Bigscreen für Windows MR, 2018 für mobile VR und PSVR

Werbung für Virtual Reality Hygiene

Die VR-App Bigscreen ermöglicht es, eure Bildschirminhalte in ein virtuelles Wohnzimmer zu übertragen und darin mit anderen zu teilen. Bisher war die Nutzung der VR-App mit einer Oculus Rift oder HTC Vive möglich, doch zukünftig bieten die Entwickler Support für Windows-VR-Brillen im Microsoft Store an. Außerdem ist für das Jahr 2018 Crossplay-Support für PlayStation VR (PSVR) sowie Samsung Gear VR, Google Daydream und die kommende Oculus Go geplant.

Bigscreen für Windows-Mixed-Reality-Brilen und Crossplay-Support

Bigscreen erhielt bereits einige praktische Verbesserungen im letzten Jahr. So haben die Entwickler unter anderem das Avatar Update eingeführt. Auch die Erstellung großer Räume für mehrere Personen ist dank dem kürzlich erschienen Big Rooms Update mittlerweile in der App möglich.

Durch das Update lässt sich das Maximum an vier Personen pro Raum überschreiten, wodurch auch größere Gruppen gemeinsam Inhalte konsumieren können. In einem Big Room ist nur der Ersteller des Raums berechtigt, seinen Bildschirminhalt zu übertragen. Die weiteren Personen fungieren als Zuschauer und zur gemeinsamen Kommunikation.

Nun kündigten die Entwickler den Journalisten von Road to VR gegenüber an, dass ihre App ab sofort mit Windows-Mixed-Reality-Brillen kompatibel ist und im Microsoft Store angeboten wird. Doch damit nicht genug, denn bereits im ersten Quartal 2018 soll die App auf weiteren Plattformen erhältlich sein. So dürfen auch Besitzer einer PlayStation VR (PSVR) die Vorzüge von Bigscreen nutzen. Zudem wollen die Entwickler die App für Samsung Gear VR, Google Daydream und die zukünftig erscheinende Oculus Go in den entsprechenden Stores zum Download anbieten.

Durch einen angekündigten Crossplay-Support können sich somit sämtliche VR-Spieler in den Räumen treffen und miteinander interagieren. Die VR-Nutzer an einem PC werden künftig Räume erstellen, denen auch Konsolen- und Smartphone-Nutzer beitreten können. Dadurch ist es möglich, in der VR gemeinsam Zeit zu verbringen, beispielsweise beim virtuellen Filmeabend oder dem Betrachten einer gestreamten Serie.

Bigscreen ist auf Steam für Oculus Rift und HTC Vive kostenlos erhältlich. Zudem soll die App innerhalb der nächsten Tage im Microsoft Store für Windows-Mixed-Reality-Brillen erscheinen. Ab 2018 ist sie zudem auf weiteren Plattformen wie PlayStation VR (PSVR) und für mobile VR-Brillen erhältlich.

(Quellen: Road to VR | Bigscreen)

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The Best Holiday Windows VR Deal Yet, Today Only: Windows VR Headsets Starting at $200

Microsoft is cutting prices even lower than their Black Friday and Cyber Monday deal with their one day-only sale that reduces the price of two of their least expensive headsets, Acer and Lenovo, to just $200.

Besides coming from the big names in tech, Microsoft’s line of VR headsets have the ability to hook into the OpenVR API and play a large selection of room-scale games found on Steam, the same you’d play with Oculus Rift or HTC Vive, making it an incredible opportunity for anyone looking for the cheapest entry point into PC VR. Today’s deal represents the absolute lowest price we’ve seen for a current generation PC VR headset thus far.

The Deals (with motion controllers)

Note: If the headset you’re looking for is out of stock online, you can also find the deal in-stores.

Because the Windows VR headsets (confusingly named “Mixed Reality”) are based on the same reference design, all of Microsoft’s headsets—besides Samsung Odyssey—offer more or less the same specs. All headsets include inside-out tracking thanks to the on-board vision processing sensors, meaning there’s no need for external sensors or base stations—a truly ‘plug and play’ experience. A pair of 6DoF optically-tracked motion controllers also come in the box, which let you interact in-game much in the same way you would with Oculus Touch or Vive’s motion controllers.

Samsung Odyssey is slightly different from the specs below, as it includes integrated audio from AKG and dual 3.5 inch AMOLED displays at the slightly higher resolution of 1440 × 1600.

Windows VR Headsets: Basic Specs

  • Dual LCD displays at 1440 × 1440 per eye
  • 2.89” diagonal display size (x2)
  • Front hinged display
  • 105-110 degrees horizontal field of view
  • Display refresh rate up to 90Hz (native)
  • Built-in audio out and microphone support through 3.5mm jack
  • Single cable with HDMI 2.0 (display) and USB 3.0 (data) for connectivity
  • Inside-out tracking
  • 4.00m cable

The post The Best Holiday Windows VR Deal Yet, Today Only: Windows VR Headsets Starting at $200 appeared first on Road to VR.

Review: Lenovo Explorer $450 Windows VR Headset And Controllers

Review: Lenovo Explorer $450 Windows VR Headset And Controllers

Price is one of the biggest barriers to VR adoption right now. I’ve never met anyone that tried VR and wasn’t blown away by it, but you’d be hard-pressed to just ask a random person on the street and have them understand the difference between the HTC Vive and Oculus Rift. We’re just not there yet as an industry.

Much lower down the list of reasons why most people aren’t buying VR yet is the complicated mess that setup can be. The Vive asks you to set up laser-emitting base stations in opposite corners of your room and the Rift requires at least two cameras to use the headset with the Touch hand controllers, but preferably three or four for true roomscale tracking.

The Windows Mixed Reality line of VR headsets aims to address both of those issues head-on. The price is much lower coming in at just around $400 – $500 for the headset and controllers with much lower system requirements and there’s no complicated setup needed. All you do is plug in the USB and HDMI cable and you’re good to go. That’s it. The internal cameras on the front of the headset do the rest.

However, there are a bunch of these headsets on the market now. How does the Lenovo Explorer compare to the HP, Acer, Samsung Odyssey, and others?

Let’s find out!

Design and Optics

The first thing you’ll notice about the Lenovo Explorer is that it’s stylistically very similar (if not exactly the same in some ways) to the HP Windows VR headset. It has the same black design with a flip-up visor and sleek, modern look.

All of the Windows VR headsets we’ve seen so far use the same visor design, similar to Sony’s PSVR, which typically results in a much more comfortable fit. There is less pressure on your head and less weight crammed against your face. A knob on the back can be used to tighten the headset once it’s on and the padding all around the headband helps keep it comfortable for extended periods of time.

However, the trade-off for the headset not fitting as snugly is a slight downgrade in visuals. Since the lenses aren’t quite as close to your eyes while wearing the Lenovo Explorer, the sweet spot in the middle (where the visuals are crisp and clear) is much smaller, which can result in a feeling of blurriness around the sides and in your peripheral vision. In the sweet spot in the very center of the lenses the screen door effect appeared to be less than on the Rift or Vive by comparison, but the overall clarity was a narrower range of view.

In terms of specs the Lenovo Explorer is just like the vast majority of its other Windows VR counterparts. The controllers, while branded differently, are actually the same as well. For all intents and purposes you could go read our review of the Acer Windows VR headset and the only real difference is how the thing fits on your face and looks on the outside. Otherwise, they’re virtually identical.

Tracking and Impressions

Once you move past the device itself, that’s when it becomes more of an evaluation of the Windows VR platform than it is of the headset as a piece of hardware. It fits fine, the controllers are nice, and it’s easy to use — so all of that surely earns it a few points.

The base form of interaction is the Windows VR (or Windows Mixed Reality) portal where you can launch Windows VR apps and even access your desktop. The Windows store has a decent number of VR titles already, such as Superhot VR and Arizona Sunshine, but it’ll be even better once more original content releases there.

The real highlight though is that SteamVR support is finally enabled, albeit in a preview mode at the moment. We’ve already confirmed games like The Lab’s Longbow and even DOOM VFR will work as well. However, it is worth noting that some of the colors are a bit washed out in some Steam content when compared to how it looks on Vive or Rift.

Controllers get the job done, but I’d be lying if I said they were as reliable as Oculus Touch or the HTC Vive wands. If the headset was turned away from the controllers or they moved too quickly then that would dip them out of sync. Having both an analog stick and trackpad on one controller makes the Windows VR set the most versatile on the market, but not necessarily the best. Reaching the sticks or trackpad can feel a little awkward, at least for my hands, and they don’t feel as sturdy or well-made as the Vive wands. The stick is also much smaller and less responsive in comparison to the Touch controllers.

For more details on how the controllers felt, tracking accuracy, or additional information on the launch library, you can read our more detailed Acer Windows VR headset and platform review too.

Conclusion

Ultimately whether or not you should get a Lenovo Explorer headset comes down to a ton of small questions. First, if you own a Rift or Vive already then I’d say no, don’t get a Windows VR headset. The Windows VR platform offers next to nothing in and of itself and unless you travel and change rooms a lot there is no need for a Windows VR headset.

Second, the price is much more attractive if you have a computer that already meets the specifications, but if you have a Rift or Vive already, there just isn’t a point to having one.

Finally, the design. While the Acer with controllers is a whole $50 cheaper, you lose out on some significant padding which aids the comfort considerably. It doesn’t sound like a very big deal, but it makes all the difference in VR.

Is the Lenovo Explorer Windows VR headset right for you? Only if you can run it and don’t have a better one already.

Let us know what you think down in the comments below!

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SteamVR: HTC Vive behält größte Nutzeranteile – Erste Zahlen zu Windows-VR-Brillen

Die Plattform SteamVR offenbart Software für HTC Vive, Oculus Rift und auch Windows-MR-Brillen. Jeden Monat führt Valve eine freiwillige Umfrage für Steam-Nutzer durch, um Daten über die verwendete Soft- und Hardware zu erhalten. Während der Aufwärtstrend der Oculus Rift nun langsam zurückgeht, kann sich die HTC Vive ihre Position als Platzhirsch in der eigenen Plattform bewahren. Zudem werden erstmals die Windows-VR-Brillen in der Statistik aufgeführt, wenn auch noch nicht in grafischer Form.

SteamVR – HTC Vive behält größte Nutzeranteile

In der monatlichen Umfrage von Valve werden interessante Daten der Nutzer auf der Steam-Plattform erfasst. So beinhalten diese nicht nur Informationen über heruntergeladene Software, sondern auch über die verwendete Hardware, wie beispielsweise VR-Brillen. Innerhalb der letzten Monate zeigte sich ein stetiger Aufwärtstrend der Oculus Rift, der drohte die HTC Vive auf ihrer eigenen Software-Plattform zu überholen.

SteamVR-HTC-Vive-Oculus-Rift

Doch die neusten Ergebnisse für den Monat November offenbaren einen Zuwachs von 0.7 % für die HTC Vive, während die Oculus Rift einen Verlust von 1.6 % verzeichnet. Damit kann sich die Vive vorerst mit insgesamt 49,5 % auf der eigenen Plattform mit den meisten Nutzeranteilen weiter behaupten. Die Rift liegt mit 46.03 % knapp dahinter, während ein kleiner Prozentsatz von 2,51 % immer noch die Oculus Rift DK2 verwendet. Doch diese Nutzerzahl schwindet fortwährend dahin.

Beim Interpretieren der Daten sei jedoch zu beachten, dass die Umfrage freiwillig ist und dementsprechend eine Vielzahl an Nutzern keine Informationen zu ihren Nutzungsgewohnheiten gewährt. Durch die kürzlichen Preisstürze der Oculus Rift und den damit gestiegenen Verkaufszahlen wären andere Ergebnisse durchaus denkbar.

Insgesamt zeigen sich jedoch gewachsene Umsätze im VR-Markt, was unter anderem auf das umsatzstarke Q4 2017 und dem “Black Friday” zurückzuführen ist. Welchen Einfluss dies auf die Steam-Nutzer hat, wird sich in der Umfrage für den Dezember zeigen. Aktuell findet man auf Steam jedoch eine Reduktion von 0.02 % in der Gesamtnutzung von VR-Brillen.

SteamVR – Windows-VR-Brillen erstmals erfasst

Wenn auch noch nicht in Form eines Graphen dargestellt, so wurde dennoch zum ersten Mal die Windows-VR-Brillen innerhalb der Umfrage erfasst. Beim Addieren der Prozentsätze von Rift und Vive fällt auf, dass diese gemeinsam nur 98 % des Gesamtmarkts abdecken. Entsprechend sind die restlichen 2 % auf weitere VR-Brillen zurückzuführen – den neuen Windows-Datenbrillen. Die Zahl dürfte künftig weiter steigen, sobald die neuen SteamVR-Module für die VR-Brillen offiziell veröffentlicht werden.

(Quellen: Road to VR | Steam)

Der Beitrag SteamVR: HTC Vive behält größte Nutzeranteile – Erste Zahlen zu Windows-VR-Brillen zuerst gesehen auf VR∙Nerds. VR·Nerds am Werk!

Vive Hangs Onto Steam Majority Market Share as Windows VR Headsets Enter the Fray

According to the just-released November figures from Steam’s Hardware & Software Survey, the HTC Vive has scraped its way back from nearly losing the majority market share of VR headsets in use on Steam last month, finally ending a months long streak of Rift marketshare gains on the platform. For the first time we’re also beginning to see what appears to be the Windows VR headsets moving the needle on Steam.

Steam is the de facto content platform for the HTC Vive, though it technically supports the Rift too; plenty of Rifters use both the official Oculus Home platform and Steam to play content which may not be available on the opposing platform.

Each month, Valve runs a survey among Steam users to determine some baseline statistics about what kind of hardware and software is used by the user population, and to see how things are changing over time; that includes which VR headsets are connected to users’ computers. Participation in the survey is optional.

The latest results for the month of November show the Vive gaining 0.7% marketshare, which, combined with Rift’s loss of 1.6%, shows the headset backing away from the brink of losing its majority hold on the platform. With Steam as its primary content platform, the Vive holds onto its lead against the Rift, making up 49.5% of all VR headsets in use on the platform.

The Rift DK2 development kit also gave up 0.8% share compared to the month prior, making way for greater share of other headsets. The DK2, which launched in 2014, still holds 2.5% of the total share of VR headsets in use on Steam. Combined, the consumer Rift and the Rift DK2 hold 48.5% of the Steam VR headset share, down from 50.9% the month prior.

Exactly how many Rift users use Steam among the total population of Rift users is unknown, making it largely futile to extrapolate the data in an effort to determine headset market share across all platforms. Many analyst estimates put the Vive ahead of the Rift in total sales, though in the consumer space, Oculus’ aggressive price cutting has allowed the headset to gain significant ground over the course of the last few months. Oculus also recently introduced an ‘Oculus for Business’ package, attempting to capture some of the commercial market where Vive appears to have a strong hold.

SEE ALSO
Oculus Gets Down to Business With New Rift Bundle Aimed at Commercial Use

Though it seems to have been a strong sales season for VR headsets—with reduces prices and bundles aplenty—Black Friday and Cyber Monday fall toward the end of November; with shipping time (and some headsets likely remaining in their boxes as holiday gifts), we won’t likely see the true impact of the sales season on Steam’s figures until December’s data is published.

The latest figures could mean several things beyond just more headsets in the hands of new users hands: A portion of the gains may have been made up not only by new headsets entering the market, but could have come from existing Vive owners using their headsets more, and/or existing Rift users using their headsets less (potentially driven by anticipated game launches or lack thereof).

The latest figures also report a 0.02% reduction in overall VR headset use when compared to the entire Steam population, though given that we know that Oculus and HTC are still selling headsets, the most likely explanation seems to be that the rate of new non-VR users joining/using Steam is outpacing the rate of new VR users joining the service.

While the Rift and Vive vie for the top spot on Steam, a new set of headsets has entered the fray. For the first time on the VR Headsets graph on the Steam Hardware & Software survey, we’re seeing a tiny black part at the top right of the plot representing headsets other than the Vive or Rifts. The logical conclusion is that this segment, though not defined in the key, represents the Windows VR headsets which just this month got access to a SteamVR preview allowing them to tap into content on the platform.

SEE ALSO
Apple and Valve Have Worked Together for Nearly a Year to Bring VR to MacOS

Though not aren’t specified on the graph, we can see that the missing portion makes up 2% of the total, showing a small start for the Windows VR headsets on Steam. The share of Windows VR headsets on the platform is likely to grow more substantially once the ‘Windows Mixed Reality for SteamVR’ module leaves early access and becomes better publicized. Eventually Valve may update their data reporting to segment out each of those headsets instead of grouping them into the unknown set.

The post Vive Hangs Onto Steam Majority Market Share as Windows VR Headsets Enter the Fray appeared first on Road to VR.

Microsoft Discounts Windows VR Headsets for Black Friday Sale, Up to $100 Off

Black Friday is nearly here, and while the stores are soon to be jam-packed with people hoping to get a great deal on this year’s must-buys, online sales have already begun for the newest entries into the world of VR hardware. Microsoft’s Windows “Mixed Reality” headsets are now on sale for up to $100, bringing the cheapest among them to just $300.

The sale is going on until 11:59 PM PST on November 27, 2017 (your local time), and is only available in Microsoft retail and online store in the US and Canada. The deal includes both the headset and wireless motion controllers.

Besides the Samsung Odyssey, which features higher resolution displays and integrated audio from AKG, every headset listed above is basically the same in terms of specs, save a few ergonomic and aesthetic differences. We’ve listed the basic specs and also Samsung Odyssey specs at the bottom of the article.

Image courtesy Microsoft

What sets these apart from other VR headsets on the market though is the ability to do inside-out positional tracking, which means you don’t have to put up sensors or basestations to have a room-scale VR experience. Not only that, but Microsoft says the headsets work on integrated graphics cards, albeit for less intense functions like using your standard Windows-flavored productivity tools, or watching a video in your own private cinema.

SEE ALSO
Acer Windows VR Headset Review

If you’re looking to use the headset for gaming though, you’re in luck. Microsoft recently pushed support for SteamVR compatibility, so you can buy and play VR games from VR’s largest digital marketplace, Steam. Remember, you’ll need a sufficiently powerful computer to run more graphically intensive applications though, so you might want to at very least have a computer that meets these specs published by Microsoft.

Oh, and don’t be confused by the “Mixed Reality” naming scheme. These are definitely VR headsets with no appreciative use for augmented reality (AR) like the company’s HoloLens headset.

from left to right: Lenovo, Acer, Dell, HP – image courtesy Microsoft

Basic Headset Specs

  • Two high-resolution liquid crystal displays at 1440 x 1440
  • 2.89” diagonal display size (x2)
  • Front hinged display, so you can flip the headset up while working
  • Up to 105 degrees horizontal field of view
  • Display refresh rate up to 90 Hz (native)
  • Built-in audio out and microphone support through 3.5mm jack
  • Single cable with HDMI 2.0 (display) and USB 3.0 (data) for connectivity
  • Inside-out tracking
  • 4.00m cable

Samsung Odyssey Specs

  • Resolution: 2880 x 1600
  • Display: AMOLED
  • Refresh rate: Up to 90Hz
  • Field of view: Up to 110˚
  • Integrated AKG headphones and dual array mics
Image courtesy Samsung

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The Biggest Oculus, SteamVR and Windows Releases Of The Week 11/12/17

The Biggest Oculus, SteamVR and Windows Releases Of The Week 11/12/17

Lots to get through this week! If you’ve got a Windows VR headset, you can finally get into SteamVR through the launch of the public beta. Elsewhere, there’s plenty of big releases on both the Rift and Vive, so there’s no need to be jealous of PSVR owners tucking into Skyrim VR today (okay, you can be a bit jealous).

And don’t forget that UploadVR has a Steam community group, complete with a curated list of recommendations so that you don’t have to waste any money finding out what’s good in the world of VR. We also have a top list of the absolute best Oculus Rift and HTC Vive games at the corresponding links.

The Big Releases

From Other Suns, from Gunfire Games
Price: $29.99 (Rift)

The developers of Chronos return with an ambitious sci-fi adventure. Up to three players can team up to try and make their way back to Earth by jumping from system-to-system. Each time you jump you’ll risk encountering aggressive pirates and may have to board other ships to save people or blow them up Star Trek: Bridge Crew-style. It’s a lot of fun, but has its fair share of issues too.

Read our full review.

Sparc, from CCP Games
Price: $19.99 (Rift, Vive)

CCP Games virtual eSport makes the move from PlayStation VR (PSVR) to Rift and Vive. Set in a distant future, you compete in physical tournaments, trying to hit other players with throwable orbs while also making sure not to get hit yourself. It’s a great physical VR game and cross-play support hopefully means finding a match will be easy too.

Read our full review.

Coco VR, from Magnopus
Price: Free (Rift)

Pixar’s latest movie gets a unique social VR app with cross-play between Rift and Gear VR. Step into the world of the movie, meet some of its new characters, create your own avatar and then take part in minigames and activities. Best of all it’s free. Can’t argue with that, right? We loved it when we tried it earlier this week.

Payday 2 Beta, from Overkill
Price: $19.99 (Vive, free for previous owners)

For Payday 2 owners new and old, you can now access the beta branch of the game to play the online bank heist simulator in VR. It’s early, but this version supports cross-play with the traditional version and allows for realistic aiming with the Vive controllers and more. Full support is coming in 2018. We’ll have impressions next week.

Killing Floor: Incursion, from Tripwire Interactive
Price: $39.99 (Vive)

Previously released on Rift, Killing Floor comes to Vive with a new survival mode. Take two guns in hand and fend off waves of demonic monsters. Co-op play is include as-is a full narrative campaign. Not for the faint of heart to say the least.

Read our full review.

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Microsoft Studios Developing Multiple Windows VR Games, Won’t Talk Xbox

Microsoft Studios Developing Multiple Windows VR Games, Won’t Talk Xbox

Microsoft’s powerful 4K console, the Xbox One X (formerly known as Project Scorpio) just released to the public this week. As the most powerful video game console ever made it outpaces even the PS4 Pro and virtually any PC that you could build or buy for the same $499 price tag. But one thing is sorely missing that was touted all the way back at E3 2016: virtual reality support.

Back then, a whole year and a half ago, VR support was confirmed and Microsoft even announced at its press conference that Fallout 4 VR would be making its way to the console at some point. Well, Fallout 4 VR is set to launch on the HTC Vive next month and we’ve got no indication of when exactly it’s coming to the Xbox One X, although we do know it is coming. All we’ve heard in the past year is that Windows Mixed Reality content, otherwise known as Windows VR in all honesty, is coming to Xbox One X at some point in 2018. According to Microsoft, it doesn’t want to “distract” developers with VR support just yet.

Recently we reached out to Microsoft for comment on the status of VR support for the Xbox One X now that it has officially launched and a spokesperson had the following to say:

“Microsoft is committed to delivering great mixed reality gaming experiences. We believe that right now a Windows PC is the best platform for mixed reality as its open ecosystem and enormous installed base offer the best opportunity for developers, and Windows offers the most choices for consumers. Therefore, our primary focus is making our Windows Mixed Reality experiences a success. We have games from Microsoft Studios in development for Windows Mixed Reality, and several game developers are working closely with us to bring their titles to Windows Mixed Reality. Because of the opportunity with Windows Mixed Reality, and because we believe the user experience will be best on PC right now, that is where our focus is. We have nothing to share about mixed reality for console at this time.”

Basically they’re committed to supporting the budding line of Windows Mixed Reality headsets (note: we refer to these as Windows VR headsets because “mixed reality” is often used to refer to forms of augmented reality, but that’s not what the Windows headsets do. They’re VR headsets through and through so we call them as much.) We’ve already reviewed the Acer, covered the HP, recently received the Lenovo and area trying out the Samsung Odyssey very soon. Naturally, they want to nail support for these first and foremost. And notably, it sounds like Microsoft Studios is working on multiple different games. Hopefully they’ll all be better than the disappointing Halo Recruit experience.

All in all we don’t have much of an update yet, but we’re trying to get answers. When we know more, we’ll keep you informed. How do you feel about the prospect of Windows VR and Xbox One X VR at this point? Let us know down in the comments below!

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Windows VR Headsets Can Now Play VR Games on Steam

Early adopters of “Windows Mixed Reality” VR headsets can now access a wealth of new content thanks to an official integration with Steam, now available as a public preview, allowing the headsets to play SteamVR content from the platform.

Update (11/15/17): The SteamVR integration for Windows Mixed Reality VR headsets is now available for free on Steam as a public preview. On the Steam page, Microsoft addresses why they’re launching it as a preview:

Windows Mixed Reality for SteamVR is currently targeted at consumers who want to be first to try out their Steam titles on Windows Mixed Reality. There are some known performance and experience issues that we are actively addressing. Early feedback will help spot new issues with a breadth of content.

Microsoft offers a detailed set of instructions for using Mixed Reality VR headsets play VR content on Steam, as well as troubleshooting. Steam helpfully provides the following controls for using the Mixed Reality controllers with SteamVR:

Image courtesy Steam

Original Article (11/9/17): Valve built SteamVR in an open way with the hopes that third-party headset makers would connect to the platform to offer users access to Steam’s library of VR content. With Vive and Rift support already nailed down, Microsoft’s own Windows “Mixed Reality” VR headsets are next in line to join the fray with an officially sanctioned integration which allows the headsets to tap into a trove of new content via Steam.

And it can’t come soon enough for early adopters of the Windows VR headsets. At the time of writing, Microsoft’s own Windows Store offers a paltry 61 VR apps, with only a handful of highlights and no meaningful exclusives.

SEE ALSO
Windows VR Headsets Can Play Oculus Exclusive Games via Revive

Thankfully, a public preview of the SteamVR integration for Windows “Mixed Reality” VR headsets is due to launch on Wednesday, November 15th. The preview is currently available to select developers who have applied via this form. Microsoft is positioning this initial launch of the Steam integration for Windows VR headsets as preview / beta, saying that the official launch will come at some unspecified later date.

The post Windows VR Headsets Can Now Play VR Games on Steam appeared first on Road to VR.

Samsung Odyssey Windows VR Headset Now Available – Everything You Need to Know

The Samsung Odyssey, the company’s first PC VR headset, is available starting today in several countries, sold via Samsung and Microsoft stores. The $500 VR headset and controllers, part of the ‘Windows Mixed Reality’ platform, is described as the “most immersive,” and leads on specs (and top price) compared to the other Windows VR headsets.

Samsung Odyssey Specs and Minimum Requirements

Image courtesy Samsung

Samsung has positioned the Odyssey VR headset as the premium offering among the Windows VR headsets, a handful of which launched initially last month.

The device lays claim to the highest resolution among the Windows VR headsets, with a pair of 1,440 × 1,600 displays (capable of up to 90Hz) which are OLED (compared to the LCD screen of the others), which typically means richer colors, greater contrast, and potentially less ghosting. The Odyssey is also the only one of the Windows VR headsets (so far) with integrated headphones and a microphone, which gives the headset a leg up in usability. Unfortunately it lacks the flip-up visor hinge that the other Windows VR headsets share.

Equipped with Fresnel lenses, Samsung claims the quoted 110 degree field of view is “one of the widest available on the market.” The Odyssey is also the only Windows VR headset to offer an IPD adjustment to let you dial in the sweet-spot by changing the distance between the lenses, from 60 to 72 mm.

Image courtesy Samsung

Like all the Windows VR headsets to date, the Odyssey includes two front-facing cameras for inside-out tracking, which means you don’t need any external sensors or beacons for head and controller tracking. Despite Microsoft calling the Odyssey (and other Windows VR headsets) “Mixed Reality,” there is no pass-through video or augmented reality functionality from the cameras.

The headset itself weighs a hefty 1.42 pounds (644 grams), which makes it one of the heaviest consumer headsets out there. The cable is 13.1 feet (4 meters) long, and terminates in USB 3.0 and HDMI 2.0 plugs.

Need to know if you computer specs can handle the Odyssey? Download the Windows Mixed Reality PC Check app from Microsoft to make sure your system is up to par.

Our Thoughts on the Samsung Odyssey VR Headset

Image courtesy Samsung

We haven’t had a chance to do a full review of the Samsung Odyssey headset yet, but I did get to spent a fair bit of time with the near-final headset at its unveiling last month. You can find my detailed hands-on impressions here, though here’s the short of it:

  • The ergonomics didn’t quite agree with my head; I found it hard to find a spot where the headset was comfortable, in the sweet spot of the lenses, and the headphones were placed optimally on my ears.
  • The lack of a hinge to flip up the visor (like the other Windows VR headsets) is a shame, and seems to also contribute to the ergonomic issue (since the visor can’t rotate from its fixed position).
  •  The Odyssey appears to have a wider field of view than the other Windows VR headsets, falling into the same class as the Rift and Vive.
  • The hardware IPD adjustment is a nice benefit, allowing you to dial in the sweet spot of the lenses more precisely (especially useful for those with IPDs outside of the average)
  • There’s a marked increase in screen sharpness over the Rift and Vive; individual pixels and the screen door effect are reduced but still visible.
  • The Odyssey controllers are almost identical to the basic Windows Mixed Reality controllers, but they have a slightly more ergonomic handle shape. Otherwise they work identically well, though that does mean some jumpiness from time to time.

Additionally, our review of the Acer Windows VR headset informs some of the common elements of the underlying Windows Mixed Reality platform, like how the headset interacts with Windows, as well as the inside-out tracking tech which handles head and controller tracking.

It’s also worth noting that at present, the Windows VR headsets can only access VR content from the Windows store, which offers only a handful of apps. All of the Windows VR headsets, including the Odyssey, will eventually be able to play SteamVR content, but that functionality isn’t expected to be released until December.

Samsung Odyssey Deals and Where to Buy

Image courtesy Microsoft

Interested in picking up the Odyssey? Samsung has confirmed to Road to VR that the headset is initially available in the US, China, Korea, Brazil, and Hong Kong, via the Samsung and Microsoft stores.

At the time of writing, the Samsung.com option estimates the headset will ship in 7–10 business days, suggesting that stock there is a bit tight. The Samsung page also indicates that Rock and Rails, previously developed as a Gear VR title, will be included with the purchase.

Over at Microsoft, the current estimate is 3–7 business days, though you may also be able to find the headset in Microsoft’s brick and mortar stores (you can check inventory through the website). There’s no mention of Rock and Rails being included as a freebie when purchase from Microsoft, but the company is offering a $100 discount on a bundle including the Odyssey headset and a Samsung laptop for a hefty $2,000.

The post Samsung Odyssey Windows VR Headset Now Available – Everything You Need to Know appeared first on Road to VR.