Palmer Luckey on Why Building the Virtual Reality Metaverse is a Moral Imperative (video)

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During a panel that I was fortunate to moderate at last week’s SVVR Conference & Expo in Mountain View, California, EnterVR’s Cris Miranda offered up a question from the audience. He asked Palmer Luckey to elaborate on previous statements that building the virtual reality metaverse is a moral imperative.

Above you can see the relevant clip from the conference, and below is a transcript of Palmer Luckey’s answer.

“…this is one of those crazy-man topics. But… I guess it comes down to this… everybody wants to live a perfect life, everybody wants all of the things that make them happy and there’s only so much stuff in this world to go around and there’s more-and-more people to take out of those things and we only have so much to go around and it’s going to be impossible to give everyone everything that they want if you’re limited to what you can physically, actually build in the real world. I think that virtual reality has the potential to take a lot of things, especially luxury goods and other things that are not long term useful items but they’re pure waste items… if virtual reality was perfect, then it’d be easy to say, ‘oh well it’s absolutely perfect, identical to real life,’ then you’d be able to save a lot of these problems.

When you have that perspective, a lot of people say ‘well you know you’re not going to have perfect virtual reality for a very long time, so until it’s perfect, it’s useless,’ and I disagree with that perspective too because, for us, sitting here in the best country in the world, you know, in the best state in this country [laughs, applause, and cheers]… it’s easy for us to say, ‘ah, you know, virtual reality is not as good as the real world, so why would I want to spend my life in it?’ But there’s a lot of people around the world who don’t necessarily have lives that are as good as ours. I think that the bar for wanting to spend a huge amount of time in VR, to have a lot of value in your recreation in VR is much lower than it is for us.

And then there’s a bunch of others reasons: I think it’s going to be incredibly useful for training, I think it’s going to help revolutionize education… for all those reasons… I think there’s a lot of reasons that you can argue that it is a moral imperative that we create a perfect virtual reality.

Just to add one more thing to that: don’t take this to mean that in the next 5 or even 10 years we’re going to have perfect virtual reality. All of this morality stuff… it’s really getting into the sci-fi realm of you know ‘what will virtual reality eventually mean to society?’ and I think it’s really exciting to think about those things, but it’s also careful to not let it take up all of your everyday thinking because it’s so far off… it’s so easy to just spend your whole day day dreaming about what virtual reality is going to do and dream about all of these amazing societal impacts it has, but as it stands there’s just a lot of work that needs to be done… better to focus on that I think.”

I’ve often thought whether virtual reality will serve to increase or decrease the socio-economic gap. One one hand, I agree with Luckey that being limited to physical goods in the real world means that not everyone can have everything they might want, whereas if you’re in VR, it’s trivial to copy a digital product and give it to everyone (economists are going to have are already having lots of fun with how this impacts supply and demand). On the other hand, there could be a distant future where if you don’t have access to VR equipment, you’d be at a major disadvantage to everyone else. To put this into perspective, let’s consider a contemporary example: imagine looking for an IT job in today’s world without access to a computer or smartphone. It might just be impossible.

Sound off in the comments with your thoughts.

Exclusive: Meet Totoro and the Catbus in ‘My Neighbour Totoro VR – Bus Stop Scene’ Oculus Rift Demo (download)

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My Neighbor Totoro (film)

The mind behind the Spirited Away VR – Boiler Room Scene has been toiling away, recreating another scene from a beloved Studio Ghibli film. This time it’s the bus stop scene from My Neighbor Totoro (1988), and it’s ready to be experienced in virtual reality right now! Download My Neighbour Totoro VR – Bus Stop Scene here.

News Bits: Oculus VR Hoover Up More Talent, Cass Everitt and Brian Hook Hired

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I was quoted recently as saying “Oculus are like some crazy, out of control talent hoover!”, in reference of course to their relentless drive to suck up the best and brightest in fields related (and in some cases, seemingly unrelated) to virtual reality. Clearly the draw of this ever strengthening resurgence in immersive entertainment is awakening something in these industry stalwarts, soon there won’t be anyone left worth hiring.

This time, Oculus have announced that Cass Everitt and Brian Hook, both programmers with specialties in computer graphics and both with an impressive CV in the games industry.

Cass Everitt

2011-11-11_07-15-24_838Everitt has had a career in computer graphics and programming spanning almost 25 year. He worked as an Open GL engineer at nVidia for 8 years later moving on to id software, where he worked on the company’s game engine id Tech 5 (Rage, Wolfenstein: The New Order). Most recently he’s had a hand in mobile technologies at Epic (Unreal Engine) and he leaves a job as an engineer looking at “forward looking GPU architectures”.

Brian Hook

photo-3Hook similarly has held numerous posts in  low level programming and graphics technologies. Starting life as a programmer at formerly pioneering GPU manufacturer 3DFX his career highlights include a stint at id working on Quake 2 and 3, Sony Entertainment Online working on Everquest 2 and the ill fated 3D Realms as a project lead – the house behind the legendarily delayed Duke Nukem sequel.

As with other recent recruitment, Everitt and Hook have strong standings in computer graphics in the gaming industry and both have links to the now Zenimax Media owned id software, from where John Carmack famously jumped ship. Zenimax is of course currently undergoing legal action against Oculus VR for alleged theft of intellectual property.

Everitt, posting on the subreddit /r/oculus, had this to say about joining Oculus VR and his hopes for the future:

The opportunity to work with John, Jan Paul, Gloria, and the gang again was a big motivation. Working with folks like Abrash, Atman, Tom F, and many more (for the first time) is a double bonus. It’s not often you get to contribute to something that has the potential to fundamentally change the nature of human computer interaction. So I feel pretty lucky (no pun intended) to be a part of it!

Oculus CEO Brendan Iribe recently stated that he believed the company is undergoing the formation of the “final platform”, a bold statement for how significant virtual reality will be in the near future – but clearly a sentiment that has rung true with people across the industry.

News Bits: Among The Sleep Ships, Receives Favourable Reviews

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Among the Sleep is an ambitiously original game from Norwegian indie developer Krillbite Studio which walked very comfortably past it’s original Kickstarter goal of $200,000 back in May of last year – eventually netting $248,358 in funds and unlocking a few stretch goals along the way. One of which was the tantalisingly titles, “Proper Oculus Rift Support”. It was one of the earliest commercial titles to pledge support for Oculus’ virtual reality headset and remains one of the most anticipated and one of the first projects I backed.

The Krillbite Studio team enjoying their first Kickstarter Stretch Goal. Ice Cream.
The Krillbite Studio team enjoying their first Kickstarter Stretch Goal. Ice Cream.

One year later and the team have suffered some setbacks, the last of which being an issue with the distribution of digital copies of the game via digital delivery platform HumbleBundle. Kickstarter backers have been asked for their patience while the issue is resolved, but as of writing this I still haven’t received my key so it’s probably safe to assume there remind an issue. Frustrating, but as the studio states:

We’ve just spoken to HumbleBundle, and they say they are working on getting the digital keys out ASAP! It’s out of our hands, and we’re eagerly awaiting the keys as well.

We’re so sorry about the delay, and thanks for your patience!

We’ll be in touch shortly!
– Krillbite Studio

Elsewhere, the game has launched commercially and is available via Steam, GOG and HumbleBundle. It’s received fairly wide coverage for such a small title already and the reviews have generally been favourable to mixed. A common criticism seems to stem from shallow, repetitive puzzles and a somewhat wishy washy storyline, however the game’s unnerving tone and ability to truly unsettle is almost universally praised as is the original and striking production design.

Virtual reality support is included in the release and is apparently very good with an extremely positive review from The Rift Arcade, who were impressed – despite glitches:

Among The Sleep is an impressive achievement for a first-time developer. It’s cerebral, polished and fun to play, and through the Oculus Rift headset it’s an intense experience, even with the few niggling bugs it currently has. Should you buy it now for the DK1? Yes. It’s playable, even with the low resolution display. We can’t wait to experience the game all over again when the DK2 arrives.

Interestingly, the team recently also announced that they’d been courted by Sony and their title will indeed appear on the Playstation 4 with support for Project Morpheus. An interesting move by Sony, who’s really carved out quite the reputation this console generation for a company with it’s eye on up and coming game development talent, not to mention anticipating gaming trends (virtual reality in this case).

We’ll post an update should we hear more on the digital key debacle. You can also grab Among the Sleep on Steam here, GOG here and HumbleBundle here.

Are you a backer of Among the Sleep and are waiting for you key? Let us know if in fact you gave now received one and what you think of the game. Sling a comment below with your thoughts.

News Bits: Samsung Partners with Oculus on New ‘Media Focussed’ VR Headset?

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samsung-logo

Rumours surrounding a new VR Headset from the electronics giant Samsung circulated recently, originally reported by Engadget. At the time, the angle was Samsung entering the market to compete with Oculus VR, makers of the Oculus Rift. Now, the rumour has switched tack, primarily to that of Oculus collaborating with Samsung on a device specifically focussed towards media consumption rather than gaming.

It’s no secret Oculus are investing R&D into a fully mobile, Android based version of the Oculus Rift along with a mobile focussed SDK. In fact, Palmer Lucky, the inventor if the Rift confirmed its continuing development in Reverend Kyle’s SVVR ‘Ubercast’ on this very site just recently. However, no hint that Oculus even had plans to fire up partnerships such as this has ever been forthcoming, which would usually make us rather suspicious of such rumours.

Except that, the partnership details actually make some compelling sense. Engadget states that the arrangement is ostensibly an exchange. Oculus is to give Samsung early access to its current mobile SDK (and presumably some help with implementation and integration, although this isn’t specifically mentioned) and in return, Samsung gives Oculus first dibs on its cutting-edge, high resolution mobile display panels plus UI/UX help, presumably for integration into Oculus’ own software offerings.

Gameface Labs' 4th Prototype with a 2.5k Samsung LCD Panel
Gameface Labs’ 4th Prototype with a 2.5k Samsung LCD Panel

It’s well known that one of the hurdles the consumer Rift faces is finding an OLED panel capable of low persistence of vision, a high refresh rate (90+Hz) and that’s also high enough in resolution to provide the consumer Rift with a pleasing image. Reducing screen door effect as far as possible whilst increasing available image detail puts Oculus at the very bleeding edge of display technology. A partnership with the leader in this field would be an incredibly smart proposition for both companies and could mean that Oculus can deliver on its hopes for a consumer edition hitting the market more speedily, post Oculus’ Facebook acquisition.

We reported recently they Gameface labs’ 4th mobile VR Headset prototype was sporting a 2560x1440p panel.

Meanwhile, Samsung’s VR Headset seems to be developing into more of an accessory for your existing Samsung mobile phone. i.e. The imaging and processing duties are handled by your phone with the headset attaching (presumably for feeding extra orientation information) to your phone via USB. Something that the chaps at Gameface might raise an eyebrow at, but I doubt something that would worry them in the long term. However, the Avegant team may well feel differently, given the media focus of their device.

If and when we find more concrete details on the story we’ll of course let you know. But for now, treat the story as an intriguing and plausible rumour.

News Bits: Elite: Dangerous Enters Premium Beta Phase, Adds 10,000 More Players to it’s Universe

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Video thumbnail for youtube video The Elite: Dangerous Interview - What Would You Ask Gaming Legend David Braben? - Road to Virtual RealityOne of the most promising titles sporting Oculus Rift support to rise from a successful crowd funding campaign is the space trading and combat MMO Elite: Dangerous. Part of the Elite franchise, originally conceived and coded by gaming legends David Braben and Ian Bell way back in 1984 and published for the BBC-B range of computers.

The Premium Beta comes directly after the successful completion of the game’s Alpha 4 test phase and, as of today, all premium beta access holders can launch themselves into Elite’s vast universe. Well, perhaps not quite vast initially. Although Elite: Dangerous is promising over 400 Billion star systems, the premium beta holds ‘just’ 5. More than enough room for you to immerse yourself in.

What’s more, support for the Oculus Rift virtual reality headset is reported to be very promising indeed. The title has received extensive coverage from big media outlets, including an in-depth play test from PC Gamer, who seemed most impressed in a recent video hands-on with the Rift enabled version (see above).

If you’re part of the standard beta program you can upgrade to premium here, if you’re not and would like to join the universe, you can pre-purchase Premium Beta access here for the bargain (!) price of just £100!

We recently asked for your help to compile a list of questions to put to David Braben himself, we hope to have the results of this after E3. And speaking of E3, we’re also hoping to catchup with the Frontier team over there in Los Angeles on the 10th-12th June when Ben Lang heads to the biggest gaming show in the world to check out everything VR for Road to VR.

Are you signed up as a backer of Elite: Dangerous? Are you joining the beta today? We’d love to hear your impressions. Stick them in the comment below.

News Bits: RiftUP! Oculus Rift DK1 1080p Upgrade Begins Shipping, Early Recipients Report Issues

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riftup-head-doneWe covered the RiftUp! project in detail a little while ago. The project offers an in-place upgrade for the low resolution 1280×800 LCD panel and controller bringing the original developer kit (DK1) to a much more capable 1080p panel. The team launched their Indiegogo campaign on March 27th and quickly received enthusiastic backing from those wishing to update their Rifts with the team surpassing their original $10k goal eventually reaching a final tally of $25,113.

Units began shipping to backers recently but some of those backers have reported issues with their upgrades. The problems seem to centre around display artefacts caused by interference on some later DK1 units which later adopted slightly different internal wiring. Interference cause what the team describes as “Random dots and ghosting of the image”.

The RiftUp! replacement control board.
The RiftUp! replacement control board.

The good news though is that the RiftUp! team have been working hard to identify the cause of the issue and announced via their IndieGogo page that they’d succeeded in countering the problem:

DKs used in tests were all produced around the same time period. There has been some change in the cable parameters over time causing too much distortion to the RiftUP high frequency signal (FullHD bandwidth).

Daniel managed to design a new video signal shape, “smoother”, less vulnerable to interference.  It’s achieved by new firmware and some tiny resistor components soldered to the base board connector.

Those backers who have already received units and report the noted issue will receive updated boards plus all subsequent units will receive the updated firmware and hardware mods.

Did you back the RiftUp! campaign and have you received your unit? If so, are you happy with the upgrade? We’d love to hear from you, drop your comments below.

News Bits: Enter The Matrix with this New Oculus Rift Demo

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thematrix-2There are few movies which managed to successfully capture the essence of what is both terrifying and incredibly cool about the prospects of virtual reality like 1999’s The Matrix. Its directors, The mysterious Wachowski Brothers, threw in every element of pop culture they thought was cool, added a dash of greek mythology, generous helpings of slow motion, and a sprinkle of Greek mythology to realise one of the best sci-fi action films ever made.

Fast forward to 2014 and we have the Oculus Rift and a new demo from developer Tipatat Chennavasin which attempts to recreate the famous ‘construct introduction’ scene from the movie. In this scene, Neo (played by Keanu Reeves) is introduced to the ‘loading screen’ where the team can tool up before finally entering The Matrix.

thematrix-1The demo lifts audio direct from the movie and steps into Neo’s introduction to reality and just what that reality has been for him all his life. It’s a very early effort, and indeed doesn’t complete the scene, but it’s great fun to finally be able to immerse yourself in a small part of this iconic movie.

You can grab the demo via Tipatat’s home page here.

Thanks to jaochu on the /r/oculus subreddit for the find.

Rev VR Podcast (Ep. 65): Post SVVR Conference & Expo Breakdown with Forest Gibson

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"The Virtual Last Supper" Courtesy of Cosmo Scharf's iPhone

podcast_svvr

I’ve been home for a week, but I am still riding the high from the Silicon Valley Virtual Reality Conference & Expo.  There are so many wonderful experiences to talk about, so I invited a fellow attendee, Forest Gibson, to join me for a chat.

News Bits: New Oculus Rift SDK 0.3.2 Preview Release 2 Adds Support for Mac, Linux

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oculus rift best practices guide for virtual reality developmentOculus has released a new preview build (0.3.2) of the Oculus SDK, adding support for Mac and Linux, bringing the Unity integration to Mac, improving GL performance, and more, along with several bug fixes.

Infinadeck is a 1000 Pound Omnidirectional Treadmill Designed and Built By One Man

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Infinadeck is a new entrant into the omnidirectional treadmill space for VR use. The device allows a user to walk completely naturally in any direction. Unlike other VR treadmills that have sprung up recently, the Infinadeck is an active, rather than passive, solution to the problem of VR locomotion.

Creating Games and Software with Cross-VR Headset Compatibility

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vr headsets

With multiple consumer VR headsets now on the horizon, many users will soon be choosing to go with one over others. Will it be difficult for developers to support multiple VR headsets from a single application, rather than creating custom distributables for each individual headset?

Virtual Reality Ventures Wants to Revolutionize the Fashion Industry with VR (demo download)

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vr fashion show
“Cheetah Medicine” design by Mugwort for VR Fashion. Garment by Adam “Voodoofuzz” Williams

Virtual Reality Ventures, an Australian VR consulting firm, is working with a client to produce a VR fashion show which could put you at center stage. Their proof of concept demo for the Oculus Rift is now available for download.

Go Show Kickstarter Launches to Bring Virtual Cinemas, YouTube, Hulu, and More to Smartphone VR Headsets

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Jurasic Sam Gebhardt, developer of VR cinema app Go Show, has launched a Kickstarter campaign to bolster the feature set of the app. Designed for Smartphone VR headsets, Gebhardt hopes to add custom theaters, streaming media support, and more to Go Show.

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