Room-Scale VR Platformer Eye Of The Temple Finally Releases Next Month

It’s been years in the making but room-scale VR platformer, Eye of the Temple, is finally releasing next month.

The game, solo developed by Rune Skovbo Johansen over the past five years, will hit Steam on October 14. You can catch the release date trailer below.

Eye of the Temple Release Date Confirmed

Eye of the Temple is essentially Indiana Jones in VR; you navigate ancient temples, avoiding traps and, yes, using a whip. But the game is powered entirely by your own movement – there’s no smooth locomotion or teleporting here. Instead you step between tiles that taxi you to new areas. You’ll need to think fast to solve challenges, or you might meet a grizzly end.

We tried out a preview version just over a year ago now. It proved to be a potent reminder of the power of room-scale VR, relying entirely on your own movements to get around. The full version of the game will feature an expanded campaign, plus an unlockable speedrun mode.

You’ll need a 2m x 2m play space to experience the game, then. Not sure you’ve got the space? There’s a free demo available now so you can test it out. There’s no Oculus Quest version announced, but this’ll definitely be one to try with AirLink if that’s possible for you.

Will you be picking up Eye of the Temple? Let us know in the comments below.

Oculus Quest Unity SDK References Colocation API

Code found by VR developers in the Oculus Unity Integration reveals Facebook’s shared-space “colocation” API for Oculus Quest.

The code was first spotted by developers at Bentham Realities a few weeks ago while working on their upcoming title Hermetika VR. This week the same code was separately spotted by Gerald McAlister from RGB Schemes, a startup working on VR games & tools.

UploadVR searched through past versions of the Platform SDK and determined that these additions were made in version 1.40.0, which shipped in August 2019.

Colocation means having multiple Oculus Quests sharing the same playspace. Facebook showed off an “arena scale” prototype of this at Oculus Connect 5 in late 2018, but no further development has been shown since then. In February, Facebook told us that was a “tech demo exploring the possibilities of standalone headsets. Since the launch of Quest, we have focused on delivering a great consumer VR experience and have nothing new to share around co-location features at this time.” We asked Facebook if they have an update about the functionality and will update this post if we hear back.

Based on the description of the technology at the time of the OC5 demo, it likely works similarly to the colocation features already present in Apple’s ARKit and Google’s ARCore. Inside-out tracking generates a point cloud of static features in the room. Machine learning algorithms can find shared unique patterns in the point clouds of multiple devices and thus align the virtual spaces. The process requires no external sensors, base stations, or specific markers.

At home, colocation could be used to build “frictionless” local multiplayer VR experiences. Ideally, if two members of a household each own an Oculus Quest, developers could allow them to quickly enter a LAN same-space multiplayer session.

For location-based VR experiences that take place over a large space already like at a VR arcade, a colocation API for Quest could bring down the cost significantly. Today, each user typically needs a backpack PC as well as a headset, and an expensive external tracking system is often used to track the weapons/tools.

While Quest is typically sold starting at $400, Facebook sells Quest to businesses for $1000 per headset bundled with a business warranty and support, whereas a backpack PC alone can cost around $3000. An OptiTrack setup for these locations requires tens of thousands of dollars of cameras too.

The spotted colocation code is part of the Oculus Platform SDK component of the Oculus Unity Integration. The Platform SDK gives developers access to features which leverage the Oculus store and servers. This includes leaderboards, achievements, cloud storage, matchmaking, and more. On Quest, Platform SDK features are only available to developers who have passed Facebook’s pitch submission process.

In our February report about colocation, Facebook said teams reaching out to the company about the feature “have been directed to the enterprise and hospitality license, which provides more detail on terms.” The Oculus for Business Enterprise Use Agreement includes the restriction that “Unless separately approved in writing by Oculus, you will not…modify the tracking functionality (including the implementation of any custom co-location functionality) on your Software or take any action that will disable, modify, or interfere with the Oculus Guardian System.”

Of course, barring the use of “custom co-location functionality” doesn’t preclude the possibility of Facebook making its official colocation API available to some or all Quest developers at some point.

What kind of games would you want to play in a shared playspace? Let us know in the comments below.

The post Oculus Quest Unity SDK References Colocation API appeared first on UploadVR.

Oculus Quest SDK Reveals Colocation API Is In Development

Code found by VR developers in the Oculus Unity Integration reveals Facebook is working on a shared-space “colocation” API for Oculus Quest.

The code was first spotted by developers at Bentham Realities a few weeks ago while working on their upcoming title Hermetika VR. Yesterday, the same code was separately spotted by Gerald McAlister from RGB Schemes, a startup working on VR games & tools.

UploadVR searched through past versions of the Platform SDK and determined that these additions were made in version 1.40.0, which shipped in August 2019.

Colocation means having multiple Oculus Quests sharing the same playspace. Facebook showed off an “arena scale” prototype of this at Oculus Connect 5 in late 2018, but no further development has been shown since then.

Based on the description of the technology at the time of the OC5 demo, it likely works similarly to the colocation features already present in Apple’s ARKit and Google’s ARCore. Inside-out tracking generates a useful byproduct- a point cloud of static features in the room. Machine learning algorithms can find shared unique patterns in the point clouds of multiple devices and thus align the virtual spaces. The process requires no external sensors, base stations, or specific markers.

At home, colocation could be used to build “frictionless” local multiplayer VR experiences. Ideally, if two members of a household each own an Oculus Quest, developers could allow them to quickly enter a LAN same-space multiplayer session.

For location-based VR experiences that take place over a large space already like at a VR arcade, a colocation API for Quest could bring down the cost significantly. Today, each user typically needs a backpack PC as well as a headset, and an expensive external tracking system is often used to track the weapons/tools.

Facebook sells Quest to businesses for $1000 per headset (including business warranty & support), whereas a backpack PC alone costs around $3000. An OptiTrack setup for these locations requires tens of thousands of dollars of cameras too.

The spotted colocation code is part of the Oculus Platform SDK component of the Oculus Unity Integration. The Platform SDK gives developers access to features which leverage the Oculus store and servers. This includes leaderboards, achievements, cloud storage, matchmaking, and more. On Quest, Platform SDK features are only available to developers who have passed Facebook’s pitch submission process.

That could indicate that colocation will only be available to select developers. However, Facebook could ship a local testing version to spur innovation from the community — much like with controller-free hand tracking.

Of course, working on a feature is never a guarantee that the feature will ship. While it’s fairly likely Facebook will eventually ship a colocation feature, it may be delayed by current events or never ship at all.

What kind of games would you want to play in a shared playspace? Let us know in the comments below.

The post Oculus Quest SDK Reveals Colocation API Is In Development appeared first on UploadVR.

PSVR und SteamVR: Time Carnage erscheint im April

Der VR-Survival-Shooter Time Carnage von Entwicklerstudio Wale Interactive (bekannt für ihren VR-Titel Don’t Knock Twice) soll Mitte April für PlayStation VR (PSVR), Oculus Rift und HTC Vive erscheinen. Der actiongeladene Wave-Shooter lässt die Spieler durch die Zeit reisen, um in First-Person-Perspektive gegen das Best of aller Sci-Fi- und Horror-Monster auf Jagd zu gehen.

Time Carnage – Überlebenskampf durch die Zeit für PC und Konsole

Der VR-Shooter Time Carnage ist ein klassischer Wave Shooter mit Roomscale VR, der euch in die Rolle eines Elitesoldaten versetzt, um in einer futuristischen Sci-Fi-Welt durch die Zeit zu reisen.

Während eurer Zeitsprünge reist ihr in die unterschiedlichsten Umgebungen, die ihre ganz eigenen Bewohner beheimaten. So besucht ihr postapokalyptische Welten, futuristische Riesenmetropolen und prähistorische Dschungellandschaften, in denen ihr auf Horden von Feinden trefft. Diese könnten verschiedener nicht sein: Von Dinosauriern über Zombies bis hin zu Robotern begegnen euch so ziemlich alle bekannten Monstertypen aus diversen Genres. Für Abwechslung an Kugelfutter ist also gesorgt.

Time-Carnage-Oculus-Rift-HTC-Vive-PlayStation-VR-SteamVR

Damit ihr euch nicht unvorbereitet in die Schlachten stürzt, dürft ihr aus einem großen Waffenarsenal von rund 25 Varianten auswählen. Dabei sind allerlei Kombinationen aus Einhand- und Zweihandwaffen möglich, sodass für jeden Spielstil etwas dabei sein sollte. Zudem könnt ihr mit Fortschreiten des Spiels nützliche Upgrades finden, um eure Lieblingswaffen aufzuwerten und Spezialfähigkeiten freizuschalten.

Time-Carnage-Oculus-Rift-HTC-Vive-PlayStation-VR-SteamVR

Als Spielmodi dürft ihr zwischen der 16-stufigen Kampagne und einem Aracde-Modus wählen, der mit 20 verschiedenen Herausforderungen und Belohnungen winkt. Zur besonderen Würze gibt es während des Durchspielens diverse nützliche Zeitanomalien, die euch als Power-ups kurzzeitig Spezialfähigkeiten verleihen. Dadurch ist es beispielsweise möglich, die Zeit anzuhalten und euch somit einen strategischen Vorteil zu verschaffen.

Time Carnage soll am 16. April für Oculus Rift und HTC Vive auf Steam erscheinen. Zudem soll eine Retail-Version für PlayStation VR (PSVR) erhältlich sein.

Wir werden euch über ein genaues Veröffentlichungsdatum und weitere Meldungen zum VR-Shooter auf dem Laufenden halten.

(Quellen: Upload VR | Wales Interactive | Video: Wales Interactive Youtube)




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Hands-On: ‘Overturn’ is a Serviceable Fast-paced VR Shooter But Missing a Standout Feature

Described as an “action-puzzle adventure game”, Overturn’s puzzle elements play a secondary role; the game weighs heavily on fast, first-person action, combining projectile weapons and frantic melee combat with fists, shields, and blades. Overturn is available now on Steam for HTC Vive and Oculus Rift; it is also in development for PSVR.

Waking up in a laboratory complex, you’re immediately introduced to the game’s narrative design, which is text-based, describing your character’s thoughts in the centre of your vision. It’s a welcome choice in this case, as even the best voice talent would struggle to deliver this questionable script in a convincing manner. Once you begin exploring the laboratory, you’ll find the text ‘checkpoints’ already laid out across the level—similar in appearance to Valve’s ‘developer commentary’ text bubbles—hardly conducive to maintaining immersion.

Image courtesy YJM Games

Floating text aside, Overturn delivers a sharp presentation, with intuitive menu systems, useful tips placed logically in the game world, and slick environments, lighting, and effects. Production values aren’t sky-high, but there are atmospheric moments, particularly when it goes dark and you’re given a flashlight (I just wish it could be held it in both orientations), and levels have been designed intelligently to play to the strengths of VR. The anime-style character design might not be to all tastes, but it is less exaggerated than the work-in-progress footage (and the studio’s previous title that appears to be based in the same universe, Smashing The Battle VR) and works well with the overall aesthetic.

VR FPS locomotion enthusiasts will be pleased to hear the game offers both freeform ‘traditional’ movement input for those who want to glide around smoothly, and teleporting with snap turning for those susceptible to VR sickness. The teleport option is well-implemented, limiting the jump distance so you can’t ‘cheat’ the system too much, and the fuzzy visual blur on each transition is surprisingly effective. Snap turning is also welcome, but the rotation might benefit from being even faster, if not instant.

Image courtesy YJM Games

Overturn’s straightforward level progression is well-judged in terms of pacing, introducing the player to melee combat with fists on a few basic enemy types, before offering grenades and laser weapons. The blocking system works well enough, bringing your hands together to defend as you would in boxing, but the actual punching—and eventually blade-swinging—can quickly regress into wild hand-flailing, particularly on ‘Easy’. ‘Normal’ difficulty is challenging enough to warrant a more deliberate approach at times, but there is a distinct lack of nuance to the close-quarters combat, with little in the way of impact animation. Ranged weapons fare much better, and the grenade-throwing physics are intuitive.

Image courtesy YJM Games

Once you meet Magi, a mysterious girl with incredible powers, the game steps up several notches, and combat becomes more frantic and varied. Magi follows you around, offering a range of power-ups including ‘Time Slow’; as always, slow motion combat is endlessly enjoyable in VR. She can also craft health packs, which you consume by holding them up to your face, and you need to maintain her energy and health too. Battle arenas begin to introduce cover, which, as with all VR FPS games, becomes useful in a more organic way than traditional cover mechanics played on a flat display, as players will naturally gravitate to walls to physically hide/duck behind.

Image courtesy YJM Games

Enemy types and boss battles are also varied, and the game introduces new weapons and mechanics at an enjoyable pace. Since its recent launch on Steam, Overturn has grappled with enemy balancing, with the ‘Normal’ mode being rather too difficult at times. After a few rounds of updates, the game is in a better place, while still offering a serious challenge. There isn’t a stand-out feature, and its presentation is dripping with clichés, but Overturn is weirdly compelling enough to retain my attention.

The post Hands-On: ‘Overturn’ is a Serviceable Fast-paced VR Shooter But Missing a Standout Feature appeared first on Road to VR.

TimeLock VR für HTC Vive veröffentlicht – derzeit Rabatt auf Steam

Escape Rooms erfreuen sich sowohl in der Realität, auf dem Smartphone sowie in der virtuellen Realität derzeit großer Beliebtheit. So betreibt beispielsweise Team Escape mit Capcom einen Resident Evil 7 Escape Room und auch auf Steam und im Oculus Store sind diverse VR-Erfahrungen in ähnlichem Stil spielbar. Das frisch veröffentlichte Spiel TimeLock VR von Whale Rock Games erfindet das Rad des Genres dabei nicht neu, es bringt allerdings einige innovative Neuerungen mit.

Timelock VR: Escape Room, Zeitreise und Bosskämpfe

Timelock VR: Episode 1 von Whale Rock Games wurde am 9. August 2017 auf Steam für HTC Vive veröffentlicht. Die VR-Erfahrung setzt auf das bereitgestellte Room-Scale-Tracking der Vive und führt den Spieler in verschiedene Räume, aus denen er entkommen muss. Dabei sind kreative Lösungswege gefragt, denn die Rätsel in den Escape Rooms sind anspruchsvoll gestaltet. Der Spieler muss auf seinen Weg in die Freiheit sämtliche Objekte innerhalb eines Raums untersuchen und benutzen.

TimeLock-VR-Steam-Whale-Rock-Games-HTC-Vive

Ihr schlüpft in die Rolle eines Agenten, der von einem Unternehmen engagiert wurde, um Fälle von Zeitreisen zu untersuchen. Dafür könnt ihr auf diverse futuristische Werkzeuge zurückgreifen, die es euch erlauben die Zeitstränge zu manipulieren. So könnt ihr die Vergangenheit ändern, um Rätsel und Probleme in der Gegenwart zu überwinden, oder die Zeit verlangsamen. Doch ihr seid nicht alleine bei der Arbeit, denn der Quantencomputer S.T.A.S.I.S. steht euch mit Ratschlägen und Hilfe zur Seite. So öffnet ihr Türen, bewegt Objekte oder werft Gegenstände durch die Zeit, um vorwärtszukommen.

Doch das ist noch nicht alles, denn während eurer Zeitreisen stoßt ihr auf Feinde, die euch ans Leder wollen. Sogar Bosskämpfe stehen auf der Tagesordnung. Um diese zu bestehen, wählt ihr aus einem Arsenal an Waffen und den besagten Zeitreisetools. Neben den Kämpfen gilt es auch, unterschiedliche Minispiele zu bestehen.

TimeLock VR ist bis zum 16. August 2017 für 8,09 Euro auf Steam erhältlich. Danach kostet das VR-Spiel 8,99 Euro.

(Quellen: VRFocus | Steam | Video: VRgamecritic Youtube)

Der Beitrag TimeLock VR für HTC Vive veröffentlicht – derzeit Rabatt auf Steam zuerst gesehen auf VR∙Nerds. VR·Nerds am Werk!