Developer Reload Studios, made up of former Infinity Ward employees, creators of the mighty Call of Duty franchise, has shared details of its plans to produce a VR focussed first person shooter targeting VR headsets such as the Oculus Rift.
Avegant, creators of the Glyph head mounted display, have announced the closing of a series A funding round of $9.37 million lead by Intel Capital and NHN Investment, including funding from rap artist Snoop Dogg. The company says that the funds will be used to “help carry Avegant through its manufacturing milestones” for the company’s HMD which was funded through Kickstarter in early 2014.
The VR Philly Meetup is holding its third gathering in Philadelphia tomorrow, Wednesday, November 5th. Amidst VR demos, networking, and probably a few pizzas, presentations from VisiSonics and Adebayo Adejare will ensue.
Nimble Sense and Riftmax Theater both launched Kickstarter campaigns recently and both are going well. Nimble Sense has passed its goal with plenty of time remaining, and Riftmax Theater is closing in on their 7th stretch goal.
Galaxies are not evenly distributed throughout the universe, they form massive superclusters with tendril-like “filaments” stretching between clusters.
A developer named Markus Lipp has created a spectacular space demonstration for the Oculus Rift that can help you wrap your head around just how big the universe really is. It’s called UniverseVR and utilizes data taken from the Millennium Simulation Project to recreate the vast expanse that is our own universe.
I just stepped out of what may as well have been a time machine. NewRetroArcade uses gaming’s newest technology to take players back to a classic arcade of yore, replete with playable arcade machines buzzing and blinking in a battle for your attention, mini games like bowling and darts, and an attention to detail that works synergistically with the transportive power of the Oculus Rift. Did I mention that this all comes at the compelling price of completely free?
Developer Digital Cybercherries has just released NewRetroArcade, a brilliantly detailed 80’s arcade that’s built in Unreal Engine 4. Inside, players are taken on a nostalgia trip, able to play any one of many working arcade machines representing classic titles. The game supports the Oculus Rift as well as standard monitors.
With the upcoming release of Christopher Nolan’s science fiction action thriller Interstellar, the companies behind the motion picture have taken a virtual reality marketing stint on the road to get people interested in the film. Paramount Pictures has integrated Oculus Rift DK2 headsets into custom theatre chairs that are quite comfy and a perfect seating arrangement for a brief zero-gravity ride into an intergalactic hovering station located between the stars.
The Interstellar virtual reality tour began in New York City, journeyed over to Houston, transported out to Washington D.C, flew out to London, and finally made its way down into Los Angeles. The whole marketing solution was advised by a couple of local VR influencers, including James Iliff from Survios who jumped on board around the same time that the movie production was coming to a close (which was about a year ago). Reactions from the New York City production can be seen in the video below:
While the demo was in LA, I drove over to Universal City Walk and tested out the experience. Obviously, the first thing to do was to sign a consent and release waiver with a health and safety acknowledgement in it. This guaranteed that Paramount Pictures was not liable for any problems that might arise while participating in the VR experience. It is clear that these types of legal formalities have become common place at virtual reality demonstrations in the public arena. We saw similar practices at IndieCade 2014 in Culver City and at Oculus Connect in Hollywood a while back.
After signing the consent form, it took approximately an hour to reach the front of the line, which gave me plenty of time to talk to the staff and listen in to what to people had to say. For the most part, it was a majority of Oculus fans in attendance rather than Interstellar moviegoers who showed up at the showcase. Some of them heard about the demo from friends, while others learned about the virtual reality experience online.
Screenshot of the entranceway into the main cockpit of the space ship.
One participant named Raul said that it was his first time trying virtual reality since the 90’s. The last time he’d donned a headset was in an arcade a few decades ago where he was thrust into the juddery world of Dactyl Nightmare; and boy have things changed since then! Raul was excited for the gaming content that will come from the recent rise in VR, as we discussed these things while standing in line. However, after trying out the device, he was concerned with the screen resolution, but I quickly assured him that it only gets better from here.
The experience itself starts with the user sitting in a modified theatre chair and putting on a DK2 with an Interstellar sticker graphic stuck to the front. Looking around while inside the virtual world showed that the developers had opted to put people inside a computer generated model of the Interstellar spaceship known as ‘Endurance’ which they guided people through as objects floated by. A pen for instance surfaced while journeying through the ship. It hovered so close that it was instinctual to reach out in an effort to grab it. Alas, there was no hand tracking mechanisms embedded in this particular experience. However, the added immersive benefits of the rigged-up haptic chair made up for the lack of personal presence.
The chairs were hooked together by a passionate team of engineers from the Vancouver-based startup Thinking Box. These guys have been working on the 4D Interstellar experience for a while and have been actively involved in the process, which can be seen through the pictures (like this one in Houston) that they’ve uploaded to their Twitter account.
Photo of the Interstellar poster that had an air compressor rig behind it.
Circuitry for the chair was controlled by a Mac computer which routed automated commands to an Arduino controller that was connected to an air compressor hidden behind one of the posters for the movie. The program that triggered the hydraulics in the chairs was coded in Python while the experience itself was built in Unreal 4 by the imaging production company known as Framestore. This setup allowed the ride to induce a zero-gravity sequence causing the person sitting in the chair to feel like they were floating through space.
Sound was pumped in through a couple of XLR cables, and the whole system was internally networked together with a direct connection to a control box with Ethernet cables attached. This gave the developers the ability to put all three of the people sitting in the chairs into the same experience together, if required. Early in the day, everyone wore JBL headphones with the Oculus Rift headsets, but as time went on, one of the chairs was upgraded to a pair of slick new noise cancelling Beats by Dre.
The experience was a lot of fun and definitely had that sense of floating in outer space. The hyperdrive shot at the end was a little weak, and there were a couple of glitches when moving out of the DK2 camera’s range, but overall it was a really good ride. It was so realistic that one of the staff members at the theatre said that a little girl around the age of 7 tried out the experience and started to get upset because she thought it was too real. Despite that incident, most of the people had a thoroughly fun time.
The question now becomes, with the success of this VR experience, will more cinemas start to integrate VR technologies into their business models? This demonstration showed that pairing up movie viewing experience with virtual reality is a win-win for everyone involved. The people enjoyed it, and it brought in a lot of moviegoers to check out the experience. If everything progresses like it is now, we should be seeing more of this type of VR integration in the near future. So be on the lookout for something like this coming to a cinema near you soon!
'Showdown', one of Epic's VR tech demos build on Unreal Engine
At Oculus Connect in September, the VR company brought together experts and developers from across the world to talk VR. Among them were developers from Epic Games, creators of Unreal Engine, who shared some of the challenges and solutions to getting the visually stunning Showdown demo to run at 90 FPS on the Oculus Rift Crescent Bay prototype.
Connect was Oculus VR’s inaugural event dedicated solely to virtual reality. It was a huge success in terms of bringing like minded developers together in one space but was also home to some fascinating keynotes and presentations on virtual reality. Luckily, especially as attendance capacity was limited, Oculus filmed them all and as promised has now released all of them online so that those who couldn’t make it can view for themselves.
Cyberith, fresh from their extremely successful Kickstarter campaign, are clearly not resting on their laurels. They’ve announced that with their newest addition to their VR locomotion device the Virtualiser, they can offer compatibility with the new generation of mobile VR headsets such as Samsung’s Gear VR.
Today Nimble VR launches a Kickstarter campaign for Nimble Sense, a natural input controller that the company says was designed for virtual reality input. And while Nimble Sense doesn’t at first appear to be much different than Leap Motion, the company says they’re using ‘time-of-flight’ depth sensing technology, like what’s used in the Kinect 2, which they say has unique benefits.
At a school in the Czech Republic on October 20th, a groundbreaking experiment took place. Instead of pens and paper, students sat down with specially adapted VR headsets (Oculus Rift DK2s) that dropped them into a fascinating, immersive, educational experience that allowed them to interact naturally using natural hand gestures. This is the World of Comenius.