Palmer Luckey Describes How Anduril's Eagle Eye Helmet Will Give Soldiers Superhuman Senses

Palmer Luckey described how Anduril's Eagle Eye helmet will give soldiers superhuman senses, describing it as "by far the best AR/VR/MR vision augmentation system that has ever been built".

Last week, Anduril announced that it is taking over the US Army's IVAS program from Microsoft. Anduril is the defence company Luckey founded after being fired from Oculus, currently valued at $28 billion.

That initial announcement didn't come with any specific details on the hardware or capabilities of Anduril's IVAS solution. But in an interview with former Navy SEAL Shawn Ryan, Luckey revealed the first details of the system as well as its name: Eagle Eye.

Palmer Luckey’s Anduril Is Taking Over The US Army IVAS Program, Replacing HoloLens
Palmer Luckey’s Anduril is taking over the US Army’s IVAS HMD program, previously handled by Microsoft.

Luckey told Ryan that Anduril has been "investing a ton of resources" into the development of Eagle Eye for "years" now, long before it knew it could secure the IVAS contract. A defining tenet of Anduril has been to develop products in advance of offering them to the US government for a fixed price, a stark departure from the approach of legacy defense contractors, who secure contracts to develop hardware with the ability to go over budget.

Unlike Microsoft's HoloLens IVAS, Anduril's Eagle Eye is an "integrated ballistic shell", not something you strap onto existing helmets. The strap-on approach was cumbersome, Luckey explains, leading to imbalances and "snag hazard".

"[With Microsoft's IVAS] you run a strap to the back, there's a big battery pack and compute module back there, there's a big sensor brim you clip onto the helmet. The problem when you're trying to clip on to an existing system is it ends up not very tightly integrated, lots of snag points, lots of snag hazard, it ends up being very heavy and misbalanced where it's really torquing your neck.

The thing that I'm building is an all up integrated ballistic shell that integrates hearing protection, hearing augmentation, vision protection, vision augmentation, all into one seamless ballistic shell that protects you from airbursts, direct fire rounds, blast and concussion - the whole thing in one integrated, seamless product."

As for that "vision augmentation", Luckey claims Eagle Eye will be "by far the best AR/VR/MR vision augmentation system that has ever been built", with resolution, field of view, and sensors superior to anything else.

"It is going to be by far the best AR, VR, MR vision augmentation system that has ever been built; in terms of resolution, in terms of field of view, in terms of graphical fidelity, in terms of sensor quality, and what you can do with those sensors.

It is a bigger jump from what exists today than the jump that I made when I started Oculus. It is a jump that I think cannot be overstated."

On the software side, Eagle Eye will leverage Lattice, Anduril's original and primary product. Lattice is, at its core, a distributed software system that takes in sensor data from a wide variety of military platforms, including both Anduril and third party assets, and autonomously integrates it to build a unified view of the entire battlespace, while bringing attention to the most salient targets.

So what can Lattice running on Eagle Eye do for soldiers?

The first trial Anduril conducted, when it was only set to have Lattice running on HoloLens IVAS, gave soldiers warning of incoming drones, and guidance of how to get to safety from them.

"I can see drones that are coming to attack me. I can see what their attack vectors are. I can see where the people controlling them are. I can see where I need to go to be safe in an amount of time that is reasonable before that drone actually gets to me. Really, really powerful stuff."

Another use case Luckey mentions is marking targets, without the need to use smoke or a laser that enemies can see, as well as the system automatically sharing the position of visible enemies, highlighting them for other soldiers even when out of sight.

"If you want to mark a target for somebody else, you'd have to use a laser, right? What if you could mark it digitally, and you don't omit any signature for anyone else with [night vision] to see? And what if anyone else can see it?

Here's an even crazier [capability] - and when I say crazy, I don't mean like a hypothetical, you could just do this with this tech. Imagine that you're doing some kind of pincer, and you have some guys over there, some guys over there, and I can't see a guy behind that building, but you can. If you're seeing him, it's taking that track, it's taking that enemy mark, and it's now putting it into my vision.

I can now see through the building, through the wall, and I can see the guy coming around the corner before he's there."

Because Lattice integrates with a wide range of military platforms, including drones, the source of this kind of shared situational awareness isn't limited to other Eagle Eye wearers.

"And it's not just the helmets. You're also anything that's seamed into Lattice. So if there's a drone overhead that sees a guy five clicks out that way coming up a hill ,and he thinks he's going to set up on top of that hill and pop you, imagine if it sees him, it notifies you, you look at him coming over that hill and you bring your rifle on target.

Literally the moment he clears. you're taking out that threat. That's the type of combined sensing and combined arms tactics that this enables."

And unlike when limited to human intelligence, Lattice can keep track of an effectively unlimited number of potential threats, leveraging all available sensors in the vicinity.

"When you have computers watching all these sensors, and you have an unlimited amount of attention that a computer can give, you can have that computer doing everything for you. You can say, 'watch every single one of those windows, and watch every single one of those doors, and just let me know if I need to worry about it.'"

Beyond just awareness, Luckey wants Lattice on Eagle Eye to offer proactive guidance to soldiers, leveraging predictive AI to help save their lives in battle.

"Imagine if it can look at an aircraft that's coming to engage us, and the AI has the expertise of the world's best fighter pilots. Isn't that extraordinary? Or the best rotary wing pilots. By building all this expertise in, you're potentially building a guardian angel that is this superhuman, superintelligent thing.

Imagine if you look at it and it says: 'oh shit, that's a Russian pilot'. Based on the tactics that it's observing or the way that it's working, imagine it says: 'oh, he's going to come back around to do a low attack run'.

This stuff is way beyond just 'oh, there's a dot and there's the enemy'. If you have the world's best expertise of the world's best warfighters distilled into one super AI, it's like you're rolling around with a whole team of experts sitting on your shoulder telling you what might happen next."

Further, the Lattice AI would answer questions about what the soldier is seeing, leveraging the same kind of multimodal AI used for civilian purposes in the Ray-Ban Meta glasses and phone apps like ChatGPT.

"What if you could say: 'hey, how do I defuse this bomb?' Or imagine like seeing a vehicle and being like: 'How do I hotwire this car?'"

Later in the interview, Luckey muses on the issue of whether to sell Eagle Eye to civilians, not just the military. He says that while in principle as a libertarian weapons enthusiast he would want to, in practice this would risk falling into the hands of hostile nations.

"Anything that I sell to civilians, I'm effectively also selling to Chinese special forces, to Russian commandos. Now, I'm not saying that they'll be able to get enough to outfit their whole force, but anything you sell to civilians is eventually going to get sold to a traitorous American."

One non-military group that Luckey does seem willing to sell a Lattice-powered head mounted display to though is law enforcement. While he doesn't think a bulky Eagle Eye helmet would be appropriate for "most" police, given their need to interact with people face to face, he does see a place for a less advanced product that would "look more like a pair of Oakleys" than a "RoboCop helmet".

"That is still running lattice. It's still showing them where threats are. But it probably doesn't need the ability to pick up an attack helicopter 15 clicks out and then flag them where they need to go."
"I want something that's watching my six. I want something that's watching for threats that I'm not seeing. I want basically a guardian angel on my shoulder that is able to do what backup would normally do for me, and at a superhuman level.

Imagine if you could have not just eyes in the back of your head, but what if you could have a hundred eyes all throughout your head all looking out into the world and at the slightest disturbance be like: 'holy shit, I think someone's opening that window and firing, they're they're aiming a gun from that window'.

It should be telling me not 'hey, you know, be aware that someone might be shooting you', it should be giving you even more direct commands than that, like, it should throw a red threat alert and show you a direction you need to throw yourself immediately to not get shot, to get behind cover."

For a full description of Eagle Eye, as well as a first hand account of Luckey's firing by Facebook, influence on PlayStation VR, and views on robotics, exoskeletons, military contractors, China, and more, I recommend watching or listening to the full interview.

Palmer Luckey's Anduril Is Taking Over The US Army IVAS Program, Replacing HoloLens

Palmer Luckey's Anduril is taking over the US Army's IVAS HMD program, replacing Microsoft's customized HoloLens solution.

The Integrated Visual Augmentation System (IVAS) program was first announced back in 2018, and in 2021 the contract was awarded to Microsoft, with a stated value of up to $21.88 billion over 10 years for more than 100,000 headsets. The eventual aim of IVAS is to equip every US Army soldier with an augmented reality helmet that can vastly expand their situational awareness and enhance their training.

Previously reported potential use cases for IVAS include:

  • overlaying icons on friendly units, objectives, threats, and points of interest
  • built-in night vision & thermal view modes
  • live picture-in-picture feeds from drones, including the Soldier Borne Sensor (SBS) personal drone
  • simulated weapons & enemies for training exercises
  • scanning nearby people for signs of illness, such as a high temperature
  • facial recognition for hostage rescue situations

Until now, the IVAS hardware was set to be provided by Microsoft, a highly customized version of HoloLens 2 with a wider field of view and enhanced sensors. But Microsoft's IVAS was plagued with issues. In 2022 the US Congress rejected further orders following "mission-affecting physical impairments” including headaches, eyestrain and nausea". Previous evaluations had found reliability issues, with “essential functions” sometimes failing. In 2023 Microsoft upgraded the system to improve “reliability, low light sensor performance, and form factor”, but it seems these improvements weren't enough.

Back in September, Microsoft and Palmer Luckey's Anduril announced that Anduril would provide some software for IVAS, its Lattice networked battlespace management system. But now, the companies have announced that Anduril will fully take over the hardware, system software, and production too, using its own headset specifically designed for the task.

Microsoft isn't completely out of the project, though. Anduril will leverage Microsoft's Azure cloud, to for example run advanced AI models too big to run on-device.

Luckey founded Anduril Industries after Facebook fired him from Oculus, the previous company he founded which became Meta's Reality Labs division.

Anduril was recently valued at $28 billion, and Lattice is its core product, a software system that takes in sensor data from a wide variety of platforms, including both Anduril and third party assets, and autonomously integrates it to build a unified view of the entire battlespace, while bringing attention to the most salient targets.

Last year Luckey teased that he was working on a new headset, and then confirmed it would be designed for military use.

Announcing the IVAS takeover, Luckey spoke to how important he considered the project, and its profound potential significance for the future of warfare:

"For me, this announcement is deeply personal. Since my pre-Oculus days as a teenager who had the opportunity to do a tiny bit of work on the Army’s BRAVEMIND project, I’ve believed there would be a headset on every soldier long before there is a headset on every civilian.  Given that America loses more troops in training than combat, the Squad Immersive Virtual Trainer (SiVT) side of IVAS alone has the potential to save more lives than practically anything else we can imagine building.

Tactical heads-up-displays that turn warfighters into technomancers and pair us with weaponized robotics were one of the products in the original Anduril pitch deck for a reason.  The past eight years we have spent building Lattice have put Anduril in a position to make this type of thing actually useful in the way military strategists and technologists have long dreamed of, ever since Robert Heinlein’s 1959 novel Starship Troopers.  Not just day and night and thermal and ultraviolet, but peering into an idealized interactive real-time composite of past, present, and future that will quickly surpass traditional senses like vision and touch.  Put another way, Superman doesn’t use menus – he just sees and does.  If Anduril had been more than a dozen people when IVAS was first getting spun up all those years ago (at least the Tragic Heap guys didn’t win, our country really dodged a bullet there), I do believe our crazy pitch could have won this from the start – as things stand, though, there is no time like the present.

The IVAS program – one of the most important programs to the Army – represents just the beginnings of a new path in human augmentation, one that will allow America’s warfighters to surpass the limitations of human form and cognition, seamlessly teaming enhanced humans with large packs of robotic and biologic teammates."

While there are currently no publicly announced details of Anduril's IVAS hardware, Luckey signed off the announcement by telling the world to multiply "by ten and then do it again" their expectations, describing himself as "the best head-mounted-display designer in the world".

"I am, after all, the best head-mounted-display designer in the world.

This move has been so many years in the making, over a decade of hacking and scheming and dreaming and building with exactly this specific outcome clearly visualized in my mind’s eye.  I can hardly believe I managed to pull it off.  Everything I’ve done in my career — building Oculus out of a camper trailer, shipping VR to millions of consumers, getting run out of Silicon Valley by backstabbing snakes, betting that Anduril could tear people out of the bigtech megacorp matrix and put them to work on our nation’s most important problems  — has led to this moment. IVAS isn’t just another product, it is a once-in-a-generation opportunity to redefine how technology supports those who serve.  We have a shot to prove that this long-standing dream is no windmill, that this can expand far beyond one company or one headset and act as a a nexus for the best of the best to set a new standard for how a large collection of companies can work together to solve our nation’s most important problems.

Whatever you are imagining, however crazy you imagine I am, multiply it by ten and then do it again.  I am back, and I am only getting started."

There’s a Military Focus on Professional VR Training at DSEI 2021

DSEI 2021

The largest Defence, Simulation and Training conference descended on London (DSEI) and immersive technology specialist, Kevin Williams, took the time to traverse the massive convention space and return with observations on VR and AR impact in this sector.

DSEI 2021

The reality of VR in commercial training, simulation and education is often overlooked or side-lined. The enterprise or commercial aspect of VR has proven a very lucrative part of the technology’s deployment, with many consumer headset manufacturers pivoting from a consumer-centric focus to broadening their investment to include a commercial business focus.

What has been coined by me as the “Serious VR” landscape, comprising commercial applications using more powerful hardware and a focus on a core deliverable (such as training, marketing, or out-of-home entertainment). While the “Casual VR” scene is focused on consumer requirements and a price-sensitive, home gaming approach. 

The best example of Serious VR was amassed in London, with the holding of the Defence and Security Equipment International (DSEI) 2021, covering all the ExCel exhibition centre, and even taking up the riverside births for presentations of the latest Naval craft. The show gathering more than 30,000 attendees from the international military services, and operations that support them.

DSEI 2021

Along with warfighting, the convention gathers security, medical, training and infrastructure elements, and the show floor proved a valuable litmus of the actual penetration of immersive technology into the aspects of the commercial scene. Previous DSEI attendance has seen a growing interest in VR, but this years’ shows a definite re-evaluation of the hype over the reality of the value of the technology. 

The first aspect of VR application on observation can be described as “Direct Training”.

One of the largest military providers, BAE Systems, used DSEI to launch their new SPA-TAC platform, a solution for sophisticated training, and mission rehearsal suite of tools, using virtual reality visualisation. These allow multiple user support and are deployed on the latest high-end VR hardware. On the booth, the company presented both the latest VRgineers XTAL professional headset, with its impressive field-of-view. Alongside the HTC Vive Pro series.  

DSEI 2021

Another developer at the defence event was VRAI – a specialist dedicated to combining VR and Artificial Intelligence (AI) towards providing enterprise and public service organisations remote training. The ability to use the latest VR technology to create a mobile training solution in the field driving many of the applications seen. On their booth the company had a flight training solution, employing the HP Reverb G2 headset. HP is one of those manufacturers that has seen the opportunity in commercial development support. And alongside this, was a Cleanbox Technology headset sanitizing system offering a much-needed hygienic approach to usage in this environment.

DSEI 2021

Across the way, on the Defence and Security Accelerator (DASA) stand was a demonstration of high-level immersion for training UK soldiers, employing the latest Varjo VR-3 professional VR headset. DASA is a government fund that invests in exploitable innovation for a safer future. The usage of VR in this application cutting the time for training, and offering better information retention by new recruits, with the control interfaces mapped to offer realistic weapon interaction.

DSEI 2021

The latest Varjo headset hardware was also seen on many other booths – the platform focused wholly on high-end commercial VR applications, offering an impressive performance beyond consumer headset specifications. The professional headset is deployed in automotive, aeronautical, CAD design and training. This marks a new phase of development in VR deployment, with the commercial sector at such as scale that it can support its own unique hardware development. On the Inzpire booth, the latest Varjo XR-3 was employed promoting its mixed reality capabilities.

DSEI 2021

The company had on one of their demonstrations a Joint Terminal Attack Controller (JTAC) training platform, that was incredibly portable and rugged. Powered by two high-end PC’s the user could wear the VR headset and see the actual binoculars and physical controls, as the MR capability dropped the real-world imagery into the virtual environment through sophisticated tracking. This was a compelling demonstration of the versatility that VR training can bring, and the level of immersion was extremely high compared to consumer applications. Also promoting their portability of training simulation, the company showed a helicopter simulator, using both VR (from an HTC Vive Pro) and conventional screen, able to be broken down into a small case.

Simple to install and operate VR training aids were also on display at the Lockheed Martin booth, showcasing their Armoured Fighting Vehicle (AFV) gunnery simulator. Employing in the VR configuration the Varjo headset and offering a means to be deployed anywhere for training units. Previously, this level of training would have depended on crude flatscreen alternatives, or expensive dedicated simulators, unable to be deployed in the field. VR applications beginning to be seen as a strong middle-ground alternative.

DSEI 2021

On the British Army stand was developers and solution providers QinetiQ – developing realistic training environments for mission rehearsal, and procedures. The company presented their latest environment for infantry training and army warfighting scenarios in urban conditions. Deploying the latest VR hardware with their setup of Varjo headsets. The level of visual realism and performance from their VR setup far surpassing anything comparable on consumer hardware.

DSEI 2021

The second aspect of VR application seen in this sector can be described as “Promotion and Visualisation”.

While there were seen some Standalone VR headsets, such as HTC Vive Focus, and an Oculus Quest 2 – these applications were more for promotional means, allowing visitors on booths a glimpse at simple information or applications. In previous years VR headsets on booths were ubiquitous, but now the focus was more on the high-end application, steering away from the casual approach.

DSEI 2021

Visualisation also saw the appearance of augmented reality (AR) on the show floor. To be more accurate the services have been employing AR in its basic form since the 1980s with the use of helmet-mounted optics supporting IR night vision or even heads-up telemetry displays. The latest AR technology has generated a lot of headlines in defence procurement, with Microsoft awarded a $22b deal to supply Hololens headsets in the evaluation of battlefield support for the US Army.

DSEI 2021

AR was represented at DSEI with the appearance of the Microsoft Hololens 2, being fielded on another part of the British Army booth, and with the developer of the application, Atos. The company is a world leader in digital transformation, providing cloud-based and information handling solutions. Their infrastructure used the Hololens to allow the user to have tactical awareness of the battlefield and deployment of resources, communicating with other users in real-time. Offering a demonstration of the future strategic planning aids that this technology represents.

Overall, the new trends on display at DSEI 2021 were clearly the explosion in investment into Unmanned Vehicles and Autonomous support – ranging from Naval based helicopter drones, and UAVs – with the first appearance of UAV land vehicles for support and casualty retrieval. Great advances in this sector are expected, and the use of augmented displays to track and direct these vehicles is expected to grow.

DSEI 2021

As mentioned previously, from the great hype and promise, VR has entered a more pragmatic phase in this industry. Its ubiquity replaced at this point, for a focus on more grounded high-end simulation, using the newly available high-end headsets. A new phase of development is about to take place, ejecting Serious VR into the next level of immersion.  

US Army Signs Contract For Wide-FoV HoloLens Headsets From Microsoft

Microsoft won a large US Army contract to supply advanced AR headsets for frontline soldiers, based on the HoloLens platform.

The US Army’s Integrated Visual Augmentation System (IVAS) program aims to equip infantry with AR helmets for situational awareness and convenient display of sensor outputs.

The contract is worth up to $21.88 billion over 5-10 years. While the order has been widely reported as 120,000 units, a US Army statement to Breaking Defence suggests that is the maximum, not a fixed quantity.

Early evaluation units based on HoloLens 2

In 2018 Microsoft won the $480 million evaluation contract for just over 2500 units, based on HoloLens 2 with some modifications and an extra sensor.

The current, ruggedized, upgraded IVAS

The evaluation found the hardware not rugged enough for military use, and identified problems with the sensors at night. Since then the hardware has been significantly upgraded. It’s more ruggedized and houses many more sensors.

The field of view has been significantly increased from roughly 40°x30° to 80°x40°. That’s significantly wider than any other see-through AR headset on the market.

Reported use cases for the headset include:

  • overlaying icons on friendly units, objectives, threats, and points of interest
  • built-in night vision & thermal view modes
  • live picture-in-picture feeds from drones, including the Soldier Borne Sensors (SBS) personal drone
  • simulated weapons & enemies for training exercises
  • scanning nearby people for high temperature (COVID-19)
  • facial recognition for hostage rescue situations

The Army is also testing integrations with vehicles, such as soldiers being able to see-through the walls of the armored vehicle carrying them. That means on dismounting they’ll be situationally aware.

Some Microsoft employees have protested providing technology for the military, but that’s unlikely to have any effect given the enormous potential value of the contract.

IVAS is still in the late testing & evaluation stage, and the scale of deployment will depend on future budgets. But if things go to plan, frontline soldiers could be equipped with these game-changing AR capabilities by the end of the decade.

This Humanoid Robot Offers Telepresence With VR And Motion Controllers

Meet Reachy, the humanoid robot that’s controlled via VR with motion controllers to offer telepresence to users from around the globe.

Reachy is a robot in development by Pollen Robotics that can be controlled by a remote user wearing a VR headset and holding motion-tracked controllers. This means that the user’s head movements are mapped to the robot and the user’s hand movements are also 1:1 matched by the robot. We’ve already seen hints of this technology popping up across various industries, including for space flight and surgeries, so it’s great to see it slowly seeping out into more areas.

Going beyond the real-time movement mapping, you could theoretically “teach” a robot how to perform tasks using this method as well. In the video above we see the robot using fine motor skills to place blocks in a bucket based on shape, input time on a microwave, and more.

This type of technology is important because, once the tracking gets really, really good, it functionally allows people to “teleport” their “presence” (ie telepresence) across the world and potentially even into space at some point. In terms of potential, that would allow a top surgeon in the USA to perform an operation on an injured soldier on the front line, or to a robot stationed in a hospital in another country. That’s likely very far away from becoming a reality, but this is one step closer to that.

Uses extend far beyond just medical as well, as there are already experiments to get humanoid-style robots into space craft to help simulate effects on the human body, perform simple tasks, and help alleviate deep space isolation effects.

Reachy from Pollen Robotics is an open-source robotics platform available for research and prototyping, starting at $17,000. 

VTOL VR Exits Early Access, No Flight Stick Needed

SteamVR combat flight game VTOL VR just left early access after exactly three years with a major patch focused on polish and final bug fixes.

Most flight sims are made to be played on a monitor, with VR support added in later. They’re usually played with a flight stick. VTOL was built specifically for VR headsets with tracked controllers.

In VTOL, the flight stick is just another cockpit element you interact with using your virtual hands. VTOL isn’t formally a simulator, but runs a surprisingly detailed simulation of a fighter jet’s controls and the Multi-Function Displays (MFDs) used in many real cockpits.

By reaching out and pressing the buttons on the bezel of an MFD you can view a GPS map, slew the targeting pod, manage the radar, and prime weapons like missiles and bombs. Developer Boundless Dynamics describes these types of systems as “near-realistic”. Think of it as a VR-native DCS “lite”.

VTOL VR

The three aircraft available to fly in VTOL are fictional near-future vehicles, but draw from real systems:

  • F/A-26 “Wasp” is based on the F-15 Eagle, but with the multirole carrier-capabilities of an F/A-18 Hornet
  • AV-42CKestrel is as entirely fictional gunship platform with rotating jet nozzles, capable of vertical takeoff (VTOL, the game’s namesake) and featuring a large cargo bay with multiple weapon mounts
  • F-45A is an agile stealth fighter based on the F-35.

Like the real world F-35, the F-45A replaces the physical MFD with a large singular touchscreen with four virtual MFDs.

After three years in, there’s a lot of content to play. Land on an aircraft carrier, refuel from a midair tanker, and take on a number of combat missions. A level editor is available, with 386 Steam Workshop uploads as of writing.

If your Windows 10 build supports Voice Recognition, you can even talk out loud to wingmen, ATC, AWACS, and ground crew.

If you use an Oculus Quest for PC VR, or a Rift, don’t use the native Oculus mode on this one. It’s marked as ‘Not Recommended’, and has a strange tracking jitter issue. The game performs great in SteamVR mode though.

VTOL VR is available on Steam with ‘Overwhelmingly Positive‘ reviews. The regular price is $30, but it’s on sale for $24 until August 10.

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Watch: Onward 1.8 PC Update Leads To Community Backlash Over Graphics Changes

Today Onward released for Oculus Quest with PC crossplay and the update resulted in some major Onward PC changes. Fans are not happy.

As a result of the port, the PC version of Onward has been patched to v1.8, which includes dramatic map changes to accommodate for alterations made to get the game running on Quest. Previously, Downpour Interactive had told us these changes would mostly be in the form of altering the layout, removing some features the Quest couldn’t have right now like extra foliage, and so on. But it seems more dramatic than that. The Onward Discord server is a steady stream of users unhappy with the update and posting reports of various new bugs.

After reading over Onward VR Reddit comments, new PC VR user reviews, Discord impressions, and trying the new 1.8 version of Onward PC for myself, the differences are quite clear. Every map now looks notably downgraded visually, suffers from similar texture pop-in issues that hinder the Quest version, and generally is lower quality now.

Late last month the Dev Blog hinted at these changes, but it didn’t sound as dramatic then as it looks now.

On the bright side, the update has resulted in significant stability and performance improvements on PC. Users that previously had issues maintaining framerate will likely now have a much smoother game to enjoy. Additionally, KasperVid, a Community Manager in the Onward Discord, claims the game’s new structure will allow for more robust and feature-rich updates in the future:

“We rewrote and rebuilt large parts of the game over the past months,” says KasperVid on Discord. “On the one hand we’ve created tons of headroom for future improvements and expansions to the game, on the other there is the temporary pain we’re experiencing right now. And I completely understand it’s frustrating. But we’ve been working on this game for many years, and we’re dedicated to it. That won’t change, so please give us that little bit of credit that we’ll make it right, soon.”

Furthermore, MrDeathpwn, an Onward Community Manager on Reddit, also explains, “me and the devs have been recording all your feedback and we’ll do our best to get these issues resolved asap. I’ll be sharing all the feedback with the team. Let’s make this a 2 steps forward and 1 step back situation.”

We’ve reached out to Downpour Interactive directly for additional comment and will update this post once we hear back. Let us know what you think of the 1.8 update on PC down in the comments below!

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Have a Ball in VR With Eight360’s Extreme Motion Simulator NOVA

Eight360 NOVA

There have been plenty of hardware examples designed to make virtual reality (VR) as immersive as possible whilst reducing motion sickness. From Virtuix and its Omni treadmill to the seated Yaw VR motion simulator they all have their pros and cons when looking for that ideal solution. Quite possibly the most impressive to look at is Wellington, New Zealand-based Eight360‘s motion simulator NOVA.

Eight360 NOVA
Eight360 Founder/CEO Terry Miller with NOVA prototypes. Image credit: Eight360

The brainchild of Terry Miller and George Heather-Smith, NOVA offers a completely untethered platform for VR simulations and gaming purposes. Developed over the past 4 years, NOVA’s spherical design allows for unlimited rotation in whichever direction the user decides thanks to three omni wheels.

Now in its third iteration which is ready for commercial production, everything is contained inside the giant sphere which the user sits in; PC, battery, chair and harness, VR headset and then the required control scheme – a steering wheel and pedals for example. The entire unit is built with standard off the shelf parts where possible for easy maintenance.

Taking up just over 2x2m of floor space and weighing in at less than 500 kg (1,100 lb) the motion simulator is already compatible with titles such as DCS: World, X-Plane and NoLimits2 – Roller Coaster simulator. NOVA has been designed to simulate as many vehicle forces as possible, whether that’s a plane tilting to the bumps and crashes of a racing experience like Dirt Rally.

Eight360 NOVA
Eight360 NOVA – 2018 prototype. Image Credit: Eight360

While the NOVA certainly looks impressive and you’re probably adding it to your VR wish list, its not aimed at the gaming market and likely won’t be appearing in your local VR arcade. The company is looking at various industrial and military use cases due to the costs involved. Eight360’s first customer was the New Zealand Defence Force (NZDF). “We’re looking to lease them as a hardware as a service model,” Miller said to New Atlas. “With ongoing maintenance and upgrades. It’ll be on the order of US$150k a year. So heavy, yeah.”

Eight360 has now begun taking orders for the NOVA from interested organisations. As the company continues to expand, VRFocus will keep you updated.

Interview And Demo With The $8,000 Military-Grade Dual 4K XTAL VR Headset At CES 2020

At CES 2020 this week, VRgineers announced a new version of its XTAL high-end headset for enterprise priced at $7,890, including business grade support.

The original XTAL was announced back in summer 2018. For $5,800 it featured dual 1440p OLED panels, 70Hz refresh rate, custom lenses with 180° field of view, eye tracking for automatic IPD, and built in Leap Motion controller-free hand tracking.

This new XTAL ditches OLED for dual 4K LCD displays instead. While VRgineers calls this “8K” (just like Pimax does), it’s important to note that the industry definition of 8K is actually 4 times as many pixels than 4K, not twice. This is because you need to multiply both axis of resolution. Hopefully VR companies stop using misleading terminology for the sake of marketing in future.

For more information read here or watch the interview and demo above.

The post Interview And Demo With The $8,000 Military-Grade Dual 4K XTAL VR Headset At CES 2020 appeared first on UploadVR.