Community Download: Are Oculus and HTC The Apple and Microsoft of VR?

Community Download: Are Oculus and HTC The Apple and Microsoft of VR?

The technology world is always a game of rivals. For every Facebook there is a Twitter. For every Nintendo there is a Sega and for every Apple there is a Microsoft. This latter pair is perhaps the best representation of tech rivals in Silicon Valley. These two monolithic companies have been warring in the personal computer space for decades. The battlefields may shift to mobile phones, tablets and online services, but the competition always remains.

Virtual reality may be one of the newest arenas for these types of competitions, but it already has gladiators ready to do battle. There are a handful of major players already cutting their teeth in VR including Google, Sony and Samsun; but the two titans sitting at the top of the heap are Oculus and HTC.

These two organizations, and their Rift and Vive VR headsets, have come to encapsulate the emerging “console wars” of the modern VR scene. The devices they sell may be new, but their growing rivalry is a tale as old as tech itself. Our big question today is this: when it comes to VR, are Oculus and HTC the respective Apple and Microsoft of the industry?

Oculus/Apple 

The similarities between Oculus and Apple begin with a shared interest in controlled content. Much was made last year about the so-called “walled garden” of the Rift’s Oculus Home software distribution platform. Unlike the Vive’s Steam platform, Oculus Home is far more selective about what pieces of content it houses.

Thinking that a moderated stream of high quality content is essential to the growth of a new industry is not a new way of thinking in Silicon Valley. Nintendo had a famously tight grip on what cartridges its home video game consoles would play in the 1980s and 1990s, but the most famous exemplar of the technique today is the Apple App Store.

The App Store may have a seemingly endless wealth of content to chose from, but ultimately everything you see in this online marketplace was carefully vetted by the boys in Cupertino. The positive and negative aspects of this approach are open to debate, but the similarities being displayed by Oculus and Apple in this area highlight a notable resemblance between the two companies.

In addition to a similar marketplace strategy, Oculus and Apple are both more willing to products products that are easier to use over ones with flashier, more complex features. The Vive has a better, more robust positional tracking system than the Rift, but Oculus was willing to forgo that edge in favor of a simple, one camera (or two with Touch) approach that doesn’t require as much space in people’s crowded homes. The “It just works” attitude that Apple has made so famous is clearly in the DNA of Oculus as well.

HTC/Microsoft 

Despite what you may see on the average college campus or Starbucks, Microsoft still has the edge in market share for the PC space. Windows drives the modern computing world and a large part of that is down to Microsoft’s commitment to three things: enterprise clients, open computing and deep, technical tool kits.

HTC’s Vive has a lot in common with those philosophies. Since launch, the near-future rhetoric from Oculus has been focused on what interesting games and experiences are coming up that make a Rift purchase worthwhile. Meanwhile, HTC has chosen to release powerful new developer tools like a open-sourced design information and a Vive Tracker peripheral. The company also has a more stated interest in realms outside of entertainment content like education, science and enterprise. Sound familiar?

Both Microsoft and HTC are building more “professional” devices while Apple and Oculus drill into the “consumer” side of things. The old notion that Windows is for work and Macs are for fun/creativity is echoed noticeably in the philosophies of VR’s two most notable companies.

What do you think?

Do you agree with this analysis? How do you think the different strategies of HTC and Oculus will play out and do you think it’s wise for either of them to be doing what they’re doing at this point in the game? Let us know your thoughts in the comments below.

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CES 2017 Preview and Predictions – What To Expect From VR This Year

CES 2017 Preview and Predictions – What To Expect From VR This Year

CES 2017 is officially “begins” tomorrow but the behemoth conference is already revving up in Las Vegas. The pre-show press conferences have already begun and that means the big virtual reality news is already breaking. But before the real deluge begins, let’s take a moment to dissect the big show and discuss what it may (or may not) mean for VR.

On this week’s episode of our VR news podcast, we discussed CES 2017 at length. Listen or download below to be fully briefed on all of this year’s major expectations/predictions while you drive home from work or enjoy your lunch.

Vive (HTC)

What We Know: Today at 1pm HTC will be hosting a press conference to discuss its HTC Vive virtual reality headset. The Vive released earlier this year and HTC has been fiercely committed to the product’s success ever since. CES is not typically a place for major software announcements but we know that there will be space and time for demos following the executive speeches.

What To Expect: HTC has made its tracking system open-sourced for public use. This means that anyone anywhere can start building peripherals and accessories that work with the Vive. We know for a fact that HTC will not be discussing a new version of the Vive itself, but keep an eye out for a collection of new partners that are creating brand new compatible hardware.

Microsoft

What We Know: Microsoft is at the show in a multitude of capacities. As far as VR is concerned however, all eyes are on the new line of VR headsets that the company announced just a few months back from partners including Asus, Dell, Lenovo and others.

What To Expect: The tricky thing about Microsoft’s headset is that they won’t actually let anyone turn them on yet. Perhaps learning from the HoloLens backlash, the company seems to be carefully controlling hands-on impressions for these new headsets. Take any show floor demo you see, therefore, with a healthy grain of salt.

Sony

What We Know: In our world its easy to forget sometimes that Sony is much more than just a gaming company. The PlayStation is an enormous portion of the Japanese companies overall business, but it is by no means its only iron in the fire.

What To Expect: This year at CES, as with previous years, Sony is expected to focus primarily on its ever-expanding catalog of televisions. The OLED arms race is on, and Sony will likely commit the bulk of its press time to unveiling and discussing a new line of TVs that take advantage of the more powerful design standard.

Sony also barely mentioned PS VR at all during PlayStation Experience, which is a completely gaming focused show. An omission like that on a stage tailor-made for VR news does not bode well for big immersive updates from CES this year. We will be more likely to hear from them at this year’s GDC or E3 conferences instead.

Oculus (Facebook)

What We Know: This year’s biggest question mark by far is hovering over the Oculus Rift. Like HTC, the Facebook-owned company also launched its high-end VR headset early last year. In December, it followed that up with the release of Oculus Touch — a hand-tracked controller platform that has impressed both fans and critics alike.

What To Expect: The curious thing about Oculus is how quiet they have been concerning this year’s CES. Last year the eyes of the world were upon them hoping for any indication of when the Rift would launch and how much it would cost. That tension was released in March, however, and Oculus seems in no hurry to build it back up again.

The focus for Oculus now seems firmly on content, which historically is not what you announce at CES. Like Sony, it’s more likely we will hear big news from them at this year’s GDC or E3 conferences. We were however able to confirm from one Oculus representative that there will, at least, be Oculus Rift demos on the show floor.

What do you think? How will this year’s CES factor into the incredible VR narrative of 2016? Let us know in the comments below!

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Lenovo’s Windows Holographic VR Headset Debuts At CES

Lenovo’s Windows Holographic VR Headset Debuts At CES

Microsoft’s Windows Holographic VR headsets are going to run the gamut of specs like input, field of view, and resolution. Lenovo’s offering sounds like it might sit somewhere in the middle.

The Chinese company revealed its first VR headset shortly ahead of CES 2017 in Las Vegas this week. As reported by The Verge and Engadget, Lenovo brought a non-functional prototype to its event, where it announced its line-up of products for 2017. No one can attest to how well the headset actually works, but its spec sheet leaves plenty of room for discussion.

Lenovo’s headset looks very similar to the white device here seen at Microsoft’s announcement last year

On the outside, Lenovo’s currently unnamed device looks similar to Sony’s PlayStation VR in design, with a ring that sits on top of the user’s headset to keep the weight off of the face like on the Oculus Rift and HTC Vive. Lenovo reportedly claims it will be lighter than the two headsets too, weighing in at 350g compared to the Rift’s 470g and the Vive’s 555g. A latch on the front lets the display swing up and out of the user’s view for quick access to the real world.

You’ll also notice the two front-mounted cameras, which are said to provide the inside-out tracking that Microsoft promised each of its headsets would support back in October. While these remove the need for external tracking sensors like Vive’s base stations or the Rift’s constellation trackers, it’s impossible to tell just how well it works until we see a working version for ourselves.

That said, Lenovo itself does have experience in this field, having released the first phone to support Google’s Project Tango 3D mapping cameras last year. That’s different tech to what the company will be using here, though.

Despite being inside-out tracked, the headset will require you to be wired to a Windows 10 PC. We don’t know the length of the cable, which will limit room-scale capabilities.

For display, Lenovo’s currently unnamed device has two 1440×1440 OLED panels which, again, we can’t really comment on until we’ve seen it running, though could end up besting Rift and Vive’s displays.

Tellingly, the headset is said to cost between $300 – $400, and will be closer to the lower end of that scale, according to the reports. Last year Microsoft told us that its VR headsets would start at $300, so this could be one of the lower-end devices we see, though we don’t know about specs like field of view and input just yet. We’ll likely find out in the near future; Lenovo says the device will ship this year.

A Lenovo representative apparently told The Verge that its headset, along with all other Windows 10 headsets, will run Windows Store applications on a virtual screen similar to PlayStation VR’s cinematic mode, or Microsoft’s own Xbox One streaming app for Rift. Selected HoloLens software is reportedly also due to be ported to the headsets.

Lenovo also has a new VR ready laptop, though the video below only shows the Oculus Rift, and not its own headset. The Legion Y720, as it’s called, features NVIDIA’s GeForce GTX 1060 card, 16GB of RAM and an Intel i7 processor.

Most interestingly, the laptop apparently boasts Lenovo’s own software that not only lets users watch 2D content on a virtual screen, but also play some non-VR games inside a headset by launching them through the company’s own entertainment hub. Deus Ex: Mankind Divided was shown, for example, running in VR with head movements replacing the function of the right stick on a gamepad. The company calls this ‘VR Upscaling’. The troubles with playing games not designed for VR inside a headset are well-documented, so, just like the headset, it remains to be seen how useful a tool this will be.

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Microsoft Releases Official Xbox One Streaming App For Rift

Microsoft Releases Official Xbox One Streaming App For Rift

Cast your minds back to E3 2015. Oculus has its very own press conference where it revealed the final version of the Rift and announced Touch. It was a busy event, and there was some news that inevitably slipped under the radar.

One such announcement was from Microsoft. The Windows maker took to the stage during the show to reveal that Oculus Rift and Xbox One owners could stream their console games into the headset via a Windows 10 PC. It was a quick announcement accompanied by an awkward video (Xbox boss Phil Spencer asked why everyone was laughing when he walked back on stage), and it was soon forgotten. This week, it’s popped up again.

The Xbox One Streaming app has finally launched on Oculus Home. Sadly, it won’t allow you to play Halo 5 or Gears of War 4 in full VR; the app streams games onto a virtual screen that you watch inside a number of environments. You’ll use the Xbox One gamepad, which shouldn’t be a problem seeing as one comes with every Oculus Rift sold. Think of it like the cinematic mode for PlayStation VR, just with the added middle man of PC streaming.

It doesn’t appear that the app is available for the HTC Vive, even though Microsoft stated that it was working with Valve during its own E3 conference in 2015. We’ve reached out to the company to ask if Vive support could come soon.

It will be interesting to see if this app comes to the line of Windows 10 VR headsets Microsoft is planning to release with partners next year. The company is working closely with Oculus, bringing Minecraft to both Rift and Gear VR, and Xbox controller support to the latter headset, but it also called the Rift “less immersive” than its new devices when they were revealed a few months back. At the same time, the upgraded Xbox One, Project Scorpio, is also set to support VR when it releases next year. Microsoft’s 2017 in VR should prove very interesting.

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Unity 5.5 Update Brings Microsoft Hololens Integration And More

Unity 5.5 Update Brings Microsoft Hololens Integration And More

The Unity game engine is a versatile tool that developers, from beginners to those well-versed, utilize to fully realize their video game concepts. This year alone it provided a slew of games like Firewatch, Oxenfree, I Am Setsuna, Pokemon Go, ReCore, and the upcoming Cuphead. The engine’s latest update, 5.5, includes a collection of new enhancements and also now comes Microsoft Hololens ready.

The above tweet signaled the arrival of the 5.5 update and this time around the focus was on new platforms to develop for, better tools for artists, and the usual performance enhancements. For the developers and artists, there are updated particle effects with a noise module being most prevalent. With that tool, different types of behavior can be easily added to the different particles. There are also animation workflow and line rendering enhancements, easier ways to add logos and watermarks, and a new lighting tool called Look Dev that lets you double check your lighting work across various conditions.

With the new integration with Hololens, creators can now prototype, debug, and design for Windows Holographic without having to output to a Hololens compatible device. Such a move eases the process for developers, increasing efficiency by allowing them to do a larger amount of their augmented and mixed reality work within the Unity Editor. This will hopefully lead to shorter mixed/augmented development times or more intricate use of the technology.

Unity confirmed to UploadVR that its Editor VR solution is still on track for release this year. Unity is also opening up beta registration for their Unity Collaborate service, a utility that simplifies the team experience. The engine’s compatibility with in-app purchases has also been expanded to include Cloud Mulah and Xiaomi in addition to platforms like Google Play, iOS, and Samsung. You can find the Unity 5.5 assets and release notes here.

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Original Xbox Co-Founder: Virtual Reality Is ‘Another Golden Age’ For Gaming

Original Xbox Co-Founder: Virtual Reality Is ‘Another Golden Age’ For Gaming

The year of virtual reality has been full of ups and downs for our young industry. The launch of the Oculus Rift, HTC Vive, PlayStation VR, and Google Daydream, however, are several of the highest highs. The technology may not be in dozens of millions of households quite yet, but in time it will grow to become more and more ubiquitous. One man that acutely recognizes that growing trend is Otto Berkes.

Berkes is one of the original founders of Xbox at Microsoft and is currently Chief Technology Officer at CA Technologies after serving as the EVP, Technology and CTO at HBO. In his time at Microsoft, he helped create the high-quality Xbox brand that’s globally recognized as one of the leading game consoles. At a time when the world only knew Nintendo, Sega, and PlayStation, Berkes helped Xbox emerge onto the scene and usher in a new age of high-powered gaming.

In an interview with CNBC, Berkes discussed his thoughts on the boom of the virtual reality industry and what it could mean for content creators going forward:

“We’re entering another golden age of interactive content development,” said Berkes. “One of the aspects of VR that has incredible potential is interaction and communication – interacting with characters that are both artificial and virtual, being able to blur distance and geography, you can be anywhere and literally in any time. I think the interaction needs to be natural, there is a little bit of a disconnect right now when you put on the headset. The implementation is well done, you are transporting them to the space, but you put your hands out in front of you and they are not there. I think we’ve crossed the first big threshold which is the visual and auditory aspects of VR, but the interaction piece still requires a bunch of work.”

Worth noting is that he is decidedly agnostic in his praises of the industry, not naming any particular manufacturers or content creators. And while we still don’t know exactly what Microsoft is up to in the VR industry, we do know that they will be joining the scene more holistically next year with their upcoming $300 PC VR headsets and the Xbox Scorpio, which is poised to be a powerful console VR platform.

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One of the Designers of Microsoft’s HoloLens Hired By Tesla

One of the Designers of Microsoft’s HoloLens Hired By Tesla

Tesla — the battery-powered future-car company led by Silicon Valley superstar, Ellon Musk — has reportedly hired away one of Microsoft’s top designers. Andrew Kim spent three and a half years at Microsoft but will now join the forward-thinking automotive company as a senior designer, according to his LinkedIn account. Kim’s hiring is particularly eyebrow raising due to his heavy involvement on Microsoft’s augmented reality project: HoloLens.

HoloLens uses a variety of cutting edge optics, depth sensing cameras and powerful onboard mobile computing to overlay realistic holographic images on top of your everyday world. Kim’s official duties at Tesla have not officially been revealed, but his experience with HoloLens raises the possibility that he has arrived at the new company to share his AR knowledge and to help the startup delve deeper into immersive technologies.

Heads-up displays on cars are nothing new. The concept has been around for years and are now making their way into vehicles via various third party accessories. However, a true augmented reality car — one that natively turns your windshield into a map, your mirrors into traffic monitors, etc. — has yet to be seen. Tesla is exactly the kind of company that would be interested in pioneering that type of future and its interest in Kim, while far from a confirmation that a system like this is in the works, is at the very least encouraging for those hoping to see cars integrate more bleeding edge technology.

Before joining Microsoft, Kim was a student at Art Center College of Design in Pasadena California. He originally caught Microsoft’s eye by producing a series of concepts for new branding designs that the computing giant could adopt. Prior to beginning work on the HoloLens team, Kim was deeply involved in the creation of the Xbox One S.

Kim’s matriculation from Microsoft to Tesla may herald a mass exodus of talented tech professionals making the jump from established companies to exciting immersive startups as 2016 draws to a close.

h/t Slashgear

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Microsoft Announces The Minimum Specifications For Its Upcoming $300 VR Headsets

Microsoft Announces The Minimum Specifications For Its Upcoming $300 VR Headsets

Microsoft has been a shadow player in the virtual reality arms race since it officially kicked off on March 28, 2016. On that date the Oculus Rift launched in each and every box was a Microsoft manufactured Xbox One controller. When the HTC Vive launched a week later, Microsoft now had two HMDs that were soaring toward both their new owners, and their new homes on a Windows-powered personal computer. It was therefore somewhat of a surprise to see the company stop playing quite so nice with Oculus, HTC, and Valve when it revealed its new Windows Holographic initiative, complete with a brand new roster of competing virtual reality headsets.

These new, $300 HMDs are being made by the likes of Lenovo and they will be a small part of the Redwood companies big mission to turn Window’s holographic into a truly viable and competitive virtual reality platform. In advance of the new headsets release Microsoft has released a “First Run” application for Windows Holographic. The app does a few different things, but most importantly it reveals the minimum hardware specifications it will take to run the new batch of headsets. These are the requirements:

  • At least 4GB of RAM,
  • A USB 3.0 port,
  • A graphics card with DirectX 12 support,
  • 4 CPU cores, including dual-core processors with hyperthreading.

These specs are quite generous and should fit the bill already for a large amount of current PC users. It doesn’t seem there will be a huge need for last-second hardware upgrades for those VR enthusiasts looking to snag one of the new systems.

These specs are also particularly striking when compared to the hardware requirements for Rift and Vive. Both of these devices require multiple USB ports and specific, highly powered graphics cards. Time will tell what impact Microsoft Holographic and these new upstart headsets will have on the larger VR ecosystem. We will be bringing you all of the news on those fronts as it develops.

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The Promise of Xbox One Streaming to Oculus Rift is Finally Being Fulfilled

The Promise of Xbox One Streaming to Oculus Rift is Finally Being Fulfilled

It was well over a year ago that the promise of Xbox streaming to the Oculus Rift was first promised by Phil Spencer during a June 2015 press event in San Francisco. The idea was to allow your Rift to function as a highly immersive monitor for your Xbox console. Every game or Netflix binge could be watched in a massive virtual theater, just like the PlayStation VR‘s Cinematic Mode, rather than your standard 40 inch television set. In the 16 months since Spencer announced the feature the Rift has officially launched and today both companies are making good on this long held promise.

In a posting to the Xbox blog Microsoft officially announced the launch of a new Oculus application that will allow the cross-platform streaming to begin:

“Today marks an evolution in our ongoing partnership with Oculus, as Rift owners will be able to stream their Xbox One library to Rift with the new Xbox One Streaming to Oculus Rift app, including fan favorites like “Gears of War 4,” “Forza Horizon 3” and “Halo 5: Guardians,” the biggest sports games,  indie darlings, Backward Compatible Xbox 360 games, and more titles coming in 2017.”

According to the blog, the data will be shared between the two systems via your home’s wifi network. The app will release on December 12 on the Oculus Home store. It will be free of charge.

This streaming app is merely the latest in a long history of collaborations between the PC titan and the virtual reality upstart. Microsoft runs the Rift natively via its latest Windows 10 operating system. It claims on this very blog post that, “Windows 10 is the Best Platform for Playing Games on Oculus Rift.”

In addition to these adulations, Microsoft is also the manufacturer of the wireless gamepad that is included in the box with each and every Rift sold. Finally, the Xbox Scorpio — Microsoft’s upcoming super console — is rumored to have been designed with VR, and perhaps specifically the Oculus Rift, in mind.

In fact, Microsoft is on the record as stating that, in a world that now contains the PlayStation 4 Pro — Sony’s own beefed up gaming box — Scorpio is “the only console” that will be capable of true 4k gaming and high fidelity VR support.

Adding an eyebrow raising wrinkle to this relationship, however, is Microsoft’s recent announcement that it will be opening up Windows to a variety of other, non-Oculus, VR headsets from Dell, Lenovo, and others as well.

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