Next month’s Oculus Rift S software update should bring higher quality ASW 2.0 and Passthrough+ on the latest NVIDIA Turing GPUs. In addition to the RTX cards, this should also work on the GeForce GTX 1660 and 1660 Ti since they have the Turing video encoder hardware. It’s unclear whether it will work on the GTX 1650, as it has a previous generation encoder chip instead. ASW ASW (Asynchronous Spacewarp) is the Oculus Rift’s driver-level frame drop compensation technology. When your GPU isn’t maintaining framerate in VR, ASW kicks in automatically. It forces the running app to render at half the refresh rate of the headset and generates a synthetic frame after each real frame. So when ASW is engaged, half the frames are real and half are synthetic. Whenever performance returns to normal, ASW deactivates and the app returns to normal rendering. To synthesize the new frame, the motion between the previous frames is used. This is obtained from the graphics card’s video encoder. However, the quality of these ‘motion vectors’ is far from perfect. Passthrough+ Passthrough+ is the name for the camera passthrough mode on the Rift S. When you move out of the Guardian boundaries or double tap the Oculus button, you will see the real world in black & white. On Quest the passthrough is not at the correct scale or depth. Objects look smaller and up close may result in eye strain. Rift S uses the same video encoder used for ASW and same algorithms to deliver a result with correct scale and depth. It works by comparing the frame motion to the known position of the headset. Facebook claims Passthrough+ is “state-of-the-art”. Turing Optical Flow The latest NVDIA ‘Turing’ GPUs, such as the RTX cards and GTX 1660 Ti, contain new hardware for motion detection, called optical flow. This is made available through NVIDIA’s Optical Flow SDK. This new hardware “quadruples the macroblock resolution, increases motion vector resolution, enables following objects through intensity changes, and emphasizes plausible optical flow over compression ratios”. Facebook claims this results in half the errors. Because Passthrough+ works entirely from these motion estimations, this results in an “increased stereo resolution”. If you have a Turing GPU, your Passthrough+ experience should get noticeably better next month. Other June Update Improvements The June update is also slated to bring improvements to the built in audio. Some users are experiencing a bug where volume is too low, and many have complained about the poor bass. Oculus Head of VR Product Nate Mitchell stated that the update will improve “bass and overall volume” and that it makes “a meaningful difference”. Additionally, Facebook told us it is “working on” a fix for the “white snow” issue some users are experiencing where the image will sometimes flash to a white static pattern. Improvements to this are slated to come “shortly after launch”, but it’s unclear whether that means in time for the June update. .special-buttons > * { text-align:left !important; } FacebookTwitterRedditMore The post Oculus Rift S June Update To Bring Higher Quality Passthrough+ & ASW On RTX GPUs appeared first on UploadVR.

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In Lone Echo II, Captain Olivia Rhodes and the android Jack are stranded on a strange spaceship near the rings of Saturn. They have to explore the environment and find a way to safety amid mysterious biomass. I checked out a demo of the narrative adventure game from Ready At Dawn Studios. The virtual reality title is coming out in the first quarter of 2020 on the Oculus Rift and Rift S. It is a sequel to Lone Echo and Echo VR, which debuted in 2017 from Oculus Studios. Oculus will publish the new title as well. I talked with Ru Weerasuriya, the CEO and creative director of Ready at Dawn, about what it’s like to make the studio’s third major title in VR, even as virtual reality is still struggling to take off in consumer markets. In this game, you play as Jack, and you try to solve various puzzles as you make your way through the dangerous space vessel. The goal is to make repairs, get around barriers, and find out what the heck is going on. Here’s an edited transcript of our interview. Above: Ru Weerasuriya is CEO and creative director at Ready At Dawn Studios. Image Credit: Dean Takahashi GamesBeat: Which part of the game are you showing here today? Ru Weerasuriya: It’s pretty early on, in the first act of the game. It’s a moment where, as I talked about before, we’re revealing the connection between you, the player, and Liv. GamesBeat: This is right after the previous demo? Weerasuriya: Right. There’s still a portion of it after Jack gets repowered and what we did for the announcement, where you actually see him being repowered and she says, “I have so much to tell you.” There’s a part of the game that happens afterward where you learn a lot about what’s going on and what’s really at stake here. But then this part happens, where you’re navigating through the station we see here. You finally get out of that and you realize what’s going on in the world that you’re in, in the 26th century. GamesBeat: Can you remind me where we are? Weerasuriya: We’re in the rings of Saturn. The first game leaves you in the rings of Saturn, but 400 years in the future. After you finish Lone Echo you’re thrust into this future and you have no idea what’s going on. You arrive there and look around, and I think Jack’s last words are, “What are we going to do?” “Well, we’ll improvise.” The beginning of the game is understanding what’s happened, what this future is about, and what’s going on. You’re still in the rings of Saturn, and over the course of the game you’ll find out what’s been happening. Above: You can interact with the environment with hand gestures in Lone Echo II. Image Credit: Ready At Dawn/Oculus GamesBeat: What is the biomass? Weerasuriya: The biomass is something that started in the first game. If you remember after the big alien ship arrives in the first game–it appears about two-thirds into the game and destroys the Kronos station. Out of it comes [...] The post Lone Echo II Interview — What Ready At Dawn Has Learned From Its Third VR Game appeared first on UploadVR.

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Asgard’s Wrath is one of the full triple-A games in the works for the Oculus Rift virtual reality headset. The Oculus Studios game is a sword-fighting action adventure title set in the universe of Norse mythology. Mat Kraemer, creative director at developer Sanzaru Games, said the VR title has more than 30 hours of gameplay, anchored by physics-based sword combat with a layering of role-playing game elements. The game is coming this fall from Oculus Studios and Sanzaru Games to the Oculus Rift and Rift S headsets. I played a demo of a level where I was able to switch between human and god forms to solve various puzzles. Then I interviewed Kraemer about the making of the game, which comes after Sanzaru’s previous title, Marvel Powers United VR. Here’s an edited transcript of our interview. Above: Mat Kraemer is creative director at Sanzaru Games. Image Credit: Dean Takahashi GamesBeat: How long have you been working on Asgard’s Wrath? Mat Kraemer: We’ve been working on this for about three years now. We were still working on this when we were doing Marvel Powers United VR. GamesBeat: Where did the inspiration come from? Kraemer: Originally—this game has gone through a bunch of iterations. It was originally a game that was more like Lemmings, where you were the god and you’d finish these puzzles, and the character would automatically move. We added this feature where you could switch to the human scale and look back, and everyone said, “This looks so cool! This is so much fun!” Being the hero down there and going back and forth between scales. We ended up changing the entire design of the game and making it what it is today. GamesBeat: What can you do as a human that’s interesting compared to playing as the god? Kraemer: The god’s primary role—each human character has a story arc. You as the god are helping aid them through that story arc. You can pick up animals in the world. You can convert the animals to animal warriors and place them in the scene. Then you can switch to the human character and use those animals and command them. As the human character you have several weapons. With Ingrid, the shield maiden, she has the sword and shield, and you can get in hand-to-hand combat with that. Each of the sagas has its own unique human characters. GamesBeat: The sagas are each of the worlds, right? Kraemer: Right, it’s the world. Right now we’re just looking at one saga. If you go to another saga, you’re going to be playing as a completely different character – different moves, different abilities. Each of those characters has their own leveling path, along with their animal buddies. Above: Uh oh. A god battle in Asgard’s Wrath. Image Credit: Sanzaru/Oculus GamesBeat: How is this different from what you did with your Marvel VR project? Kraemer: This is a much more progressive game. It’s telling a story. We’re looking at 30 or 40 hours of action-adventure with some light RPG elements. The narrative pulls you in from beginning to end. We take some gameplay elements from Marvel. We have [...] The post Asgard’s Wrath — How Sanzaru Is Crafting A 30-hour Norse Saga Game In VR appeared first on UploadVR.

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Who makes a covert operations stealth game where you’re in a kayak? It sounds like a dumb idea, but I played a preview of Phantom Covert Ops recently on the Oculus Quest virtual reality headset. And it was fun. nDreams is making the title for Oculus Studios. Coming out this year, the game turns the player into an elite covert operative who sneaks into a flooded Russian military compound. You have to sneak around the hostile wetlands, take out your targets with silencer, and disable enemy installations like a satellite tower. If you’re caught, you’re pretty much dead. I spoke with Lewis Brundish, the game director at nDreams, about how the studio tackled the task of making this unusual stealth game for the Oculus Quest and Oculus Rift VR headsets. The game is coming out later this year. Here’s an edited transcript of our interview. Above: Phantom Covert Ops game director Lewis Brundish. Image Credit: nDreams/Oculus GamesBeat: How long have you been working on Phantom Covert Ops? Lewis Brundish: The concept started probably around 18 months ago, maybe two years. I forget the exact dates because it’s something that came together quite naturally out of prototyping and various ideas we had. GamesBeat: What have you done before in VR? Brundish: We’ve been working in VR for five years. As soon as the Oculus DK1 came into the studio, everyone knew that’s what they wanted to do. We saw the potential there. We’ve done a bunch of VR games. We’ve done the “Perfect” games, like Perfect Beach, those experiences. We did The Assembly, which was a narrative-driven game a few years back. Shooty Fruity is probably the latest one. We published Bloody Zombies. We’ve been around in VR for a long time. This is our fifth game, something like that. GamesBeat: What led you into this stealth-military space? Brundish: For a while, we’ve been wanting to make a really substantial VR game, something you can sit down and play for extended periods of time and lose yourself in. We came up with the idea of this military theme and this kayak movement as a way of giving you a game where you could play comfortably for extended periods of time. We went through loads of iterations on how the boat would work. We went through boats with motors and two-person kayaks with other people in them. We were just prototyping different ideas. We didn’t know if any of them would work. But as soon as we got near the version you played today, we knew it would work. Then the stealth game wrapper fell very neatly around that. Above: You can plant bombs in Phantom Covert Ops Image Credit: nDreams/Oculus GamesBeat: I don’t think anyone has done kayaking in a stealth game before. Brundish: Yeah, it’s unique. It’s quite a unique selling point. GamesBeat: You could turn it into a sports game later. Brundish: Right, we’ve got all the tech. It’s one of those things—I hope you can attest from playing the demo, but you hear it and think, “Oh, that’s an interesting idea.” But when you play it – this is how we felt in the [...] The post Phantom Covert Ops — How nDreams Is Making A Covert Stealth Game In A Kayak appeared first on UploadVR.

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In Sports Scramble games of Tennis, Bowling, and Baseball get all sorts of mixed up as you play through them against AI or real players online. The post Sports Scramble Review: Mixing Things Up On Oculus Quest appeared first on UploadVR.

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You have to admire Baobab at least for its persistence if nothing else. Its ever-growing catalog of endearing VR animations has a throughline of progression, each feeling more assured in immersive storytelling than the last. Its latest experience, Bonfire, makes similarly significant strides in promising new directions. Interaction is at the heart of Bonfire, and it yields potent results. You embody a scout sent to a distant alien planet to investigate potential colonization. After a rough landing, you’re forced to take shelter around a fire with your AI companion, Debbie (joyfully played by Ali Wong). There, dimly lit in the gentle flames, you’re treated to a close encounter with one of the planet’s inhabitants. Fans of Baobab’s past work will find themselves right at home amongst the tongue-in-cheek tone, fantastical score and splendid visuals. But Bonfire has its roots in work beyond the studio, harkening back to early introductory VR like Oculus’ Farlands demo. In some senses, this too feels like a technical showcase, laying the groundwork for further adventures to come. There are sparks of invention all the same; playing a game of fetch with your new alien friend brings a few minutes of virtual delight, as does trying to tempt them into snatching a marshmallow from your hands. It’s the narrative’s sharpness, both in scripting and pacing, that keeps a smile on the face. Bonfire has wit in both speech and action. You’ll find it in Wong’s lines, delivered with an enthusiastic naivety as she serves you cricket-flavored rations. But it’s also in the punchy animation, that stops and starts at an erratic tempo, giving the piece an unpredictable edge. It helps, too, that audience participation is an essential ingredient in the narrative. There’s more work to be done, though. Interactions here are charming to no end but also feel somewhat limited in scope. Bonfire is brilliant but brief, and I wanted to explore more of the world around me and spend more time with the friends I’d made. Bonfire exposes Baobab to a world of deeper storytelling possibilities, then. With that comes huge technical challenge, the kind we’re only just starting to see overcome in other experiences. For Boabab, it’s a promising start in a new era. Where it goes from here will be the real story. Final Say: Recommended  Bonfire is available now on Oculus Quest for $9.99. For more information on how we review experiences and games, check out our Review Guidelines. Tagged with: Bonfire, vr animation .special-buttons > * { text-align:left !important; } FacebookTwitterRedditMore The post Bonfire Review: Baobab’s Latest Charms To No End appeared first on UploadVR.

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The Oculus Rift S was released this week. However, some owners are experiencing tracking problems and other USB related issues such as blackouts. The Rift S uses five onboard cameras for tracking. While some preprocessing seems to be done on the headset, the Rift S still pushes USB 3.0 to the limits. USB 3.0 is a widely used standard, but not all USB 3.0 controllers properly support it. This means that some motherboards may have issues. If you’re having tracking issues such as the headset or controllers freezing in place, or you’re experiencing periodic “blackouts”, try one of these five potential solutions. We recommend trying them in order, as we’ve ordered them from the least time & effort required to the most. Oculus says there are updates coming in the next Rift software release (1.38.) and there’s an official support document for troubleshooting static-related issues. Turn Off USB Power Management Windows has a feature which cuts power to USB ports it doesn’t think are being used. The problem is, sometimes this triggers a false positive and shuts down the USB port your VR headset is using. To find the overall setting for this, search for ‘Edit power plan’ in the Start menu. When it opens, click ‘Change advanced power settings’: Now expand USB Settings and turn off USB Selective Suspend: Next you’ll need to disallow Windows from turning off the Rift S specifically. Right click the Start button and click ‘Device Manager’. Expand ‘Universal Serial Bus controllers’ and right click each instance of ‘Rift S USB Hub’ then open Properties. In the Power Management tab, uncheck ‘Allow the computer to turn off this device to save power’: You should also do this for all Hubs with ‘3.0’ or ‘SuperSpeed’ in the name, such as ‘Fresco Logic USB 3.0 eXtensible Host Controller’. Try Every USB Port Almost all motherboards have more than one USB controller. Different USB ports on it may be connected to different USB controllers. The easiest way to find out which USB controller will work is to simply try plugging the Rift S into every USB port and seeing which has issues and which doesn’t. Strangely, one user had success with plugging it into USB 2.0 for around 30 seconds and then back into USB 3.0. You may want to take a picture with your phone each time you change the port to more easily remember which ones you’ve already tried. Note that you should also disconnect and reconnect the DisplayPort cable every time you switch USB port. Reseat The Cable While it may seem hard to believe, some issues are just caused by the cable being loose. This can be either on the PC end or the headset end. On the headset end you need to detach the facial interface to access the cable. Make sure to disconnect the cable for five seconds before plugging it back in. This should also be done on the PC end, and here the USB port should be plugged in for five seconds before the DisplayPort. Repair The Oculus Software Some tracking issues are actually caused by a corrupt install of the [...] The post How To Fix Many Oculus Rift S Tracking Problems And Blackouts appeared first on UploadVR.

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As excited as we are for PlayStation 5, we’re more excited about PSVR 2. We already know Sony’s next-generation console will run the original headset. But numerous patents, executive comments and strong sales suggest we’ll see a true successor too. For the developers of one of PSVR’s biggest games, though, PSVR 2’s convenience will be more important than its specs. Capcom Head of Consumer Games Development Division 1 Jun Takeuchi reportedly said as much. In a recent interview with Japanese publication, Weekly Famitsu (as translated by Twinfinite), Takeuchi said he was more interested in how PSVR will evolve in convenience than specs. He believes the headset will deliver better framerates but wants to see it become more user-friendly too. Get Comfy The current PSVR is arguably one of the most comfortable VR headsets available today. However its single-camera tracking system can be awkward and its lengthy wires leave a mess of cables. In contrast, Oculus just launched a standalone headset named Quest. It’s a good example of how PSVR 2 could improve on accessibility. Among other projects, Takeuchi is a producer on the Resident Evil franchise. 2017’s Resident Evil 7 featured full support for PSVR and remains one of the headset’s best and most polished games. Sadly this year’s Resident Evil 2 remake didn’t support VR. Hopefully, though, whatever improvements Sony does make convinces the studio to work with the headset again. As we said earlier, we’ve seen plenty of patents for PSVR. Some suggest the headset will be wireless. Others point towards new controllers and expanded features. Sony will have to strike a delicate balance in improving the next headset’s core features whilst improving its ergonomics and finding a price that’s right for customers. For now, we know that PS5 isn’t coming this year. That means that PSVR 2 is, at the very least, a year out. Personally, we’d bet it’ll be even longer than that. Tagged with: capcom, PSVR 2, Resident Evil 7, VR Headset .special-buttons > * { text-align:left !important; } FacebookTwitterRedditMore The post Resident Evil Dev More Interested In PSVR 2’s Convenience Than Specs appeared first on UploadVR.

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Well here’s a funny one. Killing Floor: Incursion, a VR spin-off of the popular horror shooter series, just got an update. Inside is a new feature first made for an entirely different upcoming VR game. Update 1.06 on Rift/Vive and 1.05 on PSVR adds the ‘Espire Control Theater system’. That refers to Espire 1: VR Operative, an upcoming VR stealth game. Killing Floor developer Tripwire is publishing the game (which is being made by Digital Lode). An update for @KillingFloor Incursion is going live! This update brings the @EspireVr Control Theater and a new Free Move system to the game! https://t.co/srb8gYalev pic.twitter.com/dSEi3AwDQg — Tripwire Interactive (@TripwireInt) May 22, 2019 In Espire 1, the Control Theater is mapped to the user’s tracking setup. The game has players pilot humanoid drones for sneaking via advanced virtual reality. The idea being that the player themselves is an actual character in the real world, controlling a drone in the virtual one. When a player uses artificial locomotion (walking using sticks or touchpads) their field of view is restricted to keep players comfortable. Killing Floor might not have the same story context but Tripwire’s included it all the same. To keep the game inline with the new feature, Tripwire has changed locomotion to a physics-based system, too. It’s also reworked the game’s levels to accommodate this. Espire 1 is due to launch on Rift and Vive later this year. We’ve been really impressed by what we’ve seen of the game so far. If you’re looking for more VR stealth, a new Oculus Rift/Quest exclusive from nDreams might be up your street. Tagged with: Espire 1: VR Operative, Killing Floor: Incursion .special-buttons > * { text-align:left !important; } FacebookTwitterRedditMore The post Killing Floor VR Update Introduces Espire 1 Features appeared first on UploadVR.

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Of all of the major VR headsets on the market today, Sony’s PSVR stands to gain the most from an upgrade. But what might we see in a next-generation PSVR? Senior vice president of R&D at Sony, Dominic Mallinson, has some ideas, and they’re pretty exciting. Mallison held a session at the Collision 2019 in Toronto this week, as covered by VentureBeat. There he talked about what to expect from the next generation of VR headsets. To be clear, he didn’t specifically confirm the features in question would appear in the unannounced PSVR 2. That said, this is likely as good an indicator of what you’ll see in the headset we’ve yet seen. Roughly Double Resolution And HDR For starters, Mallinson said he expects the resolution in the “next set of VR products” to “roughly double” in pixel count. Current VR headsets use high definition displays that allow us to peer into virtual worlds. But, with more pixels, devices can cut down on the dreaded ‘screen door effect’, a term which refers to seeing the lines between pixels, distorting the image. PSVR currently uses a 1080p display but Oculus, HTC and Valve have already started improving resolution in their successive headsets. Not only that but Mallison expect to see high-dynamic range displays adopted in “the near future.” HDR brings a wider array of colors to our screens. “The human eye sees an enormous range of light from bright sunlight to deep shadow,” Mallison said. “Today’s VR panels only capture a tiny fraction of that. So in order to increase the sense of presence, I do expect to see HDR adopted in the near future.” 120 Degree Field Of View The field of view (FOV) defines how much of a virtual world you can see. PSVR is said to have an FOV of around 100 degrees. Mallinson expects that to jump to around 120 degrees in the next generation of VR. He said the area has “diminishing returns”, likely referring to the issues that come with a wider FOV, like potentially feeling more uncomfortable when moving in VR. Optional Wireless This is an important one. Mallinson noted that user comfort is “incredibly important” to getting more people into VR. He sees the cable that connects a headset to a console/PC as a big hurdle. “So this is something that we have to solve in order to get wider adoption,” he said. But what does that mean? Would a new PSVR be an all-in-one headset like Oculus Quest, or could it run on a wireless network with a console? Mallinson suggested the latter but, crucially, also said this could be an option for consumers rather than a necessity. “That’s one easy way to do it. Here’s a wired headset,” he told VentureBeat. “You can take the wire and replace it with wireless. And then you can have a range. So you can have an introductory model and a high-end model. That’s something we’ve done with PlayStation 4. We could do that with PSVR.” Eye-Tracking Finally, we have one of the most sought-after innovations in [...] The post PlayStation R&D Head Outlines ‘Next-Gen’ VR Headsets: Increased Resolution, Wider FOV, HDR, Wireless, Eye-Tracking appeared first on UploadVR.

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We're trying something special today with an Oculus Rift S split screen VR multiplayer livestream! David and Ian will be playing Arizona Sunshine. The post Oculus Rift S Split Screen VR Multiplayer – Arizona Sunshine Co-Op appeared first on UploadVR.

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Evasion developer Archiact jumps back into the VR fray next week with its latest game, Freediver: Triton Down. It’s a very different game from its previous shooter. Freediver launches via Oculus Home and SteamVR on May 30th. That’s a full week from today, in case you hadn’t realized. It’s a pretty quick turnaround for Archiact; Freediver was only announced a month ago and Evasion launched in late 2018. Check it out in the 360 trailer below. If you want to see it in VR then grab a smartphone viewer or find a standalone headset with the YouTube app. Still, we’re quite intrigued by this one. Freediver is an underwater survival game that, unlike the excellent Subnautica, is designed specifically for VR. You find yourself aboard a research ship that’s slowly slipping below the surface. It’s a race against time to navigate your way through the ship, fighting for oxygen where you can. The game makes use of VR’s motion controls, getting players to physically swim through their environment. That sounds like it could be exhausting, but we’ll have to get our hands on it to find out. It looks a little claustrophobic and mightily intense. Quick gasps of air are stolen in ventilation shafts and dim corridors are lit up with faint glow sticks. We wouldn’t exactly call it cozy, but that’s kind of the point. The game’s being developed in Unreal Engine 4. Freediver: Triton Down will support the HTC Vive and Oculus Rift at launch. It’ll cost $8.99. No word yet on possible support for PSVR, Oculus Quest and the upcoming Valve Index. Tagged with: Archiact, Freediver: Triton Down .special-buttons > * { text-align:left !important; } FacebookTwitterRedditMore The post Intense Underwater Survival Game Freediver Launches Next Week appeared first on UploadVR.

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The Oculus Quest room scale standalone headset launched this week. In a Facebook post, Facebook’s CTO Mike Schroepfer revealed that the company initially had “vigorous debates” about whether the product would even be possible: I remember the vigorous debates about whether it was possible to build the product. Inside-out tracking was in the research phase and the idea of doing it on a mobile chip was thought impossible by many. Now the product “just works.” Schroepfer reports directly to Mark Zuckerberg. Even Facebook’s VP of VR/AR, Andrew Bosworth, reports to Schroepfer, not Zuckerberg directly. This quote hints at the long development cycle of Quest, a product that was in development for years, hinging on breakthrough technologies that didn’t exist when it was conceived: Quest Was Always The Goal Oculus Quest has been in the making for over three years now, but a product like it has been the general goal of Oculus for much longer. In a video interview with Kotaku in 2012 (before even formally joining Oculus) now CTO John Carmack described a headset that would use “mobile phone hardware” and cameras for positional tracking, with no wires. In a 2013 interview with Endaget, now at Oculus, Carmack even described this ideal headset as running a version of Android. When the Rift and Touch hardware were finalized in 2015, Oculus began an ambitious project. The goal was to bring the same Rift+Touch experience, minus some graphical fidelity, to a completely standalone headset. The project would come to be called Project Santa Cruz. As Schroepfer stated this week and as Sean Liu stated at Oculus Connect 4, many at Facebook thought it was impossible. Inside-Out Tracking: A Research Problem One of the greatest challenges of Project Santa Cruz was getting high precision inside-out tracking for a headset and two controllers running on mobile hardware. In fact, getting it running at all was an unsolved problem to begin with. While today there are other standalone headsets with inside-out head tracking, none exist (other than Quest) that also use the cameras for controller tracking. The HTC Vive Focus Plus features 6DoF controllers, but they are tracked with ultrasonic hardware, not computer vision software. Like the Lenovo Mirage Solo, the cameras on the Focus Plus are only used for the headset itself. Microsoft introduced inside-out tracking to the VR market with Windows MR in late 2017, but this relies on the processing power of a PC. Back when Project Santa Cruz began high quality inside-out tracking was considered an area of research, not shippable technology. To build up a team to solve it, Oculus acquired a number of computer vision startups, including 13th Lab and Surreal Vision. Inside-Out Tracking: Possible On Mobile? Just before Oculus Connect 2 in 2015, Oculus founder Palmer Luckey stated “VR-grade inside-out tracking is not currently workable on mobile devices.” During the conference, Carmack elaborated on the difficulty of this problem, and criticized the company’s research focus over optimizing the core technology for mobile hardware: “It does not look good for making an inside out tracking system that doesn’t consume a whole lot of [...] The post How Facebook Built Oculus Quest, The Product It Thought Might Be ‘Impossible’ appeared first on UploadVR.

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In this guide we walk you through how to transfer video files and screenshots you took inside the Oculus Quest headset to your PC for editing and sharing. The post How To Transfer Screenshots And Videos From Oculus Quest To Your PC appeared first on UploadVR.

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Final Assault is the latest big new RTS for VR headsets from Phaser Lock and it delivers the goods in an accessible format. Read our full review here! The post Final Assault Review: Brisk RTS Mechanics Make Great VR Strategy appeared first on UploadVR.

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