Livestreaming the Metaverse

Social media networks have become a part of our everyday life. Whether you’re a person who only checks into Instagram once per day, or someone who has accounts everywhere and is never seen without their Twitter open, social media is an integral part of our online identity. Since the advent of these networks, the online landscape has changed drastically. 

In the early 2010s, Twitter was just starting to allow photos to be displayed on somebody’s feed, previously most socials were text-based and brevity was key. As the decade passed, all social media began to accept different forms of expression; photos and video began to emerge and dominate and in the last couple of years, live streaming is beginning to take over.

As with many technological advances, live streaming first saw a boom in popularity due to videogames. Players wanted to showcase what they were playing or compete within the eSports scene and, as with traditional sports, people wanted to watch. These players flocked to Twitch.TV, formally Justin.TV.

Gaming doesn’t only create moments of excitement but also familiarity for the viewer. It wasn’t simply high skill players or eSports attracting viewers, often it’s a sense of community and personality, or a viewer learning more about their favourite games. Viewers are spending time with like-minded people.

Streamer
Image via Shutterstock

The Life of a Streamer

Leading live streaming platform, Twitch, became the place to hang out. Over the years Twitch has pivoted from a gaming only platform to hosting cooking streams, live podcasts, music creation, painting, and much more. The largest increase in viewers has been found in the IRL section of the website, an acronym for ‘In Real Life’.

It’s in this section where creators sit and talk to their audience, often without the addition of an activity. It’s simply a person talking about their life, politics or making up silly memes. It’s popular because it feels like sitting with a friend in a coffee shop, there’s a personable quality to these streams.

Twitch was already popular in pre-pandemic times, but the platform saw a massive increase in users when the public began to enter lockdowns across the world. In January 2020 the average number of active users on Twitch was around 42 million; this more than doubled during the pandemic, reaching 87 million users in June 2021.

Growth and Expansion

In an end-of-year (2021) report, Rainmaker.gg reports that Twitch saw an increase in hours watched, jumping to a total of 24 billion views. This was a 45% increase from the 17 billion views in 2020. While not as popular as the industry leader, Facebook Gaming also saw a boost from 3.6 billion to 5.3 billion – a 47% increase.

Live streaming is driving growth not only within the social media user base but also increasing revenue and opportunities in creator economies. The market research company App Annie analysed this growth and predicts that in 2022 apps that contain a live streaming feature will break over half a trillion hours watched on Android alone. And that doesn’t include use within China.

Creators, whether they are influencers, comedians or artists, are flocking to live streaming because it offers a real-time connection to their fanbase. Users become closer to the streamer through little in-jokes or experiences of life. This is the 21st-century fan club; no more writing postcards to distant bands, now fans can open Twitch, YouTube or TikTok and hang out with those they admire.

More than that, they can directly finance the entertainer through platform currencies. In June 2016 Twitch implemented a currency called ‘Bits’ which viewers can use to ‘cheer’ within the stream, often receiving a shout out from the streamer. TikTok allows for digital currency which can be used to buy digital flowers or cuddly toys. All this revenue, after the platform takes a cut, goes directly to the streamer.

Social Earnings

Social apps that offer a live streaming feature account for $3 of every $4 spent across the top 25 social apps for the first half of 2021. It’s big business and the savvy among the streamers know that with an increasing viewership comes sponsorship opportunities, exclusive contracts and more tips and gifts than ever before.

The live streaming concept will need to adapt as we begin taking steps into the metaverse. We’re already seeing some features on platforms that could point to the direction we’re headed. Both Twitter Spaces and Clubhouse have audio live stream features which act like rooms where anyone can join to listen to the host speak. This ranges from politicians campaigning, to humorous users playing pretend as a McDonald’s drive-thru for fifteen hours, purely for comedy.

This is already being expanded by apps like TikTok – which allows users to ‘go live’ and be featured to their followers or within the For You Page algorithm; and Snapchat – which implements Augmented Reality options to the streamer.

Somnium Space

A Social Metaverse

In the metaverse, we will see live streaming in a variety of forms as it evolves from a static webpage or app into a more dynamic 3D space. For example, many metaverse projects currently feature ranged VOIP (Voice Over Internet Protocol) which projects a voice to those in the vicinity. Streamers could use their plot of land within Somnium Space, or similar, to build a stage on which they will sit their 3D avatar and talk openly. 

Streaming platforms could even build an arena where influencers, chefs or musicians can book time to perform and look out into a sea of real people behind digital avatars, selling tickets as NFTs which would grant admission to the audience. This would further the idea of community because you would be digitally sat next to people you interact with, possibly sparking new friendships.

And, because this is happening in the metaverse, the speaker doesn’t need to be sat in their bedroom or in front of a green screen, they could program interactive features, special effects and ways to cheer or tip them. The host may cast their videogame gameplay onto a cinema-size screen as they relax on a couch in front of the crowd, which is how charity streams like Summer Games Done Quick currently stream their physical events.

Victor He, Chairman and CEO of Scienjoy, a leading mobile video streaming platform in China, said in November 2021: “We are very excited about the NFT platform, live streaming metaverse and Artificial Intelligence broadcasters.” Scienjoy foresees companies creating more immersive video experiences using virtual characters with unique abilities to interact with each other.

eSports brands can showcase their tournaments or league games, giving way to traditional sports building virtual structures where fans can gather and cheer on their favourite team. Suddenly live streaming becomes much more than it currently is, creating a new communal atmosphere that can be easily joined by passersby.

The current leader for this metaverse transition must be Theta, who aim to provide a live streaming platform for the crypto future. Using a peer to peer network, Theta aims to bring video content out from the centralised servers, building a new infrastructure that can help cut down on loading times and provide a better quality experience. Backed by Sony and Samsung, the future is bright for creators and those who set themselves up as a peer on this new network, being paid in tokens for their part in the chain.

Next stop, TV and Movies

The hybrid and virtual events we’re seeing now, spurred on by the Covid pandemic, will continue and expand into the metaverse, further diversifying live streaming for creatives. Given that the foundations of the metaverse are currently being laid by entertainment companies, it’s clear that streaming from creators and companies like Netflix and Amazon can capitalise on this new digital frontier.

Live streaming, in recent years, directly competes with the age-old pastime of binging a boxset. Generation Z is leading the way in switching from the comfort of TV shows and movies for video content within apps and even when Gen Z is watching more traditional media, they often do it with friends.

Streaming analyst David Bloom reports on NextTV, that: “The metaverse being built by Epic Games, Oculus and Roblox, will be where Gen Z and their successors spend their time.” One must assume that individual creators currently streaming through TikTok, Twitch and YouTube will eventually drift into the metaverse, though it may take time. 

Bloom continues: “That metaverse in the making surely will have places to jointly and virtually watch long-form and episodic video programming” which would be an extension of Netflix’s current party streaming option, which took off during lockdown. Of course, so much of this is speculation. Until one of the streaming leaders announces their first foray into the metaverse, we are in the dark as to how this burgeoning and lucrative industry can switch to Web3.

Phasmophobia Nightmare Update Adds New Map, Ghost Types, Difficulties, Weather

The Nightmare update is available now for Phasmophobia, adding in a brand new map, new ghost types, a rework of the game’s difficulty levels, weather and much more.

The new map is called ‘Maple Lodge Campsite’ and is described as a “medium sized map featuring picnic areas, games, multiple tents, a log cabin and a haunted lake.” According to the patch notes, this map has a higher object density than previous maps and more visual detail as well.

Other existing locations will receive an update in the future to add more objects and visual detail, alongside an updated truck minimap that is consistent with the one available in the new Maple Lodge Campsite map. Users whose PCs meet minimum requirements should be able to run the new map with increased detail and quality without any problems, but the patch notes say that outdated hardware might encounter FPS drops.

Every single location will also now have different weather each time you start a contract, which can affect the gameplay. The weather variations include clear skies, fog, light rain, heavy rain, strong wind and light snow, some of which will impact hearing or visibility.

There are four new ghost types in this update — Onryo, The Twins, Obake, Raiju — which have an increased chance of spawning during the Halloween period.

There’s also been a complete rework of all the difficulties, with the aim of making each one “feel more unique, and provide more options for players at every skill level.”

Amateur difficulty, recommended for new players, has a longer setup time and hunt grace period, matched with a short hunt duration. Sanity pills restore a lot of sanity, and you can regain half the value of lost equipment if you die.

The next level, Intermediate, has average setup time, hunt grace period and duration. The fuse box also starts as off, there are fewer places to hide and you only regain some of your lost equipment’s value.

Professional takes it up another notch — no setup time, short grace period, long hunt duration and sanity pills only restore a little of your sanity. There are far fewer hiding places and on rare occasions, the ghost will change its preferred room.

Then if you want something even more challenging, there’s now a new fourth difficulty, Nightmare, which is “designed to be a challenge mode for those seeking the most intense gameplay Phasmophobia has to offer.”

This mode adopts most of the conditions from Professional but with some changes and extra complications. Ghosts will not reveal one type of evidence and they will sometimes change their preferred room. It has the shortest grace period and longest hunt duration, with the latter being extended by kills. There are almost no hiding places, sanity pills restore much less sanity than any other more and “paranormal interference has damaged some of your monitoring equipment.”

There’s also several bug fixes and quite a number of smaller changes to gameplay and mechanics, all of which can be found in the Steam patch notes.

The Phasmophobia Nightmare update is available now on Steam for PC, with optional PC VR support.

Phasmophobia Gets 2 New Ghosts And Big Gameplay Changes

A recent Phasmophobia update features two new ghost types and a slew of changes to various gameplay mechanics across the entire game.

The Exposition update, v0.3.0, is Phasmophobia’s latest in a string of updates over the last year, released as the game remains in Early Access on Steam and continues to receive new content and tweaks ahead of a full release.

The new ghost types are the Goryo, a “vengeful Japanese ghost from the aristocratic class”, and the Myling, a Scandanavian incarnation of the souls of dead children who are stuck haunting earth until they receive a proper burial. There’s also a new evidence type, the DOTS projector.

To make room for the two new ghost types and the DOTS projector, the evidence for all ghost types has been changed as of this update. Existing players will need to check their journals next time they jump into the game and relearn which evidence points toward which ghosts.

However, the changes and new features don’t stop there — the Steam announcement post for the update lists a huge amount of bug fixes and adjustments to gameplay across the board.

Sprinting and walking speed has been changed, as has the VR teleportation mechanic, which will now give more options to reflect the change in general movement speed across the game.

All equipment has new sounds and visual effects, plus electronic equipment will now alert ghosts during a hunt, so you’ll have to turn everything off before hiding. Lighting has been improved across most maps, including improvements to volumetric lighting which should reduce the fogginess in some areas.

Phasmophobia is available now on Steam with optional VR support for PC VR headsets. You can view a full list of the Phasmophobia changes and new features here.

Defining the Next Normal for Immersive Concert Experiences

Immersive Concert

Entering 2020, no one could have imagined the real-time metamorphosis which would occur on the digital frontier over the next 14 months. Those who had been heralding an “immersive revolution” likely saw their pioneering foresight rewarded to some degree, as both businesses and consumers were thrust into spontaneous adoption of unfamiliar trends.

In the realm of live music experience, a few content platforms shrewdly pivoted to meet demands, while, as the year progressed, power players and decision makers were forced to take seriously this previously ignored (and therefore largely non-existent) landscape.

Now, as we embark on the furtherance of that journey into 2021, we are at least afforded a small bit of perspective, gained from the meaningful virtual music experiences which did occur. Furthermore, there is enough user-adoption data to speak for itself, and the table appears set for virtual concerts to occupy at least some portion of the total market take, even once the world resembles its former self.

Just what percentage of the market they will occupy is the looming question. And what impending breakthroughs can we expect in the coming year? While not a definitive case-study, the below reflects a reasonably comprehensive snapshot of the current and near-future virtual concert ecosystem.

Music Artists

Virtual Livestreams

At the onset of stay-at-home orders, the internet played host to an onslaught of typical artist livestreams, most of which were not monetized, and many of which felt like nothing more than webcam rehearsals. Removing for a moment the semantics surrounding the term “virtual” as an apt delineator for what a typical livestreamed performance represents, a few artists managed to manufacture splashy online concert experiences which felt more immersive and nudged the medium slightly forward.

To wit, major pop acts like Dua Lipa and Gorillaz, along with indie-cult darlings Glass Animals, and even 72-year-old event-music pioneer Jean-Michel Jarre all put forth meaningful livestream contributions last year in terms of attendance/revenue, spectacle, and just plain entertainment value.

Reports seem to indicate that these shows stacked-up with real-world event parameters, garnering significant participation from the artists’ respective fan-base(s), and boasting recoupment which vastly exceeds their production budgets. This is especially noteworthy, as it not only signifies that there’s viable business to be done during lockdown, but that a good percentage of any artist’s tribe is willing—even may prefer at present—to plop down dollars to watch the show from home.

What made these shows special, in particular—aside from obvious factors of them being established artists with huge fan-bases and major label production and marketing budgets—is that they were really the first to employ real-world staging and lighting techniques in a typical livestream format. This, in hindsight, serves as a no-brainer since the tech surrounding live concerts is arguably the highest form of live entertainment, and certainly what commands a premium price-point.

Given the healthy financials and public reaction to this format, it is safe to expect a tidal wave of copycats throughout 2021, which also runs the risk of consumer fatigue, just not any time soon. Furthermore, online enterprises like LiveNow and Veeps have emerged to assist with the streaming and ticketing components, quietly building the requisite user-base to eventually go mainstream.

VR Video:

There are also live-action VR video stalwarts like CEEK and MelodyVR (aka Napster?) still in the mix. While revolutionary in their conceit, neither service holds even a 4-star rating on any app store, with users objecting to both content resolution and streaming fidelity (some “concerts” are just a flat 2D stream with a graphic backplate). For companies which were founded several years ago, it registers as a collective fumble to not have further capitalized on these unprecedented market circumstances.

Platform-based Experiences

Gaming:

The next media sector to cause shockwaves across both the music and entertainment industries were established gaming platforms. Following up on their wildly popular pre-COVID concert with Marshmello, Epic Games’ Fortnite single-handedly redefined the conversation of virtual music events with their Travis Scott experience, and then later with another offering from LatinX superstar J Balvin. Not to be outdone, the user-generated online worlds of Roblox—with their Lil Nas X merch-moving extravaganza—along with the sandbox-style institution, Minecraft—where pop-up performances and virtual festivals regularly occur inside—each managed to cause a significant real-world stir.

It stands to reason, mind you, that these enterprises would be among the first to join the immersive concert party since they are so well-capitalized, and essentially just exploiting an existing captive audience. What will be particularly interesting to see, going forward, is if these events continue to serve as glorified marketing schemes, or rather, if they represent a substantial head start for each company on creation of their own metaverse.

Social Platforms

Social VR:

Perhaps the most unquantifiable realm in the war to capture sequestered users’ attention, is that of platform-based Social VR. There are a multitude of consumer options, with users generally corralled into one or the other based on what their headset manufacturer promotes, or by word-of-mouth invitation.

Whatever the case, the landscape seems to have whittled down to a handful of real players: Venues (part of the Facebook/Oculus ecosystem, whose offerings have included shows from Steve Aoki, Jayden Smith and Major Lazer); AltspaceVR (regarded as the “original” social VR platform, now owned by Microsoft and becoming a favourite of entry-level developers to host virtual conferences and nightclubs); Sansar (a VR offshoot of the online Second Life platform, where well-known DJ dance parties and virtual EDM festivals are becoming commonplace); Wave (a pioneering VR music app-turned-social platform, whose virtual concert featuring The Weeknd reimagined social engagement); and, VRChat (an MMO-style social platform known for its whimsical avatar options and adult-centric environment).

Not without foibles, this market segment alone could warrant a breakout dissertation on the merits and prospects of each platform. Suffice to say, there is a lot of action inside these neo-virtual social clubs. With artists (and their management) getting hip to the opportunity to engage fans—often for competitive performance fees—along with users beginning to host their own gatherings where they can dance as avatars while interacting with old and new friends, alike, it’s safe to say we are just beginning to see the crossover potential of these worlds, not to mention the market ramifications.

Virtual Festivals:

Similar to established gaming platforms, certain established music festivals managed to execute a transmigration to the virtual realm in stunningly successful fashion. In fact, aside from premium livestreams (which are currently outliers to their format), the case can be made that this is the most successful type of virtual event to attract (or convert) erstwhile in-person attendees.

Of particular note, the hugely popular real-world music festival, Tomorrowland, was the first of its calibre to roll out a bespoke virtual version of itself. In what may retrospectively prove to have been a true “golden spike” moment, the event organizers profess to have sold over 1 million tickets. It was such a success, they did it again for New Year’s Eve, and are already teasing a year-round digital venue to host future shows. Not only does this revolutionize the virtual concert medium, but it sets the table for expansion and omnipresence for all major festivals, going forward. After all, no in-person festival could ever rival such attendance numbers.

Along those lines, one cannot speak about the at-large virtual concert landscape without making mention of the 2020 edition of Burning Man. Being traditionally scheduled later in the year, its directors had the luxury to outsource the festival’s transposition to a virtual realm to members of their loyal community. What resulted was a vast interconnected framework of different virtual venues (largely led by the creation of a central VR hub called BRCvr) which, in the end, seemingly all managed to coalesce. Truly, what was created was the world’s largest working metaverse. This is not to say there aren’t a slew of kinks to still work out (see: framework and hardware incompatibility, server performance issues, etc.). But it’s certainly one of the boldest steps yet to defining what a new normal could look like. Best of all, the project is still living online and can be visited and utilized throughout the year.

The unifying factor of all these platform-based venues and experiences is game engine technology. Whether using Unity or Unreal, or even some standalone in-house creation, the graphic eye-candy and user agency afforded by this technology are unparalleled. There are still purist concerns that performers inside game engine-derived shows are largely computer-generated avatars of the real-life figures. And, of course, if one has to download an app or file container in order to access the platform, it will be difficult to wrestle market share away from bigger players without a commensurate marketing budget.

Still, the pros seem to outweigh the cons here, particularly relating to the potential for interactive concert experiences, and especially so long as we are to remain socially-distanced.  

Virtual Event

Future Prospects

While there are still myriad obstacles to overcome (e.g. connectivity issues, avatar uniformity, music licensing), it cannot be argued at the start of 2021 that the flood gates are bursting with growth and expansion potential, which traditionally means major investment is not far behind.

Couple that with the extreme advancements being made in the arenas of virtual production, volumetric and light field capture, and even a rekindling of motion capture technology for VR, we can only surmise that the near future of this budding mass medium is as exciting (and potentially profitable) as any media vertical. The announcement last month at (virtual) CES by Sony of their cross-platform immersive music experience from Madison Beer which utilized their long-gestating AXA capture stage is one example.

Honourable mention should also be offered to Redpill VR and Sensorium. They have been operating in stealth for several years, but have consistently managed to garner creative partnerships and fresh capital infusions, whilst waiting for the surrounding tech and potential market to mature. But, until we can see what they’re actually offering, it’s hard to assert that they will drive the market; rather, their success would be a by-product of a market that is finally catching up to their innovations.

WebXR:

Finally, it should be noted that the most promising arena of all the above to host virtual concerts may actually be that of WebXR. Given the fact that this “platform” can already host high-quality 2D, 360 and volumetric video, along with the more obvious fact that it’s the only 3D arena mentioned here which doesn’t require downloading an app-container to access (i.e. anyone with access to a webpage can experience it), this latent state seems anomalous. After all, companies like Facebook and Amazon hold heavy positions in its future, whether on the developer side or engineering side. Perhaps the only thing standing in the way of a proper coming-out party for WebXR is the existence of a seminal event with a noteworthy artist.

Conclusion

All told, the future for immersive concert experiences is wildly promising. Astute creatives and executives are getting smarter about this landscape every day, and audiences are adapting rapidly to whatever is on offer—not “en masse”, but they never do (lest we forget VR c. 2015-19).

And although a person could already fill their 2021 calendar with as much virtual activity as the real-world experience it would be replacing, the average quality of the experience still has far to rise.

We can remain hopeful that in the shadow of the greatest global challenge to take shape during any of our lifetimes, new rituals will emerge…spurred by fans and music lovers seeking to connect, artists and creators pushing to evolve, corporate backers willing to invest, and engineers ready to break the mold.

Along with everything else in 2021, the future wellbeing of the music industry may depend on it.

Population: One Quest 2 Livestream – VR Battle Royale!

For today’s livestream we’re playing Population: One in VR using an Oculus Quest 2 natively! If you’re curious about how we livestream the way we do then look no further than this handy guide for general tips and this guide specific to our Oculus Quest setup.


Today, we’re picking a drop spot in Population: One, the popular battle royale VR shooter from Big Box VR. While this is a bit similar to Fortnite and PUBG, there are some differences as well. For example, you have a wingsuit for gliding and you can climb any and every surface in the whole game. I’ll be jumping in solo on Oculus Quest 2 playing the native version of the game and will allow viewers to join my party after a bit. Just don’t be vulgar or mean!

Read my full Population: One VR review for more about the game.

We’re going live with our Population: One VR livestream at about 1:30 PM PT today and will last for around an hour or so, give or take. We’ll be hitting just our YouTube and we’ll be streaming from an Oculus Quest 2 while we try and check chat every now and then to stay up to date.

 

Livestream: Population One VR Battle Royale On Quest 2

Check out the stream here or embedded down below:

You can see lots of our past archived streams over in our YouTube playlist or even all livestreams here on UploadVR and various other gameplay highlights. There’s lots of good stuff there so make sure and subscribe to us on YouTube to stay up-to-date on gameplay videos, video reviews, live talk shows, interviews, and more original content!

And please let us know which games or discussions you want us to livestream next! We have lots of VR games in the queue that we would love to show off more completely. Let’s get ready to go!

Walkabout Mini Golf VR Multiplayer Livestream: Chilling and Chatting

For today’s livestream we’re playing Walkabout Mini Golf VR on Oculus Quest; I’ll be joined by Ian Hamilton! If you’re curious about how we livestream the way we do then look no further than this handy guide for general tips and this guide specific to our Oculus Quest setup.


Today, we’re playing Walkabout Mini Golf VR, one of the most popular multiplayer mini golf games in VR right now. It’s a simple and accessible game, but it’s a ton of fun to play with friends and should be a great game to just hang out and enjoy for a bit before the weekend gets started. We’ll let viewers join us as well if it’s a simple process to get people into the game.

We’re going live with our Walkabout Mini Golf VR livestream at about 1:15 PM PT today and will last for around an hour or so, give or take. We’ll be hitting just our YouTube and we’ll be streaming from an Oculus Quest 2 while we try and check chat as often as we’re able.

 

Livestream: Walkabout Mini Golf VR Multiplayer

You can see lots of our past archived streams over in our YouTube playlist or even all livestreams here on UploadVR and various other gameplay highlights. There’s lots of good stuff there so make sure and subscribe to us on YouTube to stay up-to-date on gameplay videos, video reviews, live talk shows, interviews, and more original content!

And please let us know which games or discussions you want us to livestream next! We have lots of VR games in the queue that we would love to show off more completely. Let’s get ready to go!

Real VR Fishing Multiplayer Livestream: Relaxing In Quest 2

For today’s livestream we’re playing Real VR Fishing on Oculus Quest; I’ll be joined by Ian Hamilton! If you’re curious about how we livestream the way we do then look no further than this handy guide for general tips and this guide specific to our Oculus Quest setup.


Today, we’re playing Real VR Fishing on Oculus Quest 2, one of the most visually impressive games on the platform with a relaxing tone and wonderfully simple co-op multiplayer. Ian Hamilton from Upload will join me on our impromptu fishing trip around the world as we chat about the latest trends and games in VR and probably a bunch of random stuff too.

We’re going live with our Real VR Fishing livestream at about 12:45 PM PT today and will last for around an hour or so, give or take. We’ll be hitting just our YouTube and we’ll be streaming from an Oculus Quest 2 while we try and check chat often.

 

Livestream: Relaxing in Real VR Fishing on Quest 2

You can see lots of our past archived streams over in our YouTube playlist or even all livestreams here on UploadVR and various other gameplay highlights. There’s lots of good stuff there so make sure and subscribe to us on YouTube to stay up-to-date on gameplay videos, video reviews, live talk shows, interviews, and more original content!

And please let us know which games or discussions you want us to livestream next! We have lots of VR games in the queue that we would love to show off more completely. Let’s get ready to go!

Medal of Honor: Above and Beyond Multiplayer Livestream

For today’s livestream we’re playing Medal of Honor: Above and Beyond specifically the multiplayer mode online wirelessly with Oculus Quest 2 via Virtual Desktop! If you’re curious about how we livestream the way we do then look no further than this handy guide for general tips and this guide specific to our Oculus Quest setup.


Today, we’re playing Medal of Honor: Above and Beyond, the latest entry in the long-running iconic series. This is a return to roots for Medal of Honor as it goes back to World War II for the setting with a 10+ hour long campaign, full multiplayer offering, survival mode, and intricate gallery of historical footage. For this stream, we’ll specifically be playing the online multiplayer modes.

We’re going live with our Medal of Honor: Above and Beyond multiplayer livestream at about 2:00 PM PT today and will last for around an hour or so, give or take. We’ll be hitting just our YouTube and we’ll be streaming from an Oculus Quest 2 wirelessly while playing inside Virtual Desktop. I’ll do my best to try and check chat every now and then to stay up to date.

 

[Livestream] Medal of Honor: Above and Beyond Multiplayer Live Gameplay @2PM PT on 12/11

You can see lots of our past archived streams over in our YouTube playlist or even all livestreams here on UploadVR and various other gameplay highlights. There’s lots of good stuff there so make sure and subscribe to us on YouTube to stay up-to-date on gameplay videos, video reviews, live talk shows, interviews, and more original content!

And please let us know which games or discussions you want us to livestream next! We have lots of VR games in the queue that we would love to show off more completely. Let’s get ready to go!

New Phasmophobia Prison Level Now In Open Beta For Testing

As if ghost hunting wasn’t scary enough, you can now do it behind bars – a new prison level is available in beta for Phasmophobia.

Earlier in the month we found out that a new prison level would be coming to the game, and now just over two weeks later you can try it out yourself. It’s not in full release just yet – it’s still in beta, so expect a fair amount of bugs.

If you do play through the level, the developer is encouraging users to join the Phasmophobia Discord server and report any bugs in the #beta-bug-reports channel.

To switch to the beta build of Phasmophobia, make sure the game is closed and right-click on it on Steam, select Properties and then go to the Beta tab. In there, you should be able to select ‘Beta – Unstable Build’ which will give you access to the prison level in-game. Usually map selection is random, but the beta build will allow you to pick the prison map specifically.

Phasmophobia has been one of this year’s break-out success games, launching in Early Access in September. While the early access period was initially planned to be quite short, the developer has now said that it will stay there a bit longer as the unexpected popularity of the game has resulted in a shift of focus.

The game sees you and up to 3 others work together to identify types of ghosts haunting different maps, using various equipment and evidence. David and I tried the game out live on the UploadVR YouTube channel a few weeks ago and had a great time. The game has optional VR support, so David played on Quest 2 via Virtual Desktop and I just played on PC, while monitoring YouTube comments.

Phasmophobia is available in Early Access now on Steam and is 10% off until December 1 as part of the Steam Autumn Sale.

Star Wars: Tales from the Galaxy’s Edge Livestream – Launch First Impressions

For today’s livestream we’re playing Star Wars: Tales from the Galaxy’s Edge in VR using an Oculus Quest 2 natively! If you’re curious about how we livestream the way we do then look no further than this handy guide for general tips and this guide specific to our Oculus Quest setup.


Today, we’re playing the brand new Star Wars VR game, Tales from the Galaxy’s Edge. It just launched today exclusively for the Oculus Quest platform and we’ll be showing it off on the Quest 2. This will be our LIVE unscripted first impressions of the latest VR game from ILMxLAB.

We’re going live with our Star Wars: Tales from the Galaxy’s Edge livestream at about 12:15 PM PT today and will last for around an hour or so, give or take. We’ll be hitting just our YouTube and we’ll be streaming from an Oculus Quest 2 while we try and check chat every now and then to stay up to date with Ian helping on Discord with chat.

 

Livestream: Star Wars: Tales from the Galaxy’s Edge On Quest 2

Check out the stream here or embedded down below:

You can see lots of our past archived streams over in our YouTube playlist or even all livestreams here on UploadVR and various other gameplay highlights. There’s lots of good stuff there so make sure and subscribe to us on YouTube to stay up-to-date on gameplay videos, video reviews, live talk shows, interviews, and more original content!

And please let us know which games or discussions you want us to livestream next! We have lots of VR games in the queue that we would love to show off more completely. Let’s get ready to go!