Valve Provides Details on Upcoming Knuckles Vive Controllers

Valve have been quietly working on an updated version of the HTC Vive controllers for a while now, with very early prototypes being glimpsed at Valve’s Steam Dev Days conference last year. Now the company have revealed some more details about the upcoming Development Kits for the new controllers.

The main advantage of the Knuckles controllers over the standard Vive controller is that the Knuckles controllers allow for individual finger tracking, along with an outer ring that allows the main part of the controller to be released without dropping the controller. This allows for users to pick up and drop objects within the virtual world, as well as other actions such as grabbing, pulling and pushing that were previously very difficult to achieve reliably.

The controllers still feature a trigger, trackpad, face buttons and system button. At present, the Knuckles controllers are only compatible with the beta branch of Steam VR, which can be enabled from the Tools menu in the Steam client.

The development versions of the Knuckles controllers require calibration to allow for the finger tracking to work correctly, which involves holding the controller with the index finger on the trigger and thumb on the track pad for one second, then releasing. Valve have stated that the commercial versions should not need this additional calibration.

SteamVR Home has already been made compatible with the Knuckles controllers so developers who have the new controllers can experiment with how the Knuckles controllers function. If SteamVR Home detects a user with the Knuckles Controllers equipped, their avatar model will automatically be given five-fingered hands, as opposed to the standard three-fingered hands.

There is currently no word on when the Knuckles controllers will get a commercial release. VRFocus will bring you further updates on the Knuckles Vive controllers when it becomes available.

Steam VR Will Soon Support Mac

Apple’s holding its annual WWDC 2017 conference today and most of it has been geared around devices like the Apple Watch and Mac. The company has been fairly tight lipped about any virtual reality (VR) plans, but today has revealed some insight by announcing its teamed up with Valve to bring Steam VR to Mac.

Making the announcement was Apple’s Craig Federighi who revealed very few details about what to expect of when to expect it. What he did say though was that Unity and Unreal Engine two of the biggest middleware applications used for VR would be bringing the VR editors to Mac.

Apple - iMac HTC Vive

So this will mean headsets like the HTC Vive will soon support Apple’s latest Mac’s – depending on spec – opening up the technology to even more users, making mainstream adoption that little bit easier.

There’s still been no news on whether Apple is developing its own, merely patent details, so that possibility is even greater now for this years conference.

For any further updates on Apples VR plans, keep reading VRFocus.

Walkin VR Software Makes VR Easier For Disabled People

Playing room-scale virtual reality (VR) experiences usually involves quite a bit of movement. Standing, crouching, waving of arms have all been involved in various VR titles, but what of those with limited mobility, fatigue or joint problems, or people who need to use a wheelchair? Things become a lot more difficult in many ways for users with disabilities, so a piece of software called Walkin VR is aiming to make it a little easier.

Walkin VR is designed to work in tandem with Steam VR. Once Walking VR is installed and Steam VR is opened, the software pops up as an option. The Steam VR status window will show a small wheelchair icon to indicate if Walkin VR has been detected; when the icon is green, the software is active. Then the user needs to select a status window that shows the currently available controllers and reassigning the movement controls, for example it is possible to set the grip trigger on the right controller to be the ‘rotation’ action. It is possible to associate two types of movement actions; rotation and movement with three buttons available to assign; Grip, System and Menu. When this is set up correctly, it is possible to move around within the VR environment without moving physically.

There are still a few problems with the current implementation, however. At times Steam VR has problems keeping up with the Walkin VR movement and can lag slightly, causing movement to become uncontrolled. In addition, in videogames where the button assigned to movement is used for another function, this can also cause issues, such as if the Oculus ‘System’ button is assigned to movement, the Oculus Menu will always be triggered as well. In some titles, Walkin VR does not function at all, even though the software is active.

It is apparent that the software is still in relatively early days of development, but it is a tool that could prove to be invaluable for users with disabilities. Further information about Walkin VR can be found on the official website.

VRFocus will keep you informed on developments for Walkin VR and other innovative VR products.

NES Games in Virtual Reality With 3DNES

Nostalgia is big business. As seen from Nintendo’s success with the recently discontinued NES Classic and the many re-releases and remakes of classic videogames. One of the most fondly remembered eras of videogames was the 8-bit era, so it was probably only a matter of time until someone figured out a way to bring virtual reality to classic NES titles like Super Mario Bros.

Created by programming wizard Trần Vũ Trúc is an emulator program called 3DNES, which through an undisclosed process, allows ROMs of videogames such as Mega Man, Super Mario Bros, Metroid and Legend of Zelda to be extrapolated from simple 2D sprites into full 3D models.

3DNES itself has been around for a while, with version 1.0 released back into 2016, though at the time only being compatible with the Firefox browser.

The latest build, version 1.4, has introduced full support for virtual reality into the paid for ‘Pro’ version of 3DNES, which costs a minimum of $4.99 (USD) and offers VR support for HTC Vive, Oculus Rift, TriniusVR and mobile headsets that support Steam VR, though the HTC Vive and Oculus Rift are only supported in Windows versions of the emulator.

When the ROMs are loaded into the emulator, it only takes a couple of button presses to change into first-person perspective, allowing the player to essentially become Mario, Link or Samus. Due to limitations within the ROM files, the draw distance is somewhat short, limiting the view to something approximating what would be possible on a normal TV screen, and there are still some optimisation problems such as with the camera pans and viewing messages on screen.

3DNES in VR mode works best with fairly simple games with little text and extravagant details at the moment. It’s unknown what features future versions of the software will bring, however. Further information can be found at the 3DNES website.

VRFocus will bring you further updates on VR versions of classic titles when it becomes available.

Steam VR Anniversary Sale: Tilt Brush, Raw Data Free Over The Weekend

Steam VR Anniversary Sale: Tilt Brush, Raw Data Free Over The Weekend

This week marks the first birthday for the HTC Vive which was celebrated with a sale and subscription launchFacebook also celebrated the week before with a sale for Oculus Rift games and Steam VR is joining the festivities. With a year of VR under their belt, Steam is not only having a sale for over 250 pieces of VR supported content, but also allowing users to play Tilt Brush and Raw Data completely free. The sales and free access to Tilt Brush and Raw Data will end on Monday 10:00 am pacific. Here are a few of the top rated experiences you can grab during the sale:

Holopoint

Price: $11.24 (25% off)

Recent/Overall Rating: Very Positive/Overwhelmingly Positive

Pavlov VR

Price: $8.49 (15% off)

Recent/Overall Rating: Very Positive

Sariento VR

Price: $19.99 (20% off)

Recent/Overall Rating: Very Positive/Very Positive

House of the Dying Sun

Price: $11.99 (40% off)

Recent/Overall Rating: Very Positive/Very Positive

Space Pirate Training

Price: $10.49 (30% off)

Recent/Overall Rating: Very Positive/Overwhelmingly Positive

Vanishing Realms

Price: $13.99 (30 % off)

Recent/Overall Rating: Very Positive/Overwhelmingly Positive

Arizona Sunshine

Price: $33.99 (15% off)

Recent/Overall Rating: Very Positive/Very Positive

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NOLO VR Roomscale Mobile VR Solution Meets Funding Goal

NOLO VR is an inexpensive solution for bringing room-scale virtual reality (VR) to mobile VR devices such as Google Cardboard. The designers behind the project, LYRobotix launched a Kickstarter campaign in January that has since succeeded in meeting its funding goal.

The campaign sought $50,000 (USD) of funding. It has since blasted past that goal to reach a total (as of writing) of $231,491 (USD). As a result, the project has easily passed its stretch goals.

Backers of the project are expecting to begin receiving their product sometime in May 2017. The basic product bundle itself consists of a tracking base station, headset marker, 2 controllers, USB connecting cables and a charger.

LYRobotix say the product is designed for low latency on Android-based mobile VR devices such as Google Cardboard and Gear VR smartphones, as well as SteamVR. NOLO VR allows for six degrees of freedom tracking in a space of up to 13ft.

The developers are now working on a new variant for the tracking base station – a ceiling-mounted version which will allow for full 360-degree room-scale tracking as shown in the video below.

The company says that with the generous amount of funding they have received from the Kickstarter campaign, they can now go to work on other VR motion tracking products.

Devices using iOS are compatible with NOLO VR in Mobile VR mode, and LYRobotix are planning on releasing an iOS SDK for developers soon. An SDK for Android is already available.

For further information and to get future updates, you can visit the official Kickstarter page.

VRFocus will bring you any updates on NOLO VR and other VR Kickstarter projects.

AMD GPUs to Support Asynchronous Reprojection via SteamVR

Announced at AMD’s GDC 2017 press conference, Radeon GPUs will support Asynchronous Reprojection on SteamVR in the next update. The technology helps to maintain smooth head motion when framerate drops below the headset’s refresh rate.

Roy Taylor, Corporate Vice President – Alliances at AMD took to the stage with some passionate announcements about AMD and its VR support, promising ‘120+ fps, billions of entities and 16K graphics’ in the future. Today, their focus is on delivering the most seamless VR experience possible on existing hardware, and a much-needed feature is an effective way of dealing with performance drops. Taylor invited Dan O’Brien, General Manager of HTC Vive, onto the stage to announce Asynchronous Reprojection for Steam VR on Radeon GPUs.

amd roy taylor

While AMD’s LiquidVR technology has supported Asynchronous Spacewarp on the Oculus Rift since December, Asynchronous Reprojection for SteamVR has been limited to Nvidia GPUs since its introduction in October 2016. The technique is very effective at mitigating the impact of small performance drops below 90fps, maintaining totally smooth head orientation tracking, which can result in a significant improvement to comfort and immersion. AMD is aiming to include the update in the next release of Radeon software.

The post AMD GPUs to Support Asynchronous Reprojection via SteamVR appeared first on Road to VR.

Valve: Gabe Newell über VR-Apps, mangelnden Erfolg und die Zukunft der Technologie

Gabe Newell, seines Zeichens Mitbegründer von Valve und damit Steam hat in einem aktuellen Interview über Zahlen zu VR-Apps auf der erfolgreichen digitalen Vertriebsplattform gesprochen. So haben nur rund 30 Virtual Reality Anwendungen und Seiele die magische Grenze von 250.000$ Gewinn durchbrochen, während sich mittlerweile über 1.000 Programme für HTC Vive, Oculus Rift oder OSVR auf Steam tummeln. Darüber hinaus zeigte er sich in einem Interview optimistisch, was die Zukunft der frischen Technologie anbelangt.

VR: Gabe Newell erteilt Preissenkungen eine Absage

Großteil meiner Zeit mit dem VR Team verbracht

Trotz der geringen Anzahl von erfolgreichen VR-Apps auf Steam bleibt Newell als einer der Verfechter von VR-Lösungen bestehen, präsentiert sich jedoch gleichzeitig als bester Kunde und Kritiker der High-End-Brillentechnologie:

We’re optimistic. We think VR is going great. It’s going in a way that’s consistent with our expectations. We’re also pretty comfortable with the idea that it will turn out to be a complete failure.

Seine Zweifel beruhen vor allem auf der Prämisse vieler Entwickler, VR-Apps bereits in naher Zukunft für deutlich weniger Geld auf den Markt zu werfen als bisher, um in der neuen technologischen Sparte einen Massenmarkt zu schaffen. Gabe Newell sieht hierbei folgendes Problem: Selbst das teuerste Virtual Reality Gerät, die HTC Vive, das momentan eine VR-Erfahrung liefert, die sich Perfektion annähert, bietet an allen Ecken und Enden Potenzial für technischen Fortschritt. Eine erhebliche Kostenreduktion biete sich also erst an, wenn all diese Technologien für große Märkte konfiguriert und von der breiten Masse angenommen wurden.

Ebenfalls von entscheidender Bedeutung für die Entwicklung von VR-Technologien sei die Möglichkeit für die User, ähnlich wie bei klassischen Videospielen, den Großteil der eigenen Zeit in VR-Apps stecken zu können. Er spielt dabei sicher auf die zahlreichen, aber kurzweiligen VR-Experiences an, die eine Technologie wie VR auf lange Sicht nicht tragen kann. Erst mit einem Gamechanger („Killerapp“), einem großen Titel, der die Massen für VR begeistert, können sinkende Preise für Vive und Co. legitimiert werden, so Gabe Newell.

Valve selbst plane für die nächste Zeit drei große Projekte, die versprechen, ein solcher Gamechanger, zu werden. Worum es sich dabei genau handelt, konnte dem CEO nicht entlockt werden. Für Newell steht jedoch fest, dass sich die drei Neulinge aus der Valve-Spieleschmiede ein gänzlich neuartiges Gameplay zu eigen machen müssen, um langfristigen Erfolg in der virtuellen Realität zu haben.

(Quelle: Road to VR)

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HTC Vive Tracker: Reale Objekte per USB in die virtuelle Welt integrieren

HTC veröffentlichte vor Kurzem ein Dokument, dass aufzeigt wie der neue Vive Tracker funktioniert. An den kompakten Apparat kann man an eine Vielzahl von Objekten und Accessoires befestigen. Dadurch kann man Waffen, Tischtennisschläger, ein Telefon oder eine Kamera in die virtuelle Welt nehmen. Dem Nutzer sind keine Grenzen gesetzt.

HTC Tracker Golf Schläger

Realistische Simulationen durch den Vive Tracker

Der Tracker ermöglicht extrem realistische Simulationen für unterschiedliche Aktivitäten. Auf der CES 2017 in Las Vegas wurden verschiedene Demos für das Gerät vorgestellt. In Exoplanet verbindet man den Tracker mit einer Kamera zum virtuellen Fotografieren auf dem virtuellen Planeten. Cover Me kombiniert Tracker, Smartphone und eine Pistole zum Shooter. Die Demo ROM hebt das Niveau an, denn aus der Pistole wird ein Maschinengewehr und statt Smartphone taucht man per VR-Brille in den Shooter ein. Mit Manus VR und Noitom verknüpft man den Tracker mit Handschuhen und kann dadurch virtuelle Objekte anfassen und bewegen.

Der Tracker bringt VR Games auf ein neues Level, dass für eine neue Ära an Arcadespielen sorgen könnte. So könnten statt eines Controllers in Zukunft Baseball Schläger in einem virtuellen Stadion verwendet werden. Ein weiterer Vorteil des Geräts wäre in der Ausbildung von professionellen Fachkräften. Diese könnten ihren Beruf zukünftig in Virtual Reality üben.

Vorteile für HTC Vive Besitzer

Für alle Besitzer einer HTC Vive gibt es ein paar Extras. Der Tracker ist kompatibel mit der Basisstation und dem VR-Headset.  Zusätzlich wird ein Add-on mitgeliefert, dass per USB am PC angeschlossen wird, um eine kabellose Verbindung des Geräts zu ermöglichen.

Dadurch sollen Tracker und Accessoires für die meisten Haushalte relativ einfach zu verbinden sein, da man nicht erst die vorhandenen Controller entfernen muss, um die neuen Teile zu verbinden. Das USB Add-on ist aber nicht notwendig, wenn man auf den traditionellen Controller verzichtet.

Wir dürfen gespannt sein, inwiefern sich die VR durch die neue Technologie verändert. Der Vive Tracker wird in den kommenden Monaten veröffentlicht.

(Quellen: Tom’s Hardware)

Der Beitrag HTC Vive Tracker: Reale Objekte per USB in die virtuelle Welt integrieren zuerst gesehen auf VR∙Nerds. VR·Nerds am Werk!

Valve’s ‘Steam Direct’ to Replace Controversial ‘Greenlight’ Voting System

Steam Direct, a new sign-up system for launching games on the store, is due to replace Greenlight in Spring 2017. Currently, any developer or publisher new to Steam is required to submit their game for approval through Greenlight, which involves a small fee and community voting; the new system may have different implications for VR developers.

In an announcement on the Steam Blog, Valve UI designer Alden Kroll explained that Greenlight, the current submission system for developers and publishers new to Steam, will be phased out in the spring, replaced by ‘Steam Direct’. This new sign-up system removes community voting entirely, simplifying the process to a recoupable application fee for each new title. This figure has yet to be decided, but it could be significantly higher than the current $100 Greenlight fee. “We talked to several developers and studios about an appropriate fee, and they gave us a range of responses from as low as $100 to as high as $5,000. There are pros and cons at either end of the spectrum, so we’d like to gather more feedback before settling on a number.”

This is already causing much debate among the indie developer community. Too high and you risk shutting out the small developers; too low and you open the floodgates to shovelware. But Greenlight itself has always been controversial, far from a perfect system. Talking to PC Gamer, Kroll said that Greenlight “inherently has a bunch of unpredictability in it,” making it difficult for developers to plan ahead due to the variable time frame for a title becoming ‘greenlit’.

In the case of VR titles, the process has been different, as Valve allow promising VR developers to bypass the Greenlight system by contacting them directly, accelerating the approval and encouraging the growth of the medium. Whether the move to Steam Direct will change their policy for VR submissions remains to be seen, but the end of Greenlight should ultimately result in a greater influx of VR content.

The post Valve’s ‘Steam Direct’ to Replace Controversial ‘Greenlight’ Voting System appeared first on Road to VR.