Join us live on Twitch with Angry Birds VR! We're giving away ten free Steam keys during the Stream so don't miss your shot at a free copy. The post Angry Birds VR Giveaway Livestream: Win A Free Steam Key! appeared first on UploadVR.

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Facebook's annual conference promises "new features and updates" for Oculus. Many expect the Oculus Quest headset to be released at the event. The post Facebook’s F8 2019 Conference Promises ‘New Features And Updates’ For Oculus appeared first on UploadVR.

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Shadow Legend is getting a little bit of extra time in the oven and has been delayed an extra week to February 28th to iron out a lingering bug. The post Shadow Legend Delayed An Extra Week To Feb. 28th Due To Lingering Bug appeared first on UploadVR.

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Object Theory is one of the oldest Mixed Reality companies around, having launched in June 2015, before the HoloLens had even started shipping. In many ways they’re your typical tech company – my demos are delivered in the familiar blueprint of a trendy open-plan office with exposed brick walls, which sits above a sushi restaurant – but it’s got a different vibe from a lot of similar start-ups. For starters, they’re based in Oregon as opposed to Silicon Valley. And while Portland is by no means a backwater, it’s still not a major tech or immersive content hub like LA or San Francisco either. For another, its founders Raven Zachary and Michael Hoffman (who left Microsoft to start the company) operate a very profitable business (employing about a dozen people between full timers and contractors) with no investment capital. In spite of the fact we’re joking around and playing Angry Birds on Magic Leap, the whole thing feels very grown up, in the sense that these guys are in this for the long haul, and so, they reckon, is the business of making Mixed Reality. A key enabler for Object Theory’s success has been Microsoft’s strategy for marketing, supporting, and developing Mixed Reality content for the HoloLens, which is why Zachary and Hoffman are enthusiastic in their praise for the company, and in particular of the leadership of CEO Satya Nadella. By pivoting toward the enterprise market early on, Microsoft managed to create strong and sustained demand for Mixed Reality tools among companies looking to solve real business needs. That, in turn, allowed their partner developers to secure key contracts as they figured their way around the new technology. “It’s curious how the HoloLens originated with the Xbox team (its inventor Alex Kipman was also responsible for the Kinect) so there was this idea that it would be mainly a consumer product,” recalls Hoffman. “It was really interesting to see them pivot in that way and go mainstream towards enterprise and I think it was absolutely the right move for them to make.” The other significant pivot Microsoft made in recent years, adds Zachary, was to move away from being hardware-centered to focusing on the cloud, marketing Azure’s ability to enable what they call ‘The Intelligent Edge’: “Microsoft is the only one of the large players that has actively decided to be a multi-platform company. They are actively embracing everything that’s relevant out there, and that makes sense, because they’re making cloud consumption more valuable if it works with everything that’s out there. Because of that we hope – and it would make sense – if they adopt an OEM for their Mixed Reality technology. Microsoft has this great patent portfolio and it would be great to take that amazing secret sauce of the HoloLens and license it out to their existing OEM partners like Dell or Samsung.” Since the launch of Magic Leap One earlier this year, Object Theory has also started exploring the possibilities that the other platform brings, such as better eye [...] The post Magic Leap Versus HoloLens — Which Is Going To Win Over Developers? appeared first on UploadVR.

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Late last week rumors popped up suggesting Nintendo is getting into VR in 2019. Reports didn’t reveal much other than that the company could release a headset compatible with its Switch console as part of its Labo line. Past patents and a little data mining support the idea that the Switch could go VR, despite the company’s long-voiced skepticism. We’re still taking the reports with a pinch of salt, but they do paint an interesting picture. On paper, it’s an exciting premise. Zelda, Metroid, Mario Kart and more in VR? Where do we sign up? Anyone with even passing knowledge of how headsets work will have some questions, though. Everyone knows that the best VR requires a high-resolution display, six degrees of freedom (6DOF) tracking and beefy processing power to work. The Switch, with its 720p onboard screen, 3DOF motion controllers and Nvidia Tegra X1 processor, doesn’t tick any of those boxes. It’s possible that any VR headset peripheral could include a better screen, more horsepower and 6DOF inside-out tracking, but it seems like a tall order. But maybe Nintendo doesn’t need to push for high-end VR, at least not yet. Maybe it’s got more modest plans for its VR beginnings. I see Nintendo’s first VR outing as potentially more of an accessory than a platform. It may be similar in concept to Google Daydream or Gear VR but with more manageable ambitions. Instead of aiming to sell millions of units and pave the path for the future of Nintendo, we might be talking about something closer to, say, the Switch’s Poke-Ball Plus or the Wii Fit balance board. Heck, even the GameCube’s Donkey Konga bongos are an apt comparison. It’s the possible inclusion in the Labo line that’s key here. Launched last year, Labo is a range of accessories built out of cardboard that let you play different minigames. You can assemble a makeshift fishing rod and sit out by the lake, for example, or build a motorbike handle and lean from side-to-side as you perfect lap times. I can see any VR efforts fitting in with these design principles quite nicely. Nintendo’s fears about VR are well-documented and inform whatever decisions they’re making about it. It seems unlikely, to me at least, that Nintendo would risk making a VR game that could make you sick (they already went down that road). I would highly doubt, for example, that the company is working on a VR-conversion of Super Mario Odyssey that lets you run, jump and fall in VR. But a stationary fishing game? One where you need to simply flick your Joy-Con up and down to haul in a catch? Something kids could play and is design to be experienced in short bursts? That seems far better suited to the Nintendo I know. It’s also less demanding on the processor and side-steps any fledgling concerns of VR violence. I see Switch VR being less of a platform and more of a peripheral. Something self-contained that has its own collection of much smaller experiences. That doesn’t mean [...] The post Why The Low-End Might Be The Right Start For Nintendo’s VR Offerings appeared first on UploadVR.

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Following the conclusion of Dreams’ Creator Beta, developer Media Molecule today revealed a release window for the anticipated PS4 exclusive. Well, sort of. Dreams will launch in Early Access this spring. That’s right, Early Access. Studio Director Siobhan Reddy took to the PlayStation Blog to explain. This release will again be aimed at creators first and foremost. Reddy assured that “100%” of the tools the studio uses to make levels will be included, but some features will still be missing. “If you participated in the beta and felt like Dreams wasn’t fully featured enough for you yet, or you wanted more Media Molecule game content, then Early Access might not be for you,” Reddy wrote. “We’re working on all those things during this period so that you have everything you need on your first day in the Dreamiverse.” We’ve reached out to Sony to ask if the long-promised PSVR support will be included in Early Access. We haven’t heard back yet but we wouldn’t hold our breath; the Beta didn’t support VR either. Media Molecule has said the game will support VR from day one in the past, but is this really day one? In PSVR, players will be able to create and play levels specifically tailored to the headset. But Dreams’ incredibly accessible toolset, which allows players to build entire games, could make this a hub for an exciting swathe of VR experiences. The Early Access build will also be a “limited release”, which suggests Media Molecule will only sell a certain amount of digital copies. It’s set to be priced at $29.99, though it’s not clear if buying into the pre-release nets you the full game too. Either way we’re excited to see Dreams finally rolling out on a wider scale. Tagged with: dreams, media molecule, PSVR .special-buttons > * { text-align:left !important; } FacebookTwitterRedditMore The post Dreams Early Access Launch Coming This Spring, PSVR Support TBA appeared first on UploadVR.

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The new book The History Of The Future is out in hardcover, ebook and audiobook. The narrative written by Console Wars author Blake Harris charts the 2012 founding of Oculus. Along the way there is an accounting of the $3 billion acquisition by Facebook and $500 million jury decision. The story ends after the 2017 exit of Oculus co-founder Palmer Luckey. Along the way is Chapter 23, titled NINE STORIES. The chapter focuses on developers in April 2013 receiving the first Rift development kit — known as DK1. 56,334 of the headsets would eventually ship to 114 countries. The nine stories provide an intimate look into how some lives changed with the arrival of that VR headset. Last week, we published a remarkable email referenced in the book originally sent by John Carmack in 2015 to Oculus leaders. The document assesses the group’s strengths and weaknesses with extraordinary detail. This week, we are printing excerpts from Chapter 23. Below are the last five of the nine stories. Also be sure to check yesterday’s excerpt of the first four stories from  Chapter 23 of The History Of The Future. 5. CHRIS GALLIZZI Los Angeles, California Like many gamers in 2013, Chris Gallizzi was obsessed with The Elder Scrolls V: Skyrim. After all, what could possibly be better than playing as Dragonborn, training with the Greybeards, and battling Alduin in an epic, open-world civil war? Well, actually, Gallizzi thought, there was one thing that could make Skyrim even better: actually becoming Dragonborn. As the head of R&D for Hyperkin—a hardware manufacturer best known for cloning retro consoles—Gallizzi wasn’t afraid to get his hands dirty. So he used an open-source 3-D driver called Vireio Perception and began modding a version of Skyrim that would work on his DK1. When the mod was in a semiplayable state, Gallizzi called up the head of Hyperkin to tell him how incredible it felt to be immersed inside his favorite game. “I want you to see,” Gallizzi said, and then took in his PC and devkit for everyone in the office to see. Unfortunately, Gallizzi’s initial demo didn’t go so well—leading several of his colleagues to feel nauseated—but that only inspired him to make his mod better. To perfect the warping and stabilize the experience, which he did during his off-hours over the next two weeks before demoing it all again. This time, the reaction was totally different; this time he actually made believers out of a few people. And now that his colleagues were starting to see VR through rosier-colored eyes, Gallizzi made his move. “I think we should get into VR,” Gallizzi told the head of Hyperkin: CEO Steven Mar. “That’s a nice idea,” Mar replied. “But we’re solely focused on retro-gaming.” This was true, of course. The company’s claim to fame was their RetroN 2, which was a two-in-one console that could play cartridges for both the NES and SNES systems. Getting into VR wasn’t exactly a lateral move. “But,” Gallizzi explained, “when Hyperkin first started, retro was a small niche market. And now it’s kind of [...] The post Excerpt: Five Stories From Blake Harris Book The History Of The Future appeared first on UploadVR.

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Read our full and final review of Xing: The Land Beyond on PSVR to see how it lives up to the legacy of its Myst-like adventure roots. The post Xing: The Land Beyond PSVR Review: Brief Bits Of VR Adventure Magic appeared first on UploadVR.

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For the past few years VR broadcasting app NextVR has largely focused on sports. But, with its latest partnership, the company is setting its sights on music lovers. NextVR this week announced a collaboration with Central Station Records. The pair have just launched a suite of new musical VR experiences focused on electronic music. The videos will take viewers on a global tour of the genre, visiting artists and venues alike. You’ll travel to Tokyo to learn about the captial’s underground music scene and get whisked away to London’s Ministry of Sound club. Australian DJ Brooke Evers and musical group Killer Hertz are two of the artists you’ll find in the collection of videos. Check it out in the trailer below. 🚨🎶 #VR Music Announcement NextVR Studios and @CentralStnAUS have partnered to bring you first-of-its-kind immersive music experiences! ft. @Brookeevers @KillerHertzDNB @A_Hudge + more NOW in the NextVR app 🔥#VirtualReality https://t.co/dlmdboHfK4 pic.twitter.com/eSC4VNo76t — NextVR (@nextvr) February 19, 2019 The move pits NextVR against another major VR music service, MelodyVR. That said, the concept behind MelodyVR is quite different. That app gathers a selection of live performances in 360 degrees. This is the second major partnership NextVR has announced since holding significant layoffs in January 2019. At the time CEO David Cole told UploadVR that this was the result of being built for a bigger VR market. Since then, NextVR also revealed a collaboration with the NHL. All content was shot in 3D and can be seen now inside the NextVR app. That’s on Oculus Rift, Go, PSVR, Vive, Vive Focus, Gear VR, Daydream, Windows VR and even Pimax. Whew! Tagged with: Central Station Records, MelodyVR, nextVR .special-buttons > * { text-align:left !important; } FacebookTwitterRedditMore The post NextVR Takes On MelodyVR With Launch Of Music Channel appeared first on UploadVR.

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Forget Jedi training and duels with Darth Vader; the most important Star Wars AR app just released. That’s right, Project Porg is now available for Magic Leap One. Wait, what’s Project Porg? I’m glad you asked! A few years back we reported that Magic Leap had partnered with ILMxLAB, a division of Lucasfilm. Then, at last year’s LeapCon, the pair announced Project Porg. It’s like an AR Tamagotchi starring the cute little critters that you either loved or hated in The Last Jedi. Sort of like the film itself! This week the app launched for Magic Leap One owners. You can see the trailer for it below. In the game, C-3PO instructs you to look after a Porg. The idea, ILMxLAB explains, was to build a relationship akin to owning a dog or a cat. You’ll go through a Porg’s lifecycle, playing with it and caring for it. You can even raise a family of the little guys. Who wouldn’t want to spend time with their adorable little faces? Those abyssal eyes and miserable frowns? Okay so it might not be the ultimate Star Wars adventure but it looks like a fun experiment. Real talk, though: did anyone else think that Hoth demo teased at the start of the trailer looked really cool? We’d like to get our hands on that too, please. Project Porg is available to download for free. Elsewhere, ILMxLAB is still working on Star Wars: Vader Immortal. It’s an interactive VR series which will pit players against the iconic villain. Expect the first episode to debut on Oculus Quest later this year. Tagged with: Magic Leap, Magic Leap One, Star Wars: Project Porg .special-buttons > * { text-align:left !important; } FacebookTwitterRedditMore The post Star Wars: Project Porg Is Like A Tamagotchi For Magic Leap, Out Now appeared first on UploadVR.

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The new book The History Of The Future is out today in hardcover, ebook and audiobook. The narrative written by Console Wars author Blake Harris charts the 2012 founding of Oculus. Along the way there is an accounting of the $3 billion acquisition by Facebook and $500 million jury decision. The story ends after the 2017 exit of Oculus co-founder Palmer Luckey. Along the way is Chapter 23, titled NINE STORIES. The chapter focuses on developers in April 2013 receiving the first Rift development kit — known as DK1. 56,334 of the headsets would eventually ship out to 114 countries. The nine stories provide an intimate look into how some lives changed with the arrival of that VR headset. Last week, we published a remarkable email referenced in the book originally sent by John Carmack in 2015 to Oculus leaders. The document assesses the group’s strengths and weaknesses with extraordinary detail. This week, we are printing excerpts from Chapter 23. Below are the first four of the nine stories. Check back tomorrow when we excerpt the remaining five stories from Chapter 23 of The History Of The Future. FOUR STORIES April 2013 “Check this out,” Luckey said, showing Dycus an eBay web page littered with results. Skimming the items, Dycus couldn’t help but grin: Oculus’s $300 devkits were in such high demand that some were going for over a thousand bucks. By this point, the first week of April, it was now clear that the launch of DK1 had been an unmitigated success. Secondhand units were selling for three times their price; tech journalists were publishing glowing reviews; and Luckey’s in-box was flooded with affection and admiration—comments like this one, from a Korean fan, proclaiming that Luckey was “going to be a historic human in 21c.” But as cool as all that was, none of it compared to the fact that developers all over the world were starting to receive their devkits in the mail; and over the next few months, these devs would get to work and begin building incredible things . . . 1. JUSTIN MORAVETZ Santa Monica, California In seventh grade, Justin Moravetz and his classmates were asked to give a presentation about “The Future.” So Moravetz decided to talk about the technology that excited him most—virtual reality!—and even cobbled together a makeshift headset using a VGA monitor and two Game Boy Screen Magnifiers. For the next two decades, he waited for VR to finally arrive in all that glory he had imagined as a boy. But year after year yielded disappointment after disappointment. From Forte’s VFX1 to eMagin’s latest Z800 3-DVisor, Justin Moravetz had seen it all. From his experience as a 3-D animator at Sony Computer Entertainment, Moravetz had insight into what a powerhouse was doing with virtual reality. And, well, it wasn’t much. He came to believe that the only way virtual reality could ever really take of would be for a small, scrappy outside force to come in—resurrect the technology from the ashes of its failures—and force big companies (like the one he worked for) to [...] The post Excerpt: Four Stories From Blake Harris Book The History Of The Future appeared first on UploadVR.

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Development studio Schell Games is announcing its upcoming sword fighting VR game Until You Fall. The studio is focusing on delivering satisfying melee combat in the “magic-infused” title. Until You Fall launches on VR headsets sometime in 2019. From the game’s official description: “Players will be masters of their own martial style and battle corrupted humanoids, monstrous creatures, and unknown horrors.” CEO Jesse Schell said Until You Fall is focused on single player at first and the game works by showing players where to block incoming attacks. That essentially gives the player the mind of an expert sword fighter. Until You Fall is an upcoming VR title from Schell Games. “We’re blending various styles of sword fighting to create an intense, real-time combat experience that hasn’t been seen before with VR,” said Schell in a prepared statement. “Using our deep knowledge of these platforms, we believe this game will push boundaries and leave players with the immersive melee fighting experience they’ve been craving.” We talked to Schell recently and the game design professor, author and developer said he thought Facebook could sell more than 1 million Oculus Quest headsets in 2019. The studio’s spy-themed I Expect You To Die is one of VR’s bigger success stories. The game crossed $3 million in total revenue late last year. Schell Games hasn’t announced what, if anything, it’s developing for Quest. Hopefully Until You Fall is coming to it, though.  Schell believes the standalone $400 Oculus Quest headset marks a major step forward in VR headset usability. It is “going to have way lower barrier of entry than any other headset,” he told us. Tagged with: Jesse Schell, Schell Games, Until You Fall .special-buttons > * { text-align:left !important; } FacebookTwitterRedditMore The post Until You Fall Is A VR Sword Fighter From I Expect You To Die Studio appeared first on UploadVR.

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Beat Saber is arguably VR’s biggest phenomenon, taking PC VR and PSVR platforms by storm. But it’s also a game that lives and dies by its music, which helps players get in the flow. For deaf VR fans, that’s a big barrier to cross. But Beat Games and Subpac are working to break it down. Beat Games CEO Jaroslav Beck this week posted a video outlining the partnership. Beck traveled to Ravensbourne University in London to see how Subpac and Beat Saber combined was helping deaf players get into VR. Subpac offers a backpack-like subwoofer. In Beck’s own words, it lets you feel the bass of music as if you were in a nightclub. For Beat Saber, this sensation could be a vital way to communicate the rhythm of a son. “I feel like being in a different world,” one player in the video says. “The main vision behind this is that, in the future and especially in the esports, with platforms like virtual reality we can simply erase all the boundaries,” Beck says. He later adds: “Me personally I will be interested if the retention will be the same. Because our retention is almost 50% of people who bought the game are playing it even after three months which is kind of crazy.” He envisions getting people in the disabled community onto the game’s leaderboards and competing in tournaments. It would indeed be fantastic to see that happen. One of VR’s best aspects is that it can be for almost anyone. Beat Saber shouldn’t be an exception to that rule. And, just in case you came here hoping for Beat Saber DLC news, Beck adds that news will be coming “very soon”. Stay tuned. Tagged with: Beat Games, Beat Saber, Subpac .special-buttons > * { text-align:left !important; } FacebookTwitterRedditMore The post Beat Saber And Subpac Are Helping Deaf Fans Play The Game appeared first on UploadVR.

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Most people have a dream VR setup. It might be laid out for the ultimate racing experience, or designed for immersive flight simulation. Studio Muybridge, however, built the ultimate VR paragliding experience. The France-based studio recently shared this look at its elaborate contraption. The rig suspends players on a seat in mid-air where they put an HTC Vive on. In the virtual world, they’ll find themselves soaring above a canyon. But the best part is the control. Players are able to dictate their direction by pulling and pushing the two Vive controllers. They’re attached to their own pulleys to simulate moving the glider above you. Inside VR you’ll use this system to swoop over rivers, steer through caves and compete in races. “The player doesn’t have any contact with the floor, therefore we needed to create a great feeling using electronic cylinders and wind turbines to prevent motion-sickness,” Studio Muybridge’s Matthieu Carron told me over email. “We worked with professional paragliders to create realistic flying sensations. We also gave the player the ability to accelerate which enhances the flying experience by providing more control and power.” Everything you see was made in-house. Carron says the most difficult part was balancing comfort and realism. Indeed, some of the turns in the trailer are enough to make our stomachs churn. But we’d be eager to see how it works for ourselves. Studio Muybridge is selling and renting the solution out for location-based experiences. You can contact them at this address: contact@studiomuybridge. The team will also be at the Lava Virtual event at the end of next month. Tagged with: vr paragliding .special-buttons > * { text-align:left !important; } FacebookTwitterRedditMore The post This Awesome VR Paragliding Rig Puts You In Control appeared first on UploadVR.

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Nearly a year on from raising $7.6 million, social VR network vTime is rebranding and jumping on AR platforms. The company today launched the AR version of its app on iOS and Android. It joins the already-available VR headset and smartphone app versions where users can make a virtual avatar and meet up. The AR version gives users a full 360-degree diorama to explore with their phones. Most importantly, all versions are compatible with each other, so a VR user can be talking with an AR user. Take a look at a walkthrough of the AR mode below. Dioramas appear on a flat surface and can be scaled up or down. You can move your phone through the virtual space too. Virtual emojis let you express yourself without the need for VR’s hand controllers. To coincide with the news vTime is also rebranding as vTime XR. In a press release, the company also noted that this would help it set “the stage for further social VR and AR technologies currently in development.” The company confirmed to UploadVR that the app is coming to Oculus Quest. As for Magic Leap and HoloLens, vTime Managing Director Clemens Wangerin told us that “vTime’s current focus is on consumer platforms. Ultimately, we want to be as cross-reality as we are cross-platform, so when the consumer audience is there, we will be too.” vTime XR is free to download on pretty much ever device under the sun. That includes Android, iPhone, Google Cardboard, Oculus Go, Gear VR, Windows Mixed Reality, Daydream View, and Oculus Rift. Tagged with: ar, vtime, vTime XR .special-buttons > * { text-align:left !important; } FacebookTwitterRedditMore The post VR Social Network vTime Adds AR Support, Quest Version Inbound appeared first on UploadVR.

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