A Preview of Oculus’ Newly Licensed Audio Tech Reveals Stunning 3D Sound (download)

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The Crescent Bay prototype, sporting new custom-tailored earphones

After 2 years of Oculus putting their collective brains and talents to solving the “hard problems” of VR displays and low latency head tracking, at Oculus Connect this year, we heard a new topic beginning to garner attention: VR audio. Oculus’ recently revealed ‘Crescent Bay’ prototype is the first from the company to include integrated headphones. Well aware that audio in VR needs to be more than mere stereo for Presence, the company also announced that they’re licensing a 3D spatial audio processing technology called RealSpace 3D Audio from Visisonics.

‘Land’s End’ is a Gorgeous Adventure Game for Samsung Gear VR from the Creators of ‘Monument Valley’

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As virtual reality begins to hit the mainstream, more and more production studios are starting to explore the vast potential of creating immersive virtual experiences. One such example is the global digital design company known as Ustwo who is priming up to release a beautiful VR game in December called Land’s End for the Samsung Gear VR.

Award-winning ‘Darknet’ to Launch Free for Samsung Gear VR Early Adopters

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Early adopters of Samsung’s forthcoming Gear VR headset are in for a treat. The creator of Darknet has announced that the full version of the award-winning game will initially launch for free on Gear VR.

DC Entertainment Bringing ‘Batman: The Animated Series’ Experience to Gear VR and Oculus Rift

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Today it’s been announced that Warner Bros., DC Entertainment, and OTOY are collaborating to recreate the iconic Batcave from Batman: The Animated Series in virtual reality for Samsung Gear VR and Oculus Rift. OTOY is providing what they call “holographic video” technology to render the scene in a way that’s true to the Batcave of the classic 90’s show.

Rev VR Podcast (Ep. 80): VR Game Design Discussion with Lunar Flight and ZVR Apocalypse Developer, Sean Edwards

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In this episode of the Rev VR Podcast, I invite VR game developer, Sean Edwards to discuss game design, and the outcome of his Kickstarter for ZVR Apocalypse.

‘Flagship’ is a First-person RTS with Rift Support That Puts You in Command of a Space Fleet, On Kickstarter Now

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Flagship is a RTS (real-time-strategy) game with support for the Oculus Rift that aims to put you in command of a fleet of spaceships. The game is controlled from a first person perspective with the player as the captain working from the bridge of the fleet’s lead ship. Players will command their fleet with the help of the crew and see the action unfold in space around them.

Experiment Shows Stylized Rendering Enhances Presence in Immersive Augmented Reality

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In a paper published by the International Symposium on Mixed and Augmented Reality, it is demonstrated that stylized rendering can help blur the boundary between real and virtual when it comes to immersive augmented reality applications. 

‘SightLine’ Dev Creates Incredible ‘Holographic’ User Interface Powered by Oculus Rift and Leap Motion

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Tomáš “Frooxius” Mariančík, creator of the stunning VR experience SightLine: The Chairis back! This time he’s demoing an educational prototype that aims to provide an intuitive virtual reality user interface that allows you to reach into VR and control the environment with your hands.

All Oculus Connect 2014 Keynote Videos Now Officially Available. We Round Up Our Relevant Content.

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Oculus’ inaugural, dedicated event aimed at bringing together the VR developer community in one place to teach, talk and try VR was by all accounts a great success. But for those of us unlucky enough not to be there (i.e. me) or those that were lucky enough but lacked the ability to clone themselves in order to catch the overlapping panels and talks, Oculus has begun releasing recordings of them all to its official YouTube channel.

Michael Abrash: “If Palmer Luckey Hadn’t Prototyped the Rift, VR Wouldn’t Be on the Verge of Taking Off”

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Image courtesy Oculus
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Photo courtesy Oculus VR

Michael Abrash, Oculus’ Chief Scientist, whose expertise in the world of computers could not be done justice in the space of this sentence, is also an excellent orator, consistently delivering enthralling presentations with lessons far beyond the scope of VR alone. In a must-watch keynote presentation from Oculus Connect, Abrash shares insights on the ‘myth of technological innovation’ and ‘existence proofs’.

Elite: Dangerous Beta 2.0 Adds Oculus SDK 0.4.2, Fixes DK2 Judder and Much More

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Elite: Dangerous emerged fairly early on in the Oculus Rift DK2s public life as the poster boy for the new hardware. With an exceptional, VR-tuned UI and an all-round best in class VR experience, it’s clear that the team at Frontier clearly care passionately about virtual reality. I was pretty enamoured myself in an early playtest (see above video). There was one gripe that DK2 owners found marred this great experience, visible judder when glancing around.

Frontier has just released the long awaited update Beta 2.0 which brings with it a vast array up fixes and tweaks, including Oculus SDK 0.4.2 support.

Anyone who followed the progress of the DK2 launch will know that it was originally delayed by a week in order for Oculus to work on issues with the revamped SDK which brought with it a host of fundamental changes and advances. With the introduction of Oculus Runtime and the debut of new rendering modes designed to minimise input to display latency (aka motion-to-photons). Somewhat inevitably for such a major overhaul, early recipients of their DK2s found a multitude of issues with the new SDK – including an annoying artefact that caused judder when panning your head whilst in the Rift. Additionally, early DK2 support in E:D was supported by a much earlier beta SDK which was not forwards compatible with the version which shipped alongside the DK2, so users had to hack about to get it to work in the first place.

It was an issue Oculus were more than aware of. Responding to some of my early thoughts on my DK2 experiences, Chris Talyor tweeted some good news:

Early reports are that the new release does indeed resolve this issue and brings along with it a vast series of additional Oculus Specific updates too  (thanks to CogitoSum from /r/oculus for compiling the list).

  • Fix for crash when shutting down the game by clicking on the close button while rendering to Oculus Rift
  • Support for Oculus SDK 0.4.0 added
  • Fix for GalaxyMapCamera when Oculus Rift is enabled
  • Make sure the reference camera, which is used to provide the rendering service with a projection matrix, uses FOV and aspect ratio taken from the stereo cameras when Oculus Rift is enabled
  • Radar not being displayed on hyperspace when rendering to Oculus Rift fixed
  • If Oculus Rift isn’t present or the SDK could not be initialised, don’t show the Oculus Rift options in the 3D dropdown list part of the graphic options menu
  • Update Oculus SDK to version 0.4.1
  • Time warp fixes for Oculus
  • Updated Oculus SDK to version 0.4.2. This SDK isn’t compatible with runtimes 0.4.0 and 0.4.1, so installation of runtime 0.4.2 is mandatory
  • Added the setting ‘Oculus Image Quality’, a slider that controls the parameter ‘Pixels per Display Pixel’ passed to the SDK when calculating the recommended texture size. This gives users more control to find the right balance
  • between quality and performance for their particular setup. Since low values of the setting can have a very dramatic effect (e.g. text can become unreadable), the user is asked to confirm the selection even when only this setting has
  • been changed (using the already existing confirmation dialog). The slider is only enabled if stereo mode is set to Oculus Rift, and it will not be shown in the graphic options screen if an Oculus Rift wasn’t detected
  • Disabled depth testing for the landing pad schematic material as its billboard is now partially occluded by the cockpit after the Oculus depth
  • When disabling Oculus stereo mode, if using Direct Access, make sure the swap buffer gets recreated

The full patch notes (many pages long) can be seen here – it’s bewildering!

Do let us know your thoughts on the patch and whether you’ve noticed any improvements or indeed any further bugs introduced in this version.

Speculation: Unreal Engine 4 May Soon be Free for Oculus Rift Dev Kit Owners

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Just last week we reported that Oculus Rift support would be made available for developers using the free version of Unity, the 3D game engine, previously only available with Unity Pro costing $1500 or $75 per month on subscription. Now Epic, the company behind the competing Unreal Engine 4, may be about to announce that its UE4 engine is available to Oculus Rift Dev Kit owners for free!

‘About Face’ Blasts Through Kickstarter Goal in 24 Hours, Brings Comfortable, Washable Liners to the Rift DK1 and DK2

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About Face is an accessory, aimed at the Oculus Rift DK1 and DK2, designed to improve comfort and hygiene with enhanced cushioning and weight distribution using custom, washable liners. 24 hours after launching on Kickstarter, the accessory has already blasted through its funding goal.

Samsung Gear VR Demo Units Already Springing up at Best Buy

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Despite not yet officially confirming a release date or price for Gear VR, Samsung’s first mobile VR headset, demo units are already popping up at electronics retailer Best Buy in the United States.

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11 Reactions to the New Oculus Rift Crescent Bay Prototype (video)

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crescent-bayContinuing our tradition, we caught 11 reactions to the new Oculus Rift Crescent Bay prototype by folks who had tried it for the very first time at Oculus Connect.

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