Varjo Cuts Price of High-end Aero PC VR Headset by 50%

Varjo, the Finland-based creator of high-end XR headsets, announced their businesses and prosumer-focused SteamVR headset Aero is now permanently 50% off its original $2,000 price tag.

Aero is essentially a pared down version of the company’s strictly enterprise headsets, offering industry-leading fidelity and advanced features such as eye-tracking.

Released in October 2021, Aero was (and still is) the company’s least expensive headset; it’s now priced at $990 (€990), bringing the Helsinki, Finland-based company into a new price segment which its hoping will appeal to at-home simulator fans.

Photo by Road to VR

Ther news was revealed at during the company’s hour-long ‘Aeroversity’ livestream celebrating the device’s two years since launch. Besides the price drop reveal, Varjo focused heavily on the headset’s use in both driving and flight sims.

When we reviewed Varjo Aero in late 2021, we called it the “dream headset for VR simmers who aren’t afraid to trade cash for immersion,” as it offered some pretty stunning clarity (35 PPD) that’s beaten only by the company’s more expensive headsets.

Notably, the $990 package doesn’t include SteamVR base stations and motion controllers, making it appeal mostly to users already in the SteamVR tracking ecosystem. What’s in the box: Varjo Aero headset, VR adapter, power supply unit with 6 x power plugs (EURO, UK, US, AUS, KOR, CHN), in-ear headphones with microphone, user guide, cleaning cloth.

The price drop looks to be, in part, a response to the growing number of new PC VR headsets offering higher resolution micro displays, notably with the Bigscreen Beyond leading the charge at $1,000 for just the headset, which includes 2,560 × 2,560 (6.5MP) per-eye resolution microOLEDs clocked at 75/90Hz.

Check out the specs below:

Varjo Aero Specs

Resolution 2,880 x 2,720 (7.8MP) per-eye, mini-LED LCD (2x)
Refresh Rate 90Hz
Lenses Aspheric
Field-of-view (claimed) 134° diagonal, 115° horizontal (at 12mm eye-relief)
Optical Adjustments IPD (automatic motor driven)
IPD Adjustment Range 57–73mm
Connectors USB-C → breakout box (USB-A 3.0, DisplayPort 1.4)
Cable Length 5m
Tracking SteamVR Tracking 1.0 or 2.0 (external beacons)
On-board cameras 2x eye-tracking
Input None included (supports SteamVR controllers)
Audio 3.5mm aux port
Microphone None (supports external mic through aux port)
Pass-through view No
Weight 487g + 230g headstrap with counterweight

Star Wars: Rise Of The Resistance Shows Why Disney Parks Are The Ultimate VR

The Walt Disney Company’s position on VR isn’t exactly encouraging to the medium’s enthusiasts. Across several years, CEO Bob Iger offered the occasional statement downplaying VR’s role for attractions. And the newly opened Star Wars: Rise of the Resistance attraction is a great example of just how far actual VR has to go before it can reach the same sensory-encompassing heights.

Outside Disney Parks The VOID partnered for Avengers, Wreck It Ralph and Star Wars attractions. Facebook also paid what I imagine is an unholy amount of money to get Vader Immortal made exclusively for Oculus VR headsets in 2019.

Within Disney parks, though, the fundamental limitations of current VR headsets keeps the technology from powering its attractions in any meaningful way. Sure, Disney employs VR technology in the attraction design process. Plus, you wear glasses for a convincing 3D effect in Toy Story Midway Mania or Mickey’s PhilharMagic Concert. Even in Soarin’ and the Avatar attraction at Animal Kingdom there’s an ultra panoramic screen and scent effects to increase immersion. None of it is VR entertainment in even the vaguest sense of the term, but at the same time Disney attractions are built to entirely block the outside world and draw you into a fictional story by stimulating senses in all-encompassing ways.

To understand why current generation VR headsets don’t fit Disney’s needs, though, you can just spend time in the backpack loading area for a VOID adventure, or experience the jarring sense of loss when your hand disappears or your arm is represented in the wrong position. To keep its economics strong Disney needs to accommodate everyone, and a mind-boggling number of them everyday, with remarkably few failures. Current VR headsets can’t do that.

But there’s an argument to be made that Disneyland represents the Westworld-like pinnacle of physical simulation. I don’t really want to debate definitions along the reality-virtuality continuum but I think there is meaning in looking at what Disney Parks offer compared to the entertainment value of a VR headset. After all, in both Disney Parks and VR software a fabricated environment is populated by characters meant to to entertain visitors.

Through this lens is how I recently experienced Star Wars: Rise Of The Resistance at Disneyland.

Joining The Resistance

I walked out of the attraction by pushing a gate open to re-enter Star Wars: Galaxy’s Edge and it was as if I had walked between two levels of simulation. Why are there shops selling merchandise I’d wear on Earth? Why does the sky look like Southern California’s? Rise Of The Resistance was such a surprising and complete experience that Disney’s most immersive area seemed like a facade by comparison. And comparing the current home VR standard of Quest or Index to either Disney-built venue is to compare a full experience to one in VR that is hollow, locomotion-limited, field of view-constrained, and tied to a single focal plane that is capable of only stimulating about half your senses.

I’d like not to spoil Rise Of The Resistance for people who plan to visit it soon. I went into it completely oblivious and I’d recommend that to others. I planned a trip to Disneyland with my family which just happened to coincide with opening weekend for the attraction. So when I tapped the app precisely at 8 am to try and reserve a spot, a park full of guests tapped their phones at the same time. We nabbed a spot though and were admitted around 2 pm.

The biggest spoiler on this page, by the way, is in the video below. The video, however, is only from the brief introduction to the attraction.

Unparalleled Use Of Space

Everything within arm’s reach in Rise Of The Resistance is touchable. You press against physical walls or floors and grab rails and feel real solid resistance with any part of your body. Facebook researchers suggest we may still be a decade or more away from haptic hands that can simulate certain aspects of human touch. That means there’s a long time for Rise Of The Resistance to represent one of the world’s most impressive and complete illusions.

From small vibrations to heavy lurches, the biggest gap between the best VR of 2020 and the complete illusion of Disney’s newest attraction is the way physical feedback relates to 1:1 movement through space. Rise Of The Resistance is a multi-room adventure and its most engrossing moments come in the transition between spaces, providing unexpected moments that seem fundamentally impossible with “room-scale” home VR or even the multi-room waist-high physical walls that bound many VOID encounters. Sure you may have seen a jaw drop in a VR headset, but this attraction made a room full of jaws drop simultaneously in view of the true scale of Imagineering accomplishment.

I cannot say enough about the sense of awe drawn out by first forcing the visitor to focus on their sense of balance, steeling oneself to being artificially shuffled about while standing, and then suddenly feeling a rush of air — and perhaps the smell of an entirely different place — calling through an open door.

That’s about as close to a spoiler as I’ll provide but suffice it to say that modern VR software employs cinema-like fade to black, instantaneous teleportation, stick-based locomotion, as well as simulated cockpits to convey the passage of distance or time. The magic of Disneyland has always been about walking between fantastic places. Rise Of The Resistance hones this fundamental memory-making premise around an entire four act Star Wars story and delivers it at a scale I’ve never seen before.

To be clear, a lot of what is happening in Rise Of The Resistance is already technically done by other attractions. The early parts can seem familiar when compared to Star Tours or Millenium Falcon: Smugglers Run, for example, but that familiarity is just like the setup for a magician’s trick. The latter parts — essentially acts 3 and 4 in this story — are strung together by the literal act of walking between stages and they elevate this journey to something I’ve never experienced before. That’s the part VR won’t be able to truly touch for a long time.

The end result is a complete and deeply moving story that, to Iger’s point, I am unlikely to see truly replicated by a VR headset anytime soon.

The post Star Wars: Rise Of The Resistance Shows Why Disney Parks Are The Ultimate VR appeared first on UploadVR.

Interview And Demo With The $8,000 Military-Grade Dual 4K XTAL VR Headset At CES 2020

At CES 2020 this week, VRgineers announced a new version of its XTAL high-end headset for enterprise priced at $7,890, including business grade support.

The original XTAL was announced back in summer 2018. For $5,800 it featured dual 1440p OLED panels, 70Hz refresh rate, custom lenses with 180° field of view, eye tracking for automatic IPD, and built in Leap Motion controller-free hand tracking.

This new XTAL ditches OLED for dual 4K LCD displays instead. While VRgineers calls this “8K” (just like Pimax does), it’s important to note that the industry definition of 8K is actually 4 times as many pixels than 4K, not twice. This is because you need to multiply both axis of resolution. Hopefully VR companies stop using misleading terminology for the sake of marketing in future.

For more information read here or watch the interview and demo above.

The post Interview And Demo With The $8,000 Military-Grade Dual 4K XTAL VR Headset At CES 2020 appeared first on UploadVR.

VR Now ‘Very High’ On Microsoft Flight Simulator 2020 Priorities

In an interview with Austrian newspaper Der Standard, the head of Microsoft’s upcoming Flight Simulator 2020 revealed that VR is now “very high” on the list of priorities.

Microsoft’s tone on supporting virtual reality in its next generation flight simulator seems to have shifted over the past few months. Back in late September, the team told YouTubers that it wouldn’t be included at launch but “maybe” would come later.

Less than two weeks later, however, after hearing feedback from the community as to how important VR is for a flight simulator, the sim’s lead committed ‘we will try our darnedest to make it happen’.

This week’s interview suggests that in the months since then, the enthusiasm for VR support among the flight simulator team has grown even stronger. When asked where VR was in the priority list, the sim’s lead responded:

Very high! Asobo and I have years of experience with VR. We know what a lazy and a good implementation look like. We want to bring a good solution, for example by cutting off the cockpit from the rest of the world. Then you can move freely in it, and the world in the background does not start to shimmer. We have started with VR, but we want to do it right.

While the sim is also coming to Xbox, it looks like Microsoft isn’t interested in virtual reality on that platform.

A Truly Next-Gen Simulator

Microsoft Flight Simulator was announced at E3 2019, for Windows 10 and Xbox One. It uses ultra-high resolution aerial imagery from Bing Maps. Machine learning technology in Microsoft’s Azure cloud generates 3D scenery from these images on a global scale. The sim will work offline too, but the world will be significantly less detailed.

Games journalists who have gone hands-on so far have reported the map generation being so accurate that they’re able to recognize their own apartment complex from the air. The graphical realism is also reportedly far ahead of any other simulator on the market. From the screenshots, it almost looks photo-realistic.

Microsoft’s simulator appears to be the true next generation of flight simulators. However, it is difficult to go back to the limited perspective of a 2D viewport once you’ve experienced virtually being in a cockpit. Hopefully the team can manage to get VR support in soon after launch.

The post VR Now ‘Very High’ On Microsoft Flight Simulator 2020 Priorities appeared first on UploadVR.

Microsoft Flight Simulator Won’t Support VR At Launch, ‘Maybe’ Later On

Microsoft’s upcoming next generation flight simulator will not support VR at launch, according to a YouTuber who was given hands-on access at a Microsoft hosted event.

However, Microsoft did apparently tell the YouTuber, Pete Wright, that it would “maybe” come later on, as “perhaps a longer term goal”.

Microsoft Flight Simulator was announced at E3 2019, for Windows 10 and Xbox One. It uses ultra-high resolution aerial imagery from Bing Maps. Machine learning technology in Microsoft’s Azure cloud generates 3D scenery from these images on a global scale. The sim will work offline too, but the world will be significantly less detailed.

Games journalists who have gone hands-on so far have reported the map generation being so accurate that they’re able to recognize their own apartment complex from the air. The graphical realism is also reportedly far ahead of any other simulator on the market. From the screenshots, it almost looks photo-realistic.

The weather data is also pulled in from the live real world conditions, and the ambient AI models real flights happening in real-time. Even natural disasters can be experienced in real-time in the simulation.

Microsoft Flight Simulator

Microsoft’s simulator is clearly the true next generation of flight sims. We’re disappointed that it won’t support VR at launch, as it’s difficult to go back to the limited perspective of a monitor once you’ve experienced virtually being in a cockpit. Nonetheless, we’ll be watching this sim closely as it develops.

For now, we’ll just have to be satisfied with Aerofly FS2 and DCS on Steam.

The post Microsoft Flight Simulator Won’t Support VR At Launch, ‘Maybe’ Later On appeared first on UploadVR.

RoboCo Is An Educational VR Sandbox About Designing Robots

RoboCo (official website) is a unique VR experience designed for kids in grades K-12 to teach engineering and design principles for robotics. Here’s what we thought from a hands-on demo!

Everyone knows that robots are the future. One day they’ll make all of our food, drive our cars, handle most jobs, wipe our butts, and even take care of our kids while we’re too busy getting lost in virtual reality. But until the robots are self-sufficient and can build and design themselves, someone will have to do it. RoboCo is the sandbox builder that lets you do just that.

Developed by Wisconsin-based indie studio Filament Games, RoboCo lets you loose in a warehouse with a toolkit of gadgets and mechanical parts you can use to build the robot of your dreams. That’s if you’re dream robot is one that’s sole use is mediocre sandwich delivery.

“We wanted to create a virtual reality experience that can be used as professional practice,” Filament Games Brandon Pittser told me during a hands-on demo at PAX West. “[To] help people sharpen real world skills that can be used in actual work.”

My time with RoboCo was both hilarious and unproductive (in that I had a difficult time getting a working robot put together.) While a short demo is never enough time to actually experience a good part of a sandbox builder, the silly aesthetic the game has makes the real world-based physics and gameplay mechanics come off as loopy and over-the-top. You laugh and learn, I guess.

Outside of the open sandbox mode where you can build whatever you want, there will be a campaign with various challenges and environments. One I played had me build a sandwich carrying robot on wheels that could bring food across a busy cafe. Once I put together the necessary parts, a flat base, tall pillar, sandwich holding platform, and wheels, I had to actually pilot it across the cafe dodging clumsy humans. It worked about as well as you’d expect it to.

roboco professional sandwich delivery vr

I eventually got the sandwich to the table, but not after a lot of struggle. It wasn’t a painful struggle as I was eager to jump back into redesigning my creation and get that sandwich to the hungry customer. RoboCo could use an easier way to jump between the creation mode where you design a robot and the challenge mode where you control the robot, but most of my experience was accessible and easy to digest.

“This was meant to be a day in the life of a mechanical engineer,” said RoboCo designer Joe Horan. “So initially we looked at how people train engineers and then make it more fun and silly, more engaging, and more appealing to kids. Also less frustrating when you’re dealing with random physics.”

RoboCo started with funding from the National Science Foundation and evolved into a consumer project where you can experiment with different design concepts. You’ll need to incorporate weight, balance, velocity, density, and a number of other factors into your designs.

“It’s focused more on design thinking,” Horan said. “So understanding the constraints of a design problem, iterating on a solution based on testing that you do. There will also be concepts based on the parts you work with too, like if you look at a specific piece you can actually see the multiple smaller parts it’s made up of and learn how it works.”

This is Filament Games first venture into the consumer arena as the studio has mostly worked with educational projects for higher learning. RoboCo is still all about learning applicable skills, but it’s highly gamified and a lot of fun to just sit and play casually.

RoboCo is headed to PC VR and PC on Steam in 2020.

The post RoboCo Is An Educational VR Sandbox About Designing Robots appeared first on UploadVR.

DCS World Update Delivers ‘50% Increase In VR Performance’

DCS World Update Delivers ‘50% Increase In VR Performance’

The next update to DCS World should bring a “50% increase in VR performance”. That’s according to Eagle Dynamics Senior Producer Matt Wagner on the company’s forums.

DCS (Digital Combat Simulator) World is a combat flight simulation game. You pilot a range of military aircraft in training and combat simulations. The base game is free-to-play and includes two aircraft — a modern ground attack jet and a World War 2 era trainer. Other aircraft are purchased as DLC. DCS is highly realistic, aiming to accurately simulate every detail of the cockpit of the aircraft it offers.

DCS first added VR support back in 2015, supporting the Oculus Developer Kit 2. When the Oculus Rift and HTC Vive launched in 2016 it had support for both. But due to the scale and detail of the simulation, it heavily taxes both CPU and GPU — especially in VR.

The full statement made by Wagner reads:

Earlier we mentioned that we have been working on DCS VR optimization. I have good news today! After much investigation and work, we traced the issue back to the terrain engine. We have since adjusted the terrain engine, and this has resulted in a 50% increase in VR performance! We will continue to test and optimize this further, but we hope to have this great improvement to you soon.

It’s not certain whether this performance improvement will also benefit non-VR players. The improvements should be a big help to some folks who tried the game in VR but didn’t see good enough performance to make it playable.

Tagged with: , ,

The post DCS World Update Delivers ‘50% Increase In VR Performance’ appeared first on UploadVR.

Dream Match Tennis VR: Realistische Tennissimulation für PSVR

Entwicklerstudio Bimboosoft (bekannt für Rollercoaster Dreams) kündigte einen neuen VR-Titel an, der besonders das Interesse tennisbegeisterter Konsolenbesitzer auf sich ziehen dürfte: Dream Match Tennis VR für PlayStation VR (PSVR) erlaubt es Spielern, den Schläger auf einem virtuellen Tennisplatz unter physisch realen Bedingungen zu schwingen. Ein Veröffentlichungsdatum ist derzeit noch nicht bekannt.

Dream Match Tennis VR – Authentische Tennissimulation für PSVR

In Dream Match Tennis VR dürfen Spieler ihre Fähigkeiten auf dem virtuellen Tennisplatz unter Beweis stellen, in dem sie unter authentischen Bedingungen gegen ihre Kontrahenten antreten. Im Famitsu-Magazin tauchten erste Screenshots und Eindrücke des kommenden Sporttitels auf, die eine realistische Spiel-Engine versprechen.

So soll sich das simulierte Schläger-Handling wie auch die Ballbewegung genauso wie mit einem echten Tennisschläger anfühlen. Jeder Aufschlag und Schlagabtausch sorgt für ein authentisches Spielgefühl, denn Schlagwinkel und Schwung nehmen Einfluss auf die Flugbahn des Balls. Dadurch soll es möglich sein verschiedene Trickschläge wie den Topspin auch im Spiel umzusetzen, wodurch jeder Aufschlag und Schlagabtausch für spannende Runden sorgen könnte. Um das natürliche Spielgefühl zu verstärken, setzt man auf eine künstliche AI namens Snnitie, die sich an das Verhalten und die Bewegungen des Gegenspielers anpasst. Dadurch wollen die Entwickler für ständig neue Herausforderungen auf dem virtuellen Tennisplatz sorgen.

Dream-Match-Tennis-VR-PlayStationVR-PSVR

Laut den Entwicklern ist der VR-Titel bereits zu 95 Prozent fertiggestellt. Ein genaues Veröffentlichungsdatum sowie weitere Informationen über beispielsweise einem Multiplayer-Modus nennen die Entwickler aktuell jedoch noch nicht.

Das Studio Bimboosoft ist bekannt für ihre Achterbahnsimulation Rollercoaster Dreams, die ebenfalls für PlayStation VR (PSVR) erschien. Innerhalb des VR-Titels können Spieler ihre eigene Achterbahn entwerfen und gleichzeitig einen Freizeitpark organisieren, allerdings konnte der Titel nur wenig überzeugen. Man kann nur hoffen, dass es mit dem Tennisspiel besser klappt.

Dream Match Tennis VR soll für PlayStation VR (PSVR) erscheinen. Wir werden euch über neue Informationen auf dem Laufenden halten.

(Quellen: VR Focus | Video: PlayStation Youtube)

Der Beitrag Dream Match Tennis VR: Realistische Tennissimulation für PSVR zuerst gesehen auf VR∙Nerds. VR·Nerds am Werk!

Together VR: Ab dem 3. April mit Mei den Tag verbringen

Hoshihara Mei steht im Mittelpunkt der VR-Erfahrung Together VR – Being with You , die am 3. April auf Steam für die HTC Vive erscheinen soll. Ob die asiatische VR-Freundin einen auch mit virtuellen Süßigkeiten füttert, wissen wir zwar nicht, mit Sushi aber schon. Der Entwickler Aurora Games verspricht eine „paarweise Interaktion“. Außerdem sollen Mini-Spiele dabei helfen, die gemeinsame Zeit interessanter zu gestalten.

Together VR: Mei ab April bei Steam

PlayStation-VR-Besitzer haben ihr Summer Lesson, für die HTC Vive kommt Together VR – Being with You. Wie der Titel schon andeutet, darf man in dem Spiel in das Haus einer virtuellen Freundin einziehen. Hoshihara Mei studiert laut Beschreibung im dritten Jahr Mode-Design und ist japanisch-chinesischer Abstammung. Dabei arbeitet sie nicht nur als Model, sondern erfreut sich auch an Cosplays. In Together VR verlebt man den Alltag gemeinsam und kann beispielsweise zusammen essen, wobei einen Hoshihara Mei mit ihren Essstäbchen schon mal ein Sushi herüberreicht. Der Entwickler verspricht, dass man in der virtuellen Wohnung beispielsweise auch krabbeln oder sich hinlegen kann – womöglich unterstützt der Titel die Vive Tracker für eine Ganzkörper-Erfassung. Außerdem soll es Situationen geben, in denen es um Leben und Tod gehen.

Together VR HTC Vive

Was genau Aurora Games damit meint, ist allerdings noch nicht ganz klar. Sicherlich nicht die Mini-Spielchen wie Dart oder Schere, Stein, Papier (wir hätten uns lieber eine Umsetzung von Stein, Papier, Schere, Echse, Spock gewünscht). Aber vielleicht die Space-Shooter-Sequenz, die zwischen den lieblichen Screenshots wie aus einem völlig anderen Spiel zu stammen scheint.

Together VR HTC Vive

In den Szenen ballert man zweihändig im Wave-Shooter-Stil in einer Sci-Fi-Umgebung, hier scheint ein Ableben unserer Figur also passen zu können. Aber letztlich sind die Spielchen ja nur eine Ablenkung vom Paar-Alltag, denn im Mittelpunkt steht natürlich Hoshihara Mei. Ab dem 3. April soll Together VR – Being with You – auf Steam zur Verfügung stehen. Einen Preis nennt der Entwickler noch nicht. Offiziell wird lediglich die HTC Vive unterstützt.

Der Beitrag Together VR: Ab dem 3. April mit Mei den Tag verbringen zuerst gesehen auf VR∙Nerds. VR·Nerds am Werk!

Happy Manager: Liebes- und Vermieter-Sim erhält erst später PSVR-Support

Das Entwicklerstudio D3 Publisher hatte die VR-Liebes- und Vermieter-Simulation Happy Manager bereits im Jahr 2016 angekündigt, jedoch verzögerte sich die Veröffentlichung bereits mehrmals – wie jetzt auch. Hinzu kommt eine weitere unschöne Nachrichten zum PS4-Titel, denn der geplante PSVR-Support fällt beim geplanten Start im März 2018 weg. Diesem wollen die Entwickler jedoch in einem späteren Update nachgereicht werden.

Happy Manager – Kein PSVR-Support zur Veröffentlichung

Im ursprünglich für PlayStation VR (PSVR) geplanten Titel Happy Manager von D3 Publisher dürft ihr auf Wunsch eurer Tante den Vermieter spielen und das Apartment Happy Manor führen. Dort gibt es auch eine Wohngemeinschaft mit drei Mädchen: Shizuka Sakurai, Barbara Christine Tchibana und Himari Takeuchi. Zu euren Tätigkeiten zählen also nicht die typischen Pflichten eines Vermieters, sondern ihr müsst auch den Mädchen Gesellschaft leisten. Damit dabei keine Langeweile aufkommt, stehen diverse Unterhaltungsräume zur Verfügung. So könnt ihr beispielsweise in einem Schwimmbad gemeinsame Zeit verbringen oder im Sportraum zusammen schwitzen.

Jetzt verkündeten die Entwickler, dass der geplante PSVR-Support vorerst aufgrund diverser, nicht näher spezifizierten Umständen flach fällt. Daher wird die Liebessimulation zunächst nur für PlayStation 4 spielbar sein. Jedoch verspricht das Studio D3 Publisher, dass die VR-Unterstützung mit einem späteren Update nach der Veröffentlichung nachgereicht wird. Außerdem verschiebt sich der Verkaufsstart von Januar 2018 auf den 29. März nächsten Jahres.

In Japan gibt es die Möglichkeit, den PS4-Exklusivtitel vorzubestellen. Die dadurch erhältliche Day One-Edition enthält zusätzliche Sommerkleider sowie eine Schuluniform in verschiedenen Farben für die Mädchen.

Happy Manager soll für PlayStation 4 vorerst lediglich im asiatischen Raum erscheinen. Wann der angekündigte PSVR-Support kommt und ob es jemals zu einer Veröffentlichung im Westen kommt, steht derzeit noch nicht fest. Wir werden euch über Neuigkeiten auf dem Laufenden halten.

(Quellen: VR Focus | Video: D3 Publisher Youtube)

Der Beitrag Happy Manager: Liebes- und Vermieter-Sim erhält erst später PSVR-Support zuerst gesehen auf VR∙Nerds. VR·Nerds am Werk!