Valve’s Joe Ludwig to Talk ‘OpenVR’ and ‘Lighthouse’ Hardware Partners at SVVR Expo

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Valve Software Programmer Joe Ludwig, aka one of the brains behind Team Fortress 2’s ‘VR mode’ and SteamVR, will be giving a talk at this year’s SVVR Expo on the company’s SteamVR APIs, otherwise known as OpenVR.

LiveLike Combines the Cameras of Today with the VR of Tomorrow

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While other companies are busy building 360 degree camera rigs and hoping for consumer adoption, VR startup LiveLike has a unique approach which uses existing broadcast camera tech in a surprisingly effective way to make you feel like you’re in a luxury box with friends at your favorite sporting event.

‘Render the Metaverse’ Contest by OTOY, John Carmack Signs on as Judge

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OTOY, the studio behind the made-for-VR rendering software OctaneVR, has announced a contest sponsored by Oculus that aims to get the community involved in generating immersive 360-degree panoramas using their software suite. Oculus CTO John Carmack is also signing on to judge the contest which will close 26th July 2015.

Microsoft to Talk ‘Hololens’ at Build 2015, Keynote Livestream @8:30AM PT / 11:30AM ET

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Microsoft biggest event of the year ‘Build 2015’ kicks off today and with it brings promise of more information for their intriguing augmented reality headset, Hololens.

HTC Vive Support and “New Morpheus Features” Coming to Unreal Engine 4

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According to Epic’s Unreal Engine roadmap, the company is soon to add support for Valve’s SteamVR / HTC Vive platform as well as new features for Sony’s Morpheus VR headset.

Ex-Lucasfilm Veterans Join with Jaunt VR to Form ‘Jaunt Studios’ to Create Cinematic VR Content

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Jaunt VR have today announced they’re launching ‘Jaunt Studios’, a venture dedicated to producing immersive cinematic experiences for virtual reality. The new studio will comprise veteran movie makers from the likes of Lucasfilm, ILM and Digital Domain and it will be dedicated entirely to the production of VR related content.

Codemasters’ ‘DiRT Rally’ Hits Steam Early Access with Oculus Rift Support

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UK code shop Codemasters have today released the latest instalment in their DiRT franchise named ‘Rally‘. The game is out to buy right now on Valve’s Steam Early Access program and it ‘ships’ with Oculus Rift support out of the box.


As a huge fan of the original Colin McRae Rally series by stalwart game developers Codemasters, I was somewhat dismayed to see the franchise ebb ever further away from it’s original rally driving roots. Well, McRae fans rejoice, because the rally is back, it’s on Steam Early Access and it may be Codemasters’ boldest gamble yet.

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Continuing in the wake of the company’s previous experiments in VR support with last years release of GRID AutosportDiRT Rally has shipped with Oculus Rift integration right out of the gate. It’s an extremely encouraging trend to see from such an established developer.

You can snag a copy right now as DiRT Rally represents the first title to be published by Codemasters under Steam’s Early Access program. It’s a bold move for an established company who’s survived countless generations of traditional computer gaming hardware. The team behind the game admit to some trepidation over the decision but that “…it’s really important to us that we make DiRT Rally the best game it can be and we can only do that with your help…”

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The title currently offers 17 cars and 36 stages, more will be on the way though delivered (at least initially) for free. Make no mistake though, this is no Sega Rally in the handling department, DiRT Rally is about authenticity and is refreshingly unforgiving as a result.

Obviously we grabbed a copy as soon as I could so we’ll let you know how the VR support stacks up, but (ignoring the VR unfriendly menus) early impressions are good thus far.

Rev VR Podcast (Ep. 102): Creating Intimate Social Experiences with Pete Kamm and Andy Tsen of TribeVR

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There are plenty of options when it comes to social experiences in VR right now. We are all used to big events and gatherings within apps like AltSpace, VRChat, ConVRge, and other well-known titles. But what if you want an intimate, one on one experience? Pete and Andy are planning on making this with TribeVR.

Jaunt Releases First iOS Experience, Paul McCartney Performs “Live and Let Die” in Stereo 360

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Jaunt, the cinematic VR company known for its host of high-profile 360 video content, has officially entered Apple Territory with its first iOS app—Paul McCartney’s “Live and Let Die” 360 concert.

Paid Content on Oculus Gear VR Store Now Available Worldwide

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International Gear VR owners rejoice! Oculus has officially allowed selected paid content to be purchased outside of the United States, albeit in US dollars at the moment.

Analyst: ‘Facebook Earnings Call Didn’t Rule Out 2015 Oculus Rift Launch’

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A report regarding a Facebook earnings call from Gamasutra earlier this week painted a dim picture for an Oculus Rift 2015 release date. However, an equity analyst who spoke with Road to VR says that the call didn’t rule out a 2015 launch.

These Brilliant Sculpture Masks Chart Virtual Reality’s History

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1Welcome to Zenka’s Mini-museum of VR History

Jenny Carden, aka Zenka, is a Los Angeles-based artist who created a unique exhibit that showcases the history of virtual reality. More than 20 life-sized ceramic raku ‘masks’ depict notable virtual reality and augmented reality headsets. Her interesting perspective captures the humor and nostalgia associated with clumsy high tech beginnings of VR. It also shows the progression of the medium towards a polished, consumer driven technology.

The exhibition contains everything from Ivan Sutherland’s famous ‘Sword of Damocles’ from the 1960s to various NASA research experiments through the Oculus Rift and early Valve prototypes; not to mention a few other obscure curiosities. Zenka not only crafted these works of art by hand, but she also published an a timeline charting the developments of virtual reality headsets online. All of her sculptures can viewed on a personal timeline as well.

“The show’s title, Presence, not only speaks to the fact that the subjects depicted are ironically sealed in their own worlds – it is actually a virtual reality buzz-word used to describe the strange tipping point when a person’s brain and body miraculously click over to a point where VR becomes ‘physically’ real to them” says, Zenka. “When a headset achieves presence,” she explains, “there is no way your body would let you jump off a bridge in this state, even though it is fictional.”

Zenka’s exhibit was located at the District Gallery in the heart of the Arts District in Los Angeles, California. The art show began with an opening party on March 7th, 2015. The doors remained open for the public up until April 26, and she plans on taking custom orders for six months after.

So as the number of virtual reality devices starts to balloon with the explosion of the medium, we’ve taken the opportunity to chart the technology’s history through Zenka’s sculpture.

Use the navigation arrows above to move through the slides.

2It all Starts with a Lump of Clay

Zenka sculpted each ‘mask’ out of clay and fashioned them to look like the real headsets. Some of the faces seen in the art work are real people, including some of Carden’s friends. She also produced the heads of celebrities like Sergey Brin the co-founder of Google, and others like renowned actor Jeff Bridges wearing an Avegant Glyph headset (see above).

3Raku: the Firing Method of Choice for this Exhibit

The entire collection was developed through through a type of Japanese pottery known as “Raku.” This method involves removing red hot ceramics from a kiln at a temperature of 1750 degrees and then dumping them into a metal container filled with paper. This causes the the material to immediately bursts into flames.

Raku is documented as a 16th century Japanese firing technique that was westernized and reinvented in Los Angeles hundreds of years later. During a recent resurgence of Raku in the 1960’s, Ivan Sutherland was inventing the very first virtual reality headset he called the “Ultimate Display”. This is part of the reason that Zenka chose to work with the medium.

“I am drawn to raku because the rustic, crackle and iridescent glaze effects give my futuristic sculptures the feeling that they have been dug out of an architectural dig from the past.” says Zenka.

4These Items Are Beyond Hot

Once the lid of the metal container is closed, the area inside is deprived of oxygen causing the metals to produce unpredictable and iridescent effects. From there, smoke soaks into the unglazed clay to create rich black matt surfaces. Afterwards, the works of art are removed carefully from the heat and placed somewhere to let them sit – cooling them down to room temperature.

5‘The Sword of Damocles’ (1968)

With the help of his student, Ivan Sutherland, computer scientist and Internet pioneer, created what is considered the first virtual reality and augmented reality head-mounted display (HMD) system. They named it the ‘Sword of Damocles’ in reference to a Greek mythological weapon because of the cumbersome nature of the system as it hung from the ceiling.

The ‘Sword of Damocles’ was at the time dubbed “the ultimate display” by the research team. As the Wikipedia page for the device states, it was “primitive both in terms of user interface and realism, and the graphics comprising the virtual environment were simple wireframe rooms … The weight of Sutherland’s HMD, and the need to track the head movements necessitated the HMD being attached to a mechanical arm suspended from the ceiling of the lab. The formidable appearance of the mechanism inspired its name.”

The legendary headset now sits, preserved for posterity, at the Computer History Museum in Mountain View, California.

6NASA VR (Circa 1980s)

NASA has been researching virtual reality for decades. In the 1980s, people like Scott Fisher and Mark Bolas worked at the Ames Research Center. They looked for ways to use the platform for remote presence. The idea was that, instead of sending people into the hostile environment of space, NASA would instead use robots. Astronauts could then don a VR headset and remotely operate the unit from the robots’ point of view, limiting the risk to human life.

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7Sega VR (1993)

In 1991, the Japanese multinational video game company known as Sega announced a head-tracked virtual reality headset that was in development. At that time, the corporation was flush after the success of their Sega Genesis gaming console. With available funds, Sega put money into research and development for a VR device primed for a market release a couple years later. They dubbed the headset Sega VR.

A prototype of the headset was shown at the Winter Consumer Electronics Show (Winter CES) in 1993. The device was planned for release later that year with a projected at $200 and would be released with four launch games, including a port of an arcade game called Virtua Racing. Shortly after that announcement, Sega pushed back the date to spring 1994; attributing the delay to development difficulties. Unfortunately, the headset never made it to market and remained only a prototype hidden within the history books of VR’s lifetime.

8I-glasses 920HR (2009)

This relatively unknown device was created by a company called Ilixco. According to the company’s website it contained a 920,000 pixel high resolution Head Mounted Display and weighed only 2.4 ounces. The headset featured “a virtual image size of 80 inches” as seen from 5 feet, with the capability of viewing 3D formatted programming in true stereoscopic 3D.” It could connect to standard video source of the time (DVD, VCR, MP4 Player) via the included cables. The I-glasses even had adjustable brightness and contrast features as well.

9Sensics SmartGoggles (2009)

These headsets were untethered, Android based units with multiple cameras embedded. Dubbed ‘SmartGoggles,’ the system was developed for first-person experiences with hand tracking, which provided a natural interaction with the included applications.

10Google Glass (2009)

These devices were pieces of wearable technology that contained an optical head-mounted display (OHMD). Google’s mission was to prove that wearable technology and computer vision was viable. Glass displayed basic information which the user perceived as a heads-up display. Owners can pull data on demand from the web and snap images and video controlled via voice commands.

Google started selling a prototype of Google Glass to qualified “Glass Explorers” in the US in April 2013, for a limited period for $1,500, before it became available to the public in May 2014, for the same price.

A couple of years later, Google announced the discontinuation (or as they put it, “graduation”) of its beta phase. The dedicated team then teased what they were calling ‘Glass 2.’ On a side note, Google also invested money into the extremely secretive AR company Magic Leap, which has left the world wondering what they will do next.

Zenka’s artistic take on the augmented reality headset is modelled on Google Co-founder, Sergey Brin’s visage.

See also: Google Glass “Graduates” from Google[x], New Dedicated Team Teases ‘Glass 2′

11ImmerSight Tracking Ring (2013)

ImmerSight’s positional tracking system could be used with any head mounted display including the Oculus Rift headsets. It was produced by a company in Germany and utilizes a webcam with a “fashionable” pentagon device worn on the head. This units tracks translational head movements which can be used to enhance immersion.

See also: ImmerSight Brings Positional Tracking to Any HMD, Makes You Look Like an Alien

12Oculus Rift DK1 (2013)

After Oculus’ successful Kickstarter campaign, the virtual reality company began sending out the initial iteration of their development kits to content creators. The large, box-like device was odd looking, but it was by far better than anything else seen on the market. Soon, developers started making immersive environments. The reactions of those trying the headset for the first time took the world by storm.

13Oculus Rift DK2 (2014)

The second version of the Oculus Rift developer kit was released in 2014. It came with precise, low-latency positional tracking that opened the door to entirely new interactive and gameplay opportunities. The headset included a low persistence OLED display that helped to eliminate motion blur and judder, two of the biggest contributors to simulator sickness.

This particular piece encapsulates look of awe that is often seen on people’s faces, lost in virtual reality.

14Valve ‘Dot Tracked’ VR Prototype (2014)

While Oculus was releasing developer kits, Valve started showing people their room-scale approach to virtual reality. The headsets at first used cameras to track reflective dots on the headset to determine the orientation. This tracking method however was flipped inside out and and a laser system was added. This turned the platform into a scalable system that could account for input solutions. Soon, Valve and smartphone manufacturer HTC teamed up to produce a slick headset ready for consumer purchase that is projected to be released at the end of 2015.

See Also: Valve Reveals Timeline of Vive Prototypes, We Chart it For You

15Samsung Gear VR (2014)

Around the same time as the Facebook acquisition, Oculus partnered up with Samsung to create a mobile virtual reality headset that paired with the new Note 4 smartphone. This would bring VR to the public like never before. It helped proliferate the industry and allowed those with a specific smartphone to gain access to the medium through a custom headset. Although there was no positional tracking, it gave people an additional portal to teleport themselves into VR experiences, which the platform desperately needed.

16Oculus Rift Crescent Bay (2014)

At Oculus’ inaugural developer conference ‘Connect’ in 2014, the company showed off a brand new prototype, the closest yet to a consumer grade experience. The device is lightweight, included 360 degree positional tracking and dual high resolution panels. The IR tracking LEDs can be seen in Zenka’s representation of the headset.

17Oculus Rift CV1 (?)

No one knows what Oculus’ eventual foray into consumer VR will look like, but that of course hasn’t stopped people from speculating.

This final piece is Zenka’s impression on the eventual CV1 will look like. Expected to arrive late 2015 / early 2016, device that is primed for a projected late 2015 or early 2016 release. Zenka’s take bears more than a passing resemblance to the original Kickstarter design, as featured in the campaign’s promo video of the time.

ConVRge Weekend Events: Leap Motion Q&A and Road to VR Team AMA

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ConVRge, the online VR social space, has announced its event lineup for this weekend and they include an informal AMA with the Road to VR team as well as a developer focused Q&A with Leap Motion ‘Experience Engineer’ Isaac Cohen.

Samsung Gear VR for S6 Hands-on, “the best picture quality we’ve ever seen”

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We had the Samsung Gear VR team in our office recently and they gave us a hands on look at the new Gear VR headset for the Galaxy S6 and S6 Edge. Here are some of the notable improvements.


dan fergusonThis guest article comes to us from Dan Ferguson, Director of Interactive Digital at Reel FX, a Golden Globe nominated visual effects and animation studio. Dan is responsible for creating digital experiences for the company’s VR and mobile clients, including the Pacific Rim: Jaeger Pilot VR experience which debuted at Legendary Pictures’ 2014 Comic-Con digital activation, and the Insurgent VR mobile app created for the Lionsgate film – Insurgent.


First of all, the headset is lighter and the phone connector is tighter. Apparently it’s 15% percent smaller than the original Gear VR for Note 4. Newly added is a silent fan that helps keep the lenses fog free.

One thing we noticed and totally appreciate is the USB port on the bottom of the headset, which allows you to charge while the phone is plugged into the unit. We do a lot of events and having a plug on the outside is going to come in handy for keeping the phones powered throughout the day. The original Gear VR didn’t have a plug on the outside, you had to remove the phone to charge.

samsung-gear-vr-for-s6-3The focus wheel on top of the Gear VR for S6 gives you an extra 10-20% more tuning ability over the original. This diopter adjustment brings the virtual reality image into focus without the need for glasses, offering a more comfortable view and increasing the field of view by allowing the lenses closer to the user’s eyes than if they were wearing glasses.

See Also: New Gear VR for Galaxy S6 and S6 Edge Goes on Sale May 8th in U.S, Pre-orders Start Tomorrow

samsung-gear-vr-for-s6-5For those of you that always had a hard time locating the trackpad on the side of the unit, they have added a small tactile bump, which is great for finding the center of the pad. The trackpad feels like it’s been indented a little more, making the edges more pronounced.

We got to look at some of our latest work on the Galaxy S6 which fits beautifully in the headset. I have to say that it delivers the best picture quality we’ve ever seen in a VR headset. The 577 PPI pixel density of the S6’s 2560×1440 display is fantastic, removing the screendoor effect that has plagued headsets for years (the Note 4 used in the original Gear VR has a larger display of the same resolution, resulting in a lower pixel density). The future looks great.

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The Samsung Gear VR for S6 is now available for pre-order from Best Buy and will be available for sale from BestBuy.com and Samsung.com starting on May 8th.

Widescale Tracking and Real Props Make for an Even More Immersive VR Experience

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Kenzan, a Geneva based 3D visual effects company, has recently released a video showing a curious motion capture installation that could have you discovering a pharaoh’s tomb in a setting that blends the physical world with the virtual. The company calls it Real Virtuality.

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