Sólfar Studios Release Everest VR: The Seeker Expedition Update

Icelandic virtual reality (VR) developer Sólfar Studios first launched its Everest VR experience back in August 2016 for HTC Vive, going on to release the content for Oculus Rift and most recently PlayStation VR. Today, the studio has announced a free content update called Everest VR: The Seeker Expedition for both PC and console versions.

Developed in co-production with Seeker, a digital science and exploration specialist, and visual effects house RVX, Everest VR: The Seeker Expedition is a creative and editorial collaboration that allows virtual climbers to explore and navigate Mount Everest through a series of guides and infographic sequences. The update incorporates unique 360-degree video footage filmed by the VR Explorers, documenting their successful 2016 summit attempt.

EverestVR Seeker DeathZone2

“Seeker is constantly looking for new, engaging ways to explain the world through the lens of science, which is why we’re thrilled to partner with Sólfar Studios and RVX to create The Seeker Expedition in EVEREST VR,” said Caroline Smith, Chief Content Officer at Seeker in a statement. “The Seeker Expedition will enable consumers to be visually immersed in new ways while they learn more about what it’s really like to ascend Earth’s largest mountain in VR and on Facebook 360.”

The update lets users explore a fully navigable, real-time 3D reconstruction of Mount Everest and discover accounts of    man´s encounters with the world’s most iconic mountain. In a series of audio guides, contextual infographic sequences and 360 video, the experience showcases multiple perspectives of the mountain. From the geology of the Himalayas to the impact of climate change on Everest and the summit experiences of mountaineer Conrad Anker, expedition captain Lakpa Rita Sherpa, and geologist and author Mike Searle.

“EVEREST VR: The Seeker Expedition uses the medium of virtual reality to tell a story that reveals itself only through exploration and serendipitous encounter within the VR experience,” said Kjartan Pierre Emilsson, co-founder and CEO of Sólfar Studios. “I couldn’t be more pleased with the results of our collaboration with the team at Seeker who share our fascination with the creative potential that VR uniquely offers to convey stories and science from the one of the most inaccessible places on Earth.”

This isn’t the first update Sólfar Studios has rolled out. There was the expansion of God Mode, adding 18 different historical expedition routes as well as other smaller improvements.

For any further updates on EVEREST VR, keep reading VRFocus.

Climb to the top of the World as Everest VR Arrives on PlayStation VR

Originally launched on HTC Vive in August 2016, Sólfar Studios virtual reality (VR) experience Everest VR then came to Oculus Rift earlier this year and today the title has now made its way to PlayStation VR.

Available from the PlayStation Store for $14.99 USD, the PlayStation VR version of Everest VR will feature all of the updates the PC version has acquired such as ‘God Mode’ which offers players sweeping views of Mt. Everest and the surrounding mountain ranges at scales ranging from 1500x to 1x resolution. Other additions include 18 different historical expedition routes to God Mode, including the 1953 British Expedition when Edmund Hillary and Tenzing Norgay made the first successful summit of Everest.

EVEREST VR_Camp II with Pumori in Distance

“When we set out to develop EVEREST VR, our mission was to traverse a new frontier for virtual reality,” said Kjartan Pierre Emilsson, co-founder and CEO of Sólfar Studios. “We wanted to push the boundaries of what VR technology is capable of doing and create an immersive experience so realistic that it evokes an emotional response. Since its initial release for HTC Vive last year, we have continued to expand upon EVEREST VR with exciting new content. We’re thrilled to be able to have PlayStation VR users summit Mt. Everest in VR, starting today.”

Created in partnership with Nordic visual effects house RVX, Everest VR uses photogrammetry techniques and multi-resolution shading, to create this first-person experience by piecing together thousands of high resolution images of the mountain range to create a definitive CGI model of the mountain. They then generated a 3D mesh and textures made to measure for the demands of a real-time VR application, to give the user a true sense of presence as they scale to the top of the worlds highest peak.

For any further updates on EVEREST VR, keep reading VRFocus.

What To Download With A Viveport Subscription

What To Download With A Viveport Subscription

It might be Vive’s birthday, but owners of the headset are getting the presents. HTC today launched its Viveport Subscription service, allowing players to choose five of a select range of VR apps every month. Usually the service costs $6.99 a month, but you can get started for free in April with over 30 titles from which to choose. These aren’t just games but a wide range of experiences.

Looking through the list, it can be hard to know what to choose, so we’ve pulled out some highlights depending on what kind of VR user you are. Whether you like to play, explore, learn or something else entirely, these apps should give you just a taste of the power of VR.

For The Creators

Those of you that like to use VR to build things are in luck; some of Vive’s best experiences are available in this category. Titles like Northway Games’ Fantastic Contraption do a great job of showing you just how creative VR can be, while Space Draw lets you visualize whatever comes into your head in a 3D space. Sketchbox, meanwhile, is a VR design tool that lets you edit images and more. There’s plenty here for creatives.

For The Players

Viveport may favor experiences over games, mainly letting Steam handle the latter, but it is not without its own offerings for playtime. If you’re quick, you can grab Vive Studios’ Arcade Saga completely free of charge today only, but it’s a great pick in this category too. Indie action game Dimensional is also worth a look for its excellent use of room scale, while Albino Lullaby‘s first episode is a chilling example of what VR can do for psychological horror.

For The Explorers

If there’s one thing VR does best it’s almost certainly explore, and Viveport’s offerings have some great destinations. If you haven’t already tried it then you have to head to the icy peaks of EVEREST VR for Solfar’s stunning, informative trek up the mountain. But why stay on Earth? Mars Odyssey gives you a chance to step onto the red planet and explore for yourself, while the beautiful iOMoon gives you some of the most stunning sights yet seen in VR.

For Historians

VR isn’t as quite as good as a time machine but we’re pretty sure it’s as close as we’re ever going to get. If you’re considering a trip back in time then you have to try Airborne VR 1944, which places you in the shoes of a paratrooper making a dramatic jump on D-Day. Remembering Pearl Harbor, meanwhile, transports you to another part of the war, allowing you to live one of the most decisive days in the global conflict. Finally, the Apollo 11 VR Experience documents man’s historic mission to the moon like never before.

For The Learners

VR’s ability to educate is arguably its most important asset, and Viveport has plenty of apps that showcase that potential. 3D Organon VR Anatomy gives you a detailed run down of the human body with startlingly accurate 3D models, while We Are Stars is an imaginative and entertaining way to learn about the history of our universe. Or, hey, if you just want to learn how to be a more interesting cook then Chinese Cook VR has you covered.

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How Climbing Mt. Everest in VR Helped Me Treat My Crippling Fear of Heights

How Climbing Mt. Everest in VR Helped Me Treat My Crippling Fear of Heights

Trauma and its long-lasting effects have been a personal interest of mine for some time now. The way in which our under-developed brains process it has such powerful and dramatic effect. Throughout my adult and teenage life, I have had a fear of heights, also known as acrophobia.

Whenever I stood on the top floor of a hotel and looked straight down to the lobby or even at the top of the Washington Monument, the sensation was always the same. Sweaty palms and feet, knees buckling, light headedness, and a sensation of vertigo at the top of every structure – man made or not – made me the butt of every gag.

Life-Changing Fear

But my fear of heights never manifested itself out of thin air. I can recall exactly –  at the tender age of 6 – when my fear of heights came to be. It was one of our many family trips up the Eastern Seaboard after we had moved from Boise, Idaho to Alexandria, Virginia. The trip was standard fare as we hit New York, Quebec, and Montreal but eventually we went to Toronto to visit the Canadian National (CN) Tower. The CN Tower held the record for 34 years for being the tallest man-made and free-standing structure in the world. Standing in at 553.3 meters (1,815.3 feet) high, the CN draws in two-million international tourists annually to marvel at its impressive vistas of Downtown Toronto.

Declared one of the seven marvels of the modern world in 1995, it made it impossible for my family to pass up. My vivid memory starts with myself exploring and meandering around the crowded observation deck positioned 1,467 feet from the ground. My mother, who also had a fear of heights, was positioned along a nearby wall, away from the edges, while my father was jokingly testing the strength of a glass panel on the ground. Said glass panel gave you a clear view of the ground below including traffic and the rooftops of nearby buildings. My sister, dancing across the panel, made it seem like a fun thing to do and so I did the same. Halfway through the motions, I glanced at the glass panel and became fixated on the straight-drop at my feet. I screamed. I screamed so loud I’m sure some poor Canadians heard me from the bottom.

My mother and father came to my rescue and calmed me down and showed me that the glass panel was sturdy and wouldn’t break or shatter. I tested it myself. They were telling the truth. Perhaps that was just so they could take a picture with my father, sister, and I – staring down perilously at the streets below – and then leave to continue our vacation. That instance shaped how I experience great heights for the rest of my life. Even roller coasters and the element of lack of control were perceived as greater threats than just an exhilarating 45 seconds.

Some studies suggest that my acrophobia is genetic and my mother is partially responsible for a fear of heights or that my visual perception is to blame. Whatever the case may be, I had to deal with acrophobia all the time until about a year ago, when I moved to Los Angeles, California. A PR company had asked me to come to their offices to demo an Everest VR experience. The pitch of the game was to simulate what it was like to climb Mt. Everest on the HTC Vive – minus the limited air and intense cold.

Climbing to the Peak of the World

One of the first sequences that I was playing was to cross a chasm with the use of a horizontal ladder.  I had to move with the two Vive controllers in tandem. While standing above the dark abyss, the ladder creaked and groaned while ice fell with each step. Even though I was in a room in Los Angeles, the fear of heights rushed back to me in a hurry. I went as quickly as my avatar would allow me to go as the vertigo was settling in. Once I made it to the other side, I felt a sense of relief as my demo presenter and I shared a quick chuckle. As the demo continued, I found myself on the very edge of a cliff face inching my way to my destination. Again, the snow crumbled beneath my avatar’s feet and I was forced to confront a childhood fear in a brief 30-minute demo.

What I learned later was that my experience was similar to what is referred to as VR therapy, which is a type of exposure therapy that is being developed to this day. Exposure Therapy is defined as a psychological therapy to help people confront their fears. Exposure therapy has been demonstrated to help treat: phobias, panic disorders, social anxiety disorders, Posttraumatic Stress Disorder, and Generalized Anxiety Disorder. While my experience with Everest VR did not cure me of my acrophobia, it did give me a sample of what it was like to be at those heights in a safe environment. My brain was so at odds with what my body experienced throughout that you could’ve convinced me that I was in The Matrix.

VR therapy, or VRT, has been in use since the mid-90s but now that VR headsets such as the Oculus Rift, HTC Vive, and PlayStation VR have mostly caught up with the ambition, it now has more practical applications. Albert “Skip” Rizzo at the University of Southern California has been studying the effects of virtual reality as a psychological treatment since 1993. Rizzo’s primary focus is to combat PTSD as he places them in a controlled environment that simulates combat scenarios.

With VR in the consumer spotlight, for gaming and interaction in a 3D space, it’s a helpful reminder that these burgeoning new devices have applications for mental health as well. Without the experience of Everest VR, I might not have ever known that VR therapy was even possible or available to treat my crippling fear.

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Short VR Is Here To Stay, And That Isn’t A Threat

Short VR Is Here To Stay, And That Isn’t A Threat

We need to have better understanding of why short VR experiences are going to thrive, even if a little price adjusting needs to take place.

You see, it’s all about expectations, and the ones we carry as media lovers. As gamers, a lot of the time we equate length with value. Just look at past controversies like Konami charging for the 30 – 60 minute-long Metal Gear Solid V: Ground Zeroes, and how we celebrate the hundreds of hours of content on offer in sprawling RPGs like Fallout and The Witcher. “If a game is going to charge $60 of your hard-earned money, it better offer enough entertainment to see you through at least a few weeks,” is the common sentiment.

Conversely, you’ll rarely see a film lover complain that something is too short and we pay the same amount to see a film whether its 80 minutes long or pushing three hours. We judge the value of a movie entirely on its quality, not anything quantitative, and often spend close to the same price as a game on physical copies of films all the time.

VR does not just belong to gamers; it belongs to everyone. As niche as the current Rift and Vive ecosystems may be, and as good a job as game fans are doing embracing the platform, this is not a technology that is aimed only at a certain group with a certain set of expectations. I believe that, eventually, we won’t link the length of many VR experiences with the overall value it offers, just like movies. I think instead we’ll judge them by just how well they transport us to another place and into another body.

Five minutes of feeling like I’m at the top of Everest is, to me, more valuable than any number of hours spent inside another wave shooter.

Let’s put it another way; gamers want a full Star Wars VR game. They want something that has them travel the galaxy in the cockpit of an X-Wing, push Stormtroopers off ledges by stretching out their hand and using a Force Push, and battle Darth Vader with a lightsaber that feels far more convincing than any childhood imagination can dream up. I would play all the way through that from start to finish probably the moment it released.

But my brother, two sisters, father, and best friends wouldn’t. That’s why Trials on Tatooine exists. It’s a short, sharp burst of sci-fi escapism that anyone can enjoy. It was even free, and I still remember it getting blasted with bad user reviews when it launched on Vive last year.

If VR is going to succeed, it needs that balance of smaller experiences with the more indulgent, lengthier games for enthusiasts. That means we need to start changing our perspective a little and celebrate when, say, Jon Favreau and Wevr allow everyone to interact with a tiny, timid goblin, and not just those that want to spend hours in that world.

Now, I realize the previous two examples are free, but we’re talking about a market where one day we want your friends and family to be buying those types of experiences for themselves, not just experiencing them on your headset. For that to happen, we need to be encouraging these experiences now, not just passing them off as tech demos. That’s not a free pass for anything that’s 10-minutes long — PSVR could still do with bulking up on games rather than VR Tour Modes for non-VR games — but this is a call for deeper consideration of VR worlds.

And there are definitely experiences that don’t do short VR any favors. The Martian’s VR Experience, for example, was so rushed and uninspired that its 20 minute run time essentially added insult to injury. Short VR shouldn’t be immune to the criticisms its receiving, but neither should it be passed off based on length alone.

When it comes to price, ultimately, I think we might see something similar to the price of movie tickets becoming the standard for shorter VR experiences. What I mean by that is standardization, which is something we’re already seeing in location-based VR centers such as the IMAX arcade in LA.

I also think Viveport’s subscription service and others like it will play a hugely important role in the acceptance of short VR experiences. Imagine play sessions where you anticipate hopping between two or three different worlds rather than spending two hours in just one.

Long VR and short VR are going to exist hand-in-hand and, yes, content might be leaning toward the latter right now, but we shouldn’t turn our noses up at it. The industry still has a little feet-finding to do, a few kinks to work out, and a few standards to set. But when it does, I’m confident there’ll be enough types of content for everyone’s liking.

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New Oculus Rift and Gear VR Releases For Week Of 02/12/17

New Oculus Rift and Gear VR Releases For Week Of 02/12/17

It’s a healthy week of new releases across both Oculus Rift and Samsung Gear, with a combination of free and premium experiences you shouldn’t pass up. It goes beyond gaming with new comic books, travel experiences and, of course, more horror. Who could live without VR horror?

If you missed last week, you can see those new releases here. And don’t forget that UploadVR has a Steam community group complete with a curated list of recommendations so that you don’t have to waste any money finding out what’s good in the world of VR.

Plus — check out our list of the best Oculus Rift games and best Gear VR games for more suggestions!

Technolust Extended Format, from IRIS VR
Price: $24.99 (Rift)

Dive back into the cyberpunk dystopian world of Technolust with this Touch-enhanced update. It adds brand new endings, lots of new content, and support for the Oculus Touch motion controllers, leveling this up to one of the best overall VR adventure titles thus far.

Recommendation: Re-download it if you played it already and definitely buy it if you haven’t yet. More info.

Nanite Fulcrum: Issue One, from The Spiraloid Workshop Company
Price: Free (Rift)

This might be the most ambitious stab at the VR comic book yet. Fulcrum is a Touch-enabled experience in which you can grab moving panels and move them around in an immersive environment. Paying tribute to the comic book fans’ love of collecting there are also 3D statues to pick up and interactive elements too.

Recommendation: Definitely worth checking out if you’re a comic book fan.

EVEREST VR, from Solfar Studios
Price: $14.99 (Rift)

Solfar’s mountain climbing experience finally moves from Vive to Rift, complete with Touch support, a lower price, and new features. EVEREST VR features a story experience in which you’ll witness some of the most crucial parts of climbing the world’s highest mountain. There’s also a Google Earth-style God Mode that allows you to explore every inch of it.

Recommendation: A great showcase of the scale and wonder of VR, but it’s not as deep and interactive as we’d hope. The lower price helps, though.

Syren, from Hammerhead VR
Price: $19.99 (Rift)

Syren is the debut horror game from a UK studio, offering a brief but brutal campaign of terror. You are alone in an underwater research facility, hunted by twisted monsters with very little to defend yourself with. You’ll need to search for a means of escape as you hide from enemies.

Recommendation: Touch owners with a taste for horror shouldn’t miss out on this one. Here’s our review.

The Harbinger Trial, from Wolf & Wood
Price: Free (Gear)

The developer of A Chair in a Room returns with a new episodic horror series on Gear VR, the first episode of which is free. You’ll explore the minds of disturbed mental patients, looking for evidence in criminal cases. It’s a chance for the developer to tell shorter, twisted horror stories that anyone can sample.

Recommendation: This is one developer you should show your support for. More info here.

Mondly Languages VR, from ATi Studios
Price: Free (Gear)

Another look into how VR can be used to help you learn new languages. You’ll have conversations with virtual characters that will correct you on things like pronunciation. There are 28 different languages to learn here including English, Spanish, German, French, Italian, Portuguese, Russian, Dutch, Japanese, Chinese and many more.

Recommendation: Definitely worth a look for those wanting to learn, plus it’s free.

Nuvision, from Retina Inc.
Price: Free (Gear)

The first installment in an intriguing new interactive 360 degree video series, Nuvision tells the tale of a future in which augmented reality has become an essential part of our every day lives. It’s an interesting concept, showing an interaction with futuristic AI.

Recommendation: If you’re a fan of Black Mirror, we recommend checking this out.

2017 VR, from Tungsten Game

Price: $14.99 (Rift)

Another day of existence on planet Earth means another day with a new VR zombie shooter. This time around, in the case of 2017 VR, you can take the fight to the undead with friends by your side in a cooperative affair with a litany of weapons and a nifty skill system.

Recommendation: If you’re bored of existing coop shooters, or want more zombies, then 2017 VR isn’t a bad bet. It’s also not exactly an original idea at this point.

InMind 2 VR

Price: $4.99 (Rift, Currently Discounted)

Have you ever wondered what the inside of a brain looks like? InMind 2 VR isn’t exactly a simulation of a brain’s activity, but it gives a psychedelic glimpse at what that might look like as you witness a teenager’s evolution to adulthood. It’s a charming adventure inspired by Disney Pixar’s Inside Out from the creators of InMind and InCell.

Recommendation: Definitely worth a download for fans of InMind, InCell, or other cerebral adventure games.

The Art of Fight, from Raptor-Lab

Price: $24.99 (Rift)

This one has been around in Early Access for a while but is finally getting the full release treatment this week. It’s a super fast-paced 4v4 shooter with some light parkour and melee combat elements. It channels inspiration from games like Counter-Strike to deliver one of the most intense VR multiplayer shooters around.

Recommendation: If you’re fan of intense VR shooters like Onward and Battle Dome, you should add this to your library. 

CuVRball – Unlimited Play DLC, from Hypergolic Games

Price: $14.99 (Rift)

In a strange move, this DLC is priced just as high as the core CuVRball game itself and all it does is allow you to play for as long as you want. The regular game is a decent take on a racquetball-style VR game in Early Access, so it’s not a bad concept in and of itself.

Recommendation: This should have been a free update to the base game, not something that asks players to pay double overall. 

Munch VR, from Mostly Harmless Games

Price: $14.99 (Rift, Currently Discounted)

The moment you’ve all been waiting for is finally here: you can now finally control a fish in VR as you force it to eat other fish and grow larger over time. Explore the ocean to become as large as possible, but avoid the bigger fish or else you’re someone else’s dinner.

Recommendation: Cute and fun, but we’d recommend waiting on a bigger sale. 

TRESPASS – Episode 2, from vROTEIN Inc.

Price: $15.99 (Rift, Currently Discounted)

Assist Samuel Rodriguez through a collection of environments and puzzles as you seek clues and complete tasks in TRESPASS – Episode 2. You’ll work through calm moments and exciting scenes as you try to escape your predicament.

Recommendation: An action intense escape experience that improves on the previous episode. A bit pricey, but worth it if you tried Episode 1.

Bocce Beach, from Funly, LLC

Price: $6.29 (Currently Discounted)

In Bocce Beach, you can transport yourself to your own island paradise and play a game of Bocce. The game also features real-time commentary of your experience and Bocce rankings.

Recommendation: Unless you just absolutely need that Bocce fix, pass on this one.

HOMEBOUND, from Quixel

Price: $7.19 (Currently Discounted)

HOMEBOUND puts you into a chaotic and seemingly hopeless situation as you careen through the cold void of space toward Earth. Take on a time-attack across three levels or just enjoy the free-roam mode and take in the sights.

Recommendation: Visually appealing but can be uncomfortable for some. Approach with caution.

Treehouse Basketball, from Treehouse

Price: Free

In this minimalist casual experience, shoot a few free throws or play a time challenge to test your basketball skill.

Recommendation: Disappointing lack of net physics, but otherwise a pretty and free shoot-around.

THOSE DAMN ALIENS! VR, from Deceptive Games Ltd.

Price: $6.39 (Currently Discounted)

Grab your weapons and get ready to fight off the alien invaders of your space ship in THOSE DAMN ALIENS! Take on waves of enemies in either a campaign or survival mode with multiple weapon types and climb up the competitive leaderboards.

Recommendation: Inexpensive wave shooter but there are better options. Pass on this one unless you really want to shoot aliens.

Emmerholt: Prologue, from Oneiric Entertainment LLC

Price: Free To Play

The free experience serves as the gateway to the upcoming open world, story driven world of Emmerholt. As Eli, you will wield magic, ride horses, and take on minions as you get a taste of what the full game will be.

Recommendation: Very solid already and free. Worth checking out.

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Sólfar Studios Donates EVEREST VR to the Royal Geographical Society

Today Icelandic virtual reality (VR) developer, Sólfar Studios, has announced a charitable donation of EVEREST VR to the Royal Geographical Society (with IBG) as part of the Society’s Everest Collection.

The donation aims to support the Society’s charitable and educational work in promoting awareness and knowledge of its historical Mount Everest-related Collections. These will include presentations and demonstrations for public audiences, schools, academic and research communities in the UK, linked to the Society’s Everest Collection.

“As we became familiar with the work of the Society, and the wonderful collection of photographs held in their Everest Collection, we set out to include photographs from the 1953 Expedition within our VR experience such that viewers could gain a stronger appreciation of the setting for this historical moment in mankind’s urge to explore the unknown,” commented Kjartan Pierre Emilsson co-founder and CEO at Sólfar. “The unique ability of VR to transport us to impossible places is something we strongly believe in and we’re deeply honoured that the Society feels VR has this potential to support their mission.”

Everest VR image 2

Release in 2016 for HTC Vive and Oculus Rift, Sólfar continued to extend the experience’s educational utility by incorporating 18 historical expedition routes into a real-time 3D map of the mountain that participants can follow at their own pace and traverse the mountain at scales ranging from 1:1 to 1500:1 metres.

EVEREST VR’s donation was made possible by the support of HTC, NVIDIA and Scan Computers, with each company contributing the high performance VR and PC hardware needed to form the system required for EVEREST VR to be displayed alongside the Society´s Everest Collection.

“We are delighted to receive this generous donation and using historic stills imagery from our Everest-related photographic collection within the virtual reality environment provides added context and value for the viewer”, said Alasdair MacLeod, Head of Enterprise and Resources at the Society.

Peter Frolund, VP for VR (Europe) at HTC commented, “Everest VR offers a spectacular journey to the top of the earth, showcasing stunning visual fidelity combined with room-scale technology, which allows players to walk around the virtual space, only possible on HTC Vive. Virtual reality is an incredible tool to explore and discover real life environments few have had the chance to visit first hand, and we are thrilled to support the Royal Geographic Society’s Everest Collection with HTC Vive.”

For any further updates on EVEREST VR, keep reading VRFocus.

Oculus Rift: Everest VR bald für Rift erhältlich

Vor rund acht Monaten wurde „Everest VR“ erstmals für die HTC Vive veröffentlicht. Das Spiel aus dem Hause Solfar Studios zählt wohl zu den visuell beeindruckendsten VR Erlebnissen. Zusammengesetzt aus über 300.000 realen Fotos wird euch mit dem Spiel ein interaktiver digitaler Einblick über den höchsten Berg der Welt geboten. Das VR Spiel findet nun bald auch auf der Oculus Rift ein Zuhause.

Everest VR – Neue Features und Release auf der Oculus Rift

Der Start auf der Rift steht „unmittelbar“ bevor und er bietet eine Unterstützung für die Oculus Touch Motion Controller, dies bestätigte heute der Development Director und Mitbegründer Thor Gunnarson.

In der Tat, wir haben das Spiel auf Oculus‘ tech getestet und, ja, es funktioniert wie auf der Vive. Zudem haben wir einige Ergänzungen auf beiden Plattformen eingebaut, um den Spielern etwas mehr zum Ausprobieren zu bieten. Einer unserer wichtigsten Kritikpunkte bei der ursprünglichen Veröffentlichung war der Mangel an Inhalt. Aus diesem Grund gibt es nun einige Extras.

Die neusten Updates drehen sich rund um den Godmode, in dem ihr von oben auf den gigantischen Berg sehen könnt. Dies ist ein lustiges Add on und zudem hat Solfar Studios vorwiegend neue Berge und Wanderwege eingeführt. Außerdem könnt ihr mit einer Teleportations- Mechanik historische Aufstiege nachempfinden. Dazu gehören unter anderem der erstmalige Aufstieg von Edmund Hillary und Tenzing Norgays im Jahr 1953. Insgesamt wurden 18 aufregende VR-Wanderungen hinzugefügt.

Beiläufig ist der Weg von Hillary und Norgay’s eine Art VR-Museum. An den Seiten des Wanderpfades findet ihr Fotos und zusätzliche Informationen zu ihrer abenteuerlichen Reise.

Gute Nachrichten für Vive-Besitzer, ihr bekommt all diese Features mit einem kostenlosen Update geliefert. Das Release für die Rift von Everest VR wird nicht das letzte sein von dem ihr hört, denn Solfar Studios plant auch eine Optimierung für die PlayStation VR. Es bleibt abzuwarten welche Überraschungen die Entwicklerschmiede noch für uns bereithält.

Der Beitrag Oculus Rift: Everest VR bald für Rift erhältlich zuerst gesehen auf VR∙Nerds. VR·Nerds am Werk!