News Bits: Waiting For Your DK2? This Guys Knows How You Feel (Video)

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The wait for the Oculus Rift DK2 is almost over. Oculus VR have stated that they’re confident they can ship 20-30k DK2 units in the month of July, which means that there’s likely to be a lot of very happy VR fans by then.

Right now though, one fan in particular is finding these last few weeks so tortuous, he felt he had to express himself in this short film. An accurate and emotive piece I think you’ll agree. Nice work meepsblah, you managed to occupy us for almost a minute – but we still have many more to go.

News Bits: ‘Affordable’ Oculus Rift 3D Camera Rig Demonstrated (Video)

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Virtual Reality cinema and video is quickly becoming the hot topic. A seemingly endless stream of ‘360’ cameras are spawning, Jaunt VR of course recently won $6M+ backing for it’s 3D 360 VR cinema venture and it seems even James Cameron wants to hop along the bandwagon.

But for the VR enthusiast on a budget who wants to quickly and cheaply capture reasonable quality 3D footage that looks great on an Oculus Rift, what options are there?

18Well, the enthusiast in this video claims to have achieved good results bolting 2 x GoPro Hero Black’s together using an extended 5mm rod, then attached to the official GoPro mount. The video author also claims the system emulates a fairly standard 64mm IPD with his hacked mounting technique. Controlling the units using a multi camera remote control, what you end up with is decent quality side by side 3D footage, ripe for processing for viewing in the Rift. The GoPro Hero 3 is capable of capturing footage at 2.7k at 30FPS (and up to 4k at an unacceptable 15FPS) the rigs specs do impress.

It’s an interesting and economical approach that may well allow quick capture of immersive 3D footage. If anyone does try out a similar technique, so let us know. We’d love to hear from you.

‘Kintinuous’ Fuses Virtual and Reality with the Oculus Rift and Kinect

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The Kinect was a great example of cutting edge technology coming from R&D into entertainment. First released as a peripheral for the Xbox 360, it quickly became one of the most successful console peripheral ever launched and then promptly completely failed to deliver on its promise to bring natural human gesture recognition to compelling gaming experiences.

Arguably, the Kinect’s most interesting projects have almost all come from hackers and developers on the PC, after Microsoft released official driver and SDK support for the device back in 2011. The Kinect’s (at the time unique), RGB plus Depth sensors in particular gave those interested in Augmented and Virtual reality development ways to quickly capture the boundaries of physical spaces and project them into the virtual.

One of the projects that was borne from within Microsoft’s own research labs was KinectFusion, which undertook research into grabbing high quality 3D environment models captured from cameras with depth sensors, just like Kinect. The upshot of the project was the ability to scan an environment and reconstruct the geometry digitally in 3D models.

Now, a team of researchers have taken KinectFusion and combined it with the Oculus Rift. Kintinuous captures your surrounding environment as KinectFusion did, but then renders the output directly to an Oculus Rift. What’s more, when the viewer moves their head, the render is transformed based on depth information (and an implicitly aligned point in space, in this case the desk) from the Kinect’s depth sensor and not the Rift’s onboard IMU. The results are an impressive way to capture an environment and move through it physically with positional tracking.

According to Hack a Day, the project is not free for release due to copyright issues. However, the research papers here, here and here. As Hack a Day states, nothing prevents a suitably smart individual from taking the research and producing their own Kintinuous implementation. Fingers crossed the results of the project see the light of day. We’ll let you know if we hear anything.

Of course, now the Xbox One is out, the original’s Kinect’s upgraded offspring imaginatively entitled ‘Kinect Sensor for Windows 2’ is available for Pre-order now. With MS promising better SDK support and the upgraded sensor hardware, Kinect 2 could be an interesting device to watch if you’re a VR hacker.

News Bits: Live For Speed Latest Update Brings Oculus Rift DK1 Support, DK2 Support Soon

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3D2A little while back we reported that the racing simulation genre was embracing virtual reality enthusiastically, with almost all major titles either already having implemented or planning to implement support for Oculus Rift at some level. Games like Assetto Corsa and the hugely successful iRacing have now had fully playable levels of VR support for quite some time.

Now, Live for Speed, a long running favourite with the driving simulation community has announced that it’s latest 0.6F update, has joined the VR fold – implementing support for 3D devices and a special mode for the Oculus Rift VR Headset.

LFS Programmer Scawen Roberts got in touch with Road to VR to pass on the good news. What’s more, the team behind the game have pre-ordered DK2s and plan to support the new headsets soon after receiving them. Will LFS be the first racing sim to implement full positional head tracking? We’ll have to wait and see.

You can find out more about Live for Speed over at their homepage, and download the 0.6F patch here.

News Bits: Xing: The Land Beyond, Public Demo Available Soon

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Frustratingly, Road to VR and the White Lotus Interactive team seem to keep missing each other. Such was the case at E3 this year too unfortunately. It’s especially annoying because, as a backer of the project, I’ve been wanting to get my hands on the game for some time and up to now never had the opportunity.

The Team with Oculus' Joe Chen (far left) Palmer Luckey (middle)
The Team with Oculus’ Joe Chen (far left) Palmer Luckey (2nd from right)

Well, I doubt I’m alone in this sentiment, and it seems the 3 member team have detected this as, in their latest update they reveal we won’t have to wait much longer to get our hands on the game. After listening to feedback from people visiting their stand at E3 this year, they’ve decided to release the very same demo show to attendees. No details on precise release date just yet, we’ll of course let you know when we do.

Elsewhere in the update, the team speak of their success in optimising the demo at the last minute, being interviewed by Gamespot and just generally enthusing about all the awesome people they met. Their update also functions as a neat ‘go to’ guide for those attending shows like E3 for the first time. Best of all? They got into a Kotaku comic!

Catch the whole blog post over at White Lotus Interactive here, and you can pre-order the game here.

‘Dreadhalls’ Gets a Makeover and DK2 Support, Developer Talks Positional Tracking

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I’m a wimp! There, I said it. I never did make it all the way through the dark, dank and terrifying tunnels of Dreadhalls when it debuted as a finalist in last year’s IndieCade VR Jam event. It was a finalist and, despite my inability to spend more than 5 minutes playing before yelping like a girl, one of my favourite entrants. It was also widely adopted by the YouTube community and their never-ending thirst for ‘hilarious‘ reaction vides involving the Oculus Rift.

Now, Dreadhalls is back and in development and on course for a commercial release late this year. Developer Sergio Hidalgo, who originally conceived and built the game in 3 weeks, in accordance with VR Jam’s rules, did a remarkable job infusing everything in Dreadhalls with claustrophobic dread. The visuals were perfunctory, but it didn’t really matter as the sound did a very respectable job of plunging you into the depths. It was a slow, considered and sparse experience – using it’s procedurally generated map and distant echoes of .. something it was a brilliant antidote to the cheap jump scares that comprised the majority of VR horror titles up to then.

The latest Dreadhalls demo has come along nicely since then. Now sporting new textures and an upgraded lighting model the new game looks great. But perhaps the feature we’re most interested in is that it’s now DK2 ready, meaning that if you’re lucky enough to have one of Oculus’ new developer kits on the way, it’ll support it straight away—head tracking included.

Sergio said of his plans for the new Dreadhalls; “You can expect more varied environments, new creatures and scary encounters, etc… I’m also working of having a longer experience that covers more than a single level, with a progression and more backstory.”.

We asked Sergio about launch date plans and whether he’s planning on releasing the demo to the public:

The full game still needs more work, but my idea is releasing it by the same time that the Oculus CV1 hits the market, so I plan to have it finished by Q3/Q4 this year. I can also tell you it will be exclusively for the Rift at launch. Whether I’ll release this demo or not depends on the feedback I get from the people I’ve sent it to, so it’s still undecided. However, if I choose not to release it, I’ll probably add positional tracking support to the already available VRJam version instead.

Finally, we asked Sergio how he tackled the challenges of implementing head tracking with no DK2s yet in the wild:

I wrote an article on this issue here. Basically I’m fading the image to black and muffling the sounds, but not limiting the player’s movements at any point, since I found out that leads to discomfort. I don’t have a DK2, but I had access to one for a couple of days thanks to Oculus, which is how I was able to test this out.

We hope to give this a proper playtest soon, but I’m already very much looking forward to one of my VR Jam favourites getting a full overhaul in time for Oculus’ consumer model. Frankly though, I’m not sure I’ll be brave enough to actually play it.

Head over to the official Dreadhalls website to find out more. We’ll keep you posted on its progress.

News Bits: The Raleigh NC VR Meetup at EPIC Games HQ on June 26th, Last Few Slots Remaining

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The VR community is awesome and growing rapidly every day and the gatherings that have sprung from the collective enthusiasm and passion for virtual reality are now many and diverse with some blossoming into fully fledged conventions.

We got word from Henry Velez, a VR enthusiast and fledgling podcaster about a VR Meetup he’s organising out in North Carolina is being co-hosted at EPIC Games (they of Unreal Engine / Gears of War fame) at their Cary Offices. Henry tells us that there are a few slots left for any VR enthusiasts or merely VR curious who live in and around the area. This is actually the 2nd event for the RTP VR Enthusiasts group.

Virtual Reality and a visit to one of the most important HQs in games today? How could you pass this up? If you’re interested, pop along to the meetup homepage and signup. And if you do go, let us know what you see.

RTP VR 2nd Meetup

Hands-on: IMU Added to Sixense STEM VR Motion Controller Underscores Impressive Performance

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Today Sixense is revealing the reason for the delay of their STEM motion input controller—the company revamped their board design to include an IMU sensor which augments the motion tracking capabilities of the controller. The IMU is used for calibration-free correction of magnetic distortion. At E3, Road to VR went hand’s on with the latest STEM prototype and came away very impressed with the system’s performance.

Steam Summer Sale: 21 Oculus Rift and SteamVR Enabled Games Now On Sale

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The famous Steam Summer Sale of 2014 is upon us. This is the first year of the Summer Sale since Valve announced SteamVR, the company’s adaptation of their ‘Big Picture Mode’ for use with the Oculus Rift in virtual reality. Here is a list of all 27 games that support the Oculus Rift and SteamVR available on Steam—you’ll want to keep your eye on these for a chance of deep discounts once the annual firestorm of sales begins.

Rev VR Podcast (Ep. 68): Zombies on the Holodeck at Survios Headquarters

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When the guys at Survios invited me over to check out their setup, I had no idea that it would turn into an epic podcast that felt more like a recorded party than an interview.

News Bits: Unity Announces PS4 Support, Project Morpheus to Follow

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In a welcome announcement for Unity engine developers and fans alike, Unity have just announced that it’s engine will feature support for the Sony Playstation 4. As Unity is hugely popular with small, independent developers, throwing in support for a major console is great news for devs and gamers alike,

But that’s not all. In addition to PS4 support, Unity have said that support for Sony’s forthcoming VR Headset Project Morpheus will also follow soon. This brings Unity into line with Unreal Engine 4 which announced Morpheus support back in April.

It’s great news that two cutting edge, accessible and affordable engines to allow developers of all budgets take those experimental steps into VR game development. This can only be a good thing for both gamers and developers in the long run.

We’ll let you know once Unity finalises support for Project Morpheus.

‘Petal’ is a Virtual Reality Fan (no, we’re not joking), now on Kickstarter

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As we approach the point where companies involved in virtual reality start to solve the first wave of hard problems associated with virtual reality and more people immerse themselves in VR, it’s clear that for many, merely seeing their virtual world isn’t going to be enough. They want to feel it too.

big-petal-protoWhilst we’re potentially years away from convincing haptics for the entire body, an enterprising group of developers have come up with a solution to a problem you may not have realised existed. A virtual reality fan, and it started its Kickstarter campaign recently.

Petal is (as far as we know) the world’s first commercial VR fan peripheral. The idea is that, once integrated with a game, output data from the program is fed to the Petal fan and it interprets data into airflow directed at the player. Imagine swooping through Metropolis as Superman, wearing your Oculus Rift and favourite set of headphones with a convincing breeze from Petal filling in the sensory gaps.

It’s an intriguing idea and the team at Petal have put some real thought into their implementation. The fan (currently at the proof of concept stage) will offer a powerful, responsive fan which can react to changes in gameplay. Also, if one fan isn’t enough, you can daisy chain multiple fans together for more airflow to cover a wider/taller field.

The team are working on Unreal Engine 4 and Unity integration right now and plan to release their SDK as open source to the community should the project get off the ground.

Pledge tiers at which you receive a Petal fan range from the current Early Bird tier, $50 for the developer kit to a ‘Meet the team’ option at $2,999.

We have no idea how effective Petal is or could be, but we like the concept very much. If it interests you, head over to their Kickstarter campaign page here and grab yourself a kit. Or, visit their web page.

We’ll let you know how the campaign fairs. In the mean time, what do you think of the idea?

News Bits: Cyber Space is a Theme Park Ride Simulator that Tries to Turn Your Stomach, Demo Available Now

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One of the things we’re written about many times on the site is the possibilities for virtual reality inside the entertainment sphere but outside the scope of traditional games. Virtual Tourism, VR Cinema and Virtual Arcades are all tantalising prospects when the virtual reality experience becomes convincing enough, which by all accounts won’t be long at all.

Virtual Theme Parks however I’d never specifically considered. Unlike developer Rift Away, who liked the idea so much, they made an Oculus Rift demo around it.

Cyber Space puts you in the seat of a physics bending, stomach churning pendulum ride – propelling you from the ground 100s feet into the air, flipping you high above a detailed townscape. As with every good ride, Cyber Space starts you slow and builds to 360 degree loop the loops – think of this as your final endurance test before congratulating yourself on earning your Rift Legs.

For all the stomach flipping action, the title is actually great looking with a fully realised park town to gaze upon whilst you concentrate on keeping  your lunch down so kudos to Rift Away for not just relying on brain flipping for the core experience.

It’s an interesting experiment in the kinds of experiences VR will excel at once it hits the market, providing developers who might not be interested in creating traditional games the opportunity to produce content that virtual reality users can enjoy in a way they couldn’t on any other platform.

You can find more about Rift Away at their homepage here – and you can download the Cyber Space demo here.

News Bits: Eden River HD Developer Aaron Lemke Shares New Screens, Motivations

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We reported yesterday that VR relaxation title Eden River HD was on it’s way to Steam soon and shared a teaser trailer for the title. Now Unello Design founder Aaron Lemke shares some thoughts on  why he wanted to revisit his original Oculus Rift demo and what we can expect to find in the new title.

I decided to make Eden River after getting the Rift and seeing most Rift demo download sites over-saturated with horror games. I wanted to make a counter point to these games. Also it’s an experiment looking at whether or not virtual nature can have the same physical, psychological and emotional effects as physical nature.

Aaron’s also hopeful for consideration in this year’s Indicade festival of games:

I don’t know Indie Cade’s level of interest in VR at this point but Ive got my fingers crossed. They did have an option in the submission form specifically for Oculus Rift games so thats a good sign.

In terms of the feature set, well they’re not yet set in stone, but Aaron say we can expect the following:

  • “Story” Mode – a linear mode where you can interact with various forms of wildlife along your journey.
  • Endless Mode – an endless, randomly generated version of “Story” Mode, except with no animals. Endless mode is a pure relaxation experience.
  • Classic Mode – an HD update to the original Eden River demo.
  • Classic Endless – an endless HD version of the original Eden River demo.

And when can we expect to get our hands on Eden River HD? “Im shooting for a late July early August release.”

We’ll of course keep you posted. In the mean time, you can stay up to date with Eden River HD over at Unello Design’s website here.

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