VRLO 7 Brings Latest in VR and AR to London from Epic Games, HTC, Rewind, and More

VRLO, the UK’s leading meetup for virtual reality practitioners and enthusiasts, had its seventh edition on March 20th. Hosted by Rewind, in association with Advertising Week Europe, VRLO 7 attracted 350 attendees who glimpsed the present and future of VR and AR from Epic Games, HTC, BBC Studios, and more. Road to VR’s Jon Tustain brings us interviews and coverage from the event.

Amid varied content at the event, Epic Games presented the recently released and highly acclaimed Robo Recall. The title, which is free for Oculus Touch users, sees you take on the role of an agent tasked with blasting rogue robots.

SEE ALSO
'Robo Recall' Behind-the-scenes: Insights and Artwork from Epic Games
Armari-V25
A built-in slot for the Vive link box makes for a clean look.

High end PC specialists Armari used the event to showcase their compact V25 Slim Micro-tower, a workstation designed specifically for designers of professional VR content. The hardware features dedicated VR front buttons for quick access and a built-in box cage to integrate HTC VIVE components for a ‘cleaner look’.

To showcase the computer’s integrated Radeon Pro WX 7100 (which AMD claims is the world’s most powerful single-slot workstation GPU, capable of 5.73 TFLOPS of compute performance) Armari used the system to power BBC Learning’s Home: VR Spacewalk. As part of the BBC’s mission to inspire the next generation of scientists and explorers, the experience allows users to get to feel of what it’s like to be an astronaut floating 250 miles above earth. Oculus owners can download the experience here.

RWD_BBC_Home_01360 degree content catalogue company Blend Media were on hand to present some of their clips on a VR Sphere. In the context of Advertising Week Europe, they claim 43% of media buyers say 360 degree video will be the largest area for video growth in 2017, with a 28% higher view rate and 4.5% click through rate vs 0.5% of fixed video.

Rewind announced its acceptance into the Microsoft HoloLens Agency Readiness Partner Program, which was recently expanded to six European companies who each benefit from extensive hands on training and a view inside the Microsoft curtain.

The company’s proof-of-concept Flight Deck mixed reality HoloLens experience, based on the Red Bull Air Race, proposed what the future of live sports could look like. Produced within 12 weeks, the user can look down at a 3D visualisation of the Abu Dhabi Red Bull Air race, seeing an overhead view of the planes fly through the course positioned by real time telemetry data. Synced to a regular TV, the user can use air gesture to select a competitor from the holographic space, to switch to their POV on the television.

Co-founder of Rewind, Solomon Rogers, described how he sees this as a way to offer the drama of replays and analysis to people who attend sports games. For example, in the context of an NFL game, spectators could view player profiles, overhead views of GPS tracked players movement trails, possession averages or augmented First Down and Line of Scrimmage lines, all from their seats in the auditorium.

varsenal-vr15HTC showed off some of the accessories they announced at CES at make use of the new Vive Tracker. As we reported from CES, the arcade VR-15 gun by VRsenal is weighted like a real gun and adds haptics to add further realism to games. The VR-15 was fitted with a Tracker, the lighthouse compatible puck which is now available for $99.

SEE ALSO
Hands-on: HTC's New Vive Tracker Makes VR More Immersive With Specialized Accessories

noitom-hi5-vr-gloveAmong other Tracker peripherals at VRLO was the Hi5 VR Gloves by Noitom. We were impressed with the glove’s combination of finger tracking and motion input when we first tried them at CES. Pricing has now been revealed at $300 for the pair, with a development kit due out in June (complete with C++, UE4 and Unity SDK) and a commercial product expected in September. A developer sign-up sheet is expected to be posted on the Hi5 VR Glove website soon.

For a roundup of interviews from VRLO 7, see the video heading this article.

The post VRLO 7 Brings Latest in VR and AR to London from Epic Games, HTC, Rewind, and More appeared first on Road to VR.

Robo Recall Officially Gets 360 Tracking Support in Latest Update

Robo Recall Officially Gets 360 Tracking Support in Latest Update

Robo Recall [Review: 7.5/10] is one of the biggest VR games the young VR market has seen thus far. It’s developed by game industry veterans at Epic Games, creators of Unreal Tournament, Gears of War, and many others, and is funded by Oculus as a free title exclusive for the Rift and Touch platform. In the game, you’re tasked with cleaning up the city that’s overrun with rogue robots that have to be mowed down with tons of guns, bullets, and bullet-dodging maneuvers. It’s fast and fun and really shows the visual potential that already exists with the current generation of VR hardware.

When the game launched one of the biggest points of contention was the lack of true 360-degree tracking support. By default, when you spun around too far the game would try to funnel you back towards a front-facing setup since that was the default arrangement for most Oculus units. However, you can achieve 360 support with an extra center and an experimental configuration. Shortly after release a mod came out that enabled 360 tracking, but Epic has now officially released an update with support.

According to the release from an Epic representative, the update goes live today with the following notes, most importantly with the new tracking mode at the very top of the list:

  • Added support for 360 tracking mode. Available in Settings → Tracking Options.
  • Replaced ending credits music with “Shooty Shooty Gun Hands,” the masterpiece that came in too hot for launch.
  • Improved and stabilized teleporting up onto ledges.
  • Fixed a bug that caused crawlers to be wiggidy-wack when you grabbed them during one part of their “get up” sequence.
  • Added more unique colors for high multiplier numbers. People are tearing it up on ,

Epic Games Release Major Update for Oculus Touch Title Robo Recall

At the beginning of March Epic Games released its first fully fledged virtual reality (VR) experience in the form of Robo RecallToday the studio has now unveiled a major update, adding support for 360-degree tracking as well as other improvements.

Most of the inclusions are fixes to smooth out the videogame, but the major feature is that tracking so that more sensors are support if users have them.

As an added bonus Epic has released music track, “Shooty Shooty Gun Hands.” As the studio states on its blog: “We had hopes to finish the track in time for the game’s release and couldn’t quite get there, so as they say, better late than never!”

Checkout the full changelog below, and for further Epic Games announcements, keep reading VRFocus.

Here’s our list of improvements and fixes shipping with today’s Robo Recall update:

  • Added support for 360 tracking mode. Available in Settings → Tracking Options.
  • Replaced ending credits music with “Shooty Shooty Gun Hands,” the masterpiece that came in too hot for launch.
  • Improved and stabilized teleporting up onto ledges.
  • Fixed a bug that caused crawlers to be wiggidy-wack when you grabbed them during one part of their “get up” sequence.
  • Added more unique colors for high multiplier numbers. People are tearing it up on YouTube!
  • Fixed a bug that caused flickering between LODs in a very narrow window.
  • Made a few improvements for spectator leaderboard functionality.
  • Fixed a small bug on the Holo-table that caused weapon dangly bits to misbehave upon dropping said weapon.
  • Fixed “Whip Slam” damage scoring events and made damage scale with impact velocity.
  • Made several audio performance improvements.
  • Added fixes for font caching that wasn’t working properly to eliminate hitches the first time unique text is rendered.
  • Fixed bug where Boss VO wasn’t being affected by VO volume settings.
  • Fixed additional audio bugs.
  • Spectator leaderboard now correctly states when player is in All Star Mode.

Epic Bringing Robo Recall to VRLA Conference

Creator of popular virtual reality (VR) FPS title Robo Recall, Epic Games, has announced that it will be attending the 2017 VRLA Conference and Expo in April.

The minds behind Robo Recall will be speaking on a panel dedicated to the development of Robo Recall for the Oculus Rift and Touch, covering its evolution from the Bullet Train demo into the complete videogame powered by Unreal Engine 4. Speaking on the panel will be:

Evan Champlin, Senior VR Designer
Jeff Farris, Technical Lead
Pete Hayes, Senior Artist
Chance Ivey, Senior Community Manager and Robo Recall Modding Lead
Tommy Jacob, VR Producer
Seth Weedin, Audio and Gameplay Programmer

Epic will also be offering attendees the opportunity to experience the latest build of Robo Recall, complete with mod options and leaderboard. The team in the booth will also have Unreal Engine tools available for demonstrations of technical details.

Robo_Recall_OC3_A4_screenshot_05

On the Saturday of the show, Epic will be running a workshop titled ‘Making High-Quality Interactive VR with Unreal Engine’. Luis Cataldi, Director of Education and Learning Resources, will help visitors understand locomotion building and interaction mechanics using Blueprints.

VRLA Expo will take place on 14th-15th April 2017, at the Los Angeles Convention centre. Registrations are still open for the VRLA, with the business-focused 2-Day Pro Pass at $299 USD and a 1-Day Pass for Saturday priced at $40.

Epic Games will be joining other big VR industry names at the event, with Unity Technologies CEO John Riccitiello delivering the Friday keynote address, and Rick & Morty Creator Justin Roiland addressing the crowd on Saturday.

VRFocus will bring you further updates on the VRLA Expo as they come in.

Behind the Scenes of Robo Recall Cinematics

Epic Games have released a video revealing the secrets of the Sequencer Editor that is built into Unreal Engine 4 and how it was used to create the cinematics for Robo Recall.

The video is presented by Wes Bunn, Technical Writer at Epic Games and shows how one of the cinematics for Robo Recall was created, then goes on to create a new sequence from scratch, while discussing what the best practices and helpful tricks are for using the software.

Robo_Recall_OC3_A4_screenshot_05

The video covered how the completed sequences are rendered, and how to work with the Media Framework and Blueprint Media Scripting. Sequencer is a non-linear track-based editor that works for editing in much the same way as film editing software such as Adobe Première does. It works together with the Media Framework and Blueprint Media Scripting, a tool which allows complex actions and models to be created and moved without touching a single line of code.

Robo Recall is a virtual reality (VR) videogame where the player takes on a host of robots that have gone rogue and mangles them in various creative ways, gaining points for the more outlandish the destruction is.

The initial sequence shows a short cinematic with the robots interacting casually while watching a television broadcast. A new sequence is then prepared that goes into the television that was on the original sequence, so it becomes what the robots were watching.

You can watch the full video of the demonstration below.

Robo Recall is available for Oculus Rift with Touch for free from the Oculus Store.

VRFocus will bring you further updates from Robo Recall and Unreal Engine as they come in.

Robo Recall hat keine zehn Millionen gekostet

Robo Recall ist einer der populärsten Titel für die Oculus Rift – und sogar kostenlos zum Download verfügbar. Bis jetzt hielt sich das Gerücht, dass der VR-Titel von Epic Games 10 Millionen Dollar Produktionskosten verschlungen hat. Jetzt stellte sich heraus: Das stimmt so nicht.

Lost in Translation

Das Gerücht, das beinahe von allen Medien aufgegriffen wurde, besagt, dass Epic Games genauso viel Budget zur Verfügung hatte, wie das erste Gears of War. Der Third-Person-Shooter erschien bereits im Jahr 2006 und kostete das Entwicklungsstudio damals rund 10 Millionen US-Dollar. Das Gerücht kam wohl durch ein Interview mit dem Epic Games CEO Tim Sweeney zustande. Denn die Journalisten hatten wohl einen simplen Übersetzungsfehler gemacht.

Budget bedeutet nicht das Gleiche wie Funding

Der technische Direktor für VR & AR bei Epic Games Nick Whiting, der auch stark in der Produktion von Robo Recall involviert war, hat jedoch jetzt durchsickern lassen, dass das Budget doch weit weniger aufgeblasen gewesen sein könnte. Der Übersetzungsfehler der Journalisten könnte darin gelegen haben, dass „budget“ und „funding“ durch die Journalisten verwechselt wurde. Und die anderen Medien einfach alle denselben Text kommentarlos übernommen hatten. Denn de facto unterscheidet sich vermutlich das, was Oculus an Epic Games gezahlt hat, deutlich von dem, was Epic Games an Produktionskosten hatte. Und da das Spiel umsonst verfügbar ist, möchte man bei Epic Games nicht unbedingt ein Preisschild anhängen. Schließlich könnte jede Zahl einen negativen Beigeschmack haben.

Kosten von rund 3,8 Millionen US-Dollar

Fest steht: An Robo Recall waren 15 Mitarbeiter beteiligt, die ein Jahr in Vollzeit an dem VR-Shooter gearbeitet haben. Lediglich einige wenige Aufgabenbereiche des Designs und der Audioverbesserungen wurden ausgelagert. Man schätzt, dass die Spiele-Entwickler bei Epic Games rund 70.000 – 130.000 US-Dollar verdienen. Wenn man dies auf 150.000 US-Dollar aufrundet, dann würden 15 Vollzeit-Mitarbeiter rund 2.25 Millionen Dollar für ein Jahr gekostet haben. Nimmt man die restlichen möglichen Kosten dazu, könnte man auf kopulierte 3 Millionen Dollar kommen. Mit sonstigen Kosten, würde man aber insgesamt nicht über 3.8 Millionen Produktionskosten kommen. Und damit wäre das Spiel in der Entwicklung also deutlich günstiger gewesen als die bisher veranschlagten 10 Millionen.

(Quelle: uploadvr.com)

Der Beitrag Robo Recall hat keine zehn Millionen gekostet zuerst gesehen auf VR∙Nerds. VR·Nerds am Werk!

Epic’s Tim Sweeney Confirms Robo Recall’s Funding

Epic’s Tim Sweeney Confirms Robo Recall’s Funding

Robo Recall is a very important game. We labelled the robot-fighting title “very good” in our review, and with its modification system and pedigree coming from one of the industry’s most influential companies (Epic Games), the game is likely to influence others as they think about VR game design.

That makes the amount it cost to make a game like this a key point of interest. Late last year we interviewed Epic CEO Tim Sweeney and talked to him about the budget for the game. He compared the amount Oculus paid to be produced exclusively for the Oculus platform to the size of the budget for the original Gears of War.

Here’s that original quote, which Sweeney confirmed today we reported accurately:

“In 2006, a world class Triple A game cost 10-20 million to produce now they’ll cost up to 100 million. It’s become so expensive and so risky that only massive publishers can really afford to put these kinds of games out…Oculus has been willing to fund third party software that’s exclusive to their hardware. That’s a perfectly acceptable way to jump start an industry…For example, Oculus is funding Robo Recall which has a budget that’s close to the budget of the entire first Gears of War game.”

We looked it up, and found the budget for Gears of War was previously reported by Wired as between $9 or $10 million.

An article from RoadToVR today attempts to zero in on the actual costs of development in that budget, quoting a team size of 15 for the project and doing some math to estimate the rough costs involved in actually producing the project with that team. Sweeney confirmed to us the team size data reported in that article is correct as well.

“UploadVR’s original article quoted me accurately,” Sweeney wrote in an email. “The Road to VR [article] accurately conveys the team size data.”

The problem, though, is that each of these are limited data points that don’t exactly paint a full picture of the deal between Oculus and Epic Games. The game, for instance, is offered for free on the Oculus store. This means Epic wouldn’t see a traditional revenue split from individual sales of the game with Oculus — something a Reddit commenter pointed out on our original article would’ve likely figured into the deal.

“There are lots of numbers involved in budgets for the various parties involved, they span many areas of which direct game development cost is one, and we can’t break them down further for reasons of Epic and partner confidentiality,” Sweeney told UploadVR. “I apologize for sharing partial details this way. In retrospect we should’ve shared team size data only, which would have avoided speculation and conflicting interpretations of the various data points.”

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Epic Games Release 3 Official Mod Packs for Robo Recall, Includes New Level

If you missed the big news last week, Epic Games, the creators of Gears of War and Unreal Engine, launch its first fully fledged virtual reality (VR) title Robo Recall. The successor to tech demo Bullet Train, Oculus Touch owners get to play the videogame for free, and now the studio has expanded the experience further with three official mod packs.

Mods are a way for users to change and tweak the title, adding weapons, abilities, levels or whatever they wish depending on their talents. To get people started – especially if you’ve never modded before – Epic Games has released a new character model: Paragon’s Kallari & Twinblast Pack, a new level: Unreal Tournament’s DM-Chill Map, and new weapons: Melee Weapons from Fortnite, all based off the studio’s other IP’s. As an added bonus the dev states in a forum post: “These ship uncooked with the latest robo recall mod kit so modders can learn how to mod.”

Robo Recall screenshot

Robo Recall has supported modding right from launch, and for those new to creating their own mods VRFocus has created a ‘How to’ guide on installing the kit.

The videogame has been met with general praise form the VR community, VRFocus awarded the title a maximum 5 Stars in our review, saying: “Robo Recall elicits such a high standard that future FPS titles will be measured by it, and should be considered a killer app for Oculus Touch.”

Epic Games will likely be releasing further mods and keep an eye out for user generated content to expand Robo Recall even further.

VRFocus will continue its coverage of Epic Games and Robo Recall, reporting back with any further updates.

How to Create & Share Mods in Robo Recall for Oculus Rift & Touch

A game is a game is a game, in the case of Epic Games’ action-packed virtual reality (VR) first-person shooter (FPS) Robo Recall it’s a very good one, achieving a full five stars from VRFocus in our review. However there are times when the user can expand the game and come up with new concepts, new levels that take the videogame one step further. Mods bring an extra string of creativity to a game’s bow, fresh content and fresh ideas from a new perspective. Epic Games has included mod compatibility with Robo Recall at launch and will be supporting user-created content through the Robo Recall Mod Kit, in a  similar situation to what happened with ARK: Survival Evolved and the ARK Mod Kit or with NVIDIA’s kit for VR Funhouse.

The Robo Recall Mod Kit is complete with Robo Recall’s full gaming source code, available with C++ source through UnrealEngine.com. So how do you go about actually creating a mod? And when that is done how do you share it for other users to try? Helpfully there is a guide written by the team that we’re luckily able to share with you here as well.  This is a multi-step plan so be sure you’ve got everything you’re going to need before you start.

1. Install the Robo Recall Mod Kit

  • Sign up for an Epic ID

    The first step is always seemingly the most obvious, but if you do you have an Epic ID yet it is something that you will need to acquire. After which you can move on, and…

  • Download and install the Epic Games Launcher

  • Click Install to download Robo Recall Mod Kit from the Launcher.

    Here’s where you can expect to play something of a waiting game as the Editor isn’t exactly on the light side, clocking in at over 20GB. So if you don’t have that space spare you’ll have to clear some space or do some creative shifting around of titles to make room on your system. The Unreal Engine team actually recommend you spend the time checking out additional help documentation on the use of Blueprints, and the basics of designing levels if you are unfamiliar.

Robo Recall Mod Kit 1

  • Then once that is completed, launch the Robo Recall Editor

    It’s time to get things underway properly…

Robo Recall Mod Kit 2

2. Create A New Mod

So now that you have the Editor installed and open, it’s time to begin!

  • Then once that is completed, launch the Robo Recall Editor

    The first step is always seemingly the most obvious, but if you do you have an Epic ID yet it is something that you will need to acquire. After which you can move on, and…

  • Select the type of mod you wish to create.

select_type

  • Enter a new mod name, ‘CeramicGuns’ in this demonstration.

mod_name

  • Fill out the other fields…

You can also take the opportunity to fill out the Author and Description fields to put your personal stamp on things. This will be shown in the game’s Mod menu. If you change your mind, you can change this later by accessing your mod through the Editor’s Edit -> Plugins menu.

mod_info

    • Click the Create Mod button to generate your mod files.

    • Wait for the mod to be generated.

The Robo Recall Editor will create your new mod structure, a popup tells you when it has completed.

  • Your new mod is automatically focused in the Content Browser.

mod_content

  • Locate the Blueprints

You can then double click the Blueprints folder, then the Weapons folder to find your weapon Blueprints.

mod_blueprints

With your new mod structure setup you can now start creating your mod. Now, just because you started with one mod type doesn’t limit you to just modifying the couple of assets you’ll find in your mod’s Content Folder. You can modify any number of assets from Robo Recall and have them exist in one mod.

Just remember, that any new assets you import need to go into your mod’s Content Folder. If you put them elsewhere, they will fail to package when asked.

3. Add a New Weapon Material

Next is time to create a material asset to apply to weapons, continuing with the demo this will be giving the weapon a ceramic finish.

  • Create a new folder.

Right-click in the Content Browser and choose New Folder to create a new folder in your mod’s content directory. Name the folder Materials.

new_folder

  • Double-click the Materials folder to open it and click the Add New button to add a new Material asset. Name the Material Mat_Ceramic.

    new_material.png

  • Double-click the Mat_Ceramic Material to edit it in the Material Editor .

    mat_edit.png

  • Drag a Constant3Vector expression into the graph from the Palette and connect it to the Base Color input on the Material node.

    mat_base.png

  • Double-click the black color preview on the expression to open the Color Picker . Set the R, G, and B values to 0.02 to give the surface just a tiny bit of color.

    mat_base_color.png

  • Drag a Constant expression into the graph from the Palette and connect it to the Metallic input on the Material node. Leave the value of the expression at 0. This will make the material have no metallic characteristics in its appearance.

    mat_metallic.png

  • Drag a Constant expression into the graph from the Palette and connect it to the Base Color input on the Material node. Leave the value of the expression at 0. This will cause the material to appear extremely shiny.

    mat_rough.png

  • Click the Apply button to save the changes to the Mat_Ceramic Material.

    mat_apply.png

Result

The Preview panel shows a dark, shiny surface that looks like ceramic. In the next step, you will apply this Material to your modded weapons to give them a ceramic appearance.

mat_preview.png

4. Apply the Weapon Material

It’s time to apply your ceramic Material to your weapons so they look ceramic instead of metallic.

  • Double-click one of your weapon Blueprints in the Content Browser to edit it in the Blueprint Editor .

    weapon_edit.png

  • Select the WeapMesh Component in the Components panel.

    mesh_select.png

  • Back in the Content Browser, select the Mat_Ceramic Material.

  • In the Details panel, find the Materials category and click the Use Selected Asset from Content BRowser button to apply the Mat_Ceramic Material to the weapon mesh.

    mat_assign.png

  • Click the Compile button in the Blueprint Editor toolbar to update the Blueprint with the changes.

    weapon_compile.png

  • Click the Save button in the Blueprint Editor toolbar to save the weapon asset.

    weapon_save.png

  • Repeat these steps for the other weapon Blueprints in your mod to make them all ceramic.

The Preview panel will show the ceramic weapon.

weapon_ceramic.png

5. Test Your Mod

Time to make sure the mod is working as intended by enabling it in the game and shooting some targets.

  • In the Level Editor toolbar, click the Play button to launch into the Hub.

    mod_play.png

  • Teleport to the holostation to open up the menu and select MODS.

    menu_mods.png

  • In the Mods menu, find your Ceramic Guns mod and select it.

    menu_mod_select.png menu_mod_enabled.png

  • Select the option GUN RANGE from the main menu.

    menu_gun_range.png

  • Your ceramic guns are now available to be equipped.

    gun_select.png

And with that done it’s time to shoot some targets with your new ceramic weapons!

gun_ceramic.png

 

Learn How To Make Robo Recall Mods Without Coding Experience In This Video

Learn How To Make Robo Recall Mods Without Coding Experience In This Video

Robo Recall is one of the first VR games to truly push modding, allowing you to bring content created by either yourself or other users into Epic Games’ Oculus Rift exclusive. But what if you want to create something for the game but don’t have any coding experience yourself?

Never fear, Epic is here.

In the video below, Tech Artist Zak Parrish walks you through how to create your own mods for the frantic new first-person shooter using Unreal Engine’s Blueprint. The step-by-step guide starts off with simple modding of numerical data in the game (say, how much damage a weapon deals or how much health you have) and evolves into more exciting stuff like adding your own assets. For this tutorial, the developer has taken a gun from its own MOBA, Paragon, and brought it into the game.

We’ve already seen some pretty important mods launched for Robo Recall. One allows players with 360 degree tracking setups to better enjoy the game without the features imposed on those with 180 degree setups. Earlier this week we also reported on a mod that allows you to play the game with the HTC Vive. We’re looking forward to seeing what other players can cook up in the coming weeks.

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