Palmer Luckey Answers Questions In ZeniMax Court Case

Palmer Luckey Answers Questions In ZeniMax Court Case

Publicly, Oculus co-founder Palmer Luckey has been missing in action since the revelation that he supported a political propaganda campaign back in September 2016. This week, however, he’s unavoidably stepped back into the spotlight as he answered questions in the ongoing Oculus-ZeniMax legal battle.

Yesterday was an eventful day for the case, with Facebook CEO Mark Zuckerberg answering questions to defend his VR subsidiary against allegations that it had stolen ZeniMax technology in the creation of the Rift. Luckey, 24, followed late in the day and plays a crucial part in the trial given his work with John Carmack, the Oculus CTO accused of stealing tech from ZeniMax when he worked at subsidiary id Software.

Luckey was wearing a blue suit and red tie in the court room, a rare sight for the engineer, who usually sports a Hawaiian shirt, shorts, and flip flops. His work with Carmack was the basis for much of the questioning, though his time started out talking about Facebook’s $2 billion acquisition of Oculus in 2014, which he said he possibly stands to make $100’s of millions from in the years ahead. Luckey estimated to have made $50 million working with the company thus far.

Turning the conversation to Carmack, Luckey recited his version of history that will be familiar to those that have studied the story as it has been told so far. He said he sent the developer a headset in 2012. That headset became central to the discussion. In terms of what Carmack actually contributed to the Rift, Luckey was asked if the developer had created the Rift’s fisheye distortion system used to create a panoramic image that seems to wrap around the user inside the headset.

“I guess what he did is ‘a’ solution rather than ‘the’ solution,” he said.

Carmack, at the time still working at Doom developer id, showed off an early prototype of what would become the Rift at E3 in 2012. The rough prototype was showing id’s Doom 3: BFG Edition running in VR. Luckey noted that he wasn’t at the event himself, but said a demo would not have been possible without Carmack’s software. Asked if this was a breakthrough moment for the company, he replied: “I guess you could call it a breakthrough moment in awareness.”

It’s worth noting that ZeniMax’s complaint filed against Oculus last year questions Luckey’s claims. The document alleges that, at CES 2013, Oculus “disseminated to the press the false and fanciful story that Luckey was the brilliant inventor of VR technology who had developed that technology in his parents’ garage.” ZeniMax alleges this story is “utterly and completely false”, and that Luckey lacked “training, expertise, resources, or know-how to create commercially viable VR technology.” Later, it states that Luckey made “no substantial contribution” to the creation of the Rift.

Finally, Luckey said he took NDAs “very seriously”. Luckey himself is facing legal action after an alleged breach of contract with another company, Total Recall. While his role at Oculus currently isn’t clear, the company has said that it will reveal his position soon.

Former Oculus CEO Brendan Iribe is still expected to take the stand at the case this week.

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Oculus Store Transitions to IARC to Provide Regionally Accurate Game Ratings

Oculus Store Transitions to IARC to Provide Regionally Accurate Game Ratings

Back in August of 2016 one of our writers opened up about his fear of VR’s perception and how the existing ratings system would be influential in that. At the birth of VR’s gaming ecosystem, a couple games got an “M” rating from the ESRB right off the bat, citing “VR interactivity” as a significant factor in the evaluation. The platform’s  immersive and hands-on nature was clearly going to muddy the water when it came to ratings across different cultures and it didn’t look like companies had clear guidelines in place just yet.

Now, one of the biggest players in the VR scene has made a transition to a system that will potentially provide more accurate and informational takes on what a VR game presents as it relates to specific regions and cultures.

Announced today on their blog, Oculus is transitioning to ratings provided by the International Age Rating Coalition (IARC) which is the same system used in the Google Play Store and Nintendo eShop. The IARC is fairly young, having been formed just in 2013 by the ESRB and other international rating organizations. The coalition was created as a way to easily apply ratings to digital content with region specific standards around the world. Whether you’re requesting a classification retroactively for content already in the Oculus Store or adding something new, a questionnaire will be presented to you and it works atop an algorithm tailored to provide accurate ratings for the regions it can be accessed in.

What does this mean? Initially it makes things easier for developers to get ratings up for territories foreign to them, but it makes things a bit easier for consumers as well because it “provides consumers a consistent set of familiar and trusted ratings that reflect their own cultural norms regarding content and age-appropriateness” as explained in the blog post.

Existing titles will need to complete the IARC rating process no later than March 1, 2017 to avoid removal from the Oculus Store.

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Oculus Story Studio’s ‘Dear Angelica’ To Ship ‘So Soon’

Oculus Story Studio’s ‘Dear Angelica’ To Ship ‘So Soon’

The 2017 Sundance Film Festival kicks off tomorrow in Utah and, after skipping out CES, it marks the first big event of the year for Oculus.

Facebook’s VR company has traditionally made a big splash at the prestigious event, which celebrates independent film making. Two years back it introduced the Oculus Story Studio division along with its first VR film, Lost. Last year Story Studio pulled back the curtain on its own creation tool, Quill, as well as its third project, Dear Angelica. This year attendees will see the premiere of that movie, and it sounds like Rift owners won’t have to wait much longer to see it for themselves.

Tha above tweet is from Chris Horne, Head of Tech on the new project. Horne didn’t provide a more specific date, but we wouldn’t be surprised if Oculus announced one sometime in the next few days. We don’t know if the company will charge for the experience, though both Lost and Story Studio’s second movie, Henry, have been released for free for a limited time (which, nearly a year on from the launch of the Rift, hasn’t expired).

Dear Angelica stars Jessica, a teenage girl that reflects on the stories she was told by her mother at a younger age. These tales come to life around you in VR making for a whimsical experience. It was made using Quill, giving the art style a beautiful hand-painted aesthetic that’s quite different from anything the studio has done before. Quill itself launched publicly alongside Oculus Touch in early December 2016. In our opinion, you have to try it out.

We’re hoping to see more from Oculus at Sundance, perhaps including the next project from Story Studio, but we’ll have to wait and see. HTC will be at the show with the Vive too, and the New Frontier installation will feature plenty of independent and unique works that utilise headsets. All-in-all you can expect a good show.

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Everest VR Is Coming To Rift Very Soon With New Content

‘Everest VR’ Is Coming To Rift Very Soon With New Content

Update: Solfar Studios today released Everest VR on Oculus Home for $14.99. The game features Touch controllers and new additions to God Mode, as detailed below.

Eight months on from its initial release on the HTC Vive and Solfar Studios’ Everest VR remains one of the most visually striking VR experiences. Stitched together using over 300,000 real photos, you won’t find a more realistic interactive digital rendition of the planet’s biggest mountain on Steam. Soon, you’ll find it on Oculus Home, too.

Everest VR‘s launch on the Rift is “imminent” with support for Oculus Touch, Solfar Business Development Director and Co-Founder Thor Gunnarsson confirmed to us today. Indeed, we’ve tried the game on Oculus’ tech and, yes, it works just like it did on the Vive, but there are a few new additions to both version that the developer is making to give players a bit more to check out. One of our primary criticisms about the original release was the lack of content, so anything extra comes as good news.

These new updates revolve around the game’s God Mode, the extra endgame component that allows you to view Everest from above as if you were, well, a god. As it is it’s a fun add-on, but Solfar is bringing new mountain trails to the experience, allowing you to trace historic climbs using a teleportation mechanic. That includes Edmund Hillary and Tenzing Norgay’s first ever successfully confirmed ascent of the mountain in 1953. It appears as a blue line that winds up the side of the mountain, and you can hook your teleportation reticle to it and follow the path yourself. There are about 18 treks to follow in total.

This also introduces the other major addition to God Mode: scaling. Taking a page from the book of Google Earth VR (Gunnarsson describes it as “Google Earth on steroids”), you can now scale yourself within God Mode, shrinking all the way down to 1:1 if you so desire. It’s actually possible to start at base camp at human size, and follow any trace up the mountain from start to finish, something that Gunnarasson jokes will take about two hours if attempted.

Hillary and Norgay’s path will also have a sort of VR museum mode, with diversions off to the sides of the path teaching more about their journey, complete with images they took along the way.

Oh and don’t worry Vive owners; all of this is coming to your version of the game too as a free update.

Rift’s release won’t be the last you hear from Everest VR; Solfar is still planning to bring the experience to PlayStation VR as well, and its looking to turn its attention back to its first announced game, Godling, too. Keep an eye out for the developer as the year goes on.

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