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

StarVR is a VR headset in development by Starbreeze Studios which aims to excel in two places: field of view and resolution; presently offering a whopping 210 degree field of view and 5120×1440 resolution. The latest version of the still in-development headset adds low-persistence to keep the image sharp even during head movement, better emphasizing the impressive pixel density which makes for a nearly invisible screen door effect.

Starbreeze’s goal with StarVR is to create a premium VR headset to sell into businesses wanting to deliver a premium VR experience to customers. The company already has some of its headsets operating inside the first IMAX VR Centre, a virtual reality arcade initiative headed by IMAX. That said, the headset is still under active development, and the company is still calling the latest version a development kit.

Photo by Road to VR

The StarVR headset initially launched at E3 2015, and while the field of view was certainly impressive, there was clearly a lot of work done to make the complex optics less visible and create an image that didn’t feel distorted. Since then, the company has made major strides in visuals and form-factor, which has turned the headset into something very promising.

At VRLA 2017 last week, I got to check out the very latest version of the StarVR headset and once again experience what I previously called “field of view envy;” after using this thing, you just don’t want to go back to the binocular-like feeling of ~100 degree headsets.

Photo courtesy Starbreeze

This time, things looked even better, thanks to continued form-factor refinements, a low-persistence display, and special content that can truly take advantage of all those pixels.

Low-persistence for Sharper Virtual Views

Photo by Road to VR

Let’s start with low-persistence. This is a display technique which greatly reduces blur which is otherwise caused by pixels on the screen staying lit for the entire time from one frame to the next (called full-persistence). With low-persistence, the pixels on the display are lit for only a fraction of the frame and then made dark until the next frame is ready to display.

Now you can imagine that this might cause a strobing effect as the display lights up and then goes dark between every frame, but actually if you can do this fast enough, it’s impossible to see. In fact, every major headset available on the market today already uses low-persistence. It’s an essential technique for keeping the image in the headset sharp as users pan their head around the virtual world.

Now that StarVR has implemented the technique, the fidelity of the image from a motion-blur standpoint comes in line with other headsets out there like the Vive and Rift. Granted, the current display is only running at 62Hz which is slightly faster than Gear VR, but slower than the 90Hz of the high-end desktop headsets, which means certain people sensitive to flicker might notice it. A major bump to the display’s refresh is in the works, but more on that another time.

Lighter Than it Looks

Photo by Road to VR

In addition to low-persistence, the form factor continues to see refinement. Gone is the bulky head-mount that was seen in the early iterations of the headset; despite the large dual displays, the headset is light enough for a simple flexible strap.

Photo by Road to VR

I only had the headset on for around 10 minutes continuously so it’s tough to say what the long-term comfort factor is like at this stage, but in my time with it I didn’t feel unreasonably encumbered by the weight.

That said, Rift, PSVR, and Vive have all shown that there’s benefits to be had from a smartly designed rigid strap system, so hopefully we’ll see that revisited on StarVR in the future.

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The post Hands-on: Latest StarVR Upgrades Highlight Ultra-wide FoV & Nearly Invisible Pixels appeared first on Road to VR.

Inside The First IMAX VR Arcade

Inside The First IMAX VR Arcade

Update: This article was originally published on February 2, 2017 and has been republished now to coincide with the news that the (surprisingly good) Justice League VR experience will be available for people to enjoy later this year at its locations.

Original: We don’t know yet if VR arcades in the United States are going to find success, but it is looking like IMAX VR is going to give it a great try.

We went inside the big-screen company’s flagship VR center in Los Angeles this week, and got a good look at their plans for arcade roll-outs this year including centers spread across the globe. In short, I saw a series of well-designed spaces equipped with some of the best virtual reality hardware and software available.

Visiting virtual worlds in the center costs about $1 per minute right now (“Each experience is approximately 5 to 15 minutes long” and “featured experiences range between approximately $7-$10”). That could change as more content is introduced to the location over time.

The first arcade in Los Angeles is not connected with a multiplex, but future IMAX VR centers in Los Angeles, New York and overseas will be connected to movie theater locations. The idea is you’ll head out to the movies and before or after the big show you’ll visit the VR arcade for a few minutes.

Photo provided by IMAX.

HTC is betting big on VR arcades in China. An arcade version of its Viveport VR content store is designed to make it easier for groups to set up a location equipped with a variety of worlds to visit. There’s an assumption that out-of-home VR experiences are going to be very popular in Asia where many people have less space and money to install their own equipment. It remains to be seen whether similar arcades in the United States and elsewhere will find success, but IMAX is looking to make a strong go of it.

“This will be a breakthrough for the U.S. I think,” said HTC’s Viveport President, Rikard Steiber.

A lot of thought clearly went into the design of this first flagship IMAX location, and it is equipped with hardware which should exceed or at least rival the setups early adopters have at home.

For VR enthusiasts in the Los Angeles area looking to introduce friends, family or coworkers to VR — this center should be strong competition for anything you’ve set up personally.

IMAX is making clear it is providing a premium experience partnering with the HTC Vive for a series of room-scale pods complemented by Subpac haptic vests and a D-Box motion chair. Powerful PCs are stored out of sight overhead with wires running down on “balancers” meant to manage the wires and keep them out of the way while moving freely around the room.

Here’s the roll-out plan for the next pilot centers:

IMAX has signed agreements to open an additional five IMAX VR centres in the coming months, including a pilot Centre in the UK with ODEON & UCI Cinema. The Company is also currently in conversations to open additional pilot centres in Japan, the Middle East and Western Europe. These pilot locations will test several factors including the overall customer experience, pricing models and the types of content featured. If successful, the intent is to roll out the concept globally to select multiplexes as well as to commercial locations such as shopping centers and tourist destinations.

Photo provided by IMAX.

While most of the pods were equipped with HTC Vives, a pair of StarVR headsets were also at the IMAX location, powered by some of the beefiest graphics cards available hidden away in computers overhead.

Photo provided by IMAX.

StarVR is a headset from Starbreeze that features an ultra-panoramic view compared to the first headsets you can buy for your own home. It is still very much a developer kit, though, and only runs at 60 frames per second (FPS) compared to the Vive’s 90 FPS.

StarVR should probably come with an “experimental” sign so visitors to the center know it is not at the same level of polish as the Vive. I tried a rooftop assault version of the John Wick Chronicles VR game in the headset with a realistic gun accessory tracked using PhaseSpace.

Inside The First IMAX VR Arcade

Inside The First IMAX VR Arcade

If VR arcades in the United States are going to find success, it is looking like IMAX VR is going to give it the best try.

We went inside the big-screen company’s flagship VR center in Los Angeles this week, and got a good look at their plans for arcade roll-outs this year including centers spread across the globe. In short, I saw a series of well-designed spaces equipped with some of the best virtual reality hardware and software available.

Visiting virtual worlds in the center costs about $1 per minute right now (“Each experience is approximately 5 to 15 minutes long” and “featured experiences range between approximately $7-$10”). That could change as more content is introduced to the location over time.

The first arcade in Los Angeles is not connected with a multiplex, but future IMAX VR centers in Los Angeles, New York and overseas will be connected to movie theater locations. The idea is you’ll head out to the movies and before or after the big show you’ll visit the VR arcade for a few minutes.

Photo provided by IMAX.

HTC is betting big on VR arcades in China. An arcade version of its Viveport VR content store is designed to make it easier for groups to set up a location equipped with a variety of worlds to visit. There’s an assumption that out-of-home VR experiences are going to be very popular in Asia where many people have less space and money to install their own equipment. It remains to be seen whether similar arcades in the United States and elsewhere will find success, but IMAX is looking to make a strong go of it.

“This will be a breakthrough for the U.S. I think,” said HTC’s Viveport President, Rikard Steiber.

A lot of thought clearly went into the design of this first flagship IMAX location, and it is equipped with hardware which should exceed or at least rival the setups early adopters have at home.

For VR enthusiasts in the Los Angeles area looking to introduce friends, family or coworkers to VR — this center should be strong competition for anything you’ve set up personally.

IMAX is making clear it is providing a premium experience partnering with the HTC Vive for a series of room-scale pods complemented by Subpac haptic vests and a D-Box motion chair. Powerful PCs are stored out of sight overhead with wires running down on “balancers” meant to manage the wires and keep them out of the way while moving freely around the room.

Here’s the roll-out plan for the next pilot centers:

IMAX has signed agreements to open an additional five IMAX VR centres in the coming months, including a pilot Centre in the UK with ODEON & UCI Cinema. The Company is also currently in conversations to open additional pilot centres in Japan, the Middle East and Western Europe. These pilot locations will test several factors including the overall customer experience, pricing models and the types of content featured. If successful, the intent is to roll out the concept globally to select multiplexes as well as to commercial locations such as shopping centers and tourist destinations.

Photo provided by IMAX.

While most of the pods were equipped with HTC Vives, a pair of StarVR headsets were also at the IMAX location, powered by some of the beefiest graphics cards available hidden away in computers overhead.

Photo provided by IMAX.

StarVR is a headset from Starbreeze that features an ultra-panoramic view compared to the first headsets you can buy for your own home. It is still very much a developer kit, though, and only runs at 60 frames per second (FPS) compared to the Vive’s 90 FPS.

StarVR should probably come with an “experimental” sign so visitors to the center know it is not at the same level of polish as the Vive. I tried a rooftop assault version of the John Wick Chronicles VR game in the headset with a realistic gun accessory tracked using PhaseSpace.

IMAX VR: High-Tech Center für Virtual Reality öffnet seine Türen

Heute präsentierte IMAX in Los Angeles die erste von vielen geplanten VR-Anlagen zur Schaffung einer „standortbasierten VR der Zukunft“.

3D Kino Kette IMAX hält Virtual Reality für wichtig

IMAX VR wirbt derzeit für ein verblüffendes VR-Erlebnis in einem lokalen Erlebniszentrum. Durch eine einzigartige Kombination aus modernster Technologie und erstklassigen Inhalten sei es für die Nutzer möglich, neue Welten zu fühlen, zu sehen und sich spielend darin bewegen zu können. Das alles auf eine mitreißende und realistische Art und Weise, ähnlich wie die IMAX®-Kinos dem Kinogänger bereits ein ausgeklügeltes hochklassiges Filmerlebnis bescheren. Mit einer bahnbrechenden VR-Headset-Technologie, 360-Grad-Sound und raffinierter Raumüberwachung werden die Spieler sofort in neue virtuelle Welten transportiert, die realistischer sein sollen als alles, was man sich vorstellen kann.

Kino VR Experience mit Gun

Besucher in futuristischen VR Pods

Das LA Space-Center besteht aus 14 „futuristischen Pods“, die mit den neuesten und besten VR-Technologien ausgestattet sein sollen. Die meisten dieser Pods sind mit einem HTC Vive VR-Headset ausgestattet, andere besitzen schon die eher experimentellen Star VR-Headsets von Starbreeze. IMAX und Acer sind Partner bei Star-VR, so dass ihre Präsenz in dieser Einrichtung sinnvoll erscheint. Im Hinblick auf die Vive erklärte IMAX in einer offiziellen Erklärung, dass die beiden Unternehmen eine neue Technologie entwickelt hätten und eine Content-Partnerschaft zur Integration der HTC Vive-Headset-Technologie besäßen. Ebenso würden standortbezogene spezifische VR-Inhalte für die IMAX-VR-Zentren entwickelt werden. Zusätzlich zu der Hardware arbeitet HTC auch an den „exklusiven VR-Inhalten“ für diese IMAX-Zentren.

Imax Kino mit VR Erfahrung

Neben den HTC Vive– oder StarVR-Headsets sind die IMAX-VR-Pods mit Dbox-Kino-Sitzen, Subwoofer zum Umschnallen und einer Vielzahl von Steuergeräten ausgestattet, die das Ganze realistischer wirken lassen sollen, beispielsweise mithilfe von Gun-Controllern.

Diese Pods besitzen vorinstallierte VR-Inhalte, für die interessierte Kunden bereits ein Ticket kaufen können, um sie im Voraus online zu genießen. Tickets kosten zwischen 7 und 10 Dollar. Laut IMAX wurde der Content mithilfe der „Erfahrungen von führenden Herstellern wie ILMxLABs, Sony, Lionsgate, Starbreeze, Survios und Ubisoft entwickelt. In der Liste finden sich unter anderem folgende Titel: John Wick Chronicles, Star Wars: Trials On Tatooine und Knockout League. Weitere interessante Demos sind beispielsweise The Lab, die Universe Sandbox, Quivr, Tilt Brush, Job Simulator und andere.

Vor dem Kinofilm noch schnell in die Virtuelle Realität

So wird das IMAX VR-Verfahren für Kunden funktionieren:

Um loslegen zu können, können die Spieler das VR-Programm und die Startzeiten auf der IMAX VR-Seite oder im Center auswählen – genau wie sie Tickets für ihren Lieblings-IMAX-Film bestellen können. Bei der Ankunft checken die Nutzer ein und können dann in die Players Lounge gehen, um einen kurzen Einblick über die Einzelheiten zu erhalten. Die Spieler werden dann zu den einzigartig entworfenen Pods geführt, wo sie mit der passenden IMAX VR-Ausrüstung ausgestattet werden und sich für die Erfahrung vorbereiten können, die sie gewählt haben.

Am Standort LA wird IMAX VR als „Pilotprogramm“ für das Unternehmen beschrieben. Bei der Enthüllung wurde bekannt gegeben, dass IMAX „Papiere unterzeichnet“ hat, um vier weitere Zentren in den USA und China zu erschaffen: In Shanghai, im prominenten Shanghai Hongkou Plaza-Multiplex, in einer „hochklassigen“ AMC-Anlage in New York City und in zwei unbestimmten regulären Kinos in New York und Kalifornien. Diese Standorte sollen in den kommenden Monaten eröffnet werden.

HTC Vive Headset in Action

Schließlich wird IMAX auch in Dreamscape Immersive investieren – ein Joint Venture zwischen IMAX, Warner Brothers, Twentieth Century Fox, Metro-Goldwyn Mayer (MGM), Westfield Corporation, Bold Capital Partners und Steven Spielberg. Dreamscape Immersive ist ein Startup in Los Angeles, in dem standortbasierte VR-Anlagen installiert werden. IMAX hat zuvor auch die Gründung eines Fonds in Höhe von 50 Millionen Dollar für VR-Projekte angekündigt. Der Standort LA IMAX VR ist bereits eröffnet worden. Tickets sind online verfügbar.

(Quelle: Upload VR)

Der Beitrag IMAX VR: High-Tech Center für Virtual Reality öffnet seine Türen zuerst gesehen auf VR∙Nerds. VR·Nerds am Werk!

John Wick Chronicles Review: The Keanu Reeves Simulator

John Wick Chronicles Review: The Keanu Reeves Simulator

John Wick Chronicles feels like one giant metaphor for Keanu Reeves’ acting career. The man has starred in some of the best films Hollywood has ever birthed, such as The Matrix, Point Break, Bill & Ted’s Excellent Adventure, and of course the John Wick series. I’d also throw in Hardball as a personal favorite, but it’s not for everybody. In addition to these, he has starred in some real stinkers as well and some films that would have been far better had anyone else taken the main role instead of him.

You see, the problem is that he’s just not a very good actor. His performances are wooden and lacking real character and his delivery leaves much to be desired. But at the end of the day he does a great job of looking and acting like a badass. Luckily, he fits the John Wick persona perfectly. And just like Reeves himself, John Wick Chronicles is a VR game that does a passable job of feeling and looking like a badass experience, but when you dig beneath the surface, it’s lacking enough substance to really make you feel satisfied.

The premise of John Wick Chronicles is that you take control of the titular assassin as you embark on a killing spree of your very own. There are lots of guns to use and enemies to kill in this 1-2 hour action romp that will leave you sweaty and sore from all of its pulse-pounding intensity. Things start off with a Training scenario that runs you through the game’s basics and teaches you to take stock of your surroundings in full 360-degrees, but it’s quite a bit more active than the training scenarios in most other games.

At its core, John Wick Chronicles isn’t much more than a standard wave shooter. Enemies will funnel in towards you from all sides until the game has determined you’ve killed enough of them. It doesn’t number the waves, but it’s still just a wave shooter at its heart. Imagine something along the lines of of Time Crisis, but in the John Wick universe.

Hindsight is 20/20 as they say, but after playing the game it’s clear to me that this was originally designed to be featured in location-based entertainment settings and marketing activations at events. The action is spot-on, the production values are leagues beyond the vast majority of VR content, and the gunplay feels fast, responsive, and smooth. You’ll have to really get up and move around your play space, ducking behind cover, and even crawling on the ground. It’s one of the more visceral shooters on the Vive so far, no doubt. But it just ends far too quickly.

With only three real missions (each ending in a boss fight) and a 2nd “mode” of play that’s only slightly different than the standard game mode, it feels like it’s missing content. I struggled to muster up the desire to revisit levels after completing them and there’s just nothing to do really after you finish it once or twice.

You don’t have any progression systems for unlocking new items beyond playing the training mode, there are no ways to improve your abilities, alter the gameplay, or do much of anything other than shoot through the levels. It’s fun while it lasts, but it feels like it ends right after it’s getting started.

To get the most pleasure out of the game, I’d highly recommend taking breaks between missions and spacing it out as much as possible to elongate the length of the experience. Some guns and mechanics that feel novel and interesting at first are underutilized, making you feel a bit cheated.

Final Score: 6/10 – Decent

John Wick Chronicles feels like it’s exactly what the teams at Starbreeze and Lionsgate intended to create. You feel like a badass while playing it, the overtones of the universe are there, and the action is fun enough to keep you pushing through to the end. In terms of gameplay mechanics, it was fun. But just as you get into it and feel the intensity reaching a point of true adrenaline, it’s all over. There is little reason to come back and the floor is left littered with dead bodies and under-utilized potential. As a result, just like Keanu Reeves himself, it lacks depth.

John Wick Chronicles is available for purchase on Steam for $19.99 with official support for HTC Vive. Read our Game Review Guidelines for more information on how we arrived at this score.

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How John Wick Chronicles Brings The Brutal World of Assassins to VR

How John Wick Chronicles Brings The Brutal World of Assassins to VR

John Wick: Chapter 2 releases in theaters around the world starting today. The reviews are in and it looks like a certifiably fantastic follow-up to the engrossing original action film. There aren’t many traditional, straight-laced, and pure action franchises these days, but John Wick sits near the top of the pile in regards to the best of the best. The first film showed off a unique world of assassins complete with some of the best fight scenes in recent memory. The second films cranks things up a notch to deliver an even more intense, pulse-pounding follow-up, complete with a sprinkling of jokes and dry humor to break up the action.

In the case of John Wick Chronicles, the VR game designed to lead up to coincide with the release of the second film, you take on the role of the titular assassin himself. The game was designed in collaboration between Starbreeze Studios, Grab Games, and Big Red Button. At its core, it may be just another wave shooter with tons of enemies to mow down, but it’s also one of the most frenetic and polished VR experiences to release so far clocking in at approximately 2-3 hours. It’s been shown in activations nad live demonstrations for months with an abbreviated demo, but is now finally releasing on Steam for home audiences to indulge in.

In preparation for the launch of John Wick Chronicles today, we spoke with Peter Levin, President of Lionsgate Interactive, about what the game means for the franchise and how they tried to capture the brutality of what it means to be the Keanu Reeves-portrayed iconic killer.

UploadVR: John Wick is highly regarded as one of the best pure action movies in recent years. How does the game capture that same sense of adrenaline?

Peter Levin: The John Wick films are all about relentless action, and that is exactly what John Wick Chronicles focuses on. We designed this to be an arcade style shooter, except in VR you get to move around, and in our game, you do that a lot. The goal for us was to create an experience that captured the physicality and energy of being John Wick. So while you are limited to a room-scale play space, the game design has you ducking and dodging, maybe even diving and rolling on the ground.

Wick is a highly-skilled assassin — something that no one playing the game will be. How difficult was it to make people feel badass and still make it an accessible game experience?

Peter Levin: We focused very heavily on making the input mechanics simple and intuitive. We love that our activations around the world are attracting a wide spectrum of players – gamers, VR enthusiasts and non-gamers who have zero experience with VR. Even newbies, so to speak, are diving in and having a great time, much like you would expect with an arcade game. But of course John Wick is infamous for taking on impossible tasks, so we have included three difficulty levels – Daisy (lovingly named after Wick’s dog), Mr. Wick and Baba Yaga. We also offer players two styles of gunplay. Arcade Mode, which allows for quick reloading by bringing the gun to your waist, and Simulation Mode, which requires players to load and rack the weapon.

How closely connected to the first and second movie is Chronicles?

Peter Levin: Part of the reason we were so excited to make a John Wick game is that the first movie sets up a universe that is begging to be further explored. This game immerses players into that world with a distinct storyline that is not tied to the first or second movie.

Chronicles allows limited roomscale movement, but the game is relatively wave-based with stationary locations and objects to hide behind for cover. Players won’t be able to engage in frantic hand-to-hand combat or freely run and jump around rooms. How did you account for this relative lack of mobility when compared to how fast-paced Wick is in the films?

Peter Levin: The gameplay was built from the ground up to maximize the play space and encourage players to be active within it. At our activations around the world, players are traversing across their space, crouching, sliding along the ground, diving, even rolling to avoid getting shot and to get a better angle on their enemies. It makes for a fast paced (and exhausting!) experience.

Does the game include some of the assassin meta elements from the films? For example, it takes place in the hotel, but do you earn the same currency as they did? Can you spend it on better weapons or on health throughout the game?

Peter Levin: Gold coins are indeed featured in the game and we threw in some other fun Easter eggs.

For more on John Wick Chronicles, read our detailed hands-on preview with the game and stay tuned to UploadVR for a full review in the coming days after we dig into the completed experience. The game is set to release on Steam today with official HTC Vive support at a price point of $19.99.

Are you excited to see John Wick: Chapter 2 in theaters? Will you be playing the game when it releases today? Let us know in the comments below!

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John Wick Chronicles Brings Gun-Toting Action To Vive Next Week

John Wick Chronicles Brings Gun-Touting Action To Vive Next Week

Action movie sequel, John Wick: Chapter 2, hits theaters next week, so it only makes sense its anticipated VR tie-in arrives then too.

The Steam page for John Wick Chronicles: An Eye For An Eye has been updated, confirming a February 9th release date along with a $19.99 price tag. That’s next Thursday, for those reaching for their diaries, and the film opens next Friday. Officially, only HTC Vive support is listed for the game right now, but we’ve reached out to developer Starbreeze Studios to ask after Oculus Rift and PlayStation VR support. Grab Games, GameCo, and Big Red Button all also contributed to development duties, and the game is published by Starbreeze with the help of Lionsgate.

Chronicles features an original set of missions that cast you as the titular character, played in the movies by Keanu Reeves. You’ll visit the Continental Hotel, a familiar locations to fans of the franchise, to pick up assignments that will then lead into shootouts using Vive’s position-tracked controls.

We got hands-on with the game back at New York Comic-Con last year and, if that preview is anything to go by, then it’s definitely one that Vive fans will want to look out for. We’re particularly eager to see how the full game will standout next to the flood of other VR shooters that have released for headsets over the past few months. The production values alone have us hoping for something memorable.

If you pre-order the game you’ll also get access to co-op bank heist shooter, Payday 2, complete with some John Wick-themed DLC.

If you don’t have a Vive but still want to give the game a try you can book a ticket to Los Angeles; the newly-opened IMAX VR center is showing the experience.

Naturally, we’ll be looking to bring you a full review of the game next week.

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