Starbreeze Approved For Listing on Nasdaq Stockholm

Virtual reality (VR) content creators Starbreeze have been approved by the Swedish Financial Supervisory Authority to begin trading on the Nasdaq Stockholm stock exchange.

Starbreeze have previously been involved with location-based VR centres, producing content for such centres and purchasing Location-based VR company Enterspace earlier this year. The board of Starbreeze believe that listing the company’s shares on Nasdaq Stockholm is an important part of the further development of the company.

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“The up-list to Nasdaq Stockholm is an important milestone for Starbreeze and the result of a goal-oriented effort. Starbreeze has had an amazing journey since 2014 when we were listed on First North Premier. Having previously operated only as a game developer working with external game publishers, we now own our internal product development and run a succesful publishing business with externally developed games to broaden our portfolio. We’ve also expanded the business ventures in the Virtual Reality (VR) segment including the development of the StarVR head mounted display and by taking a stake in the location based VR market. Starbreeze is well-positioned for continued development towards becoming a leading provider of world-class experiences in the global entertainment industry,” says Starbreeze CEO Bo Klint Andersson.

The management of Starbreeze believe that this step will give Starbreeze better access to Swedish and international investors, and will raise the profile of the company around the world, creating a positive impact for Starbreeze customers, suppliers, partners and shareholders.

VRFocus will continue to report on further developments within the VR industry.

ZeroLight and StarVR Bring VR Technology to IFA Trade Show

Originally unveiled at London Tech Week, the partnership between ZeroLight and StarVR to deliver commercial applications for virtual reality (VR) technology has been further developed and will be showcasing the improved experience at IFA in Berlin at the beginning of September.

IFA is one of the biggest consumer trade shows in Europe, and is due to take place on 1st-6th September, 2017. Exhibitors from big brands such as Samsung, Epson, Lenovo and Dell are expected, along with smaller, independent companies.

Previous demonstrations of StarVR and ZeroLight’s product involved an ultra high definition automotive VR experience. This experience and the technology that supports it has since been further tweaked and improved for a better experience.

Zerolight Pagani

“The reaction to our efforts at London Tech Week was definitive,” says Francois de Bodinat, Chief Marketing Officer at ZeroLight. “The unification of StarVR’s high-quality hardware and our graphical expertise has delivered a benchmark for visual clarity in the commercial immersive technology sector.”

“IFA will showcase how the combination of ZeroLight and StarVR disrupts the car buying experience. Future car customers will be able to see their exact configuration in unbelievable clarity from a convenient city centre location,” said Guillaume Gouraud, Industry Relations and Business Development Europe for StarVR Corp. “People are in awe when they try StarVR, its visual capability fully immerses people in a stunning car experience. ZeroLight is making full use of StarVR’s ultra-wide field of view and massive pixel count. It’s beyond anything you have seen in real-time in VR.”

Further information and tickets for the IFA Trade Show can be found at the official website.

VRFocus will bring you further information on StarVR and ZeroLight’s VR projects as it becomes available.

Why Starbreeze Studio Is Pursuing A ‘Crazy’ Vision For Arcade-Scale VR

Why Starbreeze Studio Is Pursuing A ‘Crazy’ Vision For Arcade-Scale VR

Sweden’s Starbreeze Studios made its name as the publisher of games such as Pay Day, Pay Day 2, Dead by Daylight, Brothers: A Tale of Two Sons. And now the company is also expanding into virtual reality hardware with its StarCade headset.

Built in partnership with Acer, Starbreeze is providing high-end VR technology to IMAX, the high-end movie theater chain, for location-based VR entertainment centers at IMAX theaters.

While other companies are becoming more cautious about VR because of the “gap of disappointment,” Starbreeze is forging ahead with its “crazy” plan of making its own VR hardware for arcade experiences, said Starbreeze chief technology officer Emmanuel Marquez, in an interview with GamesBeat.

It has created VR titles based on the John Wick and The Mummy movies, and it has a lot more such experiences in the works. One of the outcomes from the VR experiments is that Starbreeze has discovered a new kind of audience for VR, beyond the hardcore gamers, in the form of social VR fans who like playing with their friends outside of the home.

Marquez spoke at the Gamelab event in Barcelona, Spain, last week. I interviewed him at the event as well. Here’s an edited transcript of our interview.

GamesBeat: What’s your talk here at Gamelab about?

Emmanuel Marquez: I’m going to explain how I see VR, how to grow success and stay in the market for a long time, why it’s difficult nowadays for game companies to make money on VR, and how it’s going to be successful in the long run. That’s the goal of my discussion. I also want to talk about how the Spanish market is reacting to VR, how much passion is there. I see Starbreeze as an incubator and publisher for VR that can help some of the market develop.

GamesBeat: What’s the history of Starbreeze?

Marquez: Starbreeze is a Swedish company that was created in 1998. It’s a public company since 2001. Today we have 550 people working for Starbreeze all over the world at eight offices – Stockholm, Paris, San Francisco, Los Angeles, India, Taipei, a little office in Barcelona, actually. I’m the CTO. Technically I’m based in L.A., but really I’m based in a plane.

GamesBeat: What have been your biggest games so far?

Marquez: Starbreeze has been around a long time. We did Riddick and a lot of games like that. But our most successful game today is Payday 2, with 15-17 million players. We did the third-highest concurrent player peak of all time on Steam two weeks ago. We call it a game as a service, because the way we developed it, we made the game, brought it to market, and now we bring out new content and evolutions every month. We have a lot of base game installs, but more than that, we have a lot of DLC sales over time.

We’re also developing on contract. We’re working on the Walking Dead and CrossFire. We have the license for CrossFire and we’re working with SmileGate on a spin-off. It’s a trial we’re working on with them. It’s a good relationship. SmileGate made an investment in Starbreeze. We’re also developing and publishing a lot of other titles. We’re about to release a game like Payday in World War II called Raid, by a studio in Croatia.

I’d say that Starbreeze is a publisher today, with its own IP and a very specific way to work with its own community, which is pretty large. We have 5 million people in our community on Steam, the biggest Steam community nowadays.

GamesBeat: What kind of platforms are you focused on?

Marquez: Our platform focus is on PC, but we’re also working on console. We just announced Payday for Switch. Obviously we’re doing a lot of VR as well. We’re working on our own hardware, Star VR, which is fairly crazy for a company like us.

GamesBeat: This is for the big arcade and location-based VR?

Marquez: I think we’re one of the biggest players in location-based. We have a headset dedicated to it. But moreover, we develop titles specifically for the arcades. We have partners for distribution, like IMAX VR. If you go to IMAX VR in New York or Los Angeles, you can play Starbreeze titles with our own hardware and everything. One is John Wick and the other is The Mummy. We have more titles coming down the pipe that we’ll be delivering to arcades.

GamesBeat: What do you think distinguishes Starbreeze from other publishers?

Marquez: We like to say we suffered from traditional publishers for a long time. We were a work-for-hire company. You wake up at dawn and work all day and almost die and somehow you survive. We like to own our own IP. We’re also a very digital publisher. We make very simple and clear deals when we publish titles for people.

The biggest title we’re publishing is Psychonauts, the next one. We also have System Shock. That’s a big publishing project. These guys came to us because we have a lot of new ways to publish digitally. We still do retail with 505 and other partners, but we’re really digital-focused. We understand, as a publisher, what it means to have the creativity and competency to own your own game. We’re the typical publisher that’s constantly trying to influence a game. We let developers work. We have a clear model. If they succeed, we share that too.

GamesBeat: The industry needed some simplicity, do you think?

Marquez: For sure. Developers need straighter deals. They need to own their own IP, own the soul of their games. We don’t ever own other developers’ IP. We own our IP, our publishing partners own their IP. We just help them bring their games to our communities. That’s what matters. User acquisition today in the digital market is very expensive. We do all of that. We have a very specific way of doing marketing for games.

Our first publishing project was Dead by Daylight. That was very successful. We just released it on console, and we’re in the top three in sales on both Xbox and PlayStation. We’re showing the market that we know how to publish today.

GamesBeat: Dead by Daylight did well on Steam at first, right?

Marquez: Exactly. We started out on Steam and then we went to console. We might release some games on all platforms at once if we can. Dead by Daylight is a fun PC game, but it’s really good on console. That’s my personal take, anyway. We’ll see what players think.

GamesBeat: When I went to E3 there was so much focus on big triple-A games. Activision showed only two games. EA had eight. Everyone points out that EA published 60 games in 2008. What do you think has happened there?

Marquez: I think they lost too much money on too much crap. It’s difficult to make 60 games successful at once. People understand that it’s better to have eight really good games than see 90 percent of your pipeline failing. It’s a lot of effort, a lot of support, marketing costs. People would rather refocus on what works. It’s the same as the film industry. They find something that works and they focus on that franchise. The reverse issue is that it kills the creativity to create new things. A big publisher like Ubisoft repeats and repeats itself. That comes with a price. But they’ve developed some things that are interesting.

GamesBeat: Fig’s CEO was talking about this as well. He talked about how you had the tentpole strategy where one big game supports a lot of experiments. Now it’s just the one big game and no more experiments.

Marquez: But you know, there’s also direct distribution nowadays. A lot of little games simply go it alone with another kind of publishing. They don’t go to big publishers so easily anymore. You don’t have to do that.

GamesBeat: It’s as if you guys have become the rest of the tent.

Marquez: Kind of, because we don’t follow their path. For example, with CrossFire, SmileGate owns the IP, but it’s not just a publishing deal, or just work-for-hire on our part. SmileGate invested in Starbreeze. They’re interested in our overall vision, not just in the one CrossFire title.

GamesBeat: Does it feel like there are enough double-A titles out there coming that you can enable?

Marquez: The thing about delineating between triple-A or double-A or whatever—do you judge that by sales, or quality of art, or what? What makes a successful game? Is Dead by Daylight triple-A? Because it’s been as successful as something you’d easily call triple-A. I think this classification is a bit dead. I understand what it means – how much you invest in a game and how much return you expect on that – but I don’t know if this model is always still valid. It’s probably valid when it comes to very big franchises, but there’s room for a lot of other things that make as much money as triple-A games, with way less investment. What I want is just for people to have fun.

GamesBeat: How do you prevent that 90 percent failure rate?

Marquez: We work with people we trust. They trust us to be able to bring what they do to our community. We keep an eye on what they do and give them feedback, obviously, but we leave their capacities—when you work with Warren Spector, people like that, you expect them to shine. They should be able to do that themselves.

Also, sometimes you just have a feeling. When we saw Dead by Daylight we instantly thought, “Wow, that’s so fun.” From day one. Sometimes you know it’s going to be successful. When you’ve been in the market for 25, 30 years, you have enough experience. I’m on the tech side, of course, so publishing isn’t my particular forte.

GamesBeat: When it comes to games as a service, if you have a few of those that are successful, that provides a base.

Marquez: It reduces the risk. You release a game at a certain stage, at a certain size, at a certain cost. Then you know if the community gets it. You look at pre-orders. You quickly see how it evolves. Then you decide if you do more content or not. You don’t risk the whole—the problem is, if you take five years to make a game for $48 million, then you’ve bet your life. If it fails, you’re dead. Our approach is less risky.

GamesBeat: With games as a service, what do you feel is the right level of updating?

Marquez: It depends on the game, and the size of the updates you give. We talk to our community constantly and we listen to what they want and when. Some people may say they want content every week, but then they don’t have the money to buy new things every week. You need to have a certain amount of quality to deliver. It’s a complex equation. Being a game as a service means listening to your customers and delivering what you want.

Sometimes you fail. We’ve failed and delivered things our community didn’t want. Then you have a big battle over it. But the good thing is that you get better and better at it, up to a stage where you can reliably please your community. That’s what matters. You want people to stay and be happy with you.

GamesBeat: What are your thoughts on VR?

Marquez: We’re doing Star VR. Since day one I knew it would be difficult to install VR in the home. We all know why. It’s expensive. You need space. It’s difficult to set up. It’s for geeks. When I created Star VR as a piece of hardware at Starbreeze—first of all, I did it because we believe in content, and I knew we could develop at the same time. We always planned to go for the arcades. I envisioned the console model. Console games grew out of the arcades. People played Pac-Man in cafes for years before consoles ever became successful as something everyone had at home. I think VR will follow the same path.

What VR has beyond the arcades is that it can also be part of esports. We have a project called Storm, which for me is the ultimately goal of VR, the ultimate immersion. That’s what game providers do, create immersion. You can go to a center and play and get immersed completely, a full-body experience, playing something like Payday. But we also want to attach the normal Payday game to what you play at the arcade, so people can go back and forth between two experiences that are attached to the same world.

GamesBeat: Are you worried about this gap we’re in with VR?

Marquez: People that are disappointed by VR right now are the same people who were enthusiastic two years ago. It’s hobbyists and researchers. There are a lot of other markets, as we all know, and we work with them too, all the verticals outside of games. We know it works. We’re monitoring IMAX VR centers and stuff like that. It’s successful.

My conclusion is that the audience isn’t necessarily gamers. It’s not the normal gaming audience. It’s anyone. It’s families out on a Sunday trying this out the same way they’d go and see a movie. It’s every age, so you need to provide an experience that works for everyone.

When you get in the John Wick experience, you’re holding a real gun. Or not real, but it’s an exact replica. You don’t need an explanation of the game mechanics. You get in, you pick up the gun, and you shoot. It’s like going to the fair, the same principle. You play, win, lose, have fun, and come back. You rack up a leaderboard score and your friends try to beat you. Then you have an experience that people play together. The immersion becomes very social. VR is fun to play, but it’s also fun to watch and share.

GamesBeat: How large do you think this eventually grows? Some people thought that IMAX would eventually take over every theater.

Marquez: It’s getting there. It’s just taking time. I would like it to be faster, but we have a lot of markets. In China it’s already there. The Middle East market is getting there. One factor you have to consider is that the whole mall market is dying. There’s a need to provide entertainment for people going to the mall, and a new reason to go to a mall that always has the same shops. Having an attraction like VR can be very interesting. Anyone can get inside. Everyone has fun.

What Starbreeze is creating is a real platform. It’s a turnkey solution. Because we work with IMAX, because we have Acer providing manufacturing and support, we’re capable of scaling fast. We don’t only provide content. We provide the platform, the game, the experience, all in one. Now we have an operator, too, because we just acquired a company called Interspace. They’re a deployment company. We’re one solution, with big guns behind us. We’re in a place where we can deliver and help people have a good experience. Then it’s just a matter of multiplying the success of each location, but it’s getting there. It will be successful if it’s well done.

GamesBeat: How many VR developers are you working with?

Marquez: Today we have 12 altogether. We’re always looking for more. But we want people who will dedicate their experience to the arcades. I don’t want a home VR experience, something ported from the home to arcades. It needs to be a real mini-theme park attraction, for one player or four players or 16 players. We need to be able to have experiences that scale up and more social.

Some people are putting a lot of effort into that. Ubisoft is pushing a lot of effort and content for location-based entertainment as well. Raving Rabbids is going that way, and Star Trek. What matters is the content. People will go for it if the content is available and it’s fun.

GamesBeat: You mentioned VR and esports. What do you think is going to work there?

Marquez: We published a preview of Project Storm that you can look at on the web. That shows what we have envisioned. To simplify it, it’s a laser game in VR. You put on your headset, get your gun, and run around with your friends. Maybe you’re fighting people on the other side of the planet, or in the same room. I think esports in VR could be big. We can take this theme very far.

GamesBeat: It seems like VR is doing well in Japan.

Marquez: For sure. The Japanese were first to adopt, because the arcade culture is still strong there. That’s a place we want to be. The Mario arcade VR, this is so cool. I’m pissed I can’t do it with them. [laughs]

This post by Dean Takahashi originally appeared on VentureBeat. The organizers of Gamelab paid VentureBeat’s way to Barcelona, but the coverage remains objective.

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Starbreeze Finalises Purchase Of Location Based VR Company Enterspace

Whilst most discussion in virtual reality (VR) is about the big name head-mounted displays (HMDs) out there – PlayStation VR, Oculus Rift, HTC Vive and smartphone-based HMDs such as Samsung Gear VR and Google Cardboard and Daydream there are of course a great many other headsets out there doing their own specific thing. One of those is the StarVR HMD belonging to Starbreeze AB, perhaps better known as videogame publisher and creator Starbreeze Studios.

Unlike its contemporaries however the StarVR headest and Starbreeze’s focus is more on the event spaces, Digital Out-of-Home Entertainment (DOE) – although that’s not to say they are ignoring the home market – a vision brought to life back in May with the reveal of Storm, an immersive  multiplayer first-person shooter (FPS) for StarVR that was in development. Whilst details about Storm‘s future are understandably vague considering what was shown was purely the envisioning of the concept that doesn’t mean the firm isn’t moving forward by degrees with it’s VR vision.

Their latest move sees Starbreeze complete the acquisition of Enterspace, a fellow Stockholm-based tech firm founded in 2016 that focusing on larger scale and multi-user interactive experiences in VR, such as their debut experience Ringwalker. The move was first confirmed last month, and sees Starbreeze take control of the location based company after a deal involving over one million B-shares being issues in Starbreeze AB, the majority of which are with Enterprise’s founders (Staffan Klashed, Daniel Arnberg and Olof Englund) and a cash payment of 3 million in Swedish krona (SEK).

How exactly Enterspace’s acquisition factors in to Starbreeze’s future plans remains to be seen, however Enterspace is set to launch a VR Experience centre in central Stockholm later this year, which is set to include 9 600 square feet of VR experience space.

VRFocus will bring you more information on the developments with Starbreeze and StarVR as it becomes available.

VR FPS eSport Storm in Development for StarVR

Starbreeze has just finished its livestream and certainly shown its commitment to virtual reality (VR). Alongside the announcement of Payday 2 VR the studio saved a big teaser to last in the form of Storm, a multiplayer first-person shooter (FPS) for StarVR.

Storm is Starbreeze’s vision of VR’s future, featuring wireless combative gameplay set inside arenas. Utilising the StarVR Large Field Edition (LFE) head-mounted display (HMD), which has a 210-degree field of view (FOV) and a 5K resolution, players will don force feedback apparel and use tracked peripherals to shoot it out in what could be sci-fi locations.

STORM---Star-VR-3

As the StarVR HMD is being design as a location-based device, rather than one for home use, Starbreeze is looking at creating suitable content for this kind of roll out. So Storm being positioned as a competitive team-based multiplayer for VR esports tournaments, likely due to the massive popularity of titles such as Counter Strike, Dota 2 and League of Legends.

This is still very early days for Storm – no actual gameplay footage was shown in the video below – but it showcases Starbreeze’s growing intent for VR and that it isn’t a solitary experience.

This also puts the company in competition with THE VOID (Ghostbusters) and Zero Latency, both of whom have been carving out positions in the growing field.

VRFocus will continue its coverage of Starbreeze and Storm, reporting back with any further updates.

 

‘PAYDAY 2 VR’ Beta Launches November 16th, Free to All Owners

PAYDAY 2, the multiplayer bank-heist game by Overkill Software, is soon to get full VR support as PAYDAY 2 VR, which will also allow VR and non-VR players to play together.

Update (10/23/17): Payday developer Overkill Software hosted a Q&A on the development of Payday 2 VR. A beta offering VR support for the game has been confirmed to launch on November 16th, and will offer VR and non-VR players access to the exact same content, and the ability to play together. VRFocus has summarized the parts of the Q&A most relevant to the VR aspect of the game, including confirmation that all owners of Payday 2 will get access to VR support for free, and a discussion about the challenges of balancing gameplay between VR and PC players.

Original Article (5/10/17): Starbreeze Studios is the company behind the StarVR headset, but they’re first and foremost a game developer and publisher. The company’s studio, Overkill Software, is behind Payday 2 (2013), a well regarded FPS that focused on four-player co-op action.

Now Starbreeze and Overkill are adding total VR functionality to the game which they’re calling Payday 2 VR, which is said to not only offer players “all your PAYDAY content in VR!” but also to allow VR and non-VR players to play together. The trailer heading this article shows Payday VR in action running on the HTC Vive, though it isn’t clear what other platforms might be supported.

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Hands-on: Latest StarVR Upgrades Highlight Ultra-wide FoV & Nearly Invisible Pixels

It’s still somewhat unclear at this stage but our understanding based on the available info is that Payday VR will be made available for free to all Payday 2 owners. Overkill says that the Payday VR beta will begin in 2017.

The post ‘PAYDAY 2 VR’ Beta Launches November 16th, Free to All Owners appeared first on Road to VR.

Starbreeze Announce Payday 2 VR for HTC Vive

There’s been plenty of livestreams happening today, with keynote addresses from Nvidia GPU Technology Conference and Microsoft Build 2017. Sandwiched in between them both Starbreeze decide to hold its own, revealing plenty of details about the company’s plans. Naturally virtual reality (VR) played a part and in a surprise announcement the studio has confirmed VR support for Payday 2

Payday 2 VR is a VR extension of the original title that launched back in 2013. I’ve you already own Payday 2 and own a HTC Vive then it won’t cost a penny to play as it’s a free update. For those that don’t then Payday 2 retails for £14.99 GBP.

Payday-2-VR---2

Work on Payday 2 VR has been going on for a while, and it’ll feature all the content fans love from the franchise just in a more immersive way. Playing the VR version won’t be a separate session either, if you’ve poured countless hours into the videogame then you can still use your character in VR. Additionally, as a multiplayer title Payday 2 VR will also be fully cross-platform compatible so VR and PC players can combine their efforts.

 Payday 2 is the work of Starbreeze internal studio OVERKILL which is also working on another little project called OVERKILL’s The Walking Dead. Recently the studio announced it was postponing the launch until 2018.

VRFocus will continue its coverage of Starbreeze and Payday 2 VR, reporting back with any further updates.

Starbreeze and RED Games Join Forces to Create THE RAFT

Location-based virtual reality (VR) experiences are, in some ways, the successor to the traditional videogame arcades. Several companies are looking into creating new experiences to take advantage of the opportunities presented by these new ‘VR Arcades’. Two of which are RED Games and Starbreeze, creator of the StarVR headset.

As VRFocus has reported before, the StarVR is a type of VR headset designed specifically for location-based experiences, not for home use. Of course, in order to attain success, Starbreeze need quality content, which is where THE RAFT comes in.

THE RAFT allows up to four people to play simultaneously as they are put in the position of being on a raft as it makes its way down a dark, ominous river towards an unknown destination, searching for an ancient treasure. Players need to not only keep the raft afloat, but also defend themselves and the raft. Teamwork is essential, as only groups with enough communication and coordination will be able to survive long enough to find the treasure they are searching for.

Star VR / StarVR HMD

“We’re so excited to be working with a great partner like Starbreeze to create something that people have never experienced before,” said Donny Makower, President of RED Interactive Agency. “Their VR platform gives our team the ultimate creative canvas, allowing us to develop a game experience that will transport people in unexpected ways. It’s going to be really fun for friends to play as a team, and the experience will be truly memorable.”

“We greatly enjoy working with the RED Games team on THE RAFT to add to our upcoming slate of VR location-based experiences,” said Brooks Brown, Director of VR at Starbreeze. “The base design of THE RAFT is so perfectly tuned for collaborative efforts between friends and we can’t wait to see how people will play it.”

Though described as a VR experience, elements of mixed reality (MR) come in as the players can utilise physical props and structures to increase immersion. The release date for the experience has not currently been confirmed, but should be rolling out to locations worldwide later this year.

VRFocus will bring you further information on StarVR experiences once it becomes available.

Starbreeze Tease 6 VR Stories at Next@Acer Coming to StarVR

The Next@Acer event took place earlier today in New York City, with the company revealing several new products including a 360-degree camera called Holo 360. Also at the show was Starbreeze, showcasing six new virtual reality (VR) shorts set to be produced for future location based initiatives using the StarVR head-mounted display (HMD).

Bo Andersson-Klint, StarVR Chairman of the Board and Starbreeze CEO, as well as Brooks Brown, Starbreeze Global Director of VR, took to the stage to present the following experiences: Presenz, The Raft, Hero, Ape-X, Project Golem and Elementerra.

Elementerra silhouette poster v3

PresenZ is a technology for immersive VR cinema made by Belgian company Nozon. It allows for interactive parallax in VR, delivering high quality blockbuster computer graphics (CG) with true immersive feeling.

“The Raft takes players on a thrilling cinematic adventure and comes from RED Interactive Agency,” states the official description. “Lured by an ancient treasure, a brave band of explorers make their way down an ominous river. Players must work together to navigate and protect their raft, but keeping it afloat is the least of their worries. As they venture deeper into the mysterious jungle, various creatures will be attacking them and wreaking havoc to the raft.  Only resourceful, coordinated teams will reach the prize, while others will be lost forever to realities unknown.”

Hero comes from iNK Stories creating a first-person rescue experience that throws players into the volatile streets of the civilian warzone in Syria. As a volunteer rescue worker, alongside your trusted canine companion, players are called upon to enter their own journey.

Ape-X from Lucky Hammers, has players fighting for survival and freedom atop a towering building. Finding themselves 500 meters above the city street as a 12-ton cyber APE named, Big Mike, they must listen closely to the Doctor’s instructions in order to survive and gain your freedom. With 360-degrees of mobility players have to shuffle around the building ledge in order to avoid being spotted, then blast and swat guard drones out of the sky.

Project Golem features another giant robot mech, this time fighting off an alien invasion threatening the world.

Elementerra is a social VR world-building puzzle game, that takes place amidst a cosmic event of the cataclysmic sort. The player will be able to take on the role of a god-like deity and assist the population of the universe to rebuild the planets.

There’s been no confirmation of launch dates, when there is VRFocus will bring you the announcement.

StarVR: 5K VR Brille jetzt mit Low-Persistence

Die StarVR Brille von Starbreeze war zur Vorstellung auf der E3 2015 eindeutig seiner Zeit voraus. Die Entwickler hatten der Brille Displays mit einer Auflösung von insgesamt 5120 × 1440 Pixel spendiert und das Team schaffte mit einer speziellen Bauweise ein Field of View von 210 Grad. Doch im Jahr 2015 waren die nackten Spezifikationen auch das Highlight der Brille, denn in vielen anderen Bereichen musste sich das VR Produkt der Konkurrenz geschlagen geben. Mittlerweile haben jedoch auch Acer und IMAX ihre Finger bei der StarVR Brille im Spiel und wie ein Bericht von Road to VR zeigt, soll sich die Brille in den letzten Monaten signifikant verbessert haben.

5K VR Brille jetzt mit Low-Persistence

Eine wichtige Neuerung ist die Verwendung der Low-Persistence Technik, welche das Verschmieren des Bildes bei Kopfbewegungen verhindert. Bei diesem Verfahren wird der entsprechende Frame nur kurz angezeigt und anschließend wird es dunkel, bis der nächste Frame bereitsteht. Da das Anschalten und Ausschalten aber extrem schnell geht, bekommt unser Auge diesen Umstand nicht mit. Aktuell setzen alle VR Brille für Konsumenten auf die Low-Persistence Technik.

StarVR Spezifikationen

Generell setzt Starbreeze beim Display aber weiterhin auf ein Display mit 62Hz und nicht auf ein Display mit 90Hz oder 120Hz wie die Mitbewerber. Wer also empfindlich gegenüber Flackern ist, der wird sich am aktuellen Display stören. Die Erfinder wollen aber demnächst ein Display mit einer höheren Bildwiederholungsrate verbauen.

Auf der letzten VRLA zeigte Starbreeze den Prototypen mit einem Tracking-System von PhaseSpace, welches leider auf der Messe nicht überzeugen konnte, da es sehr anfällig war. Theoretisch könnte Starbreeze aber zukünftig auch einfach auf die Technologie von Valve zurückgreifen, denn Valve verlangt keine Gebühren für eine Lizenz des Lighthouse-Systems.

Doch technische Daten erzählen immer nur die halbe Wahrheit und deshalb ist der persönliche Eindruck von Road to VR extrem spannend. Das Magazin schreibt, dass die StarVR Brille (in Verbindung mit dem gezeigten Content) bereits heute zeigt, wie wir uns die Zukunft von Virtual Reality vorstellen. Ein riesiges Field of View, kein Fliegengitter und Content, der in einer extrem guten Qualität daherkommen soll.

Aktuell möchte sich Starbreeze mit der Brille noch auf den Arcade-Markt und auf die Installationen in den IMAX Centern konzentrieren, doch ein zukünftiger Release für Konsumenten ist nicht ausgeschlossen. Die derzeitige Hardware beschreibt das Unternehmen aber weiterhin als Development Kit und deshalb wird es noch einige Zeit dauern, bis ein fertiges Produkt verfügbar ist.

(Quelle: Road to VR)

Der Beitrag StarVR: 5K VR Brille jetzt mit Low-Persistence zuerst gesehen auf VR∙Nerds. VR·Nerds am Werk!