Oculus Chief Scientist Dives Deep Into the Near Future of AR & VR

In his latest presentation at Oculus Connect 5, Oculus Chief Scientist Michael Abrash took a fresh look at the five-year VR technology predictions he made at OC3 in 2016. He believes his often-referenced key predictions are “pretty much on track,” albeit delayed by about a year, and that he “underestimated in some areas.”

Optics & Displays

Image courtesy Oculus

Revisiting each area of technology in turn, Abrash began by discussing optics and displays. His predictions for headset capabilities in the year 2021 were 4K × 4K resolution per-eye, a 140 degree field of view, and variable depth of focus.

“This is an area where I clearly undershot,” he said, noting that Oculus’ own Half Dome prototype shown earlier this year had already met two of these specifications (140 degree FOV and variable focus), and that display panels matching the predicted resolution have already been shown publicly.

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Abrash highlighted the rapidly progressing area of research around varifocal displays, saying that they had made “significant progress in solving the problem” with the AI-driven renderer DeepFocus that can achieve “natural, gaze-contingent blur in real time,” and that they would be publishing their findings in the coming months.

Image courtesy Oculus

Beyond Half Dome, Abrash briefly mentioned two potential solutions for future optics: pancake lenses and waveguides. Like Fresels, the pancake lens isn’t a new innovation, but is “only now becoming truly practical.” By using polarization-based reflection to fold the optic path into a small space, Abrash says pancake lenses have the potential of reaching retinal resolution and a 200 degree field of view, but there would have to be a tradeoff between form-factor and field of view. Because of the way pancake lenses work “you can get either a very wide field of view or a compact headset […] but not both at the same time,” he said.

Image courtesy Oculus

But waveguides—a technology being accelerated by AR research and development—theoretically have no resolution or field of view limitations, and are only a few millimetres thick, and could eventually result in an incredibly lightweight headset at any desired field of view and at retina resolution (but that is still many years away).

Foveated Rendering

Moving on to graphics, Abrash’s key prediction in 2016 was that foveated rendering would be a core technology within five years. He extended his prediction by a year (saying that he now expects it will happen within four years from now), and that the rendering approach will likely be enhanced by deep learning. He showed an image with 95% of the pixels removed, with the distribution of remaining pixels dissipating away from the point of focus. The rest of the image was reconstructed efficiently through a deep learning algorithm, and it was impressively similar to the original full resolution version, ostensibly close enough to fool your peripheral vision. Foveated rendering ties closely with eye tracking, the technology that Abrash thought was the most risky of his predictions in 2016. Today, he is much more confident that solid eye tracking will be achieved (it is already part of the way there in Half Dome), but this prediction was also extended by a year.

Spatial Audio

Spatial audio was the next topic, and Abrash conceded that his prediction of personalised Head-Related Transfer Functions (the unique geometry of each person’s ear which influences how they perceive the soundfield around them) becoming a standard part of the home VR setup within five years might also need to be extended, but he described how a recent demo experience convinced him that “audio Presence is a real thing.” Clearly the technology already works, but the personalised HRTF used for this demonstration involved a 30-minute ear scan followed by “a lengthy simulation,” so it’s not yet suitable for a consumer-grade product.

Controllers & Input

Image courtesy Oculus

Regarding controllers, Abrash stood by his predictions of Touch-like controllers remaining the primary input device in the near future (alongside hand tracking). After running a short clip of one of Oculus’ haptic glove experiments, he adjusted his previous opinion that haptic feedback for hands wasn’t even on the distant horizon, saying that “we’ll have useful haptic hands in some form within ten years.”

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Ergonomics & Form Factor

Abrash presented this sleek concept as plausible form-factor for an AR/VR headset once waveguide optics are mastered. | Image courtesy Oculus

On the subject of ergonomics, Abrash referred to the increasingly significant technology overlap between VR and AR research, noting that future VR headsets will not only be wireless, but could be made much lighter by using the two-part architecture already introduced on some AR devices, where heavy components such as the battery and compute hardware could be placed in a puck that goes in your pocket or on your waist. He said this companion device could also link wirelessly to the headset for complete freedom of motion.

Even still, optical limitations are largely the bottleneck keeping VR headsets from approaching a ski-goggle like design, but advances in pancake and waveguide optics could make for significantly more slender headsets.

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Continued on Page 2 »

The post Oculus Chief Scientist Dives Deep Into the Near Future of AR & VR appeared first on Road to VR.

Hands On with Dead and Buried Arena

Though virtual reality (VR) is steadily growing in popularity among consumers, the expense of the hardware needed keeps it out of reach of many who might otherwise enjoy experiencing VR. In response to this, the number of location-based VR centres has increased hugely in recent months, with an accompanying increase in the videogames created for a larger-scale location-based VR experience.

As part of the showcase for what the newly released standalone headset the Oculus Quest could do, a demonstration area was set up at Oculus Connect 5 where up to six people could use Oculus quest headsets to play a location-based version of first-person shooter Dead and Buried, known simply as Dead and Buried Arena.

Dead and buried image 1

Some of the team from VRFocus, including Nina Salomons got to go hands-on with this experience and report their findings.

Dead and Buried was originally launched on the Oculus Rift and was one of several titles to be launched alongside the Oculus Touch controllers, as part of a showcase of what the motion controller could do.

Dead and Buried is described as a kind of barroom shoot-out in VR, where teams of two players fight to the death. Armed with a range of pistols, shotguns and even grenade launchers, players need to make clever use of cover and time shots carefully in order to take out opponents and make it out alive.

The arena in use at Oculus Connect 5 used physical props to demonstrate what areas could be used as cover, so users had to duck down behind pillars and pop up to take a few shots before retreating again, making good use of the free-roam aspect of the arena part of Dead and Buried Arena.

Dead and buried image 2

“Suddenly we were in a fantasy wild-west shooter environment. In the real-world environment there were boxes, there were obstacles in the game.” Nina explains.

The full video is available to view below. For further coverage on Oculus Quest, keep checking back with VRFocus.

See The Hacker And Thief Action Of Covert In New Hands-On Gameplay

During the recent Oculus Connect 5 event indie developer White Elk Studios announced a new virtual reality (VR) videogame that offers asymmetrical gameplay by the name of Covert. This title sees two players have to work together to pull off heist with one of the team being a thief in VR with the other playing the role of the hacker who assists their team member via a smartphone or tablet. During the event VRFocus’ own Nina Salomons and Kevin Joyce were able to get hands-on with the title and see how the asymmetrical gameplay held up.

The video footage showcases the gameplay of the hacker player which takes place on the mobile device. The players in VR is shown on the map with the camera following them ensuring that the hacker is always able to keep track of their movements. Because each player has different information available to them, they need to work together and communicate carefully in order to successful complete a heist.

As shown in the below video, the hacker is able to disable elements such as lasers and lights in the environment which allow the thief player to move on. When it comes to get around guards however, a bit of team work is needed. The hacker can point out objects and areas that are of help to the thief who can then interest with them to distract the guards. Likewise, the hacker can see a guards field-of-view where as the thief cannot. By double tapping on the screen the hacker can place a marker within the environment to help product additional information and situational awareness.

Other gameplay elements, which can be seen later on in the video, see the thief player needing to interact with a keypad to read off some information to the hacker who is then able to cross check the information and provide the correct code to allow them to get in. The same can be seen when they are breaking into the vault in which the two players need to work together in order to crack the code and score the loot.

Covert is set to launch on Oculus Go and Samsung Gear VR later this year along with the mobile device counterpart releasing at the same time. You can see the full hands-on video below and for all the latest on all things VR in the future, keep reading VRFocus.

Insomniac Games Speaks About Plans for Stormland

Insomniac Games has become something of a leading name in the creation of virtual reality (VR) videogames. As the company is responsible for popular multiplayer VR title The Unspoken. As a result, its upcoming VR title, Stormland, is highly anticipated among VR fans.

At the Oculus Connect 5 conference, Nina of VRFocus caught up with Chad Dezern, Chief Creative Officer of Insomniac Games, who spoke about how his company is working alongside Oculus to create Stormland.

Stormland

“This year at OC5 we’re showcasing Stormland, our latest VR game, which is all about experience the freedom of exploring the open world in VR” Dezern explained, laying out the basis of its upcoming VR title.

Asked about what lessons the development team are bringing from previous VR projects to Stormland, Dezern said: “It’s been a process of learning what works well with movement mechanics in VR and building each game to include more of that. We started out with 3rd-person games, which was a nice segway from our console experience. We ended up with The Unspoken, which used a teleport mechanic, so we weren’t so focussed on the movement. But finally we’re working with an open-world structure in Stormland, so there’s a host of movement mechanics.”

Speaking about the source of inspiration of Stormland, Dezern said: “Everything for us in Stormland is about creating a pervasive sense of wonder. So we created this world that just begs to be discovered, there’s something beautiful to find atop every rock you can climb.”

Explaining the story and objective of Stormland, Dezern said: “You play as an android gardener and you’re the caretaker of a lush alien planet. A malevolent alien force destroys your word and smashes your android body. So you have to journey to this mysterious civilisation above the thunderheads to repair your body and save your friends.”

Stormland

The full video interview can be viewed below. For further coverage of Stormland and other upcoming VR titles, keep checking back with VRFocus.

Oculus Launch Rift Software Update

Oculus Connect 5 at the end of September brought with it a whole bunch of announcements, with the pick of the bunch obviously being the reveal of the Oculus Quest. The finalised vision of that which was begun with the Santa Cruz prototype head-mounted display (HMD).

However, it wasn’t just new hardware that was discussed at this year’s Oculus Connect, the evolution of the current software sets was also very much a topic of discussion – and, after being previewed at the event, Oculus has pressed the button to roll out the latest version of the Oculus Rift’s software package. (Previously known as Rift Core 2.0.)

The update brings with it both new features and optimisations for previous ones. Performance has been improved, the user interface upgraded and there are changes within Oculus Home which is now more customisable than ever before.

“This new software release marks the culmination of months of work and the start of an exciting new phase for Rift.” Confirmed Oculus VR in their latest company blog focusing on the update. “From here, we’ll continue to evolve features and functionality on a monthly basis.”

Such evolution will be achieved in part through the Rift’s new system interface called Dash, which will not only be bringing Rift users greater access and control of both their apps and PC but that will also include what Oculus is calling Experiments. As the name suggests, this toggleable addition showcases a number of potential upcoming features for users to test and feedback on.

Oculus Home Unlockable - Loco DojoThe big update for Home includes Custom Developer Items – unlockable pieces of art, in-game objects and all manner of other things related to your favourite virtual reality (VR) videogame. From a statue of Quill from Moss to the latest addition to the ranks, an animate statue of the Grand Sensei from Loco Dojo. This makes 32 unlockables in Home across nine very different titles. The other seven being Lone Echo II, OrbusVR, Arizona Sunshine, Job Simulator, Echo Arena, Brass Tactics and SUPERHOT VR.

Oculus have also been getting in the holiday spirit – as have a lot of developers since October began – by debuting a new spooky décor for Home (seen above).  You can find a list of key features in the update, as revealed by Oculus below.

VRFocus will bring you more updates about the ongoing changes to Oculus Home in the near future.

Questing For Quest: Getting Hands On With Oculus’ Latest Headset

As is always the case with big industry events while the days during them seemingly never end yet the thing as a whole is contrastingly over and gone in a flash.

Oculus Connect 5 headerOculus Connect 5 (OC5) is well in 2018’s rear-view mirror at this point but there’s still an awful lot to talk about and we’ll be having daily videos from the event for a good week or so yet to come. One such video comes today in the form of an overview of the Oculus Quest by Nina, who had more than a few opportunities to get to grips with Oculus’ latest head-mounted display (HMD).

The final form of the former Santa Cruz prototype headset, the Oculus Quest looks set to stand between the two existing Oculus-only HMDs. The standalone Oculus Go and the wired Oculus Rift CV1 (Consumer Version 1).  Operating as a standalone high-end virtual reality (VR) HMD which comes equipped with inside-out tracking and motion controllers.

Join Nina below as she goes through all her adventures at the San Jose McEnery Convention Center in San Jose, California. Offers her thoughts and opinions of the hardware and what you can expect in the future.

For more coverage regarding the fallout from OC5, tune in to VRFocus very soon.

VR vs. The Carmack Takeaways (Part 2)

You can always count on the post-Oculus Connect VR vs. to draw Oculus defenders out of the woodwork. Last year it was people having a go at my ‘anti-Oculus bias’ because I mentioned how Oculus didn’t achieve some targets and how I was saying how well Samsung did. This year it’s that I’ve never heard of people ‘evolving’ original ideas and I’m an unoriginal biased hack.

Well, no one said I was original. Then again, I do have the benefit of at least being able to read it seems. John Carmack’s white knight for OC5 took umbridge at me pointing out that Oculus admitting they’d taken design and feature cues direct from Google Daydream was perhaps not wise. This sort of thing happens all the time, I was told. Really? No shit. But most companies who have been embroiled in a copyright-related lawsuits are savvy enough to not say so, publicly and straight-forwardly, with their representative who is still involved in a copyright-related lawsuit. Incidentally, the OC4 article had people angry at me over the pro-Samsung, Oculus bashing words of…err.. John Carmack.

But hey, what do I know? I just wrote the thing.

BlackadderAn additional note, while we don’t talk about each other that much (and I’m sure they couldn’t care less what I think), I did want to personally acknowledge the good news coming out of Upload VR just before the weekend just gone. It’s not that they have a new Editor-in-Chief, nor is it the confirmation that they have split with the people at the top. Moreover, it was that with whatever has gone on behind-the-scenes the writing team there now at least seems to have some sort of stability on their immediate futures. Which includes my friend and erstwhile VRFocus member Jamie. While I’m personally still very much in Elizabeth Scott’s camp in terms of Upload management bringing their woes on themselves (who’d’ve thought that being, you know, awful, might result in issues?) the general writing team over there rather got dragged into the mess by association.

I know from experience here that it’s damn hard to keep working and to keep the lights on of a website when there’s all sorts of calamity and drama going on over your heads. It’s a story for another day, but needless to say for a large number of months after the decision was made to split from our original founders it was pretty much just me and Peter keeping the whole shebang here going while everyone else looked to finalise the site’s future. Being in limbo isn’t fun folks. Now at least their team can move on, and I hear that following feedback they are looking to rebrand and dispense with the Upload name and make as clean a break as possible.  Which is a good move and one VR itself will, no doubt, be grateful for. They are looking to the VR community for suggestions on their new branding.

I suggest RoadToFocusScoutXR.com.

John Carmack - OC5So, where were we? Halfway through matters I think it was.

From here things do start to get a bit technical and so there’s not as many entries in number as part one.  That said some of them are of particular interest. So, in no particular order…

PC Videogame Design Is In A ‘Really Good Place’ Right Now (Outside of AAA)

VR is still tied to PC so it was good to hear that Carmack thought that it was indeed a great time to be a smaller developer with all the tools people have available nowadays. Meaning you can still make a great quality videogame regardless of the size of your team. While specific tools weren’t namechecked, I think it was obvious that the likes of Unreal Engine and Unity were what were being referenced here. It was nice to see Carmack so enthused about the ways developer’s now have to bring their vision to life. A reminder that while his job title is Oculus VR’s Chief Technical Officer he is still, always at heart, a videogame developer.

Active VR Videogames Aren’t A Guarantee VR Will Change People

At one point in proceedings John Carmack spoke about how while there’s a lot of high-activity videogames out there – the likes of Sprint Vector and Beat Saber come to mind, as well as Creed: Rise To Glory which we reviewed at the start of this month – and while there are gym-focused VR experiences and service available developers should not expect high-activity experiences to change the way people actually play games.

VR is not the way people are going to change their lives around and get fitter.  With Cormack lamenting of the time he just tried to get players to utilise a swivel chair in order to play a title, but even this use of activity and motion fell by the wayside. Essentially suggesting that people would be happier playing a videogame sitting down, and if you give people that option they’ll nearly always take it. So, physical activity and fitness isn’t the hill for VR developers to die on.

Carmack Accepts That He Is ‘Out Of Step’ With Facebook On Championing Isolation

While Facebook is all about socially bringing people together Carmack acknowledged that he is actually the reverse in a lot of instances. Having previously argued about VR helping the purity of watching media and being able taking you away from everyone and everything else to effectively get some peace and quiet.  It was interesting that the experience for the individual has to have a champion in the first place, but could you ask for a better one to give a dose of reality to the situation than Carmack?

“We’re not making any great strides in Education.”

I’d certainly argue that whilst maybe Oculus isn’t doing as much in education as it should be, there are forces out there making a lot of effort. Especially the likes of Google, etc. Truth be told I’m not overly sure what Carmack meant by this comment, but for the sake of counterpoint I’d recommend taking note of our new Virtually Learning series of guest features which focus on how VR is being used in the classroom all over the world.  More from that series in the next two weeks by the way with guest posts from two writers.  Perhaps one of the writers will address this directly at a later date.

VR Education: JESS Dubai
A Sixth Form student at JESS Dubai using the HTC Vive as a part of a TEDx art project.

VR Can Still Be Magical, Regardless Of The Situation

Carmack at one point, after touching on isolation, told the story of how he used VR on a plane to escape from all the noise (“I was annoyed”) which of course still looks odd in a social setting.  He ended up explaining to a curious passenger about VR, demoed some things like for them like Henry and some 180 degree basketball footage they proceeded to order an Oculus Go there and then using the plane wi-fi. A pretty cool story.

Quest is ‘in the neighbourhood’ of a PS3/X360 in terms of power.

There’s so many upgrades to consoles during their lifetimes now it’s a lot more difficult to define the beginning and ending of a console generation. However, that the Quest is there or thereabouts in terms of power with the previous generation of hardware is a pretty big deal.

Yes, there are some caveats that were went into since that power isn’t exactly used in the same way. Normally if you said to the percentage of specs-focused games out there that something was equal to the power of the previous generation the majority of those people would likely turn their nose up it. I never have understood why people automatically equate the ‘most powerful’ with ‘the best’ or the one you’ll enjoy the most – but my thoughts on that aside, Carmack was at pains to point out this is for what is essentially a mobile gaming device. Framed in that way it becomes far more impressive, although you also have to realise when you say that that mobile phones themselves are becoming more powerful in their rendering of videogames all the time so it’s a statement that has a shelf life.

This leads us on nicely to this…

Oculus Think The Quest Is Competing Against The Switch

“Realistically we are going to wind up competing with the Nintendo Switch as a device where- I don’t think there’s going to be that many people that say ‘I’m not going to buy a PS4 I’m going to buy a Quest instead’.  I think that we’re going to have people that- like, I’m a gamer, I’ve got you know, my brand of choice for the main console and maybe I’ve got a PC that I play games on. I’m going to pick up a Switch for my mobile device, very much like the Switch is right now.”

The idea of Nintendo’s console being your second console is an idea that has stuck around since the Nintendo Wii, but in this instance while it is indeed within the same business area as the Switch it is only so tangentially. I honestly don’t believe that VR is in a place right now where it can compete directly with the Switch, and if they think they are they are going to have to take a big step up. The Switch is a monster success, one with a rumoured upgrade on the way. It’s a multiplayer, go anywhere, play anywhere hardware with big name franchises up the wazoo (“landmark games that people have loved for decades” to use Carmack’s later words when describing mobile titles) that can become the focus of a party for a large group. And Oculus Quest… isn’t.

I’m not sure why Oculus, or at least John Carmack, thinks ‘I’m not going to buy a Switch I’m going to buy a Quest’ is more likely than the same with a PS4, at least when the company is openly admitting within the first minutes of Day One how they whiffed on their initial goal (1 Billion in VR) big time.  If the marketing bods think that convincing people who might buy a Switch is the way to go they’ve got a hard sell ahead of them; and they’d best start with me because I’d take Switch over Quest any day of the week as things stand.

Nintendo SwitchThat’s all I’m going to cover for now, as always there’s a tonne of stuff to cover and not enough time for Carmack to say all he wants. One wonders why Oculus don’t have Carmack do a monthly livestream series on a number of topics then get into the really big points at Oculus Connect – or at the end of the day just let him go for as long as he wants on Day 2. He’s clearly enjoying himself talking about the things that both irk him and excite him. If you’ve not yet seen the talk in full I’d recommend it. You can do so below.

Next week, we’re back to the topic of Eurogamer and I’m going to disagree with one of our own previews.  Should be fun.

Space Bullet Talk Virtual Mecha Mayhem In Vox Machinae

You have to go back quite a long way to find when VRFocus first reported on virtual reality (VR) videogame Vox Machinae, all the way back to February 2016 in fact. At the time we said it was perhaps the Oculus promoted title flying lowest under the radar while that October’s Oculus Connect 3 saw some initial multiplayer gameplay features. Fast forward two years and Space Bullet Dynamics Corporation’s mech fighter was helping to fly the flag at Oculus Connect 5 (OC5) where it also celebrated its launch – and VRFocus was there to question the developer.

Vox Machinae - ScreenshotVox Machinae is a mech combat videogame, where players take on the role of pilot to a gigantic walker, customising a ‘standard’ frame with various weapons before taking it out into combat. Joining an ever-escalating war between two rival corporations.

“Sitting inside the any of the five mechs looks awesome, there’s a beautiful level of gritty detail to the cabs – as if you’re inside an actual JCB or Caterpillar – with all manner of buttons and switches to look at.” Explained VRFocus‘ Peter Graham in his preview earlier this year. “It may seem like over kill to begin with but each lever and screen has its purpose, some of which are more useful than others.”

At OC5 VRFocus‘ Video Producer Nina Salomons spoke to Space Bullet Co-Founder Jakub Czeszejko-Sochacki about just what you can expect getting into a Vox Machinae mech, as well as the various ways you can play the title, such as Salvage Mode.

“That’s where you basically start off, you find a gigantic broken-down robot, you take it over and then you protect it for as long as possible against the other team. And this thing is like- armed to the gills, it’s four times larger than the rest of your mechs which are already pretty big by the way(!)”

Czeszejko-Sochacki also discusses a number of other topics such as cross-play.

“We like to say that it is a ‘VR Trojan Horse’, because the game is great in non-VR. So, we support Oculus Rift, we support Vive as well, we support Windows Mixed Reality and addition to that we’re also available on desktop. So basically, you can grab your friends who don’t have a VR headset, and hopefully they’ll be able to see how much fun it is in a VR headset and maybe consider picking one up for themselves.”

Check out the interview in full below:

VRFocus Checks Out The Indie Videogames Of Oculus Connect 5

During Oculus Connect 5 recently a number of big virtual reality (VR) videogames were showcased during the event with exciting trailers and announcements. Elsewhere at the end, not on stage where a number of indie developers with their games showing them off to attendees. Though they might not have made it into the main keynote these titles are just as exciting and VRFocus’ Nina Salomons took a look around to see what some of these developers had to show.

Oculus Connect 5 Indie Games

The first title that VRFocus got to see is a VR fighting game that the developer describes as a mix between Soul Calibur and Dragonball Z in which players have to fight each other using a range of different weapons. Each offers a different fighting style for the players to use and see them battling it out in one-on-one fights that are in slow motion to add to the thrill of the battle. Players are also able to step out of the melee combat and power up to unleash energy attacks at range which can deal massive amounts of damage to their enemy.

Next is Dustin Freeman, a developer who has been working on real-time tracking systems since 2011, having experience working with motion capture and now VR and augmented reality (AR). Showcasing his title Our Evil Tower, which is inspired by the Lord of the Rings films in which a player in the VR headset stands on the tower and acts as the Dark Lord. Their role is to look around and find the other players who are using controllers to bring an artifact to the tower without being noticed.

Oculus Connect 5 Indie Games

Following this is a 3D puzzle title in which players need to match blocks to clear lines but do so in a 3D space rather then just a flat, 2D space. Blocks can be moved left, right, forward, backwards and rotated around the space to clear as many lines as possible.

These are just some of the many different titles that were being showcased by indie developers and you can see them and more in the video below. For more on these and all things VR in the future, keep reading VRFocus for all the latest on immersive content.

Life In 360°: Lone Again, Naturally

So, last week saw our last major stop this year disappear off into 2018’s rear-view mirror. Oculus Connect 5 (OC5) has come and it has most certainly gone, but we also saw an end to our plans to think about this year’s PlayStation Experience come to abrupt end. When Sony suddenly turned around at the end of last week and announced that there isn’t going to be one.

Life In 360° / 360 Degree VideoWell…

That frees some time up for us at any rate, I guess.

Still since we don’t have that to look forward to in the future (not that we’re exactly shy of PlayStation VR news at present) let’s take a little look back at OC5 because there was one item that we should probably take note of.

Day 1 saw the announcement of Lone Echo II, sequel to Ready At Dawn’s extremely popular title, one that has since spawned a franchise that even touches on virtual reality (VR) eSports. The first title saw a mysterious spatial anomaly cause mystery and trouble of Live and Jack, residents of the Kronos II mining facility. Unfortunately for the pair, their situation hasn’t improved much in the sequel. Especially, it seems, for Jack.

“Jack and Liv are back in Lone Echo II. Return to the rings of Saturn in this highly-anticipated sequel, to unravel the mysteries of Lone Echo and journey deeper into space – past the very boundaries of time itself.”

Say Ready At Dawn, who as well as releasing a standard trailer (which we featured at the time) they also happened to release a 360 degree trailer as well which rather snuck under the radar a bit in comparison. So, since we don’t see that many 360 trailers at events like this let’s correct that and feature it now.