Do you want to buy an HP Reverb G2 VR headset? I’m also giving away three free VR headsets.

Hey there, Hypergrid Business readers. It’s the new year, and I’m moving my office and cleaning up, and have a few VR headsets sitting around that I’d like to get rid of.

They work, are hardly used, and one is even in its original — UNOPENED — box.

If you’re in the western Massachusetts area, and want to meet up, I can give you a free VR headset. Or if you’re anywhere in the world, and can pay for shipping, you can buy the brand-new one.

Here’s the one I’m selling

HP Reverb G2 VR headset

I don’t have my own picture of the headset itself because I haven’t opened the box. Yup, I bought it a year ago and never even opened it. It’s been sitting on a shelf in my office, and I realized that if I haven’t opened it yet, I’m never going to.

It runs for $599 on the HP website, currently on sale for $469, but it’s out of stock as I write this. I’m selling it for $400.

The box is unopened, so I don’t know exactly what’s in there for certain, but I bought it directly from HP and I’m reasonably sure that they put in everything it’s supposed to have.

Here’s the official picture of the headset itself:

HP Reverb G2

It’s a fancy, high-end headset and comes with two controllers, has six degrees of movement, and is compatible with SteamVR and Windows Mixed Reality. The way it works is that you plug it into your computer, so there is a cable that you have to have on your head when you use it. So, unless you’ve got one of those computers that fits in a backpack, you’d probably be using this headset sitting down, or, at least, standing in one place close to your PC.

Here’s a picture of some guy using it, with the chair positioned just right so you can’t see the cable running from his head to the laptop:

HP Reverb G2 VR headset. (Image courtesy HP.)

Are you interested? Email me at maria@hypergridbusiness.com. I’m charging $400 plus shipping, so if you’re not too far away, it might be a good deal.

If nobody here is interested, I’ll put it up on eBay.

And here are the three free VR headsets I’m giving away:

HTC Vive

HTC Vive

Comes with a couple of controllers plus a faceguard thing. It’s an all-in-one headset that you recharge with a USB cord. I think it’s the HTC Vive Focus Plus. It’s currently $449 on the official website, down from a regular price of $629. I’ve opened it and played with it, and no longer have the original packaging, so I’m just giving it away.

You don’t need a phone or a PC to use it, so it’s completely wireless. You do need a WiFi connection, though, to download apps and stuff.

If you’re around Western Massachusetts, we can meet up in some local coffee shop, and you can just have it. Or you can pay for shipping and I can box it up and send it to you. But, like I said, I don’t have the original packaging so I’ll have to bubble wrap it.

Google Daydream View

Google Daydream

This is one of those headsets that you put a phone into. It’s the Google Daydream View and Google has stopped supporting it, but there are still Daydream-compatible apps up in the app store.

The controller has a little hidey-place inside the headset:

Daydream View headset from Google.

That’s also how you put your phone in it. For a list of compatible phones, see this official list from Google.

It can also run regular Google Cardboard apps, but then the controller won’t work.

Generic Google “Cardboard” headset

Some off-brand Google Cardboard-compatible headset.

 

This is one of those cheap generic $10 headsets you can buy at Walmart that you put your phone into. It can run any Cardboard-compatible app.

I use it with my Android phone, but there’s even support for iPhones. There’s no controller with Cardboard, and no six degrees of movement. You can turn your head, but you can’t move your head laterally forward or backward, so if you’re not careful with how you use it, you can become dizzy quite easily. But you can use it to watch YouTube’s 360-degree videos in VR, and there’s a bunch of roller-coaster-type rides, some simple games, and, of course, porn.

If nobody here wants any of these free ones, I’ll give them away on Nextdoor or Craigslist, but I figured I’d give you guys first crack at them.

In latest blow to mobile VR, Google ends Poly and Expeditions

Earlier this summer, Google shut down yet another virtual reality app, the 3D objects library called Poly.

Poly was Poly was first launched back in 2017 as a platform where users could visit, browse and download any of thousands of 3D objects in a virtual reality environment.

It also had a toolkit that other virtual reality developers could use to access the library.

Poly’s shutdown happened on the same day as the shutdown of Expeditions, a virtual reality travel app popular with educators.

Expeditions was an even bigger loss than Poly. It’s been used by millions of students since its launch in 2015.

Partners included the American Museum of Natural History, which offered virtual tours of the Museum’s Bernard Family Hall of North American Mammals, the Hall of Saurischian Dinosaurs, and the Milstein Hall of Ocean Life. Google Expeditions also had five virtual tours of major league baseball stadiums and a tour of the International Space StationOther partners included National Geographic and the Guggenheim.

After Google Expeditions was discontinued on June 30, some of the content was merged into Google Arts & Culture.

Another major Google virtual reality app is the 3D painting tool Tilt Brush.

In January, Google released an update about the future of software.

“As we continue to build helpful and immersive AR experiences, we want to continue supporting the artists using Tilt Brush by putting it in your hands,” the company said. “This means open-sourcing Tilt Brush, allowing everyone to learn how we built the project, and encouraging them to take it in directions that are near and dear to them.

That sounds almost nice. Then, down below the listing of all the awards the app won and all the VR platforms it’s available on, Google added, “it is not an actively developed product.”

The end of Cardboard?

Google’s biggest virtual reality play is Google Cardboard, which is simultaneously a platform for software developers, a mobile phone app available for both Android and iPhones, a virtual reality headset made of actual cardboard, and an open-source headset standard that allowed hundreds of manufacturers to create their own low-cost phone-powered virtual reality headsets.

Some of the Cardboard headsets from third-party manufacturers.

Some of this still exists. While Google stopped the development of the Cardboard software in 2019, the code is still available as an open-source project. And third-party manufacturers are still making the headsets, but in March Google stopped selling its own Cardboard headsets in the Google Store. There was no official announcement of this, but 9to5Google and other media spotted a note that the product has been discontinued. That note is now gone, too.

In 2016, Google Cardboard was supplanted by Daydream, a slightly better development platform for mobile-based virtual reality that supported a headset button and a motion controller. To go with it, Google also released a nicer headset, made of plastic and fabric, called the Daydream View. Hypergrid Business editor Maria Korolov reviewed that headset in the fall of 2016 and liked it a lot.

Daydream View headset with Pixel XL smartphone. (Photo by Maria Korolov.)

The Daydream platform had support for VR versions of  YouTube, Hulu, CNN, USA Today, Street View, and a couple of brand-name games including Ghostbusters and Fantastic Beasts. Over time, it lost support for Hulu and other apps. In 2019, Google stopped selling the headset.

Last October, Google announced that the Daydream software was no longer supported. “You may still be able to access the service,” the company said, “but it won’t receive any more software or security updates.” Google also said that Daydream would not work in Android version 11 or above. Android 11 is the current version of Android.

In addition to Cardboard and Daydream, there was one other major phone-based virtual reality platform — the Samsung Gear VR.

Samsung officially announced its death in February of 2019. “The Gear VR and Samsung XR have reached end of service and will no longer be supported,” the company said. “The videos and apps related to this feature will also be discontinued.”

But VR itself isn’t dead

With all this bad news, you’d think that virtual reality has hit a dead end.

Despite the pandemic and component shortages, virtual reality headset shipments grew by 2.5 percent last year, according to a report released in June by International Data Corp.

The firm predicts that virtual reality headset shipments will grow 29 percent this year and will grow even faster in the future. “The long-term outlook remains quite strong as global shipments grow to 28.6 million in 2025 with a 41.4 percent compound annual growth rate,” the research firm said.

Other researchers also expect continued growth.

Grand View Research, which estimates that the virtual reality market reached nearly $16 billion in 2020, predicts that it will grow at a compound annual growth rate of 18 percent over the next seven years.

So where is the growth coming from?

According to IDC, the biggest growth was due to Facebook’s Oculus Quest headset. Shipments more than tripled last year, due to its reasonable price and people’s need for gaming and socializing during the pandemic. Other gainers included Chinese companies DPVR and Pico.

All three companies make higher-end headsets, either ones that connect to PC computers or are standalone sets with their own computing power.

Google Ends Cardboard VR Sales

Google has removed all listings for Cardboard VR headsets, the last bastion of its early VR efforts, from the Google Store.

The Google Cardboard product page now redirects to the Google Store homepage and displays a message that “the page you are looking for is not available, you have been redirected.”

Both Google Cardboard and Daydream View were early efforts from Google to break into the smartphone VR space. In the same vein as Gear VR, these headsets allowed you to put a mobile phone into a headset shell and experience rudimentary 3DOF virtual reality. Cardboard was on the decidedly lower end of the scale given that, as the name suggests, the headset was made out of folded card.

Google Cardboard was compatible with many different smartphones, whereas Daydream supported Google Pixel devices specifically. In 2019, Google confirmed that its then-newest flagship phone, the Pixel 4, would not support Daydream and that Daydream View headsets would no longer be available for purchase. At the time, Jamie Feltham wrote that Daydream’s death didn’t mark the end of the VR dream, but a sign that it was just growing up.

A month later, Google announced that it would also be open-sourcing the software behind the Cardboard platform in the hopes that third-party developers could continue to support the platform. Previously, Google had also released manufacturing specifications for the cardboard headset with the same intention — so that third party manufacturers could produce their own units and encourage wide support.

Up until recently, Google continued to sell its official Cardboard headsets on the Google Store, likely just to get rid of leftover stock. However, with the listings now gone, Google has officially ended all support for hardware and software of its Daydream and Cardboard VR platforms.

Google Open-Sources Cardboard To Keep ‘No-Frills’ VR Widely Available

Google may have canned Daydream VR and poured cold water on both its Cardboard viewers and VR SDK, but it doesn’t want to see the “no-frills, accessible-to-everyone” VR project go to waste. So the company announced that it’s open-sourcing Cardboard’s software in hopes that third-party developers will continue to support the platform and its apps.

This isn’t the first Cardboard-related open source initiative, as the company previously released manufacturing specs for the inexpensive headset to third-party developers in an effort to promote widespread adoption of the viewer technology. Now Google is releasing iOS and Android libraries to support Cardboard features such as head tracking, lens distortion rendering, and input handling, as well as an Android QR code library so viewers can pair with apps without using Google’s own Cardboard app. Rather than abandoning Cardboard to others, the company also promises to back the project with its own contributions of new features, including a Unity-ready SDK package.

While millions of Cardboard viewers were given away and sold — 15 million, according to the company’s latest estimate — smartphone-based VR has been supplanted by standalone and higher-end devices. Outside of educational applications, interest in smartphone VR accessories is now all but non-existent, in large part due to growing interest in alternatives such as Facebook’s Oculus Quest and Sony’s PlayStation VR.

Google’s hope is that developers will take up the cause of updating Cardboard’s hardware and software for the myriad handsets and display resolutions that are being used by modern smartphones. Screens have only continued to increase in size and pixel density since the original versions of Cardboard launched, making the task of creating a one-size-fits-all viewer more challenging.

If you’re interested in exploring the software side of the Cardboard project, check out Google’s new developer documentation and GitHub repository for the source code. The Cardboard Manufacturer Kit also remains available for building compatible VR viewers.

This post by Jeremy Horowitz originally appeared on VentureBeat. 

The post Google Open-Sources Cardboard To Keep ‘No-Frills’ VR Widely Available appeared first on UploadVR.

How low-end VR Offerings are Damaging the Health of the Ecosystem

The issue of price has loomed large over the virtual reality (VR) industry since its conception, and it’s one of the main barriers to entry for those curious about the technology. To purchase an Oculus Rift or HTC Vive, including a PC powerful enough to run them, the consumer needs roughly £2000 burning a hole in their pocket.

Some companies, such as Samsung and Google, hoped to tackle this issue with cheaper, smartphone-powered offerings. Samsung’s Gear VR and Google’s Daydream and Cardboard headsets represent a wrung of VR offerings that compromise on raw processing power in the name of affordability and portability, using a smartphone as a means of display.

At first, this seems like a sensible and even noble enterprise. How are we supposed to propel the adoption of VR, if the headsets are so wildly unaffordable, right? If premium headsets are considered a toy of people with more money than sense, how is VR expected to survive its infant stages?

However, there are hidden costs attached to undercutting the premium platforms with low-end offerings, which pose an even greater existential threat to the VR ecosystem.

samsung gear vr most innovative companies of 2015Performance versus accessibility

Without getting too bogged down in the technical details, there is a huge performance gap between the Gear VR and the Oculus Rift, for instance. The latest Samsung smartphones are undoubtedly impressive pieces of tech—I even own one myself. However, when it comes to generating and running an interactive 3D environment, they don’t compare with high-end PCs, and nor should they be asked to.

The Gear VR could be described as a plug-in-and-play experience but, despite its convenience, the application library is shallow, and the system is prone to serious lag. It also lacks the facility to track the user’s physical movement, which means that using the Gear VR is much more like peering through a window into a virtual world, as opposed to actually stepping into one. The virtual world becomes an ornament to admire, rather than an immersive space to explore.

Portability is another of the Gear VR’s main draws – unlike the HTC Vive and Oculus Rift, the headset is wireless. The reason the two premium headsets are unable to operate wirelessly is, in short, that current technology doesn’t allow it. It’s not possible to fit the processing power of a high-end PC into a package small or light enough to sit on the front of the face. For reference, the PC I use to run the Vive weighs 14.85kg. Not even the most impressive of (human) necks could withstand this kind of weight for an extended period. Again, here, the Gear VR sacrifices quality and performance in the name of convenience.

By providing a taste of what virtual reality makes possible, you might think that systems such as the Gear VR would serve to whet the player’s appetite for the technology. However, the reality is that those who experience VR for the first time through low-end platforms won’t necessarily attribute their limitations to the individual headsets. The risk is that they will make a blanket assumption about the entire VR ecosystem, and write it off as underwhelming and overhyped. Instead of whetting the appetite, the player’s hunger evaporates into thin air.

A false economy

With virtual reality, it’s very much the case that you get what you pay for.

In terms of price, after recent cuts, the HTC Vive will run you £499 GBP, and the Oculus Rift comes in slightly lower at £399. The latest iteration of Samsung Gear VR is sold for roughly £100, and the Google Daydream costs £75. Finally, Google Cardboard can be purchased for the modest fee of £5 or, by another metric, a three-course dinner at your local Wetherspoons.

The name Google has chosen for its cheapest device—the Cardboard—is evidence enough that it doesn’t take the platform seriously. However, this doesn’t necessarily mean consumers will connect the dots. Not because they’re brainless, but because they have no frame of reference, having never experienced virtual reality.

Because the price of smartphone-driven VR is drastically lower than premium offerings, many are turning to them as the first port of call. However, low-end VR is comparatively disappointing, especially in the context of the public’s lofty expectations of VR, as influenced by popular Sci-Fi. This means these systems are serving to dampen enthusiasm for virtual reality, dealing lasting damage to the health of the ecosystem.

Samsung and Google have disguised an attempt to capitalise on the considerable hype surrounding VR as an honest attempt to tackle the affordability problem.

Google Cardboard - LifestyleThe state of play

Words like “gimmick” and “fad” are nails down a chalkboard to VR enthusiasts, and they’re almost always levelled at virtual reality because the experience has been sampled using a low-end platform.

As a long history of television advertising tells us, first impressions are everything, and the HTC Vive and Oculus Rift have been tarred with the same brush as their would-be relatives. It’s notoriously difficult to change someone’s mind after it’s already been made up, and first opinions on VR are currently dictated by its least impressive representatives.

It’s clear that for virtual reality to find its way into every household, it needs to become significantly cheaper. However, this price-drop needs to occur naturally, through a lengthy process of iteration and technological refinement. By exposing the consumer to a raft of sub-par and unrepresentative experiences, we’re in danger of dealing a fatal blow to VR’s longevity, before it’s been given a proper chance to demonstrate its merit.

Intercelluar is an Educational Experience Taking You Inside the Human Body

There’s nothing like a good educational virtual reality (VR) experience to really help immerse you in a particular topic. Having previously released an augmented reality (AR) app back in 2017, scientific communication studio Random42 has just launched a mobile VR app that takes you on a journey inside the human body, Intercellular.

Google Cardboard - Lifestyle

This is Random42’s first dedicated educational VR experience, taking a much more cinematic approach towards teaching users about the functions that go on inside the human body. “You’ll be able to discover a variety of cells performing different functions, from neurons in the brain to bacteria within the gut and everywhere in-between. Travel along inside a cell and explore the nucleus to reveal DNA, the code that makes us who we are,” the company explains.

“We are excited to launch our first truly educational virtual reality experience that is publicly available. We hope that this will go beyond our normal client base so that schools and universities as well as the greater scientific community can gain value from our work,” said Ben Ramsbottom, Random42 Medical Director and CEO in a statement.

Intercellular is designed to be viewed on mobile devices using a Google Cardboard or a similar headset. It can be viewed on the Random42 YouTube channel or website, or for the full immersive VR experience download the Random42 Virtual Reality App for iOS or Android devices. If you don’t own a Cardboard headset and work in the healthcare industry, Random42 will send you one free of charge, simply submit your details here.

Random42
Random42’s Intercellular – An Interbody VR Experience

“Intercellular was one of the more challenging VR projects the team have worked on,” adds Leo Chilcott, Random42’s Production Director. “Transitioning from one 3D environment to the next is a delicate process in VR, making sure the leaps are not disorientating or jarring for the viewer. I think the team’s hard work really paid off, I especially enjoy moving from the cellular to molecular level, watching the cell split open revealing another world inside.”

As Random42 continue to expand its VR and AR portfolio, VRFocus will be on hand to bring you the latest updates.

The Best Mobile Games Coming in 2019

Consumer mobile virtual reality (VR) may have been going longer than its tethered, high-end brother, thanks to Samsung Gear VR and Google Cardboard, but it was until 2018 that the industry took a shift thanks to Oculus Go and Vive Focus. While headsets like Oculus Rift and PlayStation VR have the graphical power, mobile and standalone devices have the freedom to be used anywhere, which opens up new possibilities for developers. 2019 looks to be even bigger for mobile with the upcoming release of Oculus Quest, but for now, VRFocus will be concentrating on videogames for the most currently available headsets.

The Best Mobile Games Coming in 2019

The Elder Scrolls: Blades – Bethesda

Announced during Bethesda’s pre-Electronic Entertainment Expo (E3) 2018 press conference, The Elder Scrolls: Blades was originally due to arrive Fall 2018 for iOS and Android devices but a Tweet in November pushed the launch into this year. With classic role-playing game (RPG) mechanics the series is known for, The Elder Scrolls: Blades will feature three areas, Arena; a PvP area where players can challenge each other using melee and magical combat. An endless dungeon called The Abyss, filled with all sorts of enemies and treasure to help improve the character. And lastly The Town, which is the main campaign area, with a full storyline to complete.

Currently, there’s no precise launch date for The Elder Scrolls: Blades.

fiercekaiju_header

Unannounced Title – Fierce Kaiju/Coatsink Software

Honestly, this is a complete unknown at this stage. British developer Fierce Kaiju and Coatsink Software announced way back in November 2017 that they were working on a new VR project together. VRFocus knows that the title will be an entirely new IP, but the studios haven’t released any further details since 2017. As they have both primarily worked on mobile VR titles its safe to assume this will be the case again.

Hopefully, 2019 will be the year that Fierce Kaiju and Coatsink Software reveal more info.

Angry Birds VR Isle of Pigs Coming Soon Image

Angry Birds VR: Isle of Pigs – Resolution Games/Rovio

Resolution Games and Rovio Entertainment announced a couple of weeks ago plans to bring one of the biggest mobile franchises to VR. Details are still scarce, including gameplay details or what it’ll look like. When it comes to headset support they’ve simply stated it’ll be available ‘across all major VR platforms’ so VRFocus is assuming a franchise born onto mobile will keep with its mobile roots.

Expect more bird-flinging action when Angry Birds VR: Isle of Pigs arrives later this year.

InandOut

In&Out – Underdogz

A videogame VRFocus came across while wandering around Gamescom 2018 in Germany, In&Out is a spy adventure of sorts that’s played entirely cooperatively. Designed before Oculus Casting came about, the VR player has to navigate a secret facility with the help of their ever watchful companion viewing details on a mobile device. Without teamwork, the VR player will easily die, as they don’t have all the info to avoid traps and solve the puzzles.

We’ve not heard much about the Oculus Go compatible title since that first debut, so hopefully, 2019 will be the year for further updates.

Spectro header

Spectro – Borrowed Light Studios

From the team behind Vincent Van Gogh tribute, The Night Cafe is a rather spooky experience called Spectro. Originally announced way back in 2016, the studio has been somewhat quiet about Spectro’s development over the last couple of years. You are the sole proprietor of Spectro Co., a ghost detective agency, going out to explore haunted houses and ridding them of their malevolent spirits.

Borrow Light Studios says that: “Spectro is currently in development for all of the major VR headsets with a focus on releasing on mobile first.” That would make 2019 a great year for a frighteningly good mobile videogame.

The Best Google Cardboard Games of 2018

When it comes to virtual reality (VR) tech it can be easy to jump straight to headsets like Oculus Rift or PlayStation VR as the best way to enjoy immersive entertainment. But they can be expensive so models such as Oculus Go or Samsung Gear VR are a more cost-effective way of entering the market. They’re not the cheapest, however, with Google wrapping that corner of the market up a while ago with its Cardboard headset. There’s all manner of Cardboard iterations, some free, some retailing for a few quid. So long as you have a compatible Android device then it’s a great way introduction to VR, so here are VRFocus’ favourite videogames from 2018.

The Best Google Cardboard Games of 2018

Zombie Donuts – Virtro Entertainment

If you’re after an inoffensive, sweet little first-person shooter (FPS) then Virtro Entertainment’s Zombie Donuts is a fun adventure. Zombie Donuts sees you fighting off waves of the undead sugary hordes with your trusty marshmallow blaster. You’ll face the evil doughnuts in waves over 3 different levels. In each level, zombie doughnuts will sneak up on you from every angle, in this immersive 360 experience. Manage your ammo and aim carefully to score extra points with long, bounce and trick shots.

Deadbotz 3 VR Mute Winter – Anjin Games

Another FPS, Deadbotz 3 VR Mute Winter puts you in the role of Space Marine John MacClure as he journeys through the galaxy attempting to wipe out the dangerous and destructive Cyborg Botz Clan. One of its biggest features is the server-based multiplayer, allowing players from all over the world to fight it out.

VR Diving – Deep Sea Discovery – Virtual Amigos

When it comes to apps and games for Google Cardboard, it’s the educational genre that the headset is most well known for. For those that love the oceans and what lurks beneath the waves, there’s Virtual Amigos’ VR Diving – Deep Sea DiscoveryDispense with the need for diving school and explore the deepest recesses of the sea, learning about some of the exotic wildlife that lives there.

D-GLES – Kokak

Ok, ok, yes it’s another shooter but it’s Doom, DOOM, everyone. There’ is the other small cravat that D-GLES isn’t VR compatible right out the box, you have to buy the title (£1.89 GBP) then buy the VR support in-game (under £1). In our book, that’s still cheap and you can then play VR Doom anywhere, which is no bad thing.

Alien Dunes VR

Alien Dunes VR – A Whispering Eons Prequel – MiCk Software

Whispering Eons #0 launched a couple of years ago as cyberpunk space-opera adventure. This month MiCk Software has now added to the story with prequel Alien Dunes VR. Although shorter than the sibling Alien Dunes VR gives a good glimpse of Whispering Eons Episode #1 by allowing you to wander around the New Gaea Equatorial desert dunes. Plus it’s not another VR shooter.

The Turning Forest 2

The Turning Forest – BBC

Not so much a videogame and more a VR fairy tale, The Turning Forest is a surreal immersive story, set in a magical forest with a fantastical creature. In it a young child stares into the eyes of the creature, together, they begin a journey transporting audiences into a realm of folk laws and childlike imagination.

The Island VR

The Island VR – DormRoom

“The Island VR is a VR experience where you get to explore a beautiful lush green tropical Island,” states the studio. Featuring real-time shadows, realistic lighting and a day-night cycle, The Island VR is one of the titles where you can just get away from the world and releax in tranquil surroundings, without going through the stress of having to physically seek somewhere like this out.

Flutter VR – Runaway

Another relaxing experience, this time VRFocus heads to the rainforest to chase butterflies in Flutter VR. “Over five days, see the environment change from day to night and rain to sunshine as you meet and discover new creatures. Unlock journal entries by documenting species and uncovering hidden secrets! Photograph each new find and immerse yourself in the wondrous world of the rainforest!”

VR Racer – Highway Traffic 360 – Rabbit Mountain

After all that relaxing you might need something to kick in some adrenaline, and what better way than some high-octane racing. Simply jump behind the wheel during rush hour and race the highway traffic at high speed. VR Racer – Highway Traffic 360 features real car physics, night and rain levels, and multiple cars with upgrades.

VR Thrills Bubble Shooter

VR Thrills: Bubble Shooter – softappteam

And to finish things off, how about a nice addictive little puzzle experience called VR Thrills: Bubble Shooter. Free to download, the aim is to pop as many bubbles as possible within the time frame. To do this you need to colour match the reticule with the corresponding colour, simple but effective gameplay.

Nothing Half-Baked About Zombie Donuts Update

Earlier this year, Vancouver-based developer Virtro released its sugary twist on the zombie shooter, Zombie Donuts, on to the Samsung Gear VR. The company has now announced an update for the title as part of the Halloween celebrations.

Though Halloween is technically over, some people just don’t want to let the spooky season go. For those people there is a host of new content now available for Zombie Donuts players.

Two new characters are being introduced, the piratical Long John Zombie and mini-donut Zom-bit. The Candy Apocalypse environment has been updated, as has the Tutorial mode. The levels have been re-balanced to make things fairer for players.

There are also new animation sequences added, including the donuts dancing Michael Jackson’s famous ‘Thriller’ moves. The soundtrack has seen an update, which the developers say now sounds spookier with more zombie groans.

The developers have listened to players and have introduced new systems to improve the feedback players get when hitting a target.

“I won’t sugar-coat it,” says Faye Maidment, Marketer at Virtro, “These donuts will run rings around you. You’ll need your wits about you to pummel all that pastry.”

Zombie Donuts is not only a great experience for a first-timer in VR, it’s also highly competitive,” says Jordan Brighton CEO and CTO, “With the donuts spawning all over the Candyland, it’s even more challenging to blast all of the dastardly donuts, especially the tiny Zom-bit.”

Virtro is based in Vancouver, Canada and founded by Australian developers Jordan and Lee Brighton with the aim of creating VR titles that anyone can enjoy, using their own blend of videogame mechanics, storytelling and art design.

Zombie Donuts is now available on Oculus Go, Samsung Gear VR, Google Cardboard and Google Daydream. For future coverage on Zombie Donuts and other new, updated and upcoming VR titles, keep checking back with VRFocus.

Anjin Games Announces Multiplayer Updates For Deadbotz 3 VR Mute Winter

Anjin Games has announced that it is hoping to step up the level of virtual reality (VR) shooters with the latest update to its early access mobile VR titles, Deadbotz 3 VR Mute Winter. This title is the third in the Deadbotz series, which previously came to VR with Deadbotz 2: VR Cyborg Warfare.

Deadbotz 3 VR Mute Winter is an early access title that is available for Android-based devices. The latest update introduces multiplayer functionality to the title.

Deadbotz 3 VR Mute Winter follows on from a previous VR title from Anjin Games, which used Unity 5 to produce a title called Deadbotz 2: VR Cyborg Warfare, which was praised for its high graphical fidelity for an Android title, and its ability to provide server-based multiplayer for players all over the world.

The previous title supported Google Cardboard, and was released two years ago, becoming one of the earliest multiplayer first-person shooter titles available on Android VR. Both local LAN and global internet multiplayer were supported, features that have been recently introduced into its sequel,

As in the previous title, players take the role of Space Marine John MacClure as he journeys through the galaxy attempting to wipe out the dangerous and destructive Cyborg Botz Clan.

Users wanting to play Deadbotz 3 VR Mute Winter will need an Android-compatible VR headset, such as Samsung Gear VR, Google Daydream or Google Cardboard. An Android compatible gamepad is also required.

The smartphone device will need at least a Snapdragon 821 processor or better in order to run. Headphones are also recommended for the best experience.

The developers say that the title is still in development, so glitches and instability might occur. The Anjin Games team are gathering feedback from the player base. Deadbotz 3 VR Mute Winter is available for download from the Google Play Store.

For future coverage of new and upcoming VR titles, keep checking back with VRFocus.