HTC will 2021 VR auf ein neues Level bringen

Im kommenden Jahr dürfen wir uns scheinbar auf eine neue VR-Brille von HTC freuen. Das Unternehmen will mit dieser Brille 2021 Virtual Reality auf ein neues Level heben.

HTC will 2021 VR auf ein neues Level bringen

Alvin Graylin, Präsident von HTC China, setzte sich kürzlich für ein ausführliches Interview mit Daniel Colaianni und Nick Rosa bei der Academy of International Extended Reality (AIXR) zusammen. In diesem Interview.

“Leider ist es mir nicht erlaubt, über zukünftige Geräte zu sprechen, aber ich werde sagen, dass wir Geräte haben, die im Jahr 2021 herauskommen”, sagte Alvin Graylin, China President, HTC Vive. “Und ich denke, es werden bahnbrechende Geräte sein, die die Leute genauso begeistern werden wie 2016, als wir mit der ersten Vive herauskamen. Ich bin also ziemlich aufgeregt über das, was kommt, und ich denke, es wird die Branche auf ein neues Level bringen.”

Diese Ankündigung ist besonders spannend, da die HTC Vive damals ein tolles Produkt war und man an diese Zeiten wieder anknüpfen möchte. Mit der Vive Cosmos hatte sich das Unternehmen in den letzten Monaten kein besonders großen Gefallen getan, da das Tracking leider nicht mit dem Tracking der Konkurrenz mithalten konnte.

(Quelle: Tweaktown)

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HTC Bundling Vive Cosmos with AORUS 15G Laptop In UK, Germany And Austria

HTC Vive is partnering up with Gigabyte in hopes of getting more Cosmos and Cosmos Elite headsets into homes.

The pair today announced a bundle for the UK, Germany and Austria that includes one of the two PC VR headsets and the AORUS 15G laptop at a combined saving of £149. The standard Cosmos, with inside-out tracking, is bundled for £2,549. The Cosmos Elite — which swaps out inside-out for Valve’s SteamVR Lighthouse system — goes for £2,749.

New Vive Cosmos Bundle

Still an expensive proposition, then, but the 15G does feature a GeForce RTX 2070 card inside a laptop with a 240Hz (albeit 1080p) display. Plus you could feasibly plug it into a Cosmos, zip it into a backpack and then have relative freedom to explore in VR.

If you wanted to make some further savings, HTC also just announced that new Viveport Infinity subscribers can get a free copy of The Walking Dead: Saints & Sinners, as the Game Pass-like service adds new titles like Moss, too. Both bundles come with a two-month subscription, so you should be getting those games for free. You can find out more about each from the deal’s official website. HTC currently doesn’t have any plans for such a deal in the US.

We think the Cosmos is an okay headset, though it has its fair share of problems including those steep prices. A few months back we learned that HTC is no longer planning to sell its cheapest variations, the Vive Cosmos Play, to consumers, instead gunning for location-based and enterprise customers instead.

Will you be taking advantage of this new Vive Cosmos bundle? Let us know in the comments below!

Community Download: Should HTC Completely Give Up On Consumer VR?

Community Download is a weekly discussion-focused articles series published (usually) every Monday in which we pose a single, core question to you all, our readers, in the spirit of fostering discussion and debate. For today’s Community Download, we want to know if you think HTC should just accept the writing on the wall and completely give up on consumer VR?


Today HTC announced that its upcoming Cosmos Play headset, the cheaper version of its new Cosmos line that seemed marketed as a more affordable consumer option, is now no longer a consumer device at all. In fact, they’re pivoting that headset to focus on enterprise customers instead.

If you’ve been following VR for at least a few years now, this probably doesn’t come as a big shock to you. Following the breakout success of the HTC Vive in 2016 as the first-ever room-scale consumer VR headset, launched in partnership with Valve as the flagship of SteamVR, they haven’t made many choices that put consumers first. From the HTC Vive Pro, Pro Eye, Vive Focus, Cosmos, and now Cosmos Play, not to mention several other variations of those brands, they’ve had enterprise customers at the forefront for a while now.

Back in January we published an editorial covering this exact topic, essentially claiming that HTC is going to need to make this pivot if they want to stay relevant in VR. Seven months later, that notion is coming to fruition it seems.

So, we’ve reached a big fulcrum point here for HTC. The ultimate question hanging over its head, a company that still lists several VR headsets on its website as available to purchase for consumers, including the more expensive higher-end version of the Cosmos, the Cosmos Elite. is: Should HTC finally and completely give up on consumer VR? Why or why not? Should they plan a comeback in the future?

Let us know down in the comments below!

The post Community Download: Should HTC Completely Give Up On Consumer VR? appeared first on UploadVR.

HTC’s Cheaper Vive Cosmos Play Headset Won’t Be Sold To Consumers, Shifts Focus To Enterprise

Six months ago HTC announced a new, cheaper version of its Vive Cosmos PC VR headset named Vive Cosmos Play.

The headset switched out the original Cosmos’ six-camera inside-out tracking setup for a cheaper, four-camera solution. The idea was to release a headset to cater to the lower-end of the consumer PC VR market, costing around $499. But, after six months of silence, HTC confirmed to UploadVR that the device is shifting in focus.

In a statement issued to us, the company confirmed Cosmos Play is now aimed toward “enterprise and institution”, meaning that HTC now plans to focus on museum and educational uses for Cosmos Play.

“As we continue to create new technologies across XR, we strive to provide the best possible experience for our customers,” the statement reads. “Feedback from our customers is very important to how we create our products, and in hearing directly from them, we’ve decided that our 4-camera version of Cosmos—known as Cosmos Play—is best suited for certain enterprise and institution (such as museum or educational) use cases.

“The product will now be targeted to businesses and institutions looking to use VR as a viewer, technology showpiece, or VR conference solution. We’ll continue to work with key business customers to evaluate the best opportunities for our products.”

The company also confirmed that Cosmos Play won’t be sold online through its consumer website.

Where Cosmos Play Now Sits In The HTC Line-Up

Vive Cosmos Faceplates

Cosmos Play, then, joins HTC’s growing list of business-focused VR headsets for western markets. Since the launch of the HTC Vive in 2016, the company has released a total of six new VR headset models, four of which (not including Play) are enterprise-focused. The upgraded HTC Vive Pro was replaced by the Pro Eye and the standalone Focus was replaced by the Focus Plus (though, interestingly, both Focus headsets are billed as consumer devices in the Chinese market). These, however, are all relatively expensive headsets with high-specifications.

It sounds like HTC now wants Cosmos Play to cater to the lower-end of HTC’s enterprise business. Whereas the Pro Eye’s eye-tracking and SteamVR setups might make them useful at an office, for example, the low-friction, inside-out tracking setup seen in Cosmos Play could make it better suited for events or public installations. That said, the ongoing COVID-19 pandemic has left it uncertain when conferences and expos will return, not to mention such events where thousands of attendees would all swap out the same VR headset.

Cosmos Play’s departure from the consumer angle leaves HTC with just two gaming-focused VR headsets. The $699 Cosmos was first released last year and the $899 Cosmos Elite, which swaps out HTC’s inside-out tracking for a return to Valve’s SteamVR solution, released alongside Half-Life: Alyx back in March. But the Cosmos series seems to have struggled – the headset currently ranks as the least-used of major VR headsets on the monthly Steam hardware survey reports and HTC’s Dan O’Brien acknowledged a “rough” start for the series earlier this year.

Finally, HTC also teased a compact VR headset earlier this year, codenamed Project Proton. The idea behind it is a lightweight VR display that’s tethered to a smartphone, though HTC also teased it could one day stream VR content over 5G. It’s just a concept for now, though, so don’t expect to hear anything more about it anytime soon.

In January we wrote that leaving the consumer market might be in HTC’s best interests, given increased competition from Facebook, Valve, Sony and other upcoming devices like the HP Reverb G2. With this week’s Cosmos Play update, that eventuality seems closer than ever.

The post HTC’s Cheaper Vive Cosmos Play Headset Won’t Be Sold To Consumers, Shifts Focus To Enterprise appeared first on UploadVR.

Vive Cosmos Rated Least Accurate Among Top Headsets in Controller Tracking Test

Ever wonder how VR tracking systems really stack up? A research and engineering group called the Virtual Dimension Center (VDC) in Fellbach, Germany conducted a study recently that reveals just how accurate some of the top VR headset’s are when it comes to tracking their respective motion controllers.

When most people compare VR tracking accuracy, you typically get a response about how it feels in relation to a known quantity, like when you play Beat Saber across two different headsets to see how they match up. That works when trying to help someone understand how they might perceive the overall experience, but it does little in the way of objectively proving the point.

According to the test conducted by VDC Fellbach, HTC Vive Cosmos’ inside-out optical system consistently shakes out as the least accurate of the bunch.

Note: This article refers to the stock HTC Vive Cosmos, and not Vive Cosmos Elite, which ships with a SteamVR tracking-compatible faceplate.

How It Was Measured

As first reported by German publication MIXED (German), VDC Fellbach measured the tracking systems on Oculus Rift S, Oculus Quest, Windows Mixed Reality, Valve’s SteamVR (aka Lighthouse) tracking, and HTC Vive Cosmos. Ostensibly as a sort of control, the study also included the industrial-grade tracking cameras from ART, which routinely outperformed even the rock-solid external SteamVR laser-based tracking system.

The objective was to quantify each system’s input accuracy, measured in millimeters, which was done by attaching each controller to a robot arm with an adaptor. A 3D-printed head model was used to hold the target headset while the robot arm moved the VR controllers 50 times between two points on the X-axis, set 500 millimeters (~20 inches) apart, or about an arm’s distance away.

Image courtesy VDC Fellbach, translated by Road to VR

The robotic arm, which was connected to the laptop via LAN, was controlled by an in-house software using a modified variant of OpenVR. This allowed the testers to not only reliably know the actual position of the controller, but also the reported position of the controller, capturing data in the X, Y and Z-axis during each headset’s trial.

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The Results

Below you can see the standard deviation of the results for position one, which is closest to the headset. The study also includes the maximum deviation and mean, however they all point to more or less the same relative conclusion.

Image courtesy VDC Fellbach, translated by Road to VR

SteamVR tracking, which uses laser-based ‘outside-in’ beacons, is the most accurate consumer-grade solution of the bunch. Notably, ART’s outside-in optical tracking is so accurate that its bar isn’t even visible on the far right of each chart.

Windows Mixed Reality performs better than we expected in position one, coming in neck-to-neck with Oculus Rift S. HTC Vive Cosmos lags behind by a wide margin with its 2-3 mm deviation. This changes somewhat when the respective controllers move to position 2 however.

Image courtesy VDC Fellbach, translated by Road to VR

Outside-in tracking remains more or less the same regardless of the distance between the headset and the controller, however inside-out tracking tracking takes a notable hit in accuracy as it moves farther away from the headset.

In one instance, Windows Mixed Reality underperforms by nearly 3 mm from dead zero, beating out Vive Cosmos by nearly a millimeter in accuracy.

Robot arm and controller adaptor | Image courtesy VDC Fellbach

The charts above doesn’t tell the whole story though. According to the study, HTC Vive Cosmos performs “worst,” with deviations that are “sometimes above 5 mm,” and that it was even possible to visually detect Vive Cosmos’ deviation while the measurement was being carried out.

Granted, Vive Cosmos has benefitted from multiple software updates since its late 2019 launch, which was so bad at the time that we actually postponed our initial review until HTC addressed our concerns over tracking. According to this study though, it seems that well into late 2020 that Cosmos is still underperforming in the tracking department.

The testers admit their findings may be influenced by “differences in the hardware components used and different software,” however it’s unlikely a research group capable of creating such a testing platform in the first place would simply forget to update their drivers. At least we’d hope not.

– – — – –

If you speak German, or don’t mind flexing your Google Translate skills, you can check out the full paper to see VDC Fellbach’s findings for yourself. A special thanks goes out to our friends at MIXED for pointing us to the news.

The post Vive Cosmos Rated Least Accurate Among Top Headsets in Controller Tracking Test appeared first on Road to VR.

Magical Rogue-lite Star Shaman is Coming to Oculus Quest This Summer

Star Shaman

There have been plenty of new virtual reality (VR) content announcements over the past few weeks, especially when it comes to Oculus Quest. Paris-based indie studio Ikimasho will soon be launching its debut title for the headset as well as PC VR devices, a magic-based rogue-lite called Star Shaman.

Star Shaman

Players take on the role of the spell-casting Star Shaman whose job it is to preserve and maintain biodiversity across the galaxy. This is put in jeopardy by the Architects of Entropy, beings who wish to create uniform, geometrically-perfect worlds stripped of all their natural resources.

To do this Star Shaman can wield gesture-based spells and use a magical staff, destroying enemies as they travel from planet to planet. Doing so regenerates the planets and then entire solar systems. All the galaxies are procedurally generated so each playthrough offers different challenges.

Because of the fluid, physical nature of the gameplay Ikimasho hired Just Dance choreographer Barbara Chane-Kane to help create natural movements for players. “From a game standpoint, the moves are paramount,” says Ikimasho co-founder Olivier Piasentin in a statement. “Casting your magic and dodging and shooting at your enemies will make you move as you’ve never moved before in VR.”

Star Shaman

As players progress through Star Shaman they are rewarded in a multitude of ways, collecting moons, upgrading skills and spells, as well as mana, score multipliers, currency, lives, and new spells and powers.

“VR games have tremendous potential for empowering individuals to bring lessons learned in the virtual world back to the real world,” adds Ikimasho co-founder Yann Suquet. “Add that games are the dominant medium of the 21st Century and you’re left with an incredibly powerful medium with great responsibility.”

Currently, Star Shaman is slated for a late summer 2020 release, supporting Oculus Quest, Oculus Rift, HTC Vive/Vive Cosmos and Valve Index. As further details on the videogame are released, VRFocus will keep you updated.

Snapshot VR Will Bring Tournament Paintball to PC VR Headsets This Summer

Snapshot VR

There’s been a blast of virtual reality (VR) videogames announced this week and here’s one more for all you competitive first-person shooter fans, Snapshot VR.

Indie developer Giant Scam Industries has revealed its first VR title Snapshot VR, which aims to marry professional paintball tournaments with immersive gameplay.

Team-based with up to 5-players per side, Snapshot VR looks set to be far more frantic than other arena shooters in this class as teams have an average of only 45 seconds to win. They can do this by eliminating the other team or hitting their buzzer but there are no respawns, no armour or other tools to rely on.

Featuring three locomotion options so that players can effectively and comfortably move in a manner that best makes use of those valuable seconds, Snapshot VR will provide plenty of stats to perfect those tactics. Players will be able to evaluate matches through heat-maps and other stats for a thorough post-match analysis, from where players scored an elimination to which bunkers were most effective.

Snapshot VR

Additionally, the title will provide official National Xball League (NXL) maps as well as the chance to build custom maps using 2D Paintball’s Field Creator which can be exported to Snapshot VR. Using a standard grid players choose a layout and then add cans, pylons, cakes, snakes, and other obstacles to the arena. These can also be swapped on-the-fly prior to a match.

“We are super excited for players to play Snapshot VR and experience what we’ve been working so hard on,” said Jesse Keogh, Founder and Lead Engineer at Giant Scam in a statement (who has a decade of experience in competitive paintball as both a player and coach). “We wanted to make a game that truly feels like playing paintball — fast-paced rounds, one-shot kills, rapid-fire projectiles, no respawns — but isn’t subject to some of the limitations of the real-life sport.”

Giant Scam Industries will be launching Snapshot VR into Early Access this August, supporting Oculus Rift, HTC Vive, Valve Index and Windows Mixed Reality headsets. Support for additional VR devices is also planned. As further details on Snapshot VR are released, VRFocus will let you know.

Swords of Gargantua Celebrates First Anniversary With Updates & Design Competition

Swords of Gargantua

A year ago this week Japanese developer Yomuneco Inc. released its stylish sword-fighting title Swords of Gargantua for PC VR headsets and Oculus Quest. Gearing up for a summer of content updates, today the studio has released the first as well as announcing a competition for fans.

Swords of Gargantua

Yomuneco Inc. revealed its update plans back in April, with the first to arrive being the online lounge where 8 players can socialize and join games together. In conjunction with Swords of Gargantua’s native voice chat, the lounge will also include emotes to add a fun, expressive dynamic.

Players will now get their hands on two new one-handed swords, Suzaku and Phoenix. The former specialising in attack power while the latter is ​​more suited to defense. As such, wielding them both should offer a dangerous combination. To access them, players will need to participate in in-game events between now and 26th June.

The final content addition is a beta MOD mode. Previously only available in alpha for PC VR players, the mode allows a player to customize in-game parameters such as attack, movement speed, or customizing enemy wave types. With the move into beta Oculus Quest players can also access MOD mode.

Swords of Gargantua

“On June 7, 2020, ‘Swords of Gargantua’ will be one year old. We were able to reach the first anniversary thanks to all the fans who continued playing,” said Yomuneco Co-Founder and CSO Kiyoshi Shin in a statement. The way you are playing has always encouraged the development team and provided us with new discoveries and challenges. We will continue to do our best to meet your expectations. We hope that you will continue to play and support us to create a future for VR that does not yet exist.”

Adding to the celebrations, Yomuneco Inc. will launch a Shield Design Competition on 5th June so that one fan of Swords of Gargantua will get their design put into the videogame. To do so apply on the official website or head to the Discord channel for further info.

As for further updates, the studio has two more mystery weapons to announce and the PlayStation VR release is still expected this summer, although that could slip depending on the pandemic situation.

VRFocus will continue its coverage of Swords of Gargantua, reporting back with further updates.

Vive Sync Available In Free Open Beta From Today For VR Collaboration

HTC is launching its remote VR collaboration tool Vive Sync today, in a free open beta. The tool allows businesses working remotely to meet in virtual spaces using customizable avatars.

While the tool was announced last year, it is beginning an open beta from today, available for businesses and remote workers. With COVID-19 forcing many businesses and teams to work remotely from home, the timing of the Vive Sync beta make sense. Up to 30 users can participate simultaneously in a Vive Sync session with avatars that can be customized using the Sync Avatar Creator application on mobile devices.

Vive Sync Forum Meeting

Vive Sync aims to fit several different purposes with its sessions ranging from a virtual business meeting to an online press conference or remote classroom. Sync sessions can be held in either a conference room or auditorium setting, depending on what is more appropriate. There’s also support for importing and viewing files from One Drive during sessions, as well as the ability to place and examine 3D models in the virtual space. Non-VR participants can also join sessions through a “PC viewer.”

Currently, Sync only supports the Vive ecosystem of headsets – the HTC Vive, Vive Pro, Vive Focus and Vive Cosmos. HTC says it plans for future upgrades to the tool to include support for Oculus Rift, Oculus Quest, Valve Index and Windows MR headsets. Host controls and recording capabilities are also planned features.

Vive Sync is just one element of HTC’s increased focused on virtual meetings and conferences – last month, their annual Vive Ecosystem Conference shifted online and took place entirely in VR.

Vive Sync is currently available to download now for all HTC Vive headsets.

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Swords of Gargantua Road Map Reveals Upcoming PvP Battles and Ooparts Labyrinth Quest

For those who love sword fighting in virtual reality (VR) Sword of Gargantua by Japanese developer Yomuneco Inc. aims to provide one of the most realistic experiences across a wide variety of headsets. Today, the studio has revealed its plans for future updates throughout 2020, with plenty of new content scheduled to arrive.

Swords of Gargantua

Last month Yomuneco Inc. announced PlayStation VR support would be coming this spring but it does have more in store this season. An alpha Mod Mode using the Mod.io platform will be rolled out for PC-based players, allowing them to modify in-game parameters, such as speed and strength, as well as create custom waves to alter the challenges. This feature will also come to Oculus Quest in the future.

Additionally, this spring will see a social area called the Lounge arrive so that up to 10 warriors can hangout after a long day of killing giants.

That will be followed in the summer by the Duels of Gargantua beta test, a PvP mode where players can enter an arena to fights other human opponents. The Mod Mode customization will be expanded as well, enabling players to import fan-made weapon and character models and utilize them in epic battles against the Gargantua. These weapons and models can only be utilised in this particular mode.

Swords of Gargantua

Onto the third and final road map plan, this autumn will see the largest content update land, the OOParts Labyrinth. This new mode offers four players the chance to infiltrate a procedurally-generated labyrinth, fighting monsters in a quest to collect the hidden Ooparts. There will be a new boss to fight and players will gain access to new ranged attacks like magic and bows.

Whether solo or in co-op, Swords of Gargantua challenges players to face hordes of armoured enemies, blocking, parrying, and attacking deadly foes with a mixture of weapons. These can range from faster sword and shield combos to the heavier but more powerful two-handed swords.

Swords of Gargantua is currently available for Oculus Rift, Oculus Quest, Valve Index, HTC Vive, Vive Cosmos and Windows Mixed Reality headsets. As further updates are released, VRFocus will let you know.