Crisis VRigade Is A Hardcore Free Oculus Quest Shooter – Quick Review

Funny things, bullets. In VR, they have a tendency to be a bit, well, weak? I’m not talking about the rattle of gunfire that erupts from the barrel when you squeeze the trigger of a rifle in, say, Boneworks, but more the visceral panic of being under fire instead. In most VR games, there’s no deafening clang of metal mercilessly catapulting itself into slabs of concrete, nor the genuine pang of panic that should come with being pinned down.

Crisis VRigade very much has that sense of urgency intact.

Don’t get me wrong, this free Oculus Quest shooter — currently the most popular on the SideQuest platform — is a fairly simple one. It’s a stationary shooting gallery in which you gun down comically large gangs of criminals. Visually it’s quite simple, too. But Crisis VRigade’s hard mode offers one compelling rule that twists the game on its head; one bullet will kill you.

Suddenly an otherwise fairly standard shooter is morphed into anarchic exercise session in which you’re throwing yourself behind cover with force and slowly emerging from behind it with the greatest of care. Not only that, but a level timer piles the pressure on to perform. Even though there’s otherwise very little to separate Crisis from a deluge of other VR shooters — right down to the boxy art style — this one twist gives the game a welcome spark of variety.

In one level, for example, you’re tasked with stopping a bank heist in its tracks in a scene similar to something like Heat. At first you find yourself pinned down behind the safety of your police car. Slowly picking enemies off becomes a methodical game of finding the right angles and daring to take the chance. One enemy unaccounted for and you’ll find a one way ticket back to the start arriving directly in the middle of your face.

This is a game that pushes you and wants you to replay over and over. It’s a demanding bit of VR arcade action that wants to take full advantage of the physicality of cover-based shootouts.

Crisis VRigade isn’t a stunningly innovative or even especially deep Oculus Quest shooter, but its demanding rule set gives it a touch of challenge and threat. That’s something a lot of other titles are sorely lacking. If you’re looking for a Quest game that will put your shooter skills to the test, you could do a lot worse.

Crisis VRigade is available for free on Oculus Quest via SideQuest and is also available for purchase on PC VR and PSVR headsets.

The post Crisis VRigade Is A Hardcore Free Oculus Quest Shooter – Quick Review appeared first on UploadVR.

Facebook’s Non-Advertising Revenue Growth ‘Driven By Sales Of Oculus Quest’

During Facebook Q4 2019 earnings call, CFO David Wehner revealed that ‘Other’ revenue growth from Q4 2018 was driven by the company’s room scale standalone VR headset, Oculus Quest.

“Other revenue was $346 million, up 26%. Year-over-year growth was driven by sales of Oculus Quest.”

Additionally, CEO Mark Zuckerberg stated that Quest sales “are stronger than we expected” — a statement he has not made about any other Oculus headset.

It’s important to note that “Other” is the smallest section of Facebook’s revenue. The company’s main business is still targeted advertising, which brought in over 98 percent of revenue.

Facebook did not give specific sales numbers for its consumer VR hardware products, and it has never done so.

Comparing To Go & Rift Statements

A year ago, during the Q4 2018 earnings call, Wehner stated that Oculus Go, the company’s previous standalone headset, “contributed” to growth in that quarter. Go is a low end headset which can only track your head’s rotation, not position.

However, Go was also mentioned as also being a notable contributor to costs, in the form of marketing. This likely referred to its celebrity campaign featuring Wiz Khalifa, Jonah Hill, Adam Levine, Leslie Jones, and Awkwafina.

Oculus Go celebrity marketing
Oculus Go sales were notable in holiday quarter 2018 when the company launched an expensive celebrity marketing campaign.

The Quest statement from this week uses the more strong “driven” over “contributed”. However, this has to be balanced with the fact that each Quest sale earns twice the revenue of a Go sale.

Unlike Go, no mention was made of Quest contributing significantly to marketing costs. While Facebook has taken a more games-focused approach with ads such as Defy Reality, the ads without celebrities have also been blasted pretty widely across many channels.

In 2016 after the Rift launch Wehner had very different news, simply stating “It’s not going to be material to our financials this year.” That is the only time the Rift line’s financials have been referred to in Facebook earnings calls.

Quest: The Ideal Middle Ground?

The Oculus Rift delivered a high end positional tracked VR experience back in 2016, and the Rift S continues that category of PC-based VR. But the relatively small existing ownerbase and high cost of gaming computers limit this market’s size.

The $200 Oculus Go delivered on a low cost, completely standalone experience in 2018. But its lack of positional tracking and limited laser pointer controller meant it just doesn’t have the immersion or active content that 6DoF VR can deliver.

Quest appears to deliver on the ideal middle ground. In many ways, it is the type of VR headset Oculus always wanted to build, even before the Facebook acquisition. Fully standalone and wireless, but with room scale positional tracking and tracked controllers.

This lets Quest play the same kind of active room scale games as PC VR, while still remaining relatively affordable. The combination of these factors is the product’s unique offering.

oculus quest

Quest has been consistently backordered since late November. In the US, a Rift S order placed on the official sales site at this time of writing would arrive on Monday, whereas a Quest would arrive four weeks later. Facebook executives stated on multiple occasions that it is building Quest “as fast as we can”.

When Quest was formally announced as a product in September 2018, many in the industry were skeptical that its smartphone processor could deliver compelling enough experiences to drive consumer interest. Those doubts seem to have disappeared as many of PC VR’s most popular titles have been ported to the standalone headset. The graphics are much less detailed of course, but they retain the full body movement and hand-based interactions which work at any level of graphical realism.

The post Facebook’s Non-Advertising Revenue Growth ‘Driven By Sales Of Oculus Quest’ appeared first on UploadVR.

Facebook’s Non-Advertising Revenue Growth ‘Driven By Sales Of Oculus Quest’

During Facebook Q4 2019 earnings call, CFO David Wehner revealed that ‘Other’ revenue growth from Q4 2018 was driven by the company’s room scale standalone VR headset, Oculus Quest.

“Other revenue was $346 million, up 26%. Year-over-year growth was driven by sales of Oculus Quest.”

Additionally, CEO Mark Zuckerberg stated that Quest sales “are stronger than we expected” — a statement he has not made about any other Oculus headset.

It’s important to note that “Other” is the smallest section of Facebook’s revenue. The company’s main business is still targeted advertising, which brought in over 98 percent of revenue.

Facebook did not give specific sales numbers for its consumer VR hardware products, and it has never done so.

Comparing To Go & Rift Statements

A year ago, during the Q4 2018 earnings call, Wehner stated that Oculus Go, the company’s previous standalone headset, “contributed” to growth in that quarter. Go is a low end headset which can only track your head’s rotation, not position.

However, Go was also mentioned as also being a notable contributor to costs, in the form of marketing. This likely referred to its celebrity campaign featuring Wiz Khalifa, Jonah Hill, Adam Levine, Leslie Jones, and Awkwafina.

Oculus Go celebrity marketing
Oculus Go sales were notable in holiday quarter 2018 when the company launched an expensive celebrity marketing campaign.

The Quest statement from this week uses the more strong “driven” over “contributed”. However, this has to be balanced with the fact that each Quest sale earns twice the revenue of a Go sale.

Unlike Go, no mention was made of Quest contributing significantly to marketing costs. While Facebook has taken a more games-focused approach with ads such as Defy Reality, the ads without celebrities have also been blasted pretty widely across many channels.

In 2016 after the Rift launch Wehner had very different news, simply stating “It’s not going to be material to our financials this year.” That is the only time the Rift line’s financials have been referred to in Facebook earnings calls.

Quest: The Ideal Middle Ground?

The Oculus Rift delivered a high end positional tracked VR experience back in 2016, and the Rift S continues that category of PC-based VR. But the relatively small existing ownerbase and high cost of gaming computers limit this market’s size.

The $200 Oculus Go delivered on a low cost, completely standalone experience in 2018. But its lack of positional tracking and limited laser pointer controller meant it just doesn’t have the immersion or active content that 6DoF VR can deliver.

Quest appears to deliver on the ideal middle ground. In many ways, it is the type of VR headset Oculus always wanted to build, even before the Facebook acquisition. Fully standalone and wireless, but with room scale positional tracking and tracked controllers.

This lets Quest play the same kind of active room scale games as PC VR, while still remaining relatively affordable. The combination of these factors is the product’s unique offering.

oculus quest

Quest has been consistently backordered since late November. In the US, a Rift S order placed on the official sales site at this time of writing would arrive on Monday, whereas a Quest would arrive four weeks later. Facebook executives stated on multiple occasions that it is building Quest “as fast as we can”.

When Quest was formally announced as a product in September 2018, many in the industry were skeptical that its smartphone processor could deliver compelling enough experiences to drive consumer interest. Those doubts seem to have disappeared as many of PC VR’s most popular titles have been ported to the standalone headset. The graphics are much less detailed of course, but they retain the full body movement and hand-based interactions which work at any level of graphical realism.

The post Facebook’s Non-Advertising Revenue Growth ‘Driven By Sales Of Oculus Quest’ appeared first on UploadVR.

Unity Now Supports Vulkan On Oculus Quest & Go

The Unity game engine, which powers most of the apps on the Oculus standalone store, now supports the Vulkan graphics API with Oculus Quest and Oculus Go.

Vulkan is the successor to OpenGL, the industry standard graphics API that has been in widespread use for over 2 decades. OpenGL is similar to DirectX up to version 11, but controlled by an open industry consortium and is cross platform.

Vulkan

Like DX12 for Windows and Metal for Apple hardware, Vulkan is a “low level” graphics API (LLAPI). These APIs give developers more direct access to the hardware than previous graphics APIs, moving many tasks from the GPU driver to the game engine.

Vulkan is designed from the ground up to properly take advantage of multi-core CPUs, which were not a relevant factor when OpenGL was created. The Oculus Quest has four CPU cores available to games.

NOTE: While Unity 2019.3 supports Vulkan on Quest, the current Oculus Integration for Unity does not. This is, however, simply due to a check it performs to see if Vulkan is enabled, which can be bypassed by commenting it out.

The Benefits

Vulkan’s lower level access to the hardware means there is less driver overhead for draw calls (instructions from the CPU to the GPU of what objects to draw). This means that more draw calls can be used each frame – or the same number of draw calls per frame will use less CPU power & energy.

This means that Vulkan could enable Quest developers using Unity to ship more detailed scenes, use larger draw distances, use leftover CPU power for physics, or just increase battery life of existing fidelity content.

Vulkan should also allow for significantly faster initial loading times. Have you noticed that some Quest games took a very long time to load the first time you launched them? That’s because OpenGL shaders are compiled on first load, whereas with Vulkan shaders can easily be precompiled.

Facebook claims that Vulkan also allows for HDR rendering on mobile, which could be useful for future headsets.

Performance Numbers

There are no specific benchmarks for a production Oculus Quest Unity app of OpenGL vs Vulkan performance yet. When Unity first added Vulkan support for regular Android games, the company claimed “up to 35% improvement” in performance.

Unity’s competitor, Unreal Engine, already added support for Vulkan on Quest back in August. While there are no public benchmark stats for Unity’s Quest Vulkan support yet either, Facebook claimed that on Epic’s Sun Temple engine sample Vulkan reduces frame times from 16ms to 13ms, a roughly 20% improvement.

To be clear, Vulkan is not a silver bullet. Optimizing a VR game to run on a smartphone processor is incredibly difficult, and most of the work still falls to each developer. But Vulkan support in Unity promises to make the rules slightly less extreme, so we’ll be keeping a close watch on the Quest content ecosystem this year to see what it enables.

The post Unity Now Supports Vulkan On Oculus Quest & Go appeared first on UploadVR.

A New Children’s Book Uses VR And AR To Create Immersive Storytelling

A new children’s book, The Case of the Missing Cleopatra, aims to combine traditional storytelling methods with mobile AR and VR technologies, giving children new interactive ways to experience the narrative.

The Case of the Missing Cleopatra is a collaboration from Museimo, a London-based educational technology company, and AR Market, an Italy-based AR publisher for children. The book is described as a “fictional investigation that features both AR activated challenges and mobile VR worlds within the context of the book.”

AR Cleopatra game

From the provided screenshots, it looks like kids will be able to use a phone or tablet on certain pages of the book in order to reveal certain interactive content. Similarly, the kit comes with a cardboard VR headset, which kids can use to investigate an Egyptian environment, as pictured below.

case of missing cleopatra book vr

As the name implies, the narrative deals with the disappearance of Egyptian Pharaoh Cleopatra. The VR and AR elements will further the narrative from the book, allowing the kids to use the AR and VR segments to search for more clues as to how and why Cleopatra disappeared.

The book was released in December last year and costs €29, including both the book itself and a cardboard headset, to be used with mobile phones to experience the VR content. The accompanying app, which is required to run the VR and AR content, is available for free on both Android and iOS.

The book is suitable for children aged 7 and above, and is available to purchase on the AR Market site online.

The post A New Children’s Book Uses VR And AR To Create Immersive Storytelling appeared first on UploadVR.

Oculus SDK Drops Support For Samsung Gear VR

Recent versions of the Oculus Mobile SDK drop support for the Samsung Gear VR mobile headset.

This means that if developers want to continue to support Gear VR in their future app updates, they won’t be able to leverage new Oculus SDK features or bug fixes.

The Samsung Gear VR is a smartphone-based VR headset. Like Google Cardboard and its plastic derivatives, users slot in their smartphone which acts as the display and computer. Unlike cardboard, however, it features a dedicated gyroscope and accelerometer, and runs the same Oculus Mobile platform and store as the Oculus Go.

According to Facebook’s FAQ on the topic, existing Gear VR apps can still be downloaded. However, the company doesn’t mention what exactly will happen if a developer releases an update with the latest SDK version. We assume that Gear VR owners will be served the last compatible version, but we’ve reached out to Facebook to confirm.

This could present a huge problem for multiplayer games and apps which support the Gear VR. Developers may be forced to drop multiplayer support for Gear VR if they need to update their Oculus SDK to take advantage of newer features such as finger tracking for Quest.

Gear VR’s Eulogy

At Oculus Connect 6 back in September, Oculus’ then-CTO John Carmack essentially declared the Gear VR dead.

This was prompted by the news that Samsung’s Galaxy Note 10 will not support VR, and speculation that the regular Galaxy S line will follow suit next year.

Google’s competing Daydream smartphone VR platform is also essentially dead, with neither the Pixel 3a nor Pixel 4 supporting it and sales of the headset itself ending.

Smartphone-based VR created a lot of problems. The time it takes to slot in and out the phone, and the fact the user’s phone is unusable while docked into the headset, makes people less likely to want to use VR on a regular basis. A Gear VR session could also end after a matter of minutes, depending on device and conditions, due to the phone’s processor reaching its thermal limits. Smartphones pack all of their components into an incredibly small space. While Samsung improves its passive cooling design almost every year, there are physical limitations which can’t be overcome packing VR into a device designed first as a phone.

oculus quest oculus go

Standalone VR headsets, though, incorporate the screens and computing hardware and are designed for better cooling. Despite standalones having roughly the same graphical limitations as smartphone VR, Oculus CTO John Carmack claims that the Oculus Go sees Rift-like retention levels, whereas Gear VR’s was much lower.

The post Oculus SDK Drops Support For Samsung Gear VR appeared first on UploadVR.

Google Discontinues Daydream View Headset, the Final Nail in the Coffin for its Android VR Ambitions

It was abundantly clear by earlier this year that Google’s interest in its Android-based Daydream VR platform had withered, but now the company has put the final nail in the coffin by discontinuing the Daydream View headset and confirming that its newest Pixel 4 smartphone isn’t compatible.

Google had monstrous ambitions for Daydream at the start. The company figured that developers would leap at the opportunity to build VR apps on its platform thanks to theoretical chance they could reach to hundreds of millions of existing Android users. But things didn’t turn out as they hoped. The company’s bet (which was in line with others at the time) that slotting smartphones into inexpensive VR viewers would be a great way to use VR just didn’t pan out.

As of Google I/O earlier this year, it was entirely clear that Google had lost faith in Daydream, but today they put the final nail in the coffin.

With minimal adoption after several years, Google today confirmed that it will stop selling its Daydream View headset, the company told Variety. While the company had been pretty good about maintaining Daydream compatibility with its own ‘Pixel’ smartphone line and a handful of other Android phones, the new Pixel 4 won’t support the Daydream View.

If you have a compatible phone, the Dayream store, apps, and headset will continue to function. Google told Variety:

There hasn’t been the broad consumer or developer adoption we had hoped, and we’ve seen decreasing usage over time of the Daydream View headset. So while we are no longer selling Daydream View or supporting Daydream on Pixel 4, the Daydream app and store will remain available for existing users.

We saw a lot of potential in smartphone VR—being able to use the smartphone you carry with you everywhere to power an immersive on-the-go experience. But over time we noticed some clear limitations constraining smartphone VR from being a viable long-term solution. Most notably, asking people to put their phone in a headset and lose access to the apps they use throughout the day causes immense friction.

Google’s first Daydream View headset launched at the end of 2016, and offered a reasonably good casual VR experience, but wasn’t quite as compelling as its nearest competitor, Gear VR. Google released an updated version of the View in 2017 which made some important improvements, but hasn’t done anything with the headset since.

Image courtesy Google

Despite the low cost and wide accessibility of Daydream and even Gear VR, smartphone VR ultimately succumbed to a handful of pain points. Not only did the slot-in approach lack the full 6DOF experience of high-end headsets, putting your smartphone into a headset could be cumbersome, and using the headset also meant draining your precious smartphone battery and temporarily not having access to the phone itself, which has become an integral part of many people’s lives.

From the ashes of the slot-in smartphone viewers, standalone headsets like Oculus Quest bring many of the same benefits (and then some) while avoiding much of the friction of getting your smartphone involved. Granted, Lenovo launched a Daydream standalone headset, the Mirage Solo, in 2018 but its poor ergonomics and odd combination of a 3DOF controller with 6DOF headset failed to garner much attention.

The post Google Discontinues Daydream View Headset, the Final Nail in the Coffin for its Android VR Ambitions appeared first on Road to VR.

Every Nintendo Switch VR Game Ranked And Scored

I’ll be honest, I’m still pretty fond of Nintendo Labo VR.

Look, I know that on a fundamentally technological scale, the thing is the pits. The screen is blurry, the tracking is primitive and the input is shoddy at best. But spending three hours arguing with my partner as we painstakingly folded cardboard and then refolded and refolded again (just to be sure) was some of the most enjoyable collaborative tomfoolery I’ve had in gaming. It didn’t really matter that the end experience was a bit, well, low-rate.

So, yes, I still put on the bird thing every once in a while and fly across the sunny shores. I might even build the friggin’ blaster one day. But since launch Labo VR’s library has grown in some surprising ways. Many of Nintendo’s biggest games have added support for the kit in one way or another. They’ve never been robust enough to warrant their own reviews, so we thought it best to compile our verdicts on each in one handy spot. We’ve ranked them from best to worst with scores, too. If you’re thinking of picking up Switch VR for yourself, best take a look here first.

Captain Toad: Treasure Tracker – Hidden Gems?

Captain Toad VR

Of every game that’s endeavored to support Labo VR since launch, Captain Toad’s efforts are perhaps the least offensive. In this twee adventure game you navigate tiny courses, avoiding dangers and solving puzzles. The little diorama-sized levels look quite adorable inside the headset and the smooth, simplistic art style helps ease the sting of the 720p display. It’s mostly comfortable to play, though rotating the stages can be a little disorientating. Still, there’s very little of it (four levels that each last about four minutes at most) and the experience would be much better with positional tracking. But it’s as agreeable as Switch VR gets and gives us hope Nintendo might take a more serious stab at the tech one day.

Score: 6/10

Nintendo Labo VR Kit – Wonky Fun

The pack-in software that comes with Labo VR itself is a mixed bag with a few key highlights. Not only does it include a faultless step-by-step guide to building each Labo kit, it contains a bunch of minigames to play with them after. Some of these, like a bird-flying game that reminds me of Pilotwings, are utterly mad (you hold a bird’s butt to your face) but a novel bit of fun. Many of them, though, are painfully dull or frustrating. Some third-person platform levels don’t really highlight the joys of VR, whilst games that utilize the Joy-Con’s motion controls are incredibly difficult to handle. Trying to throw a boomerang within one game is so infuriating I was tempted to lob my Joy-Con knowing full well it wouldn’t return.

Still, the kit’s best games are decent enough to warrant a look and the welcome spurring of build-it-yourself mentality makes it unlike anything else in VR. If you have kids you want to share VR with in particular, this isn’t the worst place to start.

Score: 5/10

Super Mario Odyssey – Astro Not

It’s not often you’ll see Nintendo aping Sony rather than the other way round. But the handful of VR levels on offer in Super Mario Odyssey do carry a small spark of Astro Bot-infused delight. You scutter around three environments from the main game in 360 degrees, completing a small number of challenges. It’s quite warming to see Mario scarper about in VR, especially when he climbs up close to the camera and shoots his lovably naive smile. He probably thinks you’re gasping at the sight of his masculine, plump figure brought to life in VR, but really you’re just relieved to see a friendly face between the sea of pixels. The further you venture away from the camera, the closer Mario resembles his 8-bit origins, and I don’t mean that as a compliment. It’s often hard to work out what’s going on and, just as you grasp it, the level ends. Mario deserves his own full VR game to rival Astro Bot, but this isn’t it.

Score: 4/10

Super Smash Bros Ultimate – Wasted Potential

Super Smash Bros Ultimate VR

Super Smash Bros Ultimate brings Mario, Zelda, Pokemon, Dragon Quest, Final Fantasy, Metal Gear Solid and many, many more storied gaming franchises to VR. If you want a Metroid VR game, this is the closest you’ll get without an emulator. Sadly this is a very poor VR debut for Pikachu, Snake and Cloud; Smash Bros’ vapid VR support is one of the worst Labo integrations going. You can either play single-player matches against AI or spectate and control the camera. If you’re playing, the stage appears so small it’s impossible to appreciate the 3D effect. The action, meanwhile, is too fast-paced to keep up. It’s like watching a pack of very fierce mice squabble over some cheese from afar.

Spectating is somehow the preferable choice, allowing you to zoom in and even look beyond the normal screen’s boundaries to see more of a stage. But even then the platform’s limitations snuff out any spark of excitement before long.  Without positional tracking and a sharper display, this is an utterly dire experience.

Score: 3/10

The Legend of Zelda: Breath of the Wild – Blur of the Wild

The Legend of Zelda VR

I didn’t think Nintendo would ever be able to get Breath of the Wild running in VR. So I guess credit where it’s due; you can play all of this modern masterpiece with Labo VR stuck to your face if you so choose. To do so, though, would be a crime to the good people of Hyrule. If you move your head to look around, you’ll discover the camera isn’t freely detached from Link. Instead, you’re simply moving the camera as you would in-game, centered around our hero. This can be incredibly nauseating, and it really detracts from the freedom one should experience in VR. Someone needs to sit the developers down and give them a long and enlightening talk about why this is the absolute worst way they could have implemented VR. We’ve all dreamed of wielding the Master Sword in VR but this is absolutely not the place to do it.

Score: 3/10

Bonus: Spice & Wolf VR

We haven’t actually played Spice & Wolf specifically on Labo VR, so it wouldn’t be fair to rate it. I can say, however, that even the PC VR version of the game isn’t very inspiring, with just a few short conversations to watch between two characters. The anime art is striking and the character animation is smooth, plus it’s an ideal fit for Switch VR’s limited capabilities. But from a pure content perspective, this is only worth picking up if you’re a die-hard fan of the show/manga.

The post Every Nintendo Switch VR Game Ranked And Scored appeared first on UploadVR.

Here’s Every Oculus Go App You Can Play On Quest

Looking for Oculus Go games on Quest? We’ve got the full list.

Last week Facebook announced that a select number of popular Oculus Go/Gear VR apps were coming to Quest. Whilst the feature hasn’t arrived just yet, we do know which games and apps are making the jump. At OC6, Facebook said over 50 apps would be coming to the platform. It turns out the initial number is actually 66. Whew!

There are some big names in there, like Ustwo’s excellent VR debut, Land’s End and A Night Sky from Coastink. There are a few surprising omissions, though, like the wonderful Smash Hit. Fortunately, Facebook says it will add more apps over time. And, no, there’s no sign of Minecraft. We still have high hopes for a native version of the game, though.

Take note that, if you want to play these games on Quest, you don’t actually buy them through the headset. Instead you’ll need to purchase them either online, inside the headset, or on your mobile companion app using the same account as your Quest. Once the support is live (we’ll update this story when it is) you need to head to your Quest Library and switch devices in the drop-down menu. You should be able to install from there.

Additionally, some Go games that have since released on Quest can now be upgraded to for free. Those games don’t appear on the below list but you’ll find them here.

All Oculus Go Games On Quest

3C Wonderland Coaster
Ojas VR Studios

A Night Sky
Coatsink

ACE PHANTOM
VANGUARD CO LTD

Air Combat (WW2)
BabaVR

Angest
Black River Studios

Art Plunge
Space Plunge

Athens in VR
Lithodomos VR

Bathroom Shooting Games
ME-ZZ

Battle of Kings VR: Mobile
Wenkly Studio Sp. z o.o.

Coaster
Monster Paw

CubeRun.VR
MirrorVR

DRIFT
SharpSense

Daedalus
Vertical Robot

Darknet
E McNeill

Dead Body Falls
Black River Studios

Death Horizon
Dream Dev Studio LLP

Deepak Chopra Finding Your True Self
WEVR

Don’t Look Away
Made in Brooklyn Games

Escape Now: The Icons
Captivision

FREE FLIGHTER
FancyTechVR

Fear Incarnate
Miles Godspeed

Fears Nightmare Roller Coaster
NetDinamica

Forest of Serenity
St Giles Hospice

Gamers Generations
360Vision

Hidden Fortune
Archiact Interactive

House of Terror
Lakento

Human Anatomy VR
Virtual Medicine

In Our Boots
Army Game Studio

Innocent Forest: The Bird of Light
MyDearest Inc.

Introduction to Virtual Reality
Felix and Paul Studios

Land’s End
ustwo games

MEL Chemistry VR Lessons
MEL Science

MasterWorks: Journey Through History
CyArk

MetaTable Poker
Tinycontent

My Virtual Pet VR
Immersive Magic

Our Solar System
Crenovator Lab Corporation

PAINT VR
Coskami

Pirate Shooter
Florian Bernard

Play With Me
C6H8O7

Power Hitter
Zgame Studios

Pyramids Roller Coaster
AZAMOKA

RelayCars
RelayCars

Rilix VR
Rilix

RollerCoaster Legends
WarDucks LTD

SONAR
Sonar360

Salvo GO
Focus VR Ltd

Sea Hero Quest
Glitchers Ltd

Sisters: A VR Ghost Story
Otherworld Interactive

Sky Fighter: Training Day
3D Scenica

Solar System
Fuero Games Sp. z o.o.

Space Dodge2
Chesstar Studios

Sphere Toon – VR Comic
Studio HORANG

Tactera
E McNeill

The Missed Spaceflight
Samsung Electronics Polska Sp. z o.o.

They Suspect Nothing
Coatsink

Thrill Rollercoasters
VDimension

Toy Clash
5minlab Co., Ltd.

Track Slash
Inverse Games

Turkey Hunt
Lucid Sight, Inc.

USAF Special Ops
GSD&M Idea City LLC

Underworld Overlord
OtherSide Entertainment

VR Basketball
CygnisMedia

VR Rally
FIBRUM

Welcome to Virtual Reality
TREYTECH SOFTWARE LLC

Wheel Rush
3DiVi Company

Wonders of the World
MATTERvr, LLC.

Will you be playing Oculus Go games on Quest? Let us know in the comments below!

The post Here’s Every Oculus Go App You Can Play On Quest appeared first on UploadVR.

DIE FANTASTISCHEN VR – FANTAVENTURA: Neue virtuelle Musik-Experience der Fanta 4 bei Magenta VR (Sponsored Post)

Die Fantastischen Vier sind seit 30 Jahren aus der Musiklandschaft nicht mehr wegzudenken und dieses Jubiläum wird mit einem ganz besonderen musikalischen VR-Piece  gefeiert. Die kreativen Köpfe aus Stuttgart haben eine psychotropische VR-Erfahrung zum Song “Tag am Meer” auf Magenta VR veröffentlicht.

FANTAVENTURA: Virtuelles Remake

FANTAVENTURA

Das VR-Piece der Fantas besteht aus Videoaufnahmen der Band, Animationen und 360°-Aufnahmen. Ihr könnt euch in dem Video mit einem VR-Headset frei bewegen, mit Fischen spielen und ihr dürft es euch sogar in einem SEAT 600 gemütlich machen.

Für die Umsetzung der VR-Erfahrung holten sich die Fantas Grimme-Preisträger Georg Tschurtschenthaler (gebrueder beetz filmproduktion) und den Medienexperten Oliver Ihrens (Radar Media) als Produzenten ins Boot. Für die Gesamtumsetzung sind die VR-Spezialisten von High Road Stories verantwortlich. Gedreht wurde unter anderem bei Volucap, in Deutschlands einzigem volumetrischen Studio auf dem Filmgelände Babelsberg.

Zum Projekt sagt Smudo: “Mit meiner Begeisterung für VR habe ich in meinem Umfeld einige Leute infiziert. Und so kam irgendwann vor drei Jahren die Idee auf, dass man zum 30-jährigen Jubiläum eine VR-Experience produzieren könnte. Das Ziel war es, ein Produkt auf höchstem Niveau zu kreieren, ohne das man vorhersehen konnte, wo die technologische Entwicklung von VR-Produkten genau hingehen wird.“

Und Michi Becker gänzt: „Pionierleistung ist das, was uns neben der Musik immer wieder antreibt. Wir sind stolz darauf, dass wir Partner gefunden haben, die uns ermöglicht haben, FANTAVENTURA zu realisieren und zudem eine der erste Bands zu sein, die mit einer Technik experimentieren dürfen, die in ein paar Jahren normal sein wird.“

FANTAVENTURA steht für Mobile-VR-Brillen als 360-Grad-Video in der kostenlosen Magenta VR App der Telekom ab sofort bereit und als 6DoF-Version wird das Video im Oktober 2019 auf Steam erscheinen. Ermöglicht wurde das Projekt durch die MFG Filmförderung Baden-Württemberg, die Deutsche Telekom und den spanischen Automobilhersteller SEAT.

Wer noch keine VR-Brille besitzt, findet aktuell die Mirage Solo besonders günstig im Store der Telekom. Für nur 99 Euro ist das All-In-One Headset derzeit im Angebot.

(Quelle: Telekom)

Der Beitrag DIE FANTASTISCHEN VR – FANTAVENTURA: Neue virtuelle Musik-Experience der Fanta 4 bei Magenta VR (Sponsored Post) zuerst gesehen auf VR∙Nerds. VR·Nerds am Werk!