First Impact: Rise of a Hero Review – More Quest For Peace Than Superman II

First Impact: Rise of a Hero Review – More Quest For Peace Than Superman II

Superman IV: The Quest For Peace was an infamously troubled movie. After the success of the first two entries, the third film in the series was not met well by critics and 1984’s Supergirl subsequently bombed. The rights to the series traded hands and the fourth film found itself with budget constraints that made for a movie that actually looked worse than its predecessors.

First Impact: Rise of a Hero sadly ended up reminding me more of Quest for Peace than it did any of the other classic Superman films. As one of VR’s first superhero games, it’s certainly got its heart in the right place, with a big colorful world to explore and a charming comic book atmosphere. But it needed significantly more development time before it should have even been considered for a full release, let alone an Early Access launch, which developer Red Meat Games has seemingly decided to skip altogether.

It’s a shame, as there’s a foundation for a likable open world comic book romp here; you have four elemental superpowers to play with, each enabling different attacks, defensive measures and special movement options. Fire powers have you spurting flames, while ice hits enemies with a heavy impact, and gusts of wind send them hurtling into the air. Earth is easily the best, causing spikes to shoot up from the ground and impale your foes. You rightly use the Vive’s wands (or Touch controllers, when the Rift support officially launches), to aim, and attacks shoot out of your hands Iron Man-style.

Powers are nicely varied and all upgradeable by finding items in the world, but they also present First Impact’s first real problem: it could have done a lot more with a lot less. On Vive, the game’s controls are stiff and awkward, with almost every button assigned to an action in seemingly random placement. You use quarter-sized sections of the right touch pad to move between powers, but this isn’t effective in the heat of battle, especially as touching the pad also turns your character one way or the other.

Moreover, many of your abilities end up feeling redundant in comparison to others. Jumping great heights, for example, is useless in comparison to the flight mechanic, though sluggish movement means neither is especially compelling to use. I stuck to super speed almost the entire time I played, with little reason to utilize other movement systems. The short distance teleportation feels useless unless you’re affected by motion sickness.

Combat, too, ironically lacks impact. In the early stages of the game your powers merely chip away at the enemy’s health, and fail to really stop them in their tracks. There are times you’ll be overwhelmed by foes and just don’t seem to have the right tools to take them down, though the balance does start to shift as you upgrade your abilities. New powers like super strength are fun to play with, but you’ll almost instantly tire of fighting brain-dead bad guys that mindlessly march towards you. Not a battle went by where I didn’t see at least one get stuck in a piece of the environment and just march on the spot, without moving.

Being a superhero should make me feel powerful and, well, heroic. First Impact’s lifeless fights were instead spent struggling with controls and bugs that made me feel anything but those two qualities.

Immersion-breaking issues like this persist. As I walked around town I found parked cars placed inside concrete floors rather than on top of them; pedestrians that would regularly either vanish right in front of me, or start flickering back and forth between character models; and a draw distance that I could use to make trees simply disappear from sight by either raising or lowering my head. The world just isn’t well designed, with items and assets seemingly scattered at random in some areas.

Final Score: 4/10 – Forgettable

With its colorful comic book throwbacks, First Impact clearly has the heart of a hero and even the foundation for a good game, but Red Meat Games needed much more time to realize its vision. The game world is buggy, the controls are stiff, and many of the powers feel like they aren’t worth using. Sadly, this is one game that made me feel anything but super.

First Impact: Rise of a Hero is now available on Steam for $34.99. Read our Game Review Guidelines for more information on how we arrived at this score.

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Rock Band VR for Oculus Rift Gets March Release Date, Pre-Orders Begin Today

Rock Band VR for Oculus Rift Gets March Release Date, Pre-Orders Begin Today

Today, Harmonix is announcing the official release date for the latest entry in its popular Rock Band series of video games. Rock Band VR, the first immersive entry for the long-running series, will release for the Oculus Rift on March 23, 2017.

In addition to the full release date, Harmonix is also announcing that pre-orders for Rock Band VR will be open as of today. Customers that order early can take advantage of a $69.99 bundle that will net them “a digital code for Rock Band VR and a wireless Rock Band Fender® Stratocaster® guitar controller.”

Rock Band VR will also work with any Rock Band 4 guitar controller or PlayStation 4 bluetooth guitar controller you happen to have lying around.

Even this close to launch day Harmonix is still being very tight lipped about the song catalogue for its newest game. In an email to UploadVR announcing today’s release date, the studio is still mainly focusing on three songs: Aerosmith’s Walk This Way, Paramore’s Aint it Fun, and The Killers When You Were Young. The email explains that there will be “60 songs from legendary artists and upcoming acts on the verge of breaking out” and that interested fans should tune in to the company’s various social media channels for “additional Rock Band VR news, gameplay and soundtrack reveals throughout the month.”

Rock Band VR is a truly enjoyable combination of Harmonix’s tried and true gameplay loop and the Rift’s immersive capabilities. The main focus for this particular iteration of the series is the new “Performance Mode.”

This new mode focuses more on real-time creativity and building a real sense of stage presence for players rather than the multiplayer arcade insanity of a typical Rock Band title.

According to Harmonix:

If Rock Band VR’s classic mode is about the pursuit of a note-perfect studio recording, Rock Band VR’s performance mode, illustrated in the above gameplay video, represents the creative freedom of a live concert where no two performances sound exactly the same. In this mode, players experiment with different chords, notes and strum speeds to develop their signature sound and make each performance their own. It’s a completely new kind of music gameplay, it’s perfectly suited to VR, and it’s unlike anything else Harmonix has ever created.

The classic, finger bending gameplay will also be available in Rock Band VR with Harmonix making it clear that, “Traditional Rock Band gameplay will have its own dedicated leaderboard at launch in Classic Mode.”

Oculus Touch will be required for Rock Band VR along with the special clip accessory that ships in the box with the controllers.

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Rift Update Straightens Carpet, Improves Multi-Sensor Setups

Rift Update Straightens Carpet, Improves Multi-Sensor Setups

Rift leader Nate Mitchell confirmed an update is rolling out to owners of the Facebook VR headset that smooths out the carpet on the floor seen in Oculus Home while also improving the way larger tracking setups work.

“A big focus this month on making sure 3+ sensor setups are working optimally,” Mitchell wrote on Twitter.

The rumpled carpet seen on the floor of Oculus Home (where Rifts owners select apps to visit) has been a minor annoyance to some who would prefer a tidier living room. More important, however, are potential fixes to tracking problems some users have reported with their headsets since the release of Oculus Touch controllers in December. The controllers come with an additional Sensor and more can be purchased to cover larger areas, bringing the functionality of the system closer to that of the room-scale HTC Vive headset.

Facebook’s VR team recently released a 4-part series outlining accessories and tips for getting the most out of the system. The update was expected in January but got delayed a few days for testing.

We’re waiting for the full release notes to be posted online and will update when they are released. If you have a Rift, though, it is time to start looking for that software update. If you’ve had problems with a three (or more) sensor setup, let us know in the comments below whether the update helped.

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Super Data Report: 6.3 Million Virtual Reality Headsets Shipped in 2016

Super Data Report: 6.3 Million Virtual Reality Headsets Shipped in 2016

A new report from Super Data offers new estimates for the market size of virtual reality in 2016, suggesting 6.3 million VR headsets were shipped in the whole of 2016.

Last year saw the launch of several high-end VR headsets complemented by new mobile offerings. The report, titled “Can’t Stop Won’t Stop: 2016 Mobile and VR Games Year in Review,” is a compilation of information Super Data and Unity Technologies, though we clarified with Unity that they did not contribute to the estimates for VR headset data in the report.

The report estimates 4.5 million Gear VRs were sold through last year. Clocking in at number two on the list is the PlayStation VR with sales “approaching a million” by the end of 2016. This leaves Oculus, Google and HTC to split about a million units. According to this report, HTC’s Vive edged out Facebook’s Rift selling “more than 400K at its $800 price point.”

The report also notes “Oculus has shown a strong interest in gaming and social applications so consumer penetration will be more important to the Rift. Meanwhile, HTC Vive is becoming the device of choice for enterprise developers…”

We won’t know official numbers until manufacturers themselves start releasing more solid information. Samsung is the only company to have released actual numbers, saying 5 million Gear VR headsets have been sold so far. Last November, before the figure was released by Samsung, Super Data estimated the company would sell far fewer headsets in 2016. This gap between Samsung’s and Super Data’s numbers highlights how different the figures in this report could be from the actual sales numbers. Here’s how Super Data says it arrives at its numbers:

“Every month we collect spending data on millions of unique online gamers directly from publishers and developers, totaling 50+ publishers and 450+ game titles. We combine the digital point-of-sale data with quality consumer insights to speak to the ‘why’ of the market. We clean, aggregate and analyze these data to establish market benchmarks and models for all segments of digital games and interactive media. Our research covers everything from worldwide genre benchmarks to title-level KPIs, country-level deep dives and brand equity. The mobile and VR studies were based on the following: 49 million unique transactions from 15 million unique gamers between January 1, 2015 and December 31, 2016, a survey of 1,000 U.S. mobile gamers from July 2016, data collected from partners in the VR Data Network.”

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Landfall is Like Halo Wars Meets a Twin-Stick Shooter in VR

Landfall is Like Halo Wars Meets a Twin-Stick Shooter in VR

Looking across the battlefield inside my Oculus Rift headset I see red and blue colored troops scuttling across the scorched battlefield, darting from cover point to cover point. Reinforcements are running low on both sides with nothing but willpower and the quest for survival keeping each team going. With only a few units left I make a dash forward, lob a grenade to flush out my enemy, and line him up in my sights as he rounds the corner. Boom. My rifle takes him out and my remaining troops cheer. Looking around the battlefield and up into the sky I can see that the overall war in Landfall is far from over, but victory still feels sweet.

Landfall is a top-down tactical action game from VR development studio Force Field. It’s being designed specifically for the Oculus Rift and was first unveiled at Oculus Connect 3 late last year. We went hands-on with it then as well, but only had time to try out two matches. This time, we played through the tutorial and then ran through over a half dozen matches online in 2v2 scenarios getting a good feel for the game and how it plays.

You can see some of those gameplay highlights below:

Gameplay in Landfall takes place from a top-down bird’s eye perspective using a gamepad, like you’re peering across a tabletop while playing Warhammer 40,000 or a modern, militaristic version of Dungeons & Dragons. You take direct control of your single hero unit that has significantly more health and does more damage than any of your NPC forces. Moving your trooper is done with the left analog stick, while aiming is done with the right. You fire your primary weapon with the right trigger and use several of your special abilities and equipment with the various face buttons.

Whereas Halo Wars is more akin to a real-time strategy game in which you issue orders and commands to your forces across a vast battlefield, Landfall is an action-packed twin-stick shooter that simply borrows a similar aesthetic and presentation. Since it’s VR, you can peer down on the battlefield, look around, and predict your enemy’s movements, all without relinquishing any control of your unit. In fact, it plays and feels like Halo: Spartan Assault and Spartan Strike, two games made by Vanguard Games before they re-branded themselves as Force Field.

What makes your individual hero units most special though is their various different loadouts. There are 12 different loadout types unlockable throughout the ranks of the game, each of which feature a different primary weapon, special ability, and most importantly, unique Strider. The Striders are giant mech units that drop down from the sky like in Titanfall that can quite literally turn the tide of a battle when used at the right time.

On release, the full game will feature a robust 4-6 hour campaign that can be played from start to finish either alone or through co-op with a friend, as well as a competitive multiplayer component. I spent most of my time in this latest preview going through matches on the competitive multiplayer side of the experience.

Matches can be played in both 1v1 and 2v2 varieties, but most maps and objectives seem to be balanced best when enjoyed in a 2v2 setting. CCO and Co-Founder of Force Field, Martine de Ronde, told me that there were roughly a dozen maps designed for the game, but each map would be split into 3-4 individual mission objectives that could each be played from either perspective on the mission.

For example, in one situation I was tasked with preventing a transport from progressing to the end of the map, while the other team had to escort it. After we successfully prevented it from being delivered, in a different area of that same environment, we engaged in another battle aimed at dwindling the reinforcement count of our enemies. This played out similar to the original Star Wars Battlefront games in that it was essentially team deathmatch, but instead of racking up the most points, each kill resulted in a loss of units for the other team. Human players counted as 10 units, which made them extra valuable.

Other objectives consisted of trying to place explosives and destroy structures on the map, defending structures from the other team, connecting beacons across the battlefield, and more. In the hour I spent playing multiplayer matches (each round was about 10 minutes long), it didn’t feel like a single battlefield or specific objective was ever repeated, which is saying a lot. Games like this live and die by how enjoyable they are to play over and over again, so a full hour of constantly discovering new content is a very good sign for a short preview.

Unlocking new loadouts will serve as a capable distraction for a while since they’re all so different and fun to master, but it likely won’t keep players coming back for months at a time. Force Field tells me they’ve got plans to offer free content updates in the form of new maps and loadouts over the lifetime of the game, which should help deliver more variety.

Top-down games aren’t the first genre I think of when I imagine the possibilities of VR, but they fit so naturally it’s a shame they aren’t explored more often. Games like Landfall are proof that just because we live in a post-Touch and post-roomscale VR world, it doesn’t mean that gamepad-based experiences necessarily have to come to an end. Above all else though, perhaps what surprised me most about Landfall, is how believably it captures the sense of scale and brutality of war. The effects that surround you in each battlefield are second-to-none in this genre of game.

Landfall is poised to launch its free Open Beta weekend starting tomorrow, February 2nd, running until Monday, February 6th. The beta will feature about half of all the loadouts and only a small number of maps. All Rift users will be able to download and play the free Open Beta from Oculus Home. The full release is intended to happen later this month with final pricing on the full game still to be determined.

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Community Download: Are Oculus and HTC The Apple and Microsoft of VR?

Community Download: Are Oculus and HTC The Apple and Microsoft of VR?

The technology world is always a game of rivals. For every Facebook there is a Twitter. For every Nintendo there is a Sega and for every Apple there is a Microsoft. This latter pair is perhaps the best representation of tech rivals in Silicon Valley. These two monolithic companies have been warring in the personal computer space for decades. The battlefields may shift to mobile phones, tablets and online services, but the competition always remains.

Virtual reality may be one of the newest arenas for these types of competitions, but it already has gladiators ready to do battle. There are a handful of major players already cutting their teeth in VR including Google, Sony and Samsun; but the two titans sitting at the top of the heap are Oculus and HTC.

These two organizations, and their Rift and Vive VR headsets, have come to encapsulate the emerging “console wars” of the modern VR scene. The devices they sell may be new, but their growing rivalry is a tale as old as tech itself. Our big question today is this: when it comes to VR, are Oculus and HTC the respective Apple and Microsoft of the industry?

Oculus/Apple 

The similarities between Oculus and Apple begin with a shared interest in controlled content. Much was made last year about the so-called “walled garden” of the Rift’s Oculus Home software distribution platform. Unlike the Vive’s Steam platform, Oculus Home is far more selective about what pieces of content it houses.

Thinking that a moderated stream of high quality content is essential to the growth of a new industry is not a new way of thinking in Silicon Valley. Nintendo had a famously tight grip on what cartridges its home video game consoles would play in the 1980s and 1990s, but the most famous exemplar of the technique today is the Apple App Store.

The App Store may have a seemingly endless wealth of content to chose from, but ultimately everything you see in this online marketplace was carefully vetted by the boys in Cupertino. The positive and negative aspects of this approach are open to debate, but the similarities being displayed by Oculus and Apple in this area highlight a notable resemblance between the two companies.

In addition to a similar marketplace strategy, Oculus and Apple are both more willing to products products that are easier to use over ones with flashier, more complex features. The Vive has a better, more robust positional tracking system than the Rift, but Oculus was willing to forgo that edge in favor of a simple, one camera (or two with Touch) approach that doesn’t require as much space in people’s crowded homes. The “It just works” attitude that Apple has made so famous is clearly in the DNA of Oculus as well.

HTC/Microsoft 

Despite what you may see on the average college campus or Starbucks, Microsoft still has the edge in market share for the PC space. Windows drives the modern computing world and a large part of that is down to Microsoft’s commitment to three things: enterprise clients, open computing and deep, technical tool kits.

HTC’s Vive has a lot in common with those philosophies. Since launch, the near-future rhetoric from Oculus has been focused on what interesting games and experiences are coming up that make a Rift purchase worthwhile. Meanwhile, HTC has chosen to release powerful new developer tools like a open-sourced design information and a Vive Tracker peripheral. The company also has a more stated interest in realms outside of entertainment content like education, science and enterprise. Sound familiar?

Both Microsoft and HTC are building more “professional” devices while Apple and Oculus drill into the “consumer” side of things. The old notion that Windows is for work and Macs are for fun/creativity is echoed noticeably in the philosophies of VR’s two most notable companies.

What do you think?

Do you agree with this analysis? How do you think the different strategies of HTC and Oculus will play out and do you think it’s wise for either of them to be doing what they’re doing at this point in the game? Let us know your thoughts in the comments below.

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New Oculus Rift and Gear VR Releases For The Week Of 01/22/17

New Oculus Rift and Gear VR Releases For The Week Of 01/22/17

Another plentiful week of VR gaming awaits Gear VR owners today, and the Oculus Rift doesn’t have it too bad either. We’ve got the launch of a promising new boxing game, great cross-platform multiplayer titles, and a large suite of new mobile experiences to check out. Have fun!

If you missed last week, you can see those new releases here. And don’t forget that UploadVR has a Steam community group complete with a curated list of recommendations so that you don’t have to waste any money finding out what’s good in the world of VR.

Plus — check out our list of the best Oculus Rift games and best Gear VR games for more suggestions!

Knockout League, from Grab Games
Price: $17.99 (Rift)

This is an early access release of one of the most promising boxing games yet seen on Rift or Vive. Make your way up through the ranks using either system’s motion controllers to realistically throw punches and duck and dive out of the way of attacks.

Recommendation: One for boxing fans.

Jogger, from Sick Pixel Media
Price: $0.99 (Gear)

Jogger experiments with something we’ve see a handful of times on Gear VR; locomotion through running in place. It uses this system to make a frogger clone in which you’ll need to dodge incoming traffic as you run across roads.

Recommendation: For the price it’s worth checking out.

Ping Pong VR, from Exciting Reality
Price: $0.99 (Gear)

Yup, you guessed it, this does exactly what it says on the tin. Ping Pong VR is a colorful take on the popular pass time, and it even includes multiplayer support, which many Vive and Rift ping pong games don’t feature.

Recommendation: Definitely worth checking out.

TTORiNG Adventure: Mr. Breson’s keepsake, from VRotein
Price: $4.99 (Gear)

Last week we wrote about a TTORiNG game that had you interacting with a strange cartoonish character. This week he’s back in a strange detective story that, we won’t lie, looks outright terrifying at times.

Recommendation: If you need some surreal and possibly unintended scares, go for it.

Time Machine VR: Monsters of the Sea, from Minority Media
Price: $4.99 (Gear)

Released last year on Rift and more, Time Machine VR sent you back to the prehistoric age to study aquatic dinosaurs. This spin-off includes a slice of that experience with a handful of missions with which to explore the Jurassic era.

Recommendation: If you liked the original definitely check this out.

Panzer Panic, from Handy Games
Price: $9.99 (Rift)

Panzer Panic is a pretty good tank dueling game that came to Gear VR last year and now makes its way over to Rift with cross-play support. It’s a fun, colorful game that reminds you that gamepad-based VR is still relevant.

Recommendation: Definitely one for multiplayer fans.

Deus Ex: Mankind Divided – VR Experience, from Eidos Montreal

Price: Free to Play (Rift)

We recently covered this experience that was released completely out of nowhere from Square-Enix and it takes players on a tour of four iconic areas you come across in the Mankind Divided game.

Recommendation: Definitely give this a go for free. While there’s not much to interact with, it’s impressive to see a VR game so visually stunning.

Vector 36, from Red River Studio LLC

Price: $24.99 (Rift)

In Vector 36, players race across Mars’ terraformed surface in customizable hover vehicles. Racing is built on realistic physics and takes a good deal of skill to manage as you fit your ride with parts, accessories, and weapons to take on different race styles.

Recommendation: Certainly one of the best VR racers that really makes you feel like a pilot once you get the hang of the controls. A must have for fans of the genre.

Super Pixel Smash, from

Price: $4.79 (Rift, Currently Discounted)

This exciting title revives retro visuals and gameplay as you use your virtual paddle and gauntlet to break bricks and gain powerups. Keep swinging and climb the leaderboards to prove your skill.

Recommendation: A lot of fun. Grab it.

Daydream Blue, from

Price: $4.49 (Rift, Currently Discounted)

Daydream Blue drops you into a serene environment with a lake, campsite, and your robot pal to keep you company. There are a few treats to find and a multiplayer option as well.

Recommendation: This is ultimately a chill sandbox experience. Casual fun for a good price.

KART CHASER: THE BOOST VR, from

Price: $6.69 (Rift, Currently Discounted)

If you’ve been craving a Mario Kart-like racer for your VR device, Kart Chaser: The Boost is here for you. With 37 types of cars and two game modes across 13 tracks, this game brings a lot to the table.

Recommendation: This one is a blast for the price if you like racing games.

Awaken, from

Price: $25.49 (Rift, Currently Discounted)

Awaken combines creative puzzles and rhythm gameplay as you attempt to bring stars back to your world as the architect of light. The game also includes a level creation tool where you build your own puzzles and share with other players.

Recommendation:The price is a bit high, but level creation should lead to tons of new content over time.

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Be Aware: Oculus Sensors Are Technically Hackable Webcams

Be Aware: Oculus Sensors Are Technically Hackable Webcams

Oliver Kreylos is a researcher at UC Davis focusing primarily on virtual and augmented realities. He is known as something of a sleuth in the industry and was one of the first people to determine the actual field of view of the HoloLens before Microsoft released the official specs. More recently, Kreylos has been digging into the Oculus Rift Sensor and its ability to function as a basic webcam.

The above featured image of was pulled by Kreylos from one of his Oculus Sensors. These “Sensors” are essentially cameras used to track the position of the Rift and Touch controllers in three dimensional space by picking up the imperceptible glow of infrared lights all over the headset and controllers. What Kreylos demonstrated, however, is that with a bit of informed tinkering, one can actually pull a recognizable image from Oculus Sensor as if it was a low resolution black and white camera.

How is This Possible?

According to Kreylos, the combination of some basic Linux know-how and a general understanding of the way a computer works is all it takes to pull an image from his Oculus Sensor.

In an email written to UploadVR, he explains::

Oculus decided to hide the fact that the Rift ‘sensor’ is a bog-standard webcam. Normally, when you plug a webcam into a USB port, the camera announces itself as a device in the USB video class (uvc), and the host PC then loads the standard uvc camera driver, and the camera works plug&play.

The Rift camera is still a uvc camera, but in the USB descriptor that’s sent to the host when it’s plugged in, the byte that should say ‘video class’ says ‘vendor-specific class.’ That’s why it doesn’t show up as a camera when you plug it into a PC without Oculus’ driver software installed.

To make it work, I had to patch the Linux kernel’s uvc camera driver. When the driver sees the USB vendor and product ID that match the Rift camera, it ignores the class type that’s in the USB descriptor, and starts treating it as a uvc camera. And because it actually is one, from that point on it works.”

Essentially what this means is that Oculus told the Sensor not to announce itself to the Windows operating system as a camera. If it did, Windows might automatically pull up its standard webcam drivers, which is not what Oculus wants. Instead, there’s a custom driver they want Windows to use to interface with the Sensor so that it functions only in tandem with the Rift. Kreylos describes this as a layer of “obfuscation” and says it is one of a few that Oculus employs to keep what is, in essence, a camera from behaving like one.

According to Kreylos:

“I then noticed that Oculus added a second layer of obfuscation. The camera’s real video image format is greyscale, with 8 bits per pixel. In uvc, image formats are selected by four-character so-called fourcc values. The fourcc for greyscale is ‘Y8’ or ‘GREY’, but the Rift camera’s firmware lies and sends ‘YUYV’, which is an interleaved 16-bit color format that’s used by most webcams. The firmware makes up for the fact that the pixels are twice as big by lying about the camera resolution. For example, instead of advertising 1280×960 Y8, it advertises 640×960 YUYV. That way, the actual raw image data has the same overall layout (1280 bytes per image row).”

This is a detailed way of saying that even if you can pull a still from your Oculus camera, there are still adjustments required in order to deliver a coherent picture. The Rift Sensor is only meant to capture one thing: the infrared trackers. In fact, the Oculus Sensors include a physical filter to remove visible light since that is “just noise, making it harder for it to operate,” as iFixit wrote in its teardown of the hardware.

However, just because this is what the Sensors were designed to do does not mean that an enterprising mind cannot use the hardware to produce something recognizable. It may not even be that difficult. According to Kreylos, “To get the real picture, I had to nothing but ignore the advertised fake video format, and treat the incoming raw data as the actual format.”

So…is Facebook Spying on Me? 

It is extremely unlikely that Facebook or Oculus is using their Sensor to spy on their customers, which would undermine any trust the company is hoping to build with the people who use their hardware. But it is nonetheless technically possible for a hacker who has gained access to your PC to use the hardware to spy just like any other webcam.

The Oculus Sensor is designed to capture a specially formatted set of coordinates and immediately discard any visual data.

Kreylos:

“My point is that Oculus’ driver doesn’t retain or store camera images. They get consumed and then destroyed immediately after arriving over USB, and only the extracted (x, y) LED positions survive and get fed into the pose estimation algorithm.

Now, it is conceivable that the driver could retain images anyway, and even send them up to Facebook headquarters for analysis. But that’s tinfoil hat territory. The potential payoff would be minimal (better ad targeting?), but the potential risk — if this were to come out, and it would sooner or later — is enormous. Not just from a PR disaster perspective, but from the point of severe legal repercussions. So no, they’re not doing that”.

Oculus is adamant on this point as well. We reached out to Facebook’s VR team for comment on Kreylos’ findings and they responded with a similar emphasis:

“The Rift Sensor doesn’t operate like a typical camera. We’ve specifically designed this sensor to detect infrared signals on the Rift and Touch controllers. This is how we make sure the experience in VR mirrors how a person is moving in real life. Frames captured by the sensor are processed to reduce things in the background so our infrared signals are clearly highlighted. Then, we immediately discard the frames. The sensor isn’t connected directly to the internet and we do not store any frames captured by the sensor, so there is no way for someone to access this information from our servers.”

What Should I Do?

Despite its intended purpose, Kreylos shows the Rift sensor can capture a recognizable image of anything or anyone in front of it. This does mean that the device is vulnerable to hackers and malware. As Kreylos puts it, “What might be an actual potential worry is other, non-Facebook actors, turning the cameras into spy cameras via malware. I could actually see that happening at some point.”

Facebook agrees on that point, stating, “Like other Windows or USB peripherals, the Sensor could be accessed if a person’s PC is compromised.”

The message here is that your Oculus Rift Sensor is perfectly capable of transmitting images of you and your home to any hacker or agency skilled enough to overcome Windows security or any extra security you may have installed on your PC. Until we hear otherwise, we believe the Oculus Sensor to be no more or less vulnerable than your PC as a whole.

It is important, therefore, for any user of an Oculus Rift to be aware that a potential for invasion does exist with their Sensors, and to take whatever steps he or she deems appropriate for protection.

To put this all very simply, if you are the type of person that feels a Post-It Note or tape over the webcam on your laptop is an important security precaution, you should probably cover the Oculus Sensor as well.

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Physics-Based VR Puzzle Game Awaken Hits Steam Early Access With Level Editor Contest

Physics-Based VR Puzzle Game Awaken Hits Steam Early Access With Level Editor Contest

Puzzle games are about as common in VR these days as wave shooters, which is to say you see them everywhere. Unlike most genres, which rely on intense action or engaging storytelling, puzzle games are enhanced by VR due to the simple prospect of 360-degree presence. Instead of inspecting a flat 2D screen you’re required to physically move around the world to figure out solutions which opens up whole new game design possibilities.

When we revealed the game via our first hands-on preview of Awaken last month, the debut VR puzzle game from recently founded game studio Blueprint Reality, we came away impressed. While similar in concept to other “get the ball to the goal” games like Bounce and Grav|Lab, its use of ingenious dynamic music building, mesmerizing art style, level editor, and sheer sense of polish easily set it apart from the competition. The game’s creators are trying to position it as the “Mario Maker or LittleBigPlanet of VR puzzle games.”

“We are very excited to launch Awaken, a visually stunning puzzle game and dynamic music experience,” stated Tarrnie Williams, industry veteran and Blueprint Reality CEO, in a prepared statement. “We set out to make a VR title with approachable, engaging gameplay and a universe that sets a powerful yet meditative tone.”

In my previous demo, it was only a small sampling of a handful of levels, but that’s been expanded to 30 for the Early Access release with a grand total of over 100 planned for full release. With the inclusion of the level editor in this build, Blueprint Reality is also running a level creation contest. It will begin today and run through 2/16/17. All entries will be judged on fun, creativity, and beauty, with the potential to win items such as GTX 1080, 1070, and 1060 graphics cards, as well as featured placement for the in-game community.

You can download Awaken now on Steam with official support for the HTC Vive and Oculus Rift at the price of $29.99; a PlayStation VR version is currently in development. The first week of release on Steam will feature a 15% discount, dropping the price to $25.49 until 2/2/17.

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‘Gravity Sketch’ Launches Limited Beta for Rift and Vive

‘Gravity Sketch’ Launches Limited Beta for Rift and Vive

Virtual reality has been a hotbed of artistic innovation ever since Google blew our collective minds with Tilt Brush. Since that award-winning product hit the market the field has grown to include Quill, Oculus Medium and a handful of other notable creation programs. Each of these has its own interesting mechanics and artistic sensibilities, and now one more player is entering the game.

Gravity Sketch is one of the newer VR art experiences, but it is already generating a good amount of buzz for the unique work it is able to produce. Tilt Brush, Medium and Quill are sometimes recognizable for their cartoonish graphics, but Gravity Sketch doubles down on realistic visuals and dynamic lighting effects.

Interest in Gravity Sketch may be high, but access so far has been very limited. The company has only made the program available to a very small group of early testers. Now, however, it is finally ready to expand that pool.

According to an email from Gravity Sketch:

“After extensive testing with a small group of amazing VR artists we are at a place where we feel comfortable opening access to the public. We are on-boarding a limited number of users but open to any one with a Vive or Oculus to join Steam. In an email, Gravity Sketch explained why it is keeping its beta so limited and why the Steam version is taking longer:

“We are a pretty user driven team, we put the UX as top priority. We got really close to launch and were about to go live on Steam Early Access but there are a few things we feel we just didn’t get right yet. This decision was made on the back of the months of learning we got from our Private beta guys.

We will get a few more people onboard from more of a diverse background to really bullet proof test some of the launch features we have been working to perfect. By staying beta we can regulate how many people we onboard and can have a much closer relationship with the community. We grow the beta team a bit more then close it and do another round of user testing and feedback before Early Access.”

Good luck and happy creating!

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