Raptor Lab, the creators of War Dust and Stand Out: VR Battle Royale are back again with another in-progress big-battle PC VR game titled GangV Civil Battle Royale, but this time it takes place in a modern city setting similar to Grand Theft Auto. GangV will also support non-VR players.
GangV, other than being a VR battle royale game (50 total players, plus NPCs on a large 64 square kilometers map) with tons of vehicles and weapons to choose from across a sprawling open city, is actually pretty unique. The clever concept here is that you’re not battling other players on an open, empty map. Instead, the city is bustling and full of NPCs just like in Grand Theft Auto.
Your objective is to be the last player standing, but the game itself plays out like a big gang war across a metropolis. The footage provided on the Steam page mentions that some viable tactics include trying to blend into traffic while driving to “hide” yourself and reaching out the window to shoot at people chasing you while a friend drives the car.
There is a law enforcement system built into the game as well. So if you rob a gas station looking for cash to try and get better gear, the cops might get called on you. But if you rob a police station or military base, prepare for SWAT or the actual military itself to try and hunt you down.
GangV sounds and looks really ambitious and impressive, so I’m eager to see how it pans out. Their two most popular previous games, Stand Out and War Dust, really did a good job of nailing the sense of scale for big-battle games despite feeling a bit janky, but maybe adding non-VR support to GangV means they can hit a wider audience and get more revenue to keep working on the game for longer and making it even better.
Check out the Steam page for more details. GangV Civil Battle Royale doesn’t have a release date, but it’s currently in alpha testing for PC VR with support for Rift, Vive, Index, and Windows MR. Early Access should start soon on Steam, where it will stay for “2-3 years” according to the developers. Within two months after Early Access launch, they’re planning to add deep modding support as well.
A new Phasmophobia update that went live over the weekend ramps up ghost difficulty letting them open doors and follow voices when hunting.
Phasmophobia Game Updates
Previously, ghost AI was admittedly quite dumb in the game. If a ghost spotted you then you could simply run around a corner to break line of sight. That would force it to just start searching a random location. Also, once a ghost started to hunt someone, everyone else was essentially “safe” even if they walked right by it. That’s no longer the case now.
After the latest update ghosts now follow around corners, listen for player voices and search directions and locations based on the sounds, open doors, closets, and lockers when searching, and it even searches the last spotted location more thoroughly rather than wandering randomly again. Not to mention now ghosts can target any player that gets near them—even if they’re already chasing someone else.
This latest update also includes a host of quality of life improvements, bug fixes, and more. Here’s the full list of all patch notes, but I’ve included some of the most notable ones below:
VR Bug Fixes
Fixed a bug where VR players could not speak after a game has finished.
Fixed a bug where teleport grabbing in VR didn’t work when you were dead.
Fixed a bug where several objects couldn’t be seen by the smooth VR recording camera.
Fixed a bug where VR players couldn’t be killed by the ghost if they laid down.
Fixed a bug where VR players were not setting Non-VR players saved voice volumes.
Fixed a bug where the money value of a photo would get multiplied per VR player.
Ghost AI Improvements
The ghost will now follow your around corners if it has lost sight of you rather than searching a random location.
The ghost will now listen for player voices when hunting and will search those locations. This will not work if you are not the banshee target.
The ghost can now open lockers and closets outside of a hunt.
The ghost will now open doors, closets and lockers during hunts. This can be stopped by holding the door however the ghost can still walk through room doors like usual.
Slightly increased the ghosts chance to wander on all difficulties.
The ghost will now search around the location it last saw a player rather than searching a random location.
The ghost will now target any player that gets close to it whilst it’s already chasing another player.
Quality of Life Improvements
Improved the server and contract selection navigation on gamepads.
You can now enter the room invite code with the keyboard numpad.
Added a button to add the max amount of each item so you don’t have to spam click each item.
Added a server region prefix in front of the room invite code to help show what region you are in or trying to connect to.
Added a delay for closing the truck door once it has been opened to prevent trolling.
Changing character will no longer unready everyone.
Added an “Are you sure?” check after clicking the training button on the main menu.
If you want to see the game in action, check out our archived livestream up above. It’s been updated al ot since then, so it plays even more smoothly and has more content now.
You can grab Phasmophobia right now on Steam with full (optional) PC VR support for $14. Let us know what you think of this latest update down in the comments below!
After a year of success and huge sales, Skydance Interactive is still not done with The Walking Dead: Saints & Sinners. Studio head Chris Busse told us in an interview this week that there is still “more in the works” for the zombie apocalypse action game and players “won’t have to wait long” to find out more.
We spoke to Busse earlier this week about The Walking Dead: Saints & Sinners, the recently released Trial update for Oculus Quest, and what it’s been like working on such a well-known licensed property in VR. Naturally, the conversation drifted towards future plans more than once.
Now that The Walking Dead: Saints & Sinners has platform parity, meaning all of the updates have been deployed to all three versions of the game (PC VR, PSVR, and Quest) it should theoretically be easier and faster to iterate and create more new content.
At least, that’s what I was assuming — so I asked Busse about it.
“Absolutely,” says Busse. “We certainly have more in the works, but we’re not prepared to announce anything yet. We’re working on more stuff, we’re not done with Saints & Sinners, for sure…here’s what I can tell you: stay tuned. You don’t have long to wait.”
From the sounds of it, this is likely either more replayable DLC content similar to The Trial’s new wave-based survival mode, or is actual story DLC. I think most fans of Saints & Sinners would prefer to pay a small fee for the latter option if they could pick.
The big, obvious desire would of course be co-op of some kind, but that sounds unlikely based on the response I got to the topic.
“Is [multiplayer] for sure not going to happen in Saints & Sinners? No,” says Busse. “But I wouldn’t want people excited and expectant, because it’s not immediately about to happen…we want to capture that, but technologically it’s not trivial so it’s a balancing act.”
I got the sense from the conversation that there will likely be a follow-up to Saints & Sinners of some kind that may include multiplayer support. If you recall, Archangel was a linear single-player mech combat game, but then Archangel: Hellfire focused entirely on PvP multiplayer. Maybe they’ll do something similar here or just save it for a full-fledged sequel. I’d love for something like State of Decay in VR with co-op base building and supply runs.
Let us know what you’d want from future updates and/or DLC down in the comments below and read or watch our full The Walking Dead: Saints & Sinners review for more info.
For fans of classic-style Myst-like atmospheric adventure games, you’ll want to check out our full Ryte: The Eye of Atlantis review right here!
Wearing its Myst-influence upon its proverbial sleeve, Ryte: the Eye of Atlantis doesn’t stray far from that particular mold. It’s very much in the picturesque puzzle game form, but with an interesting background in ancient Greek archeology, legends, and mythology. It’s a passable puzzler held back by some noticeable technical issues.
Ryte – The Eye of Atlantis Review: The Facts
What is it?: Myst-like single player atmospheric first-person adventure puzzle game Platforms: SteamVR (Rift and Vive, more support planned later) Release Date: Out Now Price: $19.99
Ryte takes players on what is first presented as a sort of time-travel-meets-virtual reality simulated vacation to the ancient world of Atlantis. As this tourist, you’ll start the game with a robotic guide to give you historical details and some explanation of the puzzles that act as the focus of each location. Starting off around a dock region, you’re tasked with learning to manipulate your item box, find missing parts to simple dial puzzles, and door puzzles requiring you to construct sledgehammer-sized keys using blocks.
The puzzles aren’t especially challenging on the whole and rely more on having players search the area for missing pieces needed to complete the puzzles. Puzzles tend to rely on simple fetch and turn mechanics. As in, you search around for a missing part, place it in the right spot and turn something. This could be gears (the game likes those), mirrors, stone dials, and other familiar mechanisms. At certain points, you can also telekinetically pull certain objects to you (or push them), but the actual gameplay doesn’t really branch out much with such powers.
In one spot, for instance, you need to open a gate. The gate is controlled by a revolving handle, which (of course) uses gears. A gear is missing, but thankfully there are chests placed out of reach in the space on rooftops and around. The crux of this “puzzle” is really just magically pulling the chests down to find the gear.
You’ll explore a temple, town center, dock, strange mystical landscapes in the desert, and some other sites. The developers claim a “semi-realistic” depiction of Atlantis, which seems like an odd clarification for a fictional location, but I get what they’re saying. The basis for that design is the developer’s research into writings on the topic by ancient Greek philosophers like Plato.
This would be a bigger selling point if there was actually more to explore. Since the locations are generally fairly small, there’s just not a lot of sightseeing to really test the authenticity of such claims. Just the same, Ryte is a decent looking game and a few of the scenes are legitimately impressive, like when you’ll watch massive statue-like gods fighting from a high vista.
Taking all this at face value, Ryte is fine. It’s in no danger of being a great Myst-style adventure, but certainly not the worst of its kind that I’ve played. Problems arise more often in the technical realm during playtesting. We played the game via the Oculus Store and initially started on the Oculus Quest 2 using the Link cable.
Performance was problematic in odds ways. The inventory chest (accessed by reaching to your back) acted erratically, jumping around, getting in the way, and often refusing to be put itself back. Controller tracking was jumpy too, causing your virtual arms to glitch. Soon after, the developer told us these issues had to do with using Quest and a Link cable, and would be listed as only for Rift and Vive headsets until they were able to patch it.
Ryte – The Eye of Atlantis Review: Comfort
Glitches aside, the game’s use of teleportation movement and general slower-paced gameplay makes it less prone to motion sickness effects. There’s a nice sense of scope in the few scenes that offer larger areas, but most of the game is kept to small rooms and areas helping keep performance consistent. It’s one of the more comfortable recent VR games.
Switching to the original Rift, however, didn’t seem to mitigate any of the major issues, so this may be a ‘your mileage may vary’ sort of situation. The glitches were annoying, but didn’t prevent being able to progress for the most part. One glaring exception was a spot where the game required us to pull a metal part to the player through a barred gate. It just wouldn’t do it and required a reload.
Strange glitches aside, Ryte is overall a fairly low-requirements game. It has three graphic settings and only uses a teleportation movement system, so it should be able to work well on a variety of setups. The visuals are merely decent on the whole and the soundtrack is kept fairly minimal, but effective. Voice acting in spots is a bit amateurish, but the story is actually pretty engaging the farther along it gets. The few actual other human models used in the game are odd and stiff, bringing to mind roughly animated mannequins.
Ryte: The Eye of Atlantis Review Final Impressions
Ryte: The Eye of Atlantis has enough moments of interest to make it worth a look, but there’s nothing particularly deep or memorable here. Perhaps you’ll have better luck with performance, but as-is, it clearly needs some optimization work to be a smoother, less glitchy experience as a whole. And even then what’s here is mostly derivative, if compelling at-times, VR adventure fare.
Ryte: The Eye of Atlantis is available now on Steam for $19.99 with officially listed support for Rift and Vive. As of the time of this review Quest via Link is not recommended, but it’s expected to be patched. This review was conducted using a Quest 2 initially and then an original Rift.
ALTDEUS: Beyond Chronos is a VR visual novel that found some success on Oculus Quest when it first released late last year. Even though that’s not the type of game you’d typically expect to see in VR, it’s now expanding with releases slated for PSVR and PC VR this year.
ALTDEUS: Beyond Chronos
Today ALTDEUS developer MyDearest announced the game would release on PC VR next month on February 19th and then PSVR two months later on April 15th for $29.99 on both platforms.
Last month we reviewed ALTDEUS, which is a spiritual follow-up to a preview VR visual novel game, Toky Chrono, from the same developers. For all intents and purposes, ALTDEUS improves on its predecessor in every notable way.
MyDearest have done a great job on ALTDEUS: Beyond Chronos, proving that visual novels can work in virtual reality and it’s clear they took onboard feedback from Tokyo Chronos. Having added new language options and some much-needed immersion to the core gameplay, I found myself completely immersed in ALTDEUS’ story overall. Despite interactivity remaining minimal compared to other VR games, this one comes highly recommended for visual novel fans.
ALTDEUS boasts a 15-20 hour story with branching narrative points and even includes both English and Japanese voice acting options. The game also includes mech battles for moments of actual interactive gameplay and even lets you attend 360-degree virtual J-Pop concerts.
Do you think you’ll check this one out on PC VR or PSVR this year once it makes its way over from the Quest? Let us know your thoughts down in the comments below!
Wearing glasses while also wearing a VR headset can be an incredibly uncomfortable proposition for plenty of people. In this article I’ll walk you through knowledge I’ve gathered after over five years of VR use across a multitude of devices and offer some suggestions on how to make things more tolerable and more comfortable.
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Wearing Glasses With VR Headsets
Since wearing glasses isn’t exactly optional for me, I’ve had to learn how to deal with cramming them inside a VR headset. I could wear contacts, but they always dry my eyes out too much and never seem to give me as much clarity as my pair of glasses do. I also spend well over 10 hours per day in front of a PC screen (most days) not to mention time in a VR headset, so the blue light protection my prescription lenses offer definitely helps curb headaches.
Long story short, I’ve considered alternatives and as of right now I prefer to just deal with wearing my glasses in VR. One of the major downsides, however, is when a VR or AR device is not designed to accommodate glasses at all — such as in the case of the Magic Leap One. Because of the way those sit on your face you can’t wear glasses and each pair needs to be designed specifically for its owner so I still haven’t had a “true” Magic Leap experience as a result. Luckily nReal is a little more spacious, but still felt a little odd.
Sidenote: This isn’t really related to wearing glasses, but definitely make sure and measure your IPD and adjust your headset accordingly. If it has a physical IPD adjuster then that’s even better. For me personally on Quest 2, I have mine set just in between the 2 and 3 slot on the slider.
In the rest of this article I’ll cover tips on how to make glasses fit more comfortably, officially recommended glasses size dimensions from Oculus, accessories you can buy to help, details on prescription lenses for VR headsets, as well as my recommendation for the best VR headsets out there to wear if you use glasses.
Tips For Making Glasses Fit Comfortably
Regardless of which VR headset you’re using, the number one thing I can recommend is that you do not put the VR headset on like most people do. In most cases, you’ll see people pull the headset down by placing the bottom of the strap at the back of their head first and then pulling it down over their eyes — like a baseball cap. But if you’re wearing glasses, this will probably smash them against your face even worse.
Instead, you should do the reverse. Press the headset against your face first, making sure your glasses fit inside and don’t smash against the lenses, and then pull the strap back over your head, more like you would put on a pair of swim goggles.
Then once you’ve got it resting on your head well I recommend sliding your glasses forward a little bit by nudging the side of the frames that stick out near your ear. Usually when putting a headset on it will press your glasses against your face but if you do this you can get a little more room to make things more comfortable.
Finally, make sure the strap of the headset on each side isn’t pinching your ears or pressing your ears against your frames (if you’re wearing a traditional strap-based headset that tightens the bulk of the headset against your forehead). It’s the same issue that happens for me if I’m wearing headphones that don’t cover my entire ear. After about 20 minutes if my ear is getting smashed against my glasses frame, it starts to really get uncomfortable so make sure something like that isn’t happening.
Alternatively if you’re using a VR headset that uses a “halo strap” design, such as the PSVR or Oculus Rift S, a lot of this advice does not apply. In fact, I would recommend putting the headset on with the headband first, like a baseball cap, since you can usually slide the headset out a bit or flip it down over your glasses.
Recommended Glasses Size And Glasses Spacers
According to official documentation from Oculus, they recommend glasses that are 142mm or less wide and 50mm or less high. Anything more than that will likely have trouble fitting in the Quest 2 and most other headsets on the market. You can see in these two images that my glasses are not super tiny, but they’re not huge either. Something like that, or smaller, is fine.
Oculus also recommends using the built-in glasses spacer with your Oculus Quest 2 and many other VR headsets also come pre-packaged with a glasses spacer. All this does is a few millimeters of extra space between your eyeballs and the lenses themselves. This is important because if your glasses rub against the lenses they could scratch them and there are few things worse than a scratched VR headset lens — you literally see it all the time and it’s extremely frustrating to deal with. The downside to using a glasses spacer is that it reduces your field of view (FOV) slightly because your eyes aren’t as close, but it’s a tradeoff worth making so you don’t ruin your headset.
Installation is easy for glasses spacers, you just pop off the default face mask, which should just click in and out easily, install the spacer, and click it back in. That’s it.
Regardless of if you are a glasses wearer or not I have two products I absolutely recommend to improve comfort of almost any VR headset out there. First and foremost, is a VR Cover facial interface upgrade. You can buy softer, far comfier, inserts that add more padding to the face plate of your VR headset and are easily wipeable for cleaning. If you enjoy any sort of active VR experience whether it be Beat Saber, Until You Fall, Supernatural, or even a lively match of boxing, you’ve probably experienced the horrendous feeling of a sweaty, wet VR headset. It’s terrible.
But if you use a VR Cover replacement, then it’s quickly wipeable for easy cleaning. Simple and effective. Plus, it eliminates the need for the glasses spacer (in my case on Quest 2) because it’s already a little bit thicker than the default pad. They make these replacements for most headsets on the market.
In addition to this, I recommend some sort of counterweight solution if you’re using a traditional headstrap VR headset. In the case of the Quest 2 there are two main options worth recommending: the VR Power battery and counterweight from Rebuff Reality, or the official Oculus Quest 2 Elite Strap with battery. In the case of the VR Power, it attaches to the back of the stock Quest 2 strap. In the case of the Elite Strap upgrade, it actually replaces the unit’s default strap for a halo strap design and adds the counterweight as well, dramatically improving comfort because it more evenly distributes the weight making it feel lighter with less pressure.
Prescription VR Lenses
I have not personally tried any prescription VR lenses myself, but I know several people that have and they all seem to love them. The idea here is that you can remove your glasses and use a VR prescription lens or lens adapter in your headset so you can still see clearly.
For me personally, I just don’t know where the copy of my prescription is at so I can’t order the right lenses and I’m too lazy to get a new one or go visit a optometrist for a new exam.
The main two brands I see recommended most often are the aptly named VR Lens Lab, a collaborative effort between VR Cover Gauss Eyewear, and WidmoVR. Again, I do not know how well either works personally, but anecdotally speaking I often see them both recommended.
Best (and Worst) VR Headsets If You Wear Glasses
After spending over five years with VR technology and nearly as long covering it professionally here at UploadVR, I definitely have some thoughts on which headsets are comfortable to wear with glasses. Since everyone’s heads are shaped differently, all glasses are different, and so on this may not be true for everyone. But after trying out almost every headset on the market, here are my favorites (for comfort) and least favorites (for comfort) that I’ve tried.
So far the best and most comfortable VR headset out there if you have glasses has been the PSVR. The halo strap design is still one of the very best even after over four years since release and the little rubbery bits that prevent too much light leaking from the nose gap rest lightly. There is next to zero face pressure with this headset and it’s very spacious inside so I never had to worry about my glasses getting smushed. Plus, you can slide the facial interface to be further or closer so that it’s just far enough away to avoid the lenses colliding. It’s quite nice.
The Rift S is next up as another halo strap design with excellent comfort, but it’s hard to recommend these days since Oculus is killing it off and shifting all focus to the Quest 2. Luckily, the Quest 2 is very affordable and if you want to spring for some extra accessories and modifications, it can be just as comfortable as well.
In terms of traditional VR headsets that strap down against your face the Reverb line from HP is very spacious and comfortable. I also appreciate the out-of-box comfort of the Quest 2, especially since you can easily make it even better.
For headsets that I absolutely hated using from a comfort perspective, the original HTC Vive was the absolute worst — ESPECIALLYwith the Deluxe Audio Strap. Something about the way that connected to the sides made it extremely cramped and crammed together for my face. For the longest time it seemed like every developer at events wanted to show their games on a Vive or Vive Pro using that Deluxe strap and I hated it every single time. The original CV1 Rift was close behind it as a headset that always uncomfortably smashed down on my face and glasses.
The best way to ruin a VR experience is to have something in the real world constantly reminding you that you’re wearing a headset and it doesn’t get much worse than the headset itself distorting your glasses, blurring your vision, or pinching the sides of your face from discomfort.
Those are our tips on using VR headsets while wearing glasses. I probably forgot some advice and you probably disagree with some of this advice. Let me know any other tips you’d like to share down in the comments below!
Alvo is a very fast-paced 10-player online VR shooter with influence from non-VR shooters like Counter-Strike that’s planned to hit PSVR first this March, followed by PC VR and Quest with full crossplay across all three platforms.
This one has been on our radar for years and it’s finally nearing release now. We first wrote about Alvo about 2 1/2 years ago and it has come a long way since then, as evidenced by a new trailer back in September. As you can see in the footage above, it doesn’t look like a game hampered by the technical and hardware limitations of the PSVR at all whatsoever. There’s good reason why it landed on our list of most-anticipated VR games for 2021.
Most notably is the speed of movement and fluidity of actions. You’ll see the player vaulting over fences, sliding around corners, and ducking behind cover with the response time of something you’d see in a PC VR shooter like Pavlov or Contractors, not a PSVR shooter. As someone that has spent a lot of time playing every VR platform out there, I can say that this does not look like a rigid PSVR game. That’s a very strong compliment.
I have a lot of love for Firewall Zero Hour and the new ground that it broke, proving there is a market for competitive-focused VR games on platforms like PSVR, but the speed and intensity of games like Alvo is definitely appealing to me as well so I’m eager to jump in and try this one out for myself soon.
According to a developer we spoke to via Discord, a closed beta for PSVR is planned for late January or early February in Europe and North America with a full release on PSVR planned for March. The footage we’ve embedded above is captured on PS4 Pro using PS Aim Controller but it will also support PS Move controllers or DualShock 4.
In terms of features, it’s got a full slate. In addition to grenades and guns like the M16, AK47, P90, pistols, shotguns, and even scoped sniper rifles (yes, real working scopes, not full-screen blackout “scopes” like in Medal of Honor or Population: One) there will be killstreak rewards as well.
This is a full smooth locomotion shooter with running, jumping, climbing, sliding, and going prone with three game modes: free-for-all, team deathmatch, and search & destroy.
The number of maps available at launch is still in flux, likely sitting around 4-6 with 2-3 nighttime variants of existing maps to add a bit more variety. Post-launch support is expected to include new maps, weapons, characters, and game modes.
The developers have already got PSVR and Rift crossplay operational, but it will eventually be coming to the Oculus Rift PC store, Steam VR, and Oculus Quest sometime after PSVR launch. There will also be PS5 optimization patches as well as HMD optimization for other headsets like Vive and Index as well.
Alvo is currently in closed beta on PSVR with a full release planned for late February or March. Releases on both PC VR and Quest are expected to follow afterward, with full crossplay between all three platforms.
Medal of Honor: Above and Beyond didn’t have the smoothest launch with its enormous install size requirement, beefy system requirements, and mixed reception. This latest patch (v1.21.0) piles on lots of adjustments and new fixes.
Overall I don’t think it’s a bad game — I awarded it 3/5 rating in my review — but it certainly faltered in plenty of areas. While none of these updates fundamentally alter the game that much, there are some welcomed additions here. Users can now actually tweak their video settings more precisely to hopefully improve performance and missions should start more quickly with less waiting around.
The patch should auto-update in your client, it installed for me via Oculus Home earlier today. Here is the full list of all changes and updates in the patch notes:
New Option for Controller-Oriented Movement
Added an option to base movement off of the controller’s direction instead of the player’s view direction.
In the Options menu, choose the “VR Comfort” section, and set “Movement Orientation” to “Controller.”
New Video Options
You’ll find these in the Options menu, in the “Audio/Video” section.
Texture Streaming: 400MB, 700MB, 1000MB, 2000MB, or Auto.
Texture Filtering Level: Anisotropic 1x, 2x, 4x, or 8x • Anti-Aliasing Mode: MSAA 2x, MSAA 4x, Temporal AA, or Off.
Anti-Aliasing Quality: Low, Medium, High, or Default Even More Streamlined Gameflow.
We removed the need to pull the trigger at the start of every campaign segment.
Levels now start playing as soon as the title card comes up.
Star Ranks Off by Default for New Players
The stars that draw over enemy heads in the Campaign are now Off by default for new players.
Existing players will keep whatever setting they last used.
As always, star ranks are in the Options menu. Choose the “Campaign” section, and setting “Enemy Rank” to “Disabled” or “Enabled.”
Arm Sleeves Now Hide When Close to Player Eyes
The sleeves on the player’s arms no longer show when brought close to the eyes.
This fixes the issue of looking down the sights with an eye opposite to the player’s dominant hand, e.g. aiming with the left eye when right-hand dominant.
Other Changes:
NPC eye logic improved.
Improved server performance in multiplayer matches.
Lowered grip sensitivity when using Valve Index controllers.
Fixed zoom controls on scoped weapons when launching the game through Steam.
Fixed a glitch when re-opening the Multiplayer in-game menu.
Fixed a rare crash that could trigger from switching party leaders in Multiplayer.
Fixed a “Connection to server timed out” issue when trying to play Mad Bomber.
Various updates and fixes for localized text.
Additional under the hood fixes and optimizations.
Do you feel like this has made a difference for you? Let us know down in the comments below!
Today marks the beginning of the 2020 Winter Festival in OrbusVR and the launch of the brand new group raid dungeon, Citadel. You can find more details in the latest official OrbusVR blog post.
OrbusVR Winter Festival
While we have multiple VR MMOs on the horizon, such as Ilysia, Zenith, and Archgate to look forward to, there is already one out in the wild named OrbusVR. It’s been out for about three years now on PC and features full crossplay and cross-progression on Oculus Quest.
As is customary with MMOs, OrbusVR is no stranger to timed thematic content updates that are connected to real world seasons, such as the Winter Festival. This year will include the Heart of Strangers questline, snowman critter capture, and floating light quests. There’s also the Snowman Transmog set, just like last year.
In terms of new content this year there is a snowman pet reward for completing the Critter Capture quest and a fireplace to put in your house and a snow-themed mount.
OrbusVR Citadel Raid
Technically the raid has been sort of “out” in beta since December 3rd, but this week was the full launch. You can access it from a secret tunnel in the dragon shop inside Highsteppe. It’s a length dungeon with four major boss fights requiring strategy to get through safely.
Naturally, there will be lots of new loot to gain from the raid including new +4 armor and weapon sets, as well as an extremely rare +5 legendary weapon. They’ve got fancy magical auras that pulse through them, which is pretty neat.
OrbusVR is prepping for a big three-year anniversary celebration next month and will soon put out Quest 2-specific enhancements so players can see the mounts and tool belt items of those around them, as well as more fully-rendered characters instead of placeholder ghost avatars like on Quest 1.
Let us know what you think of this news down in the comments below! Do you regularly play OrbusVR?
For today’s livestream we’re playing Medal of Honor: Above and Beyond specifically the multiplayer mode online wirelessly with Oculus Quest 2 via Virtual Desktop! If you’re curious about how we livestream the way we do then look no further than this handy guide for general tips and this guide specific to our Oculus Quest setup.
Today, we’re playing Medal of Honor: Above and Beyond, the latest entry in the long-running iconic series. This is a return to roots for Medal of Honor as it goes back to World War II for the setting with a 10+ hour long campaign, full multiplayer offering, survival mode, and intricate gallery of historical footage. For this stream, we’ll specifically be playing the online multiplayer modes.
We’re going live with our Medal of Honor: Above and Beyond multiplayer livestream at about 2:00 PM PT today and will last for around an hour or so, give or take. We’ll be hitting just our YouTubeand we’ll be streaming from an Oculus Quest 2 wirelessly while playing inside Virtual Desktop. I’ll do my best to try and check chat every now and then to stay up to date.
[Livestream] Medal of Honor: Above and Beyond Multiplayer Live Gameplay @2PM PT on 12/11
You can see lots of our past archived streams over in our YouTube playlist or even all livestreams here on UploadVR and various other gameplay highlights. There’s lots of good stuff there so make sure and subscribe to us on YouTube to stay up-to-date on gameplay videos, video reviews, live talk shows, interviews, and more original content!
And please let us know which games or discussions you want us to livestream next! We have lots of VR games in the queue that we would love to show off more completely. Let’s get ready to go!