Kate Winslet, Jennifer Hudson, Glenn Close Join All-Female Cast Of Baobab Studios’ Baba Yaga

Baobab Studios announced some massive additions to a now star-studded, all-female cast for their next VR project, Baba Yaga.

Kate Winslet, Jennifer Hudson, and Glenn Close will join Daisy Ridley in the upcoming immersive VR movie set to premiere next month at the 2020 Venice International Film Festival. Hudson is also an executive producer on the film.

These three new additions make Baba Yaga one of Baobab’s most high-profile projects yet. Other Hollywood celebrities have appeared in the studio’s work in the past, such as Ali Wong in Bonfire, but to see four major actresses all appear in an immersive VR film together is pretty unprecedented, especially with Hudson in the producer role as well.

Daisy Ridley will play the viewer’s sister, Magda. When their mother, the Chief (played by Close) falls deathly ill, the two of them will have to work together and enter the forbidden forest (played by Hudson) to seek a cure from Baba Yaga (played by Winslet).

“Baba Yaga is a beautiful work of animation and I was honored to be an executive producer alongside my talented collaborators at Baobab Studios,” said Hudson in a prepared statement. “While the story is rooted in classic folklore, we were inspired to bring it into modern light by focusing on environmental themes and strong female characters, themes the world needs to explore now more than ever. It was my pleasure to be part of the strong female cast alongside Daisy, Kate, and Glenn.”

The immersive VR animation was created during the pandemic, a feat which the film’s director and Baobab co-founder Eric Darnell called “especially challenging”. While the film is set to debut at the Venice Film Festival in a matter of weeks, it will also be available exclusively on Oculus Quest later this year.

Bigscreen Video Player Adds DLNA Support For Wireless Streaming

A new update for Bigscreen is available now, adding wireless video and audio playback through DLNA protocol support. Plus, an unreleased blockbuster movie is set to make a simultaneous debut across Bigscreen, physical cinemas and digital platforms.

Back in June, the addition of a video player to Bigscreen was a welcome addition for many users, especially on Quest. It allowed users to play video files natively in the app without streaming their entire desktop view. However, this feature only supported playing files stored on your device, but this new update adds DLNA protocol support, allowing for wireless streaming.

Users with a DLNA media server (or those using one with optional DLNA support, such as Plex) should now be able to access all their files in Bigscreen when connected to the same network as the server. This is of particular interest to Quest users, as it means they won’t have to transfer potentially large video files onto the Quest’s limited storage in order to watch them in Bigscreen.

Additionally, Bigscreen announced that a new movie studio with “thousands of 2D and 3D movies” will be partnering with Bigscreen soon. Even more exciting news is that an unreleased blockbuster movie will be available (presumably for a paid fee) in Bigscreen on the same day it becomes available in theaters and on other digital platforms. With many cinemas around the world closed, it’s nice to see Bigscreen acknowledged as a viable release platform alongside traditional VOD and physical options.

Bigscreen will also roll out a friends system in the coming months, as well as remote desktop support (coming out of beta) for ultra low-latency PC to Quest streaming. There’s also new environments, avatars and a paid membership plan on the way.

The Bigscreen’s DLNA update is available now.

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Google Takes a Step Closer to Making Volumetric VR Video Streaming a Thing

Google unveiled a method of capturing and streaming volumetric video, something Google researchers say can be compressed down to a lightweight format capable of even being rendered on standalone VR/AR headsets.

Both monoscopic and stereocopic 360 video are flawed insofar they don’t allow the VR user to move their head completely within a 3D area; you can rotationally look up, down, left, right, and side to side (3DOF), but you can’t positionally lean back or forward, stand up or sit down, or move your head’s position to look around something (6DOF). Even seated, you’d be surprised at how often you move in your chair, or make micro-adjustments with your neck, something that when coupled with a standard 360 video makes you feel like you’re ‘pulling’ the world along with your head. Not exactly ideal.

Volumetric video is instead about capturing how light exists in the physical world, and displaying it so VR users can move their heads around naturally. That means you’ll be able to look around something in a video because that extra light (and geometry) data has been captured from multiple viewpoints. While Google didn’t invent the idea—we’ve seen something similar from NextVR before it was acquired by Apple—it’s certainly making strides to reduce overall cost and finally make volumetric video a thing.

In a paper published ahead of SIGGRAPH 2020, Google researchers accomplish this by creating a custom array of 46 time-synchronized action cams stuck onto a 92cm diameter dome. This provides the user with an 80-cm area of positional movement, and also bringing 10 pixels per degree angular resolution, a 220+ degrees FOV, and 30fps video capture. Check out the results below.

 

The researchers say the system can reconstruct objects as close as 20cm to the camera rig, which is thanks to a recently introduced interpolation algorithm in Google’s deep learning system DeepView.

This is done by replacing its underlying multi-plane image (MPI) scene representation with a collection of spherical shells which are better suited for representing panoramic light field content, researchers say.

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“We further process this data to reduce the large number of shell layers to a small, fixed number of RGBA+depth layers without significant loss in visual quality. The resulting RGB, alpha, and depth channels in these layers are then compressed using conventional texture atlasing and video compression techniques. The final, compressed representation is lightweight and can be rendered on mobile VR/AR platforms or in a web browser,” Google researchers conclude.

In practice, what Google is introducing here is a more cost-effective solution that may eventually spark the company to create its own volumetric immersive video team, much like it did with its 2015-era Google Jump 360 rig project before it was shuttered last year. That’s of course provided Google further supports the project by say, adding in support for volumetric video to YouTube and releasing an open source plan for the camera array itself. Whatever the case, volumetric video, or what Google refers to in the paper as Light Field video, is starting to look like a viable step forward for storytellers looking to drive the next chapter of immersive video.

If you’re looking for more examples of Google’s volumetric video, you can check them out here.

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Bigscreen Update Adds Videoplayer For Native Video File Playback

A new Bigscreen update launching today adds the capability to play local video files stored on a device in Bigscreen, even when offline. The feature also supports synchronized multi-user online viewing sessions, provided each user has the same video file stored on their own device.

Bigscreen has always been one of the leading applications for watching movies and videos in VR, with various environments and online multi-user capability. Bigscreen currently allows users to stream and view their entire Windows desktop in VR, including any videos or applications running on the computer. The app also offers ticketed official movie broadcasts in their virtual cinemas, which is run in participation with major movie studios.

However, this new videoplayer feature is slightly different and designed with mobile headsets like the Oculus Quest in mind. It allows users to pull up any video file, stored locally on the headset itself, to watch in Bigscreeen. Even if the user is offline, Bigscreen can be used to watch local video files, transferred onto the Quest from a computer, in any of the various environments on offer. The feature supports many video file formats and codecs, even including 3D video files.

There’s also online capabilities, allowing you and your friend to start an online session and watch a synchronized version of the same video, just like you would in any other Bigscreen experience. However, to do so, each participating user will need to have the same video file stored locally on their own device — the videoplayer doesn’t support streaming or sharing the file.

You’ll also be able to use the videoplayer feature in conjunction with other Bigscreen features, like desktop screensharing. So, on PC VR, you can now have a local video file playing in an environment while also using the desktop screenshare feature at the same time for other things.

The Bigscreen Videoplayer update is free and launches today.

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Daisy Ridley Cast In Baobab Studios’ Next VR Movie, Baba Yaga

Baobab Studios revealed that Daisy Ridley has been cast in the lead role for their upcoming VR project, Baba Yaga.

First revealed earlier this month, Baba Yaga is the next immersive VR movie from talented VR group Baobab Studios, the developers of Bonfire, Asteroids! and many other VR movie projects. In a ‘Work In Progress’ presentation at the Annecy International Animal Festival Online, the studio revealed that Daisy Ridley has been cast in the lead role of Magda. Ridley is best known for portraying Rey in the most recent trilogy of Star Wars films, the first of which was her breakthrough role.

baba yaga daisy ridley

We also got some meatier story details from Baobab, revealing a bit more about what to expect from its next project:

“In Baba Yaga, viewers will be invited as a main character into a haunting fairytale world completely reimagined, and their choices will determine the ending of this story of love, fortitude and magic. Sometimes a force for evil, sometimes a force for good, the enigmatic witch Baba Yaga uses her powers to stop the villagers whose settlement encroaches upon her enchanted forest. When the viewer’s mother, the village chief, falls deathly ill, it is up to them and their sister Magda to do the unthinkable—enter the forest, uncover its hidden mysteries and get the cure from Baba Yaga. Ultimately, every decision the viewer makes matters…even whether humanity and nature can live in balance.”

While the ‘Work In Progress’ presentation from the other day is only available to accredited Annecy festival viewers, the Baobab Studios team will also participate in a live Q&A on June 23rd at 9am PST as part of the festival, which will be available to the public.

Are you looking forward to Baba Yaga? Let us know what you think in the comments

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Hulu Ends Support For Some VR Platforms, Including PSVR And Oculus Go

Hulu quietly ended support for several VR platforms this week, including PlayStation VR, Oculus Go and Windows MR headsets. The only two headsets with continuing Hulu support, at the time of writing, are the Oculus Gear VR (not Quest) and Oculus Rift.

Bad news for VR users subscribed to Hulu – it looks like the streaming platform has started slowly winding down its supported VR platforms this week. As of June 17, users of now-unsupported VR headsets won’t be able to access and stream Hulu on their headsets anymore. As reported by Road to VR, Oculus Go, Windows MR, PlayStation VR, and Google Daydream all became unsupported platforms as of June 17, 2020, according to their respective Hulu help articles.

Oculus Rift and Oculus Gear VR remain the only VR platforms currently supported. Some of the platforms, such as Google Daydream, losing support may not come as a surprise. However it is a bit surprising to see the Gear VR remains supported while popular platforms such as PSVR and Oculus Go are left behind. That being said, there could be plans to drop Rift and Gear VR support in the near future as well, but hopefully not.

Unlike many other streaming services with international options, Hulu is only available in the United States and offers both streaming on demand and live TV streaming. Luckily, several other streaming services still have VR offerings, the biggest of which is, of course, Netflix. The VR app for Netflix is available across many VR headsets and puts you in a cozy winter cabin with a giant virtual TV screen for your viewing pleasure.

Will you miss Hulu on your VR headset? Let us know in the comments.

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Baba Yaga Is Baobab Studio’s Next VR Movie, First Look Coming Soon

Baobab Studios, the developers behind Bonfire, Asteroids! and more, revealed that their next project is an immersive experience called ‘Baby Yaga’. A first look will be unveiled at the 2020 Annecy International Animation Festival Online in a few weeks.

Baba Yaga will be co-directed by the studio’s Co-Founder Eric Darnell and French director Mathias Chelebourg. The experience will be “a contemporary portrayal of the Eastern European legend inspired by illustrative 2D pop-up animation, hand-drawn and stop-motion styles.”

A few details of Baba Yaga’s narrative can be found on the Baobab Studios site:

It’s up to you and your sister Magda, to save your mother by entering the forest to obtain the cure from the enigmatic witch, Baba Yaga. Your choices define how this story of love and magic ends.

Due to the ongoing global COVID-19 pandemic, Annecy is one of many festivals and events to move to an online format this year. Accredited festival viewers will be able to watch a ‘Work In Progress’ presentation on Baby Yaga, which will be available for the entire two-week event starting from June 15. A live Q&A with the Baobab Studios team will also take place on June 23rd at 9am PST.

We were big fans of Baobab’s last offering, Bonfire, which starred comedian Ali Wong and premiered at the 2019 Tribeca Film Festival. As Jamie noted in his Bonfire review, Baobab’s learned a lot from each of their productions, getting better and better every time. We can’t wait to see what they’ve got in store next.

Baobab Studios says Baba Yaga will premiere later this year, in ‘multiple formats’.

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Gloomy Eyes Review: A Stunning, Intricate and Immersive VR Story

Gloomy Eyes released a few months ago for PC VR, but has now made its way across to the Oculus Quest. The immersive story is split across three episodes, supports hand tracking and runs for somewhere around 30 minutes. Here’s our quick review.

Gloomy Eyes had a fair amount of buzz around it before release. Colin Farrell signed on to narrate and then the project won the Artistic Achievement and Audio Achievement awards at the 2019 Raindance Immersive Awards. The film was shown at distinguished film events such as the Sundance 2019 festival and the South by Southwest 2019 festival, among others. Now, Gloomy Eyes has made its standalone VR debut on the Oculus Quest.

The story is set in a world that has been overcome by darkness and follows a zombie boy named Gloomy as he falls in love with a mortal girl, Nena. In terms of animation and artistic direction, Gloomy Eyes is absolutely stunning. It feels very Tim Burton, but with even more fluid animations and intricate design. Every scene is a wonder to look at — everything is designed with care and such a high level of detail. At certain points in the story, the experience can feel quite magical.

gloomy eyes review oculus quest

Most of the scenes are presented almost like dioramas, floating in the darkness and only illuminated by a fireplace or other small sources of light. As the characters move around the environment and the scenes change, you’ll be naturally guided to turn to where the next diorama is about to appear. However, some of the scenes and set pieces are so stunning that you’ll wish you could pause the action and just spend a few minutes investigating everything up close.

It’s an immersive, 6DoF experience that works seamlessly most of the time. One scene in particular, involving theme park rides in episode two, makes excellent use of the VR medium and 3D space. It’s a dazzling presentation with beautiful trails of light and models moving fluidly all around you in a manner that you could only experience in VR.

In terms of story, I have mixed feelings. The world that the story is set in is intriguing and the characters are all very charming, but the actual narrative has a strange feel and pacing. While Colin Farrell has a fantastic voice for narration, sometimes his lines feel a bit redundant. Occasionally it feels warranted and used well, especially when world building and setting up necessary exposition. However many other lines fall into the classic writing trap of telling the audience something that is either already being demonstrated by the characters or could be, very easily.

The pacing of the narrative also feels off, mainly due to how the story is split across three episodes. The first episode is noticeably shorter and only really exists to set up the context and exposition for the other two episodes, where the story really begins. The second and third episodes are almost equal to each other in length, and feature more interesting set pieces, plot points and better narrative structure, since all of the boring groundwork was dumped in the first episode.

It’s a strange decision to compartmentalize the story into ‘episodes’, with each one taking you back to the main menu after it finishes. One large story, with several auto-save checkpoints, would probably have helped avoid the strange narrative pacing. Nonetheless, despite the minor gripes, it’s still an enjoyable narrative and the animation and visual design keep you enthralled throughout.

It’s also important to note while playing on the Oculus Quest, you may get some minor blur and ghosting when moving, which can be distracting. This is, sadly, an unavoidable result of displaying such dark content with pockets of light on the Quest’s OLED screen. Upon comparing the PC VR version of the title (via Oculus Link) and the native Quest version, there may also be some minor graphic downgrades on the latter to accommodate for the standalone system, but they’re not overly noticeable or important.

oculus quest review gloomy eyes

The Quest version also technically supports hand tracking, but the experience isn’t interactive at all. Using your hands amounts solely to selecting a language and an episode while in the menu, and nothing else. It’s definitely still a plus, but also not a game changer.

Overall, the few minor gripes shouldn’t take away from just how captivating Gloomy Eyes is. It masterfully commands a mysterious yet gorgeous art style and pairs it with brilliant animation. The level of detail is so high, and the world so beautiful, that I can see myself revisiting the experience more than once, just to get a better look at things. People of all ages, even with little VR experience, should enjoy Gloomy Eyes, and it’s short enough that they may as well give it a try.


Final Score: :star: :star: :star: :star: 4/5 Stars | Really Good

gloomy eyes review

You can read more about our five-star scoring policy here.


Gloomy Eyes is available on Steam, Viveport and the Oculus Store for PC VR and on the Oculus Store for Quest. This review was conducted on the Oculus Quest primarily, supplemented by the Rift version using Oculus Link for comparison. 

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Samsung is Terminating Its VR Video Apps on All Devices

With the end of Samsung Gear VR, it seems the South Korean tech giant is also doing away with its VR video apps as well. The company is ending service for all of its Samsung XR apps across the web, mobile, and VR headset platforms.

The company quietly issued an update on the Samsung XR website on Monday, stating that all of its XR services will terminate on September 30th, 2020. The news was first covered by CNET.

Samsung XR (ex-Samsung VR) is the company’s VR video hosting platform which featured both premium and user-uploaded content.

At the time of this writing, Samsung has already pulled the plug on 360 degree video uploads and premium video purchases, and has stopped updates all Samsung XR and Samsung VR Video clients.

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Users who purchased premium content there will be able to access it until the September 30th cutoff date. Don’t go looking for a refund though, because Samsung says, as per the Samsung XR Terms of Service, that “all sales of purchased content are final.”

Starting June 30th, Samsung will be ripping support for the Samsung VR Video app from Oculus Go, Oculus Rift, and Oculus Quest, with its removal from the Oculus Store.

Image courtesy Samsung

The last nail in the coffin: on September 30th the company is pulling support for Gear VR and Windows VR headsets via the Mixed Reality Store. All Samsung XR user accounts will also be disabled and removed, which includes permanently deleting account information, associated data, and user videos published on the platform. The Samsung XR mobile app will no longer be supported on Android devices, and will be removed from the Galaxy Store and Google Play.

Samsung says that with the XR pullback, that the company is “rethinking its immersive video distribution service, especially given that Gear VR is no longer available.”

“We remain engaged with the ecosystem, exploring the potential of mobile AR and volumetric technologies,” the company says.

The post Samsung is Terminating Its VR Video Apps on All Devices appeared first on Road to VR.

Apple Confirms Acquisition of VR Live Streaming Company NextVR

NextVR, the live event broadcasting platform for VR headsets, has been acquired by Apple in what was reportedly a $100 million purchase.

Update (March 15th, 2020): For the first time since reports broke back in April, Apple has confirmed that it was the buyer of the VR live streaming company NextVR, Bloomberg reports. Apple did not confirm the price of the acquisition, but earlier reports suggested $100 million.

This week NextVR’s website was stripped down leaving only a short message in its wake: “NextVR is Heading in a New Direction. Thank you to our partners and fans around the world for the role you played in building this awesome platform for sports, music and entertainment experiences in Virtual Reality.”

Original Article (April 6th, 2020): Founded in 2009, the Orange County-based startup broadcasts stereoscopic video of live sports and music to a wide swath of VR headsets, including Oculus Go, Oculus Quest, PSVR, and PC VR headsets such as HTC Vive and Oculus Rift S. Its unique selling proposition has always been its ability to let fans get close to the action in a way traditional monoscopic livestreams simply can’t, i.e. by letting VR users watch live events from the best seat in the house.

The company has come a long ways since it initially launched the platform on Samsung Gear VR in 2015, amassing over 40 patents and strategic broadcasting partnerships with the likes of the NBA, NHL, WWE, FOX Sports, Live Nation, and the International Champions Cup, and significantly upping its video quality in the process. The company has also previously sets its sights on six degrees of freedom-enabled volumetric video, higher resolution output, and augmented reality support.

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According to CrunchBase, the company’s total funding comes to $115.5 million, with its latest investment, a Series B round amounting to $80 million, arriving in August 2016.

The acquisition is said to follow the company’s failure to secure a Series C round in early 2019, which coincided with a layoff of 40% of its staff.

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