Oculus Connect: Oculus ‘Platform’ Replaces ‘Share’ as Oculus Plans the Future of VR Content Delivery

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The Wild West of Early VR

oculus connect conferenceOculus Share was launched a little over a year ago as a way to gather together the torrents of content being produced by developers around the world. After the Oculus Rift DK1 shipped, well after its hugely successful Kickstarter campaign even Oculus must have been surprised at the sheer amount of early games and applications that were produced by developers even before they’d received their DK1 units. As an early adopter it was difficult to find and discover content and Oculus recognised the need to focus all this talent and content in one place.

Oculus Share launched August 2013 and offered a curated portal for developers to showcase their work and for enthusiasts to find it. Oculus introduced play-testing and a certification of sorts which ensured content in the store met a minimum threshold for quality. It also meant that they could vet any apps for virtual reality user comfort – something all the more important before the inclusion of motion sickness limiting positional tracking in the DK2.

Oculus ‘Share’ Becomes Oculus ‘Platform’

oculus-platform-iconsOculus has had a roller coaster couple of years and I suspect there is no one involved with the company form the start who would have imagined the company and its products would have evolved quite as quickly as it has. Oculus’s content horizons have now spread. Along with catering for early adopters in hardcore gaming, the company is heavily invested in the future of mobile VR, something their CTO John Carmack has been spearheading passionately with Gear VR. Oculus have evolved from a pure hardware start-up to an end to end solution and content provider.

See Also: Samsung Announes Gear VR

Oculus is keenly aware that, once VR becomes established as a technology, it’s the software that matters from thereon out. With that in mind, Oculus is broadening its content production and delivery plans to better position itself for having to deliver great games and apps to (if you’re to believe Oculus CEO Brendan Iribe) 2 Billion VR Users.

oculus-platform-featuredAs part of the opening keynote addresses, yesterday VP of Product Nate Mitchell announced their vision for the future of VR content delivery. Oculus Platform is a moniker given to what will eventually become a suite of apps and portals on multiple platforms. A glimpse of one of Platform’s forms was seen during the recent launch of the Oculus / Samsung produced Gear VR Headset (see right). Oculus Platform will enable developers to publish content and, eventually, make money from it from purchases made in the same way as IOS or Android developers and users do now. The Gear VR variant is still in development but offers a way to purchase content whilst still ‘in’ VR, that is, no need to take your headset off to buy a new game.

It’s reasonable to assume that Oculus will want to offer a similar look and feel for all Oculus Platform based stores and what we’ve seen on Gear VR may be a glimpse of what PC users will see when they don their Consumer Oculus Rift looking for cool new VR experiences. Nate Mitchell outlined that Oculus Platform would also be available in more traditional web and app (IOS or Android) based forms, ensuring that wherever you are you can purchase content for your VR device of choice.

It’s fascinating to see Oculus, an incredibly cool but nevertheless scrappy startup just 2 years ago, positioning itself calmly as the go-to curators and purveyors of virtual reality content. It’s easy to see that, in just another 2 short years, comparisons to the IOS App Store and Android Play store might not be entirely far from the mark – beyond those 2 years, frankly the mind boggles.

Oculus Connect: Oculus Partnership Means Free Rift Support for ALL Unity Developers

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unity-logo-cleanThe cross platform 3D development engine Unity 3D, it’s fair to say, has been incredibly important in the drive to get content created for virtual reality. According to Oculus’ VP of Product Nate Mitchell, at one point, Unity based submissions to their content platform Oculus Connect accounted for something like 95%. It’s low cost and ease of use lowered the entrance barrier for developers and keen enthusiasts alike wanting to create games and applications for the VR revolution.

Oculus World SDK Tuscany
The Unity – Oculus World Demo, a VR tech demo included with the Oculus integration.

Unity Free can be used by anyone to create content, one of the reasons for the engine’s popularity, but this version does not come with integrated Oculus Rift support – clearly key for VR devs. Unity Pro however does, but comes with a price tag of $1500 (or $75 per month) – not unreasonable at all for such a capable platform, but still a chunk of change for anyone wanting to dip their toe into VR development and experiment. Oculus saw this as such an issue that it managed to negotiate a 3 month extended trial of Unity Pro to ship with the original DK1. This cost niggle has beocme more and more a bugbear for cash strapped developers and has even prompted some to fire up Kickstarter campaigns to finance the purchase to they can get started.

Oculus clearly recognised this and have now announced a partnership with Unity 3D to bundle Oculus Rift support for ALL users of Unity – both free and pro. This now means that Unity offers the least costly way to get into VR development.

Recently, the release of Epic‘s Unreal Engine 4 caused a stir by offering a single subscription model for access to all features including Oculus Rift support. UE4 can be used by developers for a sub of $19 per month with a 5% revenue share in any UE4 based product. UE4 has been used for some time by Oculus to demonstrate cutting edge feature prototypes, most recently with the new Crescent Bay prototype and bullet-time extravaganza ‘Showdown’.

See Also: First Hands-on: Oculus Rift Crescent Bay is Incredible 

The Oculus Rift support is provided by a dedicated add-on which in addition to providing stereo imaging optimizations, also ships with 3D audio support – something that Oculus seemed to have started to focus on publicly at Oculus Connect this year. Bear in mind however that Unity Pro still offers a large array of other features still not available in Unity free – you can find a comparison chart here.

It’s not yet clear when this new add-on will become available, but we suspect that it probably won’t be too long. We’ll of course let you know once it’s ready for download.

Oculus Connect: Elevating Your VR – Live Blog @ 4:45pm PDT

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“How to recognize what elevates VR from good, to breathtaking, and practical steps on how to get there. In this presentation, we explore how to recognize the levels of excellence to aspire to in VR, and how to take the quality of your product to greater heights. Drawing on our own experience, and our findings as we help developers large and small, we identify common issues and inadvertent shortfalls, give trouble-shooting advice and share ways to enhance your VR experiences to the best they can be.”

Speakers:

Tom Heath, Senior Software Engineer @ Oculus

Ben Lang is live blogging from the show floor. Updates will appear below, no need to reload your browser.

Oculus Connect: Learnings from UE4 Engine Integration and Demos – Live Blog @ 3:30pm PDT

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UE4Logo-EG-254x207“We’ll give a high-level overview of how we integrated the Oculus Rift hardware into Unreal Engine 4, with a focus on tricks we used to reduce latency and optimize the engine. Additionally, we’ll go through the successes, failures, and learning experiences we’ve had creating VR experiences to premiere Oculus’s prototype hardware.”

Speakers:

  • Nick Whiting, Lead Programmer @ Epic Games
  • Nick Donaldson, Senior Designer @ Epic Games

Ben Lang is live blogging the event from the show floor. Updates will appear below, no need to refresh your browser.

First Hands-on: Oculus Rift Crescent Bay is Incredible

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The Crescent Bay prototype, sporting new custom-tailored earphones

During a keynote at Oculus Connect, Oculus VR CEO Brendan Iribe unveiled a headset they believe approaches the holy grail of virtual reality, presence. That is, it delivers an experience that your brain accepts as an alternate reality. This means motion sickness is much reduced or eliminated and the user is utterly immersed in the virtual world. Crescent Bay is its name and Executive Editor Ben Lang just went hands-on with the new feature prototype.

Oculus Announces New Prototype, Crescent Bay, This is What It Looks Like—Breaking

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crescent-bay

At Oculus’ inaugural ‘Connect’ event in Hollywood CA today, CEO Brendan Iribe announced a new feature prototype that  Oculus believes delivers VR presence for the first time. The Prototype is called Crescent Bay and although exact specs are not yet available, this is a rough breakdown of the features set:

  • Higher Refresh Rate (confirmed as 90Hz)
  • Higher resolution (likely 1440p)
  • (Possibly) Higher FOV
  • Integrated Audio
  • 360 Degree Tracking (LEDs now on back of headset too)
  • Oculus licensed Real Space 3D Audio Specialisation (10 years in development)

And the attendees at Oculus Connect get to try it today! Ben Lang and the Road to VR team are on the ground ready to get their hands on this new hardware and we’ll bring you impressions as soon as we can.

This story is breaking – we’ll add more details as they become available

Oculus Connect: Watch Live – Oculus VR’s Brendan Iribe and Nate Mitchell @9:30am PDT

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Watch Oculus VR CEO and VP of Product Nate Mitchell as the address attendees of the Oculus Connect event in Hollywood CA. Rumours are there might be some surprises in store. CV1 announcement? New controller perhaps? We shall see soon.

Watch live video from oculus on www.twitch.tv

Oculus Connect: Nirav Patel on Building the First Rift Development Kit – Live Blog @5pm PDT

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Nirav Patel
Nirav Patel

Those of you who’ve followed the Oculus story from the start may recall Oculus hiring a young engineer who’d produced a high performance “9 DoF” tracking sensor – a version of which eventually found it’s way into the first Oculus Rift Developer Kit (DK1).

Now, Nirav presents a retrospective talk on what it took to build that very first device, one that set the ball rolling on what has become something of a VR revolution.

Join Ben Lang as he Live Blogs from the event. Posts should appear below automatically, no need to refresh your browser.

News Bits: Dazzling New Unreal 4 DK2 Demo Drops You into a Bullet Time Action Scene

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Epic‘s Unreal engine has been front and centre in Oculus’ technical demonstrations since the Oculus Rift HD Prototype appeared just over a year ago and ever since. From the dazzling Elemental demo used to debut UE4 to the unnamed tower defence demo used to demonstrate the Crystal Cove’s new positional tracking tech and finally Coach Knights, used at the DK2 launch. Not to mention the raft of sample demo’s available from the UE4 marketplace.

See Also: Download 13 Beautiful Unreal Engine 4 Examples for the Oculus Rift DK2

nvidia-unreal-car-flip-demoIt looks as if the trend continues, this time at nVidia‘s recent Editor’s Day, a press event used to launch their new Maxwell line of GPUs and a slew of new VR based tech. The demo scene captured above by Tweaktown shows a new demo from Epic which drops you into the centre of a chaotic action sequence played out in super slow motion, allowing you to move through the action as the scene plays out.

Christened “Car Flip” due to it’s centrepiece it shows off UE4’s cutting-edge technology to dazzling effect. The scene is strongly reminiscent from the opening scene from the 2001 hacker flick Swordfish (see below) and demonstrates something I’ve longed to do since seeing the Matrix all those years ago – experience bullet time.

Also on hand to demonstrate nVidia’s SLI tech which uses dual GPUs, dedicating one for rendering the view for each of your eyes, was another ‘old’ VR stalwart EVE: Valkyrie. Using stations configured with dual Maxwell GTX 980 GPUs hooked up to Oculus Rift DK2s, one would hope that achieving the required 75FPS at 1080p wouldn’t have been too challenging here.

eve-valkyrie-sli-per-eye

nVidia have clearly seen the enormous potential for selling to a new wave of hardcore gamers and the important role low latency, high frame rate rendering pipelines are going to be to virtual reality. And given the rumoured minimum 90Hz / 1440p requirement of the forthcoming Oculus Rift CV1, it looks like they’re just in time to ride that wave.

See Also: Big News for VR: Nvidia’s New Graphics Cards Are Designed for High Performance Virtual Reality Rendering

Big News for VR: Nvidia’s New Graphics Cards Are Designed for High Performance Virtual Reality Rendering

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nvivida geforce gtx 980 virtual reality 2

We knew it was coming and it looks like Nvidia is the first to throw their hat into the ring, now being the first of the big GPU manufacturers to design their latest processors with VR in mind. Nvidia’s latest GPUs, built on the new Maxwell architecture, offer a number of features specifically designed to enhance virtual reality rendering performance in both latency and fidelity.

Oculus Connect Begins Tomorrow, Live Stream Details, Schedule and Speculation

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oculus connect conferenceIt’s upon us. Oculus Connect, probably the most eagerly anticipated event this year (at least for the VR community) and perhaps Oculus VR’s most important event in it’s young life, kicks off at the Loews Hotel in Hollywood, CA tomorrow evening.

News Bits: ZVR Apocalypse Playable DK2 Demo Released – Dismember Zombies in Bullet-Time

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Developer Shaun Edwards (aka Sh0v), not content with producing Lunar Flight, one of the best early VR enabled games for the Oculus Rift, is already releasing a playable demo of his second VR-enabled title. Lucid VR Games has been working on hard on ZVR Apocalypse, a virtual reality zombie shoot ’em with a neat twist, the zombies shoot back.

Download the ZVR Apocalypse Playable Demo Here

Today the team released a fully playable demo in order to give potential backers of their Kickstarter campaign a taste of what to expect. The new demo shows off a host of gameplay features, some of which are the developers attempting to find solutions to known problems in virtual reality gaming, still in its infancy right now. The demo lets you experience the game’s first and third person modes, cover systems, calling in air strikes and (perhaps best of all) lets you enjoy your zombie destruction in bullet-time.

As this demo is pre-alpha, the team are particularly interested in player feedback, especially on certain control mechanisms the team are introducing here for the first time. You can join the discussion and give the team your opinion over at the /r/oculus thread here.

ZVR’s Kickstarter launched recently and is currently over a third funded with around 10 days left. If you’re interested in supporting the game, head over to support the Kickstarter now.

News Bits: DK2 Reactions from Gamers Wowed by Z0NE (Formerly Rift Wars) at Boston Indie Games Show

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Developers Pixel Router, the team behind the Star Fox inspired Rift Wars, have been quiet lately. They’ve now come out of hiding brandishing a video of their recent to the Boston Festival of Indie Games. They had the latest version of Z0NE (previously known as Rift Wars) on display and attendees were treated to a 3 minute demo and then asked what they thought. For many it was likely their first taste of an Oculus Rift and almost certainly the DK2, in short – people sure seemed impressed.

The developers are currently putting the finishing touches on a new public demo sporting DK2 support, keep an eye on their website for details soon.

Vrvana Totem Kickstarter Passes $100,000 in Day One, CEO Shares Details on Hardware Acceleration

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Photo by Road to VR

vrvana totem vr headset (7)

After the first day of Vrvana’s Kickstarter campaign for the Totem VR headset the company has raised more than $100,000 CAD toward their $350,000 goal. I recently spoke with Vrvana CEO Bert Nepveu to learn more about the Totem headset, including details on the planned hardware acceleration that’s designed to increase VR rendering performance.

Quick Tip: The Best Way to Put on the Oculus Rift (or any other VR headset)

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Don’t strap on the Oculus Rift like ski goggles to eliminate smears on lenses from oil on your hair and forehead.

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