The 9 Best Oculus Rift Games That You Can Play Right Now

The 9 Best Oculus Rift Games That You Can Play Right Now

The Oculus Rift is amazing. And as more and more times passes, it just gets more and more amazing. We do our best to update this list every few months with the best and most amazing VR experiences money can buy for your shiny new Oculus Rift.

We’ve got nine games in particular right here for you that we think are the absolute best games this system has to offer in the post-Touch era. Before we get started there are just a few caveats. We will not be including the original pack-in titles like Lucky’s Tale and EVE: Valkyrie for consideration — even though both are great games — because they already came with most initial headsets. We’re also not including simplistic free experiences such as Farlands, First Contactor Oculus Dreamdeck, or free art apps like Quill.

Titles on this list are in no particular order, they’re all recommended equally. Let’s get started!

Beat Saber (Our Early Access Review)

What else can be said about this game that hasn’t been said already? It’s amazing. If you for some reason don’t know about this game, it goes like this: you’ve got a red and blue lightsaber, one i neach hand, and you’re tasked with slicing blocks that come cascading towards you to the rhythm of the music. It’s like DDR with lightsabers, basically.

Beat Saber is easily one of the most addictive VR games to date and it’s dead simple to pick up and play by anyone regardless of VR experience. And in the PC VR version you can download amazing custom songs!

Onward (Tips Guide)

This is the hardcore VR shooter for hardcore VR gamers. If you grew up playing games like Rainbow Six, Ghost Recon, SOCOM, and other similar tactical military shooters, then you’ll feel right at home in Onward. It has much more in common with the grueling teamwork of those games than the run-and-gun hip firing found in modern shooters like Call of Duty, and it was all created by one guy.

From holding your rifle with both hands and using your walkie talkie on your shoulder, to pulling out your knife to sneak up on an opponent, Onward is the visceral, realistic VR game many people have been waiting for. It uses full roomscale tracking with motion controllers and artificial locomotion attached to the thumb stick— no teleporting here. The community is healthy and fun, making this one of the clear standout titles for VR gamers thus far.

Get it on Oculus Home or Steam.

The Elder Scrolls V: Skyrim VR (Review: 9/10)

For a game that wasn’t originally designed for VR at all, Skyrim VR is nothing short of impressive. This really is the Skyrim that you know and love, but now you can enjoy it like never before with the immersive presence of a VR headset. With a large variety of control schemes to choose from and hundreds of hours of content, this is a game that all RPG fans should play as long as you can look past the wonky controls, downgraded visuals, and frustrating UI. Not to mention all of the mods for the PC version!

There is just something special about the sensation of walking down the dirt road to Riverwood in VR for the first time, or staring down the throat of a fire-breathing dragon, or even gazing out upon Tamriel from the top of the Throat of the World. Whether you’re a Skyrim-veteran or one of the lucky few that get to see this world for the first time, Skyrim VR is enrapturing.

The Exorcist: Legion VR [Review: 9/10]

The Exorcist: Legion VR is without a doubt one of the best VR horror experiences available. The slow-building tension is expertly paced, each and every scare feels visceral and dangerous, and the sheer sense of terror you feel while methodically exploring the richly detailed environments is staggering. It honestly felt like I could hear the voices inside my own head and I could feel the heat from my crucifix as I stared down the faces of demon and eradicated the evil within.

The Exorcist: Legion VR will turn even the most hardened horror fans into whimpering piles of fear.

Lone Echo (Our Review)

Lone Echo is a landmark achievement in three key areas of the VR experience: locomotion, UI, and interaction. The winning blend of intuitive movement, discovery-based gameplay and character-driven storytelling create a compelling sense of presence that few VR games could hope to match, while the considered pacing gives it a fresh identity — although, it does end a bit prematurely. If there’s a silver lining, it’s that I expect its sequel to be one of VR’s very best.

You absolutely must experience this emotional story that only VR can tell.

Superhot VR (Our Review)

SUPERHOT VR is a pure, distilled, injection of unadulterated adrenaline that will get your blood pumping just as quickly as time stops in the game itself. With every movement you make, time creeps forward ever so slightly, and everything from the level design to the way it feels to dodge a series of bullets in slow-motion is orchestrated to reinforce the core ideals of the experience. From start to finish it plays out like a fantasy ripped from the screen of every action movie; an indulgent cacophony of visual and gameplay excitement.

This is easily one of the best titles available for Rift with Touch and the recent Forever update makes it even better with expanded game modes, more challenges, and an improved sense of replayability.

Echo Arena / Echo Combat (Our Arena Review)

This is the multiplayer spin-off to single player standout title, Lone Echo. You and and your teammates are tasked with throwing a glowing disc into goals in a zero-G game of soccer meets Quidditch. The fast-paced and intense gameplay is unlike anything else we’ve ever seen and the sheer skill required to nail the timing of group coordination is immensely satisfying. Once you’re on a roll with a team you like it’s hard to stop playing.

This is truly the only multiplayer VR game that I find myself continually coming back to over and over. After I play this game I can’t stop thinking about it for days. It’s addictive, exciting, tiring, and downright exhilarating.

A shooter variant to the Echo Games framework also released named Echo Combat, which plays a little bit like a zero-gravity version of Overwatch.

Hellblade VR (Our Review)

This is a VR game that really came out of nowhere and surprised us this year. Ninja Theory went from being hush-hush about projects to announcing and releasing Hellblade in VR within a manner of just a couple of weeks. And oh boy are we glad that they did!

Hellblade may not have been made originally for VR, but it adapts so perfectly. The game tells the story of Senua on her journey to save the soul of a loved on as she slowly descends deeper and deeper into both the bowels of celtic hell and the depths of her own mind. Voices constantly talk to you and pull you in various directions and it all sounds incredible with the 3D spatial audio that VR affords.

Undoubtedly Hellblade VR is an experience like no other.

From Other Suns (Our Review)

In From Other Suns you and up to two other friends fly a spaceship through the galaxy going from node to node looting, trading, and battling your way back to Earth. The game is procedurally generated to ensure that no two playthroughs are the same as there is a seemingly endless amount of gun variety to find across your journey.

From Other Suns is an ambitious VR title that gets a lot right. Fans of sci-fi are going to find a lot to love here and it’s some of the most fun I’ve had playing cooperative VR to date. There is an immense amount of content and enough variety to mostly prevent things from feeling too stale.


11/22/2018 Update: This list has been updated to remove Dirt Rally, The Mage’s Tale, Arizona Sunshine, and Killing Floor: Incursion to make room for Skyrim VR, Beat Saber, Exorcist VR, and Hellblade VR.

11/23/2017 Update: This list has been updated by adding Lone Echo, Echo Arena, From Other Suns, and Killing Floor: Incursion. To make room for the new additions we’ve removed The Unspoken, Robo Recall, Wilson’s Heart, and Star Trek: Bridge Crew.

7/10/17 Update: This list has been updated by adding The Mage’s Tale, Star Trek: Bridge Crew, and Wilson’s Heart. To make room for the new additions, we’ve removed Edge of Nowhere, Damaged Core, and Dead and Buried. The author on this list has been changed to David Jagneaux as well to reflect the majority of the updates being by him. 

3/27/17 Update: This list has been updated by adding Superhot VR, Onward, and Robo Recall. To make room for the new additions, we’ve removed Windlands, Obduction, and The Climb.

12/26/16 Update: This list has been updated by adding DiRT Rally, Arizona Sunshine, Obduction, The Unspoken, and Dead & Buried. To make room for these games, we’ve removed Technolust, Project CARS, Blaze Rush, Air Mech Command, and Defense Grid 2.

8/30/16 Update: The list has been expanded from 7 games to 9, opening up 2 new spots. Edge of Nowhere and Damaged Core are the two newly added titles. 

Original: The first version of this article was originally published on 05/03/16.

Tagged with: , ,

The post The 9 Best Oculus Rift Games That You Can Play Right Now appeared first on UploadVR.

Downward Spiral: Prologue is a Short Tease of a Promising Zero-G Thriller

Downward Spiral: Prologue is a Short Tease of a Promising Zero-G Thriller

When I was a young kid and saw Apollo 13 for the first time — an incredible film with great performances by Tom Hanks, Kevin Bacon, and more — it actually gave me an irrational fear. I started to contemplate what it would be like to be stuck in space, with no gravity, floating in the middle of a room without any way of reaching a surface to push myself off of. Without a gravitational pull to yank me downwards, or momentum to redirect me, I could be trapped, suspended in the air, with no escape. It was terrifying to think about and it’s always been in the back of my mind ever since.

Naturally, when I embarked on my preview gameplay session with Downward Spiral: Prologue, the first VR game by 3rd Eye Studios, a company that’s stacked with experienced talent, my completely random fear came rushing back. Luckily I never got stranded, but this was the first space-based zero-G VR game I’ve played that really gave me a strong sense of immersion and agency unlike anything else.

I went into my demo for Downward Spiral: Prologue mostly blind. After installing it on my end and having fellow UploadVR writer, Jamie Feltham, get everything squared away on his end, we dove into the experience together. At first glance it’s easy to draw comparisons to the likes of ADR1FT, but that game lets you boost around with a little jetpack. More recent upcoming games like Lone Echo are similar in terms of how you traverse the environment, but not exactly the same.

As soon as the initial loading screens were done I was standing on a metal bridge across a dark room surrounded by computer monitors that showed my avatar floating on them. When reaching out with either of my Vive wand controllers I could press the trigger to grab onto railings and other surfaces, then push off and fling myself through the air, without friction or gravity getting in the way.

It’s a very floaty, otherworldly feeling that somehow seems to sidestep the motion sickness concerns that plague other titles. Part of the phenomenon though could be due to the implicit FOV limitation of being inside a space suit since I could see the edges of my helmet when I looked around. Whatever the case may be, neither of us experienced any nausea at all, even when moving around quickly.

Once I reached the computer terminal at the end of the hall I had three basic options: Single player, Multiplayer, and Deathmatch. On my right there was another module where I could adjust the intensity of my graphics settings. We both mashed the Multiplayer button and waited for it to finish loading.

The next scene I found myself in was what looked like a space pod of some kind. There was a window to the deep, black sea of stars to one side as well as a vault hatch of some kind to the other. I reached out and opened the hatch with a lever and propelled myself down a tube into a large room. Craning my neck upwards I saw a second level with different bays and doors as well as a large computer terminal in the center.

In front of one of the computer screens I could press various buttons to cycle through several different cameras, allowing me to see all edges of the room from a single vantage point. With only my single partner to keep track of, this wasn’t very useful in my limited demo setting.

Objectives were unclear, so naturally we just started fumbling around. Objects floated weightlessly throughout the environment and we eventually stumbled across two storage containers with guns inside. Naturally, this resulted in us opening fire on each other, diving around the arena as we engaged in a bit of impromptu deathmatch even though this was actually the cooperative mode.

Soon, we found our way up to the second level of this room where we found a new door that led us to an even larger area. We looked up and saw several bridges crossing a large chasm and a black void down below us. A panel toggled a fan when pressed, which caused us to slowly start rising to the top of the room.

Eventually we gained access to a device that could be used as an air blast to propel us in the direction we pointed. My default style resulted in me holding the air device in my left hand, then pointing and releasing to adjust my course through the air, with the gun in my right hand for best accuracy. In the trailer at the top of this article, you can see some of the small, orb-like robot enemies that chased us with lightning bolts. Luckily, it only took two shots to take them down with our pistols.

I don’t want to spoil what happens at the end of Downward Spiral: Prologue, but it left both Jamie and I with big smiles on our faces. We couldn’t stop talking about how well-paced and epic it all felt, especially considering how little we knew about the game before diving in.

After that we jumped into a quick round of Deathmatch (I beat him 10-1), which will support up to 8 players when released. In the mode we could freely move around the same massive room found at the end of the Prologue mission. Everyone is equipped with a gun and air jet machine so you can freely move around. There is a ton of floating debris everywhere so holding onto a piece and popping in and out of cover while shooting felt great.

Downward Spiral: Prologue is expected to be available on Steam for Oculus Rift with Touch and HTC Vive this month, in March 2017. Prologue will be the first installment in a larger Downward Spiral Anthology series, each of which are expected to feature new characters, plot points, and settings that will all be tied together with an unsettling backstory.

Let us know what you think down in the comments below!

Tagged with: ,

The 9 Best PSVR Games to Play Right Now

The 9 Best PSVR Games to Play Right Now

The age of consumer grade video game console-powered virtual reality is finally here with the PlayStation VR (PSVR). Sony’s headset isn’t as powerful as the Oculus Rift or HTC Vive, or as portable as the Samsung Gear VR or Google Daydream View, and it doesn’t really offer fully-featured roomscale tracking, but it brings VR into the living rooms of over 50 million PlayStation 4 owners at an affordable price with a strong lineup of software.

There are dozens of games already available for the PSVR and it can be overwhelming to look at the PSN Store or gaming store shelves to see so many options. Which games are the best? What if I want a shooter and a music rhythm game, or an adventure title and a horror experience? We’ve compiled our definitive list of the 9 best PSVR games that you can play right now to alleviate those concerns.

There’s something for everyone on this list — guaranteed! The Playroom VR, Call of Duty: Infinite Warfare’s Jack Assault, and other free experiences are not included. You should be downloading those regardless.

The following games are listed in no particular order and several awesome titles were left off that we wanted to include. Make sure you check the footnotes at the bottom of the article for past entries on this list that were retired to make room for newer games. The PSVR has plenty of great games already, these are just what we deemed as the very best so far.

The Elder Scrolls V: Skyrim VR (Review: 9/10)

For a game that wasn’t originally designed for VR at all and has been ported first to the least powerful of the big three VR platforms in the PSVR, Skyrim VR is nothing short of impressive. This really is the Skyrim that you know and love, but now you can enjoy it like never before with the immersive presence of a VR headset. With a large variety of control schemes to choose from and hundreds of hours of content, this is a game that all RPG fans should play as long as you can look past the wonky controls, downgraded visuals, and frustrating UI.

There is just something special about the sensation of walking down the dirt road to Riverwood in VR for the first time, or staring down the throat of a fire-breathing dragon, or even gazing out upon Tamriel from the top of the Throat of the World. Whether you’re a Skyrim-veteran or one of the lucky few that get to see this world for the first time, Skyrim VR is enrapturing.

And if you don’t own a PSVR yet, luckily there’s a new Skyrim VR bundle out there with your name on it.

Firewall Zero Hour [Review: 9/10]

From our review:

“Firewall Zero Hour defies the odds by delivering a multiplayer-focused VR shooter that actually lives up to its potential. If you don’t have a PS Aim controller yet, then you should buy one for this game even though it technically supports DualShock 4 as well. If you don’t have a PSVR headset yet, then you should buy one for this game. With a few improvements and additions, First Contact could turn what is already a must-have PSVR game into a genre-defining one.”

If you have a PSVR and want to play a multiplayer game, then this is the one to get. You should also go buy a PS Aim controller to go with it.

The Persistence [Review: 8/10]

From our review:

The Persistence offers something fresh and engaging by mixing different genres that we don’t often see melded together so well. On a moment-to-moment basis the horrors lurking around every corner keep you on your toes and the give-and-take aspect of its roguelike nature ensures that no two runs are ever quite the same. The lack of Move or PS Aim controller support is a bummer, but it still plays wonderfully just on the standard DualShock 4. This is a dark, challenging stealth shooter that PSVR fans can keep coming back to for quite a while.

Beat Saber [Review: 8.5/10]

What else can be said about this game that hasn’t been said already? It’s amazing. If you for some reason don’t know about this game, it goes like this: you’ve got a red and blue lightsaber, one in each hand, and you’re tasked with slicing blocks that come cascading towards you to the rhythm of the music. It’s like DDR with lightsabers, basically.

Beat Saber is easily one of the most addictive VR games to date and it’s dead simple to pick up and play by anyone regardless of VR experience. And in the PSVR version you get exclusive access to music before anyone else.

Astro Bot: Rescue Mission [Review: 8.5/10]

From our review:

Astro Bot is not here to reinvent the wheel or claim the throne as VR’s killer app; there are enough games trying to do that already. Instead, it fuzes the thrill of seeing a virtual world come to life with the dependably engaging gameplay of one of gaming’s most beloved genres and explores what that can mean with fascinating results. It’s a refreshing reminder of just how astonishing VR can be when there’s nothing in your way, and it’s an absolutely essential experience for any PSVR owner.

Honestly, this is a must-play for anyone with a PSVR headset and if you combine all of the games on this list together, it’s hard to come up with a reason not to get a PSVR.

Superhot VR [Review: 9/10]

Superhot VR is another game we weren’t entirely sure would translate to PSVR so well, but the developers pulled it off almost flawlessly. Despite some tracking troubles, this is still one of the best shooter experiences you can have on your headset right now.

In Superhot, time moves only when you do. This gives the game a wonderful methodical approach, as one bullet will kill you and you have to wipe out all enemies before they get to you. It’s as much a puzzler as it is a shooter; how do you tackle three men with guns when all you have is a knife and a throwing star? The trial and error of working that out is some of the most thrilling gameplay in VR so far.

Resident Evil 7: Biohazard [Review: 9/10]

This is the game that PSVR fans have been waiting on ever since it was announced back at E3 2016. Resident Evil 7: Biohazard does so many things it’s hard to believe Capcom actually pulled it off. First and foremost, it reinvents the stagnating Resident Evil series with a swift kick in the pants moving it from the third-person to the first-person perspective. However, while undergoing that change, this new game also serves as a return to form for the series as its survival horror roots are reintroduced to great effect.

But the most impressive feat by our record is the fact that it delivers a 12+ hour long campaign that’s fully playable in VR with a multitude of comfort options. The atmosphere is haunting, the story is memorable, and the gameplay is rewarding enough to easily make this rank among the top of the pile for the entire horror genre in recent years.

WipEout Omega Collection VR [Review: 9/10]

Synopsis from our review:

“Wipeout VR is an eccentric mix of new and old; a series delivering on the same kind of regular reliability it has for over two decades but from an entirely fresh perspective. Everything you love about Wipeout is here but with a new lease of life, from the violent crunch of combat to the twitch-like reactions needed to navigate the many courses from the seat of your vehicle. It’s both Wipeout as you love it and as you’ve never seen it before, and one of the very best games you can get on PSVR yet.”

Tetris Effect (Review: 8/10]

Synopsis from our review:

“So, yes, this is indeed Tetris… in VR. But, by applying its unmatched strand of spectacular visual and musical flair, Enhance creates something with a powerful, compelling and entirely unexpected hypnotism to it. For some of you, that’ll be enough to lay down the cash without a second thought. For others, I could wax lyrical until my face goes blue and you still wouldn’t reach for your wallet. But for those of you teetering on the fence? Go on, make the jump; this is a really, really great way to celebrate an all-time great.”

11/22/18 Update: Both Moss and Farpoint have been retired on the list with Tetris Effect and WipEout taking their spots.

10/5/18 Update: Bow to Blood has been retired in favor of Astro Bot: Rescue Mission.

9/13/18 Update: Thumper and Arizona Sunshine are being retired in favor of Moss and The Persistence.

9/12/18 Update: Sparc, Stifled, and DiRT: Rally have all been retired to make room for Firewall Zero Hour, Bow to Blood, and The Exorcist: Legion VR.

12/27/17 Update: Star Trek: Bridge Crew has been retired from this list to make room for Farpoint.

11/22/2017 Update: Bound and EVE: Valkyrie were both retired from the list in favor of The Elder Scrolls V: Skyrim VR and Stifled.

10/4/2017 Update: Until Dawn: Rush of Blood, RIGS: Mechanized Combat League, How We Soar and Battlezone were all retired from the list in favor of Superhot VR, Arizona Sunshine, Sparc and Star Trek: Bridge Crew

3/23/2017 Update: Driveclub VR has been retired from this list with DiRT: Rally taking its place.

1/30/2017 Update: Job Simulator and Robinson: The Journey have been retired from the list to make room for Resident Evil 7: Biohazard and How We Soar.

Tagged with: , , , , ,

The post The 9 Best PSVR Games to Play Right Now appeared first on UploadVR.

‘Drop Dead’ for Oculus Touch Review

When Gear VR games are ported to the Rift, you usually end up with is more of the same; a game with nicer graphics and the added benefit of positional tracking, but more or less the same experience. However with Drop Dread (2017), Pixel Toy’s port of their critically acclaimed Gear VR on-rails arcade shooter, the addition of Oculus Touch has brought the game to whole a new level of difficulty and hands-on action.


Drop Dead Details:

Official Site
Developer: 
Pixel Toys

Available On: Oculus Touch (Home)
Reviewed On: Oculus Touch
Release Date: March, 23rd 2017


I can hear you saying it: “Great, another wave shooter.” But hold on just a minute, because despite a few gripes, this one is actually fun.

Gameplay

Drop Dead plays on some pretty well-worn tropes; the evil German doctor (also somehow a Nazi when required) wants to create a master race, blah blah blah. He’s evil. You’re good. There are Zombies. The rub is you’re actually traveling through one of three discrete timelines and the apocalyptic future set before you can actually be stopped before it even happens. Each trip forward offers a new spin on the overall objective of the game: Stop the evil Doctor Monday from raising his apocalyptic army of zombies, get new weapons along the way, and blow up massive, and I mean massive amounts of zombies.

So while Drop Dead sounds a pretty basic in that respect, Drop Dead surprisingly boasts 27 single-player levels (throughout the three timelines), a broad swath of enemy units, and multiple guns to use (read: not keep or upgrade) along the way—not to mention some pretty good voice acting and a level of cheesiness to the story that’s entirely self-aware. Besides the obligatory online leader boards, single and online multiplayer survival mode also extend the game’s playability.

Graphics aren’t incredible, with the art style wandering somewhere into mobile game territory, but it is visually cohesive and overall very likeable.

the evil Doctor Monday
the evil Doctor Monday

As for the weaponry, all of the game’s buffs and guns can be found in-level and no market exists in the game, so guns, grenades and slow-mo power-up drinks (very Call of Duty Nazi Zombies-esque) are only obtained temporarily during the level.

Shooting zombies can be repetitive at times, but that may just be a relic of the arcade wave shooter genre than Drop Dead itself. Whether that’s good or bad to you, there are some definite flaws that start to infringe on my personal expectation of “fun”.

  • No dual guns, i.e. you’ll drop a shotgun automatically if you go for your holstered pistol
  • Exposition is non-skippable, meaning you will have to sit through Doc Monday’s diatribes over and over and over until you beat the level
  • Zombies sometimes “stack up” and clip through each other, making it tough to get a clean shot
  • You can’t bat away incoming Zombies to get an extra second before getting mauled to death

I was tempted to add too things to the list; Drop Dead’s reload mechanic because of how fiddly I found it at first—sort of a count down marker that you can jump if you hit it just right, giving you a quicker reload—but after a while it eventually fades into the background as you get the hang of it. The second is the difficulty level. If you’re a pretty good shot, this may not be an issue, but the game doesn’t provide any gun sight upgrades, so there’s no assistance for those long shots besides iron sights—on Gear VR it is as simple as gazing and taping a button, but Touch controllers require more tactility, which can be good or bad depending on your skill level. No variable difficulty level is available, so it’s either shoot the best or die like the rest.

Immersion & Comfort

Between having to hit the reload marker on time and prioritize running, trudging and flying targets, you really start to get into a certain flow with Drop Dead. Like all arcade shooters though, which by definition rely on scripted baddies popping up, it can lead to a certain predictability, making it less scary and more like a real-time puzzle, except the puzzle pieces are 8 screaming zombies coming at you while you only have enough time to fire off exactly 8 bullets.

Cowering from the hordes when you miss, which come at you in a little over 180 degrees (make sure to look to your extreme left and right!), is all but useless, so hitting the reload marker, executing headshots, grabbing guns and slow-mo drinks in concert really makes this game a fast-paced romp that immerses by sheer chaos alone.

Drop Dead Oculus(1)

This, however, is where the overall comfort of the game breaks immersion. Because this is an on-rails shooter, you’re necessarily swept from position to position across the map, and the game accomplishes this in two ways; ‘normal mode’, which automatically transitions your POV to each shooting position, or ‘comfort mode’, a removal of the sweeping camera in favor of automatic teleportation. Neither are really great in terms of immersion, one less so, one more so.

If you haven’t guessed where I was going with that, I’ll just come out and say it. Normal mode is downright sickening. Oftentimes I found myself being moved laterally, forward and being stopped without warning—a recipe for nausea if I’ve ever seen one. If you happen to have an iron stomach and a penchant for non-controllable locomotion, this may not bother you as much as it did me, but I could only play a two 10-minute levels before I gasped for the relief of comfort mode.

While the automatic teleportation of comfort mode also infringes on immersion by not giving you control over your own movement, it is much less jarring even though it left me feeling uneasy about when and where I would be whisked off to next.

That said, Drop Dead was surprisingly fun despite these flaws, and is an easy game to pick up for short excursions into zombie carnage. Take a look at our ’10 minutes of Gameplay’ for Drop Dead to get an eyeball-full of the intense action of this on-rails wave shooter.


road-to-vr-exemplar-ultimate-by-avaWe partnered with AVA Direct to create the Exemplar Ultimate, our high-end VR hardware reference point against which we perform our tests and reviews. Exemplar is designed to push virtual reality experiences above and beyond what’s possible with systems built to lesser recommended VR specifications.

The post ‘Drop Dead’ for Oculus Touch Review appeared first on Road to VR.

Rock Band VR Review: Rocking Out Like Never Before

Rock Band VR Review: Rocking Out Like Never Before

I was apprehensive about the premise behind Rock Band VR. As someone that has played every entry in the Guitar Hero and Rock Band franchises — as well as lots of DLC — it felt strange to me when I learned Harmonix would shake up the fundamental formula that makes Rock Band tick. Ever since the genre rose to popularity we’ve been looking at streams of fret buttons cascading down note highways on screens telling us which buttons to press as we strum along to the music. Green, red, yellow, blue, and orange they fell, like a rainbow waterfall of sore fingers and hoarse voices.

Rock Band VR retains that traditional gameplay with its aptly titled albeit massively truncated “Classic Mode”, but much to my surprise, the real star of the show was the brand new way to play that’s been designed from the ground up with VR in mind.

At its core, the new VR mode (it’s unnamed in the game, it simply exists as the only way to play unless you specifically pick a song under “Classic Mode”) looks like a glorified freestyle session at first. If you watch someone play this way they probably won’t look at the Song Map a whole lot and may appear to just be goofing off. But in reality, it’s much more complex than that.

At the root of what makes this new mode operate is chord progression. Anyone that’s familiar with how playing an actual guitar works will probably recognize that term, but real guitar experience isn’t necessary. You can get an idea for what I mean in the GIF below:

There are seven different chords you can play, each with a different sound, and you have to play them to the beat of the song as it’s shown on the Song Map above the audience. With each section break you’re meant to switch chords and mix them together into various combos. Sometimes it will offer suggested chords for bonus points, but you’re never required to play anything in particular. Theoretically you could play the same one or two chords over and over through the whole song and you wouldn’t really “fail” in the traditional sense, but it’d be incredibly boring and dumb.

The system is made even more intricate when you’re asked to not only rack up chord combos (such as “The Alternator” which is just oscillating between two chords at each section break) but also sliding up and down the neck of the guitar at each section, which the game refers to as chord follows.

The result is that feeling out the song and knowing the rhythm ends up being more important than just staring at the Song Map. The majority of a track won’t show you which chords to play so you’ll have to find your own rhythm and mix up combos and chord follows that feel good to you. Harmonix likes to compare Classic Mode to recording a studio album since it’s full of specific notes and precision that are the same every time, whereas this new VR mode is much like playing a live show with creative freedom and variation.

Beyond the clever twisting of the traditional Rock Band formula, playing in VR inherently has its own advantages as well. You really feel like part of the band as fellow members look at you and talk to you directly before, during, and after shows. You start each set by looking at the drummer and giving him a nod. You can bang on cymbals with the neck of your guitar and even speak into the microphone or teleport around the stage. It’s the most immersive and transportive Rock Band experience ever, hands down.

Gameplay mechanics are built around this new first-person perspective as well. Once you activate overdrive by lifting your guitar upright, you can sustain it longer and get bonus points for doing things like jumping up and down, banging your head, swinging the guitar rhythmically side to side, and other similar rock star moves.

Playing songs like Bon Jovi’s “Livin’ on a Prayer”, the Foo Fighters’ “Everlong”, and Blink 182’s “Bored to Death” reminded me of what it felt like to dream about becoming a rock star in my bedroom a decade ago. It hearkened back to what it was like to jam away on an air guitar, eyes closed, biting my lip, while no one was watching, except this time I could look down and see a guitar in my hands tracked to my actual plastic guitar’s movements.

That feeling that you’re actually holding a guitar, playing in front of people, rocking out to your favorite songs, can’t be overstated.

But unfortunately the fame and adrenaline is short lived. The core “Story Mode” is only a collection of set lists at different venues with very light storytelling moments throughout. I started to appreciate and look forward to the minor moments of exposition with my band mates, but it never evolved beyond that. You’re always playing the guitarist (with no multiplayer or alternate position options) and you’re always part of the same band: Autoblaster. I was yearning for more customization options (like different guitar skins, more band mates, or home pad tweaks).

Beyond that, there is a “Quick Play” that allows you to play any song in the standard VR mode, create a custom set list, or play tracks in Classic Mode. Naturally, Classic Mode was appealing to me at first and it’s still satisfying to try tracks that have never been in a Rock Band game before (like the Oasis classic “Champagne Supernova”) but it comes at a huge cost.

You see, when you’re playing a song in Classic Mode, everything is stripped away around you. There’s no band behind the note highway, no crowd to watch as they cheer you on, and no venue to play at. You’re just standing in a dark black void with an enormous stream of colored buttons flying at your face. It feels like a huge and lonely missed opportunity. How can it be considered Rock Band if I’m standing by myself?

The learning curve for the new VR mode is quite high as well, as I had to play each of the two tutorial sessions twice to pick up on everything. My wife even got frustrated and returned to Classic Mode after about 5 minutes. With such a strong and varied set list of 60 tracks, it’s a shame that Classic Mode is only a trimmed down and truncated version of its former glory. Clearly the game is designed with a new audience in mind entirely — which isn’t necessarily bad since the new gameplay is fun once you understand it — but it could have been even better and more varied.

The lack of additional instrument support is baffling as well. The guitar I used was actually a PS4 bluetooth guitar since there isn’t a PC-based variant to choose from. I’d loved to have had support for a bassist by my side, even if outside of guitar, or a drummer, or at the very least someone to pick up a microphone and sing along with my sick riffs. But alas, there is no band in this Rock Band as it’s a purely solo guitar affair.

Final Score: 7/10 – Good

Rock Band VR is the biggest evolution the franchise has ever seen. The inclusion of the keyboard in Rock Band 3 was interesting and bringing a full compliment of plastic instruments to living rooms around the world with the original was revolutionary for a generation, but now this latest entry truly makes you feel like the star of your very own group. The Classic Mode is merely a shell of its former self, but the new VR features establish a more immersive way of playing the game than ever before. It’s lacking in a few areas, but the core of it all is too fun to ignore.

Rock Band VR releases March 23rd, 2017 exclusively for Oculus Rift with Touch. The game requires a modern Rock Band controller and it can be purchased either as a bundle or as an individual piece of software if you already have a compatible guitar controller. You can find out more information about the game’s features and compatibility on the official website. Read our Game Review Guidelines for more information on how we arrived at this score. 

Tagged with: ,

Explore Upload LA – A 20,000 sq ft VR & AR Focused Skills Training, Coworking and Community Space

Explore Upload LA – A 20,000 sq ft VR & AR Focused Skills Training, Coworking and Community Space

Next month, Upload will be launching a brand new 20,000 square foot skills training, coworking, and community space in Marina Del Rey, CA. The space will officially be known as Upload LA and it will serve as the premiere destination for Los Angeles-based augmented and virtual reality (AR and VR) companies and students. Whether you’re just starting up or looking to expand, Upload LA will be a place where ideas are shared, connections are made, and the future is shaped by all of us. Check it out:

Upload LA will officially open its doors on April 13, 2017. Save the date because we want the entire VR/AR community to join us as we christen our new flagship with a celebration.

You can schedule a tour of Upload LA today to learn more and lock down your desk or office (space is limited, demand is high).

“The response from the community has been fabulous,” says Will Mason, co-founder and president of Upload, Inc. “We had over 150 tour requests within the first 24 hours of the announcement and are getting closer to being full heading into launch. We are super excited to provide this sorely needed resource to the LA community.”

Upload LA is heavily focused on providing VR & AR skills training and education for developers, creatives and corporations. We’ll be ramping up new programs and growing our course catalog as 2017 progresses, but we’re hitting the ground running right away with an Intro VR Weekend Workshop, a Unity VR Development Night Course and our flagship Master VR Creator program.

Our longer form courses are focused on buidling real world skills and ensuring that, by the end of the course, you are equipped with the knowledge to attain varying levels of certification and have a strong portfolio that can help you get ahead in the the rapidly expanding VR industry. Check out upload.io for more information.

“We are excited to bring together the industry’s top students with working professionals to provide opportunity on both sides and accelerate the rate of content development and overall industry growth,” says Upload, Inc.’s co-founder and CEO, Taylor Freeman.

Upload LA is a reflection of the industry it has been created to support. It was born out of hard work, dedication, and an abiding belief that this community has what it takes to change the world for the better.

Sign up for a tour today. See you there!

Tagged with:

A Sign of AR Life at Apple

Is Apple finally on to something? Will they release their own augmented reality application very soon? We have further signs of life from their side.

Lately, more rumors were spreading. Analysts confirm Apple to put more forces on AR, Tim Cook seems interested, metaio and PrimeSense were shopped a while ago, patents filed and transferred to Apple. Sure, they will do something.

Let’s take a look at a marketing video, that showed up in Apple Stores lately to think about their plans. The video shows a flight over a city. On the streets we see small status messages and emoticons appear as bubbles. They pop up and go away constantly and also move through the streets, e.g. when they seem to be connected to a car or bus. Angry or happy icons might reflect the mood of the iphones walking through the streets. It seems like the idea is that you can wave your phone around with an augmented viewfinder to scan the city for tweets or iMessages and status updates of your friends and peers.

The overlay happens quite accurately during this smooth camera movement. Icons come and go with a perfect placement over moving objects in the city. Icons are sometimes aligned by 90° (possibly matching the street layout) and are sometimes freely. Some objects are clearly 2D icons from the Apple world ported into this AR view, some objects are also 3D objects (a crying emoticon) that has proper lighting and occlusion with a skyscraper in front. See it in the video below:

Dan Talmon tweeted these videos from an Apple Store in Berkeley. The videos were recorded from an iphone and ipad and clearly are marketing videos showing the idea of Apple’s approach towards an augmented window concept used on a city scale. (If it is not a fake or put in wrong context…) I haven’t been in an Apple store for a while, though it seems they are already running there for a while. Time to take a closer look, nevertheless.

Early 2000s apps like wikitude, layar or metaio’s junaio were trying the same using the GPS signal and compass of earlier generations Android and Apple phones. These location-attached information services were more of a flash in the pan back then. Cool, but useless after initial excitement. (Sorry.) Why didn’t it work back then? Will Apple be able to revive this concept?

Back then, phones were less powerful, less internet-connected (less bandwidth), GPS signals or location finding was not that accurate on most regular phones, if available at all. Battery drain sure was (and is) a major issue for these scenarios. Why should I run my camera to drain the battery if I could just use a classic top-down map view like Google Maps to show me the place or info I want to have? People are used to it and a classic app with battery left is better than a cool AR app without battery…

Will Apple make something out of this? Or is it rather a general marketing video for location-based services? After all, noone will ever see the city from that shown perspective to make sense (unless you own your own helicopter)… Will they prevail where others failed? Apple sured proved itself to make things right in the past. “Just” making a better user interface, experience, added value, etc. out of the existing pieces. Maybe they will integrate it nicely, using the twin-camera setup of the latest phone – or even further sensors in the upcoming iphone 8. Will they have an city-scale answer to Google Tango with it’s depth sensing tech inside?

metaio showed their concept and initial steps of their Augmented City back in 2012. A mini scale model was augmented via their junaio app showing digital content overlaid accurately on the city’s buildings and walls. Back then, Peter Meier explained their new approach towards full 3D optical object tracking, moving away from 2D markers as used back in that time for magazine AR, etc. The demo that I reported on back then during their insideAR conference only showed a scale version of the real city trials their did in the United States back then. The concepts existed back then, only time had not yet come. Peter was saying in their own marketing video for the Augmented City back in 2012:

We need great hardware running great software as a base technology and then we need great partners with great content.

Maybe their long work on a stable AR toolkit and advanced tracking now finds its way into great hardware from Apple with great content from them and the whole ecosystem orbiting around the big fruit company. More signs like these videos above could be the heralds of a big bang to come … in 2017? It would fit.

Smartglasses as an accessory would be fun, but I doubt that Apple will do the first move here. A stable solution to get everybody hooked on mobile AR (again) – but now in their daily lives – through the new generation of handheld phones seems more logical. Let’s wait and see and enjoy the unbroken pleasant anticipation as long as it lasts.

The First Intel Alloy-Powered VR Headset Is Releasing This Holiday Season

The First Intel Alloy-Powered VR Headset Is Releasing This Holiday Season

Intel told UploadVR the first VR headset built on its Project Alloy reference design will be available to purchase this holiday season from a third party manufacturer.

There will be a “product in market based off of the alloy headset by holiday of this year,” according to Nicole Smith, the head of communications for VR at Intel.

Smith declined to disclose which manufacturer will be creating this new product and bringing it to market, but did clarify that Intel is “working with a lead partner to get a device out this year.”

Project Alloy is the term for a wireless self-contained VR headset powered by Intel’s technology with inside-out positional tracking. This essentially means that Alloy can find its precise location in a room without requiring a separate PC and external sensors — a key feature that would make VR more convenient. Google, Facebook and Microsoft are joining Intel in racing to deliver this feature in affordable packages. To be clear, Intel has no interest in manufacturing and selling Alloy as a consumer product. Instead, they are giving other companies access to its design and letting them put out headsets of their own. The upshot for Intel is a new product category powered by internal hardware provided by Intel.

According to Smith, the full reference design for Alloy includes a suite of Intel’s latest technology including “two of our RealSense” modules “and will incorporate new components from our recent acquisition of Movidius.” Movidius is a computer vision company that Intel officially acquired late last year. Its technology could play a key role in the functionality of headsets powered by Intel’s tech, which heavily emphasizes the ability to see and understand a physical environment.

This unnamed manufacturer would not be required to use every feature in the Alloy reference design, however. When asked if it would at least be untethered and use the RealSense inside-out tracking, Smith responded that “our goal is to use our reference design to help our partners create the best all-in-one product. I can’t speak to what their final product will include.”

Intel also plans to distribute Project Alloy development kits to software studios this year. According to Smith, this will happen in Q2 2017. Even in the most optimistic of circumstances, however, this might not provide enough time for any meaningful software to be created for this holiday-release headset. Oculus Rift and HTC Vive both went through multiple development kit cycles before finally going consumer. We asked Smith to address a potential lack of compelling content for the partner Alloy HMD at launch.

The unnamed manufacturer “already has dev kits in hand so they’ve already been working on and deciding on what their use cases will be,” Smith said. “It is up to our partners or developers to offer what they want from a use case perspective. There will be opportunities for gaming and education, but where the developer may want to focus is up to them.”

We also asked if there was a chance this Alloy-powered headset could work with pre-existing VR experiences on a platform like Steam. According to Smith, compatibility could be an issue due to the design’s unique input methods, tracking and more limited processor compared to a high-specification PC needed to run a Rift or Vive.

Finally, the price of an Alloy-based VR headset was previously stated by Intel to be priced similarly with a laptop, close to $1000. Smith did not officially confirm a price for the releasing headset, but said a price in that range “makes sense.”

Smith said that more news about Alloy’s first mass market headset will be forthcoming “in the next two months or so.”

Tagged with: ,

‘Raw Data’ Early Access Review, Now with Oculus Touch Support

Raw Data, a first-person combat game from Survios currently in Early Access, is one of the most fast-paced and exciting games out for HTC Vive and Oculus Touch right now. Far from being a simple shooting gallery, Raw Data gives you an impressive range of abilities and physical agency, making you feel like you’re in real danger. And if you can master the controls, you’ll feel like a superhuman badass too.


Raw Data Details:

Official Site
Developer: 
Survios
Publisher: Survios
Available On: HTC Vive (Steam), Oculus Touch (Home)
Reviewed On: HTC Vive. Oculus Touch
Release Date: July 15th, 2016 (Vive) – March 16th, 2017 (Touch)


Note 03/16/17: The article has been updated to include impressions of the game’s recent support for Oculus Touch. You’ll find those impressions in a section at the bottom. The article is otherwise untouched, save the insertion of ‘Oculus Rift/Touch’ where needed. Because of the herculean effort of updating every Early Access review to reflect changes, you’ll see that initial impressions are left intact, but you’ll also find a section below discussing updates since the game’s July 2016 launch on Steam.

Note 07/18/16: This game is in Early Access which means the developers have deemed it incomplete and likely to see changes over time. This review is an assessment of the game only at its current Early Access state and will not receive a numerical score.


Eden Corp, your standard “we’re not evil” evil corporation, is oppressing the world, and it’s your job as a member of hacker group SyndiK8 to infiltrate them. Choosing your character—the gun-wielding ‘gun cleric’ Bishop or the katana-swinging ‘cyber ninja’ Saija—it’s your job to extract massive amounts of data and defend vulnerable data cores so you can expose Eden Corp for what they really are, a “we say we’re not evil, but in all actuality we’re super evil, and you probably should have known that already” type of company.

Oh. And they have killer robots.

Gameplay

Although Raw Data is essentially a wave-shooter, it’s anything but simple, as it presents an engaging blend of tower defense elements, special unlockable moves, and a multiplayer mode that will have you battling alongside your friends on Steam or Oculus Home. Yes, that’s cross-platform, folks.

There’s a real sense of immediate danger in Raw Data too. I don’t know if it’s the fact that the game’s robot adversaries are well over 2 meters tall, or that they creep forward with seemingly no regard for their own safety, or that they’re constantly firing lasers at my face, or that when they come up to you they start punching you in the face—but it’s safe to say that Raw Data put me in a real panic the first few times I played.

bishop-and-saija-raw-data-social

If you choose Bishop, it’s best to practice with your pistol back at the starting point before you jump right in, because once you’re in a mission the learning curve gets steep fairly quickly. Because robots. Are. Everywhere. And if you don’t immediately understand how to reload consistently, you’re due for a robo-beating.

Later on in the game I learned how to reload my pistols instantly by touching them to my hip/ lower back, but the early manual reloading—using one hand to pull out a magazine and slide it into my pistol—was pretty frustrating. Several times while ducking behind a barrier to hide from an onslaught of baddies, I ended up swapping my empty pistol into my non-dominant shooting hand somehow, which is super frustrating when you have a load of enemies firing laser and punching you in the face. It happened consistently enough to make me more aware of how to carefully reload, and also keep an eye on my bullet counter so I didn’t run dry of bullets in time of need.

Then again, if you do screw up somehow by reloading, you can always punch them. No, really. You can punch a robot in the face to death. This is great when it works, which isn’t all the time though, and the same goes for Saija’s swords.

Raw Data - Screenshot - Dual Wield

Using the sword should probably be the easiest, and most gratifying of the two, and Saija’s energy katanas sound good on paper if you’re the sort of person who wants to dispatch your enemies up close and personal ninja-style. I didn’t feel like they always worked as they should though, as slashing at a target sometimes didn’t register a hit. Thankfully you can also fire range weapons like ethereal shurikens, and even toss your swords like boomerangs, which are both reliable. If only up-close combat was.

Whether you’re slicing or shooting though, detaching an evil robot’s head from its body and seeing purple fluid spurt out gives me a clear sense of accomplishment. And getting through all four, which took me well over 3 hours, was an even bigger one, requiring me to recruit the help of a friend to accomplish.

Since it’s in Early Access, there are currently only two heroes (see update section), but Survios told us that at least two more are coming out with the game’s full release. They also gave us a better look at the individual abilities and weapons in our deep dive with the Raw Data devs if you’re interested in a more detailed look at the game.

Immersion

As far as VR first-person shooters go, Raw Data is probably the most feature-rich out there. The world is cohesive and clearly approaching what I would call ‘AAA level’ of polish. That said, there are a few things that may thwart your attempts at feeling fully immersed in the space, all of which are no real fault of the game itself.

bishop-and-saija-raw-data-social
See Also: 5 Minutes of Blistering ‘Raw Data’ Gameplay, Steam Early Access July 14th

Avatars in multiplayer are kind of wonky. Because both the Vive and Oculus Rift only has three tracking points (the headset and two controllers), Raw Data is essentially making its best guess at the position of your full body. It does this by using inverse kinematics (IK)—a method of predicting how your joints bend—and then cleverly blending animations to smooth out any accompanying strangeness. That doesn’t always stop elbows and knees from bending the wrong way though in VR, making you look weird to your friends in multiplayer. This is however pretty much unavoidable when dealing with full body avatars using the Vive’s provided gear, so you certainly can’t knock Survios for putting their best effort forward.

Robots sometimes clip through you. On one of the levels (I won’t say which as to avoid spoiling the fun) you’re introduced to crawling, zombie-like robots. Their beady glowing eyes stare at you as they crab-walk in from the darkness, predictably scaring whatever bejesus you may still have retained from the previous level. That is until they jump at you and clip through your body, breaking the illusion. It’s clear that AI just isn’t good enough yet to guarantee that enemies will react to your physical movements, or anticipate where you’ll be next.

These are relatively minor gripes when talking about immersion, and aren’t unique to Raw Data.

Comfort

Teleportation is one of the best ways to get around in VR in terms of comfort, and Raw Data has a special take on it that has some interesting trade-offs. You don’t actually blink-teleport, but rather you quickly glide to your chosen spot. Because the game uses plenty of particle effects, and the transition is quick enough, danger of motion-induced VR sickness (aka ‘sim sickness’) is pretty minimal, but more than you would experience with blink-teleportation. This, I felt, keeps you more present in the game by letting you keep an eye on the action as it happens around you so you can better plan your next split-second attack.

With the exception of Saija’s jump move, which launches you in the air for high-flying downward strike, the game is surprisingly comfortable for what is shaping up to be one of virtual reality’s greatest first-person shooters.

Oculus Touch Impressions

According to Survios, the Oculus version of Raw Data—which for now only seems accessible through Oculus Home and not Steam— has been “completely optimized and reengineered specifically for its two- and three-camera tracking and Touch controls.”

If you have three or more sensors, you’re likely to experience the game’s room-scale glory just like the Vive, letting you turn around and slash and shoot with nary a care for your IRL direction. However, if like most people you only have two sensors, you’re in for a bit of a learning curve to get past the Touch controller’s biggest out-of-the-box limitation: occlusion.

To combat this, Survios has enabled a 90-degree snap-turn, aka ‘comfort mode’ to go along with the game’s frenetic teleportation scheme as well as an ‘arrow guardian’ to help you recognize when you’ve turned completely around and are about to lose Touch-positional tracking. The arrow guardian isn’t at all annoying thankfully—i.e. no audio cues, or big ‘TURN AROUND’ signs to block your line of sight so you can take a quick shot at an incoming robot. It simply flashes a neon arrow to get you turned back around, something that may seem garish in any other game, but works well in the high stress, 360 environment of Raw Data.

Raw Data is still in early access, meaning small things like button mapping aren’t final. That said, I had trouble with this aspect of the Touch-compatible game.

oculus-touch-3

To snap right, you press the ‘A’ button on your right controller; and to snap left, the ‘X’ button on your left—logical and simple. In the thrill of the fight though, I kept instinctively wanting to use the joy stick for this like many other games. Also, because the left snap is mapped to ‘X’, I kept accidentally mashing ‘Y’ which brings up a menu screen, effectively rendering my reloading hand useless until I could figure out what I did wrong. I concede that sometimes I have what is called in the medical field as ‘dumb baby fingers’. Again, three sensor setups won’t suffer my dumb-baby-fingered plight, as you can play the game with the knowledge that your Touch controllers will be tracked in room-scale.

Despite the dumb-baby-finger learning curve and having to pay closer attention to the new arrow guardian, Raw Data on Oculus Touch can be just as fun as the Vive version.

Updates

Survios has pushed several updates for the game while still in Early Access, including a new shotgun-wielding hero (‘Boss’), greatly improved multiplayer, and a new mission called Cataclysm which the studio promises is “the most challenging level to date.” According to Survios, players on both platforms also gain access to several brand-new features, including a balancing of new and reworked abilities for heroes Saija and Boss.

You can check out all of those any more on Raw Data’s Steam announcements page.


Summary: Raw Data is a heavy-hitting, fast-paced game that’s more than just a simple wave shooter. While it presses all the right buttons with atmosphere and feel, the game is on the bleeding edge of virtual interaction, which sometimes doesn’t work as well as it should. Despite its technical flaws, it’s one of the best VR shooters for HTC Vive and Oculus Touch out currently.


road-to-vr-exemplar-ultimate-by-avaWe partnered with AVA Direct to create the Exemplar Ultimate, our high-end VR hardware reference point against which we perform our tests and reviews. Exemplar is designed to push virtual reality experiences above and beyond what’s possible with systems built to lesser recommended VR specifications.

The post ‘Raw Data’ Early Access Review, Now with Oculus Touch Support appeared first on Road to VR.

NVIDIA GTX 1080Ti vs. 1080 VR Performance Review: Supersampling Showdown

NVIDIA’s latest GPU is here and it offers a big performance bump, but what exactly does that power deliver the VR gaming enthusiast? We pit the new Nvidia GTX 1080 Ti against the GTX 1080 to see just how far each card can enhance VR image quality through supersampling.

It’s frightening the pace at which the GPU industry moves. Here we are, less than one year after Nvidia launched its brand new line of 10-series ‘Pascal’ architecture graphics cards with the GTX 1080, back with a new card which promises to not only outgun its predecessor by a significant margin, but on paper matches the performance of Nvidia’s flagship GPU, the ludicrously pricey and powerful Titan X.


Table of Contents


NVIDIA’s GTX 1080 Ti – the Titan X Killer?

The new GTX 1080 Ti is here and offers a step change in performance when compared with the last generation, Maxwell architecture GTX 980 Ti.

980ti-vs-1080ti-table

This is certainly impressive, and you can see why Nvidia are keen to emphasise the progress that’s been made since the 980 Ti’s launch in 2015. But the real story here is that this new card’s closest performance stable mate is the current generation $1,200+ ultra-enthusiast card, the Titan X. In fact, the GTX 1080 Ti is built around the same GP102 GPU used in Nvidia’s Titan X released last year. With 12 billion transistors, GP102 is “the most powerful GPU Nvidia has ever made for gaming.”

GeForce_GTX_1080_Ti_Block_Diagram_1488855502
1080 Ti block diagram shows the card’s underlying architecture

The GeForce GTX 1080 Ti ships with 3,584 CUDA Cores, 28 Streaming Multiprocessors (SMs), and runs at a base clock frequency of 1,480 MHz, while the GPU Boost clock speed is 1,582 MHz. And as we’ll discover, there’s quite a bit of headroom in both memory and core base clocks. The 1080Ti sports 11GB of GDDR5X VRAM, just 1GB shy of the Titan X, and that’s a spec shaving that you’re very unlikely to notice, even when gaming at 4k or supersampling at extreme levels. In other words, the 1080Ti just made the Titan X effectively obsolete.

Bear all of that in mind, and consider that the new GTX 1080 Ti shipped last week for $699, the same price as its GTX 1080 predecessor went on sale for just 10 months ago. It’s also launching at this price a mere 8 months after the 10-series Titan X, owners of which may justifiably feel their wallet wincing at their short lived performance supremacy.

Testing Methodology & ‘FCAT VR’

The world of cutting edge GPUs may move quickly, but one of the reasons why virtual reality remains fascinating is that it’s moving even faster. Last year’s GTX 1080 review opened with an apology of sorts, stating that as VR itself was in its infancy, we had no tools to record metrics at the level of empirical detail which standard PC gaming enthusiasts take for granted. As of this week, we’re allowed to publish benchmarks based on the newly released FCAT VR tool from Nvidia, a new frame analysis tool which records VR runtime data in detail and lets us peek under the hood at if and when VR rendering safety nets like Asynchronous Spacewarp and Asynchronous Timewarp/Reprojection are kicking in under load.

SEE ALSO
NVIDIA Announces 'FCAT VR' Frame Analysis Tool to Help Demystify VR Performance

As the 1080Ti is considered a high-end GPU for dedicated enthusiasts, we wanted to really get to grips with the benefits such extreme performance could provide VR gamers. Whilst current generation headset displays are limited in terms of overall pixel density (meaning a visible panel structure), one of the biggest immersion breakers are jaggies (aliasing) caused by a low target render resolution. We’ve therefore concentrated our VR benchmarking efforts to test the limits of the GTX 1080 and 1080Ti and their ability to supersample the image to extreme levels. Supersampling is a compute intensive way to reduce aliasing (the appearance of obvious pixels or stepping on a digital image) by first rendering at a much higher resolution and using that extra detail to down-sample to a lower resolution, but one of a much higher resultant quality. Supersampling is the easiest way outside of game-specific rendering options to improve image quality and immersion.

As man cannot live on VR gaming alone, we’ve also assembled a selection of visually sumptuous and computationally taxing games. each benchmarked with tests designed to highlight the raw grunt each card possesses.

gtx-1080ti-full-card-image-large

Overclocking

Although we’ve only had limited time with the 1080Ti thus far, we did manage to ascertain what we think is a stable (and fairly generous) overclock on our supplied founders edition unit. Pushing the core clock to +170Mhz above base with an additional +400Mhz bump for memory, we cautiously kept fan speed fixed at 80% with temperatures maxing out around the 80-85 degree mark. These numbers are provisional, but provide a healthy boost to performance and that’s with no additional cooling or voltage applied – and they proved stable. We’ve included overclocked results in some of the benchmark breakdowns. Interestingly – for those of you squeamish about damaging such a pricey piece of hardware – you actually only need to lift the cap on the card’s power and thermal throttling limits to realise some significant gains.


Testing Rig

exemplar-2We partnered with AVA Direct to create the Exemplar 2 Ultimate, our high-end VR hardware reference point against which we perform our tests and reviews. Exemplar 2 is designed to push virtual reality experiences above and beyond what’s possible with systems built to lesser recommended VR specifications.

Test PC Specifications:
SuperNOVA 850 G2 Modular Cables, 80 PLUS® Gold
MAXIMUS VIII GENE LGA 1151 Intel Z170 HDMI SATA 6Gb/s USB 3.1 USB 3.0 mATX Intel Motherboard
Core™ i7-6700K Quad core (4 Core) 4.0 – 4.20GHz TB, HD Graphics 530, LGA 1151, 8MB L3 Cache, DDR4-2133
ACX mITX CPU Cooler
16GB (2 x 8GB) HyperX Fury PC4-17000 DDR4 2133MHz CL14
500GB 850 EVO SSD, 3D V-NAND, 540/520 MB/s
1TB Barracuda®, SATA 6 Gb/s, 7200 RPM, 64MB cache
2 x 120mm Quiet Case Fan, 1500 RPM, 81.5 CFM, 23 dBA, White LED
Custom 20-Color LED Lighting w/ Remote
Windows 10 Pro 64-bit Edition

Continue to ‘Standard Gaming Benchmarks’ >>

The post NVIDIA GTX 1080Ti vs. 1080 VR Performance Review: Supersampling Showdown appeared first on Road to VR.