Dark Fantasy Comes To Life In New The Witching Tower Trailer

Kingdoms rise and kingdoms fall. For the Kingdom of Nemean invaders from another land had brought with them terror, death and destruction. Six years ago, a wave of mysterious sickness swept through the ravaged kingdom. It brought with even more death, but it also brought about something worse – undeath.

From the Nemean capital skeletal soldiers marched forth, turning imminent defeat into victory and if only they had stayed there, things may have been fine. But they did not. The undead army marched forth, spreading their pestilence as the shadow of dread descended on the world.

In The Witching Tower, a new title from Daily Magic Productions you take on the roll of Anna.  For years Anna has been hunted by the mysterious Queen of the Witching Tower, the one responsible for the wave of undeath that has swept forth from the capital. Anna has her own powers and connection to the world beyond and that sees her pitted against the Queen as her greatest threat and enemy – if only Anna knew why.

The Witching Tower is coming to Steam, the Oculus Store, and HTC Viveport on October 4th, 2018 with support given to HTC Vive, Oculus Rift and Microsoft Mixed Reality.

“The game offers the player a variety of experiences: solving puzzles, shooting, fighting with enemies in melee combat, and grabbing and throwing objects.” Explais Daily Magic in a statement. “Players will have an array of tools and powers to meet these challenges: from an enchanted lasso, to magic vision, and Anna’s developing control of the undead. The combat system is dynamic, smart, and has been developed with extensive player feedback.

The Witching Tower screenshot3Featured highlights include:

Enhanced combat system

Fight your enemies with a powerful blade, fend off their attacks, find out their weaknesses and inflict crushing strikes! Counter your enemies’ attacks and unleash a flurry of devastating blows! Shoot with a bow or throw books – the choice is yours! The first-person action will get your heart racing and your blood pumping!

Exploration

Explore the Tower and you’ll understand the dangers that invaded the kingdom. But be careful! These dangers will prevent you from reaching the goal and escape from this scary place. Skeletons? Bats? Undead? Oh my! These creatures won’t let you catch a breath!

Unique Skills

Facing the Undead? Capture its mind and you’ll be able to make the enemy fight for you. The magical vision will help you to see what is invisible at first glance. And if you show a little ingenuity, the magical lasso will let you dominate your enemies with the environment!

The team have released a trailer for the title and you can see it below. VRFocus will bring you more details on the title as we get them.

Microsoft Now Hosts Free HoloLens Demos Across US & Canada

Haven’t been able to make it to any of the big gaming expos (or you don’t know anyone with the $3,000 AR headset)? Microsoft Stores across the US and Canada are now hosting free HoloLens demos, so you can finally see what the hubbub is all about.

Appointments, a Microsoft phone operator told Road to VR, aren’t necessarily required in some cases, although this depends on the location, so it’s best to confirm beforehand to double-check that both a demo unit and demo slot is available. At the time of this writing, no online sign-up sheet is available specific to HoloLens demos, only a list of participating stores.

While you’re at it, if you haven’t tried out the company’s swath of VR headsets (dubbed Microsoft “Mixed Reality” headsets), you might request another demo on top of your time with HoloLens.

Here’s the full list of the participating Microsoft Stores:

UNITED STATES

Arizona

California

Colorado

Connecticut

Delaware

Florida

Georgia

Hawaii

Illinois

Indiana

Iowa

Kansas

Kentucky

Louisiana

Maine

Maryland

Massachusetts

Michigan

Minnesota

Missouri

Nevada

New Hampshire

New Jersey

New York

North Carolina

Ohio

Oklahoma

Oregon

Pennsylvania

Tennessee

Texas

Utah

Virginia

Washington

Wisconsin

CANADA

Alberta

British Columbia

The post Microsoft Now Hosts Free HoloLens Demos Across US & Canada appeared first on Road to VR.

Microsoft Introduces New AR/VR Apps for Remote Assistance, Layout Visualization

Microsoft appears to be seeing strong traction with HoloLens in the enterprise space, and the company continues to expand its “Mixed Reality” platform in that sector, promising businesses time and money savings. Two new applications from the company aim to bring useful underlying functionality to enterprises.

Revealed on the Windows 10 Blog today, Microsoft Remote Assist is a new HoloLens app which seeks to remotely connect firstline workers—those who go hands-on to fix issues and maintain important equipment—with those who can support them with important information. The app steams a first-person view from the worker (via HoloLens), and allows collaborators to remotely annotate the view in real-time. It appears that the annotations aren’t just simple picture-on-picture markings, but actual augmented annotations that properly ‘attach’ to the view of the real world. Images can also be inserted into the scene.

In the concept video above, we can see that the collaborators are able to connect across different devices, including PC and mobile, offering a floating video chat window to the HoloLens user. Microsoft says this is made possible through Microsoft Teams integration, and the company promises “industry-leading identity and security measures”—especially important as businesses may be broadcasting sensitive information over such platforms.

The second application the company introduced today is Microsoft Layout. Supporting both HoloLens and Windows VR headsets, the application aims to help big businesses create virtual layouts for large facilities, in order to ensure that equipment fits correctly before being purchased and brought into the facility. The app also supports collaboration by connecting stakeholders to a feed of the virtual layout for discussion and editing in real-time.

The concept video above shows how layouts can be viewed just as easily through HoloLens or Windows VR headsets.

– – — – –

Microsoft says that both applications will be part of Microsoft 365, and launch as a limited-time free previews on May 22nd. Interested parties should head here to learn more about participating in the previews.

The post Microsoft Introduces New AR/VR Apps for Remote Assistance, Layout Visualization appeared first on Road to VR.

Microsoft Gains New German Partners for Mixed Reality Partner Program

Four new firms have joined the Microsoft Mixed Reality Partner Program in Germany. All four companies are specialists in their field and will be able to take advantage of hands-on training and technical support from Microsoft.

The four firms are Data Experts, Medialesson, Riflekt and Viscopic, who will strengthen the German-speaking mixed reality partner network in Europe.

WorkLink - HoloLens

Data Experts specialise in the development of interactive content, including cross-device experiences. “We believe Mixed Reality is the way we consume digital content in the future,” said Chris Papenfuß, team leader Holographic at Data Experts GmbH, “Microsoft offers Microsoft HoloLens, the leading technology in the field of mixed reality. By participating in the Partner Program, we want to benefit from having direct access to Microsoft’s know-how and to promoting our own solutions.”

Medialesson has been working on human-machine interaction for over 15 years, with particular emphasis on usability and user experience. One of the company’s flagship projects is between Medialesson and Porsche to utilise mixed reality vehicle design.

Reflekt have been working with augmented reality (AR) for five years, concentrating on remote site support and interactive user manuals and training.

“Mixed Reality is still a new platform and the direct exchange with the manufacturer is very important,” says Wolfgang Stelzle, CEO & Founder of Reflekt GmbH. “We are now able to link our products even more closely to Microsoft HoloLens by using the knowledge of our Microsoft colleagues.”

Visopic have also been working with AR technology, offering advice and workshops on how the technology can be utilised through prototype development and application case evaluation, including industrial training.

“The demand for Mixed Reality applications is constantly increasing, and we are increasingly asked if certain use cases are feasible,” says Marco Maier, Co-Founder and Head of Business Development at Visopic. “With the Microsoft HoloLens we can now implement mixed reality applications for companies that were previously difficult to realize. We see great potential for growth in technology and want to work with Microsoft to promote mixed reality in the industrial market.”

Further news about the Microsoft Mixed Reality Partner program will be here on VRFocus.

The Virtual Arena: VR Gets Schooled

Following on from previous coverage of the Enterprise approach for VR, and VRFocus columnist Kevin Williams, looks at the latest deployment of VR into the classroom and education structure revealed during the largest education and training event in Europe.

The Virtual ArenaMany of my regular followers will be familiar with the coverage I gave last year of The British Educational Training and Technology Show (BETT). So, it was with much interest that a returned to BETT 2018 to see how this initial interest in virtual reality (VR) technology was impacting the scene.

The BETT event filled London’s ExCel exhibition and convention centre, with a multitude of the latest technology learning and teaching aids – ranging from electronic whiteboards, smart teaching tablets, new 3D printing platforms, and the latest in machine learning applications to track pupil and student advancement.

The British Educational Training and Technology Show (BETT) - BETT 2018

Regarding VR in the classroom, the deployment of the immersive technology was still trying to define its offering – but was a force for good. The biggest presence on the mammoth show floor was from AVANTIS, building on last year’s presence, promoting their ClassVR platform. ClassVR offers a tough, self-contained head mounted display (HMD) designed for education. The unique headset featuring a see-through camera, and the ability to wireless communicate.

BETT 2018 - AVANTIS

BETT 2018 - AVANTISThe company’s large booth saw a lot of interest, with AVANTIS running a special enclosure that represented a World War I trench. An illustration of how the VR platform can be used as a learning experience that fits into the national syllabus. The ClassVR system offered in a multiple eight-unit case for class teaching.

BETT 2018 - AVANTIS

Another exhibitor that demonstrated their classroom ready VR platform was Redbox VR – offering their own ruggedly designed headsets, but in this case favouring a smart phone, rather than self-contained approach. The company having partnered to support the Google Cardboard standard for teaching (Google Expeditions). This partnership has resulted in a robust offering, with learning supported by a large content library.

BETT 2018 - Redbox VRBETT 2018 - Redbox VR

Google’s educational aspirations (Google for Education) were on display, with the company coming to BETT 2018 with a big booth promoting more their educational support content and smart apps than their hardware. But that was also looking at their curriculum and classroom advantage. The company did not have many Cardboard HMDs on their own booth, but were promoting their latest augmented reality (AR) tools, and how their Google Maps application married to class-based learning – Google Expeditions comprising some 700 experiences.

BETT 2018 - Google Education

One of the largest of the exhibitors on the show floor with a strong VR presence was Microsoft Worldwide Education, heavily promoting their Windows Mixed Reality offering in this sector of education. A wide selection of Windows Mixed Reality partners supported the booth with their headsets, including the HP VR1000, Acer AH101 and Dell Visor. Microsoft also promoted their Hololens AR solution, offering a comprehensive immersive platform solution, supported by a class-based VR and AR curriculum.

BETT 2018 - Microsoft Worldwide Education
The Dell Visor in use at BETT 2018.
BETT 2018 - Microsoft Worldwide Education
People were also able to get hands-on with Acer’s HMD.
BETT 2018 - Microsoft Worldwide Education
The Dell Visor

These headsets were seen across the BETT 2018 show floor – a concentrated effort by the manufacturers to support a Enterprise approach to VR, rather than focusing, as other headset developers, on a mainly VR gaming-related business approach.

On the Acer booth the company presented several of their educational endeavours, along with putting the Acer AH101 VR headset through its paces with a number of experiences.

BETT 2018 - Acer

Asus was also at the event, partnering up with Intel showed their Asus HC120 VR headset, tied into their virtual classroom demonstration, allowing for the immersive environment to be displayed in real-time to other classmates.

Dell Technologies (also in partnership with Intel and Microsoft) had a comprehensive education presentation across their product range, promoted as part of their “Virtual Futures” initiative. Their Dell Visor VR headset in its educational colours, going through its paces as a teaching tool allowing pupils to “delve” inside their subjects, with VR-based learning.

BETT 2018 - DellBETT 2018 - Dell Visor

Another of the supporters of the Windows Mixed Reality standard, Lenovo (once again in partnership with Intel) demonstrated their commitment to the VR learning opportunity, showing their Lenovo Explorer headset. But pride of place was also given to the new Lenovo Mirage Solo – freshly launched at CES that month, the Mirage supports the Google Daydream initiative.

BETT 2018 - Lenovo Mirage Solo
The Lenovo Mirage Solo
BETT 2018 - Lenovo Explorer
The Lenovo Explorer

The brand-new Lenovo Mirage Solo integrates Google’s WorldSense 6DOF positional tracking, as well as supporting a controller. Feeling more like a self-contained mobile VR application. It could be seen that Google’s Daydream has been slow out the blocks, though Lenovo were not shy in promoting their association.

BETT 2018 - Lenovo

BETT 2018 - Lenovo

Another of those supporting multiple approaches to offering a complimentary immersive solution to the educational sphere was HP. Along with their Windows Mixed Reality support, seen on the Microsoft booth, HP presented a selection of other VR solutions including an HTC Vive Backpack VR offering.

BETT 2018 - HPBETT 2018 - HP Backpack HTC Vive

Along with HP, many other exhibitors during BETT 2018 had HTC Vive room-scale setups on their booth demonstrating the application and opportunities that this approach had to offer. With regards Oculus VR, they were only seen on two booths, such as presented by Sensory Guru, who presented their Sensory VR – offering a wide variety of the latest VR platforms for deployment in special needs and educational services for inclusive classroom engagement.

Another exhibitor that has placed a considerable global effort into the promotion of a virtual classroom experience was VEATIVE Labs – the Singapore based operation presented a classroom application using their VEATIVE All-in-One headset, as well as a wide curriculum of specially created immersive content for students with teacher control built in. The company is also able to support other headsets, but with the VEATIVE solution is able to quickly adapt schools to the learning process.

BETT 2018 - Veative

BETT 2018 - Veative

It is the creation of this immersive content to best illustrate the power of VR learning that was also on display at this year’s BETT, with exhibitor HumanEyes Technologies demonstrating the VUZE VR camera, able to offer VR video and VR photo creation, perfect to be displayed in an educational approach.

BETT 2018 - HumanEyes with VUZE

BETT 2018 - HumanEyes with VUZE

While ClickView, provider of an online platform of curriculum-mapped videos for students, was branching beyond their conventional video content to specially created 360’ experiences building on the interactive education roots – with the ability for the teacher to build into the content questions and help shape the immersive learning approach.

BETT 2018 - ClickView

The appearance of HMDs in the educational landscape seemed to have stabilized at BETT 2018. With more practical solutions being promoted, rather than a feeling of just riding on the popularity of the tech trend. A novel approach seen at BETT was from exhibitors Rapid Electronics – along with their self-assembly programable robots and drones, the company also promoted their Airgineers VR googles, offering first-person view from their camera on their drone. The special wireless single offering a unique perspective, and is being employed in drone racing competitions. More an immersive display than true VR, it still offers a compelling experience – like the Live-Drive RC system reported in our IAAPA 2017 coverage.

BETT 2018 - Rapid Electronics with Airgineers

BETT 2018 - Rapid Electronics

And in conclusion it is the constant hunt for the next leading immersive technology trend that will shape the market that drives our attendance at the Enterprise industries events. BETT 2018 may have given a tantalising glimpse of the next trend on the horizon. Seen on a number of booths, the latest in projection systems – such as from Immersive Interactive, who presented a platform that can offer a immersive projected environment that is also interactive.

BETT 2018 - Immersive InteractiveProjection based immersive experiences obviously benefit from the ability to have multiple users immersed in the same experience, and does without the need for cumbersome HMDs and restrictive motion tracking. Though only now gathering momentum it is an interesting technology to keep in sight.

That is the conclusion of our coverage of BETT 2018 – we saw a lot of promise for VR, but also saw a powerplay by Windows Mixed Reality towards being able to control the high-ground of VR application, while developers such as AVANTIS start to see their VR platforms deployed into real-world locations. Next Years’ education event will prove to be where the reality of this tech’s benefit for immersive learning will be revealed.

There will be more from Kevin Williams and The Virtual Arena very soon, here on VRFocus.

 

Dimension Studio: The First Microsoft Mixed Reality Capture Stage in the World

Having a state-of-the-art volumetric and 3D capture studio doesn’t come easy. However, when it came to the setting up Dimension Studio, it only took about a year. Dimension Studio opened on the 24th October 2017, in London thanks to the partnership of Hammerhead VR, Digital Catapult and Microsoft Mixed Reality Capture Studio. Harnessing six years of Microsoft research and one of the only three of such studios globally, Dimension Studio is the start for the next generation of immersive content in Europe. Callum Macmillan, Director at Dimension Studio gave VRFocus a tour of the first Microsoft Mixed Reality capture stage in the world. 

A dancer being captured inside the volumetric studio.

For those of you who do not know what volumetric capture is, it is essentially a moving image that you can look at from any angle. It’s free viewpoint content – a system for viewing natural video, allowing the user to interactively control the viewpoint and generate new views of a dynamic scene from any 3D position. When it comes to virtual reality (VR), augmented reality (AR), mixed reality (MR) or even regular videogames, the ability to portray a realistic human is usually done through animating virtual human beings. This breaks the ‘illusion’, as we can visually tell through subtle nuances, movements, eye contact and movement that what we are looking at is not ‘reality’. Dimension Studio aims to solve this problem by capturing real humans and creating a virtual asset of their performance that can then be used in VR,  AR or MR applications.

Macmillan has had 20 years of experience in camera technologies. Anything that would that involve filming a scene with multiple cameras, such as bullet time from The Matrix (1999). He explains that capture the virtual human can be done in their capture studio which has a total of 106 cameras. The stage is built up of eight towers on wheels, each tower has twelve cameras on them creating a circular array of 96 cameras. The twelve cameras consist of six RGB cameras and six infrared cameras, combined with lasers and lights to capture 2K resolution details of a human being.

The towers are on wheels to either film one to three individuals on the stage that measures up to eight feet across. When capturing a single individual and there is little movement, they will bring the towers closer to the subject in order to get the highest quality of capture. They have to be careful not to bring too many individuals in, particularly when characters interact, as object occlusion can take place. Occlusion takes place when one object in a 3D space is blocking another object from view from the cameras, distorting the image or footage capture. The additional ten cameras suspended from the top of stage complete the whole set up. The team have also put eight microphones on the top to get a good level, though the production team may choose to use clip mics or lav mics depending on the costume or clothing the subject needs to wear during the shoot. Macmillan explains that they’re not trying to do anything fancy with microphones like spatial audio, as this can be done in post-production. When VRFocus came by they had just added a bar on top in order to suspend people from the bar with wires for VFX or wire work, enabling action shots like flying for example. A similar setup also exists in the studio but with a primary focus on non-moving objects

At the moment anybody can hire the studio space. Production and animation houses can book the studio on a commercial basis, and researchers working in the immersive field that are seeking to push the boundaries are also welcome to come by.The footage captured can be used for various industries such as gaming, TV, film, fashion, digital manufacturing, health and education just to name a few. Macmillan says that clients from an entertainment  background, education, training and marketing are huge sectors that are excited about using their space. Dimension Studio is currently working with Sky VR and other broadcast partners to produce unique experiences across drama, sport and documentaries.

To find out more watch the video below.

Start VR Announces New VR Film Awake

Australia-based virtual reality (VR) studio Start VR has already produced several live-action cinematic VR productions, most of which have been released on the Samsung Gear VR. The studio have now announced its next project, an interactive VR cinema experience called Awake.

The film is being directed by Start VR’s Chief Content Officer Martin Taylor, who has been developing the concept behind the experience for several years and is now bringing the idea to life. Supporting the project are Screen Australia and HTC Vive, and Animal Logic will be providing VFX and animation to the film, with Microsoft Mixed Reality Capture also acting as a creative collaborator.

Awake is described as a thought-provoking and character-driven story that straddles the line between dream and reality as it follows the life of protagonist, Harry Whitbread. An exploration of Harry’s past forms the core of the story, as Harry once made a choice that changed his life and cost him everything he loved and cared about. Viewers will delve into the depths of the past and present of this broken man, reliving key memories and trying to solve the mysteries behind his choices and try and guide Harry towards atonement by interacting with various objects and hunting down hidden clues.

Actor Jake McDorman, known for his roles in Lady Bird, Limitless and American Sniper, is playing the role of Harry Whitbread, with Analeigh Tipton of Crazy Stupid Love, Lucy and Warm Bodies is playing Harry’s wife Rose.

Start VR hope that Awake will represent a step forward in immersive and interactive cinematic experiences, and the studio asserts its commitment to prioritising audience participation and creative storytelling.

Awake is expected to launch in early 2018, though a firm release date has yet to be confirmed. Awake will be available on HTC Vive and Microsoft Mixed Reality headsets. Compatibility with other headsets is expected to be confirmed at a later date.

Further information can be found on the Start VR website.

VRFocus will bring you further information on Start VR as it becomes available.

HP Microsoft Mixed Reality Headset & Controllers Unboxing Video

Holiday season is almost upon us and fthose of you who have want to purchase a Christmas gift may be considering of buying one of Microsoft’s Mixed Reality Headsets. If you need a quick run-down of the latest mixed reality (MR) headsets available from Microsoft, check out VRFocus’s rundown here. Since then, Microsoft announced a fall update, and VRFocus expect more developers to support the MR headsets. In short, expect more videogames, applications and experiences coming to Microsoft’s platform. Just a quick note that for gamers who aren’t sure about the headsets, Microsoft’s MR headsets will support SteamVR as well as support social virtual reality (VR) application AltSpace VR.

In the video below Dr. John Holder, Head of Technology & Special Projects of VR from the Realities Centre, unboxes HP’s Microsoft’s Mixed Reality Headset and controllers. The HP MR headset came in its own box and the two controllers in their own separate box. John goes through the weight of the headset, the comfort, wires, the controllers and the potential ability to hack into the controllers.

VRFocus will also be creating a set-up guide on how to install a Microsoft MR headset onto a Windows laptop. Stay tuned and subscribe to learn more about Microsoft’s latest MR headsets.

Microsoft Opens Mixed Reality Capture Studios & Academy in San Francisco Reactor Space

Microsoft today announced the opening of its Mixed Reality Capture Studios and a ‘Mixed Reality Academy’ in the company’s San Francisco Reactor dev space.

Microsoft has a number of Reactors, or physical spaces that are open and free of charge to host technical events like hack-a-thons and meet ups; available across five spaces in four different locations—San Francisco, New York, London, and two locations in Redmond, WA. The San Francisco location, located at 680 Folsom in SOMA, will play host the flagship Mixed Reality Capture Studio and the company’s first Mixed Reality Academy.

Microsoft’s first MR capture studio in Redmond has recorded thousands of performances and turned them into ‘holograms’ over the course of its 7 years of existence, capturing the likes Buzz Aldrin, George Takei, Reggie Watts, and Max Frost to name a few.

The ultimate goal with Mixed Reality Studios, says Microsoft, is “to make high-quality holographic captures accessible for mixed reality creators everywhere.”

The company is also licensing their MR capture studio, with the first licensed location opening in London in partnership with Hammerhead and Digital Catapult. Microsoft expects to license its MR capture studios in other major markets worldwide.

The Mixed Reality Academy aims to provide an opportunity for developers to get their hands on code, tutorials and lessons. Alex Kipman, chief inventor of HoloLens, says the MR Academy “serves as a community hub for creators to come together, collaborate, learn, and help us fuel this new era of computing – the era of mixed reality.”

To learn more, visit Microsoft Academy for upcoming events.

The post Microsoft Opens Mixed Reality Capture Studios & Academy in San Francisco Reactor Space appeared first on Road to VR.

Acer Windows VR Headset Review

Microsoft’s ‘Windows Mixed Reality’ platform has finally landed and the first batch of supported VR headsets are hitting the streets. I toured around the new Windows Fall Creators Update—which builds AR and VR support deep into the OS—with the Acer Mixed Reality Headset.

As usual, we’ll start with a general summary up top, and then expand into a deep dive further down. It’s worth noting that majority of this first batch of ‘Widows Mixed Reality’ VR headsets are built around a nearly identical lens/display/tracking camera foundation (which we understand to have stemmed from a Microsoft reference design). From that foundation, Microsoft’s partners, including Acer, have built the external look and feel of the headsets. So when it comes to specs and tracking performance, you can expect the headsets from Acer, Dell, Asus, HP, and Lenovo to be very similar.

The one major exception is Samsung’s Odyssey Windows VR headset which appears to have taken a more custom approach with unique lenses, displays, and integrated audio. Our hands-on preview of the Odyssey is here, and we expect to do a full review in time (though it doesn’t launch until early November).

Acer Windows VR Headset Review Summary

Photo by Road to VR

Right up front here I want to dispel any confusion that Microsoft has seeded with their non-conformist use of the term ‘Mixed Reality’. Although the Acer ‘Windows Mixed Reality’ VR headset has cameras on the front—the sort you might expect would provide pass-through video for augmented reality—actually none of these first Windows Mixed Reality headsets do any form of augmented reality, they are VR headsets through and through. The confusion comes from Microsoft using ‘Mixed Reality’ as an umbrella term to describe a spectrum of AR and VR technology. So while these VR headsets don’t support AR (which many people call mixed reality), Microsoft is saying their platform does. Now that that’s out of the way…

With the launch of a range of VR headsets and the deployment of the Fall Creators Update, Microsoft has orchestrated an impressive initial take on immersive computing and VR-enabled Windows.

With regards to Acer’s first tethered VR headset (the AH101), there’s notable pros and cons that may tilt the scale one way or the other depending upon which things you value the most. Setup is truly a breeze with native support under Windows 10 and no external sensors required for tracking. Microsoft’s inside-out head tracking is top-notch, and while the motion controllers are useable (clunky ergonomic design notwithstanding), they might not make the grade for hardcore gamers or content creators demanding the most robust hand input.

Photo by Road to VR

The clarity looking through the lenses is a moderate step forward with improved sharpness and a reduced (but still visible) screen door effect. The ability to flip-up the visor to interact with the real-world without removing the headset is a big plus, but there are some ergonomic annoyances (including no integrated headphones or microphone, and a design which makes it difficult to stay in the sweet spot of the lenses) that prevent the headset from being the a clear-cut winner.

All-in-all, the net result of the headset doesn’t manage to break into ‘next-gen’ territory, but instead feels like reasonable competition to what’s come before. Price is critical to the equation, especially now that the Rift’s price matches the $400 price of the Acer Windows VR headset. Looking at the headsets alone, early-adopters are likely to have a tough choice on their hands, but the Rift has the overwhelming lead on content for now (though between forthcoming Steam support and the possibility of Revive unlocking Oculus games for Windows VR headsets, things could change rather quickly).

When it comes to using the headset, the ‘Cliff House’ is the Windows VR equivalent of the desktop, a virtual space where you can place icons for immersive apps, and run traditional Windows applications as floating windows that can be placed around the environment as you desire. Having a ‘place’ to return to between diving into immersive apps, and one in which you can do traditional computing tasks (like browsing the web, downloading new apps, watching movies, etc), feels quite natural.

The space and its functions feel largely polished and stable, but the UX design is understandably clunky (and likely will be for some time, as the whole of the AR/VR industry matures the design language of immersive computing) but the foundation that Microsoft set for the future shouldn’t be underestimated. If the company can stick it out and nurture their investment while VR’s user base grows, they will have something significant on their hands.

Captured by Road to VR

However, Microsoft has much catching up to do in the VR app department, with a mere 47 immersive apps available for their platform at the time of writing, and only three or four of VR’s most recognizable hits. Support for Steam’s VR library has been promised (and is much needed), but early adopters will need to wait until this December to get access.

– – — – –

Acer Windows VR Headset In-depth Review

Table of Contents

Note: This review is based on hardware meeting the Windows Mixed Reality ‘Ultra’ specification which has the headset’s display running at 90Hz. The Windows VR headsets can also operate on a much lower minimum specification, which runs the display at 60Hz, though we haven’t tested that mode in-depth yet. Details on ‘Ultra’ vs. minimum spec here.

PSA: All of the Windows VR headsets launching this month require a bluetooth 4.0 connection for the Windows VR Motion Controllers. Many desktop computers don’t have bluetooth built in; we picked up this bluetooth adapter which has worked flawlessly.

Hardware


Display & Lenses

Photo by Road to VR

As the least expensive offering in the Windows VR headset lineup at $400 (with bundled controllers), Acer’s first VR headset packs a display with a claimed 1,440 × 1,440 per-eye resolution and ~100 degree field of view. There’s a notable increase in sharpness compared the Rift and Vive’s 1,080 × 1,200 per-eye resolution.

The ‘screen door effect’ is reduced but still visible, perhaps partly owed to the LCD display which in some ways has a more uniform screen door structure than the PenTile subpixel layout of the Rift and Vive. When combined with the excellent lack of mura (inconsistencies in color and brightness from one pixel to the next) though, the net effect is a reasonable step up in clarity, but not something many would call ‘next-gen’. LCD displays aren’t exactly typically known for fast pixel switching times, which makes it harder to make use of low-persistence to reduce ghosting; quick head movements reveal quite a bit of ghosting when combined with high-contrast scene elements, but it isn’t so bad that you’re likely to notice it much unless you’re looking for it; saccades hide this artifact quite effectively.

When it comes the lenses, we’re looking at Fresnel with medium grit ridges (between the Rift {fine} and the Vive {coarse}); expect to see god ray artifacts in high contrast scenes. The headset makes it easy to get your eyes very close to the lenses (but not so easy to keep them there, more on that below) which results in a field of view which falls well into the same class as the Rift & Vive.


Headset Design & Ergonomics

Photo by Road to VR

The headset’s design and materials inspire more of a practical/toy feel than a premium product. The visor feels solid enough, though the head mount that holds it in place feels somewhat flimsy at its thinnest parts. For its plastic feel though, the Acer Windows VR headset is quite light and comfortable for long-term use. It’s well-balanced and even after more than an hour of continuous use I didn’t get that usual feeling of having a brick hanging off the front of my face.

Unfortunately the particulars of the design mean it can be difficult (borderline frustrating) to keep your eyes in the small sweet spot of the lenses. It feels as if the headset’s fit was designed without consideration of the weight of the cord; its weight essentially means the headset is always off-balance to the right side, necessitating counter-tilting and tightening the headstrap more than you should need to. It seems they should have had the cord come out the center of the back strap.

The lack of integrated headphones is a shame, and feels like a step backward compared to the Rift and the Vive (with Deluxe Audio Strap). You’ll need to plug in your own 3.5mm headphones, or use a wireless pair. This is partly mitigated by the Acer VR headset’s flip-up visor which is on a hinge and can snap into an upward position, letting you easily see the real world without removing the headset. While the head mount didn’t seem to interfere with the geometry of a few different pair of overhead headphones that I tested, the tether routing point is directly over your right ear which means the cable is likely to tug and push annoyingly on larger headphones. It seems earbuds might be ideal for the Acer Windows VR headset.

The tether routing point is directly over your right ear and may put the cables in an awkward spot if you’ve got bulky headphones. | Photo by Road to VR

Being able to flip-up the visor is a huge plus, making it easier to find and manage your headphones, controllers, and tether, and generally reducing the pain point of needing to take off a headset and put it back on every time you need to take a quick action outside of the headset. I would be thrilled to see more headsets follow this trend.

The flip-up visor also makes putting on the headset quick and easy. I found myself starting with the visor in its flipped-up state, putting the lenses right up to my eyes, and then flipping the head mount down behind my head. This approach makes it easy to hone in on the sweet spot of the lenses right off the bat, but as I mentioned before, the headset frustratingly has trouble staying there. I found myself frequently needing to make adjustments to maintain good visual clarity.

On my face at least, the visor creates an excellent seal with no light leak whatsoever. The one downside to this is that the foam around the nose pinches my nose slightly shut, reducing the my usual air intake. It’s a feeling that is incredibly uncomfortable to me after more than a few minutes of use. I promise that, if your face is anything like mine, you will consider just cutting out that section of foam with scissors. A bit of light leak around the nose is worth the feeling of regular breathing capacity.


Controller Design & Ergonomics

Photo by Road to VR

The ergonomic feel of the Windows Mixed Reality controllers makes them come off as a bit of a late addition, and leaves me waiting to go back to Touch or perhaps even the Vive controllers. They’re fairly large and unbalanced, and their big tracking rings are likely to bump into each other during moments of near-field hand interactions. The build quality feels a little cheap, especially the connection from the controller to the tracking ring, which flexes easily and doesn’t inspire much confidence in durability in the event of an accidental drop.

Size comparison of Touch (left) and the Windows Mixed Reality controller (right) | Photo by Road to VR

Both controllers have a trackpad and thumbstick which is an odd choice, and the placement of the pair doesn’t feel quite right for how your thumb naturally wants to rest (right between the two it turns out). The ‘grip button’ is truly a binary click-button, and feels more like an extra button than a ‘grab’. It’s quite small and can be a little awkward to press, depending upon how you’re gripping the controller (which is usually determined by whether you’re primarily using the stick or the trackpad). On the other hand, the trigger is of the squishy variety, though it isn’t clear yet if it is truly analog of not.

Continued on Page 2: Experience »

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