Editorial: Microsoft Partnering With Facebook Gaming Could Be Big For Xbox VR

Earlier this week Microsoft revealed they were ending the Mixer streaming platform and partnering with Facebook Gaming instead. Could this potentially mean big things for Xbox VR support finally via a relationship with Facebook-owned Oculus?

[Editor’s Note]: This was originally published on June 27, 2020 and is being republished on July 23, 2020 after the Xbox Series X Showcase.

In order to understand the significance of what this could mean for Xbox and for VR as a whole, it’s important to first look back and understand the past four years of broken promises and misleading marketing.

project scorpio xbox microsoft

Microsoft’s Frustrating History With Xbox VR

During the E3 2016 Xbox press conference, Phil Spencer was on stage to reveal Project Scorpio, which later went on to be known as the Xbox One X. In that speech, he explicitly stated the console would provide, “true 4K gaming and high-fidelity VR. True 4K visuals without sacrificing quality; premiere VR experiences without sacrificing performance.”

See for yourself at this time stamp:

There were promises of no exclusivity deals, stable 90fps for console VR, and Microsoft’s own Mixed Reality content getting brought over to Xbox VR. In fact, Spencer went so far as to re-confirm VR support was coming to Xbox One X in June 2017 (just five months prior to the console releasing) and then did a complete 180 four months later in October 2017, just a month before it launched, explaining they didn’t want to “distract” developers.

Needless to say the VR promises never materialized. The slogan “hi-fidelity VR” was plastered all over the Project Scorpio website — at least, until it suddenly vanished — and since then Spencer has not stopped backpedaling.

In November of 2019 Spencer went on record as saying that VR is too isolating and that “nobody’s asking for VR” out of their consumer base. Sony’s own Shuhei Yoshida responded on Twitter in a rather coy manner, saying:

Then in February of this year, after the reveal of the Xbox Series X, Spencer explained that he hopes Xbox VR becomes a “no brainer” but that it won’t be there at launch despite the console clearly being powerful enough to support it well.

Meanwhile, in other areas of Microsoft, the Windows Mixed Reality VR platform is continuing along and the HoloLens is already on its second iteration — now shipping to anyone that wants to buy one for a few grand.

The Windows VR headsets aren’t top of the line by any means in general, but they certainly get the job done as affordable entry points into a growing ecosystem with blockbuster titles like The Walking Dead: Saints & Sinners and Half-Life: Alyx (to name just two from this year so far) seemingly proving the opposite of Spencer’s argument. On top of all that you’ve got the Oculus Quest, a breakout success for standalone wireless VR, and the PSVR, Sony’s flagship immersive headset that sits as the market leader with millions of headsets sold and a stellar lineup of platform exclusives.

If “nobody’s asking for VR” as Spencer says, who is buying all of these VR headsets and VR games?

facebook gaming purple background logo

Microsoft’s Partnership With Facebook Gaming

Earlier this week Microsoft announced the decision to shut down its livestreaming platform, Mixer. The service was positioned as a direct competitor to Twitch featuring livestreaming channels and internet personalities playing a wide variety of video games. Big name streamers, like Tyler “Ninja” Blevins even signed multi-million dollar exclusivity deals with Microsoft to stream on Mixer, leaving Twitch behind, very recently. That all seems to have been a waste of money.

Along with the Mixer news came the news that Microsoft will instead partner with Facebook Gaming, a hybrid brand from Facebook that encompasses not only livestreaming and traditional video games, but also mobile-focused casual games you can play within Facebook Messenger with friends or in the mobile app. Microsoft plans to use this partnership to replace the absence of Mixer and to bolster Project xCloud, its cloud-based game streaming service that is positioned in opposition to Google Stadia and PS Now.

The implications this partnership could have for cloud gaming are quite large — two of the largest tech companies on the planet have entered into a partnership, which is quite surprising. But it’s far more exciting to think about what it could mean for Xbox VR.

project scorpio e3 xbox

Why Now Is The Time To Finally Keep The Xbox VR Promise

If you owned an Oculus Rift back when it first launched in 2016, you might remember that Oculus Touch wasn’t out yet. That’s right: the original Rift launched without any motion controllers. The only tracked thing in that box was the headset itself using a single camera.

Instead, right alongside the headset and single camera, your box included an actual, official Xbox One controller.

It seems weird now because that relationship never flourished further, but the groundwork seems to have at least partially been laid half a decade ago for Xbox VR to happen.

Now with the Xbox Series X on the horizon, it seems like the perfect time to rekindle that relationship. By aligning with Facebook Gaming for streaming and cloud gaming, the door is now open to foster a partnership between Oculus and Microsoft to get Oculus headsets working with Xbox.

Microsoft hasn’t added support for their own VR headsets, but since the Xbox Series X is extremely capable out of the box, adding support for the Rift S or Quest — two headsets that are tracked via inside-out sensors built into the headset — seems like an excellent middle ground.

I reached out to both Xbox PR and Oculus PR to ask for comment on this concept, but didn’t receive anything useful. They’re staying tight-lipped if that’s the play.

Now is the time. Xbox has a stable of studios in their pocket right now, some of which have VR experience already like Ninja Theory and inXile, that could knock it out of the park with the power of an Xbox VR platform.

Phil Spencer Xbox One X

Innovating in the gaming space comes down to taking risks and backing bold ideas, not playing it safe. I’m fairly certain no one was “asking for” Xbox Live prior to the original Xbox, but Microsoft changed gaming forever anyway.

You need to read the room to gauge the direction the industry is slowly shifting. Perhaps the issue at hand here isn’t that nobody’s asking for VR, but that nobody’s listening.


What do you think about Xbox and its position with VR? Will Microsoft add VR support to the Xbox Series X? Let us know down in the comments below!

The post Editorial: Microsoft Partnering With Facebook Gaming Could Be Big For Xbox VR appeared first on UploadVR.

John Carmack Had Minecraft VR Running On Oculus Quest

John Carmack revealed said had a version of Minecraft running on the Oculus Quest with full positional tracking at one point, but said Facebook and Microsoft could never get the “schedules aligned” to properly send the game into production for the mobile headset.

New tweets from the technical VR guide at Facebook provide the latest detail on attempts made to bring Minecraft to Facebook’s Oculus Quest standalone headset. While there were clearly discussions between Microsoft and Facebook, there’s been no recent news of the game coming to the Quest and Carmack’s latest tweets give a little bit more context.

No decision or event in gaming fandom is without controversy, but as a mostly-outsider, it seems like Microsoft has turned out to be a pretty good steward of the Minecraft legacy. Still sad about no VR version on Go / Quest, but I can’t really argue with their priorities.

Then, responding to a user who said Minecraft on Quest would be amazing, Carmack wrote:

I had it running with full position tracking, but we never got the schedules aligned to be able to take it into production. You could still make yourself sick bounding up and down around the terrain, but walking around was great.

Minecraft is available for Gear VR and Rift but has yet to make its debut on standalone VR headsets like Go or the Quest despite strong support from the community and some efforts to bring over unofficial versions of the software. The last update from Microsoft was in September 2019, when it marked the issue as ‘under review’ on the company’s feedback tracker.

Carmack now works at Oculus for Facebook in only a limited capacity, after he transitioned to a consulting role in November last year.

The post John Carmack Had Minecraft VR Running On Oculus Quest appeared first on UploadVR.

New HP Reverb G2 Details: Thinner Cable, Half Resolution Mode, More

New HP Reverb G2 details have emerged following the headset’s reveal last week.

Members of the HP team answered questions on Reddit following the reveal of the device, which is the result of a collaboration between HP, Microsoft and Valve. We already know the Reverb G2 is 4K PC VR headset with inside-out tracking afforded by four cameras. It’s also got Valve Index-style audio, redesigned motion controllers and improved ergonomics with a six-meter cable.

New HP Reverb G2 Details Revealed

HP Reverb 2 Frontfacing

Over on Reddit, HP confirmed that not only is the cable longer than the previous generation, but it’s “single barrel and thinner” too. As we already knew, you’ll be able to detach it from the headset, but HP also confirmed that it plans to sell replacement cables. No word on when they’ll go on sale or how much they’ll cost just yet.

As for the headset itself, the company revealed that it’s planning 60Hz mode and half-resolution modes. These should help the headset run on PCs that struggle with its beefy specs. There will also be camera passthrough, which will be in black and white.

Moving on to the controllers, HP confirmed that they won’t have capacitive sensors like Oculus Touch controllers. That means no finger sensing in this iteration. The grip button is now analog, though. HP already confirmed that it will sell the controllers separately and that they’re backward compatible with older Windows Mixed Reality devices, but clarified they won’t see pre-orders and will likely ship after the G2 itself releases in Fall 2020.

Do these new HP Reverb G2 details sway you on the headset at all? Pre-orders are open in the US now and will be launching around the globe soon.

The post New HP Reverb G2 Details: Thinner Cable, Half Resolution Mode, More appeared first on UploadVR.

HP Reverb G2 Worldwide Pre-Orders To Launch In June/July

Last week’s announcement of the HP Reverb G2 headset was met with excitement from the VR community. But, while the US can already pre-order the device, HP Reverb G2 worldwide pre-orders aren’t available yet. We know when they will be, though.

During a presentation announcing the headset at the AWE 2020 event last week, the company confirmed that HP Reverb G2 worldwide pre-orders would be launching in mid-June and then continuing to roll out across July. These regions include Asia, Canada, Latin America and Europe. US pre-orders are currently available from the official website.

Later on in the session the company clarified that, although pre-orders are coming later, shipping for the device will be global. That’s currently scheduled for launch in fall 2020. We also don’t have individual pricing for different regions just yet, but we’ll let you know when we get that information.

Reverb G2 has caught the attention of VR enthusiasts thanks to an impressive spec sheet, made possible by a collaboration with Microsoft and Valve. Like the original Reverb, the G2 boasts a 4K resolution, and inside-out tracking, but also delivers four-camera tracking, Valve Index-style audio, improved ergonomics and redesigned Windows Mixed Reality controllers. Coming in at $599, the device shows a lot of promise for the enthusiast PC VR market. HP calls it a ‘no compromise’ headset, a marketing line we discussed heavily in this week’s episode of our VR Download podcast.

Will you be laying down a pre-order for the HP Reverb G2 when they launch across the globe in a few months? Let us know in the comments below!

The post HP Reverb G2 Worldwide Pre-Orders To Launch In June/July appeared first on UploadVR.

Community Download: When Will VR Be Big Enough For Xbox?

Community Download is a weekly discussion-focused articles series published (usually) every Monday in which we pose a single, core question to you all, our readers, in the spirit of fostering discussion and debate. For today, we want to hear from you in regards to Microsoft’s current stance on VR, specifically with regard to Xbox.


During a recent podcast interview Microsoft Head of Xbox, Phil Spencer, elaborated on his prior comments last year in which he stated “nobody” was asking for VR support on Xbox. In this latest interview, he went on to explain that it is essentially just not big enough yet and that he hopes it grows to the point of being a “no brainer” for them, but it’s not in the “equation” right now. You can check out the full interview here with Gamertag Radio.

With Sony continuing to push forward with VR as we approach the launch of the PS5 on the back of the relative success of the original PSVR, as well as other big players in the market such as Facebook’s Oculus, Valve, HTC, Pimax, and others, the VR industry is certainly in a position to keep growing. But Microsoft doesn’t seem to agree right now as demonstrated by the backtracking on promised support for the Xbox One X and the relative lackluster debut of Windows Mixed Reality headsets in recent years.

So, the question at hand is: When exactly will VR be big enough for Xbox (and Microsoft) to start actually caring? Does that happen by the end of 2020, or 2021? Or will it be even longer than that?

Let us know what you think down in the comments below!

The post Community Download: When Will VR Be Big Enough For Xbox? appeared first on UploadVR.

Microsoft’s SharePoint Spaces Collaborative Tool Is Coming This Year, Including Quest Support

Microsoft has revealed that its file sharing and digital collaborative work platform, SharePoint, is getting a VR Maker Tool later this year, dubbed SharePoint Spaces.

The tool was originally revealed back during the SharePoint Virtual Summit in 2018 but is nearing release generally across the gamut of widely-used VR headsets including the Oculus Quest and Microsoft’s own HoloLens AR headset. Currently it’s in private preview now but is expanding beyond that soon and is expected to launch in the first half of 2020, as spotted by Virtual Reality Times.

According to Microsoft’s own official description, SharePoint Space allows you to:

“Build immersive experiences with point-and-click simplicity; start with smart templates that have beautiful surroundings, ambient sounds, rich textures, and lighting. Then add content, which can include 2D files and documents or images you may already have in SharePoint. Immerse yourself in mixed reality, focus your attention, engage your senses, and spark your curiosity and imagination. Unlock new scenarios for communication, learning, and collaboration.”

Reportedly it will be seamlessly integrated with SharePoint proper in a very intuitive way. For example, once something is uploaded into a folder it will be immediately viewable in a VR space. SharePoint Spaces will also support immersive content like 360 photos and videos, as well as 3D models and objects. You can connect together pieces of information to make courses and information flows without needing any programming knowledge — it’s all point-and-click based inside SharePoint Spaces itself.

Would your company benefit from having a VR workspace like SharePoint Spaces? Let us know if this is appealing to you down in the comments below!

The post Microsoft’s SharePoint Spaces Collaborative Tool Is Coming This Year, Including Quest Support appeared first on UploadVR.

Microsoft’s VR Maker Tool ‘SharePoint Spaces’ to Launch in First Half of 2020

Back at Microsoft’s annual SharePoint Virtual Summit in May 2018, the company announced it was getting ready to ship a new VR maker tool set called Spaces for SharePoint, the web-based collaborative platform for enterprise customers. Now, Microsoft says Spaces is nearly ready for a general release to all SharePoint users, which is slated to happen at some point in the first half of 2020.

With Spaces, Microsoft is aiming to provide point-and-click simplicity by letting users create immersive environments on the fly by using media such as 3D assets, 360 photos, and 360 video—all of which is stored in SharePoint folders. Critically, users don’t need coding skills, or experience with game engines such as Unity of Unreal to make a simple VR environment.

The web-based immersive platform is currently in private preview, however Amy Scarfone, the Principal Design Manager at Microsoft Mixed Reality, announced in a recent VR/AR Association podcast that a public preview will be available for standard SharePoint users “ideally in Q1, but certainly in the first half of 2020.” The news was first reported by German VR publication MIXED.

Microsoft says the file exchange and digital collaboration software is currently in use by 400,000 customer organizations worldwide, so flipping the switch to allow those users to start creating environments for immersive headsets is poised to be one of the bigger VR software rollouts to come to the enterprise sector.

Scarfone says they’ve been working to support every tethered PC VR headset; she also notes the Mixed Reality team is currently optimizing for Oculus Quest as well, Facebook’s $400 standalone VR headset.

The post Microsoft’s VR Maker Tool ‘SharePoint Spaces’ to Launch in First Half of 2020 appeared first on Road to VR.

Microsoft Researchers Explore Eye Tracking Uses For VR

Microsoft researchers released some new work related to eye-tracking this week.

The 13-page paper titled Mise-Unseen: Using Eye-Tracking to Hide Virtual Reality Scene Changes in Plain Sight is written by Microsoft intern and University of Potsdam PhD student Sebastian Marwecki, along with Microsoft researchers Andy WilsonEyal OfekMar Gonzalez Franco, and Christian Holz.

Accompanied by a video, the paper explains how eye-tracking allows for a scene to change by keeping track of where the eyes are pointed and changing things only in the peripheral vision.

Eye-tracking for VR is not a new idea and some headsets already have the technology built in. Work is underway, however, at all the major companies to more accurately and reliably track eye movements because next generation headsets may be able to use the information in various ways. The paper from Microsoft researchers helps explain some of those potential applications. For example, objects in a scene can be changed to help a user solve a puzzle. Likewise, gaze can be used to predict which of several options a user might be inclined to pick. The video above demonstrates this with two weapon choices and a single physical prop. Using the gaze of the user, the software determines which weapon the user is likely to pick, and then moves that virtual weapon to line up with the physical prop.

Perhaps most interestingly, the report covers the application of foveated rendering to improve rendering efficiency while also exploring the idea of gaze-tracking as a method for reducing sickness induced by simulated locomotion. The paper compares a popular approach used in VR software design for reducing sickness that, during periods of fast simulated movement, reduces the field of view of what you can see into a kind tunnel vision. This approach was compared with another wherein “the participant had a full field of view, but motion outside the fovea was removed by reducing the update rate to 1Hz. We cross-fade between frames and add motion blur to hide the reduced update rate.” According to the researchers, “most participants preferred” this condition with one participant reporting “there is no motion sickness.”

Overall, the findings are very interesting. With research like this it is easy to see eye-tracking technology is likely to be a key part of truly next generation VR headsets.

What are your thoughts on the findings? Let us know in the comments.

The post Microsoft Researchers Explore Eye Tracking Uses For VR appeared first on UploadVR.

Microsoft Files ‘Virtual Reality Floor Mat’ Patent, Possibly Aimed at an Xbox VR Headset

A Microsoft patent application for a ‘virtual reality floor mat’ describes a special mat which defines a virtual playspace and can be used for tracking.

Spotted by Twitter user WalkingCat, a Microsoft patent application published last week describes a “virtual reality floor mat activity region,” a special mat that would both define the virtual playspace and be used for tracking.

The artwork in the patent clearly suggests a living room environment where the VR experience is powered by a game console. When it comes to VR on Xbox, Microsoft has had a confused relationship; the company had announced way back in 2016 that VR support was coming to Xbox One X but then suddenly backpedaled on that decision. It has remained mum on the subject ever since, even in the face of the next-gen Xbox ‘Project Scarlett’ which was revealed earlier this year.

SEE ALSO
Next-gen Xbox Revealed with No VR in Sight, Sony Forges Ahead with PSVR on PS5

Microsoft’s virtual reality mat patent application is a curious one. With inside-out tracking increasingly becoming the norm on VR headsets (including Microsofts own Windows VR headsets which were among the first to market with the tech), it’s not immediately clear why a special mat would be necessary, but the patent application reveals some interesting possibilities.

Image courtesy Microsoft

First, the application describes that the mat would have active or passive markers on it which would make its location known to headsets. While inside-out tracked headsets need to have their playspace boundary defined, having a mat in your home would be a ‘set it and forget it’ approach to defining the playspace. Not only would this eliminate occasions where a system without such a mat might forget the boundary and require the user to reconfigure it, the mat-defined boundary would be accessible to any headset without per-device configuration, similar to the way that Valve’s SteamVR Tracking system can be used by any device that comes into the area without any pairing or configuration with the tracking system.

With the mat you could even drop inside-out tracking altogether; the mat could function as an outside-in tracking system (where the headset looks for only the markers on the mat and nothing else). This would reduce the compute requirements compared to inside-out tracking, which in turn could reduce the size and cost of a compatible headset and other devices. For instance, you could create a much less expensive controller which is tracked with the mat markers rather than its own on-board compute.

The mat would also facilitate a static and shared coordinate system which would be useful for multi-user experiences where two or more players are using a headset at the same time in the same space. This could also extend to AR devices like HoloLens, and even the tracking of non-immersive devices like smartphones or tablets, making possible various hybrid experiences.

And finally, there’s the human affordance factor. A mat on the floor makes clear to everyone else in the room where they shouldn’t stand if they don’t want to risk a haymaker to the noggin when someone is playing a VR boxing game or similar.

The patent application also considers a version of the mat which would be based on tiles which could be configured into novel shapes and expanded as needed by users.

Image courtesy Microsoft

Much of the functionality described in the patent sounds very similar to the approach of Antilatency which has developed a tile-based outside-in tracking system with minimal compute requirements which can functional well with just a single camera on the headset. The system is inherently expandable, doesn’t require per-device configuration, supports arbitrary numbers of users, and can be configured into novel shapes. The company is already selling dev kits for the system which is aimed at enterprise and commercial use-cases.

Image courtesy Antilatency

Microsoft’s virtual reality mat patent application is attributed to inventors Julia Schwarz, Principal Software Engineer on HoloLens, and Jason Michael Ray, Software Engineer on HoloLens. The application was filed in April 2018 and published on October 3rd, 2019, though it has not yet been granted.

As ever, it’s worth pointing out that large companies file hundreds if not thousands of patents each year as a strategic exercise; there’s no telling whether or not something described in a patent will manifest in a product. Without additional evidence, patents are best interpreted as a glimpse into what a company is thinking rather than what it is doing.

The post Microsoft Files ‘Virtual Reality Floor Mat’ Patent, Possibly Aimed at an Xbox VR Headset appeared first on Road to VR.

Middle School Students Can Now Learn About Microgravity Through VR

A new Microsoft Garage project, Microgravity Lab, presents teachers with a new and interactive way to teach middle school students about complex physics concepts in microgravity.

The experience will allow students to explore physics principles, including conservation of momentum and Newton’s 3nd and 3rd law, through the context of microgravity on the moon. Microgravity is a concept that is hard to explain and simulate on earth, and therefore easier to teach through a platform like VR.

The Microgravity Lab was developed by a Microsoft intern team in Vancouver, in collaboration with NASA. It simulates the conditions experienced by astronauts while in space, making it easier for students to understand these complex physics concepts.

“The concept of microgravity is often misunderstood by students who learn about astronauts on the International Space Station,” said Matthew E. Wallace, an education specialist for NASA. “Providing a virtual reality world for them to explore the phenomena of life on orbit is an excellent way to engage students and solidify their comprehension of concepts related to force, mass and gravitational acceleration.”

The experience is part of a wider collaboration between NASA and Microsoft that features to a collection of middle school lesson plans.

Teachers that are interested in using the Microgravity Lab in their classroom can request an invite through Microsoft. There’s also an extensive lesson plan that goes along with the experience, which takes place across four, 50-minute classes.

You can read more about the development of the experience in this Microsoft Garage blog post.

The post Middle School Students Can Now Learn About Microgravity Through VR appeared first on UploadVR.