Star Wars Day Returns, Here’s How to Celebrate in VR

It seems to come around faster and faster each year, and so once again it’s May 4th, which of course means Star Wars day. Fans love it and everyone else may loath it but the day is now part of geek culture whatever your stance. And when it comes to immersive Star Wars content there’s plenty to choose from, with deals going on as well as special one-day-only content.

Star Wars: Tales from the Galaxy's Edge

So let’s start with the brand new stuff that’s arrived, and that’s getting fit in Supernatural on Meta Quest. The fitness app is hosting a special promotion with an exclusive Star Wars Day workout. Supernatural’s  Coach Doc will take players on a heart-pumping workout featuring some of the franchise’s most famous tracks. These are; Main Title, Imperial Attack; Cantina Band, The Imperial March and The Throne Room & End Title.

Do be aware, however, that Supernatural is not only a subscription-based app ($19/month or $179/annually) but its also region locked to North America. So not all Star Wars fans worldwide can access the content.

If you do own a Meta Quest 1 or 2 then not to worry, there are still plenty of other ways to enjoy Star Wars Day. Until 11:59 pm PT on 5th May (7:59 am BST 6th May) there are a bunch of deals available via the Oculus Store, reducing prices by up to 50%.

Star Wars Pinball VR

Meta Quest will also be at Walt Disney World Resort until 21sy July where guests can preview ILMxLAB’s Star Wars: Tales from the Galaxy’s Edge and get free stuff!

As for the rest, here’s all the home Star Wars VR content gmw3 could find:

Should any more Star Wars games come to VR then gmw3 will let you know.

How to Enjoy Star Wars day in VR

Vader Immortal

Love it or loathe it there’s no getting away from the sci-fi juggernaut that is Star Wars. Especially since the franchise highjacked May 4th thanks to its similarity with a famous phrase from the films. There are plenty of celebrations going on such as Steam’s limited-time deals but what about VR? Here VRFocus has complied how you can celebrate Star Wars Day using the latest immersive tech.

Star Wars - Porg

Gaming

  • Vader Immortal: A Star Wars VR Series

If you own an Oculus Quest or Oculus Rift/Rift S then your first port of call should be Vader Immortal: A Star Wars VR Series. Exclusive to the Oculus platform, the series isn’t a fully blown videogame, rather mixing interactive elements with cinematic scenes.

Nevertheless, the series is still treated as canon for those diehard Star Wars fans, with its storyline set between Revenge of the Sith and A New Hope. You get to wield the force, test your lightsaber skills out in a dojo and fight Darth Vader, what more could you want?

The series is set across three instalments each retailing for £7.99 GBP. Check out VRFocus’ review of Vader Immortal: A Star Wars VR Series to see what we thought.

Just announced today, Vader Immortal: A Star Wars VR Series will be coming to PlayStation VR summer 2020.

  • Star Wars: Droid Repair Bay

Released back in 2017 and created by ILMxLAB, Star Wars: Droid Repair Bay tasks you as an astromech technician for the rebels with repairing BB-8 and his droid friends.

With an official story linked to Star Wars: The Last Jedi, the videogame is all about getting these droids ready back into the fight against the First Order.

Completely free, Star Wars: Droid Repair Bay is available on Steam for Valve Index and HTC Vive, or if you have one laying around Samsung Gear VR.

  • Trials on Tatooine

Another freebie for HTC Vive and Valve Index owners, Star Wars: Trials on Tatooine is one of the earliest (if not the earliest) official titles for VR headsets.

Set on the desert world of Tatooine, you get to repair the iconic Millennium Falcon and defend droid hero R2-D2 from incoming stormtroopers using a lightsaber.

Star Wars: Droid Repair Bay screenshot
  • Star Wars: Project Porg

A title likely few will play due to its exclusivity to Magic Leap 1, Star Wars: Project Porg was a mixed reality (MR) experiment by ILMxLAB.

Centred around the fluffy little bird-like creatures called Porg which appeared in Star Wars: The Last Jedi, this is essentially a pet simulator where you have to keep the Porg’s healthy and entertained.

  • Star Wars: Jedi Challenges

Hailing back from 2017 when smartphones were still being used for VR purposes, Star Wars: Jedi Challenges was unusual in the fact that it was an augmented reality (AR) experience which required a headset specifically designed for the title, the Lenovo Mirage AR.

The original headset came with a replica lightsaber but you needed a compatible smartphone and a spare £250. The kit was relaunched last year with new controllers and MARVEL Dimension of Heroes but still tanked. No longer available on Lenovo’s website, the headset can still be found on Amazon’s US site for around $64 USD.

  • Star Wars: Secrets of the Empire

A location-based entertainment (LBE) experience from The VOID which certainly would’ve been packed today had it not been for COVID-19 lockdown measures, Star Wars: Secrets of the Empire is worth a visit when restrictions ease.

A multiplayer title for up to four people, Star Wars: Secrets of the Empire offers untethered VR gaming set on the molten planet of Mustafar. Providing what The VOID calls a ‘hyper-reality experience’ which involves heat, wind and other elements to increase immersion, you’re dressed as Stormtroopers infiltrating an Empire base. With puzzles to solve and blasters to shoot enemies, this is another title which is treated as canon, created in partnership with ILMxLAB.

Star Wars: Secrets of the Empire

Entertainment

Of course, you may want to spend today watching all the films, animation series and other Star Wars content. Unless you own any of it on DVD or BluRay then the only way to do this now is through streaming service Disney+.

Unlike Netflix which does have a VR app, Disney+ doesn’t, so you’ll need to use desktop mirroring services like Bigscreen Beta or Virtual Desktop. Disney+ currently offers a 7-day free trial, so sign-up online to start your week-long binge.

Either app makes it relatively easy to mirror your desktop into a VR headset like Oculus Rift, Valve Index or HTC Vive. VRFocus uses Bigscreen Beta in conjunction with Oculus Quest for example. While not as handy as a dedicated app, the method still offers a decent VR solution.

And that’s your lot. If VRFocus has missed any other content or ways of enjoying Star Wars in VR do let us know in the comments below.

Star Wars Arrives at Manchester’s IMAX VR Centre

In celebration of the launch of Lucasfilm’s Star Wars: The Last Jedi, fans can now join the Force and step into the Star Wars universe with two virtual reality (VR) experiences at the newly launched IMAX VR Centre at the ODEON at intu Trafford Centre. Star Wars: Droid Repair Bay, the official VR experience for Star Wars: The Last Jedi, and Star Wars: Trials on Tatooine are both now available to all who visit the centre.

Star Wars: Droid Repair Bay screenshot

In Star Wars: Droid Repair Bay participants take on an important role as an astromech technician aboard General Leia’s ship to fix BB-8 and his droid friends. In Star Wars: Trials on Tatooine, users can repair the iconic Millennium Falcon and wield a lightsaber to defend R2-D2 from incoming stormtroopers.

Star Wars: Trials on Tatooine was originally revealed at the Game Developers Conference (GDC), San Francisco, last year, and has since been made available for Oculus Rift and HTC Vive. VRFocus got hands-on with the experience at the time of its reveal, stating in a preview of Star Wars: Trials on Tatooine: “As Stormtroopers approach the player is told to keep R2-D2 out of danger. Any Star Wars fan worth their salt immediately translates this as deflect blaster shots using their newly equipped lightsaber.”

Other VR experiences currently available at the first IMAX VR Experience Centre in Europe include Justice League: An IMAX VR Exclusive, where users step into the shoes of the iconic DC Super Heroes including Batman, Wonder Woman, Superman, Flash and Aquaman; Space Flight, where you can experience the exhilarating feel of a space jet take off; Star Trek: Bridge Crew “Rescue at Perseph”, a multiplayer experience that takes place on board the Federation starship where you are responsible for firing phasers, plotting a course and bringing the ship to warp, and Eagle Flight a multiplayer experience offering the freedom of flight along with the thrill of aerial combat.

Justice League VR: The Complete Experience screenshot

The IMAX VR Centre is located in the lobby of the ODEON at intu Trafford Centre, and consists of 10 “pods” to allow multiple players to enjoy interactive VR experiences in an extremely social environment. The content at the IMAX VR Centre will be updated regularly, and VRFocus will keep you updated with all the latest details.

New Report from ILMxLab & Disability Visibility Project Shares Insights on VR Accessibility Design

The Disability Visibility Project recently published a report that highlights the accessibility issues relating to VR users with disabilities. This follows a survey created by Disability Visibility Project founder Alice Wong in partnership with Lucasfilm’s ILMxLab, which covered user experiences, accessibility issues, and ideas about VR for people with disabilities.

79 VR users with disabilities from around the world participated in the survey, offering insights into their experiences with VR technology. Of the 98 different types of disabilities described, the most common were deafness, arthritis, scoliosis, cerebral palsy, autism, asthma and PTSD. ILMxLAB helped to promote the survey, and users’ experiences with their VR game Trials on Tatooine (2016) was an optional section.

The report offers six key takeaways from the survey: accessibility should be integrated into VR software from the start, VR software/hardware needs maximum flexibility and customisation, developers should interrogate cultural norms and diversify representation, be sensitive to the diverse and varied communities and disability types, and VR development teams should hire disabled people. A large portion of the report sheds light on the specific challenges that disabled users face when using VR hardware and software.

Barriers to Use

6-DOF headsets (of which 79% of participants use) are generally more problematic as developers take advantage of the positional tracking, which often follows an expectation that the user can move more freely in a wide space. 3-DOF headsets (used by 63% of participants) have their own problems too, such as the fixed menus using small text. In terms of VR activities, the most common difficulties are balancing while standing, crouching, standing, physical locomotion, and raising/extending/moving arms. Other difficulties that received several mentions include holding/gripping objects, sensitivity to light, seeing, moving fingers, thinking, remembering, or concentrating, and sensitivity to flashing lights or visual patterns.

The report offers many choice quotes from participants, who describe their difficulties in more detail. For example, in relation to balancing while standing, one user writes “I’m unable to stand to use VR. I need to be seated with the backrest at just the right incline, and with the right padding / firmness. I’ve only ever found 2 seats that don’t increase my pain, and currently the one that works best is my wheelchair, which obviously doesn’t swivel like an office chair, so as well as being unable to stand, I’m unable to physically rotate, which is fairly frustrating and impacts the majority of the VR experiences I try.”

“The Vive is hard to use because I have to hold the controllers and push my wheelchair around at the same time,” says one user in relation to VR locomotion challenges. “Hard to turn. Easy to bump into walls even with chaperone because my radius is wider.”

SEE ALSO
Developer Makes VR Accessible to Physically Disabled with Custom Locomotion Driver

One user firstly noted some positives to VR imaging: “VR allows me to see far clearer than I do with my natural eyesight, giving me far more detail in both objects in the distance as well as holding objects up close. I also experience depth perception in VR, where normally I have diplopia (Double Vision).” But they go on to describe issues with light sensitivity. “One area I do have difficulty with is if the screen suddenly goes very bright, I can be dazzled and lose focus, another being small text, or text that is tracked in the centre of my view.”

Some participants appear to be unable to use VR at all, fearful of visual triggers. “I’m afraid to try and risk a migraine. I already have to avoid various media with strobe lights, flashing effects and too much blurring.”

“I am sensitive to loud noises and flashing lights/images,” says another participant. “I am not interested in VR because I won’t be able to predict or control these features. I also cannot use shared headsets/gear because of the chance I could be contaminated by gluten or allergy triggers.”

For others, the challenge is in hardware setup, requiring assistance to wear a headset. “My cerebral palsy makes it impossible for me to take my device out of the case… therefore I can’t participate in VR without assistance. I would like to be able to set it up by myself, because I often have episodes of anxiety, depression, and pain while I am alone. I use VR to treat those things.”

Developer Recommendations

Certain issues highlighted in the report are also relevant to the wider VR user base, such as potential motion sickness, and cable management. Some existing problems will naturally improve as the technology advances; for instance, the difficulties in reading text due to the low resolution, and being able to communicate via gestures will dramatically improve as motion controllers and hand tracking evolves, but others require more consideration from developers to make their experiences more accessible and customisable.

One user asks for alternative button mapping to be a default feature across the board, as it would be “so much easier for the disabled gamer to choose the option of which button is suitable for them to play that particular game”, and another requests the option for alternatives to motion controls: “I’ve seen traditional games with VR components lock out traditional control methods when a VR headset is being used. This isn’t right! I should always be able to use a gamepad coupled with a VR headset to play games, especially games that’d normally support a VR headset.”

There are requests to pay more attention to text and captioning, in terms of their appearance and flexibility. “Tactile objects like clipboards, whiteboards, and posters that can be moved are great because we’re able to find the right place to stand and look at it. If a text box floats right in front of us wherever we look, forcing us to cross our eyes, and can’t move closer, we won’t be able to read it.”

Several statements discuss accommodating the seated user. “Remember that we exist,” writes one participant. “We share this space with able bodied people and as it stands it’s very difficult for us to use this new experience without a lot of pain or even at all.”

“Make height adjustments available and movements such as bending and crouching optional,” suggests another. “Right now I have to take off my headset and put it to the ground to bend down and watch a screen to see what I’m doing.”

Another participant offers a different view: “Games are very hostile to people with any kind of motor disability. However I am not asking for games to be tailored for me or people like me. Get the market as wide as you can as fast as you can and someone will make products I can use without damaging the potential of VR. Having said that, I would not be opposed to a disabled setting that allowed people to play from a more limited field of view and sitting.”

SEE ALSO
Katie Goode on VR Accessibility & Designing for Users with Disabilities

Many users with restricted movement request more options in terms of locomotion, button inputs and motion controls; visual and hearing impaired users request more specific options for graphics and audio; software flexibility is key. With so many possible considerations, an important suggestion is to involve people with disabilities from the start of the process, or at the very least as part of the testing phase. “Ultimately, get people with disabilities to help create and test your experiences before you ship them!” writes one user. “Surveys are helpful to the cause, but until you get people with disabilities creating and testing VR experiences, there’s only so much data can do to help.”

Potential for Enrichment

While the participants lament the many hardware and software challenges relating to disabilities, the report also highlighted the positivity and excitement about VR’s potential to enrich lives and enable otherwise impossible experiences.

“I’m excited by the illusion of traveling free of the confinement of my body. This would hold true of anyone, with and without a disability. But VR opens up the possibility of being able to walk in the woods and feel surrounded by trees and the sounds of the forest.”

Another user sees VR as a great equaliser, writing “I can do things in VR, like drive a car that I can no longer safely do in real life. And, like healthy people, I can do and see things in VR that I could never do in real life.”

“I think VR for people with disabilities has tremendous potential in almost all areas of life. I think it has incredible educational and recreational potential and I also think it has the ability to provide life simulation activities that could encourage more personal development and growth in a fun way. I think VR experiences of all kinds should be available to people with disabilities and that there are specific things like driving simulators and life simulation experiences that could be of real benefit to the disability community.”

The post New Report from ILMxLab & Disability Visibility Project Shares Insights on VR Accessibility Design appeared first on Road to VR.

May the Force be with you as Star Wars: Trials on Tatooine Lands on Viveport

As any reputable Star Wars fan will know, tomorrow is Star Wars Day – or May 4th to be exact – and usually there’s all sorts of promotions, reveals, announcements and anything else to do with the franchise. And virtual reality (VR) is no different. Today HTC Vive has announced that Star Wars: Trials on Tatooine will be coming to Viveport to celebrate the event.

Star Wars: Trials on Tatooine was an experiment by ILMxLAB to create a short immersive experience set in the sci-fi universe. The experience is actually new in anyway – it launched last July on Steam for free – but with HTC Vive aggressively promoting Viveport with more content and its subscription service, now users can dive into the sands of Tatooine.

star_wars_trials_on_tatooine_1

As a special bonus the developers behind the app will feature in a behind the scenes Facebook video. The stream will begin at 1pm PT (4am ET/9PM GMT) on 4th May via the HTC Vive Facebook Page.

Taking place on the renowned planet, Star Wars: Trials on Tatooine gives players the opportunity to repair the iconic Millennium Falcon, and defend the plucky droid hero R2-D2 from incoming stormtroopers with their lightsaber.

ILMxLAB answered several questions on a HTC Vive blog post about the experience, saying: “Trials on Tatooine began as a test, a question, really: can we render the Millennium Falcon from Star Wars: The Force Awakens at 90 frames per second? That’s all we wanted to do. But of course, we couldn’t help ourselves from adding a bit of movie magic to the experiment, complete with animation, a Tatooine environment, and surround sound from the experts at Skywalker Sound. This was our first taste and green light to keep exploring and pushing the interactivity of this new medium as the future of storytelling.”

“Trials on Tatooine was ILMxLAB’s first foray into real-time rendering and with it came a lot of lessons learned. We are so excited to be expanding and building upon our Trials on Tatooine foundation on projects such as the Darth Vader VR story experience and Meet BB-8″

VRFocus will continue its coverage of ILMxLAB’s VR projects, reporting back with any further updates.

Short VR Is Here To Stay, And That Isn’t A Threat

Short VR Is Here To Stay, And That Isn’t A Threat

We need to have better understanding of why short VR experiences are going to thrive, even if a little price adjusting needs to take place.

You see, it’s all about expectations, and the ones we carry as media lovers. As gamers, a lot of the time we equate length with value. Just look at past controversies like Konami charging for the 30 – 60 minute-long Metal Gear Solid V: Ground Zeroes, and how we celebrate the hundreds of hours of content on offer in sprawling RPGs like Fallout and The Witcher. “If a game is going to charge $60 of your hard-earned money, it better offer enough entertainment to see you through at least a few weeks,” is the common sentiment.

Conversely, you’ll rarely see a film lover complain that something is too short and we pay the same amount to see a film whether its 80 minutes long or pushing three hours. We judge the value of a movie entirely on its quality, not anything quantitative, and often spend close to the same price as a game on physical copies of films all the time.

VR does not just belong to gamers; it belongs to everyone. As niche as the current Rift and Vive ecosystems may be, and as good a job as game fans are doing embracing the platform, this is not a technology that is aimed only at a certain group with a certain set of expectations. I believe that, eventually, we won’t link the length of many VR experiences with the overall value it offers, just like movies. I think instead we’ll judge them by just how well they transport us to another place and into another body.

Five minutes of feeling like I’m at the top of Everest is, to me, more valuable than any number of hours spent inside another wave shooter.

Let’s put it another way; gamers want a full Star Wars VR game. They want something that has them travel the galaxy in the cockpit of an X-Wing, push Stormtroopers off ledges by stretching out their hand and using a Force Push, and battle Darth Vader with a lightsaber that feels far more convincing than any childhood imagination can dream up. I would play all the way through that from start to finish probably the moment it released.

But my brother, two sisters, father, and best friends wouldn’t. That’s why Trials on Tatooine exists. It’s a short, sharp burst of sci-fi escapism that anyone can enjoy. It was even free, and I still remember it getting blasted with bad user reviews when it launched on Vive last year.

If VR is going to succeed, it needs that balance of smaller experiences with the more indulgent, lengthier games for enthusiasts. That means we need to start changing our perspective a little and celebrate when, say, Jon Favreau and Wevr allow everyone to interact with a tiny, timid goblin, and not just those that want to spend hours in that world.

Now, I realize the previous two examples are free, but we’re talking about a market where one day we want your friends and family to be buying those types of experiences for themselves, not just experiencing them on your headset. For that to happen, we need to be encouraging these experiences now, not just passing them off as tech demos. That’s not a free pass for anything that’s 10-minutes long — PSVR could still do with bulking up on games rather than VR Tour Modes for non-VR games — but this is a call for deeper consideration of VR worlds.

And there are definitely experiences that don’t do short VR any favors. The Martian’s VR Experience, for example, was so rushed and uninspired that its 20 minute run time essentially added insult to injury. Short VR shouldn’t be immune to the criticisms its receiving, but neither should it be passed off based on length alone.

When it comes to price, ultimately, I think we might see something similar to the price of movie tickets becoming the standard for shorter VR experiences. What I mean by that is standardization, which is something we’re already seeing in location-based VR centers such as the IMAX arcade in LA.

I also think Viveport’s subscription service and others like it will play a hugely important role in the acceptance of short VR experiences. Imagine play sessions where you anticipate hopping between two or three different worlds rather than spending two hours in just one.

Long VR and short VR are going to exist hand-in-hand and, yes, content might be leaning toward the latter right now, but we shouldn’t turn our noses up at it. The industry still has a little feet-finding to do, a few kinks to work out, and a few standards to set. But when it does, I’m confident there’ll be enough types of content for everyone’s liking.

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In Time For Rogue One, ILMxLAB’s John Gaeta To Speak At VRX 2016 On VR & Star Wars

We are just under a month away from this year’s VRX event and the conference and expo continues to add names to the list of speakers and representatives attending the event to be held in San Francisco, California over December 7th and 8th.

Four new speakers have been revealed for VRX 2016, including David Campbell of IMAX Corporation, Chris Horton of Universal Music Group and Carlos Saavedra of PepsiCo. The pick of the bunch however is John Gaeta. Gaeta is ILMxLAB’s Executive Creative Director and well known for his work on the Matrix trilogy of films. Gaeta will be presenting a session entitled “Star Wars, VR & The Frontiers of Storytelling” which will dip into how ILM are using virtual reality (VR) in order to develop new ways to tell the Star Wars story. This is, obviously, of particular interest with Rogue One: A Star Wars Story set to hit cinemas at around the same time. He’ll be joined by ILM’s Vicki Dobbs Beck in a discussion about “convergence between gaming, narrative storytelling and new experiences.”

ILMxLAB have previously this year released Star Wars: Trials on Tatooine on the HTC Vive, the feedback from which could well be discussed.

star_wars_trials_on_tatooine_2

ILMxLAB joins a list of companies that includes representatives from virtual reality (VR) headset manufacturers Oculus, Google and for the HTC Vive as well as figures from key companies in both hardware and software side such as Intel (which recently acquired VOKE), Unity Technologies, Epic Games, Framestore, both NVIDIA and AMD as well as German automotive giants Audi and BMW.

For more on VRX 2016 and other VR related events stay tuned to future updates from VRFocus.