GDC 2017: Epic Games Teams With Chevrolet On New AR Car Project

GDC 2017: Epic Games Teams With Chevrolet On New AR Car Project

Ever since Epic Games opened its Unreal Engine 4 technology to the world, new use cases have been coming in fast and furious. The latest example of just how far real-time video game engine technology has come will be on display at GDC 2017 this week. Epic Games partnered with visual effects and creative content studio The Mill to shoot a new Chevrolet video that utilizes UE4 technology and an augmented reality Blackbird motion tracking vehicle.

That electric car is the brainchild of The Mill. And before the top-secret vehicle was revealed, Epic Games CTO Kim Libreri got an early look under the hood.

“This high-tech car can run any performance envelope of any car, and it has all the electronic equipment that you need to be able to track it, so you know where it was relative to the camera car, and also generates the light and reflection information that you need to be able to light a computer-generated car,” Libreri said.

Libreri met with Vince Baertsoen, the head of R&D at The Mill, last year in Germany at FMX 2016. At the time, the one challenge Baertsoen had was that the director filming the car was still seeing the Blackbird and the transformation into whatever car they wanted it to become occurred in post production. The Holy Grail was for those shooting the sequence to see the final version of the vehicle in real-time.

At GDC, Epic is showcasing a 2017 Camaro ZL1 in a race against the Chevy FNR concept car, except the vehicles are actually photorealistic pixels running in real-time using UE4 technology. To prove the point, the ZL1 can be swapped out for a classic ’69 Camaro.

“Those cars are built like we would do a video game asset,” Libreri said. “Right now, it’s a specialized version of Unreal because we’ve just put the demo together, but these are features that are going to be available in regular Unreal. The only difference between this and a car that you would put in a video game is the amount of polygons in the car. We actually have a couple levels of detail to the car. The one that you see in the video is comprised of millions of polygons. We also have a low resolution version that would be a more normal game-level asset that would run on a PlayStation 4. The materials and lighting and most of the things you see in the video would run on a console in a more regular video game environment.”

These virtual vehicles were super-imposed on top of the Blackbird during a live action shoot on the Angeles Crest Highway in Los Angeles. The Blackbird uses professional grade AR, filming a 360 video from the center of the vehicle using Red Epic cameras. Everything that’s around the vehicle is filmed as if it was a panoramic 360 photography. And a spinning LiDAR scanner is scanning the surrounding environment.

“They take the output from these four cameras, stitch it into a panorama, and then beam it to Unreal Engine wirelessly,” Libreri explained. “And then we take that as lighting and reflection information that we can place on top of a car that they’ve tracked with a real-time tracking system developed by partner company Arraiy.”

Before joining Epic in 2014, Libreri spent 20 years working in the Hollywood visual effects industry at companies like Lucasfilm, Industrial Light & Magic, and Digital Domain. These vehicles are inserted into the live action compositing background plates, which are equivalent to the kinds of images ILM would use.

The director of the 60-second video is sitting inside a customized Mercedes ML that has a Russian Arm that can film the Blackbird from any angle. Inside the Mercedes, he can watch the UE4-generated vehicle in real-time and make filming adjustments on-the-fly. A PC running on a high-end consumer NVIDIA graphics card is set up inside of the Mercedes to transform the Blackbird into the Camaro vehicles.

“We’re using some pretty beefy hardware for the demo right now, but that hardware capability is going to be available in the cloud very, very shortly, so you’ll be able to run these kinds of graphics-on-demand projects from the cloud,” Libreri said.

In addition to handling the augmented reality, UE4 is also handling a lot of information simultaneously.

“Each of these shots is an individual shot like you would have in Premiere or Avid, where you can cut backwards and forwards, and trim, and add the audio tracks,” Libreri said. “It’s all running just like you were doing normal visual effects photography, but inside a game engine.”

The Mill officially revealed the Blackbird on stage at GDC during Epic’s keynote. And Chevy also used that event to debut the final version of the race, which offers a wow factor when the vehicles enter a tunnel and go all TRON-like to showcase the real-time visual effects UE4 opens up.

“At every GDC we like to do some project that not only blows people away and inspires them, but shows that together with a customer we take some of the best people on the planet using our technology and make our engine better,” Libreri said. “We do something that people thought was impossible, so that’s why we went to this next level.”

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On the Hunt for VR’s Killer App with Epic Games’ Technical Director of VR & AR, Nick Whiting

Everyone in the VR industry can envision a world in the next 10 years that’s radically changed by virtual reality. From healthcare, education, social, training, cinema, gaming, and more, VR has a lot of Killer Use-cases. But it seems most of the industry is in agreement that the Killer App—a single, platform-defining piece of software that compels buyers—has not yet arrived. Epic’s Nick Whiting weighs in on how we might come to find it.

Every day this week leading up to the 2017 Game Developers Conference in San Francisco, we’re featuring insights on the hunt for the killer app from virtual reality’s leading companies. Today we hear from Nick Whiting, Technical Director of VR & AR at Epic Games.

Nick Whiting

nick-whiting-epic-gamesWhiting oversees the development of the award-winning Unreal Engine 4’s virtual reality efforts. In addition to shipping working on Robo Recall, Bullet Train, Thief in the Shadows, Showdown, and Couch Knights for VR platforms, he has also helped shipped titles in the blockbuster Gears of War series, including Gears of War 3 and Gears of War: Judgment.

Road to VR:
What traits do you think VR’s Killer App needs to have?

Whiting:
To me, the Killer App has to be something that uniquely justifies the medium. It needs to be an app that brings people into the VR ecosystem because there simply isn’t another way to get the same experience in any other way. That’s the defining characteristic!

Right now, we’re still very early in VR. As with other mediums, we’re in a period that is largely comprised of imitation of other media. For VR games, we’re largely imitating the canon of 3D games that’s been developing since the ’90s. For entertainment, we’re largely using the same techniques of framing and timing from film, but adapted a little bit to make it feel better in VR.

This isn’t anything new! You can see the same pattern in early film, which were largely imitations and recordings of stage plays or common events. It’s easy to forget that the grammar of cinematography that we know today took decades to develop into what we know of as film today! The same was true with games, which imitated sports, comics, and movies for many years before they really started breaking new ground.

robo_recall_1
Epic’s Unreal Engine 4 is one of the leading tools for VR game development. It also powers ‘Robo Recall‘, the company’s first ‘full’ VR title which is due to launch by the end of Q1 2017.

This wave of consumer VR has only really been around for a little over a year now, so I think we still have a little bit of time to go before we develop those ideas that are unique to the medium. I don’t know what they will specifically be, but I think we can hazard a guess based on the strengths.

Experiences out there right now, if we’re honest with ourselves, largely rely on the novelty of the experience of the hardware. As we all know, it’s magical the first time you put on a headset and can look around! However, without compelling content, that novelty wears off, and those experiences don’t seem quite as compelling. To make something with staying power, we need to identify what makes the medium unique, and figure out how to leverage that.

To me, the most important feature of VR is what I like to call “immersive interaction.” The idea is similar to presence, but centers more around the fact that unlike any other medium, you’re physically represented in the world, as well as your direct actions. You can not only look around, but reach out and grab things in a way that a game with its pre-baked animations can’t really match. You’re part of the action, and that builds the magical sense of presence. Because of that, I believe that the killer app must include interaction with motion controllers. It takes the immersive visuals of VR, and adds immersive interaction, which truly lets you be internalized as part of another world.

I think another very powerful extension of this is the social aspect. Social experiences in VR are so compelling because we track real human motion. So, if I nod at you, all the parts of your brain that are trained to recognize that motion do, and you feel the presence of another human in a shared space. That’s something 2D video can’t match, and something uniquely powerful for the medium. Multiple people sharing the same virtual space with such intimacy can’t be replicated without VR. As tracking technology improves, this could truly be something that is revolutionary.

Road to VR:
If you had to make a bet, which sector of VR would you predict as the place where the first Killer App emerges?

Whiting:
Depending on how you define it, the “killer app” might already be here for enterprise. While it doesn’t move tons of headsets, or have the flash of entertainment applications, we’re already starting to see huge wins in terms of savings and cost reduction in enterprise applications, which is causing steady growth for VR usage.

A simple example is in the architecture and construction industries. When a client orders a multi-million dollar building, the architect has to do his best to give the client an idea of what the finished product will be like, years before it’s even built. While renderings and previsualization can give you a great sense of the style and aesthetics of a building, it is distinctly lacking in some of the “human factors” of how the space feels. Because of this, large-scale projects often spend large amounts of money after construction has begun to redesign and redo work once the client has been able to physically stand in a space. Savvy builders and architects have realized that this can be greatly reduced through putting the client in a VR mockup of the space, which allows them to get a better feeling for the final product, and make those changes while it’s still on paper, rather than already half-built!

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HoloLens App Envisions Immersive Future for Architecture and Construction

You can easily expand that to many other areas of engineering and design, where ideas and concepts have to go through separate teams in order to bring a product to fruition. Being able to have everyone visualize a product while it’s still in early planning helps ensure that everything from design to construction to training can be accomplished before any fabrication has begun. That’s a huge cost and time savings, and given VR’s proliferation in those industries, I think that deserves to be called a Killer App.

Road to VR:
Do you think VR’s Killer App will launch in 2017?

Whiting:
Of course, because Robo Recall launches Q1 2017! In reality though, I think that 2017 is somewhat optimistic for a killer app. Great content, yes. But, killer apps are built on the shoulders of countless lessons learned from the apps that came before them. While we’re starting to see a lot of great content trickle out (the mainstream market attention of Resident Evil 7 and Rez Infinite are great indicators), you have to remember that great content generally takes two or three years to develop.

SEE ALSO
Latest Figures Suggest 'Resident Evil 7' Could Have Some 280,000 PSVR Players

It was only last year that consumer headsets were first widely commercially available, and it was only a few months before that when the big players announced release dates and pricing. Because of that, many of the traditional funding vehicles that create killer content didn’t kick in until a little over a year ago. That means many projects that took that initial round of funding still have about a year to go before they see the light of day. Because of that, I think 2018 is going to be the year where we start seeing a wider variety of great content from a variety of developers, and hopefully our killer app is somewhere in that batch.


More from the ‘On the Hunt for VR’s Killer App’ Series:

The post On the Hunt for VR’s Killer App with Epic Games’ Technical Director of VR & AR, Nick Whiting appeared first on Road to VR.

Spatial VR Sound Gets an Upgrade as Valve Launches Steam Audio SDK Beta

Audio quality plays an important part in virtual reality (VR) immersion, so today Valve has announced the launch of its Steam Audio SDK as a free beta for developers.

Designed to enhance all interactive products, specifically VR applications, Steam Audio adds physics-based sound propagation on top of HRTF-based binaural audio. This allows in game audio to interact with and bounce off of scene geometry, aiding players by giving them more information about the virtual world they’re in.

Steam Audio - baked reverb

Steam Audio’s range of features include HRTF-based binaural rendering, occlusion, physics-based reverb, real-time sound propagation and baked reverb and propagation. Supporting multiple platforms: Windows, Linux, macOS, Android, Steam Audio is not restricted to any particular VR device or to Steam.

The Steam Audio SDK currently supports including C API for integration into other game engines and audio middleware. “Adding Steam Audio to the arsenal of tools available to Unity developers gives them an easy solution for extending the acoustic depths of their VR and desktop creations, and is the latest result of out collaboration with Valve,” said Tony Parisi, head of VR/AR strategy at Unity Technologies.

Another popular engine for VR developers is Epic Games’ Unreal Engine which will see support added soon. “As a new plugin for the new Unreal Audio Engine, Steam Audio fundamentally extends its capabilities and provides a multi-platform solution to game audio developers who want to create realistic and high-quality sound propagation, reverberation modeling, and binaural spatialization for their games,” commented Aaron Mcleran, audio programmer at Epic Games.

Free of charge, and without any royalty requirements, the Steam Audio SDK can be downloaded now from github.

“Valve is always trying to advance what the very best games and entertainment can offer,” said Valve’s Anish Chandak. “Steam Audio is a feature-rich spatial audio solution available to all developers, for use wherever and however they want to use it.”

For the latest Steam Audio updates from Valve, keep reading VRFocus.

Registrations Now Open for Unreal Engine GDC Education Summit

Next week the Game Developers Conference (GDC) 2017 will take place in San Francisco, California, bring the together industry professionals from across the world. Taking place at the same time for one day only will be the Unreal Engine GDC Education Summit, featuring a day of sessions aimed at Unreal users, especially educators and students.

Featuring a keynote address by Epic Games’ Marc Petit, general manager of the Unreal Engine enterprise team, the summit will also include Epic recruiter, Emily Gabrian, who’ll present the Epic Games Internship Program, outlining what educators and students will need to know to apply.

Unreal Engine 4 Header 2

For those interested in virtual reality (VR), two dedicated sessions will be held. Joe Radak, a freelance level designer, will be hosting a talk called ‘Hitting the ground running in VR: UE4 and Udacity’s VR Nanodegree’, which looks at the rapidly changing world of VR, and Udacity’s VR Nanodegree. While Craig Bar will be looking at ‘Virtual reality and architectural visualization with Unreal’, giving an overview of the power of Unreal for architectural visualization and VR.

The Unreal Engine GDC Education Summit takes place on Tuesday, 28th February at the Four Seasons Hotel. Tickets are free, head to the Eventbrite page to register and get further details.

Last week Epic Games launched the next version of Unreal Engine, 4.15. This included several updated VR features for the Quick Menu and Radial Menu, with a new Number Pad UI. Support was added for the PlayStation Aim controller as well as an experimental Monoscopic Far Field Rendering option.

VRFocus will continue its coverage of Epic Games and Unreal Engine, reporting back with the latest updates.

Unreal Engine 4.15 Now Available, VR Improvements Include Menu, Number Pad and PSVR Aim Controller support

This Epic Games has released the latest iteration of its popular videogame development software Unreal Engine 4.15.

The last version was only released in November 2016, and since then the studio has been pumping out the preview builds, adding experimental new features whilst ironing out the bugs and glitches. Unreal Engine 4.15 continues Epic’s support of virtual reality (VR), finalising additions like support for PlayStation VR’s Aim controller along with general VR Editor improvements.

PlayStation Aim Controller

Epic’s updated the Quick Menu and Radial Menu in the VR Editor, improving usability and functionality whilst giving them a new look. A new Number Pad UI has been added allowing developers to quickly enter numbers from zero to nine as well as negative and decimal values in text fields

An experimental addition to 4.15 comes in the form of Monoscopic Far Field Rendering which provides a performance boost by only rendering distant objects once. As it is experimental for the moment Monoscopic Far Field Rendering is only supported on mobile platforms for now.

For the full list of features head to the Unreal Engine blog for a concise rundown including support for Nintendo SwitchVRFocus will continue its coverage of Unreal Engine, reporting back with the latest updates.

VR

  • New: Updated the GoogleVR SDK to version 1.01.

  • New: Exposed “Is HMD Connected” to blueprint. This means that HMD hardware is ready to use. UE4 may or may not be using the HMD now.

  • Bugfix: Fixed rendering of Canvas tiles in stereo mode to be rendered for both eyes. This fixes the rendering of the background behind various stats shown by the STAT console command.

  • Bugfix: Fixed threading issue on Oculus Touch controllers, which could cause jittering in some circumstances.

  • Bugfix: Fixed an assertion when using Oculus stereo layers with MSAA, due to binding an unresolved depth surface.

  • New: Added analytics event to Vive HMD initialization.

  • New: Updating Oculus SDKs

    • Oculus PC SDK 1.10.0

    • Mobile SDK 1.0.3

    • Audio SDK 1.0.2

    • Platform SDK 1.10.0

  • Added a missing render target clear when using a VR hidden area mask and a post processing material.

  • Added in a new CVar vr.SteamVR.UsePostPresentHandoff, which defaults to 0. When set to 0, we do NOT use the SteamVR Post Present Handoff, which costs some performance GPU time. When 1, we use the call, and get some extra GPU performance. However, this call is NOT safe for scenes that have frame-behind GPU work, like Scene Capture components and Widget Components.

    • For users that were using 4.14.1, and seeing a GPU timing improvement, that behavior is now off by default.  You can re-enable it by setting vr.SteamVR.UsePostPresentHandoff on your project to get it back.  Be aware that SceneCaptureComponents or WidgetComponents may cause async reprojection in SteamVR to fail in that case.

Unreal Engine Releases Third Preview for 4.15

Last week Epic Games launched the first preview for Unreal Engine 4.15, bring with it support for the PlayStation Aim controller. Today the company has released its third preview for the upcoming build, adding a significant amount of fixes.

For 4.15’s preview three Epic hasn’t added any major features like it did in the first, simply fine tuning the build further, fixing issues users are coming across as they demo it. On the VREditor side of things only one problem has need to be fixed, to do with a “Laser not hidden on MotionControllers with docked Menu/UI Panels”.  So either that’s reassuring few issues have been found or not enough people are using it to find anything.

Epic Games logo

Two engines currently dominate the virtual reality (VR) industry in terms of development, Unreal Engine and Unity. Over the past year both have been making significant strides to improve VR support, namely adding editors that can work whilst using VR head-mounted displays (HMDs). While Unity Technologies purely work on developing its game engine, Epic also creates its own titles helping showcase what can be achieved with Unreal Engine.

One of these is Robo Recall, set to be released in early 2017. An evolution of earlier tech demo Bullet Train, Robo Recall will be a free exclusive for Oculus Touch owners. The studio released another dev diary yesterday, discussing the team updated the former to the latter.

Checkout the full changelog below for 4.15 Preview 3, and for any further updates from Epic Games keep reading VRFocus.

Fixed for Preview 3:

Fixed! UE-40753 [CrashReport] UE4Editor_LevelEditor!FLevelEditorActionCallbacks::Paste_CanExecute() [leveleditoractions.cpp:1602]
Fixed! UE-41130 User Defined Enums may lose their display names on upgrade to 4.15
Fixed! UE-41073 Crash when opening blueprint with collapsed nodes with structure output, split pin
Fixed! UE-41072 Implemented Interfaces are not added to nativization list
Fixed! UE-41070 Data only blueprints are not not nativized when flagged to do so
Fixed! UE-41071 Parent blueprint not added to nativization array if only child saved
Fixed! UE-41190 Ensure failure !bStaticCall nativizing blueprint calling blueprint function library function
Fixed! UE-37815 BulkData Async loading remains in memory
Fixed! UE-38767 [CrashReport] UE4Editor_Core!FArchive::SerializeCompressed() [archive.cpp:447]
Fixed! UE-41125 Static mesh LODs other than LOD0 cannot be set to screen sizes greater than 1
Fixed! UE-41220 Crash when adding multiple collision types to a mesh
Fixed! UE-40791 The Play button on the ForceFeedback effect icons is missing
Fixed! UE-41294 Reimporting skeletal mesh clears material references from material slots
Fixed! UE-41126 HISMC UpdateInstanceTransform blueprint function does not update bounds correctly
Fixed! UE-40525 CommitMapChange doesn’t fully deal with sub-levels
Fixed! UE-40939 Inconsistent line ending prompts occur in Visual Studio after adding Vehicle C++ feature pack
Fixed! UE-41163 Material curves keeps resetting to 0.f
Fixed! UE-41216 Additive Pose Asset arms become over exteneded when blended with reference pose
Fixed! UE-41082 Fix crash on cache bone with sub instance
Fixed! UE-40945 Crash trying to import facial animations
Fixed! UE-41143 Crash when launching engine without a windows audio device enabled.
Fixed! UE-41112 Crash when Dragging Skeletal Mesh with Apex Clothing into Level
Fixed! UE-37270 Changing transform of simulated component during physics freezes motion
Fixed! UE-39884 Foliage LODs are do not appear to use the base LODs lightmap any longer
Fixed! UE-40480 Ensure encountered when using the Copy/Paste sub-tool in sculpt mode
Fixed! UE-41271 Localization broken in cooked builds due to missing meta-data during cook
Fixed! UE-41253 Mobile / Use Full Precision not working on Metal
Fixed! UE-41023 Scene capture produces black texture on encoding devices with mobileHDR == false
Fixed! UE-39451 Web browser widget causes app to crash when packaging for Distribution on Android
Fixed! UE-40927 Projects crash on Android when trying to load mips
Fixed! UE-39911 Failed checkSlow(IsInGameThread()); in UWorld::GetWorldSettings
Fixed! UE-40524 Issues with PrepareMapChange/CommitMapChange and Level Collections
Fixed! UE-40810 Crash opening Infiltrator packaged on Windows for Linux
Fixed! UE-41198 Spinbox value decimal point is moved one place to the right when edited on Android
Fixed! UE-36984 TestPAL fails to compile
Fixed! UE-41146 Crash in editor when audio is playing
Fixed! UE-40451 Blueprint – User configured tvOS Bundle ID is not set properly during packaging
Fixed! UE-40392 GitHub 3111 : Fix environment variable name to the correct legacy LINUX_ROOT.
Fixed! UE-40023 UFE Deploying and launching a packaged build on Linux fails due to invalid directory
Fixed! UE-40761 Various audio clips are not playing in Elemental Demo on PS4
Fixed! UE-41209 PS4SharePlay errors are produced when launching onto PS4 with UnrealFrontEnd
Fixed! UE-41183 Crash Occurs when changing the ‘Max Metal Shader Standard To Target’ option within iOS Project Settings
Fixed! UE-38691 Launch On from Windows to Linux fails with missing GLSL_430 shaders
Fixed! UE-37016 GitHub 2842 : [Linux] Fix bootstrap script so it is independent on working dir
Fixed! UE-40956 Rare crash occurs in CoreAudio in Vehicle Game on Mac when quitting.
Fixed! UE-41042 GitHub 3160 : Fixed `ADB` being incorrectly set to `ANDROID_HOME`.
Fixed! UE-41079 NpToolkit2 fails to initialize in 6CPU mode on PS4
Fixed! UE-41167 Shader complexity is broken in the forward renderer
Fixed! UE-39754 Crash: Changing Material Property Overrides of Material Instance
Fixed! UE-40736 “Too many texture coordinate sets” warnings in KiteDemo
Fixed! UE-40873 Shadows of small movable components popping out
Fixed! UE-41193 Update material node tooltips based on 4.15 preview feedback.
Fixed! UE-40482 Ensure occurs when turning on Constraints in Advanced Show Flags
Fixed! UE-40980 Fix mem corruption on particles on PS4
Fixed! UE-40724 Large round stone in ZenGarden is no longer reflective
Fixed! UE-41138 Flickering in Elemental Demo when TemporalAA and bloom is enabled
Fixed! UE-41099 SpeedTree Material No Longer Compiles With Texture Coordinate Node In BaseColor
Fixed! UE-41008 LogApexClothingUtils Warning when opening QAGame
Fixed! UE-41311 Time snapping interval is not updating the timeline in UMG Sequencer
Fixed! UE-40682 Animations that overlap and blend together break when undoing
Fixed! UE-40758 Events on frame 0 fire twice
Fixed! UE-41019 Sequencer does not refresh on creating a new camera if Default Property Tracks is empty
Fixed! UE-41010 Fix up actors remove actor from sequencer folder.
Fixed! UE-41148 Logstreaming warning when opening the editor: “LogStreaming:Warning: Failed to read file ‘Common/RoundedSelection_16x.png’ error.”
Fixed! UE-40070 VREditor: Laser not hidden on MotionControllers with docked Menu/UI Panels

Epic’s New Robo Recall Dev Diary Details The Game’s Evolution From Bullet Train

Epic’s New Robo Recall Dev Diary Details The Game’s Evolution From Bullet Train

Robo Recall is easily one of the most exciting VR experience coming in 2017, but its roots actually trace back to a relatively simple tech demo from 2015.

Fans of the Rift will remember when developer Epic Games took to the stage of the Oculus Connect 2 keynote that year to announce a tech demo for the then-unreleased Oculus Touch controllers, called Bullet Train. The demo was a first glimpse into what Touch could do for VR shooters and served as the foundation for Epic’s first larger VR game, Robo Recall. In this new dev diary, the first in a new series, focuses on the upcoming game. We can see the developer talk in more detail about how the two are linked, something Nick Whiting, Technical Director at Epic Games, alluded to in our interview from October.

Members of the Epic team are on-hand here to discuss how Robo Recall builds upon what the studio learned in Bullet Train. Teleporting, for example, is no longer assigned to specific spots in a level, but instead allows you to move to any position, much like other modern VR shooters.

Most importantly, though, you’re getting lots of new footage of the game here. There’s no two ways about it; Robo Recall is looking gorgeous, no doubt thanks to the intimate knowledge the developer has with its popular development toolkit, Unreal Engine. In the game, you’re tasked with taking down hordes of malfunctioning robots and encouraged to get inventive with creative kills, not too dissimilar to Epic’s own Bulletstorm, only with a much more comic-book, cartoonish style. We cam away very impressed from our time with the game at OC3 last year.

Bullet Train, meanwhile, can now be downloaded on Rift for free. Epic will also release Robo Recall for free, exclusively on Oculus Rift with Touch, and it’s easy to see why: this is as good an advertisement you’ll see for the engine as you’ll see.

There isn’t much longer to go until Robo Recall hits; it’s due in Q1 2017 and we’re already a month through that window. Expect a few more entries in this diary series before it launches.

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