Hero Brawler Quantaar to Hold Week-Long Steam Demo

Quantaar

Steam is well known for its regular festival events where gamers can demo some of the hottest titles coming to the platform from both indie and large studios. Occasionally, some developers like to hold their own mini-demo events and that’s exactly what Pumpkin VR is doing for its upcoming virtual reality (VR) title Quantaar.

Quantaar

Quantaar is a hero brawler that supports single-player, online multiplayer and co-op gameplay, with Brawl, 2v2 and a 4-player party mode. Inspired by videogames like Super Smash Bros. and League of Legends, the Quantaar demo will offer up two maps (PK Arena and Dragon Valley), four heroes (Gumi and Cookie, Quasar, Captain Fury and Flèche) each with their own particular fighting skills alongside brawl, 2v2, a practice area and a private room mode. The final version will bump the character roster up to 12.

Developed over the past couple of years, Pumpkin VR has created a system where players can engage in battles from two points of view, as an observer looking over the battlefield partnering up with the hero to knock opponents off the arena or bombing them into the air.

Once you’ve found heroes you like Pumpkin VR says Quantaar will feature a: “deep progression and rune system and cosmetic upgrades,” to customise and enhance your characters. Additionally, because this is really a competitive social experience everyone will have their own avatars to customise.

Quantaar

From what’s been shown so far, Quantaar is gearing up to be a hugely fast and frantic multiplay brawler, check out the gameplay video below to see it in action.

Quantaar’s free week-long SteamVR demo begins next Friday, 29th October 2021 supporting Oculus Rift, HTC Vive, Valve Index and Windows Mixed Reality headsets. Pumpkin VR has slated an early 2022 release for the project with Oculus Quest support also mentioned. For continued updates on Quantaar’s development, keep reading VRFocus.

AFFECTED: The Manor – Complete Edition Revamps the Horror Experience for Halloween

Affected: The Manor CE

It’s almost tradition that studios will release some sort of spooky theme for their videogames around Halloween but what do you do if your game is already scary? Well, in the case of Fallen Planet Studios’ horror title AFFECTED: The Manor it’s all about giving the experience a revamp whilst bringing all its DLC together in one easy to manage package.

Affected: The Manor CE

Called AFFECTED: The Manor – Complete Edition, VRFocus first reported on this new version at the end of 2020, with the initial expectation it was going to arrive in Q1 2021. Now its set to arrive next week, with PlayStation VR owners seeing the biggest changes. Fallen Planet Studios says the PlayStation VR edition gets “innumerable updates and improvements” with higher polygon models and a completely redesigned path system for starters.

While PC VR and Oculus Quest owners of AFFECTED: The Manor have previously been treated to extras like spooky speed run mode The Gauntlet and the frightening The Darkness mode, both are now coming to PlayStation VR for the first time. On top of all of that, no matter which platform you play AFFECTED: The Manor – Complete Edition on, it’ll now feature support for 10 languages, single-handed gameplay and a skin tone shader.

So is there anything special coming to the Oculus Quest and PC VR versions you ask? Most definitely. As a Halloween treat there’s a hidden secret: the Architect’s Room. You’ll need to be observant whilst exploring the manor to find the room: “inside will be all manner of secrets – both here in the present and for the future,” the studio notes.

Affected: The Manor CE

“Everyone at Fallen Planet Studios is very happy to be bringing AFFECTED: The Manor – Complete Edition to the entire VR community,” said Alex Moretti, CEO Fallen Planet Studios in a statement. “This package is the culmination of more than half-a-decade’s work in creating VR horror experiences, and we can’t wait to see players across all VR platforms experience the ultimate virtual haunted house this Halloween!”

For PlayStation VR, AFFECTED: The Manor – Complete Edition will be available from 28th October 2021, priced at $9.99 USD / €9.99 EUR / £7.99 GBP, with a 20% launch discount for PlayStation Plus members. If you already own the videogame then it’s a free update. The PC VR version also arrives on the same date whilst the Oculus Quest version lands slightly sooner, on 25th October. For further Halloween VR updates, keep reading VRFocus.

Build Your Own Spacefolk City on Oculus Quest This Week

Spacefolk City

Indie developer Moon Mode in conjunction with publisher Beyond Frames revealed colourful city builder Spacefolk City back in August for Oculus Quest and PC VR headsets. This week, It has been confirmed that Spacefolk City will see an initial for Oculus Quest this Thursday, with the Steam release to follow at a later date.

Spacefolk City

The single-player title is set to offer a quirky take on the traditional city building experience. Taking place entirely in space, you’ll have the freedom to construct your floating city however you wish, creating some unusual urban layouts in the process. As you’re not limited to a flat surface, you can build up or down as you see fit, just making sure everything’s connected so that inhabitants can navigate your undulating cityscape.

Like any city builder, you’ll need to encourage new residents whilst ensuring their interests and requirements are met. From building them houses to useful establishments to frequent, as you can see from the screenshot there’s a definite food theme to some of the aesthetics. This is key to making inhabitants happy, as their body type indicates their interests. A happy community means they’ll be productive and efficient, helping you further build out the growing metropolis.

Alongside all the core buildings, you’ll also be able to decorate your space city to give it that homely feel. Drop in some lighting, foliage and more, making the whole place vibrant and alive. To help keep that motivation pumping, Spacefolk City will feature a funky soundtrack of more than 20 songs influenced by late-70s electro-disco and early-80s electro-pop.

Spacefolk City

Spacefolk City even has its own backstory with Moon Mode’s synopsis explaining: “The Spacefolk are in trouble! Their sun is going supernova, and they need your help to build up their city and find a way to escape the impending solar disaster!”

Moon Mode has confirmed that Spacefolk City’s Oculus Quest launch will take place on 21st October, retailing for $24.99 USD. A Steam page currently lists the PC VR release for November. For continued updates, keep reading VRFocus.

Analyst Take: Why HTC Vive Flow Should Have Enterprise Subscriptions

There is a place in the market for a headset like HTC’s Vive Flow, however, I am not sure that it works in its current state.

Here’s a breakdown of why.

Why does Vive Flow Exist?

Let’s start with Vive Flow’s purpose, according to HTC Vive.

The company says it is primarily for meditation, entertainment, or productivity. This seems valid especially when you consider that the design is much more accessible than previous generations of VR headsets, and it has a removable face gasket for easy maintenance. That said, the Vive Flow still requires an external battery for use which for many may end up being a major objection. Vive Flow weighs a meager 189g, which is primarily because it has only a small battery designed to allow for hot swapping an external power supply without the device turning off.

HTC sees Vive Flow as a headset you put on to escape your hectic day and a place you go to relax and play some casual games or experience some meditation apps. The headset is also the most portable VR headset on the market today with the ability to fold up easily and fit inside a very small container for easy transport, something most other VR headsets cannot claim.

The Specs

While most of the specs leaked, the Vive Flow is said to have a 100-degree FOV which is pretty good for such a portable headset.

The display has a resolution of 3.2K and a refresh rate of 75Hz. I believe it is powered by the outdated Qualcomm XR1, which is still a very good chip but shouldn’t be relied upon solely for compute and should mostly be seen as a chip for offloading work from a smartphone or other compute device. Critically, unlike Oculus Go which used XR1, Vive Flow has 6-DoF head tracking even though it does not come with any kind of a controller. With the Vive Flow, your phone is the controller, and interactions are done through your phone’s touchscreen to maximize portability. The headset also has two bottom firing spatial speakers which are great, but are probably best supplemented with noise cancelling Bluetooth headphones for better isolation.

The Experience

I recently got a chance to try out the HTC Vive Flow at a small event in Los Angeles hosted by HTC Vive, and I spent some time with the headset and some of the people involved in making the Flow happen.

Right off the bat, I was impressed by the total thickness and size of the device and the fact that it easily folded up like a pair of glasses/goggles, which isn’t really a thing you can do with VR headsets today. After I got to play with the hardware a bit, I put Vive Flow on and it was instantly clear why this works as a more passive VR experience. This is what Oculus Go was good for, until Facebook killed that product. I think it was a mistake to kill Go because it was perfect for a certain segment of the market that doesn’t need 6-DoF or very high performance, but still could benefit from a quality low-cost media consumption solution.

When I wore Vive Flow, I first tried the TRIPP app which is a digital wellbeing and meditation app that I am familiar with, and the company’s founder and CEO Nanea Reeves spoke very highly of her experience with this headset and how easy it was to work with HTC to port it. It is quite clear apps like TRIPP great for this lightweight goggle form factor, and just the right fidelity for the XR1 chip, which seemed to run TRIPP’s app smoothly. In addition to that, I also played Space Slurpies, which was a more casual gaming app that the developer Alexander Clark ported to Flow. Space Slurpies is a pretty passive, yet engaging 3D version of the popular smartphone game snake, with a twist that this version uses your smartphone as the controller to control your snake’s movement. This game was also engaging and smooth and has both single and multiplayer experiences, which could prove to be a great way to unwind.

Last, but certainly not least, was the ability to mirror your smartphone’s screen via Miracast to the headset. This experience sets you up with the ability to receive phone calls, text messages and view apps on your phone like TikTok and YouTube. This gives you a virtually ‘huge’ screen that also gives you privacy — because you’re viewing it via VR headset — and this also gets around some of the worst content barriers for VR. Specifically, the fact that so many apps don’t let you download content onto a VR headset for viewing offline. The Netflix experience was great, but I could also see this reviving a ton of media consumption experiences that died when apps like Netflix never brought offline support to their VR apps.

Also, while I am very bald, I could absolutely see how this headset could be much easier to use for people who have a lot of hair or simply can’t deal with the current ergonomics of VR headsets. I believe that HTC plans other solutions, but the folding form factor enabling maximum portability is going to be the main use.

Overall, my experience was fairly positive but I was left wondering how much of a market there really is for Vive Flow and whether HTC’s go-to-market makes much sense, especially since the company is pitching this as a consumer product.

Enterprise Use Cases And Pricing?

Vive Flow is a headset that is very good at its intended purpose, but I believe HTC Vive’s go-to-market plan is fairly flawed.

They are rolling out a $6 per month Viveport subscription to make access to content fairly inexpensive, but at $499 I simply don’t see very many people going out of their way to choose this headset over Oculus Quest 2. Additionally, I’m not entirely sure the best applications of this headset are even remotely consumer applications. For example, HTC Vive brought around MyndVR, which is a VR application for helping senior communities transport their residents to other parts of the world virtually. That sounds like a great enterprise application to me. Overall, I could actually see this headset working much better paired with an application like MyndVR or TRIPP as part of a monthly subscription that includes the hardware and software and entirely ignores the current $499 pricing.

I just don’t see consumers necessarily being sold on the form factor first rather than the application first. I could see this headset being far more successful with the backing of Oculus’ content library, but even with that the $499 pricing is simply too much in my mind for most consumers, and that’s why I think an enterprise model makes more sense here.

This is HTC’s first consumer standalone VR headset in a while, especially in the US where none of its standalone headsets ever launched as consumer products. I would really like to see Flow paired with applications that benefit from its portability and make sense offered as a service. This is really the only path I see for the Vive Flow’s success. Currently, HTC plans to sell Vive Flow on its website, direct to consumer with no clear plans to sell it anywhere else.

Disclosure: Anshel Sag is an analyst for Moor Insights & Strategy and, like all research and analyst firms, provides or has provided research, analysis, advising, and/or consulting to many high-tech companies in the industry. The author does not hold any equity positions with any companies cited in this column.

HTC Vive Flow is all About Improving Mental Health

Vive Flow

So after all those teasing images and recent leaks, the time has come for HTC Vive to officially unveil its latest virtual reality (VR) device. And those leaks were correct, the Vive Flow is a new, smartphone-compatible headset designed for media consumption. Not only that, the company has revealed a whole new platform, Viveport Verse for customers to access content from.

Vive Flow

HTC Vive has now confirmed that Vive Flow is focused on helping users relax and improve their mental health. Weighing in at 189g with a dual-hinge design to adjust to most heads, Vive Flow will allow users to watch movies streamed off their phones using Miracast, enjoy meditation apps like TRIPP and connect with colleagues and friends using Vive Sync.

Vive Flow has a 100-degree field of view (FoV), 3.2K resolution (2x 2.1” LCD 1600 x1600 per eye) and a 75 Hz refresh rate. The device should be great for those who wear glasses as it has an in-built diopter adjustment on each lens up to -6.0D. Other features include 6DoF tracking, 4GB RAM, 64GB of storage, stereo speakers, an active cooling system and the ability to connect to an external power source – a 10,000mAh Vive power bank will be separately available – when not connected to a phone. There is a small internal battery that’ll last around five minutes, purely there for hot-swapping between power sources.

Because Vive Flow doesn’t have any controllers users will be able to use their phones as a 3DoF controller instead. In fact, Vive Flow is completely geared around phone connectivity, if you’re not using it to select an app then you can screencast onto the headset. Currently, these features are only supported on Android devices.

Vive Flow

“With Vive Flow, HTC is taking technology in a new direction, focusing not on what we do, but on how we feel. Maintaining our wellness has come to the forefront in the last few years, with so many millions feeling stressed every day, so it has never been more important to take time out to calm our minds, and VIVE Flow provides the perfect opportunity to escape our four walls and immerse ourselves in our ideal ambience,” said Cher Wang, Chairwoman and CEO of HTC in a statement. “Meditation, gentle stretches, brain training, streaming our favourite shows or even meeting friends or co-workers in VR with VIVE Sync can all be enhanced by a device light and compact enough to fit in our pocket. VIVE Flow represents the next evolution of technology, as we take a more holistic view of how we can make life better.” 

Additionally, there will be a special £5.29 GBP per month Vive Flow subscription plan for Viveport for users to access compatible content.

Vive Flow pre-orders begin today for £499 / $499 USD with a special incentive to order before 31st October, you’ll get £90 worth of free gifts (the official Vive Flow carry case, a bundle of 7 titles and 2 months of Viveport Infinity). Official sales then begin in November. For further updates keep reading VRFocus.

HTC Vive Flow Announced: Compact $499 6DOF VR Headset

After two weeks of teases, the HTC Vive Flow has been officially announced.

As was previously speculated, Vive Flow is based on HTC’s super-slim concept for a VR headset, Project Proton. The device resembles a pair of glasses with very thick lenses and weighs just 189g. The frames feature two hinges, one to help shift the device to fit a range of head sizes and the other so they can be folded up like a normal pair of glasses. It’s technically not a standalone headset, as the kit must be tethered to an external power source like a battery pack for long-term use. The device has a small onboard battery but HTC stresses this is only intended to power it so you have time to plug it back in to another source. Two cameras on the front provide 6 degrees of freedom (6DOF) positional tracking.

HTC Vive Flow Announced

HTC envisions Vive Flow as less of a gaming device and more a headset for media consumption and experiential content. To that end, you connect the device to an Android smartphone to use as a 3DOF controller and also mirror content to view inside VR. There are also native apps, and the company highlighted meditative experiences like TRIPP and Nature Treks VR. HTC also plans to bring hand-tracking support to the device in the future, though this won’t be available at launch. iPhones aren’t supported.

Specs-wise, Flow features 1.6K per-eye resolution, a 100-degree field of view and a 75Hz refresh rate. HTC declined to reveal exactly what processor the device was using, although you definitely shouldn’t expect the same performance as the Oculus Quest 2. The lenses employ diopter dials so you can twist them to find the best visual clarity. The frames feature a built-in audio solution and dual microphones, plus there’s active cooling at the front of the device.

Pre-orders for the Vive Flow go live today on the official site and the device costs $499/€549. Units will start shipping in early November and those that pre-order will also get the protective carry case HTC has been teasing thrown in for free along with seven pieces of content, though exactly what those are hasn’t been revealed.

What do you make of the HTC Vive Flow? Let us know in the comments below.

HTC Announces Vive Flow, a Compact VR Headset Focused on Casual Entertainment & Wellbeing

HTC today announced Vive Flow, its latest standalone VR headset. While the company just recently released the enterprise-focused Vive Focus 3, the Vive Flow aims for the consumer market with a compact size and feature-set that HTC has designed around casual entertainment and wellbeing apps.

Vive Flow Specs, Price, and Features

Priced at $500 and planned for release in November, HTC is positioning Vive Flow as a VR headset to help people relax, learn, and connect with friends.

Weight

Image courtesy HTC

The standalone headset aims to be both compact and lightweight; HTC says Vive Flow weighs just 189 grams, which is several times lighter than any major VR headset on the market today, standalone or otherwise.

Resolution, Field-of-view, & Audio

Image courtesy HTC

Vive Flow is said to have a “3.2K” resolution, though the company hasn’t specified the precise display. Based on the way they’ve marketed their most recent headsets, we understand this to mean roughly 1,600 × 1,600 per-eye.

Meanwhile, Vive Flow’s refresh rate is confirmed at 75Hz and the horizontal field-of-view at 100°. A diopter adjustment allows users to focus each lens to fit their glasses prescription, up to −6.0D. The headset also includes on-board audio and supports bluetooth headphones.

Processor & External Battery Power

Image courtesy Qualcomm

Vive Flow uses Qualcomm’s Snapdragon XR1 processor with 4GB of RAM and 64GB of storage.

While the device is standalone, it will rely extensively on external power from a USB battery pack (not included) or a phone. Vive Flow has a small on-board battery but it only lasts a “few minutes” and is designed to allow users to hot swap the headset’s tether between power sources.

Tracking & Input

Image courtesy HTC

The headset supports 6DOF head-tracking and users can pair an Android phone to be used as a 3DOF controller (head-based pointing can be used as a fallback). Hand-tracking won’t be supported at launch, though it may come in a future update.

In addition to running standalone apps, users can mirror content from their Android smartphone into the headset to watch video streaming apps, play flat Android games, and the like. iOS devices aren’t supported by the headset for use as a controller or content mirroring, though the company says they’re working on it.

Vive Flow Apps & Content

Image courtesy HTC

Beyond mirroring content from Android smartphones, Vive Flow can run standalone applications which will be served from a mobile version of HTC’s Viveport app store.

HTC says Vive Flow is built for “wellbeing, brain training, productivity, and light gaming,” and is focusing on serving those kinds of apps through Viveport.

We don’t have a complete list of the apps which will be offered at launch, but the company has given a few examples like the mindfulness app TRIPP, an original VR video series from MyndVR, and the company’s own social VR app, Vive Sync. We expect to hear more about specific apps that will support Vive Flow in the near future.

At launch, HTC will be offering a Viveport subscription plan for Vive Flow priced at $6 per month. It isn’t clear if this will allow access to the headset’s entire library of apps, or just select apps (as is the case with the company’s PC VR subscription library).

Accessories

Vive Flow carrying case | Image courtesy HTC

Since Vive Flow requires an external power source (but doesn’t include one in the box), HTC says it will be selling a 10,000mAh external battery pack. The company hasn’t announced the price, but we expect it will be priced similarly to the $80 battery pack the company has previously sold alongside its Vive wireless adapter accessory. Any power bank will work with Vive Flow, however.

HTC has also designed a carrying case for Vive Flow. Though also not yet priced, it will be included as a pre-order bonus.

Vive Flow Release Date & Pre-order

Image courtesy HTC

Vive Flow is set for a release date in November, but pre-orders start today. The Vive Flow price is $500, and pre-orders will receive both the carrying case and a bundle of seven apps.


Do you have questions about Vive Flow? Let us know in the comments below and we’ll try to get them answered!

The post HTC Announces Vive Flow, a Compact VR Headset Focused on Casual Entertainment & Wellbeing appeared first on Road to VR.

Review: Eye of the Temple

Eye of the Temple

Roomscale gaming where you purely use your body and not the controllers isn’t something often seen anymore. There are plenty of virtual reality (VR) titles where you can move about a virtual space, crouching or walking over to pick up an object but actually employing your two feet as the only locomotion isn’t easy; especially if you’re working with a minimum 2m x 2m area. Sure, videogames like Space Pirate Trainer DX offer the chance to run around a play space if you can find an area large enough. This is why Eye of the Temple is a bit of a rarity, a true roomscale experience with an awesome Indiana Jones vibe.

Eye of the Temple

Eye of the Temple is the work of solo indie developer Rune Skovbo Johansen who’s been working on this project for several years now. The whole ethos behind the title is navigating your way through an ancient, trap-filled temple, carefully watching where you place each and every foot. One wrong step and it is instant death.

While you might be quite comfortable walking around in any normal VR experience, Eye of the Temple is very different, for one you spend a lot of time looking at the floor and around your feet. Traversal through is primarily via stone blocks that move in one particular direction, carefully gauging your timing so you don’t fall between the gaps. There are some cylindrical blocks as well, encouraging you to keep your position by walking backwards as it rolls forward.

It’s this type of movement where some players are going to struggle, Eye of the Temple even offers a warning right at the start. You might think that physically stepping through the environment would be fine, however, a disconnect can happen when a block suddenly drops down, raises up or moves in an unexpected way. As long as you’re aware of this Eye of the Temple can be a lot of fun.

Eye of the Temple

The gameplay is challenging right from the outset, it isn’t just about looking where to step next, there are gems to collect, multiple pathways to choose from and then there’s the whip. In fact, you have a whip in one hand and an unlit torch in the other, both designed to help you interact with the environment and solve puzzles. At times Eye of the Temple is like trying to rub your belly whilst tapping your head, as well as being spatially aware of obstacles; ducking under stuff plays an important part.

Even though Indiana Jones makes using a whip look easy, that isn’t the case here. With it, you can smash jars filled with gems, use it to pull levers from afar or kill enemies like little annoying flying scarabs. It certainly takes practice as the first few times trying to wrap the whip around a lever just seemed impossible.

As you can probably tell, Eye of the Temple is a physical experience all the way through, and it’ll have your heart thumping in no time. Not in the same way a rhythm action title would as the pace is steadier but you soon notice it after an hour or so. It becomes that engrossing you really do need to make sure your gameplay area is clear of any objects, it’s used to the maximum. If your boundary stops at a wall at times you’re going to be right up against it.

Eye of the Temple

Eye of the Temple isn’t hectic in any way, encouraging you to take your time and explore. All those extra pathways offer secrets to discover which is exactly what you’d expect when exploring a lava-filled temple of death. No difficulty option is available, surprisingly though some accessibility options are, like being able to change the duck height or the whip hand if you’re left-handed. Best of all though is the auto-saving which seems to happen at every block. So there’s no trudging through swathes of a level if the worse happens.  

This October features some really big VR releases and sandwiched in between them all is this nugget of indie inventiveness. Eye of the Temple feels like it goes back to VR’s roots in a way, the gameplay is simple but very effective, always keeping you thinking and on your toes. The whole experience achieves that one sort after quality in VR, immersion, where you become so focused on what you’re doing it’s easy to forget that the temple is actually your living room. Just be careful not to topple over, that can happen!   

Survios’ Creed: Rise to Glory has Sold Over 1 Million Copies

Creed: Rise to Glory

Survios has churned out some excellent virtual reality (VR) titles over the years from wave shooter Raw Data to the musical Electronauts. One of the studios’ biggest releases was an official tie-in with MGM’s Creed and Rocky cinematic universe with 2018’s Creed: Rise to Glory. This week Survios has revealed that the boxing title has cleared the one million unit sales mark across all platforms.

Creed: Rise to Glory
Creed: Rise to Glory on Oculus Quest

Initially brought to PlayStation VR and PC VR headsets before coming to Oculus Quest in 2019, Creed: Rise to Glory puts you in the gloves of underdog Adonis Creed. You then have to work your way through the boxing ranks, eventually becoming champion. As this was officially licensed you’ll not only receive training from the legendary Rocky Balboa, Adonis’ father, World Heavyweight Champion Apollo Creed makes an appearance and so does Mr. T’s character Clubber Lang.

When you’re not fighting in official bouts you need to build that strength and stamina with plenty of training or trying some of the various Endurance, Free Play, and Online PVP modes. When it comes to all those sales Survios hasn’t mentioned what the split is between the various platforms.

“When we first brought ‘Creed’ to life in VR, we knew players would become immersed in the character’s passion, determination and fighting spirit,” said Seth Gerson, CEO, Survios, in a statement. “Since releasing the game, players stepping into the virtual ring have thrown more than 500 million punches, burned more than 1 billion calories and boxed in over 50 million rounds on the road to 1 million games sold.”

Creed: Rise to Glory
Creed: Rise to Glory on Oculus Quest

“Whether we’re developing for VR, traditional consoles, physical installations with AR/VR overlays or a hybrid that combines the best of each, our mission is to design fully immersive, dynamic worlds that can be discovered in every reality where gamers exist,” continued Gerson. “Developing for cross-reality is just the beginning. We’re exploring every opportunity to captivate the broadest possible gaming audience while pushing the envelope to create the next generation of immersive technologies and interactive consumer experiences.”

One million copies might not be a lot in normal videogame terms but in VR that’s certainly a success. Survios’ most recent release is another official IP, collaborating with Taito to bring Puzzle Bobble VR: Vacation Odyssey to multiple VR headsets. For further updates on the studio’s latest projects, keep reading VRFocus.

HTC Vive Flow Leak Unveils Design and $499 Price

HTC Vive Flow

Leaks are part of the course in the tech industry with some companies fairing worse than others. Tomorrow sees HTC Vive host a special event to unveil a new device its been dropping hints for the past week or so. But that secret may be out the bag with a new leak offering up a selection of images, pre-order details and a price.

HTC Vive Flow

Any leak of this type should always be taken with a pinch of salt regarding validity. The details come from Twitter account @evleaks which is synonymous with this type of information drop having previously released pictures of Facebook’s Ray-Ban Stories smartglasses ahead of their official unveiling. So there’s a fairly good chance all of today’s leak is correct.

Offering up images of some slim-looking glasses that definitely have similarities with HTC Vive’s Project Proton concept, the Vive Flow will seemingly be for “well-being and mindful productivity”. So rather than a new type of VR headset, this will be a phone connected device to watch videos or compatible apps. Sounds a bit odd doesn’t it? Plus there are no controllers mentioned, there are what look to be lenses on the front which could offer a range of functionality. According to a recent Protocol report, it’ll have 6DoF tracking and no controllers as the device won’t be geared towards gaming.

The Vive Flow will supposedly have a “Dual-hinge fit system” to accommodate most heads, in-built spatial audio so there’s no need for headphones and an active cooling system that should make long viewing sessions comfortable. There will also be adjustable diopter lenses supporting up to -6.0D and the ability to Miracast from your phone.

HTC Vive Flow

All of this will reportedly retail for $499 USD with pre-orders opening on 15th October – the day after the HTC Vive event. If you pre-order, you’ll get that carry case HTC Vive has been putting in all its promotional images, “7 free VR contents [sic],” and two months of Infinity Vista, likely a new iteration of the Viveport Infinity service.

HTC Vive should be confirming all of this and hopefully more tomorrow at 4pm BST. When that happens VRFocus will keep you posted.