The Changing Face Of War: Studio Roqovan On World War Toons Updates

Last week Los Angeles-based developers Studio Roqovan (formerly Reload Studios) introduced a new update for their World War 2 themed, cartoonish first person shooter (FPS) World War Toons.

The update, called ‘The Great Brawl’ introduced a new map/location as well as new skins/costumes for characters. A prototype control scheme built around teleportation was also introduced. In this interview VRFocus‘ Nina talks to Studio Roqovan Community Manager Will Lewis about the additions to World War Toons and briefly discusses the team’s future plans for the game.

Join us again later later in the week as we’ll have more from Studio Roqovan as we will be discussing with CEO James Chung the development and future of the studio.

Epic Games Talk to VRFocus About Unreal Engine’s VREditor Version 2

Mike Fricker, Technical Director at Epic Games and colleague Lauren Ridge (Technical Writer) spoke to VRFocus about the changes and improvements that have been made to the Unreal Engine VREditor.

At the Epic Games keynote, a new version of VR mode tools was revealed during a video presentation. Added features included; Asymmetric hands with laser pointer for object tracking. Floating user interfact (UI) panel with radial menu for rapid access to options to switch between playing and editing rapidly without ever needing to take off the headset. A new Mesh editing mode to allow users to create objects from scratch within Unreal Engine while still wearing VR headset.

First version was released over a year ago, and the new version is available now on Github to download and compile.

You can watch the interview with Mike Fricker and Lauren Ridge below.

VRFocus will keep you up to date with developments on the VREditor and Unreal Engine.

VRFocus Talk To Winking Entertainment Ahead of US Launch of Unearthing Mars

VRFocus correspondent Nina talks to Eric Tsai from Winking Entertainment about Unearthing Mars, the new virtual reality (VR) sci-fi game for PlayStation VR.

The developers say that Unearthing Mars consists of roughly 2 hours of gameplay, with each stage featuring different mechanics such as shooting and driving segments. Players take on the role of a co-pilot who is tasked with trying to find fragments that contain clues to a lost Martian civilisation.

Unearthing Mars screenshot

Winking Entertainment are an Asian game development company based in Taiwan mostly known for their online games such as The Arabian Night Online and Battle of Destiny Online. For Unearthing Mars the company had to do a considerable amount of research and development on face and body motion capture to make the animation as fluid and realistic as possible.

As VRFocus have previously covered, Unearthing Mars is already out in Asia, but the game is now due to launch in the North American region on March 7th 2017. It will be priced $14.99 (USD), but Tsai says there will be a launch discount. Tsai also teased that there might be a possibility of the game coming to Vive and Oculus at a later later date.

You can watch Nina’s interview with Eric Tsai below.

VRFocus will continue to keep you up to date with VR game launches.

GDC 2017: Epic’s Tim Sweeney on What Unreal Engine VR Means for Non-gaming Industries

Tim Sweeney Epic Games CEO

VR video games are some of the most immersive, visceral experiences to date. Travelling to fantastic worlds, going brain-to-rotting-noggin’ with zombie hordes and throwing coffee mugs at floating sentient CRTs has never felt so real. But games are just the start of where VR and AR are heading, and honestly, most likely will not be either platform’s primary function in the future.

Enhanced reality devices – especially AR — will be ubiquitous in another decade or so, and used in nearly every aspect of our lives and in nearly every industry, from automotive to medical care, education to neuroscience, engineering to shopping. We’re on the cusp of a technological evolution, and while games will be driving the early experiences, they won’t be the predominant use for very long.

Of course, all of the various applications, programs and tools will require a base engine for creation, and that’s where Epic Games – and specifically its Unreal Engine – comes in. We had a chance to meet with Epic’s CEO and Founder Tim Sweeney to get his take on where he thinks VR and AR are heading and what Unreal Engine VR means for the plethora of non-gaming industries.

“VR and augmented reality are going to be the most visually-demanding platforms ever,” says Sweeney. “Unreal Engine was brought up in the days of PCs with big monitors and console games on your television, and we’ve had kind of a step back from pushing visual fidelity on mobile platforms. When you have a screen that only takes up 20% of your field of view on a mobile device, you don’t want world-class, photorealistic, high-detail graphics because it’s hard to see all the little details. You want stylized imagery. But now we’ve gone to these VR platforms and AR, your brain expects you’re going to see realistic objects, and your brain is very sensitive to anything that’s wrong.

“The ways architects and automotive companies will use VR is really healthy for us for our engine direction. In a game, whenever the engine fell short of achieving realism one area we could always fake it with some stylization, but if you have to recreate a realistic object, you can’t cheat, you have to actually do the hard work.

“Creative applications like Oculus Medium, Tilt Brush and Ghost Paint are exposing artistry to computer users that’s much more visceral than ever before. It’s a somewhat unnatural experience to sit down in Photoshop or 3D Studio Max or even Unity or Unreal and build 3D objects with a mouse and keyboard because the actions you’re doing with your hands don’t map very clearly to the actual actions in the world. In VR, it’s you reaching out and doing things with your hands the exact same way it works in the real world, so anyone who has ever painted knows how to paint in VR, and that’s a really empowering phenomena, and completely different than human interaction in the past. Just like Minecraft enabled 50 million people to become 3D content creators, I think there will be hundreds of millions of computer content creators with augmented reality and VR makes that completely accessible to people.

“Because we’ve now made Unreal Engine ubiquitous — anybody can go to the website and download the full toolset and get started on projects without any commitment, without talking to any human and without any negotiation — a variety of companies are downloading it and using it and then talking to us and showing us their projects. They’re doing some amazing things.

“We’re already about two years into that revolution of adoption of Unreal Engine by these industrial companies, and we’re seeing them making real-time engines — and especially Unreal — a much-more pervasive part of their entire production and company pipelines.

“The automotive industries are leading adopters; they’re using real-time engine tech for everything from design visualization all the way up to dealer showrooms so you can configure a car photo-realistically and see exactly what all of the millions of permutations of custom options look like in a way that’s just not possible with physical inventory.

“Right now your Amazon shopping experience involves looking at a lot of low-resolution JPEGs of products. All of those models are going to be digital in the future; they’re going to be high-fidelity and you’ll be able to preview them in a web browser or in VR and AR. You’ll be able to scale them, scan your room and place them in your environment and see if the couch you’re looking at or the painting looks good before you buy it. And then you’ll be able to customize all of these products, because once you’re able to see all of the different options, customization will be much more ubiquitous than using some bizarre user interface on the web. Products will be much more dynamic in the future, and technology like 3D printing is going to make manufacturing much more flexible than it has in the past.

“On the professional side, I’ve been blown away with the amount of progress we’ve been able to make with the VR Unreal Editor. We exposed the full editor user interface as if you have this iPad that you can bring up at any time and bring up objects in a very intuitive way. I think it’s going to be a very empowering technology for professional content creation of all sorts. Car makers are going to be designing cars by walking around in empty rooms and tweaking virtual objects until they’re ready to build them. They’ll experience that with other designers and have product reviews and have multidisciplinary collaboration — it’s going to be awesome!”

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Optofidelity and Futuremark On Measuring VR Latency

Futuremark and Optofidelity have revealed the fruits of their partnership, a device for measuring latency and performance of a virtual reality (VR) device, at Mobile World Congress (MWC).

VRFocus spoke to the companies as they showed off a full breakdown of the time difference between a VR user moving their head, and the head mounted display (HMD) updating what is on the screen. The product also allows for viewing of a full breakdown of CPU and GPU activity, so any potential bottlenecks can be located.

You can watch the full video below.

VRFocus will continue to keep you updated with news from MWC and GDC.

GDC 2017: Epic CEO Tim Sweeney on How we Get to Mass VR and AR Adoption

Tim Sweeney Epic Games

We’re not even one year into the release of the current crop of VR HMDs and mobile headsets, and while sales are in the millions, it’ll still be a while before every household has a VR device or every person walks around the city with AR-equipped glasses. So what will it take for VR and AR to be an omnipresent technology? Price is certainly one important factor, but Epic Games’ founder Tim Sweeney thinks it’ll come down to two things: better optics and smaller form factor.

“To displace monitors and keyboards and mice and become truly the way we do all these things in real life, you’re going to need about 4K resolution per eye,” Sweeney concludes. “And miniaturization that’s much more convenient to wear all day, every day.”

Thankfully, Sweeney doesn’t see these hurdles as issues that will take long to overcome.

“All these things are already happening; Moore’s law alone will get us to 4K per eye,” Sweeney postulates. “There are multiple manufacturers building 4K LCDs that are smartphone-sized, and as soon as they’re miniaturized and built into OLEDs, that’ll be the next step.”

In case you’re not familiar, Moore’s law states the density of transistors a circuit board can hold doubles about every two years, and that means smaller size, greater computing power and reduced weight.

“Reducing the weight is just a matter of componentization,” explains Sweeney. “Remember what computers looked like 20 years ago and what they look like now, and think about everything Apple packs into a tiny iPhone package. If you open it up you’ll see they’ve designed custom circuit boards and custom components that all mesh together in these amazingly compact ways — that’s all coming to VR and AR.”

“I think what we’re seeing in VR is we have not yet even gone through a single cycle in which custom hardware has been built just for the application; we’ve been repurposing cameras and displays and motion sensors from smartphones,” Sweeney continues. “When someone starts designing from the ground up for VR, the results are going to be staggering, not only in the quality and capabilities, but also the ability to be reduced into a more convenient form factor.”

While Sweeney believes the technology will hit great strides in comfort and usability over the next few years, it may be a bit longer until we’re at the point where it’s as ubiquitous as smartphones.

“I think we’re on a 10-to-12-year track until the display part of VR and AR is reduced to the size of your glasses — no more weight, no more inconvenience, something you can wear all the time and make part of your everyday, ordinary life.”

Tim pauses for a second before adding an important and clever clarification, “And if it looks goofy, that’s okay… it’ll Photoshop everyone else’s out in real-time.”

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MWC 2017: DisplayLink Talk To VRFocus About Their New VR Headset Add-On

Many a VR user has found themselves caught or tripped by the cables required for virtual reality (VR), however one company, DisplayLink, are aiming to show you a future where those wires are not needed.

DisplayLink were in the Spanish city of Barcelona today, showing off the add-on at Mobile World Congress 2017 (MWC) today and its potential for truly and fully realising wireless VR headsets. At least for the HTC Vive, which the DisplayLink kit is compatible with. VRFocus reporter Nina spoke to Graham O’Keeffe, Chairman and CEO of the company who describes just how the technology works.

VRFocus will continue to bring you all the latest from MWC and GDC throughout the week.

GDC 2017: Epic Games’ Tim Sweeney Thinks Social Interactions Will ‘Be the Number One Use’ of VR in the Future

GDC 2017: Epic Games’ Tim Sweeney Thinks Social Interactions Will ‘Be the Number One Use’ of VR in the Future

Given that Unreal Engine powers dozens of VR games, experiences and toolsets, it’s no surprise that Epic CEO and Founder Tim Sweeney is excited about the future of the medium. But what does he think will be the killer app for VR?

“I think social interactions are the thing that everybody’s underestimating,” Sweeney affirms. “The applications of VR to mass market social experiences that everybody participates in is going to be the number one use of the technology.”

“We’ve never seen anything like this,” continues Sweeney. “Even if you’re only seeing a low-fidelity approximation of them, you feel like you’re there. We did not have that prior to VR.”

But Sweeney also admits that the technology has to be convincing enough to not be off-putting or grotesque.

“We’ve undergone millions of years of evolution that causes our brains to pick up on very subtle queues on how humans communicate, and keeping digital humans out of the uncanny valley is a big challenge for all game engines, and one we’re investing in heavily.”

The promise of hyper-realistic social experiences that erode distance are both far-reaching and uplifting, and the impact it can have for family members and friends living far apart are life-changing. Seniors who live across the country or perhaps in a completely different hemisphere can spend holidays with relatives. Old friends can participate in emotional reunions. And on-duty military service members don’t have to miss the birth of a child.

However, along with these amazing experiences, Sweeney cautions developers and creators to think about the negative implications that may come along with the technology and design accordingly.

“VR is a completely new medium with the level of realism that’s unprecedented. I think it has immense potential to be used for both good and evil, if we’re going to look at it that way. Game developers are going to have to be very thoughtful about how we approach this, both in our digital work and products we choose to create and also the way we expose social experiences to players. Griefing and harassment are things that are going to feel a lot more real in VR than if you’re just hearing somebody’s voice or they’re just typing text at you. These are real challenges for the whole industry, and we’ve been very thoughtful about that at Epic.”

Sweeney even suggests realistic virtual avatars could end VR harassment.

The transformational and transportational aspects of VR are certainly exciting, and ones that also mean travel times can be reduced from hours or even days to nearly instantaneous.

“It’s teleportation,” Sweeney quips with an enthusiastic smile. “John Carmack said at a certain level of technology, VR is going to be a super power, and he’s totally right.”

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MWC 2017: HTC On 3D Printing A Virtual Creation

What if you could create, in virtual reality (VR) an original object, from the initial design through to a finished piece and then use a 3D printer to bring it out of the virtual world into the real one?

That’s just one of the items being shown off by HTC at Mobile World Congress 2017 (MWC). We spoke to HTC’s Graham Wheeler, SR Director at the corporation who explains that and just what else you can expect, with everything from wireless VR to facing your fears.

VRFocus will of course be bringing you more from both MWC and GDC throughout this week.

Man Loses More Than 50 Pounds Playing A VR Game

Man Loses More Than 50 Pounds Playing A VR Game

“I was unhealthy. At my worst I was over 300 pounds. It came to the point where my doctor finally said you need to get the heck in shape. I was at that lowest low point where he was basically saying you need to do something or you’re gonna die.” 

This was the situation that Job Stauffer found himself in at the end of last summer. He had always been a bit big for his frame, but once he crossed the 300 pound mark he began experiencing regular headaches and other health concerns. Visiting his doctor he got the response he was expecting: “it’s time to lose some weight.”

Stauffer was prepared mentally to diet and exercise, but he didn’t relish the idea of joining a gym or starting every day with a run.

“People always want to tell you ‘just exercise’ but it’s not that simple,” Stauffer said. “I have an extra hundred or so pounds on me. That’s an entire extra person to run with or lift with. I couldn’t just hit the sidewalk and start jogging. My knees would break.”

Stauffer works in the video game business and decided that perhaps the industry he loved could provide an answer to his weight loss dilemma. Throughout the course of his career, Stauffer says that he watched many VR fitness fads “come and go” including fitness-themed games for the PlayStation Move, Microsoft Kinect and the Nintendo Wii. None of these programs had paid off, but a new platform caught Stauffer’s eye that gave him hope.

“I knew that virtual reality could give the body a chance to engage content fully,” Stauffer explains. “It also had an immediacy and simplicity that the other gaming weight loss platforms lacked. There was also this added layer of immersion that I thought could help me shut out the rest of the world and focus on just myself and the movements.”

Stauffer owns an HTC Vive and says he tried a few different experiences to get his heart rate up in VR including Holopoint, but he found the perfect fit in a rhythm game called Soundboxing.

In Soundboxing, you can upload any music you want via YouTube. The video appears on a large, movie theater like screen in front of you. Targets will begin to fly at you at different heights and you need to punch them to the beat. You can also create your own routines for other users to try out by loading up a new song and punching a sort of digital punching bag in front of you in time with the music. The bag maps your impacts and will convert that into targets for other players to punch through later on.

The idea sounds fun enough but, according to Stauffer, it is also the best workout you can get in VR. He found an instant physical connection with Soundboxing and began to build a workout routine around the experience.

“When I first started out I spent like 20 minutes in the headset. 20 then became 25 and 25 became 45 and 45 became an hour and sometimes an hour would become 90 minutes,” he said. “I even bought a set of one pound weighted gloves which may not sound like much but really engages your upper body a lot more than you’d think.” 

All of that consistency and effort is paying off. Stauffer reports that he lost around 50 pounds through Soundboxing alone. The progress he’s made has also given him the confidence and physical freedom to start doing more traditional workouts such as a rowing machine and weight lifting. It’s a great start and Stauffer says he has “no plans of stopping.”

Have you ever tried to use VR as a form of exercise? How did it work out? Let us know in the comments below!

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