Ah, it begins once again. We’ve finally reached that point of the year where we don’t sleep for two days and Oculus tell us all their plans for the next year. All of them. Or at least give us vague indications of what they’re tinkering with.
Oculus Connect is with us once again, is it really the fifth one of these already? Apparently so. Now while I normally shy away from referencing an event with Li360 while it’s on because heaven knows there’ll be enough content for it anyway I thought today we’d do something different. Not only are we going to focus on the events of the past we’re also going to look at a couple of videos that aren’t even in 360 degrees.
What they are however are sessions from the original Oculus Connect in 2014 and 2017’s Oculus Connect 4 that focus on creating 360 degree video so you can see how discussions have changed over the years. Both these session recordings come from Oculus themselves, incidentally.
Oculus Connect (2014): 360 Degree Filmmaking for VR
“Kamal Sinclair, Chris Milk, Paul Raphaël, and Ikrima Elhassen discuss 360-degree Filmmaking for VR at Oculus Connect.”
Oculus Connect 4 (2017): The Full 360: Creating High-Quality Immersive Videos
“Dive into best practices for 360° content creation. We’ll explore the quality threshold for VR headsets, image stitching and stereoscopic 360, and encoding for Facebook. In addition, we’ll be joined in a fireside chat with Paul Raphael and Ryan Horrigan of Felix & Paul Studios about the making of MIYUBI.”
We’ll be back on Friday with some more 360 degree video. Be sure to check back frequently with VRFocus throughout the next two days for all the latest on Oculus Connect 5.
Fans of creepy zombie shooter videogames will not have missed the Killing Floor: Incursion. Released in August this year, Tripwire Interactive’s Killing Floor: Incursion for Oculus Rift included Oculus Touch support from day one. With four to six hours of campaign to play in virtual reality (VR) many fans felt like there was still something missing that they were accustomed to playing in Killing Floor: Horde Mode. VRFocusspeak to John Gibson, president of Tripwire Interactive about how they’ve added ‘Holdout’, a horde mode for one or two players, just in time for the PlayStation VR launch of the videogame.
The story unfolds with you as an elite Horzine Security Forces soldier who is tasked with dealing with an outbreak called Zed, unleashing hordes of horrific creatures which have similarities to zombies. With a range of weapons from pistols, shotguns, assault rifles, grenades and knives you can also have melee weapons for close combat fighting. Now for anybody who owns a copy of Killing Floor: Incursion you now get a free update that allows players to access Holdout mode, more commonly known as a ‘horde mode’.
Players will find a single location that they will be charged with defending for as long as possible, the Zeds become progressively more powerful, aggressive and boss-level creatures start entering the location to the point where you might have to fend yourself against four simultaneously. Gibson explains that there is a strategy to defeating the enemies, and it comes to timing and choosing the appropriate power-ups. These will help you get further and get you higher scores as well, which help when it comes to ranking on the global leaderboard.
Choose power-ups options such as:
Unlimited ammo: eliminates the need to reload and reduces recoil of the barrel
Vampire: steal health from enemies
Berseker: gives you 4x strength
Nuke: Kills every enemy in the vicinity
Zed Time: slows time
To make things even more challenging you’ll have to not only prepare, fight and kill Zeds that come at you but also long range Zeds as well. Gibson says that various enemies can really scare people trying it out in VR, some of them ripping the headset off or even jumping on desks. Since speaking to Gibson at Oculus Connect 4, Killing Floor: Incursion has launched for HTC Vive as of the 7th Novembe2017, and is now also moving to the PlayStation VR, but with no specific date confirmed.
For more tips and tricks on ranking higher on the global leaderboard watch the video below and stay right here at VRFocus for all the latest details on Killing Floor: Incursion.
Gunfire Games have been extremely active on the Oculus Rift, first-person space based co-operative shooter From Other Suns is the fourth title to be released on the Oculus platform. The Beta for From Other Suns ran for a few days between September and October, and upon release the full videogame allowed player to combine elements of crew management with first-person shooting and loot gathering. VRFocus spoke to John Pearl, Design Director at Gunfire Games about From Other Suns at Oculus Connect 4.
When VRFocus spoke to Pearl at Oculus Connect 4, he describes the title as a combination between FTL: Faster Than Light‘s ship management and a Borderlands run-and-gun type of shooter. After creating Chronos and working on Dead & Buried, Gunfire Games wanted to do something bigger that was co-operative focused. Inspired by their favourite science-fiction series from Star Trek, Firefly to Star Wars, the team wanted to re-create that sense of adventure, ‘just one more jump, just a little more money and just one more day’. As long as you have fuel in your ship, you can keep going.
Exclusive to the Oculus Rift, From Other Suns can have up to three players playing in co-op together. However you can play solo, as long as you have organic crew members alive on your ship. The map, missions and universe are randomised, so when you start playing you never know what your missions will be, who you will meet or where you are. You may be asked to fight pirates, stop a pirate ship from getting away, fight enemy robots, roll back firmware or fight merchants and pirates that are travelling between stars. Or skip the mission altogether, as long as you have enough fuel and can afford to.
The weapons are interchangeable and you may need to swap out various guns for a specific mission type. The largest frigate ship can sustain 12 A.I. Crew members which three people can switch in-between and the rest is up to the player. You are your own boss in space, but in order to keep travelling you have to collect resources to upgrade your ship – and with a large ship you’ll need to hire more crew members. Upgrade through salvaging in missions and hire crew at space ports, acquire more during missions, or just get your friends to join in with your adventures.
After running the Beta, Gunfire Games have also added more options for movement modes. From Other Suns integrates Oculus Touch support and four different modes of movement. This will allow players who don’t have their VR feet yet to play with more advanced players. To find out more watch the video below, and stay right here at VRFocus for all the latest from Gunfire Games.
Magic fiends will surely know Insomniac Games’ The Unspoken, the virtual reality (VR) videogame where players duel one another by casting spells. The PvP has been popular for multiplayer e-sport tournaments that use the Oculus Rift, but back at Oculus Connect 4 this year, Insomniac Games announced that The Unspoken would be receiving a major update that would allow players to play a narrative-driven single-player campaign set in Chicago. The free update to all players who own The Unspoken was released last week, yesterday and with the update comes a lot of new classes, story and world. VRFocusspoke to Chad Dezern, Studio Director at Insomniac Games, about the Acolytes update.
The Unspoken: Acolytes goes into the untold story of Chicago’s secret spell-casting duels. When two of your fellow Acolytes mysteriously disappear you go on a mission to uncover why. The journey leads you into the underworld of Chicago, and takes you to neon alleys to battle demons, jump to vertigo-inducing rooftops to hidden sanctums. Players can choose from five different spell casting classes, each of them drastically changing the way in which the gameplay works and feels. Each class has different spells and players will have to strategically make the most of their environment to defeat demons and large-scale Wraiths.
Dezen explains that Insomniac Games have been wanting to create a magic videogame that was set in the real-world since 2006. When asked why they chose Chicago, Dezen says, “We have a few native Chicagoans on staff and we liked its potential as a Midwestern location that’s got a bit of weird history we can tap into. We were just taken by the idea this occult underworld and of all places, Chicago. Where you might not expect it.”
Insomniac Games know that The Unspoken has a strong PvP community and want to allow players to understand the history of why they’re dueling and what they’re fighting about. At the end up of the update, players will not only have learned new skills and improved their ability to cast spells but will also unlock several items you otherwise wouldn’t be able to get. When having played through the campaign, these players will be clearly marked and may have a few items you may not have seen before. There are plenty of videogames on sale and with Oculus’s Winter sale you can now purchase the videogame for £14.99 GBP, rather than £22.99. To find out more, watch the video below.
Blink and you might have missed it—a lot has happened in the VR landscape in the last few months. At Oculus Connect, the company’s annual developer conference, we got fresh insight into where Oculus is heading, and a new look at how Facebook’s money is funding battles on all fronts of the industry’s increasingly competitive landscape.
Old Enemies – HTC
A Tale of Two Headsets
While both Oculus’ Rift and HTC’s Vive hit the market right around the same time in 2016, the Vive was the first system with motion controllers and room-scale. With that, Vive also offered the most immersive VR experience. It wouldn’t be until December of 2016 that Oculus got their Touch controllers out the door, adding much more immersive input to the system. Still it took another six month or so, well into 2017, for Oculus to solidify support for three and four Sensor configurations, offering 360-degree and room-scale tracking to early adopters.
With the slow draw on motion controllers, and HTC’s smart early focus on more than just consumers (also enterprise and out-of-home markets) the Vive appeared by many estimates to take a strong lead against the Rift in the first 12 months on the market.
Newfound Momentum
Oculus Rift + Touch Price Cuts in 2017
Launch – $800
March 1st:
$600
July 10th:
$400 (sale)
September 4th:
$500
October 11th:
$400
Speaking on stage at Connect, Oculus CTO John Carmack noted that the ‘demand curve is not linear with relation to a product’s price’. Oculus seems to have learned this lesson quickly, having ended its $400 sale on September 4th, only to permanently slash the MSRP back to $400 a month later.
Around the one year anniversary of the Rift’s initial launch, Oculus’ long-term investments in VR content began to show some traction. And as the Rift achieved the flexibility to add additional sensors for a room-scale tracking capability similar to the Vive, both headsets became a relatively close match in features and experience.
Combined with aggressive price cutting through 2017, which saw the Rift & Touch fall from $800 to $400 in just over seven months, and an increasingly best-in-class library of games, Oculus seems to have significantly swung momentum back in favor of the Rift in the consumer space, and also prompted Vive to cut its price down to $600.
Playing Catchup
Meanwhile, Oculus is still playing catchup in the enterprise and out-of-home markets. This month Oculus introduced its first efforts to serve these areas, with a new ‘Oculus for Business’ bundle ($1,000)—similar to the ‘Vive Business Edition’ ($1,200) which HTC introduced more than a year ago—which for the first time offers a proper commercial-use license for the Rift.
While the Oculus for Business bundle is offered in 17 countries, crucially, China is not among them—a major VR market which Oculus isn’t serving, and where Taiwan-based HTC has committed significant resources.
Former Friends – Samsung
The Beginning
Samsung was perhaps Oculus’ first major ally. The companies co-developed the mobile Gear VR headset, which would be manufactured and sold by Samsung but run the Oculus platform for VR software distribution.
With the earliest version of Gear VR (the ‘Innovator Edition) launching all the way back at the end of 2014—and regular refreshes of the headset supporting newer Samsung phones over the years—the relationship between the two companies seemed very strong, but the last 12 months have may have changed all of that.
Awkward…
With Samsung’s latest flagship phones supporting Daydream, Gear VR gets thrown into an awkward position. Being baked into Android, Daydream can support any compatible phone, regardless of vendor, while Gear VR is stuck supporting only a subset of Samsung phones. This means large growth potential for the Daydream platform, while Gear VR is necessarily limited.
While Gear VR has a significant lead in install base today, in the long term, this growth potential poses a major threat; Daydream has a larger target audience due to cross-vendor compatibility, and could very well draw top mobile VR developers away from Gear VR and toward a larger customer marketplace.
The Middle
Starting with the launch of Google’s Daydream VR platform for Android in late 2016, the writing was on the wall for Samsung—Google’s largest Android hardware partner by far—to eventually support Google’s VR offering. I’m uncertain if this was Samsung’s choice, or if the company was pressured by Google, but as of July 2017, Samsung’s latest flagship phones support Daydream, and it’s expected that this trend will continue.
With the introduction of the standalone Oculus Go headset—essentially a Gear VR clone which doesn’t rely on a snap-in smartphone—I see Oculus insulating itself against the cold, uncertain waters of the Samsung + Daydream conundrum. This means that if Samsung was to announce the discontinuation of Gear VR tomorrow, throwing itself fully behind Daydream, Oculus would still have an affordable mobile VR headset to support the developer ecosystem that it invested a considerable amount of effort in building. In fact, Oculus Go will be fully compatible with the Gear VR library.
Oculus has in the past held up Samsung and Gear VR as an example of the company’s commitment to creating an ecosystem that works with third-party hardware. Surely they could have sought out either Samsung (again) or another hardware partner to build the Go headset, but instead they decided to go it alone, suggesting they were either unwilling or unable to attract another partner that wanted to join their mobile VR ecosystem (likely made more difficult with Daydream looming).
The End?
And that’s just the start of it. Let’s not overlook the fact that this month Samsung introduced the Odyssey VR headset, which not only directly competes with the Rift for hardware sales, but also enters the market as the flagship headset for Microsoft’s VR platform, with no support for Oculus. And that’s quite strange—Samsung, the most natural partner to be the first non-Oculus headset to become part of the Oculus PC platform (given the company’s history with Oculus on mobile) ends up betting on a competitor’s VR platform.
And what’s more, Samsung has an additional point of leverage against Oculus up its sleeve—Samsung makes the displays which are used in the Rift, and is working on next-gen VR displays which it could easily keep to itself.
For what it’s worth, Oculus’ Head of Rift, Nate Mitchell, told me recently that the company’s relationship with Samsung is “stronger than ever,” but taken with the above, that doesn’t seem particularly apparent.
New Foes – Microsoft & Co.
A New Platform for New Foes
And then there’s the old schoolers who are now the new kids on the VR block. The behemoth that is Microsoft has rounded up top PC hardware makers, all of which are household names—Dell, HP, Lenovo, Acer, Asus, and Samsung—and convinced them that the ‘Windows Mixed Reality’ platform is the future. Microsoft rolled out a major Windows 10 update this month which bakes VR directly into the operating system, while five of the aforementioned partners have launched VR headsets to support it (with Samsung’s Odyssey headset due to launch in November). In one fell swoop, Microsoft has brought major brand power into the VR arena and set a strong foundation for scaling VR to a larger audience.
While Microsoft had positioned the slew of Windows VR headsets as being the ‘affordable and easy to use’ option, Oculus’ price cut to $400—which matches the cheapest of the Windows VR headsets, the Acer AH101—has certainly taken wind out of one of those two sails.
Even so, the ease of use advantage—with native Windows support, and inside-out tracking which requires no external sensors—is no laughing matter. But in the near-term, Oculus’ content library outclasses what’s available for Windows VR headsets by a nearly unbelievable extent. Come December, Microsoft will be leaning heavily on Steam when the company offers a SteamVR integration to allow Windows VR headsets to tap into Valve’s content platform. Even then, Oculus retains a clear content advantage with a number of exclusive titles which are among the best available in VR today. And while it’s likely that workarounds will enable Windows VR headsets to play Oculus content, Microsoft and partners won’t be able to openly market that option to customers.
VR as a Computing Platform Warms Up
Another place Microsoft hoped to have an advantage is in the (slowly emerging) VR productivity space, in which they’ve promised that “20,000 Windows apps” (UWP, I presume) work seamlessly inside of the Windows VR computing environment. Microsoft, forever proud of their operating system as a place of productivity, hopes that one day we’ll all be working inside of virtual reality.
Even though Microsoft has built VR into the core of Windows 10, that hasn’t stopped Oculus from attempting to compete there as well. At Connect, Oculus announced ‘Dash’—as part of a major update to the Rift PC software—which will fully support running flat Windows applications inside of VR. Oculus claims they’ve spent significant time engineering the tech to support high-quality virtual displays, and says that even though modern VR headsets aren’t ready for serious computing, the foundation they’ve built will scale easily as better headsets to make productivity work in VR more practical. Specifically, Oculus says they are beginning a long-term focus on ‘VR as a computing platform’, much like Microsoft.
Battling the Gatekeeper
Even so, anything Oculus does on the PC fundamentally must be built on top of Windows, which Microsoft of course controls. On that front, Oculus is part of a larger effort to prevent Microsoft from seizing complete control over how VR headsets interface with Windows hardware. Oculus is part of the consortium behind the OpenXR standard—presently in development under the Khronos Group—which seeks to standardize the way VR hardware and software communicates.
The OpenXR consortium consists of essentially every major player in the VR space—except for Microsoft (despite Microsoft being a member of the larger Khronos Group). OpenXR appears to me to be (among other things) a direct result of major players hoping to prevent Microsoft from seizing control of the way VR headsets interface with Windows PCs. The stakes are high: if the OpenXR consortium fails, the result could be a situation similar to the controversial Universal Windows Platform—the modern app foundation for Windows 10—where Microsoft exerts unilateral control over what apps can do on its platform, as well as decide who’s in and who’s out.
– – — – –
Fighting battles on substantially different fronts, against many different adversaries, it should be clear by now that Oculus would likely have crumpled against these odds if not for the (at the time controversial) 2014 acquisition by Facebook. Mark Zuckerberg’s realistic, long-term approach to VR (not to mention a lot of money) has kept Oculus in the game where other, shorter-sighted companies (without as much spare cash) might be tempted to scale back and fight fewer battles at once.
Though Oculus is facing challengers across the board, this level of competition (and bankrolling by all the players involved) is incredibly healthy for the industry, and exactly what’s needed for the long-term success of VR.
VRFocus spoke to Matt Kreamer, Creative Director at Sanzaru Games about what they showcased at Oculus Connect 4 this year in San Jose, USA. Their Marvel Powers United VR was available to try and VRFocus managed to, but not only that also sat down with Kreamer to get a little more insight into Sanzaru Games and what they’re looking to add to the Marvel videogame.
VRFocus made a list of the best superhero VR games to play and Marvel Powers United VR was one of those experiences. Disney seem to be dedicated to bringing their IP to virtual reality (VR) and providing fans with new ways to consume their Marvel comic book heroes. Marvel Powers United VR was announced back in October. It’s a four player co-op VR videogame exclusive to the Oculus Rift. Earlier this year this game was showcased at Comic Con where players could go into the Arena map and play as either Hulk, Rocket Racoon, Captain Marvel or Deadpool. Kreamer said that the feedback they got at Comic Con was phenomenal with big fans of Marvel and VR loving it.
At Oculus Connect 4, Sanzaru Games showcased new characters like Thor, Black Bolt and Crystal on a new survival mode with new boss Loki. Many more characters will be coming to the videogame, but Kreamer didn’t want to disclose and exact number. Marvel Powers United VR will not only offer more characters, but various maps, game modes but unlockables such as outfits, loots and collectibles when collecting experience in the shape of a purple crystal players collect after defeating a boss.
Kreamer explains that Sanzaru Games had worked with Disney, Marvel and Oculus Studios before so when the concept of the videogame was presented to them, they simply couldn’t resist working on it. Sanzaru Games worked with Disney on a videogame named Tron Runner and had already worked with Oculus Studios on two VR games, Ripcoil and VR Sports Challenge. The former is a player vs. player title where players launch, catch and punch a speeding Ripcoil disc at one another whilst the latter featured a numer of minigame-esques sports scenarios to try out. Kreamer says, “It’s an interesting dynamic, you’ve have the marvel property. We got to make sure the characters look right, you want to make sure that you bring them to the best light. Then we have the Oculus side and all three parties are really working together.”
At the moment all Sanzaru games’s efforts are being dedicated to Marvel Powers United VR, however Kreamer hints at another videogame in the works as well. Fans of Marvel Powers United VR will have to wait till 2018 to play the title as well as have an Oculus Rift to play it. Follow VRFocus to keep up with the latest Sanzaru Games VR news. Watch the video below to get some tips on how Sanzaru Games tackled the challenge of bringing in characters with different modes of movement, abilities and characteristics in a multiplayer co-op VR videogame.
Who said virtual reality (VR) was anti-social and wasn’t co-operative? 2017 has been chequered by announcements of videogames that will offer co-op. From the most recently announced co-op shooters EvasionandGunheartfor HTC Vive and Oculus Rift, to Marvel Powers United VR on the Oculus Rift and PlayStation VR puzzler Statik just to name a few. Most of those videogames however don’t give the player the option to explore and choose their own routes whilst gliding through the trees with Spider-Man-esque abilities. Windlands 2 is a refreshing VR videogame exclusive to the Oculus Rift, a sequel to last year’s Windlands. VRFocus spoke to Nick Pittom, Co-Founder of Psytec Games about adding story, multiplayer and combat to Windlands 2.
Simplicity is key, and that was certainly the case for Windlands, where VRFocus recommended short bouts of gameplay in order to avoid motion sickness. Windlands 2, may look simple with it’s polygon like environments, but has truly upgraded in its design. Pittom explains that users use hooks to explore and swing through the world. Psytec Games have also added storyline with MPC’s giving the player the option to follow certain missions if they choose to. In addition, there’s now the option to fight evil robotic creatures with a bow and arrow as well. That is – if your aim is good enough.
The story basically goes as follows: You are a guardian. The world used to be destroyed by an evil demonic being in the very far distant past, but was vanquished by the guardians. The guardians have existed for centuries and start noticing evil robotic machines waking up. You have to save the world once more and destroy evil, collecting mystical crystals to rid the world of evil and rebuild the world.
You can play with three other players online or choose to play offline in single player. So in total, four players can play Windlands 2 together if all players own an Oculus Rift. MPC’s will try and hint that something interesting may lie in a certain direction and when the mission is finished, new parts of the world start opening up. Instead of XP or weapon upgrades, Pittom says it’s “similar to a Zelda game, you get another significant power as you progress”.
The title is set to be released in 2018 and Pittom hints that Windlands 2 might be coming to other platforms. To find out more watch the video below.
While Oculus is mostly known for producing hardware like the Oculus Rift and the upcoming Oculus Go and Santa Cruz headsets, the company also works closely with a number of developers and content creators to produce new virtual reality (VR) experiences. This is the impetus behind the Oculus Launch Pad, as promoted at the Oculus Connect event.
Launch Pad is aimed at helping promising VR content creators develop and market their ideas, particularly creators from marginalised groups whose different perspectives can create a richer range of VR content. Oculus finds these candidates through an application process, then brings them to a two-day boot camp.
The boot camp, held at the Oculus and Facebook headquarters at Menlo Park get a free Samsung Gear VR headset, along with hands-on courses that help support their interest in VR, followed by continued support and mentoring as the candidates continue to develop their ideas.
As said by Oculus themselves: “VR is for everyone, and the best way to grow a vibrant content ecosystem with mass appeal is to incorporate the full range of unique perspectives from our development community.”
Full details for the 2018 Launch Pad applications have not been released, but further details can be found on the Oculus website. A video presentation is available to view below.
VRFocus itself helped sponsor a similar event geared towards helping promote diversity in the VR field. As always, more details and further new on VR events will be here once they become available.
Vertigo Games have been the developers behind the successful first-person zombie shooter Arizona Sunshine as well as the newly released real-time strategy title Skyworld. On stage at Oculus Connect 4, a representative spoke of the lessons learned from those titles about developing for virtual reality (VR).
Trevor Blom, Lead Developer at Vertigo Games took to the stage to speak about the lessons that the team learned from developing Arizona Sunshine, and how lessons learned from developing that title were then transferred to the development of Skyworld, despite the very different genres and control schemes.
Vertigo Games developed a number of tools, workarounds and tricks for developing in VR, including features that would allow the scalability from lower-end PC rigs up to much higher-end set-ups. Blom also spoke of the challenges involved in locomotion, rendering and using the Unity engine for VR.
Blom also spoke of how VR development needs to be much more involved in the performance and resource management aspects of development, since VR applications are so much more demanding on hardware, and framerate drops or visual hiccups are not just an annoyance, they can break immersion and even make players physically ill, adding an extra layer of complexity.
You can watch the full video presentation below.
VRFocus will continue to bring you the latest on developments within the VR industry.
Oculus Connect was a big event full of big announcements, such as the Oculus Go and Santa Cruz, but big announcements were just part of what was happening at the event. There were also several presentations talking about important topics in the virtual reality (VR) sphere, including one on the importance of retention and building relationships.
Isabel Tewes, Developer Strategist for Oculus spoke on stage about her experience in the mobile app field, where keeping customers hooked of their apps is a key to success in that field. Tewes points out that at the general level of adoption of VR at present, it is important to get people involved with the medium quickly, in order to convince them of the potential of VR, so that enthusiasm can then be passed on to others.
Tewes used one example of an Oculus app called First Contact, which was designed to help users get to grips with the new Touch controllers. She noted that many users responded very positively and in an emotional way to the robot character and his shy little wave. She said that Bernie Yee, one of the developers behind the First Contact app spoke of the importance of involvement and building relationships, saying: “VR can be overwhelming and it can feel lonely. Having someone – even a robot – acknowledge your actions is something we found to be really powerful.”
You can watch the full video presentation below.
VRFocus will continue to report on new developments in the VR sector.