HTC Teases Self-Tracking Tracker That Doesn’t Need Base Stations

HTC teased a self-tracking Vive Tracker that doesn’t need base stations.

Vive Trackers are used by businesses in bespoke VR software to track real-world objects, and by VRChat users to track body parts such as their torso, eblow, legs, and feet.

The current Vive Tracker 3.0 shipped in 2021. It’s priced at $130 but requires SteamVR Tracking base stations, available from $135 each.

The new ‘Self-Tracking Tracker’ is set to launch in Q3 of this year. It has two wide field of view cameras and an onboard processor to perform inside-out positional tracking, like a Quest Pro controller without any buttons, triggers, haptics, or sticks. This means it doesn’t need base stations nor to be within view of a headset’s cameras.

It will connect to a specific USB-C dongle, which HTC says will support up to 5 trackers at once. It will support the OpenXR standard, so won’t require a HTC headset.

HTC claims it weighs under 100 grams and is approximately 50% smaller than Vive Tracker 3.0. However, it won’t replace Vive Tracker 3.0 – it will be sold alongside it. Typically camera-based inside-out tracking doesn’t work well in plain rooms with no high-contrast features or in low light, while base stations work in almost any environment.

Like previous Vive Trackers, it will support standard 1/4” threaded screw mounting, the same used by cameras and speakers. There’s also a new magnetically-attaching clip mount, and HTC says it will release the CAD files so people can 3D print their own mounts.

HTC says the Self-Tracking Tracker is still in the development phase and didn’t announce a price.

HTC Announces Inside-out Tracker for VR Accessories & Body Tracking

HTC today announced a new Vive Tracker accessory which is the first in the industry to use inside-out tracking, meaning it doesn’t require any external beacons. The device can be attached to props to bring them into VR or to the user’s body for enhanced body tracking.

HTC’s existing Vive Trackers are a popular accessory for anyone interested in VR full-body tracking, but they use SteamVR Tracking technology which requires external beacons for use.

Now the company has announced a new Vive Tracker, and while it doesn’t yet have a name, HTC confirms it is their first standalone tracker based on inside-out tracking which uses on-board cameras to track its own position in space. That means no external beacons or cameras need to be set up for use.

HTC says that up to five of the new standalone Vive Trackers can be used at once, which could be used for body tracking in VR by attaching two trackers to the elbows, two to the feet, and one to the hips. Combined with the user’s head and hands (which are already tracked by the headset and controllers), the trackers can be used to represent the user’s movements more fully—which allows people to do some pretty incredible things in VR.

Details are slim right now; HTC hasn’t announced the price or battery life, and the release date is far off in Q3 2023. Though the company says the device will support standalone Vive headsets, PC VR, and a fully self-contained mode for those wanting to use the trackers for non-VR uses such as object tracking. The tracker is also based on OpenXR, and HTC says this will make it possible to use the tracker with other headsets from other vendors.

The base of the tracker has a quick-release system for removing it from its mount, as well as a standard camera tripod thread for connecting various standardized mounts and holders. The units are small too, with HTC saying they come in at just half the height of the latest Vive Tracker 3.0.

Developers interested in experimenting with the new tracker can contact HTC here to register their interest.

Although the device will support PC VR, HTC says it recommends that anyone already using SteamVR Tracking should stick with the existing Vive Tracker 3.0 for its precision and compatibility.

– – — – –

While this is the first dedicated inside-out tracker to be release by a major VR vendor, the device is fundamentally similar to the Quest Pro and Magic Leap 2 controllers which also use on-board cameras to track their position.

Assuming HTC’s new inside-out tracker works well, the company may not be far off from releasing its own inside-out tracked controller.

HTC Announces Inside-out Tracker for VR Accessories & Body Tracking

HTC today announced a new Vive Tracker accessory which is the first in the industry to use inside-out tracking, meaning it doesn’t require any external beacons. The device can be attached to props to bring them into VR or to the user’s body for enhanced body tracking.

HTC’s existing Vive Trackers are a popular accessory for anyone interested in VR full-body tracking, but they use SteamVR Tracking technology which requires external beacons for use.

Now the company has announced a new Vive Tracker, and while it doesn’t yet have a name, HTC confirms it is their first standalone tracker based on inside-out tracking which uses on-board cameras to track its own position in space. That means no external beacons or cameras need to be set up for use.

HTC says that up to five of the new standalone Vive Trackers can be used at once, which could be used for body tracking in VR by attaching two trackers to the elbows, two to the feet, and one to the hips. Combined with the user’s head and hands (which are already tracked by the headset and controllers), the trackers can be used to represent the user’s movements more fully—which allows people to do some pretty incredible things in VR.

Details are slim right now; HTC hasn’t announced the price or battery life, and the release date is far off in Q3 2023. Though the company says the device will support standalone Vive headsets, PC VR, and a fully self-contained mode for those wanting to use the trackers for non-VR uses such as object tracking. The tracker is also based on OpenXR, and HTC says this will make it possible to use the tracker with other headsets from other vendors.

The base of the tracker has a quick-release system for removing it from its mount, as well as a standard camera tripod thread for connecting various standardized mounts and holders. The units are small too, with HTC saying they come in at just half the height of the latest Vive Tracker 3.0.

Developers interested in experimenting with the new tracker can contact HTC here to register their interest.

Although the device will support PC VR, HTC says it recommends that anyone already using SteamVR Tracking should stick with the existing Vive Tracker 3.0 for its precision and compatibility.

– – — – –

While this is the first dedicated inside-out tracker to be release by a major VR vendor, the device is fundamentally similar to the Quest Pro and Magic Leap 2 controllers which also use on-board cameras to track their position.

Assuming HTC’s new inside-out tracker works well, the company may not be far off from releasing its own inside-out tracked controller.

Vive Flow Gets A Business Edition & Optional Controller

HTC launched the Vive Flow Business Edition this week, an enterprise version of its lightweight immersive viewer headset.

As we covered in our review, Flow is the lightest VR headset on the Western market at just 189 grams. However, it’s a device with fairly niche use cases and some major caveats.

Flow is controlled by your phone as a rotational laser pointer, but that’s obviously not ideal for business use cases so HTC is now selling an optional $59 controller. The controller isn’t positionally tracked either though, it also just acts as a laser pointer. HTC says the controller can also be purchased by consumers.

Importantly, Flow is a tethered headset — to use the headset, it needs to connect to a USB power source. Flow only supports a very small and specific list of Android phones, with no iPhone or laptop support.

The Business Edition also comes with a two-year commercial warranty and an expedited return and replacement system, if needed. On the software side, there’s also ‘Kiosk Mode’ — this allows content to be queued or started remotely, on behalf of the user, and prevents accidentally closure of an experience.

Vive Flow Business Edition is available through Vive’s Business site for $499.

Brand New Half-Life Alyx: Levitation Trailer Appears on the PC Gaming Show

During the week that’s definitely not E3 there have been a number of companies sticking to tradition, hosting events with lots of new videogames to announce. Amongst them was the PC Gaming Show yesterday which just so happened to have a tasty virtual reality (VR) update, a brand new gameplay trailer for Half-Life: Alyx mod Levitation.

Half-Life: Alyx - Levitation

The work of modders FMPONE and Corey Laddo – and a few others behind the scenes – Levitation has been gaining plenty of attention ever since it was unveiled earlier this year. While we’d all love an official update from Valve, thanks to the Steam Workshop Half-Life: Alyx is highly moddable with dozens of excellent community additions, and Levitation is gearing up to be one of the best.

Half-Life Alyx: Levitation is going to be a 4-5 hour adventure in City17, set in an area called Sector X which houses a mysterious floating building. G-Man is set to make a return alongside your mate and inventive engineer Russell. Even with the new trailer, little else has been revealed regarding the narrative. At least it’ll serve as a nice (unofficial) side-mission for fans eager for more Half-Life in VR.

From the looks of the gameplay trailer Half-Life Alyx: Levitation is going to be heavily action-oriented, once again pitting Alyx against Combine soldiers and the ever-reliable headcrabs.

Half-Life: Alyx - Levitation

Two years after its release Half-Life: Alyx is still regarded as the pinnacle of VR gaming, offering just the right mix of action, immersive interaction and puzzling that the franchise is known for. “A stunningly rich experience from start to finish, Half-Life: Alyx is one of the best VR titles available, a perfect showcase for what VR gaming is capable of,” gmw3 said in its review.

Currently, Half-Life Alyx: Levitation is expected to arrive later this year. While you’re waiting other Half-Life: Alyx mods include Return to Rapture, a two-episode addition set within the Bioshock universe. Or how about VR mods for non-VR titles? Elden Ring, Cyberpunk 2077, Quake 3 Arena, Resident Evil 2 and 3, and more have all been given the unofficial VR mod treatment.

For continued updates, keep reading gmw3.

A Bizarre, Tranquil World Awaits in London’s Latest VR Artstravaganza

I’ve seen some weird and wonderful content in virtual reality (VR), from twisted ethereal landscapes to horrifying monstrosities you’d not want to meet in your nightmares. VR has managed to transcend so many aspects of entertainment I’m always curious as to where creators go next, with some of the more unexpected ideas coming from the artistic community. One of the biggest advocates in the space over the last few years is Vive Arts, returning once again with an exhibition that mixes multiple mediums.

Alienarium 5

Vive Arts has reunited with Dominique Gonzalez-Foerster for her solo exhibition Alienarium 5 at the Serpentine Gallery in London’s Hyde Park. It’s an exhibition that encompasses the artists’ 20-years of experimentation with ideas surrounding deep space, science fiction and the myriad possibilities of alien life.   

Stepping into the gallery you’re instantly presented with a bright, eye-catching Alienarium 5 neon sign, the use of neon signage a long-time favourite of Gonzalez-Foerster’s. The vibrant use of colour can be found throughout the exhibit, draped across the walls and floors; even hidden behind a selection of eyelets that fill your vision with cascading hair and a pungent, crisp perfume that I couldn’t quite place.

It was almost too easy to miss the carpet that curved around the foyer, taking inspiration from the planet Uranus with deep hues of blue gradually fading into vivid reds and yellows. In actuality, it’s a very sedate start to what’s to come, with the VR portion completing the whole ensemble.

Alienarium 5

Through the archway and into the Serpentine’s central gallery, if you’ve not been there before it’s an impressive domed ceiling encircled with lights at its centre, giving an even yet dramatic illumination to the artwork below. On the floor, was a selection of what looked like large recreations of books all carefully placed. These actually turned out to be cushions, enabling guests to sit down and take in the huge piece of artwork that encircled the space.

Partly space-themed with a giant image of the Earth dominating as you first enter, the sci-fi design becomes even more abundant with a collage of alien designs interspersed with imagery of people, all harking back to those 1950/60s glory days of space travel. It’s an impressive piece of work that you can keep coming back to spot areas you’d not noticed before. But I’m no art critic, I’m here for the VR and how Vive Arts and Gonzalez-Foerster have deployed the tech. It is worth remembering that many have not tried VR, especially a device like the Vive Pro 2 in use here, so Alienarium 5 could well be their first step into an immersive digital space.

That definitely seems to have been part of the thought process here, as there are five headsets placed on stools and I’m told to stay seated forwards. With no need to turn around and no controllers to worry about the VR portion of Alienarium 5 is a tranquil, almost meditative experience that doesn’t so much feel like you’re floating in space, more the ocean deep.

Alienarium 5

You embody an alien, a different creature for each headset. Coming in at around 9 minutes, each experience is like a visual dance, imagine a murmuration where thousands of starlings twist and churn almost magically in the sky. It’s quite captivating with both audible and visual cues drawing your attention around the space. As it turns out, during the sequence you’ll spot what looks like other unusual alien creatures which are in fact the other exhibition guests.

While I didn’t have time to try them all I did test two out, with significant differences between them. The first portrayed what seemed to be a shoal of fish flitting around my vision. Their movement random, I came away relaxed but not connected to the piece or with a desire to re-experience it. The second headset was entirely the opposite. Almost like static rain in neon blue, what set it apart was the gaze-based control, wherever I turned my head would make a tunnel through the undulating haze, altering the spatial audio to suit. A far more dynamic presentation, the time quickly disappeared as I played in the space, stepping away far more energised and appreciative of the artist’s work.

London always has some amazing art on display but if you’re looking for some a little more tech-savvy then Alienarium 5 is worth popping into. The exhibition runs until 4th September 2022.   

First Gameplay Trailer Arrives for VR Horror Propagation: Paradise Hotel

WanadevStudio, the French team behind the excellent rhythm-action title Ragnarock announced back in December 2021 that its next virtual reality (VR) project would expand the Propagation VR franchise. Called Propagation: Paradise Hotel, the studio has unveiled the first gameplay trailer showcasing the horrors that await.

Propagation: Paradise Hotel

While Propagation VR was a basic wave shooter set within an abandoned subway station, Propagation: Paradise Hotel is going to be a proper survival-horror adventure. In a zombie-filled experience, you step into the shoes of Emily Diaz who barricaded herself in the hotel’s kitchen after everyone started to get sick. After a couple of weeks, though, it’s time to leave and save your sister, finding out she’s alive after intercepting a radio message.

And so begins wandering the dimly lit corridors of the Paradise Hotel, uncovering horrors behind every door by the looks of things. WanadevStudios’ trailer showcases pre-alpha gameplay so some of the designs are likely to change but it gives a great sense of the overall atmosphere. The hallways are littered with dead bodies and blood strewn walls, flies buzz around the corpses and the quiet amplifies your footsteps.

You’ll be able to illuminate dark corners with a chest-mounted flashlight that can be detached for great versatility. This is an action-adventure so you’ll have access to weaponry, needing to search rooms for valuable resources such as ammo and batteries so the light remains lit.

Propagation: Paradise Hotel

There are plenty of standard VR elements you’d expect in Propagation: Paradise Hotel, from manual gun reloading to physically opening doors and peeking around corners. You’ll also need to be on guard for jump scares as the ferocious, skinless zombie at the end reminds gmw3 of the infamous red-head zombies from Resident Evil.

Propagation: Paradise Hotel is currently slated to arrive towards the end of 2022, supporting Oculus Rift, HTC Vive, Valve Index and Windows Mixed Reality headsets. Check out the gameplay below and for further updates, keep reading gmw3.

Take The Last Taxi on Steam This May

Taxis are never just about getting from A to B, they’re small microcosms filled with interesting characters and their stories. Today, developer ZenFri Inc. has announced that its upcoming virtual reality (VR) title The Last Taxi will be pulling up to headsets on Steam at the end of May.

You play the very last human driver in this narrative-driven adventure, toiling away in a dystopian future where surveillance, automation and human modification run rife. Featuring a cast of over 80 characters, in The Last Taxi you must transport your passengers whilst engaging them in conversation but events take a turn when an anti-technology cult member leaves an undocumented baby in your cab.

Like any cab driver, if you keep your customers happy and chatty they’ll be more likely to tip, earning you more money to buy upgrades. These range from new tools to hijack cargo and hacking toll booths to enhancing customer experience. You’ll also need to keep them alive by avoiding environmental hazards and maximise those tips by managing malfunctioning equipment.

As mentioned, this is a surveillance state so taxis are fitted with mandatory listening devices. This means as your passengers talk and reveal personal dilemmas they may also talk about the darker workings of the megacity. There are harsh penalties if you don’t report a suspicious character to authorities and lucrative opportunities if you do. But some may not always be so easy to judge.

“We wanted to explore stories within an expansive post-collapse and environmentally ravaged world. The Last Taxi mirrors today’s climate of division and existential threats. With the art of conversation at its core, we leave all choices firmly in the player’s hands,” said Dee King, Co-Founder of ZenFri Inc. in a statement. “When a wounded cult member abandons a mysterious baby, a rarity even in the wealthiest parts, you’re thrown into an adventure that cuts across all levels of society and brings about choices that can change the future of humanity’s last city on Earth.”

The Last Taxi is currently scheduled to launch on Steam for Oculus Rift, HTC Vive and Valve Index on 31st May 2022, retailing for $29.99 USD/ €26.99 EUR/ £22.99 GBP. For further updates on the latest VR game releases keep reading gmw3.

Preview: Now There be Goblins – You Have my Hammer

Nobody likes goblins. They’re always getting into places, causing trouble, generally being a nuisance. I’ll tell you who really hates goblins; the king. As a blacksmith grafting for coin, apparently I’m on speaking terms with this smug-looking monarch. He commissioned me to craft a massive gold statue of him and the local goblins have taken a dislike to them. Or they want the gold. Either way, goblins are attacking, the king doesn’t like that and I have to defend the kingdom. I have no clue why we don’t have soldiers for this.

All I have are a shield and my trusty blacksmithing hammer. Thankfully I can build defences, which should clue you in on what genre Now There be Goblins falls into. This tower defence game plays like many others you will have seen or tried. The enemy enters an arena area and walks a predetermined path towards their goal, which is our failure point. As the hero, I build weapons and barricades to kill any and all goblins.

Across the opening levels I learn how to move around the playing area, plus how to select defence items. This early on, it’s the usual barricade that is placed on the paths to slow down the enemy, as well as a few weapons – crossbow, cannon and sharpshooter. These can be dotted around off the path to lay down damage. But you know this, I’m sure.

The goblins enter the kingdom in waves, variously armoured and kitted out with weapons. A highlight of Now There be Goblins is the ability to pick up the discarded weapons from the goblins, all of which feature differing damage stats and styles, such as bludgeoning or stabbing damage. It’s rather laughable to be standing behind a barrier, swinging both arms wildly to whack and stab horrible goblins.

Of course, in between waves placements can be repaired or upgraded, it’s all very much par for the course. Until the bosses show up, and then everything goes to hell. I was happily building items, looting corpses, defending the kingdom. I knew a boss was in this wave, but I underestimated them severely. They are huge, hulking enemies that seemingly know nothing except swinging a weapon and moving forward. I died. A lot.

However, even with those deaths, I was levelling up to unlock new weapons and items and slowly progress bit by bit. I began to admire the visuals and the wonderful little details that brought my role to life. I will happily write a paragraph about just the blacksmith hammer, which is attached to your arm via a chain. This means it can be thrown… and recalled. Like Thor with Mjolnir. I was lopping the hammer, snapping it back, catching it, taking a bit of a pose. It was glorious. 

There were a few graphical glitches from the chain – sometimes it stretched across the entire map, other times it glitched through the placements. But I still felt like a God. And that theme continues in the style of Now There be Goblins, the developers have used a slick cartoon style, with daft, overly large proportions and pops of colour. The weapons and defences feel weighty and look chunky.

I’m still slowly working my way through the campaign. This is an early access title, so it’ll keep receiving updates over time. And I’ll definitely keep coming back. Now There be Goblins has a really delightful gameplay loop, and while the bosses are scary and tough, they feel fair enough to return to the mission and try a new tactic next around. I’ll be back for those goblins, and to protect the kingdom, but I’ve got a Godlike hammer and a bad attitude.

Action-Packed Fracked Ziplines Onto PC VR This May

Last summer nDreams launched its most action-packed virtual reality (VR) title to date, the PlayStation VR exclusive Fracked. Well, today the studio has revealed Fracked will soon no longer be exclusive to one platform, with a PC VR launch date now scheduled for next month.

FRACKED

Fracked takes place in a remote mountain facility where you become the unlikely hero who stands between the Earth and an army of gun-wielding, interdimensional enemies. Stealth is not a requirement here, guns, speed and bravado are all you need, progressing from one horde of enemies to the next; causing a few explosions along the way.

With its bold art direction, Fracked’s gameplay is just the same, encouraging you to utilise the environment however you please. Use the grabbable cover system to your advantage and flank enemies, climb towers for a better vantage point or use the numerous zip lines to quickly reposition yourself on the battlefield. And then there are the skiing sections.

Our PlayStation VR review of Fracked gmw3 said: “nDreams is well versed in making highly polished VR titles and Fracked is no different. The art style is gorgeous, adding a comic book blend to the action playing out. And there are some wonderful ideas and mechanics employed.”

FRACKED

“It’s been fantastic to see the love that Fracked has received from players and critics alike since it’s PlayStation VR launch last year,” said David Corless, VP of Publishing at nDreams in a statement. “We’re excited to give new audiences the chance to experience the thrill of Fracked’s high-octane action as they fight to save the world!”

Fracked is set to arrive for SteamVR and Viveport compatible headsets Oculus Rift, HTC Vive and Valve Index (Meta Quest 2 is supported via Cable/Air Link) on 5th May 2022. It’ll also hit the Oculus Rift store not long afterwards. For continued updates on Fracked and nDreams, keep reading gmw3.