Run Run Run or in This Case Sprint in Virtual Reality

When it comes to virtual reality (VR) the biggest problem is simulation sickness. Survios have tackled this head on with Sprint Vector a VR racing videogame that uses locomotion VR and demands players to swing their arms and pushing triggers to run and leap instead of the traditional analogue motions used in gaming.

This is certainly entertaining to watch as a spectator, Sprint Vector was a huge attention grabber at the Electronic Entertainment Expo (E3) 2017, with long queues of people wanting to play the game. You will feel like a virtual gorilla as you climb and swing  up walls or an extremely accomplished virtual cheetah as you sprint, leap and jump hurdles. Of course when you first start playing you look like a newborn calf struggling to stand up on its wobbly legs. VRFocus has covered Sprint Vector and Pete can tell you what it’s like first-hand as well as discussed the new features coming to Sprint Vector however watching a video interview might just be the quickest way to get up to date with what Survios has been doing behind the scenes for Sprint Vector.

Mike  McTyre, the design director of Survios tells VRFocus that they’ve developed something called the fluid locomotion system, where a player can travel up to 60-70mph with no symptoms of nausea. He explains that Sprint Vector is a merging of the virtual with the physical with competition. He believes that this game has a huge potential for what virtual reality is for the industry an has unlocked the potential for future experiences to be made. Since the Game Developers Conference (GDC), they’ve added nitro boost and mines, so you can now boost ahead of competitors as well as plant little mines to trip them up during the race. The game has not be released yet, however you can sign up to a closed beta. Sprint Vector will be released on the HTC Vive or Oculus Rift, so far Survios has only showcased races for up to two players but during the release you will be able to race up to eight players. If you don’t have friends who have a VR kit, or you want to practice before showing off your skills online, you can still play with up to eight players with other AI players.

To find out more watch the video below.

 

 

PlayStation VR Leads VR Searches During E3 2017

Despite continuing pessimism about the continued survival and growth of virtual reality (VR) from some critics, VR was definitely still present and accounted for at E3 2017. It has been revealed in the past that Sony were somewhat taken aback by the success of the PlayStation VR, and some people have speculated on if a console VR platform could ever hope to match the power offered by PC-based platforms like the HTC Vive and Oculus Rift. Data gathered by Google seems to suggest that PlayStation VR is making a good showing of itself.

Data gathered by Google on terms searched for in the Google Search Engine revealed that searches for the PlayStation VR saw a massive uptick during the Sony E3 presentation on 13th June, 2017. Performance by HTC Vive and Oculus Rift lagged behind, with just over half the number of searches compared to the PlayStation VR. The graph below shows a blue line for the PlayStation VR, with a red line for Oculus Rift and orange for HTC Vive.

psvr interest graph 1

Also of note is that Google Shopping searches, which also showed a surge for the PlayStation VR from the start of E3, getting more than double the number of searches compared to rival products, HTC Vive and Oculus Rift. The surge in interest in the PlayStation VR continued after E3 week, with the PlayStation VR continuing to outperform the HTC Vive and Oculus Rift in Google Shopping searches until the 26th June, 2017, indicating that many consumers are now more interested in buying a PlayStation VR compared to before E3.

psvr shopping graph1

One factor influencing the rise in interest in the PlayStation VR is the announcement of several upcoming titles for the platform at E3. Some huge titles such as The Elder Scrolls V: Skyrim VR and Doom VFR were revealed at E3, and are known to have huge fanbases, which has considerably raised the profile of the PlayStation VR in the mainstream. By contrast, the HTC Vive and Oculus Rift had fairly modest showings at E3, with few big announcements.

There is some speculation among critics and analysts that suggests that the gaming public is waiting for the next generation of VR devices, with the recent announcement of the HTC standalone head-mounted display (HMD) in particular attracting attention, Samsung are also looking at releasing a new standalone HMD. It also remains to be seen what impact Apple’s entry into the VR scene will have upon the industry.

VRFocus will continue to provide you with information on developments within the VR industry.

VR vs. Work It Out

I’m feeling pretty good as I sit down and write this. Tired? Yes. Thirsty? Yes. But pretty good despite being sticky in a number of places you don’t particularly want to get sticky. Now there’s a heck of an image to start you with.

That’s because for the first time in a long time the stars, it feels like, have aligned and I’ve been able to get down to actually get down to the gym during a time when I’m not: a) Working. b) Exhausted from my shockingly bad sleep cycle. c) Sick or d) Prevented by one of life’s little landmines it likes to put in your path whenever everything seems to be going just tickety-boo. The reason I want to go to the gym is obvious: I’m an (almost) mid-thirties guy who spends most of his time tied via an HDMI cord to a desk for work and recreation. The results of this lifestyle are to be expected: I need to lose a bit of weight. That’s both for health purposes and personal satisfaction, as well as maybe assist with – as my long-exasperated friends can attest – my utterly unfailing hatred of… me. Don’t like this column? Want to tell me how terrible I am as a person. Please. You’re a rank amateur in comparison to me on me. Seriously, you’d just be embarrassing yourself.

It’s early days but I got to focus myself, blast out a quick session and have come back feeling pretty jazzed to start the day. I enjoy going to the gym. I always have. I’ve found I learn something each time I go. Should things continue to work out I might even be able to start thinking of plans to build up some strength in my wrists and shoulders – the latter being a long-standing annoyance I may have mentioned briefly on a previous column. I tore… something… in my shoulder. Following straining something in it the day prior. Sometimes chivalry can get you nothing but a very annoying lingering pain that’s kindly stuck around since my teens. It’s perhaps time to address it. Especially if I can get on the actual machines I want to and don’t have to worry about Steroid Steve swaggering around the place, with every flex of his biceps making some sort of loud dubstep breakdown and making everyone feel terrible for existing.

You’re probably wondering what all this has to do with virtual reality (VR). If so you probably don’t read VR vs. that much – don’t worry, we’re getting to point in the column where I make the point of the column. If you see what I mean.

I never really got to address everything coming out of the last VR vs., mainly because I was finally able to get away for a few days rest following several weeks of solid working and very long hours. Or as we call it at VRFocus, “Every Damn June”. Yes, the event that was the Electronic Entertainment Expo 2017, or to put it more concisely, this year’s E3 is almost a distant memory at this point. Consigned to the history books by time and the fact everyone needs to start worrying about Gamescom – Europe’s premier gaming event.  And you can bet that will be more of the same June brought.

Whilst VR performed quite well at E3 there were some people conspicuous by their absence. Where exactly were Oculus and Vive? Oh, I know each head mounted display (HMD) appeared thanks to this game or that game and Oculus got a shout out as part of the eSports talk on the PC Gaming Show specifically when talk turned to Echo Arena. I’m sure there were a number of ‘representatives’ there too. Other than that, though… where were they? As I’ve said many times – heck, I even said it in the story that immediately precedes this feature – VR isn’t just about videogames but about many industries. That said it doesn’t mean videogames aren’t an important part of their business, because they are. So at the biggest show for the biggest industry related to their products and the one most associated with their product not really being there is a rather curious decision.

Echo Arena artworkWas it too expensive? Well we all know how much E3 costs to attend let alone to attend and actually present. It’s why every year during the ‘post-mortem’ phase and in the run up to the event itself you hear various mumblings about whether or not attending the event can be justified financially. I’m reasonably sure HTC can afford it though and I hear on the grapevine Oculus aren’t short of a few bucks. Although it could all just be an unsubstantiated rumour, I guess.

It’s not like VR hasn’t earnt its place. Did they have nothing to show? Well clearly not and I’m sure each organisation has plenty in the pipeline and out now to make up a booth pretty easily. Maybe Oculus are waiting for Oculus Connect – but that’s playing to the existing audience. Could Valve have shown off their new Knuckles controller for Vive to much aplomb? Could people have got hands on with it – public or press? Quite possibly. 

I honestly think it was a mistake for them to not be visibly in attendance, after all you want people to get hands on with VR because that’s how people learn to understand VR. We’ve all known that since day one. So why deny an opportunity to push your product, the products and partners that use your platform, educate the general gamer and rack up some interest. At the very least both would have been able to gauge the mood. Get actual first-hand feedback from the general gaming audience, discover what titles coming up prove popular. And get a gist of where each company and product needs to improve, either in quality, or presentation, or reputation. You’d get to address concerns and misconceptions at the root.

Companies and products much like people need a tune up every now and then to get themselves ready for what’s to come. E3 could’ve been a good way for HTC and Oculus to get a bit of a shakedown before kicking into the second half of the year. Their own little trip to the gym to get themselves in shape. Instead Sony and the PlayStation VR have stolen a march yet again, and it has only reinforced the view for many that PlayStation VR is the true leader in VR for gaming.

Which leaves only one question for the Oculus and HTC boys and girls – what exactly are you going to do about it? If only there was an event where you could showcase how awesome you were to the core audience you’re trying to entice…

Ah.

Defeat Monsters with Swords in Circle of Saviors Whilst Your Friend Provides Crossbow Air Support in Mixed Reality

VRFocus covers a lot of virtual reality (VR), but has also touched on the developments in Mixed reality (MR). If you’re confused about the differences, check out this nifty guide on the differences of immersive technologies. VR is a very personal experience, once you’ve got the headset on, everything around you disappears, especially with headphones on. Your sense of sight and sound are taken away from you when you go into VR. That’s why watching somebody with a VR headset on, can be quite boring. You have no idea why they’re moving their hands, why they’re smiling or what they’re reacting to. This is more apparent in VR videogames, where a player is asked to interact with objects and their surroundings. With MR and the help of a green screen, it becomes a lot more easier to understand why your friend jumps or why they’re actively swinging their hands around and screaming.

Fivefor show off their videogame with the help of mixed reality and green screen.

Continue reading “Defeat Monsters with Swords in Circle of Saviors Whilst Your Friend Provides Crossbow Air Support in Mixed Reality”

Hands-on: ‘Fallout 4 VR’ Shows Improvements, but I’m Still Not Sold

Entering the Wasteland, sneaking up on a group of raiders and shooting them down with guns in your own two hands, tossing back a Nuka-Cola, hanging out with Dogmeat; these are some the things that get fans excited about playing Fallout 4 VR. And in case you’ve been cryogenically frozen in a nuclear bunker this past year, you should know Fallout 4 (2015) is coming to HTC Vive―that and Bethesda demoed an updated build at this year’s E3, showing off an improved UI that should address some worries about porting the flatscreen game to VR headsets.

I love blowing stuff up, especially lobbing a tactical nuke onto a nearby town full of feral ghouls, but I already got a good chance to do all of that at last year’s E3 when VR support for the game was first revealed. What was critically missing in last year’s demo was Vaul-tec Assisted Targeting System (V.A.T.S.)—the game’s iconic slow-mo targeting system—inventory, interacting with companions, and more definitive locomotion style.

V.A.T.S.

V.A.T.S in VR | Photo courtesy Bethesda

Activating V.A.T.S. with the select button on the right Vive controller, I enter into the familiar slow-mo mode, automatically highlighting an enemy’s bodypart by pointing at it—all the while my action points (AP) slowly dwindle. Sound pretty normal, right?

The VR version of V.A.T.S. is a bit different though, letting you teleport around and potentially flank an enemy at the same time, or giving you the ability to get up nice and close for a more accurate, but decidedly more visceral kill. It’s a different feel to the non-VR version of V.A.T.S., and I can see it being used to get out of sticky situations where normal locomotion just wouldn’t cut it (read: Death Claw).

Interacting with Companions

Last year’s demo featured Dogmeat, and I more than ever wanted to hang out with him this year and interact naturally, fully expecting something like the robot dog from Valve’s The Lab. This year’s demo revealed that interacting with Dogmeat (or any other companion for that matter) would be a pretty straight forward affair just like the PC version, i.e. choose your order through a 2D quick menu, or point where you want them to go with a tool secondary to the weapon in your hand.

 

image courtesy Bethesda

If only Fallout 4 VR had voice controls like Star Trek: Bridge Crew.

Inventory

Predictably, inventory is managed directly from your wrist-mounted Pipboy, letting you look at the map, manage supplies, etc. While providing a 2D system UI seems kind of lazy on the surface, being able to see and use the Pipboy in real life really adds to the immersion factor in a way a plain 2D UI just can’t.

Checking the Pipboy |
image captured by Road to VR

There was also a quick menu bound to the Vive controllers touchpad that lets you get to weapons and health buffs for a quick transition that won’t leave you fiddling with the Pipboy during a battle. Not only that, when you loot someone or something (missing last year), a description automatically pops up of whatever treasure trove the baddy is carrying around. While none of this is what I’d consider incredible design for a VR game, all of this worked fairly well, which oftentimes counts more than unique inventories built from the ground-up for VR games.

Locomotion

Playing on the HTC Vive, I was shown that normal in-game movement offers smooth forward motion by clicking the top of the Vive controller’s touchpad. Since you’re tackling the open world of the Wasteland on foot, Instead of forward motion dictated solely by the position of your gaze, you can point to the direction you want to go with your controllers and look left and right while moving so you can keep a better eye out for raiders while on the move. I felt only a slight ‘heady’ feeling after popping out of the 10 minute demo—something that you’ll probably have to get used to, but not approaching anywhere near game-stopping nausea, personally speaking.

Last year’s demo was limited to teleportation-only, which felt less immersive, so all of this is a welcome sight. Can you imagine having to teleport 10 feet at a time across a map that takes at least 40 minutes to walk from end to end?

Looking Forward

Fallout 4 VR is headed to HTC Vive users on Steam sometime in Q4 2017, and is currently available for pre-order for $59.99. Bethesda says they’re planning on bringing their VR games to “as many platforms as [they] can.”

Fallout 4 VR looks to be one of the most capable monitor-to-VR port since, well, ever. I own both the HTC Vive and the PC version of Fallout 4, and after experiencing the latest E3 demo, I’m not sure I’m thrilled about having to re-purchase a game at full price that I beat nearly 2 years ago just to play it in VR. I can’t say for sure though since I only experienced two 10-minute demos with a full year between them, so you’ll have to wait for the full review sometime later this year to know for sure.

I can confidently say this though: If you’ve never played Fallout 4 and own an HTC Vive though, this promises to be one of the longest and arguably best VR adventures coming to VR outside of Skyrim VR.

The post Hands-on: ‘Fallout 4 VR’ Shows Improvements, but I’m Still Not Sold appeared first on Road to VR.

Hands-on: IBM Watson Brings Voice Commands to ‘Star Trek: Bridge Crew’

IBM Watson, the artificial intelligence platform designed to understand natural language, today launched support for Star Trek: Bridge Crew (2017) across PSVR, Oculus Rift and HTC Vive.

Before the service launched today, lone players could control the ship’s other posts—Engineering, Tactical, Helm—by clicking a few boxes to issue orders. Now a sole captain (also with a mixed crew of humans and non-humans) can complete whole missions by issuing commands directly to the non-human-controller characters using natural language.

image courtesy IBM

Voice commands are enabled by IBM’s VR Speech Sandbox program, which is available on GitHub for developers to integrate speech controls into their own VR applications. The Sandbox, released in May, combines IBM’s Watson Unity SDK with two services, Watson Speech to Text and Watson Conversation.

at the Captain’s chair, image captured by Road to VR

We had a chance to go hands-on at E3 2017 with Star Trek: Bridge Crew embedded with the Watson-powered voice recognition, a feature that’s initiated during gameplay with a single button press. While talking directly to your digital crew does provide some of those iconic moments (“Engage!” and “Fire phasers!), and most orders went through without a hitch, Watson still has trouble parsing some pretty basic things. For example, Watson doesn’t understand when you use the name of ships, so “scan the Polaris” just doesn’t register. Watson also didn’t pick up on a few things that would seem pretty easy at face value. Commands like “fire on the target”, “fire on the enemy,” and “come on, let’s warp already!” fell on deaf digital ears.

IBM says their VR speech controls aren’t “keyword driven exchanges,” but are built around recognition of natural language and the intent behind what’s being said. Watson also has the capacity to improve its understanding over time, so those “Lets get the hell out of here, you stupid robots!” may actually register one day.

This however doesn’t stop a pretty weird logical disconnect that occurs when talking to a bot-controlled NPC, and it stems from the fact that I was at first imbuing the NPCs with actual intelligence. When talking directly to them, I was instinctively relying on them naturally to help me do my job, to have eyes and ears and not only understand the intent of my speech, but also the intent of the mission. A human tactical officer would have seen that we were getting fired on, and I wouldn’t have had to issue the order to keep the Bird of Prey within phaser range. I wouldn’t have to even select the target because Tactical would do it for me. IBM isn’t claiming to be able to do any of that with its cognitive computing platform, but the frustration of figuring out what Watson can and can’t do is a stark reality, especially when getting your tail-end blasted out of the final frontier.

In the end, Watson-supported voice commands may not be perfect—because when the Red Shirts are dropping like flies and consoles are exploding all over the place, the last thing you want to do is take the time to repeat an important order—but the fact that you can talk to an NPC in VR and get a pretty reliable response is amazing to say the least.

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