Preview: Visually Dazzling VR RPG ‘The SoulKeeper VR’ Plans For a Full Story With Deep Lore

VR gamers have longed heavily for deeper titles that go beyond the surface-level experiences that make up a large portion of today’s VR content. They’ve longed for games with depth and complexity; developer HELM Systems plan to offer exactly that with The SoulKeeper VR, a forthcoming action adventure VR RPG for Vive and Rift with spell casting. The developers have shared new details with Road to VR leading up to the game’s release in Early Access on SteamVR this Spring.

I got my hands on the latest build of the The SoulKeeper VR (teaser video heading this article) which was frankly still a little rough around the edges, though Helm Systems tells us that their new workforce is progressing steadily with improvements on the path to the launch.

After experiencing the latest build on the Vive, I was most impressed with how much the studio is pushing the graphics, as you can see from the pictures. Even with a rather high-end GTX 980 Ti, the lowest settings gave me some stutters in a few places, and the highest settings gave me an almost unplayable framerate. But what I did see on the high graphics was some of the most awe-inspiring medieval fantasy visuals I’ve seen in a VR game.

This is thanks to both their talented artists as well as the underlying UE4 engine. However, I did see notable aliasing because of the low resolution needed to maintain performance. To address both visual and performance issues, Helm Systems tells us they’re experimenting with forward rendering, redone lighting from scratch, and anti-aliasing techniques. Still, this seems to be a title that will satisfyingly push graphics cards to their limits.

Combined with great music, they’ve crafted a very atmospheric setting, which is what I’m most looking forward to. What I didn’t see in the demo was much story-related elements, and this, they’ve told us, will be one thing they concentrate on for the full game.

References like text in the game will give us a deeper look into the lore of the SoulKeeper world which they’ve been crafting for a long time, and the story itself will follow the tale of Isoropos, a member of a brotherhood meant to maintain balance between good and evil. If they can really execute a well-craft, polished narrative in VR as they hope to, this will be quite an impressive gem. We’ll also apparently be able to play as other characters who could have their own stories, but Helm Systems says that the initial Early Access release will be more limited and additional content will be added over time.

Despite the rich graphics, what didn’t quite impress me was the gameplay, at least in this unpolished alpha state. Despite looking quite interesting with a combination of melee and magic casting, some issues kept me from enjoying it.

Photo courtesy HELM Systems
Photo courtesy HELM Systems

Sometimes it would be inaccurate detection of the gesture-based symbols you draw in the air to use a spell. Sometimes it would be weird AI/ragdoll behavior where they flop all over the place when hit. There were quite a few small things like that, as well as a bug which impeded progression in my first playthrough. In addition, the actual firing of a spell felt underwhelming as after you’ve drawn a spell with your hand, you see a laser pointing where you’ll shoot, and you press the trigger to fire the spell rather than throwing or ‘casting’ it into the world. The button-to-cast-spell meant it didn’t feel like a real magic spell anymore. It would have been better if it had at least some sort of special animation, but instead it’s just a fireball spawning out of your hand. There was also a lack of animation on the hand for doing many other things, including opening doors and levers.

Photo courtesy HELM Systems
Photo courtesy HELM Systems

Granted, this is a pre-Early Access build of the game; I’ve been told that many of those issues I saw in the demo are either already fixed or being fixed rapidly. Looking past the present state, the gameplay holds a lot of potential. You have a magical staff, a sword, and your gesture-based hand magic with different abilities. There will also be a variety of enemies, Helm Systems has revealed to us, from simple swordsmen, mages, and necromancers. And course there’ll be big bosses and dragons.

Other than combat, there will also be puzzles, and I got a taste of one in the demo, where I had to redirect light using crystals. It was easy since the game essentially guided me, but it added a lot to the feeling of adventure in the game.

In terms of locomotion, SoulKeeper VR gives you the option to both walk around freely with the trackpad on the Vive controller and to teleport.

With a newly expanded dev team, the studio says they’ll be able to do a lot to polish the game for the Early Access release this Spring. We’re already excited by the visuals and atmosphere, with gameplay currently rough but holding promise, and the hope of a full narrative in VR. Other magic/combat based games (like Mage’s Tale) are indeed in the works, but The SoulKeeper VR is looking to be a very high value and unique entry.

The post Preview: Visually Dazzling VR RPG ‘The SoulKeeper VR’ Plans For a Full Story With Deep Lore appeared first on Road to VR.

HTC Wants to Bring Its First-party Game ‘Arcade Saga’ to PlayStation VR

Arcade Saga, a futuristic sports action game from HTC’s internal Vive Studios development and publishing group, could be coming to PSVR. Launched for the Vive headset in December 2016, the game quickly received Oculus Rift support, and recently saw further optimisations for Oculus Touch. Now wanting to bring the game to PSVR, HTC is going a step above to demonstrate their commitment to platform agnostic VR content.

Photo courtesy HTC
Photo courtesy HTC

When HTC launched Vive Studios along with Arcade Saga last year, it appeared to be a comparable initiative to Oculus Studios, albeit with an intention to support a broader range of VR applications beyond gaming. While Oculus’ major funding of VR content is focused on that which will be exclusive to its platform, HTC’s strategy is different, as stated on the Vive Studios homepage: “Our interest in VR extends well beyond games and entertainment, covering content that’s intended for all major VR platforms.”

Joel Breton, VP of Content for Vive, has been critical of Oculus’ strategy of funding exclusive titles, stating in a recent interview with Gamespot:

[…] at Vive Studios, we’re platform agnostic, and we encourage developers to be the same. So what I mean by that is [developers should] develop for all VR platforms that make sense. So we create first party content, second party content, and support third party developers. And we encourage all of those, including our own internal studios, to put their content on all platforms because that gives them the best opportunity for two things which are critical. One, to make more money, to generate more revenue, but also to build a community, because beyond money, the most important thing for a developers is to build a community around the game. So by having their content only on one platform, say Vive, they’re going to be blocking out a bunch of the market. So if it’s possible to port your game [to other VR platforms]… then we encourage developers to do that.

He uses Arcade Saga, a first-party title from HTC, as an example, noting its Vive and Rift support, and that he wants to bring the title to PSVR. “We are also talking to Sony about taking [Arcade Saga] to their platform next, and they’ve expressed a willingness to let us do that.”

For that matter, PlayStation VR has a number of its own exclusives—including Batman: Arkham VR which is now launching this month on Vive and Rift—but is far less entrenched in the VR exclusives debate thanks to it being a console-based headset where exclusives are the status quo.

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‘Vanishing Realms’ Roadmap: New Content, Hardware Support, and 1.0 Launch on the Way

In Early Access since the launch of the Vive last year, Vanishing Realms (2016) development continues, as stated in the updated roadmap on the game’s Steam news page. The acclaimed VR action RPG is due to receive a large update that launches the original game out of Early Access, with brand new content and new hardware support also in the works.

Remaining an Early Access title for HTC Vive since it launched with the hardware on April 5th 2016, Vanishing Realms has seen two major updates to address the initial feedback from players, and to add new features such a hard mode, new combat AI and improved weapon and item interactivity. The game was praised as a great early example of roomscale VR, delivering fun, immersive gameplay.

The launch roadmap was recently updated on the game’s Steam page, with the plan to bring the game’s existing two chapters out of Early Access for a ‘1.0 launch’, before work continues on brand new content for Chapter 3.

“Support for new hardware” is also listed on the roadmap, and likely to refer to Oculus Touch (not currently officially supported by the game); the game is technically playable on Rift and Touch, but it seems it would benefit from official support. However, the fact that Touch isn’t specifically named, and that developer Kelly Bailey is a former Valve employee, makes it at least slightly plausible that he is referring to the Valve ‘Knuckles’ prototype controller instead, though we aren’t holding our breath there.

As for the much anticipated new content, Chapter 3 promises “new weapons, magic, creatures and environments.” Bailey is staying quiet on pricing or release date for now, though he says it’s likely to launch as a paid DLC add-on to the game, rather than an entirely new title.

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HTC’s ‘Arcade Saga’ Affirms Platform Agnostic Stance with Oculus Touch Improvements

Arcade Saga’s latest updates feature multiplayer modes in all three of its futuristic sports and add Oculus Touch optimisations. Developed by 2Bears Studios, the game originally launched in December 2016 as the first title from Vive Studios, HTC’s internal development and publishing group.

Inspired by arcade classics Breakout, Galaga, and Arkanoid, Arcade Saga offers three separate game modes built for VR in one package: Fracture, Smash, and Bowshot. 84 levels of motion-controlled action await, plus four bosses and bonus levels. The game is free today only on Viveport in celebration of Vive’s one year launch anniversary. The title is also available on Steam for $20.

Photo courtesy HTC Photo courtesy HTC

Smash mode was the first to receive a beta PvP mode and worldwide leaderboards in January, followed by Fracture’s multiplayer mode in February, plus the introduction of ‘Helper’ and ‘Hinder’ powerups to spice up the matches. At the end of March, the wave-based shooter mode Bowshot received its PvP mode to complete the multiplayer lineup. Although not mentioned on its News page on Steam, this most recent update also optimised the game for Oculus Touch, HTC tells Road to VR.

Photo courtesy HTC Photo courtesy HTC

As the first title from HTC’s internal Vive Studios, this extended support for Oculus hardware highlights the very different approaches to VR game development and funding between the two major PC VR companies. Unlike Oculus Studios, HTC says Vive Studios is platform agnostic; Arcade Saga could be coming to Sony’s PSVR too, according to Joel Breton, VP of Content at HTC Vive, during a recent Gamespot interview.

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Wevr Teases ‘APEX’, Coming to Tribeca This Month From the Creator of ‘Surge’

APEX is the latest real-time VR music video experience directed by Arjan van Meerten, the creator of the acclaimed Surge (2015). The experience is set to debut at the Tribeca Film Festival this month.

In partnership with Wevr and House of Secrets, Arjan van Meerten’s APEX is said to be a “darkly beautiful apocalyptic vision set to an original score.” Wevr has released an official poster for the experience (shown below) and a new screenshot (heading this article), the first glimpses of the project since the teaser video debuted nearly a year ago.

apex-vrDetails on exactly what the APEX experience will entail are slim; it isn’t clear even how long the experience might last, though judging from Meerten’s prior VR work, we would guess not much longer than 10 minutes (though we’d be happily mistaken). Until we have a chance to see APEX at Tribeca, we have Meerteen’s words, as shared on the Wevr blog, to image the experience by:

Arjan van Meerten | Photo courtesy Wevr
Photo courtesy Wevr

I played in bands from when I was 16 – really loud death metal. But I had always been interested in electronic music as well and started make it. VR is a really intense and immersive way to experience music. The best way I can describe Apex is like when I was fifteen and went to a death metal concert, and what I felt being in the crowd as the band played, the aggression and the energy. And it’s overwhelming and kind of scary but it makes you feel something. And that’s what I wanted to do with Apex. There is destruction but there is also beauty in what you are seeing. It’s really more of an atmosphere than a traditional story. And that’s what I’m interested in doing now, putting people in worlds more than telling a traditional stories in those worlds. I like it when people take off the headset and have to adjust to the earth again.

And there’s of course also the teaser released last year:

Surge, the predecessor to APEX launched in 2015 to much acclaim. The short real-time VR music video experience is available today for free on the Oculus Rift and HTC Vive.

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‘Batman: Arkham VR’ Launches on Vive and Rift

Batman: Arkham VR (2016) is one of PlayStation VR’s top games, and an exclusive too, until now.  Developer Rocksteady has launched the game for the HTC Vive and Oculus Rift.

Update (4/25/17, 2:53PM PT): Batman: Arkham VR has launched on both SteamVR and Oculus Home. The SteamVR version supports both the Vive and Rift, while the Home version (of course) supports the Rift. Initial customer ratings on SteamVR indicates much the same as we found in our review of the PSVR version: very good content but much shorter than we’d have liked, with a number of buyers unhappy with the length:price ratio. On Steam, the game presently holds a 79% positive rating, while on Oculus it holds a 4.25 out of 5.


Update (4/4/17, 10:43PM PT): The Steam page for Batman: Arkham VR reveals that the game will be priced at $20, and includes a few new screenshots (added to the article below). The SteamVR version of the game lists support for both the Vive and the Rift, though it still isn’t clear if the Oculus version of the game will use the native Oculus SDK, nor is it clear if the game will also be released on Oculus Home. Original article continues below.

Original Artilce: Batman: Arkham VR has placed consistently in the top 10 most downloaded PSVR titles since the headset’s October 2016 launch. Built on Unreal Engine 4 and well optimized for PSVR, it’s also one of the system’s best looking games.

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'Batman: Arkham VR' Review

Now Batman: Arkham VR will launch on the HTC Vive and Oculus Rift on April 25th, with full motion controller support on both systems. It isn’t quite clear at this stage if the game will see a native launch on both SteamVR and Oculus Home, or if the game will launch on SteamVR with support for both headsets, though our guess is on the former. Price hasn’t been announced (see update above), but the game is presently priced at $20 on the PlayStation Store. A trailer (heading this article) reveals the forthcoming headset support, but otherwise appears to show more or less the same game we saw on PSVR.

We praised Batman: Arkham VR on PSVR for its attention to detail and highly interactive environments. The game also managed to be very comfortable thanks to a thematically driven use of Batman’s grappling hook as a well paced teleportation mechanic. And while the length of the game and underwhelming “combat” left us wanting, on the whole it was an impressive starting point for what we hoped would become episodic installations that would let us further explore the dark underbelly of Gotham.

Sadly, after the game’s launch back in October alongside PSVR, we haven’t heard any further plans for the first VR-enabled Batman game from developer Rocksteady Studios or publisher WB Interactive Entertainment. This week’s news that the game is coming to the Rift and Vive is a good sign however, suggesting that positive sales on PSVR have lead stakeholders to believe that a release on the leading desktop VR headsets is worth their while.

We don’t expect the game to play much differently on the Vive and Rift, though it’s likely that the UE4 foundation will scale well on PC, offering a big jump in graphical fidelity. On our wishlist too would be tighter batarang mechanics (making us of more accurate VR controller tracking on Vive and Rift) to make the game more challenging and skill based; the batarang throws in the PSVR version were rather forgiving, likely due to the less accurate Move controllers.

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One question on our mind is how the new release of a 2016 VR game will fare with 2017 expectations. The reception of the game on Rift and Vive could have a major impact on the fate of Arkham VR going forward.

The post ‘Batman: Arkham VR’ Launches on Vive and Rift appeared first on Road to VR.

‘Justice League’ VR Experience Comes to IMAX VR Centers Worldwide, Trailer Here

Continuing its diversification from pure, cinematic experiences, IMAX has announced that it’s partnering with Warner Bros. to bring its forthcoming superhero movie franchises to virtual reality via multiplexes and it’s dedicated VR centres.

Update (11/26/17): First teased back earlier this year, the ‘Justice League VR’ experience is now available in select IMAX locations worldwide, including dedicated VR locations in Toronto, LA, NYC, Shanghai, and Manchester. The interactive experience uses the HTC Vive and features the opportunity to choose from one of six superhero missions: Batman, Superman, Aquaman, Wonder Woman, The Flash, and Cyborg. IMAX says the experience takes place in 25 minute scheduled blocks with a total runtime of 12 minutes. Although prices vary by location, it comes in around $12. For reservations, click here.

Original article (04/01/17): This year saw the opening of IMAX’s first dedicated virtual reality ‘Experience’ center, through which the firm – which made its name via super-sized cinematic experiences – intends to diversify its entertainment offering to include immersive VR gaming and cinematic experiences. We’ve already seen partnerships with developers and

Now, IMAX has announced it’s working with movie studio Warner Bros. to “help usher in” their forthcoming assault on the superhero movie genre with immersive experiences to tie in with new movies like the first Justice League movie and future offerings like Aquaman and at least one other unnamed franchise.

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'Ready Player One' VR Content on the Way with Vive as Official Partner

“It’s fitting that with Imax and Warner Bros.’ shared history of launching Hollywood movies in Imax theatres, today we’re entering into our first studio deal to bring VR to the multiplex,” said Imax Corp chief executive Richard L. Gelfond to The Drum.

As of now, no specifics as to the nature of the experiences are available – whether they’ll take the form of passive 360 videos or more substantial realtime, interactive rendered experiences. Nor do we know what VR headset the content will be targeted at, with IMAX utilising both HTC’s Vive and Starbreeze’s 210 degree StarVR hardware in their VR centres.

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Warner Bros. seems to be accelerating its efforts for VR as an entertainment platform. Just last week another of the studio’s major blockbuster hopes for 2017, the Spielberg helmed Ready Player One, was to get multiple piece of VR content via HTC and it’s SteamVR powered Viveport platform later this year.

imax-vr-centre“Ready Player One is one of the most anticipated movies in the world, and has tremendous potential to engage and entertain the worldwide market, showcasing the transformative nature of VR, and what it can and will be,” said Rikard Steiber, President of Viveport. “Vive is delivering on the promise of VR and continues to be the most advanced and immersive VR experience available to consumers, and we’re thrilled to be partnering with Warner Bros. to bring these experiences to consumers, on all platforms, around the globe.”

The post ‘Justice League’ VR Experience Comes to IMAX VR Centers Worldwide, Trailer Here appeared first on Road to VR.

‘Downward Spiral: Prologue’ Review

Downward Spiral: Prologue (2017) is a sci-fi adventure game that takes you into a lovingly recreated ’70s retro future of CRT monitors and space stations abound. Featuring a single-player and coop mission, and multiplayer death match mode Downward Spiral: Prologue feels like the creators have torn out the first few pages of an Arthur C. Clarke novel and realized it in virtual reality.


Downward Spiral: Prologue Details:

Official Site
Developer: 
3rd Eye Studios Oy LTD

Available On: Steam (HTC Vive, Oculus Rift)
Reviewed On: HTC Vive, Oculus Touch
Release Date: March, 31st 2017


Gameplay

Generator power: offline. Life support: offline. Artificial gravity: offline.

You’re tossed in with little back story, but it’s clear what you have to do aboard what appears to be an abandoned space station orbiting Earth. Get systems back online and see what happens.

downward spiral 1

Grabbing the railing you propel yourself to the nearest airlock and enter the station. Because you’re in a microgravity environment, you have to stop yourself with your hand and navigate forward by pushing off walls, and using the world’s many hand railings and button-filled consoles for stability.

There’s a lot to like about Downward Spiral: Prologue, from its well-polished interiors to its innovative locomotion scheme that has you free-floating in space, but I wasn’t impressed at all by the 15-minute length of the game. That’s right, another short-lived VR game that’s selling for real money on Steam.

But if the short single player/coop mission doesn’t deter you, you’re in for some very cohesive art, some interesting exploration in what feels like a real space station and a satisfying conclusion of the little level that will definitely leave you wanting for more of everything. Considering this is the first installment of the game, which hasn’t gone through any sort of pre-funding scheme like Steam Greenlight program or Kickstarter, purchasing the game at $9.99 (€9,99 or £6,99) means you’re directly funding the second installment.

downward spiral 2

There aren’t really any puzzles to speak of, as the action is mostly driven by a few neat little button-filled consoles that jump-start the station’s various processes. There are also a few enemies to dispatch with a pistol, but the world’s little electric robot enemies are laughably easy to kill. It seems the atmosphere around you is really the star of the show here.

Deathmatch allows up to eight players to experience the same zero gravity gunplay in “environments familiar to the story,” meaning the same map. I wasn’t able to get into a deathmatch during pre-release of the game, so I can’t speak to its entirety. This isn’t a “shooter” however, so I’m still mystified as to why there’s a deathmatch in the first place. I’ll be updating my impressions (and score if need be) as soon as I get into a match.

Immersion

At first it took me a few moments to get used to the locomotion style of floating around and pushing off the corridors of the space station, but after a little practice I was flying through the world with relative ease. I was surprised at just how good it was, similar to Oculus’ recently released Mission:ISS (2017).

Shooting the game’s pistols wasn’t an entirely a hitch-free experience. Aiming felt a little unnatural, a possible tribute to realism as my space suit didn’t entirely allow for free movement with the pistol. I found myself being more deliberate in how I aimed because of it though as my bullets zinged through the vast expanse of the engine room.

downward spiral 4

Getting zapped by a robot feels right. Your sight is slightly more red-tinted every time you take a hit, and the sound mutes ever so slightly the worse the onslaught.

I played the game with both the Oculus Rift (with Touch) and the HTC Vive. The game is an open 360 environment, so a 3-sensor set-up is a must for Rift players if you want to forget the Touch version’s snap-turn. As per usual, the stock Vive setup provided for a flawless 360-tracking experience.

Comfort

 Floating in space can be stomach-turning, but it seems the developers have nailed the locomotion scheme in Downward Spiral: Prologue to a pretty fine degree.

Besides relying on an hand-held air compressor you find midway through that lets you bebop around with your own personal jet, you have to use a little physicality to push off and stop yourself with walls. Thankfully grabbing out for any and all parts of the ship lets you stop yourself, and you sort of settle int your forward motion after a while.

downwward spiral 5

The HUD design also helps anchor you in the world, keeping nausea at bay. The video walk-through below (warning: the full game is completely spoiled below) shows a bit of the left side of helmet in the frame, but it’s really not so intrusive. The helmet design only slightly cuts off your horizontal field of view (FOV).

Despite having a temperamental belly when it comes to artificial locomotion (I made myself sick playing Mission ISS), Downward Spiral seems to have done everything in its power to limit nausea, and I walked away feeling surprisingly normal.


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.

The post ‘Downward Spiral: Prologue’ Review appeared first on Road to VR.

Hands-on: Rhythm Game ‘Audio Beats’ is a Hidden Gem That Plays to VR’s Strengths

At SVVR 2017 this week in Silicon Valley, Chinese VR developer organization VRCore brought a range of content to the show representing some of the VR work happening in the West. Among that content was Audio Beats by developer Famiku, a SteamVR game for Vive and Rift with surprising polish and compelling gameplay.

We’ve seen a number of rhythm games pop up in the VR space which rely largely on existing tropes from the genre in a new VR setting. I was impressed with Audio Beats in the way that it plays effectively to VR’s strengths and fosters gameplay mechanics that are unique and only possible in VR.

Photo courtesy Famiku
Photo courtesy Famiku

The foundation of the game is a virtual futuristic drum instrument which has four floating panels which you can strike with your virtual futuristic drumsticks. The instrument is as simple as a real drum—hit a thing with another thing… make noise—making it instantly playable at a basic level, and yet the game’s smart mechanics make it clear that there’s abundant overhead for challenge and mastery (see some gameplay in the video heading this article). As you might suspect, given the fursustic instrument, the music for now mostly falls into the electronica genre, underlined with deep beats.

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Much of the gameplay mechanics are about striking the right drum at the right time as a pulse of light travels down a note path to one of the drums; pretty basic stuff as far as the rhythm game genre is concerned. Of course, a real drum pushes back against your stick when you hit it, but a virtual drum cannot. Audio Beats doesn’t apologize for this, but instead embraces it with mechanics that only make sense in VR.

Among the various beat mechanics are occasional arrows which will come down the note path. To hit these correctly, you need to swing your drumstick through the drum in the indicated direction. For instance, if there’s an up arrow, I need to hit the correct drum with an upswing (coming from underneath) to land the note correctly. That means that I’m now not only thinking about timing and which drum to hit, but also the direction of my swing. The result is an effective mechanic that turns a limitation of VR into a strength of gameplay.

In addition to the basic beat and arrow beat mechanics, there’s also sustain notes, another well trodden concept in the rhythm game world, where instead of just striking the note once you need to hold it down for the duration in order to hit it correctly. But again Audio Beats goes smartly one step further in a way that takes advantage of VR. In the game, the sustain notes will shift in location as they proceed down the note path, meaning you have to not only hit and hold the correct starting location, but you need to move your hand around to stay in line with the stream as it moves from place to place, which can sometimes be from one drum to the next, or all the way across a gap between the furthest spaced drums.

vrcore-svvr-2017
VRCore founder Pinshan “Rebecca” Liu plays ‘Audio Beats’ at SVVR 2017

And of course all of these mechanics will be thrown at you simultaneously. Keeping your eye on the moving sustain note with one hand, while the other hand is busy jumping back and forth between drums during a complex string of notes is extremely satisfying. So too is nailing the arrow notes and combo notes as they are intertwined with the rest of it.

The gameplay really involves your body and your ability to multitask your limbs; real drummers will definitely have an upperhand to start, but while the outside-of-the-box mechanics might be outwardly based on drums, the gameplay could not be achieved with a real drum set or drum peripheral (like you might find with Rock Band). This unique-to-VR design is what makes VR games great, and why I came away very impressed with Audio Beats.

The game launched in early 2017 for $10 and although it isn’t specifically listed as an Early Access title, it appears the developers plan to grow it over time, with the Audio Beats Steam page noting, “This version contains the core gameplay for players to experience. The official version will have more songs and game functions will be updated regularly.” The game recently added Rift and Touch support (on top of its Vive support) and leaderboards to keep players competing for high scores.

Presently, it appears there’s only six tracks available (each with three difficulty levels, though I promise you won’t be able to start at Expert), and as above, the plan is for the developer to add more over time, which I very much hope they do.

The post Hands-on: Rhythm Game ‘Audio Beats’ is a Hidden Gem That Plays to VR’s Strengths appeared first on Road to VR.

‘Chroma Lab’ Teaser Shows Mesmerizing Interaction with Massive Particle Simulations

VR design is still in the very early stages, but something that we know leads to immersion in VR is interactivity. One developer is taking interactivity to the extreme with Chroma Lab, a forthcoming VR experience that will let you play with hundreds of thousands of simulated particles.

VR gives us the opportunity to simulate the real world and its physical laws to step into situations that we couldn’t otherwise practically experience, like driving a racecar or flying a plane. But what about simulations of the impossible, like commanding hundreds of thousands of floating pulsating rainbow particles?

Reddit user ‘Set111’ is developing Chroma Lab to let you do just that, and an early teaser looks absolutely mesmerizing:

Set111 calls Chroma Lab a “particle physics sandbox,” and says that more than 100,000 particles are simulated in VR at 180Hz using a custom GPU accelerated physics engine. The developer says the physics engine was written using HLSL compute shaders. Set111 plans to release the sandbox for free initially (“soon”) and then release DLC down the road to add more features. The experience is “a toy for now,” but the developer is considering adding game modes in the future. The game has only been shown on the HTC Vive for now, though there’s a chance that the Rift will see support through SteamVR as well.

The developer says that the game and its custom physics engine doesn’t rely on any vendor-specific rendering technology and is therefore optimized to run on any VR ready GPU, be it AMD or NVIDIA.

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Without imposing the high fidelity rendering bar required for VR, Set111 says the physics engine written for Chroma Lab is capable of simulating 1.6 million particles at 60Hz on an AMD R9 290 (a four year old GPU); today’s high-end cards would presumably be able to push that much further. A video from the developer, which appears to be the Chroma Lab physics engine at an earlier stage of development, shows 400,000 particles simulated at 60Hz:

Responding to comments on Reddit about the Chroma Lab teaser, Set111 explains a bit more about the simulation and its limitations:

There is no limit to the amount of particles apart from VRAM and size. Ignoring overhead, rendering and counting sort, computational time is O(N) for all particle stuff and interactions (well apart from one). Increasing play space also slightly increases comp time due to counting sort and it massively increases VRAM usage. I could use a repeating grid for infinite playspace but it is not necessary for my game and having the particles in a fixed grid will be useful for future physics additions.

Assuming the fluid is not compressed, internal particles interact with about 55 others per iteration consistently.

All the particle calculations and data manipulation runs entirely on the GPU. The CPU barely does anything.

In addition to all the simulated particles, the developer says that the sandbox will have reactive music which should add some sonic spice to this visual feast.

I wouldn’t have guessed it, but Set111 says this is their first time developing a game, and that the impetus behind the project was to use it as a learning experience.

Chroma Lab‘s mesmerizing and reactive visuals remind us of Cabbibo’s work, who was recently interview by the Voices of VR podcast.

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