Google’s ‘Tilt Brush’ Finally Comes to PSVR Today

Google has taken its sweet time bringing its VR creation app Tilt Brush (2016) to PSVR, although having recently slimmed down the app to fit on the modest mobile chipset of Oculus Quest may have given the company needed incentive to finally launch on PSVR. It’s available starting today.

Update (March 27th, 2020): Tilt Brush for PSVR lands on the PlayStation Store today. Original creator Patrick Hackett says in PS blogpost that the PSVR version will feature a Showcase of art and the ability to upload creations to Google Poly, Google’s online 3D asset viewing platform.

US residents will also be able to buy a PlayStation Move Motion Controller Two-Pack & Tilt Brush Bundle will be available exclusively on PlayStation Direct for $100 starting today, which includes two PS Move controllers and a digital code for Tilt Brush.

Check out the new trailer below:

Original Article (March 6th, 2020): PSN data obtained by Gamstat indicates that a listing for Tilt Brush has been recently created for America, Europe and Japan regions.

All games on the PlayStation Store have an identifier code which is listed in the game’s URL. Gamstat has recovered the following store identifiers for Tilt Brush:

America – CUSA18125_00
Europe – CUSA18231_00
Japan – CUSA18283_00

An image was also scraped from the listing, noting that Sony Interactive Entertainment is the app’s publisher.

Image courtesy Gamstat

Although Google has yet to officially announce Tilt Brush for PSVR, the reported data seems to strongly indicate a nearby release on the platform.

Originally launched on PC VR headsets in 2016, Google’s Tilt Brush has become fully-featured VR creation tool, boasting integration with Google’s other 3D VR creation tool Blocks (2017), and the ability to export creations to Sketchfab Google Poly.

It’s uncertain how much of this interoperability the PSVR version will retain, or what Google has done to mitigate the platform’s less accurate motion controls, although it appears we’ll be finding out soon enough.


Special thanks to Twitter user Max Ledroom for pointing out the news.

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Unity Updates XR Platform to Improve Multi-Platform Offering on 2019.3, Removes Gear VR & Google VR Support

Videogame engine Unity has supported the XR industry from the early days of virtual reality (VR) through to the current crop of augmented reality (AR) hardware. That has included a lot of different hardware support, some of which is still relevant while others less so. This week has seen Unity update its XR platform, removing support for some devices whilst reaffirming official functionality for the latest headsets. 

Unity Supported Platforms

Affecting Unity 2019.3 and beyond, the company has confirmed that Samsung Gear VR and Google VR support will end due to the fact the relative companies have moved their interest away from these products. It’s worth noting Gear VR and Google VR will remain supported in Unity 2018 LTS for developers working on existing projects.

Additionally, built-in OpenVR will be deprecated in 2019.3 because Valve is using Unity’s XR SDK to develop its own OpenVR Unity XR plugin for 2019.3. As such, Unity confirms in its blog that: “Until that plugin is available, built-in support of OpenVR will continue to be functional and available in 2019.3, and we will support our users with any critical fixes.” Just like Gear VR, and Google VR, OpenVR will remain supported in Unity 2018 LTS.

When it comes to what is officially supported in Unity 2019.3 and beyond, it’s now: ARKit, ARCore, Microsoft HoloLens, MagicLeap, Oculus, Windows Mixed Reality and Playstation VR. These are all part of Unity’s “Build once, deploy anywhere” motto, allowing creators to easily deploy content across a range of platforms.

Currently, Unity 2019.2.19 is available as the official download version for projects in development. Or you can test the beta version, Unity 2019.3b, the final edition before the official launch.

Unity is one of the most popular videogame development engines for VR and AR, available for free for beginners and small indie developers. As further improvements to Unity are made, VRFocus will keep you updated.

 

The Death Of Daydream Isn’t The Death Of The Dream, VR’s Just Growing Up

You could perceive it to be a bad week for VR.

Firstly, Google confirmed that its new Pixel smartphone won’t be supporting its Daydream VR platform. In fact, it’s outright stopped selling the Daydream View, essentially acknowledging its demise. Shortly thereafter, the BBC announced the closure of its VR Hubs, confirming it will no longer commission and produce experiences under that label.

One might ascribe this to a wider trend of big corporations beginning to throw in the towel on VR after years of trying to make it mainstream. The truth, however, is a little different.

Reformed, Not Abandoned

Yes, Google and BBC’s VR ambitions have taken a blow, but neither is done with VR; they’re just becoming more realistic about it. Google, for starters, still powers several of the best PC VR experiences like Tilt Brush and Google Earth but, more importantly, it also owns and publishes VR-exclusive games from one the industry’s best developers; Owlchemy Labs. The team’s Vacation Simulator is one of the most popular releases of the year and is due out on Oculus Quest soon.

In fact, Google never even published an Owlchemy game on Daydream in the two and a half years since it acquired the studio. If it were putting all of its virtual eggs in a single basket, you’d think it would be there. As fond as I was of its excellent exclusive content, Daydream’s demise had been written on the wall, frankly, for years.

The BBC, meanwhile, seems to be transitioning from the idea of VR as an experimental new platform into another viable tool in its arsenal of multimedia creations. The VR Hub did amazing work, but how much longer would the BBC really continue to launch free content? Its next VR release, for example, won’t be another short-form free 360 movie for Google Daydream but instead a premium, multi-hour Doctor Who VR game coming to major VR headsets. Next year it will do the same for its Peaky Blinders franchise. I expect we’ll see less VR from the BBC from now on, but also a greater sense of the platform being used as a means of monetization and brand enhancement.

VR’s Maturity Is At Hand

oculus quest

These shouldn’t be taken as the disheartening blows compared to when, say, CCP exited the VR market, then. If you ask me, if there’s something that died this week (or, rather, continued to crawl towards its inevitable end), it’s VR’s infancy.

The industry has operated on a strange plane of existence these past few years. Intent on making VR happen, certain companies have strived to make headsets almost disproportionately good value for consumers. The goal was to offset VR’s troublesome friction; while the original Oculus Rift plummeted in price, Facebook poured on the freebies including of all things, a free, high-quality shooter from the makers of Gears of War and Fortnite. In the gaming industry, deals like that are pretty much unheard of.

Google, meanwhile, didn’t charge for Google Earth, which to this day remains one of the best reasons to dig out a headset. Tellingly, these are all companies that could afford to do this while, in the face of slumping smartphone sales, HTC released the $799 Vive Pro and $699 Vive Cosmos.

Those days, however, might be coming to an end.

That means less of the goodwill initiatives in which cash-heavy corporations offer no strings attached funding to apps that will ultimately release for free. It means the shedding of unnecessary weight in this considerably lighter post-Quest world. I think, personally, it means that VR is starting to grow up.

This is a painful transition. It arguably began with Facebook’s introduction of a strict curation policy for Oculus Quest (or, going further back, when Oculus Story Studio closed). Unlike Rift and Go, the standalone headset isn’t an open door for anyone to walk through; developers have to prove their game has the quality and even marketability to make it on Quest. Quest isn’t fair game; you can’t just freely release content on it. It’s survival for the fittest. The frustration this has forced on many studios is insurmountable, but those that have passed the bar are reportedly seeing success unlike any other they’ve enjoyed in the past three years.

Uncertainties remain, however. How does the long-running VR festival circuit, which showcases amazing movies and non-gaming experiences, monetize itself on Steam and the Oculus Stores? Who will finally emerge with another Quest-level headset to inject the standalone market with some much-needed competition? This stage of maturity doesn’t necessarily mean VR is ready for the big leagues, but there’s a certain sense that the industry is getting ready for them. Solid ground is not something we’re used to standing on.

I will mourn Daydream, I will mourn the BBC’s VR Hub. I’m sure, in time, I’ll mourn the days we had an embarrassment of riches thrown our way without being asked to pay anything. But this week’s headlines suggest VR is getting serious, not slowing.

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Google Releases Highly-polished VR Tour of Versailles for Free

Google Arts & Culture partnered with Château de Versailles to create an extremely detailed VR tour of the iconic French palace, aptly named VersaillesVR – the palace is yours (2019).

The free app, which is now available on Steam with support for Rift, Vive, and Index, takes you through the centuries-old palace, letting you inspect and learn about the UNESCO World Heritage site’s many paintings, sculptures, furniture, as well as few of its gilded halls.

Built for King Louis XIV in the mid-1600s, the Palace of Versailles was the principal royal residence of France until the start of the French Revolution in 1789. And it certainly makes for an interesting historical juxtaposition: what was once only available to the elite is now free for anyone with a PC VR headset to enjoy. Liberté, égalité, fraternité—all that jazz—and no throngs of tourist groups to swim through either.

Inside the experience, which is only available for VR headsets, you can click on artifacts and learn more about them, getting a text explanation as well as a closer look at the discrete 3D models.

A handy map also lets you move around the palace and tour a few of the its storied halls, including the King and Queen’s state apartments, the Royal Opera House, the Royal Chapel (sculpted by Corneil Van Clève in the 18th century), and the iconic 73 meter-long Hall of Mirrors.

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Built using photogrammetry, Google’s Arts & Culture team took 132,000 high-res photos from different angles, and then fed it all into their software to build a 3D model. Coming in at over 7 GB in size, the experience is amazingly detailed to say the least.

Image courtesy Google Arts & Culture

“What makes this experience unique is the size of the digitization we’ve undertaken here in Versailles,” Google Arts & Culture Lab’s Damien Henry says. “We’ve captured 24 rooms in 12 days. We were able to capture 7,000 square meters, and if we count the walls and roof, the total amount is 36,000 square meters.”

Granted, the physical palace measures more than 67,000 square meters of floor space, making the VR experience more of an aperitif that the creators hope will stimulate an appetite for an in-person visit.

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Indie Dev Experiment Brings Google Lens to VR, Showing Real-time Text Translation

Google Lens is great for when you want to quickly translate a menu written in a foreign language, or visually explore the world around you simply using your Android smartphone. In effort to bring some of those machine learning functions into a VR environment, Twitter user ‘Phasedragon’ recently showed off a new workaround that lets him use Google Lens in VR.

As reported by 9to5 Google, Phasedragon demoed Google Lens in VR by translating a few bits of Korean text from what appears to be a recreation of a Korean train station. Considering however it’s using the full Google Lens suite of tools, we bet a lot more is possible.

To do this, Phasedragon says in a followup tweet that he “just hooked together a few apps,” and tried “a bunch to see which ones worked.”

Phasedragon, also known for tinkering with VRChat on his YouTube channel, says that he initially tried Microsoft Translate to step over some integration issues, but concluded that Microsoft’s version was “simply not as good as Google Translate.”

In the implementation Phasedragon used Sparkocam to capture the desktop and export as a virtual webcam. He then used Android Studio Emulator to run Google Lens, and OVR toolkit to display it in VR.

Although it’s admittedly an impressive bit of software kitbashing, and not anywhere near an official use case, the thought of being able to bring some of the AR functionality of Google Lens into VR is pretty exciting to say the least. Should Google ever invest time into making an official Lens overlay for VR, it could lead to new and exciting types of games, as developers come up with novel ideas of leveraging Google’s machine learning in their creations.

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Google to Shutter Jump VR Video Service in June

Google seems to be taking somewhat of a step back from VR, as Variety reports the company will be shutting down its Jump program for good next month.

Google posted an updated Jump FAQ recently regarding the shutdown of the VR video service, outlining that Jump will officially go offline on June 28th, 2019.

The ability to upload video will be suspended on June 26th; the 27th is the cutoff date to back up whatever files you may have uploaded via the service. Any later than that, and all Jump-related files will be deleted from Google’s Cloud Services for good.

In an all too brief statement, Google says the shutdown is due to “the emergence of a number of alternative solutions for creators,” which they maintain saw usage of Jump Assembler decline.

Photo by Road to VR

In Jump’s wake, the company suggests that VR filmmakers make use of third-party stitching software such as Mistika VR and the Nuke Cara VR plugin. Both are said to work with either of the platform’s officially supported rigs, the GoPro Odyssey and YI HALO, the latter of which cost a cool $17,000.

Google first introduced Jump back in 2015 as camera platform that essentially followed Cardboard’s path of providing an open design for all to use. Besides establishing build guidelines for makers and manufacturers alike, Google also provided Cloud Service storage and Jump ‘Assembler’, which was tasked with stitching the camera’s multiple video feeds into a contiguous 360 scene.

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Where Google is headed next with VR, we’re not sure. It seems over the past few months that the company has taken a noticeable step back from VR. Google’s first big pullback came via a shutdown of its internal VR film studio Spotlight Stories in March. At this year’s I/O developer conference early this month, Google’s VR platform Daydream wasn’t even mentioned; the company’s upcoming smartphone Pixel 3a won’t support Daydream either.

Some of this may rest on the shoulders of a less than stellar launch last year of the only standalone VR headset to use the Daydream platform, Lenovo Mirage Solo. It was by all accounts a pioneering initiative to bring 6DOF headtracking to the masses, although its launch was marred by a lack of ready-made 6DOF content, a lack of 6DOF controllers, and a $400 price tag that wasn’t positioned well against the $200 Oculus Go at the time. It also seemed stifled from the beginning, as HTC, a previous hardware partner pledging Vive Focus to the platform, decided to pull support and launch their headset in China under the Viveport mobile store.

Whatever the case may be, we’ll have all eyes on Google’s VR division in the coming months to see if this is a full-blown pull back, or a strategic retreat.

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Daydream & VR Nowhere to be Seen at Google I/O

If you’ve felt that Google has been quiet about their Daydream VR initiative for a worrying amount of time, you aren’t alone. Their annual developer conference, Google I/O, this week is the latest opportunity for the company update the world on their VR ecosystem, but there’s little more than silence.

Following the muted launch of the first Daydream standalone headset last year (the Mirage Solo), Google has had very little to say about their once sky-high Daydream ambitions. A total lack of anything Daydream related at Google I/O this week only further shows that the company has shifted its interests elsewhere.

The first (and so far only) standalone Daydream headset, the Mirage Solo, launched in 2018 to a muted response. | Image courtesy Lenovo

The event’s opening keynote didn’t mention Daydream once in its two hour span. The Google I/O schedule doesn’t have a VR category this year, let alone a single session with a description mentioning “VR,” virtual reality,” or “Daydream.” In the press area of the event, a ‘Made by Google’ kiosk showed off the company’s hottest hardware, but excluded any Daydream headsets. Officially, Google has no news to share about Daydream at I/O this week.

Google’s second and latest Daydream View headset (which works with some Android phones) was released in 2017. | Photo by Road to VR

Instead, Google’s focus has clearly shifted toward augmented reality, and it isn’t hard to understand why. VR’s primary use-case on a mobile operating system like Android is entertainment. But beyond operating an app store which can host entertainment content, Google itself isn’t an entertainment company. They hoped VR developers would flock to the Daydream platform because of its (potential for) scale, but Google perhaps underestimated the chicken-and-egg problem of needing quality content to attract users to the platform before developers would see it as a viable option (especially in the face of other platforms like Gear VR which boasted a vastly larger install base).

AR, on the other hand, is very much focused on utility rather than entertainment. And it’s here where Google has a real advantage, specifically because the company’s core competency revolves around identifying, organizing, and surfacing information.

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It’s one thing to be able to convincingly track a 3D object against a backdrop of the real world so that it feels like it’s part of your environment—do that well and you can build some cool apps, but mostly ones that don’t actually leverage the power of AR to mix the real world with the virtual world. For AR to really reach its potential, a system needs to understand the world of the user so that AR applications can do things that are more useful than just manipulating 3D objects against the backdrop of the real world.

That’s what Google thinks it can do best—and where the company is now focusing its efforts, while choosing to pull back on ‘Daydream’ as a brand and product.

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Google’s VR Painting App ‘Tilt Brush’ is Coming to Quest, Cross-Buy with Rift

Already own a copy of Google’s VR creation tool Tilt Brush (2016) from the Oculus Store? Then you’ll be able to hop right into the company’s intuitive painting app with Oculus Quest, the upcoming standalone VR headset.

The company announced the news today in a Facebook blog post, outlining some of the changes the team made to get Tilt Brush on Quest’s mobile hardware.

“Most of our work porting Tilt Brush to Quest focused on performance improvements. Luckily, some decisions we made early on set us up for early performance wins,” Google product manager Elisabeth Morant says.

The Quest version is said to levy many optimizations that essentially set it apart from the PC VR version, however Morant says Tilt Brush on Quest “should look and feel pretty much the same as the Rift version, with a few small tweaks.”

 

These tweaks include easier stroke rendering on the mobile GPU, switching stroke rendering from double-sided to single-sided, using the shader to draw the reverse side of the stroke, and fazing out the ‘bloom’ effect as a sketch becomes more complex.

Google also removed a few features that were unique to the PC VR version, one of which is Audio Reactive mode, something that uses a PC’s system audio to make some stroke types undulate to a user’s own music.

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“Trade-offs were made during the course of development, but ultimately having a product that runs smoothly on mobile made it all well worth it,” Morant concludes.

Google hasn’t officially announced whether Tilt Brush will be a launch day title for Quest, although they’ve stated it’s definitely coming in Spring 2019. The same goes for Quest at the moment too however, as Oculus hasn’t given a firm launch date yet either.

Facebook’s next big opportunity to announce Quest is the company’s F8 developer conference, which takes place April 30th to May 1st in San Jose, California. We’ll have feet on the ground there, so check back soon.

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Google Shuts Down Internal VR Film Studio Spotlight Stories

Google is shutting down Spotlight Stories, the group tasked not only with pushing forward virtual reality as a storytelling medium, but creating a number of highly polished and thoughtful VR pieces in the process.

A copy of an email written by executive producer Karen Dufilho was obtained by Variety.

“Google Spotlight Stories is shutting its doors after over six years of making stories and putting them on phones, on screens, in VR, and anywhere else we could get away with it,” Dufilho said.

Variety also managed to get confirmation of the studio’s shutdown from a Google spokesperson:

“Since its inception, Spotlight Stories strove to re-imagine VR storytelling. From ambitious shorts like Son of Jaguar, Sonaria and Back to The Moon to critical acclaim for Pearl (Emmy winner and first-ever VR film nominated for an Oscar) the Spotlight Stories team left a lasting impact on immersive storytelling. We are proud of the work the team has done over the years.”

Spotlight Stories created a total of 13 short animated experiences over the course of its six-year existence. First starting out as an internal studio within Motorola, Spotlight Stories then joined Google’s ATAP division, going on to produce several immersive experiences, the most successful of which was arguably Pearl (2016), an Emmy Award-winner for Outstanding Innovation in Interactive Storytelling and Oscar nominee for Best Animated Short Film.

Image courtesy Google

Most recently, Spotlight Stories released Age of Sail (2018)a powerful and emotional tale of a hardened sea captain in the early 1900s who rescues a young girl after she falls overboard a luxury ocean liner. As a real-time rendered experience, it was plain to see just how much time, effort, and expertise was put into producing it. Its hand-drawn quality and heartfelt acting made it not only one of the most sincere VR stories out there, but arguably the group’s greatest work to date.

Variety contends the shutdown was due to the lack of any clear avenue for monetization in the face of a less than brilliant launch of Google’s Daydream VR headsets.

Variety further reports that an anonymous source with knowledge of the situation maintains that Spotlight Story members were given the opportunity to look for new positions within Google.

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Developers Now Receiving Google’s Experimental 6DOF Controller Kits

As applications for the Lenovo Mirage Solo 6DOF controller dev kits come to a close recently, it appears Google has begun sending out its first wave of units, an experimental hardware add-on for Lenovo’s Mirage Solo standalone headset that brings optical positional tracking to a pair of purpose-built controllers.

Alex Coulombe, the creative director and co-founder of VR startup Agile Lens, was one of the firsts to publish a few snaps along with his initial impressions of the dev kit; the headset already boasts 6DOF headset tracking but was matched with a single 3DOF controller (rotational only) at launch in May.

According to Coulombe, the 6DOF controller kit is about as plug-and-play as we would have hoped, saying “[i]f you don’t have the faceplate plugged in, everything is normal. As soon as you plug it in, the controllers just appear (sometimes at the wrong place for a moment). From there you can go about your business naturally like in any desktop 6DoF experience.”

The dev kit also features backwards compatibility with standard Daydream apps that use the 3DOF controller, Coulombe says.

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Putting it through its paces, Coulombe found the optical tracking system’s breaking point, but concludes it’s “not a big problem, [there are] few applications I can imagine where you’d really need to cross your hands over each other.”

Cubic VR founder Haldun Kececigil also received a unit, posting a brief look at the dev kit still fresh in the box and stating eagerly that tracking was so far “flawless” since the latest update.

Where the 6DOF controller dev kit will eventually will lead, we’re not sure. Healthy speculation: Google isn’t gearing up to mass produce the add-on itself, but rather seed its developer community with the tools to develop full-fledged 6DOF content for a headset yet to come, possibly one that will directly compete with Oculus Quest, which has been confirmed to launch sometime early 2019.

So far Google has been mum on the details, so at this point we just can’t tell.

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