Valve to Sell Base Stations Directly, Lower Barrier to SteamVR Tracking Development

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Inside a Lighthouse base station | Photo courtesy Valve

Valve today announced plans to begin selling SteamVR Tracking base stations directly later this year; the first units on offer are expected to be the new single-rotor models the company recently teased. Valve is also making it easier to develop new tracked products and accessories with SteamVR Tracking by removing the requirement of a $3,000 introductory course.

‘DiRT Rally’ PSVR Support is Here, Limited-time Bundle is the Best Value on Any Platform

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Having launched initially with VR on the Oculus Rift in 2016, new DiRT Rally DLC adds PSVR support to the acclaimed racing game. The $13 DLC also brings a new ‘Co-Driver Mode’ that lets one player act as the navigator. A $43 Dirt Rally bundle for PS4 includes the base game, three mini DLC packs and the PSVR add-on together, making it a significant value over the $60 Oculus and Steam versions of the game.

Now on Rift, ‘Tilt Brush’ is the First Google App on Facebook’s VR Platform

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Image courtesy Google

After a long and somewhat awkward period of Google keeping all of their VR apps from Facebook’s VR platforms on desktop (with Rift) and mobile (with Gear VR), Tilt Brush is the first VR olive branch extended across the platform gap between these two major tech competitors.

On the Hunt for VR’s Killer App with Sony’s Head of PlayStation Magic Lab, Richard Marks

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Marks at the 2014 reveal of PlayStation VR (codenamed 'Project Morpheus')

Everyone in the VR industry can envision a world in the next 10 years that’s radically changed by virtual reality. From healthcare, education, social, training, cinema, gaming, and more, VR has a lot of Killer Use-cases. But it seems most of the industry is in agreement that the Killer App—a single, platform-defining piece of software that compels buyers—has not yet arrived. Sony’s Richard Marks weighs in on how we might come to find it.

Valve: Only 30 SteamVR Apps Have Made $250,000+ (and other truths of the young VR market)

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Image courtesy Valve

During a recent media event, Valve revealed that only 30 VR apps have made over $250,000 so far on Steam. Now focusing his company heavily on VR development, Valve president Gabe Newell remains bullish on the future of VR, but isn’t shying away from sharing frank assessments of the still young industry.

HTC’s Vive President on What’s Happening in China & VR

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alvin-wang-graylinAlvin Wang Graylin is the China President of Vive at HTC, and I had a chance to talk with him at CES this year about what’s happening in China. He provided me with a lot of cultural context, which includes support from the highest levels of Chinese Government to invest in companies working on emerging technologies like virtual reality and artificial intelligence. There were a flood of Chinese companies at CES showing VR headsets, peripherals, and 360 cameras. On average, the VR hardware from China tends to be no where near the quality of the major VR players of the HTC Vive, Oculus Rift, Sony PSVR, or Samsung GearVR, but there were some standout Chinese companies who are leading innovation in specific area. For example, some highlights from CES include TPCast’s wireless VR, Noitom’s hand-tracked gloves, and Insta360 with some of the cheapest 360 cameras with the best specs available right now.

‘John Wick Chronicles’ Review

Neo-noir action-thriller John Wick (2014) has come to the Vive in its new VR wave-based arcade shooter John Wick Chronicles. Recreating the look and feel of the film franchise while offering up a heavy slice of gun play and plenty of moving targets, the game can be an exciting trip into the John Wick universe at times, but ultimately ends before it even begins.

Bethesda Head Affirms Ongoing Work on ‘Fallout 4 VR’, Calls it “Pretty Incredible”

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Bethesda Game Studios made the surprise announcement at E3 last year that the company would be porting the entirety of Fallout 4 to virtual reality, and confirmed it would be released for both the HTC Vive and in VR on the forthcoming Xbox ‘Project Scorpio’ console. Since then, the company has been relatively silent on the status of the project, but has recently affirmed ongoing progress.

Watch: ‘LogiX’ is an Impressive Multi-User Visual Programming Interface for VR

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Sightline developer Tomáš ‘Frooxius’ Mariančík has released a major update for his collaborative ‘world engine’ NeosVR which adds an incredibly cool multi-user visual programming interface, so you and your friends can code together, entirely within VR.

NullSpace VR’s New ‘Hardlight’ Haptic Suit is Heading to Kickstarter

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NullSpace VR are poised to launch a new haptic vest focused toward immersive, virtual reality gaming, via Kickstarter soon. The Hardlight suit integrates 16 haptic pads that allow you to feel directional impact linked to actions inside the VR experience.

Training to Craning in 60 Minutes: Putting My VR-learned Skills to the Test with a Real 22 Ton Crane

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Last week, I traveled to the Houston Area Safety Council in Pasadena, Texas, to put Industrial Training International VR’s new crane simulator through its paces. While ITI has been training crane operators, riggers, and signallers for 30 years, the inclusion of VR in their training programs is a recent development. To test the effectiveness of their VR crane simulator ITI offered to let me—someone who has never operated heavy machinery in their life—spend an hour training with the system and then apply what I learned to operating an actual crane.


Guest Article by Eric Liga

eric-ligaEric is the co-founder and co-organizer of the HoustonVR Meetup, and an event manager for the Immersive Technology Conference. He was the VR technical adviser for the VR Pain and Anxiety Management pilot program at Memorial Hermann Prevention and Recovery Center, and has been actively involved in the VR scene since the 2012 Oculus Kickstarter. He has been a professional computer programmer for over 20 years.


Unlike traditional simulators, which physically replicate a crane’s cab, surrounded by oversized monitors, ITI’s VR crane simulator is compact and rather modest looking. A laptop outfitted with a GTX 1070 drives output to an Oculus Rift, and a metal bracket with four joysticks (interchangeable to match a range of crane brands and models) attaches to any available table using a pair of clamps. The simulator weighs 30 lbs and packs neatly into a rolling Pelican case (at a total of 68lbs) for transport, making it reasonable to take the simulator to on-site locations for training or evaluation of job candidates.

iti vr crane simulator (3)ITI plans to sell the hardware elements of its crane simulator at-cost (a fraction of the $100k starting price of most traditional crane simulators), plus a yearly software license fee. Access to upcoming features, including new types of cranes (such as Overhead Cranes) and multi-user scenarios, is included in the licensing cost. Simulators will allow networking to support scenarios with multi-crane lifts and integrated training of signal people outfitted with VR hand-trackers.

iti vr crane simulator (4)If haptic feedback is desired, the “Motion Base” model of the simulator includes a platform with hydraulic lifts at each corner and bass transducers to simulate engine rumble. This version of the simulator wasn’t available to demo, but I tested an equivalent base integrated into ITI’s Aerial Work Platform simulator. In that capacity, it did a fine job of adding to the sensation of “actually being there.” At 400 lbs, the inclusion of the base would negate many of the simulator’s advantages in compactness and portability, but in a permanent installation, it could add nicely to the experience.

Paired with a monitor instead of a VR HMD, the simulator was functional, if unexceptional. Adding in the VR headset, however, moved the experience into a different category. The addition of depth perception made understanding the motion of the crane’s distant chain far easier, and being able to glance up to check the boom tip, or lean around to check mirrors made the experience much more comparable to actually operating a crane.

Having never operated a crane before, let alone any type of heavy machinery, a number of the required skills turned out to be neither easy nor intuitive for me, and my initial forays in the simulator were less than promising. Suspended loads swung perilously close to signalmen or knocked over boxes and barrels. Virtual overseers chided me for taking too long or setting down loads too hard. By this point, Caleb Steinborn, ITI’s Product Manager of VR Simulations, may have begun to regret ever offering to let me operate a real 22 ton crane after the VR training.

One challenge for me was “booming up and lowering the load.” This involved maintaining the cargo at a set height while angling the boom arm up. Imagine the motion of a lure at the end of a fishing line: when you angle the fishing pole up, the dangling lure moves up with it. On a crane, an operator must extend the chain (hoist) at the same rate as the boom would be raising it, to keep the load level while maneuvering the boom at the same time. This may also need to be done while rotating the boom, in which case the operator must manage two joysticks with one hand and a third joystick with the other.

iti vr crame simulator software (2)Another task, even more challenging for me, was “catching the swing.” Once the crane arm stops moving, momentum will cause the suspended load to continue on its path, setting the chain into a 1 or 2-axis swing. To stabilize the load, the crane operator must then move the boom arm to follow the load’s center of gravity, overshooting slightly at the end of the swing in each direction, to compensate for momentum and keep the load stable.

While the simulator’s full training sequence includes over 18 hours of content, I only sampled one or two scenarios from each unit, completing a heavily abbreviated course in just under an hour. The final test, a simulation of the National Commission for the Certification of Crane Operators Z-Corridor Practical Exam, required me to guide a suspended barrel through a zig-zag corridor lined with tennis balls balanced on poles. Knock a ball off of a pole? You fail the test. Bump the ground with the barrel, or raise it higher than the short length of chain trailing below it? You fail the test. Take longer than 4 minutes to complete the task? Fail.

iti vr crame simulator software (1)Did I pass? Well… no. I did make it perhaps three quarters of the way through the course before failing, though. This seemed to satisfy the training supervisor that I could perform some basic operations on a real crane—under supervision—safely. So after some hurried consultation with the higher-ups at HASC, our small group was loaded into a golf cart and whisked out to meet the 22 tons of yellow-painted metal which I would now attempt to operate.

iti vr crane simulator (7)Rather nervously, I climbed up onto the crane, clambered awkwardly into the cab, and listened as Amanda Jordan, the ITI Houston Branch Regional Director, gave me a run-down of the this specific crane’s control scheme. Within a minute or two, I had adapted to the new set of levers and pedals and had the “headache ball” crane hook at the end of the hoist gliding in various directions around the testing area.

Could I “boom up and lower the load”? Yes.

Could I “catch the swing”? Yes.

iti vr crane simulator (1)Could I maneuver a suspended barrel through a tricky obstacle course? Well… probably not. And I didn’t try. But I did feel confident that more time spent in the simulator would bring my abilities up to snuff. And the simulator did a superb job of replicating the experience of operating an actual crane—an assessment which appeared to be shared by a handful of crane operators and trainers we convinced to stop in for a moment to run through a test scenario or two.

It’s worth noting that ITI’s development partner, Edmonton-based Serious Labs, took the software side of ITI’s crane simulator from concept to final product in 8 months. Doubtless, this was aided by the ability to reuse assets from other simulators (the Aerial Work Platform simulator shared much of the same environment), but the end result was impressive nonetheless.

ITI’s VR crane simulator will officially debut at ConExpo in Las Vegas and will begin shipping to clients in the latter half of March.


Photography by William Golden, Director of the Immersive Technology Conference.

Vive Tracker Dev Kits Are Shipping to Developers, Applications Remain Open

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vive-tracker-and-accessories-4HTC promised to give away 1,000 Vive Tracker dev kits in an effort to kick start an ecosystem of accessories and VR game implementations for the motion-tracked accessory. Now the company says the first shipments are on their way to developers.

Report: 39% of Game Developers Working on AR/VR Headsets

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A survey of game developers attending the annual GDC conference suggests major growth in the number of developers building games for AR and VR headsets.

Beaming the ‘Matrix’ into Your Eyes: Otoy CEO on the Future of Real-time Lightfield Rendering

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jules-urbachAt Unity’s Unite keynote in November, Otoy’s Jules Urbach announced that their Octane Renderer was going to be built into Unity to bake light field scenes. But this is also setting up the potential for real-time ray tracing of light fields using application-specific integrated circuits from PowerVR, which Urbach says that with 120W could render out up to 6 billion rays per second. Combining this PowerVR ASIC with foveated rendering and Otoy’s Octane renderer built into Unity provides a technological roadmap for being able to produce a photorealistic quality that will be like beaming the Matrix into your eyes.

Vive Purchase Bundle Includes Two Extra Games Through March 31st

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See Also: HTC Vive Headset Nearing 100,000 Install Base, Steam Data Suggests

If you’re planning to pick up an HTC Vive any time soon you’ll net two extra titles with your purchase in addition to the two already offered.

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