Google, Epic Games and More Added to VRDC Line-Up

VRDC, the virtual reality (VR) exclusive spin-off from the Game Developers Conference (GDC), is set to take place in San Francisco, 19th – 20th March 2018. VRFocus has already reported on the appearance of Polyarc, developers of everybody’s favourite virtual rodent, and now another selection of big names can be added to the list.

Moss screenshotDavid Bond and Brian Pullen of Google will host a talk called Designing Human Avatars for Virtual Reality, in which the pair will discuss the lessons they learned designing avatars for YouTube VR, and beyond. The intention of the talk is for attendees to learn about emerging best practices in designing avatars for VR contexts, and come away with an appreciation of what doesn’t work in VR, and why.

Addressing the growing trend of animated VR short stories, Devon Penney of Penrose Studios will lead a session entitled Water Simulation and Rendering in the VR Film, Arden’s Wake. Arden’s Wake is a VR film that takes place in an ocean world where action is both above and below the surface of the water. This lecture will describe volume rendering solutions for murky underwater environments with spotlights shining through water. Also, the film has many interaction effects on the ocean surface, from characters splashing in the water to boats causing wakes across large distances. Penrose Studios developed a shallow water solver that gave them compelling effects with fast simulation times, and this lecture will share the solver architecture, methods for modelling collision objects, and a foam solver that adds detail to the simulation.

Arden's WakeThe final new addition to the line-up comes from Drifter Entertainment and Epic Games, wherein Shen-Ming Spurgeon and Wyeth Johnson, respectively, will offer a tutorial session entitled Visual Effects Bootcamp: How VR is Going to Break All the Rules in VFX. This talk will be an introduction to content development from the point of view of a visual effects artist, exploring what real-time VFX looks like in a VR environment, as well as discussing the limitations, sacrifices, and ultimately, the collaboration necessary to achieve success while working in VR.

VRDC will take place next month and VRFocus will be in attendance. Make sure you stay tuned for all the latest details direct from the show floor.

 

 

Entwicklerstudio Epic Games übernimmt Cloudgine

Das Entwicklerstudio Epic Games, bekannt für ihre hauseigene Unreal Engine, übernimmt für eine bisher unbekannte Summe das Cloud-Computing-Unternehmen Cloudgine. Die zukünftige Zusammenarbeit könnte zu einer Weiterentwicklung der Unreal Engine sowie eine Reduzierung der Mindestanforderungen für VR-Inhalte an PC und Konsolen führen.

Epic Games und Cloudgine – eine zukunftsträchtige Zusammenarbeit

Epic Games gab die Übernahme des schottischen Unternehmens Cloudgine bekannt. Die in Edinburgh sitzende Firma ist neben VR-Titeln wie They Came From Space vor allem bekannt für ihre Cloud-Computing-Technologie, die es ermöglicht, PC-, Konsolen- und VR-Inhalte in der Cloud zu rendern und zu bearbeiten.

Die Technologie überschreitet die technischen Grenzen der jeweiligen Hardware des Anwenders, in dem es Prozesse in Cloud-Server überträgt. Dies wurde beispielsweise in Zusammenarbeit mit Microsoft in  Crackdown 3 für Xbox One genutzt. Um die anspruchsvollen Zerstörungsanimationen der Strukturen auf der Konsole zu ermöglichen, werden die nötigen Berechnungen in der Cloud vollzogen. Die Kooperation für das Projekt wird übrigens trotz Übernahme von Epic Games weiterhin fortgesetzt.

Die künftige Zusammenarbeit ergibt durchaus Sinn, wie die Entwickler von Cloudgine selbst beschreiben:

„Seit Anbeginn basieren unsere Entwicklungsprozesse auf Epic Games Unreal Engine 4. Deshalb können unsere Cloud-Computing- und Online-Technologien zukünftig für eine Verbesserung der UE4 sowie für eine Vielzahl neuer Features sorgen. Dank der Fortschritte im Bereich der physikalischen Simulation und Netzwerktechnik könnten wir dazu beitragen, dass Entwickler die bisherigen technischen sowie kreativen Grenzen von Spielen, Filmen, Animationen und Visualisierungen bald durchbrechen.“

Durch die Integration der Cloud-Computing-Technologie in die Unreal Engine könnten zukünftig die Mindestanforderungen bei VR-Spielen und -Erfahrungen für PC und Konsolen massiv sinken. Zudem bleiben auch alternde Konsolen länger marktfähig. Welche genauen Pläne Epic Games durch die Akquirierung verfolgt, bleibt dennoch abzuwarten.

Wir werden euch über Neuigkeiten über neue Projekte aus dem Hause Epic Games auf dem Laufenden halten.

(Quellen: UploadVR | Cloudgine | Video: Cloudgine Youtube)

Der Beitrag Entwicklerstudio Epic Games übernimmt Cloudgine zuerst gesehen auf VR∙Nerds. VR·Nerds am Werk!

Epic Games Acquires Cloud Computing Experts Cloudgine Ltd

While its very common place to hear about tech companies making acquisitions here there and everywhere, that’s not usually the case when it comes to middleware developer Epic Games. Today, the company has announced the purchase of Cloudgine, a cloud computing and online technology business.

Epic Games logo

Cloudgine specialises in delivering massive compute power to real-time, interactive content, which is especially useful when it comes to videogames, enterprise applications and power hungry virtual reality (VR). One of the reasons Epic Games has bought Cloudgine is that its research and development has been based on Unreal Engine 4, Epic Games videogame development engine which has been used for many a VR title.

It’ll be joining Epic Games as a wholly owned subsidiary, looking to enhance the feature set of Unreal Engine 4 so that developers can further push the technical limits of their VR experiences through advances in physics simulation and networking.

An example of this can be found in Cloudgine’s VR titles They Came from Space and Toybox. The latter was made in collaboration with Oculus Studios, a launch title for Oculus Touch that showcased the features of the new controllers. While the former is Cloudgine’s most recent project. Announced last summerThey Came from Space draws visual and tonal inspiration from classic 1950s B-movie alien invasion films and allows players to annihilate entire cities and landscapes. Utilising unique cross-platform VR and PC gameplay, the online-multiplayer videogame gives VR-players control over massive alien Overseers, which work together with PC-players, dubbed Pilots, who control agile drones.

They Came From Space screenshot

With the new acquisition neither Epic Games or Cloudgine have confirmed what will happen to They Came from Space, whether its still on for Oculus Rift and HTC Vive, or now been shelved.

Additionally, Epic Games is also hiring, recruiting for Cloudgine’s office in Edinburgh, Scotland, where it plans on growing the team to develop leading-edge technology, as well as the other Epic Games UK locations in Guildford, Newcastle and Leamington Spa.

VRFocus will continue its coverage of Epic Games and Cloudgine, reporting back with the latest developments regarding VR and AR.

Bebylon Battle Royale Part of Epic Games’ Latest Unreal Dev Grants

American developer Kite and Lightning hasn’t yet released it’s long awaited virtual reality (VR) title Bebylon Battle Royale but it is still being awarded funding for the project, this time through Epic Games and its Unreal Dev Grant programme.

Bebylon Battle Royale 1

Every so often Epic Games announces a new raft of dev grants for indie studios that use Unreal Engine for their projects. This new round has seen over $200,000 USD being awarded to a mixture of developers, with Kite & Lightning being the only one making a VR videogame.

Bebylon Battle Royale’s core gameplay revolves around a multiplayer combat arena where you control babies who fight it out for supremacy with customisable vehicles and weapons to play with. There’s more to the experience than just fighting however, with the studio creating an entire virtual world in which to explore. The title also made VRFocus’ The Best HTC Vive Games Coming in 2018 list.

“Unreal Dev Grants is our way to reward and highlight the incredible talent that makes up the Unreal development community,” said Chance Ivey, Partnership Manager, Epic Games in a statement. “These projects show what is possible when you combine passion with creative technology, and stand as examples of why we do what we do.”

Established in February 2015, Unreal Dev Grants is a $5 million development fund that supported many a VR developer in its time. These have included: Cooperative Innovations’ Raiders of Erda; The Soulkeeper VR by Helm Systems; Ape Law’s psychological horror title Albino LullabyCarbon Studio’s Alice VR and Kenzan Studios’ The Fantastic Voyages of Teo and  Leonie to name a few.

While Bebylon Battle Royale may have been the only VR title on the list, an augmented reality (AR) experience also made the grade. Originally revealed back in September 2017The Machines comes from Chinese studio Directive Games Limited. It’s a MOBA-inspired AR PVP game where players build an army of robots and duke it out with a friend in-person or online.

As new grants are awarded by Epic Games, VRFocus will keep you updated on the latest VR titles making the grade.

Kite & Lightning’s ‘Bebylon Battle Royale’ Nabs Unreal Dev Grant

Kite & Lightning, the studio behind some of VR’s earliest experiences, is one of 13 developers receiving a portion of over $200,000 in ‘Unreal Dev Grants’, a program set up by Epic Games to showcase and provide financial support to projects using Unreal Engine 4. Bebylon Battle Royale is the team’s first major VR game, described as a “vehicular melee party brawler,” and is due to release in 2018 on HTC Vive and Oculus Rift.

Unreal Dev Grants was established in February 2015 as a $5 million development fund, offering no-strings-attached financial awards from Epic Games, and includes the upcoming PSVR title Moss as one of its previous recipients. The latest round of grants has been awarded to a diverse range of projects, including a number of non-VR indie games, a full-length animated film, and The Machines, a MOBA-inspired AR PVP game.

Bebylon Battle Royale was first revealed in 2015, and represents a radical departure from Kite & Lightning’s previous work. Co-founder Ikrima Elhassan described the gameplay as a “hybrid of Mario Kart party mode and Super Smash Bros.” In 2016, the team received a major financial boost in the form of $2.5 million in seed funding to expand the scope of the title. The game is currently in closed beta.

“Unreal Dev Grants is our way to reward and highlight the incredible talent that makes up the Unreal development community,” said Chance Ivey, Partnership Manager, Epic Games. “These projects show what is possible when you combine passion with creative technology, and stand as examples of why we do what we do.”

The post Kite & Lightning’s ‘Bebylon Battle Royale’ Nabs Unreal Dev Grant appeared first on Road to VR.

The VR Job Hub: Unreal Engine, Rebellion, More…

Christmas is coming, the goose is getting fat – and if you’re the goose you might not be quite so happy with this Christmas temp job. Turns out it might be very temporary indeed. Just because we’ve hit December that does not mean that here isn’t a vast array of jobs out there for those of you who might have an interest in the fields of virtual reality (VR), augmented reality (AR) and/or mixed reality (MR).  So we’re back with yet another edition of The VR Job Hub which as usual offers you a selection of different employment opportunities from around the globe. 

This week there’s everything from videogame designers, and Unity developers to interns working at NASA and even a roles for someone in Manchester showing off Lenovo’s Star Wars: Jedi Challenges!

Check out the list below to see if there’s something that sparks your interest.

Location Company Role Link
Cary, NC, US Unreal Engine PR Manager Click here to apply
Oxford, UK Rebellion Senior Designer Click here to apply
Oxford, UK Rebellion Technical Designer Click here to apply
Manchester, UK RMG Star Wars: Jedi Challenges Sales Ambassador  Click here to apply
Redmond, WA, US Oculus Oculus Research VR/AR Software Engineer  Click here to apply
Santa Clara, CA, US Intel Corporation Unity Developer – Virtual Reality  Click here to apply
Bangalore, India Accenture ‘Virtual Reality’ Click here to apply
Hampton, VA, US NASA Internship: “Applying AR and VR visualizations to scientific data sets” Click here to apply
Bangalore, India ICS Consultancy Services Application Lead – Virtual Reality Click here to apply
Glassboro, NJ, US Rowan University Virtual Reality Developer, (Prof Serv Spec, 3) Click here to apply
Coventry, UK Jaguar Virtual Engineer – Visualisation Click here to apply

 

If none of the the above appealed to you, you can always check out last week’s edition of The VR Job Hub which last week took in roles in America, the UK and the Netherlands. Likewise, don’t forget that if you are an employer looking for someone to fill an immersive technology related role – regardless of the industry – and you want that position to be featured on next week’s VR Job Hub, then please send details to myself via keva@vrfocus.com and also pgraham@vrfocus.com.

Check back with VRFocus next Sunday at 3PM GMT and every Sunday for the latest roles in the immersive technology industry.

Unreal Engine 4.18 Update Brings Native Support for ARKit and ARCore, SteamVR Support for Mac

Epic Game’s Unreal Engine is making it easier to create for augmented reality in the newest 4.18 update, now including official support for Apple’s ARKit and Google’s ARCore software dev kits, and support for SteamVR on Mac.

‘Production-ready’ support for Apple’s ARKit working on iOS11 was initially announced during Apple’s iPhone 8 and iPhone X unveiling last month. Epic has however provided experimental support in their game engine for ARKit since Unreal Engine 4.17, but the new 4.18 update represents what Epic calls “significant changes” since the prior version went live back in August.

Announced on the Unreal Engine blog, the company says they’ve “streamlined workflows [for ARKit projects] making use of existing framework components, added robust handling of the passthrough camera, and increased fidelity by improving performance and prediction.”

Unreal Engine 4.18 now contains official support for ARCore developer preview too, Google’s answer to ARKit that provides a similar AR function to Google’s new Pixel 2 smartphones and soon more Android phones running 7.0 Nougat and above including Samsung S8 line.

In the 4.18 update, the game engine also includes native SteamVR support on Mac, making the same well-worn PC interfaces available on Mac and adding the ability to easily transfer projects between the two platforms.

Apple announced Valve was bringing SteamVR support to Mac during the company’s World Wide Developer Conference (WWDC) back in June, showing the audience the power of the company’s new VR Ready 27-inch iMac. Apple featured a demo running on the HTC Vive that was created by Industrial Light and Magic. Using Epic’s Unreal Engine VR Editor, they showed how developers could build VR content inside of VR itself, using Star Wars assets.

Unreal’s support for SteamVR on Mac comes alongside support for Metal 2, Apple graphics API which is getting the special VR treatment too. Apple says Metal 2 can bring up to a 10x increase in draw call throughput over the prior version, and it will include a VR-optimized display pipeline.

Check out full release notes here.

The post Unreal Engine 4.18 Update Brings Native Support for ARKit and ARCore, SteamVR Support for Mac appeared first on Road to VR.

Mechanics Themed VR Title Wrench Amongst September’s NVIDIA Edge Program Winners

Having been working with partners on both the hardware and software side of virtual reality (VR) NVIDIA is among the most aware of what needs to be done in order to push VR forward. It was NVIDIA last week that stated that GPU’s will need to be forty times more powerful than they are at present in order to generate photo realistic VR.  It continues to work on the Holodeck platform they are developing, whilst NVIDIA Inventions, the Research and Development arm of the firm is currently looking into various ways of improving VR displays – as well as those for augmented reality (AR).

One of NVIDIA’s close partners is Epic Games (with whom they are developing an ‘Enterprise-grade’ platform for VR) and their Unreal Engine development software. Back in June the pair announced the Program’, a scheme designed to reward developers, VR and non-VR alike, who showing outstanding degrees of creativity. Providing them with the latest powerful NVIDIA hardware to continue to encourage their growth. With three winners being announced every month up until Summer 2018.

“It’s no secret that the Unreal Engine development community is capable of creating some of the most awe-inspiring real-time content with UE4.” Said Epic’s Chance Ivey at the time. “Time and time again, the team here at Epic Games is amazed by the talent displayed in projects we come across.”

September’s winners have now been announced via the Unreal Engine blog, with one in particular VR related. The project in question is called Wrench. Created by Alex Moody of indie studio Digital Mistake, Wrench is a videogame where you become a mechanic, putting together cars, preparing and modifying them to take part in various motorsports events. As you can see in the protoype trailer below it is highly technical, putting the vehicles together practically from scratch with only a floor full of parts and the relevant starting piece. It’s almost like it could exist as the videogame behind your favourite racing title.

Moody, as well as other winners Michael Banks, Tim Polyak, and Elizabeth Smith for architectural visualisation Armstrong Townhouse, and Sławek Krężel’s Dynamic Grass System which reacts realistically to an array of elements, will each be receiving a GTX 1080 Ti or GTX 1080.  VRFocus will be following the further developments with Wrench, so be sure to follow VRFocus for more.

 

 

Unreal Engine 4.18 mit nativer ARKit- und ARCore-Unterstützung

Für Entwickler steht das Update 4.18 der Unreal Engine von Epic Games zur Verfügung. Die wichtigste Neuerung für AR-Entwickler ist die native Unterstützung der Augmented-Reality-Lösungen ARKit von Apple und ARCore von Google. Insgesamt fast 100 Verbesserungen soll die Spiele-Entwicklungsumgebung mit dem Update erhalten.

Unreal Engine 4.18 mit fast einhundert Neuerungen

Bisher gab es in der Spiele-Entwicklungsumgebung Unreal Engine nur einen experimentellen Support der Augmented-Reality-Lösungen von Apple und Google, die jetzt erschienene Version 4.18 unterstützt hingegen ARKit und ARCore nativ. Besonders umfangreich fällt dabei der neue ARKit-Support aus. Die Änderungen zur experimentellen Unterstützung in der Version 4.17 seien so signifikant, dass Entwickler AR-Projekte auf die neue Version updaten müssten, um sie dort bearbeiten zu können.

Allerdings gibt es auch noch einige Baustellen, wie Jeff Wilson von Epic Games in seinem umfangreichen Blogbeitrag zum Update schreibt: Beispielsweise unterstützt die Unreal Engine derzeit lediglich die horizontale Ausrichtung des iOS-Devices.

Neben den AR-Updates hält die neue Version etliche neue weitere Funktionen bereit, genau 98 sollen es sein. Dazu gehören zum Beispiel volumetrische Lightmaps und vorberechnete Nebel-Simulationen. Etliches hat sich zudem im Skeletal Mesh Editor getan, in dem man virtuelle Kleidung entwerfen und anpassen kann. Neben vielen anderen Erweiterungen und Überarbeitungen hat Epic Games die Malwerkzeuge mächtiger gestaltet. Mit ihnen können Entwickler jetzt direkt auf dem Mesh der Kleidung zeichnen. Wem der Blog-Beitrag noch nicht umfangreich genug ist, findet weitere detaillierte Informationen im Forum zur Unreal Engine.

(Quelle: Blog zur Unreal Engine)

Der Beitrag Unreal Engine 4.18 mit nativer ARKit- und ARCore-Unterstützung zuerst gesehen auf VR∙Nerds. VR·Nerds am Werk!