3lb Games Creates Solution For Motion Sickness With Oculus Touch and HTC Vive Unity Asset

This has plagued virtual reality (VR) since the beginning of its time: motion sickness. Developers, both of software and hardware, have been trying to create a solution for it, with mixed results all round. 3lb Games, developers of educational games, have stepped up to the mark and claimed that they have solved the problem for Oculus Touch and HTC Vive by utilising the motion controllers more intuitively – and it is the first asset to be approved for the Oculus Touch in the Unity Asset Store.

What is essentially explained is that the system will let users communicate with the VR hardware when and how they are to move, making a stronger bridge between their intention of movement and what they see and perceive within the experience, be it videogame or cinematic viewing. The way this is done is by using the controllers to direct where users intend on moving to, including rotation, and you can check it out in the video below for the Oculus Touch controllers.

3lb games motion sickness unity

In the statement made by 3lb Games, it explains how the script helps users and what the result of it is: “By eliminating sensory conflict, we can significantly reduce one of the biggest contributors to motion sickness. When intent is aligned with action, the process of VR movement feels both intuitive and natural. Unlike other movement systems, this package contains a number of different movements for a broad range of games. You can even mix and match some of them to create a unique locomotion system.”

There is script available for both the Oculus Touch and HTC Vive in the Unity Asset Store, both available for $20 (USD), and it is said that there is room for development for other VR headsets.

For more on the latest in the development of VR hardware, as well as all the news, updates, and features in the world of VR, make sure to check back with VRFocus.

Inexpensive GTX 1050 Ti Gets Official Thumbs-Up for Oculus Minimum Spec

Following the launch of the more powerful GTX 1060, 1070, and 1080, NVIDIA revealed the latest in their low-end GeForce GPUs, the GTX 1050 and 1050 Ti in October 2016. While not the first in line for a premium VR experience, the more powerful 1050 Ti now officially meets the Oculus Minimum Specification.

Update (4/9/17, 1:27PM PT): Oculus has officially updated its Minimum Specs to include the GTX 1050 Ti alongside the RX 470. As of this update, the Oculus Minimum Spec according to the company’s Support Center is as follows:

Graphics Card NVIDIA GTX 1050 Ti / AMD Radeon RX 470 or greater
Alternative Graphics Card NVIDIA GTX 960 / AMD Radeon R9 290 or greater
CPU Intel i3-6100 / AMD FX4350 or greater
Memory 8GB+ RAM
Video Output Compatible HDMI 1.3 video output
USB Ports 1x USB 3.0 port, plus 2x USB 2.0 ports
OS Windows 8.1 or newer

This change replaces the more expensive GTX 1060 GPU which was previously listed as the least powerful NVIDIA GPU that would meet the Oculus Minimum Spec.

Note that the ‘Oculus Minimum Spec’ is separate and lower than the ‘Oculus Recommended Spec’, thanks to the use of ASW rendering technology which is at this stage proprietary to Oculus. That means that the GTX 1050 Ti will work for the Rift but does not meet the recommended specifications set by Valve/HTC for the Vive (which are instead in line with the Oculus Recommended Spec).

Original Article (10/18/16): Earlier this month at the company’s developer conference, Oculus announced a new VR rendering technology called Asynchronous Spacewarp (ASW). The tech, which enables reprojection for positional movement of the headset, reduces frame rendering from 90 FPS to 45 FPS while creating new synthetic frames between each of those frames. The end result is a VR game that renders at 45 FPS, but displays through the headset at 90 FPS.

SEE ALSO
Hands-on: New GTX 10-Series Equipped Notebooks Put Desktop VR Performance in a Portable Package

This greatly reduces the computing power needed to ensure a comfortable, stutter free VR experience, Oculus says, so much so that they announced a new, lower set of “Minimum Specifications” to accompany their “Recommended Specifications.” While the Recommended Specification calls for an ‘NVIDIA GTX 970 / AMD R9 290 equivalent or greater’ GPU, the Minimum Specification drops things down to an ‘NVIDIA GTX 960 or greater’.

While Nvidia’s new $109 GTX 1050 is definitely out of the running, the $139 GTX 1050 Ti might just make the grade. The company confirmed to Road to VR that the 1050 Ti is undergoing evaluation internally and with Oculus to ensure that it has the power needed to meet the Minimum Specification.

“We expect that the [GTX 1050] Ti will meet [Oculus’ minimum] requirement,” said an Nvidia spokesperson who further added that the company recommends the more powerful GTX 1060 (which meets the Recommended Spec) for “native 90 FPS gameplay” which wouldn’t rely on Oculus’ Asynchronous Spacewarp. Oculus too, when introducing ASW, said that there’s “no replacement for native 90 FPS VR.”

SEE ALSO
NVIDIA GTX 1080 Performance Review: Head to Head Against the 980 Ti

While Nvidia expects the GTX 1050 Ti to meet the Oculus Minimum Specification, it’s important to note that Steam doesn’t yet have an equivalent to ASW rendering and still recommends a GTX 970 or Radeon R9 290 or better for the HTC Vive.

nvidia-gtx-1050

The GTX 1050 Ti is priced at $139 with a release date of October 25th and will be available from Nvidia’s hardware partners. The company doesn’t plan to launch a Founder’s Edition of the GPU as it has done with other 10-series cards.

Nvidia GeForce GTX 1050 Ti Specs

Graphics Processing Clusters 2
Streaming Multiprocessors 6
CUDA Cores (single precision) 768
Texture Units 48
ROP Units 32
Base Clock 1290 MHz
Boost Clock 1392 MHz
Memory Clock 3504 Mhz
Memory Data Rate 7 Gbps
L2 Cahce Size 1024K
Total Video Memory 4096 MB GDDR5
Memory Interface 128-bit
Total Memory Bandwidth 112 GB/s
Texture Rate (Bilinear) 61.9 GigaTexels/sec
Fabrication Process 14 nm
Transistor Count 3.3 billion
Connectors 1x DisplayPort, 1x HDMI, 1x Dual-link DVI
Form Factor Dual Slot
Power Connectors None
Recommended Power Supply 300 Watts
Thermal Design Power (TDP) 75 Watts
Thermal Threshold 97 degrees C

The post Inexpensive GTX 1050 Ti Gets Official Thumbs-Up for Oculus Minimum Spec appeared first on Road to VR.

VR Animation Startup Baobab Adds $25 Million

VR Animation Startup Baobab Adds $25 Million

Redwood City-based Baobab Studios closed a $25 million Series B round of funding, bringing the total raised to date by the startup to $31 million and placing the studio among the most highly-funded content startups to emerge with a focus on VR animation.

The startup made Invasion!, a short story about a cute bunny attacked by hapless aliens. The property is already becoming a full-length traditional film to be produced by Roth Kirschenbaum Films. Baobab also announced a second episode in the series called Asteroids!, due out next year.

The funding round is being led by Horizons Ventures with 20th Century Fox, Evolution Media Partners (backed by TPG and CAA), China’s Shanghai Media Group, Youku Global Media Fund and LDV Partners. They join the original investors, Comcast Ventures, HTC and Samsung.

The money will be used to develop more animated movies and add to the 20 people currently working at the company. Baobab was founded by Eric Darnell, Chief Creative Officer, and Maureen Fan, CEO, in 2015. Fan previously worked at Zynga as a vice president while Darnell worked on the Madagascar films. Now the company is adding a chief technology officer, Larry Cutler, who was a technical director at Pixar on Toy Story 2 and Monsters Inc. The company also added Chris Milk, the CEO of Within, to its advisory board.

We make sure that our content is platform agnostic, so it is available for every single platform,” Fan said in an interview with Upload. We believe there needs to be more content and more reasons to repeatedly pick up the headset.”

Invasion! is available now, and if you haven’t seen it yet it’s definitely worth a watch. Fan said they are also developing tools and technology to produce their animated films, but right now they are just using those tools to assist their own story creation rather than sharing that externally.

“We do absolutely have secret sauce technology we’re developing,” Fan said.

VR Vs. Next

It’s done. PlayStation VR has been launched, ladies and gentlemen. That means we’re finally here. Virtual reality (VR) is out and most definitely about; you have the ability to experience it on mobile with Google Cardboard and Samsung Gear VR. On PC with the Oculus Rift, the HTC Vive and others. And now it is available once again on console with the PlayStation 4 (be it fat, slim, Pro or whatever) being the power behind PSVR. The trinity is complete.

PlayStation VR - Kings Cross

We are now in a post-launch era. Which brings with it its own set of scary questions. Will VR now go on to be the success that (I certainly believe) it should be? Will people embrace the possibility of change within the games industry… within games? Will the non-enthusiast audience accept we continue to live in the early days of the technology? That leaps in said technology will continue to happen and, like just you happily accept with your mobile phone or even your PC, that the headset of today won’t be able to even hold a candle to the headset of tomorrow? Evolution here is a sprint and not a marathon.

Evolution, (Project) Morpheus. Evolution.

There is of course one other question which is even more awkward to ask – what about us? Not just ourselves but our ‘specialist’ website cousins. The likes of VRScout, Upload and Road To VR. Where do we go from here? For the last two years, for most of us, we’ve travelled with you, shining our own respective lights on different bits of VR as we’ve traversed this unknown path we’ve walked down together called the future. Now everyone else has finally woken up to the idea of VR and there are quite a few more lights. As I’ve mentioned before, it amuses me no end that a number of the mainstream outlets who 12 months ago were very much in the oh-so-enlightened “VR? You’ve gotta wear a headset. You look silly. Ha ha!” mindset rapidly started scrambling six months or so ago when they suddenly became aware that “oh crap, that’s actually going to be a thing after all”. So now VR is actually here, what do we, the specialists, do?

How should we all proceed now? Do we change how we have been supporting VR up until this point? For all that say we are the blind cheerleaders of the tech – whilst we are cheerleaders to an extent we are certainly not blind to the problems. We are also the truth-tellers. VR does have issues with accessibility. We’re not afraid to tell you a game feels a bit rubbish, or is lacking something. We’re equally not afraid to tell you it’s not all about games and that you should get really excited about what VR offers outside of that. Or indeed to emphasise that ultimately whatever any site says in VR you need to try it for yourself to understand it. But what we present, how we report, is it time too for us to evolve?

Of course development continues and there are oodles of things still to come and to discuss in that respect. What is going to happen with Oculus and their push towards standalone with the Santa Cruz? How will the next generation of HTC Vive controllers change the game? What will Microsoft and Apple do? How will the Daydream View change the mobile space? Where will the OSVR fit into all of this? How will eye-tracking develop – can FOVE become a player or is their destiny just an inevitable purchase by one of the big tech companies? How does augmented reality (AR) fit into the picture? Will Hololens deliver? Will Nintendo do… well… anything?

I think we might be approaching the point that all of us re-adjust how we all acknowledge VR. What do you think? What would you like to see more of on VRFocus for example? More videos? Game streams? More features? More guest writers? Let me know in the comments. Where direction do you think the VR sites should go now?

I’ll be back with another VR vs. next week.

PlayStation VR: Wieder bei Media Markt verfügbar

Wer zum Start des PlayStation VR Headsets kein Gerät abbekommen hat, der hat nun bei Media Markt eine zweite Chance. Aktuell listet das Unternehmen das PSVR Headset als sofort lieferbar, auch wenn es ansonsten überall ausverkauft ist.

PSVR wieder bei Media Markt verfügbar

Multiplayer Spiel für PlayStation VR

Bei Media Markt erhaltet ihr das Headset aktuell zum regulären Preis von 399 Euro. Somit umgeht ihr Ebay Händler, die dachten, sie könnten Gewinn mit dem Headset von Sony machen. Doch die meisten Anbieter haben sich dabei ohnehin verrechnet. Viele Headsets gehen für ca. 400 Euro weg und somit könnt ihr auch bei Ebay ein Headset ergattern, ohne das ihr groß draufzahlen müsst. Im Endeffekt ist der Kauf bei Media Markt aber deutlich cleverer, denn ihr solltet so das Headset schnell und mit einer Rechnung auf euren Namen erhalten.

–>Hier PlayStation VR bei Media Markt bestellen<–

Falls ihr euch noch nicht zum Kauf entschlossen habt, dann kann euch eventuell unser Test weiterhelfen. Außerdem haben wir bereits viele PSVR Spiele für euch getestet. Aktuell macht das Angebot an Spielen einen sehr guten Eindruck. Man merkt, dass Sony gewartet hat, bis Technik und Software im Einklang sind, bevor das Unternehmen das Produkt auf den Markt gebracht hat. Im Bereich des Headsets gab es auch im letzten Jahr keine deutlichen Veränderungen. Somit hätte Sony sicherlich auch früher mit der Auslieferung beginnen können, wenn die Software bereit gewesen wäre.

Der Beitrag PlayStation VR: Wieder bei Media Markt verfügbar zuerst gesehen auf VR∙Nerds. VR·Nerds am Werk!

Razer Acquires THX and Will Play Leading Role in VR Gaming Audio Development

Razer, developers of high-performance gaming hardware and software, has bought THX, who will carry on to operate independently, but there is no dubt that the creation of virtual reality (VR) hardware will be elevated substantially.

In a statement made by THX regarding this deal, it is said that: “Moving forward, THX will focus on the expansion of its current certification program to include new technologies, such as immersive audio and HDR, and the introduction of whole new programs, such as headphone certification and, in the future, Augmented Reality and Virtual Reality experiences and their enabling devices.”

thx razer

CEO of THX, Ty Ahmad-Taylor, went into more detail regarding VR gaming: “We are interested in providing superior audio-visual experiences. As gaming bridges into VR, we expect to play a leadership role in the audio portion of that experience, which is crucial for completion the immersion into virtual worlds.”

There is more than enough evidence to come to the conclusion that this acquisition can only mean good things for VR and AR audio, and that THX will be able to flourish under the coporate parental guidence of Razer.

For more on the latest developments in the world of VR regarding both hardware and software, as well as all the news, updates, and features in the world of VR, make sure to check back with VRFocus.

Tumble VR für PSVR (Review)

Tumble VR bringt ein ganz neues Konzept auf das PSVR Headset und verlangt von euch, dass ihr euren herkömmlichen PS4 Controller zum Stapeln und verschieben von Bausteinen verwendet. Das Spiel ist ein Rätselspiel und mischt Denkaufgaben mit Geschicklichkeit.

So spielt sich Tumble VR

tumble-vr-1

In Tumble VR warten unterschiedliche Herausforderungen auf euch. Ihr müsst Türmchen bauen, möglichst viele Bausteine auf eine Platte unterbringen, Laser in die richtigen Bahnen leiten, versteckte Ziele finden und auch ab und an Türme sprengen.

In der Regel stehen die Bausteine vor euch aufgereiht und ihr holt diese mit der Schultertaste an euch heran und positioniert diese anschließen mit dem Controller auf dem gewünschten Feld. Das klingt zunächst vielleicht relativ banal, doch das Stapeln der Steine ist nicht immer ganz einfach. Die Steine bestehen aus unterschiedlichen Materialien und Oberflächen und sie besitzen auch alle ein unterschiedliches Gewicht. Außerdem sind die Formen teilweise so gestaltet, dass das Stapel nur schwer möglich ist.

Insgesamt stehen über 30 Rätsel zur Verfügung und durch einen wachsenden Schwierigkeitsgrad und sich verändernde Elemente und Gegebenheiten, hält euch das Spiel bei Laune.

Das ganze Spiel wird von einem kleinen Roboter begleitet, der etwas Humor in das Spiel bringt und euch zu Höchstleistungen antreiben soll. Wie empfanden den Roboter aber teilweise als zu erzwungen komisch. Den Charme von Portal erreicht der Roboter nicht.

Der Schwierigkeitsgrad des Spiel ist durchweg nicht zu hoch. Eine Gold-Medaille sollte in jeder Disziplin der ersten drei Welten locker zu schaffen sein. Wenn ihr aber den Zeitbonus erreichen wollt, dann wird die ganze Sache schon deutlich komplizierter.

Tracking

Das Tracking des Controllers ist präzise genug, um die Blöcke vernünftig zu stapeln. Leider ist die trackbare Fläche am Controller aber recht klein. Daher kann es häufiger passieren, dass euer Controller das Tracking verliert. Die Kamera sollte für dieses Spiel auf der Höhe eurer Hände montiert werden. Somit gewährleistet ihr eine optimale Erfahrung. Wenn ihr die Kamera nicht perfekt positioniert, dann werdet ihr vom Spiel schnell frustriert sein.

Bewertung
  • Story/Spielspaß - 85%
    85%
  • Immersion - 70%
    70%
  • Optik - 70%
    70%
  • VR-Komfort - 85%
    85%
  • Wiederspielwert - 90%
    90%

Fazit

Tumble VR sollte in keiner PSVR Sammlung fehlen. Mit einem Preis von unter 10 Euro, gibt es von uns eine eindeutige Kaufempfehlung!

80%

Der Beitrag Tumble VR für PSVR (Review) zuerst gesehen auf VR∙Nerds. VR·Nerds am Werk!

Survios Comments on State of VR Market: “we are not at a point yet where it can sustain AAA development but we will get there”

We are at the point in the evolution of the virtual reality (VR) market where those who are part of it are constantly looking around and evaluating the state of it, and how it is to gain more momentum. The head of Survios, creators of Raw Data, gave his two cents, and it is something both hopeful and critical.

In an interview posted on Games Industry, Chris Hewish talks about how fortunate Survios has been in having funding for its VR developments, but it doesn’t always mean it will amount to AAA quality games: “We’re very fortunate that we have great backers, that we’re funded well enough to take a longer view. Our goal, if you’re looking at the existing console business or PC business or mobile business, those are all mature businesses where the objective for any developer or studio is revenue because you can have a fairly predictable outcome. If you put X amount of funding in and you can have a certain quality bar, you’re going to recoup your costs. It becomes much more important about being on time, on budget – it’s much more of a mature business model. With VR my point of view is it’s a new market and we are not at a point yet where it can sustain AAA development but we will get there.”

Raw Data (3)

Right now, as Hewish points, out there are plenty of titles that don’t necessarily fulfill what was originally envisioned for VR: “I’m not bagging on anybody, I don’t have a specific developer in mind, and this is just an example since I don’t know if anyone’s done this, but why would I want to play chess in VR? I can do that in real life. I want to be heroic, with bad ass abilities and go into environments I could never see in real life and be extremely active in those environments. To me that’s the holy grail of VR, that’s what it offers. Getting that into consumers’ hands is the win for the medium.”

If studios do get the funding, then they should be concentrating on the future as well, and how they will sustain: “I would say any studio that does that should be planning, how do they survive after that? Where are they going to get funding next? Or have they put enough aside out of that investment to sustain into the next game when they aren’t getting funded for exclusives? Conversely, they could look to studios that are not doing platform exclusives,”

“With an Oculus or someone it might be more a straight work for hire model, fully funding an exclusive title, whereas for us it would be more a publisher model we’re looking at so there would be an ongoing revenue stream for the developer to help them grow.”

For more on the latest industry comments, check back with VRFocus.

HTC: Viveport M und Rolle als Publisher für Arcades angekündigt

HTC hat auf der Alibaba Cloud Computing Conference über die zukünftigen Pläne für die Verbreitung von Virtual Reality gesprochen. HTC möchte demnächst als Publisher von VR Content im Bereich der Arcades in Erscheinung treten und in China eine Vertriebsplattform für Mobile VR Content mit dem Namen „Viveport M“ starten.

Viveport M

Viveport

Wie Rikard Steiber, Viveport President bei HTC, sagt, soll der Viveport M Entwicklern auf der der ganzen Welt helfen, ihre Anwendung auf dem chinesischen Markt zu vertreiben.  Die Plattform wird für Android Smartphones verfügbar sein und soll eine große Lücke in China schließen. Aufgrund der staatlichen Restriktionen hat der Google Play Store und der Oculus Store in China nämlich große Probleme.

Doch trotz der Restriktionen und dem eingeschränkten Content in China, findet sich hier ein riesiger Markt für Virtual Reality. So wurden in China wohl mehr VR Headset als in den USA ausgeliefert.

HTC möchte aber nicht nur eine stumpfe Plattform mit Content jeglicher Art schaffen, sondern wird auch Richtlinien für die Spezifikationen der Smartphones veröffentlichen. Somit will HTC gewährleisten, dass die VR Erfahrung keine Enttäuschung wird.  Aktuell ist noch nicht klar, wann der Viveport M Store eröffnen wird. Es ist durchaus vorstellbar, dass der Store auch später auf der ganzen Welt veröffentlicht wird. Einen ähnliche Strategie hatte HTC auch beim Viveport verfolgt.

HTC als Publisher für den Arcade Markt

Steiber sagt, dass der Arcade Markt eine großartige Gelegenheit für Entwickler ist, ihre Content zu vermarkten. HTC wird daher Viveport Arcades in Hunderten Locations in Asien in diesem Jahr eröffnen und einige Tausend bis zum Ende des Jahres 2017. Viele dieser Virtual Reality Arcades werden wohl in bereits bestehenden Arcades, Internet Cafés und Karaoke Bars ihren Platz finden. Außerdem wird HTC ein Referenzdesign anbieten und in Taipei zeigen.

Entwickler die an dem Vorhaben partizipieren wollen, teilen sich mit HTC 50/50 die Einnahmen. Dafür hilft HTC beim Verkauf und beim Marketing.

Auch wenn die Arcades zunächst nur in Asien eröffnen werden, so peilt HTC aber auch bereits den Markt in Europa und in den USA an. Aktuell sind schon 100 Entwickler involviert und arbeiten mit HTC an Software für die Arcades.

Für das Programm können sich Entwickler hier anmelden.

 

Der Beitrag HTC: Viveport M und Rolle als Publisher für Arcades angekündigt zuerst gesehen auf VR∙Nerds. VR·Nerds am Werk!