Apple Reveals USDZ – A New AR File Format Made With Pixar, Adobe Bringing Support To Creative Cloud

iOS 12 has made its official debut at Apple’s WWDC 2018 event and has brought quite a lot of new toys with it. And the team kicked off discussions by focusing on how the tech conglomerate is continuing its focus on augmented technology.  It was last year at the same time, almost to the day, that Apple revealed its AR developer platform ARKit and now as then Apple’s Craig Federighi took to the stage to talk attendees through not just the rumoured ARKit 2, as reported earlier on VRFocus, but other developments.

WWDC 18The first announcement was a brand-new file format specifically for working with AR. Something developed companies such as Pixar – “some of the greatest minds in 3D.”

“AR is transformational technology.” Federighi told the audience at San Jose’s McEnery Convention Center. “Bringing experiences into the real world? It enables all kinds of new experiences, changing the way we have fun and the way we work. In iOS12 we wanted to make an easy way to experience AR across the system.”

The new file format is called USDZ (or Universal Scene Description), which has a focus on sharing content and will be able to be used or viewed in everything from internal file views, to the web browser Safari to email. Enabling you to place 3D models into the real world.  “It’s something like ‘AR quick-look’”, Federighi explained.

USDZ - Universal Scene DescriptionApple confirmed that they would be working with leading companies in 3D tools and libraries to bring USDZ support to their services. With Allegorithmic (developer of Substance), PTC, Turbosquid, Adobe, Autodesk, Sketchfab and Quixel all namechecked on stage.

“At Adobe we believe that augmented reality is an incredibly important technology. And with ARKit, Apple is by far the most powerful platform for AR.” Added Adobe‘s Executive Vice President and CTO Abhay Parasnis who appeared on stage to explain more about the company’s work on USDZ, something he described as “a pretty big deal” and confirming that USDZ support would be coming to Adobe’s Creative Cloud set of applications and services.

“With Creative Cloud designers and developers will now be able to use familiar apps – apps that they know and love, like Photoshop or Dimension – to create amazing AR content, and bring it easily via USDZ.”

Parasnis also confirmed a new Adobe creative app for iOS, specifically for designing AR-related content that will enable developers to bring in anything from text to images and video on Creative Cloud directly into a WYSIWIG AR editing environment.

VRFocus will bring you more news on the AR developments on WWDC shortly.

Face an Astronaut’s Worst Fears as it’s Time to go Homebound

It was only a couple of months ago that Quixel announced its first virtual reality (VR) project Homebound, utilising the company’s advanced texture software which has been used on Hollywood blockbusters and videogame franchises. Now Homebound has landed for HTC Vive and Oculus Rift.

A short sci-fi adventure, Homebound puts players through a series of catastrophic events that lead to their ship hurtling out of control. Rather than disappearing into the depths of space, players finding themselves reentering Earth’s atmosphere. Aside from the spaceship’s AI they’re completely alone as they plummet towards the planet, aiming to achieve one goal, survive.

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Earlier this week VRFocus spoke to Wiktor Ohman, who’s been the sole developer on the project. Originally created as a marketing demo to showcase Quixel’s tools, the idea was then expanded into a fully fledged VR experience.

Homebound is created using Quixel SUITE, the texturing toolkit used in most of today’s major AAA franchises,” said Ohman in a statement. “It uses Quixel’s Megascans technology to deliver the most believable surfaces to date in VR and we can’t wait for gamers to experience it!”

Released through SteamHomebound currently has a limited time discount available until 23rd February. There’s a 20 percent reduction, dropping the price from £5.99 GBP down to £4.79.

Checkout the new launch trailer below, and for any further Homebound updates, keep reading VRFocus.

Quixel Discusses Upcoming Sci-fi Experience Homebound

This week Swedish developer Quixel is set to release its debut virtual reality (VR) experience Homebound for Oculus Rift and HTC Vive. A sci-fi adventure where players find themselves in space about to go through an astronauts worst nightmare, crashing into the Earth, they have to deal with a series of catastrophic events to survive. VRFocus sat down with developer Wiktor Öhman to discuss the title and its development.

How did Homebound initially come about?

“Well I was working on the environment’s, the main one of Homebound. I was creating that mainly as a marketing thing for Quixel and our tools, the textures and so on. But midway through creating that we were talking about how cool it would be to actually be able to explore it, its in space floating around just looking at things inspecting the materials and stuff up close.

“I had never developed for VR at all, or any games at all, or any scripting in my life. But shortly after I got started, being able to open doors and basic stuff like that, we realised it would be a really really cool experience, an actual proper experience with a story and so on, so it escalated very quickly from a showcase, fly through environment, to a proper experience and just went from there. And I’ve been developing for 8 months now. I’m the only person working on the game.”

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What was the inspiration behind Homebound? 

“The actual art style was inspired by real life such as NASA and Space X, the first they made was the chair, one of the chairs in one of the pods, that’s heavily inspired by Space X. It started out heavily inspired by Space X and then I just sort of mishmashed Space X with NASA and hard sci-fi stuff, and that laid the foundation for the art style. We’ve kept that throughout, even the later environments in the game.

“The actual gameplay narrative, most people say is heavily inspired by Gravity, but I never intended to do that it sort of just happened because it’s the same concept, I totally see where it comes from.”

What influenced your choice of platform support?

We were granted the Vive by Epic and their development grants, and that’s also the reason we chose to develop on Unreal Engine.

Is Homebound a short VR experience or a fully fledged videogame?

“It’s an experience that’s as long as we could make it for several reasons. It’s not a full game if you’re referring to a six or ten hour game, it’s more of an experience around thirty minutes or so. And the reason we kept it at that length was it just became too intense to keep it longer, there’s a lot of stuff happening all the time it’s going to be quite overwhelming with flashing lights and zero gravity, 360-degree freedom, there’s just so much going on all the time. And I noticed that if I played for longer than that, uninterrupted, I didn’t feel very well and most people have said the same, so I decided to keep it at a short but sweet length at around 30 minutes, which is also a good time for a casual pick up and play, when you just want to play some cool VR or want to show your friends, it’s a perfect length for an experience.”

Is there anything you’ve not included, that originally you wanted to?

“Regarding things that I wanted in but isn’t it, I can’t say what it is but there is something we’ve been wanting to get in since the beginning, that we’re still trying to get in which’ll be awesome, if I say so myself, but unfortunately I can’t mention what it is if we can’t get it in by release.

“We’ve got more in than we anticipated and that we planned for, it hasn’t been a matter of cutting content, it’s been like ‘yeah we should totally add this’, it’s been a very creative and inspiring experience to develop the game.”

How did you handle the control mechanics for Homebound, any issues with simulator sickness?

“We have a couple of different ways to control, you can use game pad or motion controls. You have an assisted turn system – its a seated experience – so if you look far enough to the left or right the camera sort of assists you in looking further to the left or right than you actually do. You use the triggers to go forwards and backwards, strafe left and right, you ascend and descend, both on the gamepad or motion controllers.

“I personally didn’t feel motion sickness nor did the in house testers. Once we started getting testers in, a couple of hundred testers, we started getting a high frequency of reports of motion sickness which was interesting, because its kind of hard to trouble shoot and test it since you don’t feel the symptoms yourself. So we had to make tweaks and we had to make a build and send it and get reports and adjust according to that. But the originally intended navigation control/layout is pretty much the same as before, its just been very very tweaked. We noticed that moving quickly, when your not moving yourself is a pretty big source of motion sickness so we we had to find a sweet spot for the speed.”

Are you planning to develop further VR projects?

“We definitely hope to be creating more, this is sort of testing the waters to see how it works. We’ve all developed games before, but this is the first time we’ve developed an indie game, this is an experiment we’re doing.”

Homebound Hits Rift And Vive This Month, Watch The Stunning New Trailer

Homebound Hits Rift And Vive This Month, Watch The Stunning New Trailer

Get ready to suit up and head out into space once more: the visually-stunning Homebound is hitting the Oculus Rift and HTC Vive very soon.

Sweden-based Quixel, best known for its high fidelity graphics creation tools, recently confirmed that its very own VR experience will be releasing on February 16th via Steam. That’s a little later than we had anticipated; the developer was originally planning to launch it late last year. You can watch a new trailer for the experience below, which showcases the game’s remarkably sharp visuals, achieved with the help of Epic Games’ Unreal Engine 4.

Tonally, it has to be said Homebound looks similar to another beautiful VR game, ADR1FT [Review: 6/10], and its focus on survival in the aftermath of a massive accident is almost identical to that game too. That said, Homebound looks to be at least a little different to Three One Zero’s title, which was often likened to ‘Gone Home in space’. It’s split into three levels, for one thing, lasting around 10 – 30 minutes in total.

It’s a short experience to say the least, then, but Quixel has assured UploadVR that it will have a “low price” for those worried about getting their money’s worth. There will be some replayability to it too: the game will feature a time attack mode, letting you revisit its three levels over and over again to try and beat other player’s scores, and secrets will be hidden within each environment.

Hopefully the extra development time has allowed the developer to refine its motion control support; we found them to be a little imprecise when we took a look at the game last September. Overall though, we thought the experience was very promising, catching that harrowing sense of isolation that VR can give you with ease.

We’ll look to bring you full impressions of Homebound when it launches in two weeks’ time.

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Space Survival Title Homebound to Hit Steam this Month

In December VRFocus reported on Swedish studio Quixel announcing a virtual reality (VR) space survival experience for HTC Vive and Oculus Rift called Homebound. Date for release this year, the developer has now confirmed a launch date and released a brand new trailer for the project.  

Homebound is an intense experience where players will find themselves in space about to go through an astronauts worst nightmare, crashing into the Earth. A series of catastrophic events unfold leading to the ship they’re on hurtling out of control, reentering the atmosphere, and its up to them to make it back in one piece.

Homebound screenshot

Alongside HTC Vive and Oculus Rift support, Quixel has added motion controller/gamepad and mouse+keyboard support to suit any players needs. Homebound will feature three distinct environments for players to experience, deep space, Earth’s atmosphere and hurtling across the Earth. As well as the intense gameplay, a much more casual freeroam mode has been added enabling the richly detailed environments to be explored at leisure.

Homebound is a new avenue for Quixel, originally created as demo to showcase its cutting-edge computer graphics technology, having worked on AAA game franchises such as Battlefield, Destiny, Halo, Doom, StarCraft and Dark Souls. The art style took shape with inspiration from real-life environments, particularly the in-game spacecraft, which was heavily inspired by SpaceX’s Dragon module and the International Space Station.

Homebound will launch on Steam for both head-mounted displays (HMDs) on 16th February. For any further updates on the video game, keep reading VRFocus.

Homebound Set to Land on Oculus Rift and HTC Vive in 2017

Since the early days of virtual reality’s (VR) resurgence, space has always been a highly popular topic for developers, whether its been for realism or or pure sci-fi fantasy. Today Swedish studio Quixel has confirmed its space-survival VR experience Homebound will be arriving on Oculus Rift and HTC Vive head-mounted displays (HMDs) in 2017, complimenting the announcement with a new trailer.

Homebound puts players in one of the worst situations an astronaut could be in – and there are many – in which a series of catastrophic events unfold leading to the ship they’re on hurtling out of control. Rather than disappearing into the depths of space, players finding themselves reentering Earth’s atmosphere. They have one task escape with their life. With time not on their side, players are completely alone in the capsule with only the ships AI to talk to.

Homebound screenshot

As you’ll see in the trailer below, you’ll be able to wander around the richly rendered ship, showcasing Quixel’s attention to detail. Then everything takes that turn for the worst, with fires and powerloss affecting the ship. Then there’s reentry, just making it through Earth’s atmosphere doesn’t guarantee success, as the trailer flies the viewer past vast mountains ranges and planes, on their way to terra firma.

Quixel is renowned for its world class, cutting-edge computer graphics technology, having worked on the recent Hollywood blockbuster, The Jungle Book, and in AAA game franchises such as Battlefield, Destiny, Halo, Doom, StarCraft and Dark Souls. Other notable Quixel clients include the likes of NASA and Tesla.

For further details on Homebound and Quixel, keep reading VRFocus.

This ‘Gravity’ Style VR Space Experience Looks Incredible and Terrifying

This new VR experience is called Homebound. Created by a veteran 3D artist promises to put you inside a crippled spacecraft, bound for a crash landing on earth and it features some of the most compelling visuals I’ve seen in a VR title to date.

There’s no doubt there’s a sizeable portion of our readership out there for whom travelling beyond Earth’s atmosphere into the vast beyond would make the perfect VR experience. But what if that experience also put you aboard a virtual, crippled spacecraft, hurtling back through that atmosphere, bound for earth and a collision of unquestionable finality? Yep, still piles of interest then …

Enter Homebound, the creation of one Wiktor Öhman, a 9 year veteran 3D artist from the games industry and sole developer of Homebound, which Öhman describes as “a frantic VR Experience.” Built on Unreal Engine 4, Homebound is a VR experience which puts you through a series of catastrophic events beginning with you escaping a disintegrating mini-space station which is falling apart thanks to an unknown event. Your job, as you’re put through a series of increasingly hair-raising set pieces, is ‘just’ to survive.

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What strikes you about Homebound‘s visuals is the sumptuous detail, with some stunning lighting to boot and a general level of production design and polish which seems entirely beyond a one-man project. Öhman works for Swedish company Quixel, who claim to be a leading light in the field of computer graphics tools, supplying companies like Tesla, ILM and (appropriately) NASA.

We asked Öhman what inspired him to take on such a mammoth development. “I’ve always been a huge sci-fi fan and I’ve been following SpaceX’s endeavours closely,” he says, “The whole environment started out with me wanting to create a SpaceX-styled environment, similar to the prototype Dragon V2 capsule.”

On that decision to work with Epic’s Unreal Engine 4: “While creating the environment I kept envisioning all these cool scenarios that could take place there, so I started looking into how [UE4] Blueprints worked in order to try these ideas out. I’d never used Blueprints or scripted before, so it was all new to me. This all happened around the same time as Unreal Engine 4 got better VR support, so I thought I’d give VR game development a go as well. It felt like a very natural thing to do as the environment is very high res with a lot of cool material definition going on. There was a lot of firsts and a lot to learn, but I’m incredibly impressed with how easy UE4 is to learn”

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The experience was developed for both the HTC Vive with motion controllers and Oculus Rift with joypad, and the project was recently Greenlit by the Steam community to appear on the software portal when it launches on October 1st.

The post This ‘Gravity’ Style VR Space Experience Looks Incredible and Terrifying appeared first on Road to VR.