wide field of view is excellent.

However, I could see the edges of my smartphone screen at the bottom and sides. This is likely to be a sign that if you have a larger screen, you’ll get an even better field of view than I did. My Pixel XL has a 5.5-inch screen.

I then tried it with a phone with a 4.9-inch screen and now there was a lot more light leaking in, the field of view was a lot smaller, and you could see all the edges of the phone.

The official spec recommend a screen size of between 4.7 and 6.0 inches. But I would recommend using this headset with a phone that’s got a screen of at least 5.5 inches, or higher.

2. Weight

The official weight is 12 ounces, which is very good for a viewer with built-in headphones. I personally didn’t have a problem with the weight while wearing it.

By comparison, the original Daydream View headset weighs just under 8 ounces.

3. Straps

This headset has a single plastic strap that sits on your head, a little higher than a strap would normally sit. The fit is adjustable, and works remarkably well.

Top view of the BoboVR Z5. (Photo by Maria Korolov.)

 

To adjust the size of the strap, pull out the knobs above the earphones and turn them.

4. Fits over glasses

This headset fit easily over my glasses with room to spare. However, my glasses have weird three-way progressive lenses, so I mostly used it without my glasses on.

5. Adjustable lenses

Both the focus of the lenses and the distance between the lenses is adjustable.

This was very good because of that whole progressive lenses thing I mentioned above.

BoboVR Z5. The dark gray dial at the top right adjusts the focus. The light gray knob under it adjusts the distance between the lenses. The large gray knobs above the earphones adjust the headstrap — just pull out the knob and turn it. (Photo by Maria Korolov.)

Combined with the fact that this headset fits over glasses means that there’s a very high likelihood that you’ll be able to see well in it.

This is definitely a feature where the BoboVR Z5 is an improvement over the Daydream View, which did not have adjustable lenses.

6. Ready for augmented reality

Unlike the original Daydream View headset, which has a solid outside cover, the BoboVR Z5 has a smaller flap to hold the phone in place. That means that the phone’s camera can see out, and you can use it with augmented reality apps.

BoboVR Z5. (Photo by Maria Korolov.)

This is a feature where the BoboVR Z5 is an improvement over the Daydream View.

7. Fits over cables

There’s plenty of room on all sides of the phone for your cables to go if you need to charge up the phone while using it. Plus, there’s also a built-in plug if you want to use the headphones that come built into the viewer.

8. Controller

The controller that comes with his headset looks very similar to the original Daydream View controller, and works exactly the same.

I tried it out with my favorite Daydream space shooter game Eve Gunjack 2 and it worked great.

BoboVR Z5 motion controller. The big square are at the top is a track pad that also doubles as an activate button. There’s also a home button, a back button, and — on the right side where you can’t see them in the above photo — volume control buttons. (Photo by Maria Korolov.)

The BoboVR Z5 controller was just a little bit bigger than the official one that came with the Daydream View, and the touchpad on top was more square. The Daydream View controller also came with a strap. The BoboVR Z5 controller has a spot where the strap would attach, but the actual strap was missing.

Also missing — a charging cable. Like the Daydream View, the BoboVR Z5 controller charges with a USB-C cable. But the Daydream View didn’t come with a charging cable either.

BoboVR Z5 motion controller (left) and the official Daydream View controller (right). (Photo by Maria Korolov.)

One issue that I had was when I first tried to use the controller, the headset wouldn’t recognize it, but it recognized my old Daydream View controller just fine.

I Googled around for how to fix this and, in case you’re in the same situation, you go to the Daydream app, go to the Settings, go to the Controller section and unpair the existing controller.

Finally, the official Daydream View headset has a spot to store the controller right inside the headset when it’s not in use, so that you don’t lose it. The BoboVR Z5 doesn’t have that.

9. Price

The one that I received retails for $60 from GeekBuying. You can also get it for $54 from AliExpress. It is not currently available on Amazon, which typically gets these headsets a little bit later than the other sites.

10. Ease of use

I’ve got to say, everything except the automatic VR mode works well. Putting the phone into the headset is super simple — just open the front flap a little bit and drop the phone in.

However, the fact that it doesn’t automatically go into virtual reality mode is a problem.

You have to queue up the official Daydream app, or any Cardboard app, or the video you want to see before you put on the headset.

For the Cardboard apps, you will need to have a QR Code — and your motion controller will no longer work. The BoboVR Z5 didn’t come with an official code. This is extremely disappointing, especially if you want to use it to play old Google Cardboard apps.

I made my own with Sites in VR:

BoBoVR Z5 QR Code via Sites in VR.

Of course, my eyes are wonky, so if you have any problems with the focus using that QR Code, you can adjust it with the Sites in VR app yourself.

The instructions for how to calibrate your viewer with a QR Code are here.

A bigger issue was switching back to the Daydream mode after you’d had it in Cardboard mode.

The official Daydream View headset has an NFC tag that tells the phone that you have a Daydream View. The BoboVR Z5 does not.

This means that if you were previously using the Daydream View, you can use the BoboVR Z5 and everything works great.

But if the last headset you used was a Cardboard headset — or you used a Cardboard app on the BoboVR Z5 and used the QR Code I provided to select the viewer — then Daydream games won’t work.

To fix this, I followed the official instructions to Clear VR Services app data — close all apps, go to the phone’s Settings, then Apps and then Google VR Core Services and then Storage and then Clear Data and then OK, and then opened the Daydream app and went through the initial configuration again.

(Or you could just put it into your official Daydream View headset, if you have both.)

So the BoboVR Z5 is usable with Daydream, but it’s awkward, and a built-in NFC tag would solve all the problems.

Bottom line

This is an excellent headset if you have a phone with a large screen and don’t plan to do a lot of switching back and forth between Daydream and Cardboard apps.

However, I don’t think the built-in headphones and adjustable lenses are enough of an improvement over the original Daydream View, given the lack of an NFC tag.

Until they fix that issue, I recommend paying the extra $20 for an official Daydream View headset.

Here’s what would make this headset perfect:

  • An NFC tag, to switch it to Daydream VR mode
  • A built-in capacitative touch button so it can be used with Cardboard apps that require a controller
  • A version without the built-in headphones
  • A place to store the controller when not in use

Meilenstein für MelodyVR: Livemusik-VR-Portal gewinnt auch Sony Music

Wie der Name es schon andeutet, entwickelt MelodyVR eine Plattform für Live-Musik-Erlebnisse in VR. Dafür hat das Start-up mit Warner Music und der Universal Music Group zwei der drei größten Musik-Labels gewinnen können. Eines fehlte noch: Sony Music. Der Nachzügler unterzeichnete jetzt den Vertrag mit MelodyVR, was für die Musikplattform ein entscheidender Schritt sein dürfte.

MelodyVR mit allen großen Labels

Noch befindet sich MelodyVR in der Betaphase, kann aber schon stolz auf Verträge mit den drei größten Musik-Labels verweisen. Anthony Matchett, der CEO des VR-Unternehmens, bezeichnet den langjährigen Vertrag mit Sony Music als “extrem signifikanten Meilenstein”. Unter dem Sony-Label befinden sich so illustre Namen wie Arista Nashville, Columbia, Epic, Ministry of Sound, RCA Records und Sony Masterworks. Ziel des Start-ups ist es, Live-Konzerte oder -Auftritte in VR erlebbar zu machen. Die virtuellen Besucher können sich dabei beispielsweise aussuchen, ob sie mitten in der Menge stehen oder den Liveact vom Bühnenrand miterleben wollen.

Breite Hardwareunterstützung

Neben den „Plattenfirmen“ kooperiert das junge Unternehmen auch mit Microsoft, sodass die Inhalte für Windows 10 zur Verfügung stehen werden. Überhaupt fällt die Unterstützung von Hardware sehr breit aus, denn mit der Google Cardboard, Google Daydream View, Samsung Gear VR, PSVR (Playstation VR), HTC Vive und Oculus Rift will man alle derzeit relevanten Consumer-Systeme unterstützen. Allerdings stehen noch Verhandlungen an und MelodyVR arbeitet daran, Verträge beispielsweise mit Facebook, Samsung, Google, HTC und Sony PlayStation auszuhandeln.

MelodyVR bei Liveacts und auf Festivals und Konzerten

Wer nun Lust auf die VR-Erfahrungen bekommen hat, kann sich für die Betaversion auf der Webseite von MelodyVR registrieren. Mit etwas Glück gehört man zu den Auserwählten, die ins virtuelle Musikvergnügen abtauchen dürfen. Auf ihrem Instagram-Kanal verraten die VR-Macher, bei welchen Acts, Festivals und Performances sie schon dabei waren und VR-Videos produziert haben. Ein Termin für die offizielle Veröffentlichung steht noch aus, auch ist noch unklar, welche Apps für welche Hardware bereits fertig sind.

(Quelle: UploadVR)

Der Beitrag Meilenstein für MelodyVR: Livemusik-VR-Portal gewinnt auch Sony Music zuerst gesehen auf VR∙Nerds. VR·Nerds am Werk!

Daydream Support For Samsung S8 May Be Around The Corner

Daydream Support For Samsung S8 May Be Around The Corner

Back in May during Google I/O it was announced that the Galaxy S8 would be receiving support for Google’s Daydream platform. Samsung’s own Gear VR obviously has a head start on the S8, but welcoming another option for mobile VR fans is a smart move. There was no set date for the new update but it looks like a slip-up on T-Mobile’s support page hints at an update right around the corner.

Android Police originally reported that T-Mobile’s changelog listed Daydream support alongside a DIGITS update, Qualcomm update for microphone fix, Bixby enhancements, and various system improvements. With that bit of knowledge, the reporter attempted to update his device and test it out, but got an error that he was using an incompatible device for Daydream after the Daydream app didn’t show for him in the Play store and they attempted to side load it. The T-Mobile page was eventually updated to say that Daydream is “coming soon”.

With such as slip up, it stands to reason that the official update for Daydream on the S8 is coming and there are just a few things left to iron out.