Chrome On Android Gets Experimental WebVR Support

Chrome On Android Gets Experimental WebVR Support

It’s been a big week for WebVR. First, Oculus launched a developer preview of its own VR web browser, Carmel, and now Google is finally bringing beta integration to Chrome on Android.

The search engine giant launched the WebVR API on Chrome for Android in a test state. To get started with it, web developers need to sign up to the Origin Trial. This will allow them to enable WebVR on the Chrome version of their pages, and anyone using the browser on a smartphone can take a look at it. The API gives certain mobile VR headsets access to WebVR content through the Android app. This includes Google’s own offering, Daydream View.

A GamePad API also enables the use of motion controllers with the web’s interface. View owners can use the Daydream controller, which essentially acts as a VR mouse, much in the way it already does for native Daydream apps like YouTube and StreetView. In theory, with WebVR you wouldn’t need to even download these apps to see them in VR, you could just head to their respective web pages. Being able to intuitively interact with the web from inside Daydream could one day be a major feature for the ecosystem, though this is merely testing those waters.

Google declined to comment on exactly which other headsets support this release though a blog mentions that support for Cardboard headsets and desktop platforms — which would use the Oculus Rift and HTC Vive — would be added soon. The next update will focus on “several performance improvements”.

Just like Oculus, Google has provided a support page to help developers get to grips with its WebVR implementation, as this is very much an experimental release. Last month, we reported that Google would bring stable WebVR 1.1 support to Daydream in January, which still seems to be the case. Even with its release, WebVR still has a long way to go before it becomes the universal platform that engineers are working to make it. Expect 2017 to be a big year for this area of the industry, as more browsers integrate support.

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Team17’s Lethal VR Gets a PlayStation VR Release Date

Worms developer Team17 dipped its toe into the virtual reality (VR) market last month when it published Three Fields Entertainment’s HTC Vive title Lethal VR. At the time Team17 also mentioned planned support for Sony Interactive Entertainment’s (SIE) PlayStation VR, but didn’t give a date, Today that’s now been confirmed.

Lethal VR is a pure first-person gallery shooter that’s all about fast reactions, pinpoint aim and deadly skill. Taking on the role of an FBI recruit being assessed for their gun skills, players are tasked with a variety of challenges to complete, mixing up stationary targets, moving ones, hostage situations and more. This style of videogame tends to stick with a wide assortment of guns and Lethal VR does just that, with pistols, revolvers, Uzi’s, semi-automatic pistols and more. But it also adds in some knife throwing for good measure. Being as accurate with a knife as using a gun are two different things, and it’ll take a steady hand and keen eye to master some of the trickier challenges.

Lethal VR Screenshot

The title features over 30 missions to complete, with a local leaderboard for family and friends to compete against. Checkout the VRFocus review of the HTC Vive version to see what we thought of the title.

Lethal VR will be available to download for PlayStation VR via the PlayStation Store on the 20th December 2016 for £9.99gbp/$14.99 USD/14,99 €, with a limited time 20 percent launch discount available.

For all the latest PlayStation VR news, keep reading VRFocus.

‘We Wait’ Is The First BBC Production For The Oculus Store, And It Is Free

‘We Wait’ Is The First BBC Production For The Oculus Store, And It Is Free

2016 has been a busy year in VR for the BBC, as it started to figure out what role the medium will play in its future by releasing a range of 360 and VR projects exploring the boundaries of the new medium. These projects covered a broad spectrum of subjects and audiences, ranging from harrowing experiences like Fire Rescue – which tells the story of a Christmas Day blaze from which firefighters saved the lives of six children – and the journey of a single mother Trafficked from Nicaragua to Mexico to The Turning Forest (a folkish fairy-tale experience for Google Daydream) and a series of companion 360-degree videos that put viewers next to the documentary crews filming the Planet Earth II series and offered highlights of the Rio Olympics.

“Our VR experiments this year have enabled us to look at the role the BBC should play at this early stage, raising important questions over how storytelling, pacing, direction, subtitling, sound and picture quality are all affected,” says Zillah Watson, executive producer, BBC R&D.

But We Wait is a first for the British broadcaster which saw the BBC Connected Studio collaborate with legendary Bristol-based animation studio Aardman Digital – the makers of Wallace & Gromit, Chicken Run, Shaun the Sheep – to produce a dramatization of the dangerous journey Syrian migrants take from Turkey to Greece on smuggler’s boats.

Like many content producers, the BBC is keen to explore the potential of VR as a Storytelling Medium, and the Syrian war and its resulting refugee crisis is a poignant subject that certainly lends itself well to powerful – if often uncomfortable – levels of immersion. Award-winning films such as Chris Milk’s Clouds Over Sidra and HOME/AAMIR –  produced in partnership with the National Theatre’s recently launched Immersive Storytelling Studio in London – are other examples of this.

We Wait – which is based on real migrant accounts gathered by BBC News – begins on a beach in Turkey and takes the viewer on board a boat crossing the Mediterranean. As the name hints, the objective here is to recreate the sense of anticipation and suspense those displaced people feel as they attempt to reach Europe.

“By putting the viewer at the heart of the story, we’re offering an immersive experience that would be impossible to reproduce through traditional reporting,” they stated in their release today.

Watson believes that VR could be a very interesting tool for telling news stories in the future beyond the confines of traditional reporting, something that people like Nonny de La Penna have also been exploring as a way to trigger empathy in audiences. Like de la Pena, Watson comes from a journalism background, working on TV, radio and web as well as documentary filmmaking before moving to BBC’s R&D department.

We Wait has enabled us to explore how VR can deepen audiences’ understanding of a topic in a way they wouldn’t otherwise be able to experience, and with the film now going live on the Oculus store for the Rift it opens it up to a wider audience as we continue to develop the potential this emerging medium has to inform, educate and entertain.”

We Wait is now available globally and for free on the Oculus store.

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Unity veröffentlicht morgen den Editor VR

Schon seit einigen Monaten sprechen die Entwickler der Unity Engine immer wieder von ihrem Editor VR. Mit diesem Editor sollen Nutzer virtuelle Welten direkt mit einem Virtual Reality Headset erschaffen können. Ermöglicht wird dies über die Motion Controller der HTC Vive und die Oculus Touch Controller für die Oculus Rift.

Unity veröffentlicht morgen den Editor VR

Unity hatte zwar versprochen, dass der VR Editor noch in diesem Jahr erscheinen wird, aber wir hatten eigentlich die Hoffnung bereits verloren, denn das Jahr neigt sich langsam dem Ende zu. Jetzt überrascht uns das Team jedoch und gibt bekannt, dass am 15. Dezember eine experimentelle Version erscheinen wird. Die Version wird alle Funktionen beinhalten, die bisher auf diversen Events gezeigt wurden.

Der VR Editor wird aber wohl nicht in der normalen Version integriert sein, sondern ihr müsst eine spezielle Version von Unity 5.4 herunterladen. Diese wird natürlich kostenlos zur Verfügung gestellt. Unity will mit dieser Software die Entwicklung von VR Content und herkömmlichen Content vereinfachen. Da ihr Objekte direkt in VR manipulieren könnt, müsst ihr nicht ständig das VR Headset aufsetzen und absetzen, wenn ihr gerade an einer bestimmten Stelle eures Spiels arbeitet und beispielsweise die Größenverhältnisse korrigieren wollt. Über ein spezielles 3D Fenster werdt ihr auch Zugriff auf sehr viele Einstellungen bekommen, die ihr auch von der Desktop Version kennt.

Der Beitrag Unity veröffentlicht morgen den Editor VR zuerst gesehen auf VR∙Nerds. VR·Nerds am Werk!

Umbra Collaborating on Trimble’s Mixed–Reality Pilot Program to Optimize Complex 3D Models

Trimble, a leading provider of advanced location-based solutions, announced a collaboration today with Umbra, a graphics performance specialist. Trimble currently runs a Mixed-Reality Pilot Program, and the partnership with Umbra will explore the use and integration of the company’s 3D graphics optimization technology to process and optimize complex 3D building information models (BIM).

Umbra’s technology automatically reduces the triangle count and generates varied levels of detail of 3D content, ideal for optimizing the performance of 3D graphics applications in the  Trimble Mixed-Reality Pilot Program. It chooses the right level of detail and only shows the objects that are visible to the camera at any given time, reducing demands on wearable technology employing BIM and mixed reality (MR).

Trimble Image

“Mixed reality enables professionals and their clients to interact with 3D models. Trimble customers are involved in some of the largest and most complex projects in the world and it’s important to provide a solution which will support their needs,” said Aviad Almagor, director of Trimble’s Mixed-Reality Program. “The computing power needed to visualize large and highly detailed 3D models can outpace the capabilities of mobile and wearable devices, which lack the processing power of professional high-end desktop machines. By collaborating with Umbra, we can leverage technology proven in video gaming to improve the user experience and enable visualization of large and complex Architecture, Engineering and Construction 3D models.”

“Using Umbra, Trimble pilot program users will be able to focus on what’s important about 3D and mixed reality:  better communication, richer interaction and faster design review cycles,” said Otso Mäkinen, CEO of Umbra. “With Trimble’s global presence and industry knowledge, this collaboration can enable Umbra to enter new markets and accelerate the 3D revolution. We are very excited to work with Trimble as part of its Mixed-Reality Pilot Program.”

Trimble’s program provides Architecture, Engineering, Construction and Operations (AECO) companies an opportunity to experience how MR technology can transform the way they work. Pilot participants are able to explore and utilize MR in their projects to improve team communication, data interpretation and collaboration during the design development and pre-construction stages of their projects, with Trimble providing training and implementation support on Microsoft HoloLens.

Umbra’s technology has been utilised by numerous partners and developers including Unreal Engine, Unity, World of Tanks, Destiny, The Witcher 3 and many more. It’s especially useful for immersive applications such as MR and virtual reality (VR), which require significant processing power even at an entry level.

VRFocus will continue its coverage of Umbra and Trimble, reporting back with ant further announcements.

PlayStation VR: Lethal VR von Team17 für PSVR

Kürzlich erschien mit Lethal VR das erste Virtual Reality Spiel von Team17 für die HTC Vive. Nun schafft das Spiel auch den Sprung auf das PlayStation VR Headset und wird am 20. Dezember im PlayStation Store erscheinen. Zum Start wird es 20% Rabatt auf den regulären Verkaufspreis von 14,99 Euro geben.

Lethal VR von Team17

In Lethal VR durchlauft ihr eine Ausbildung als FBI-Rekrut am Schießstand. Auch wenn das Spiel zunächst sehr einfach anmutet, so konnte das Konzept uns doch einige Zeit unterhalten. Ihr schießt und werft auf diverse Zielscheiben und teilweise ist es gar nicht so einfach, die richtigen Scheiben zu treffen. Beispielsweise dürft ihr in manchen Abschnitten gewisse Ziele nur abwerfen und andere Ziele nur abschießen. Manchmal müsst ihr auch erkennen, ob die Zielscheibe einen Angreifer darstellen soll oder ob es sich um einen friedlichen Mitbürger handelt. Zudem sorgt das Spiel durch das Freischalten von neuen Waffen und Wurfgeschossen auch stets für neue Unterhaltung und die Waffen fühlten sich bei HTC Vive Version sehr gut. Wie das Spielgefühl beim PSVR Headset ausfallen wird, werden wir in wenigen Tage erfahren.

Lethal VR wird durch Team17 vertrieben und stammt von Three Fields Entertainment, einem kleinen Indie-Studio, welches von den Machern von Burnout gegründet wurde.

Der Beitrag PlayStation VR: Lethal VR von Team17 für PSVR zuerst gesehen auf VR∙Nerds. VR·Nerds am Werk!

Raw Data Developer Survios Raises $50 million in Funding This Year

Survios’ Raw Data has been one of the major virtual reality (VR) hits on Steam for HTC Vive since its launch during the summer. This week the Los-Angeles-based developer has announced that through two rounds of funding this year its secured $50 million USD, with the latest round including entertainment company Metro-Goldwyn-Mayer (MGM).

Back in 2014 Survios raised $4 million in an early round from a range of investment companies led by Shasta Ventures, helping support its first efforts in VR such as Zombies on the Holodeck! This helped Survios build towards Raw Data which it debuted during the Virtual Reality Los Angeles (VRLA) Winter Expo in January. The first financing round that was held this year featured Shasta Ventures again, alongside Danhua Capital, Shanda Holdings, Felicis Ventures, Dentsu Ventures and Lux Capital who led the round. The most recent investment round with MGM has meant that it’s chairman and CEO Gary Barber now joins Survios’ board.

Raw Data (3)

James Iliff, co-founder and chief creative officer at Survios spoke with GamesBeat about the investment, saying: “We want to build amazing VR content for the widest possible audience. We want to make the VR market succeed. It’s still early, and we want to make it happen.”

“MGM has incredible creative properties and access to a lot of intellectual property that could help us,” he added.

While the investment means Survios is looking to the future and diversifying its content lineup, how about Raw Data? Iliff addresses any concerns fans may have in a blog posting: “We are going to complete Raw Data as we originally set out to do, delivering more missions, heroes, items, and abilities; further polishing the gameplay; and adding in lots of story-driven elements so that the finished product is not only super fun to play, but also has the depth and fullness you crave. We also have a few unannounced surprises in store for you along the way.”

VRFocus will continue its coverage of Survios and Raw Data, reporting back with any further updates.