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Yesterday — 16 September 2024Road to VR

‘Warhammer 40K: Space Marine VR’ Experience Coming to VR Attractions Next Week, Trailer Here

By: Ben Lang
16 September 2024 at 15:10

Revealed back in May, the first official Warhammer VR game for out-of-home VR attractions is now set to launch next week, coming to Zero Latency locations worldwide.

Update (September 16th, 2024)Warhammer 40,000: Space Marine VR – Warriors of Avarax is officially coming to Zero Latency September 25th, with pre-bookings now available.

Based on Space Marines 2, in 30-minute Warhammer VR experience lets you and up to seven others take the fight to Tyranid forces, promising plenty of co-op exploration and combat.

The original article detailing the initial announcement follows below:

Original Article (May 23rd, 2024): We knew as of 2022 that a Warhammer 40K experience was in development for VR attraction Zero Latency. It was initially expected in 2023, but it seems we’ll have to wait until October this year to jump into our very own Power Armour.

The teaser for Warhammer 40K: Space Marine VR reveals very little, save for Space Marines, Tyranids, and an October release date (see update).

But we know that Zero Latency is a VR attraction with experiences that are typically designed to last around 30 minutes. So while this won’t be a full-blown Warhammer 40K VR game in the traditional sense, it’s likely to be a fun time (with you and up to 7 of your friends!). Here’s the text teaser for now:

In Space Marine VR: Defenders of Avarax, you will play as a Space Marine, a genetically enhanced super-soldier. Exploring the Hive City of Fervastium, players will delve deep into a vault on an important mission that could turn the tide and help beat back the Tyranids, an all-consuming alien swarm from beyond the known galaxy. Using a wide range of weapons from the Space Marine arsenal, players will fight off voracious swarms of Tyranids as they step into the shoes of these highly disciplined and indomitable warriors.

Zero Latency is one of the leading VR attractions with 93 locations across 26 countries. We’ve been impressed previously with the company’s internal development talent, and hope to see their work taken to the next level with Warhammer 40K: Space Marine VR. Designing experiences for VR attractions is a surprisingly unique challenge compared to building in-home VR applications—especially with multiple players in the same physical playspace.

Image courtesy Zero Latency

“The Warhammer 40,000 universe and Space Marine in particular has such awesome lore and history, we just couldn’t wait to dive into it,” says Tim Ruse, CEO at Zero Latency. “With Space Marine VR: Defenders of Avarax, we are pushing our technology to the limits, and our talented development team is creating our most immersive and thrilling experience yet. We can’t wait for players to step into the Warhammer 40,000 setting and take on the Tyranids in this epic adventure.”

While it’s a shame this experience can’t also be enjoyed on in-home VR headsets like Quest, luckily there’s already a few ways to dive into the Warhammer universe from the comfort of your own VR headset with the likes of Warhammer 40,000: Battle Sister (2020) and Warhammer Age of Sigmar: Tempestfall (2021).

The post ‘Warhammer 40K: Space Marine VR’ Experience Coming to VR Attractions Next Week, Trailer Here appeared first on Road to VR.

Sequel to Quest’s Most Popular VR Boxing Game Teases Release in New Trailer

16 September 2024 at 12:50

Thrill of the Fight 2, the upcoming sequel to Quest’s most popular VR boxing sim, seems to be gearing up for release, as studios Sealost Interactive and Halfbrick Studios tossed out its first teaser trailer.

Update (September 16th, 2024): Announced early last year, we’re still waiting on gameplay, although the studios are chumming the waters now with a new live-action teaser, stating to “Prepare Yourself.”

The game is coming to Quest first, however original creator Ian Fitz says the team plans to bring it to other platforms eventually, which he notes isn’t due to “any contractual exclusivity or anything like that.”

Additionally, Fitz notes the Sealost Interactive team officially started work on Thrill of the Fight 2 in July 2020, but scaling the studio was an issue. “I abandoned that [internal scaling] plan and started working with Halfbrick, and we restarted the project together in January 2023,” Fitz says in a Discord post.

There’s no release date yet, however Fitz says we’ll find out “soon! ! and I mean soon!” The original article detailing the initial reveal and Halfbrick’s involvement follows below:

Original Article (January 23rd: 2023): Created by Ian Fitz and his studio Sealost Interactive in 2016, Thrill of the Fight focuses on realistic boxing mechanics, eschewing arcadey things like stamina bars and unrealistic knockout blows.

Thrill of the Fight 2, which is now in co-development by Halfbrick Studios, is bringing the much-requested feature of multiplayer mode. In a development update video (below), Halfbrick CEO Shainiel Deo reveals a few more features coming to the sequel: improved audio and visual feedback, changes to how combinations are scored, more gameplay variety to keep players coming back for more.

Halfbrick is known for developing both the flatscreen versions of Fruit Ninja and Fruit Ninja 2 and also their respective VR adaptations. The studio’s bread and butter however has been its slew of mobile games, including Jetpack Joyride, Battle Racing Stars, Dan the Man, and Shadows Remain.

In an update posted to Reddit by Sealost Interactive, series developer Ian Fitz discusses Halfbrick’s involvement.

“The reason I’m partnering up with Halfbrick on this is because I was comfortable it would help make the game I wanted to make. They want to make (and play) the same game I do,” Fitz says.

Fitz also broke down the division of labor, and how the sequel is being made in cooperation with Halfbrick.

“I made the blueprint. Sealost prototyped and proved out many of the mechanics and tech challenges. Halfbrick is putting together a release-worthy product and supporting it into the future. I’m in meetings with them every workday building the product right alongside them and making sure we don’t deviate from the original plan (which hasn’t been a problem because, again, they want to make the same game I do).”

Fitz notes the partnership with Halfbrick “doesn’t have anything to do with funding. This is just about having a solid production team and a plan in place to support the game post-launch.”

The studios say they’re aiming for release “later this year,” although that’s admittedly “just an estimate based on current progress,” Fitz says.

It’s still unclear which platforms are initial targets, however if the original is any indications, we’re liable to see it on Quest 2/Pro, Steam VR, and possibly also PSVR 2.

The post Sequel to Quest’s Most Popular VR Boxing Game Teases Release in New Trailer appeared first on Road to VR.

‘Human Fall Flat’ is Getting Official VR Support Thanks to This Prolific Modder

16 September 2024 at 11:59

Human Fall Flat (2016) is getting VR support soon, bringing the whimsical, wobbly physics-based platformer to all major headsets. And you can thank VR modder ‘Raicuparta’ for that.

Raicuparta reveals Human Fall Flat studio No Brakes Games actually bought experimental VR support from the modder after having seen a video of some early control concepts at work. Although the mod was never released, it was enough to get the studio interested in hiring Raicuparta.

“I showed the video to the creators of the game, and they were very excited,” Raicuparta reveals in a Patreon post. “They offered to hire me, but that wouldn’t work for me at the time.”

While Raicuparta wasn’t directly involved in the development of the official VR port as it is today, the studio did implement the third-person control scheme featured in the recently released trailer, seen below.

“They then offered to buy the mod from me, so that they could eventually use the same “puppet controls” concept on an official VR port,” Raicuparta says. “I don’t think they really needed to pay me at all, so that was really nice of them.”

Raicuparta is known for adding unofficial VR support to number of games over the years, such as The Stanley ParableOuter Wilds, and Neon White. Raicuparta also served up the game and mod management tool ‘Rai Pal’ to go along with their Universal Unity VR mod currently in development, which, much like Praydog’s Unreal Engine VR (UEVR) tool, makes it possible to inject VR support into flatscreen games running in the Unity game engine.

Working with Flat2VR Studios, an Impact Reality studio dedicated to porting flatscreen games to VR, Raicuparta also had a major hand in porting the soon-to-release Trombone Champ: Unflattened to all major VR headsets, which is slated to come among a rash of official VR ports, including WRATH: Aeon of Ruin VR, Roboquest VR, and Flatout VR.

Launching “soon” on Quest 2/3/Pro, PSVR 2 and SteamVR headsets, Human Fall Flat is coming with all levels from the game’s original release as well as extra content created by community members. There’s no release date yet, but you can now wishlist on Steam and the Horizon Store, with a PlayStation Store listing still pending.

The post ‘Human Fall Flat’ is Getting Official VR Support Thanks to This Prolific Modder appeared first on Road to VR.

Before yesterdayRoad to VR

Quest 3S Name Seemingly Confirmed in Leaked Meta Support Page

13 September 2024 at 17:15

The past few months has brought little speculation surrounding the name of Meta’s next headset, primarily due to a number of leaks from Meta’s periphery. A new leak, courtesy of serial dataminer Luna, however seemingly confirms what we all knew all along. It’s called Quest 3S.

Meta’s support pages now confirm the “Action Button” on Meta Quest 3S that I had previously leaked: https://t.co/vaCWeoksnv pic.twitter.com/uKuhluk4nC

— Luna (@Lunayian) September 13, 2024


The image above reportedly comes from a Meta support page detailing an ‘Action Button’, which seems to allow the user to switch between virtual reality and passthrough, an action that’s done with a tap of the headset on Quest 3.

Provided the image is genuine, it makes for the most direct confirmation of the Quest 3S name among a torrent of strong, but equally questionable leaks.

Back in March, an image from a now deleted Reddit post (preserved by Luna) showed an ostensible mock-up of a French language Meta store landing page, wherein ‘Quest 3S’ is both seen and named.

Image courtesy Luna

It’s still not clear the provenance of the image, although an official image of the headset itself cropped up in files found within the Meta PC client, confirming that the initial leak originally derived from either Meta or a close partner.

Then, in May, Meta-owned studio Magnopus briefly listed ‘Quest 3S’ as a supported device in their fitness game Alo Moves XR.

Image captured by Road to VR

So now we’ve seen the headset, and we now know with confidence it’s actually named Quest 3S, what else is there to find out?

Here’s the rumor mill’s take: Quest 3S is said to have the same Fresnel lenses and display as Quest 2, although runs the same Snapdragon XR2 Gen 2 chipset as Quest 3, and comes with color passthrough for mixed reality experiences. It’s also rumored to target a $299 price point, and be offered in a both a 128GB and 256GB model.

With an FCC certification already on the books, we’re now waiting for confirmation of those specs and a big reveal at Connect 2024 kicking off September 25th – 26th, which seems all-but-confirmed to be the event to watch for all things Quest 3S.

The post Quest 3S Name Seemingly Confirmed in Leaked Meta Support Page appeared first on Road to VR.

Backrooms-inspired PC Adventure ‘POOLS’ is Getting VR Support Soon, Gameplay Trailer Here

13 September 2024 at 11:06

Games inspired by ‘The Backrooms’ Internet lore are usually pretty scary, but PC game POOLS (2024) has a different way of getting under your skin. No monsters. Just pools. And soon, you’ll be able to play in VR.

Developer Tensori is bringing VR support to Pools soon, which is slated to arrive as a free update to the PC game.

The game, which throws you into an eerie, maze-like pool facility, is also heading to PS5, which according to the PlayStation Store listing will also be bundled in for PSVR 2.

Pools “can feel oppressive at times by invoking fears of getting lost, the dark, tight spaces and liminal space architecture,” the studio says, having released the game on Steam earlier this year to overall ‘Very Positive’ user reviews.

There’s no release date yet, however Tensori says in a Steam update they’ll be announcing “all the details on when the update is coming real soon.” The studio said previously while it’s making no promises, “during this year is likely.”

Notably, the studio hasn’t mentioned whether it’s eyeing Quest support at this time, although we hope they do.

The post Backrooms-inspired PC Adventure ‘POOLS’ is Getting VR Support Soon, Gameplay Trailer Here appeared first on Road to VR.

Hit Physics Platformer ‘Human Fall Flat’ is Coming Soon to VR Headsets, Trailer Here

12 September 2024 at 17:36

Curve Games and No Brakes Games, makers of indie hit Human Fall Flat (2016), today announced an entirely new version of the game targeted at all major VR headsets.

Called Human Fall Flat VR, the puzzle-filled platformer sends you wobbling through whimsical dreamscapes, letting you control your wibbly arms, where you can leap, climb, and swing around by using your VR controllers.

The game is slated to arrive “soon” on Quest 2/3/Pro, PSVR 2 and SteamVR headsets, bringing with it all the levels from the game’s original release, along with a wide selection of Extra Dreams created by some of the most talented community creators, the studio says, noting that it will feature an “intuitive 3rd-person view specially designed for VR headsets.”

Like the original, there will be both solo and online multiplayer, letting you team up with three other friends to navigate the game’s tricky traps and mind-bending physics puzzles.

While there’s no release date on the books yet, and store pages for Meta and PSVR 2 are still coming, Human Fall Flat VR is available to wishlist on Steam, priced at $13/£10/€13.

The post Hit Physics Platformer ‘Human Fall Flat’ is Coming Soon to VR Headsets, Trailer Here appeared first on Road to VR.

Meta CTO Confirms Work on “glasses form-factor” Mixed Reality Device

12 September 2024 at 15:07

Meta CTO and head of Reality Labs Andrew ‘Boz’ Bosworth says the company is currently working on a “glasses form-factor” mixed reality headset.

In an Instagram Q&A, Bosworth confirmed the company is working on the device, although didn’t provide any concrete timelines:

“I don’t think a mixed reality headset, even in a glasses form factor—which we’re working on—is going to disrupt the smartphone. But I do think augmented reality is going to at some point, and we’re also working on that—but I can’t tell you the timelines.”

Two weeks ago, a report from The Information citing two Meta employees alleged the company is now considering a mixed reality device resembling “a bulky pair of glasses,” codenamed ‘Puffin’, which could release as early as 2027.

Puffin allegedly incorporates pancake lenses and includes an “External Processing Puck and Battery,” which would ostensibly offload weight from the user’s head.

In his Q&A, Bosworth also highlighted that a “ground breaking” AR announcement is set to come during Connect 2024, which is due o kick off September 25th.

“I think the AR announcement will be very ground breaking. We’ve already kind of teased it, but I think when people start to be able to experience it, I think that it’s really going to turn some heads,” Bosworth said.

Meta CEO Mark Zuckerberg confirmed in an interview with YouTuber Kane ‘Kallaway’ Sutter back in July the company was showing off a pair of prototype AR glasses soon, which now appears to point to a Connect reveal.

“The glasses are, I think, going to be a big deal,” Zuckerberg said. “We’re almost ready to start showing the prototype version of the full holographic glasses. We’re not going to be selling it broadly; we’re focused on building the full consumer version rather than selling the prototype.”

We’ll also be looking forward to learning more about the all-but-confirmed Quest 3S, which is likely set to be the company’s next affordable headset. There’s also a fleet of third-party Quest-like headsets running HorizonOS still sitting in the wings, which will arrive from partners ASUS, Lenovo, and Xbox.

The post Meta CTO Confirms Work on “glasses form-factor” Mixed Reality Device appeared first on Road to VR.

VisionOS 2 Launches Next Week, But Three Big Features Won’t Come Until “later this year”

12 September 2024 at 11:48

Apple confirmed it’s launching VisionOS 2 on September 16th, which is coming along with a ton of previously teased features announced back at WWDC in June. Three features are listed as “coming later this year” though. Here’s what you’ll be missing come Monday.

We wrapped up the list of VisionOS 2 stuff below, however three pretty interesting features don’t have release dates yet:

Panoramic Productivity with Mac Virtual Display

This one we really hoped would come along with VisionOS 2, but we’ll just have to wait a bit longer. Later this year Apple will finally allow Mac Virtual Display for a more immersive, ultrawide screen experience, something the company says simulates two 4K displays side by side for enhanced multitasking.


It looks pretty simple too. The video above shows a UI toggle to go from ‘Normal’ to ‘Wide’ and ‘Ultrawide’ modes when using Mac Virtual Display, which could tip the scales of finally bringing Vision Pro (along with your Mac) to the coffee shop to get work done.

Spatial Videos Support for Final Cut Pro

Apple announced back at WWDC that Final Cut Pro will finally play nice with MV-HVEC videos captured by Vision Pro, iPhone 15 Pro, and now the entire iPhone 16 line thanks to support for of spatial video, photo and audio capture. At some point, Apple says you’ll be able to import and edit spatial videos in Final Cut Pro on your Mac, add “immersive titles and effects,” and then view the final product in Vision Pro.

We haven’t seen it in action yet, but if Apple is investing sufficient resources, we’re really holding out hope for a seamless editing and live viewing experience, which would be great for workflow.

Apple TV Sports Multiview

At some point Vision Pro is getting the Multiview feature on Vision Pro’s Apple TV app, putting it more in line with the capabilities of Apple TV 4K.

The addition of Multiview means you’ll be able to watch up to five MLS or MLB games simultaneously, with customizable layouts and the ability to switch between different game views. On the toilet.

In case you missed it, here’s a list of some headlining features coming to VisionOS 2 next week:

Coming Next Week:

  • Create Spatial Photos from 2D Images: Instantly transform existing photos into spatial photos with depth and dimension by tapping on them in your library.
  • SharePlay for Photos: On FaceTime, share and interact with spatial photos, videos, and panoramas with friends and family, allowing you to relive memories together in life-size scale.
  • Redesigned Photos App: A refreshed and organized Photos app makes it easier to find photos and featured spatial photos with a visually appealing and user-friendly layout.
  • Trim Videos at Any Scale: Trim videos from your photo library with ease, adjusting the scale to fit your preferences.
  • See Your Keyboard in Any Environment: When immersed in an Environment, your Magic Keyboard or MacBook keyboard will be recognized, allowing uninterrupted typing.
  • Cinematic Video Experience in Safari: Enjoy watching videos on a massive screen in Safari, with enhanced cinematic effects, such as screen glow and reflections.
  • Guest User Mode: Easily let friends and family try Apple Vision Pro with Guest User mode, which now saves their eye and hand data for quick setup in future sessions.
  • Look to Dictate in Messages: A new dictation method in Messages where you can simply look at the text field to start dictating.
  • AirPlay Receiver: Use AirPlay to mirror your devices to Apple Vision Pro, expanding sharing and viewing capabilities.
  • Train Support in Travel Mode: Work with multiple apps or watch shows while commuting, enjoying a massive screen in a serene virtual Environment.

The post VisionOS 2 Launches Next Week, But Three Big Features Won’t Come Until “later this year” appeared first on Road to VR.

Mixed Reality Flight Sims Are Accelerating F-16 Pilot Training in Ukraine

11 September 2024 at 17:43

Flight simulator company Dogfight Boss, and Varjo, the high-end XR headset creator, announced they’ve shipped their first mixed reality F-16 simulator to the Ukrainian Air Force to help accelerate pilot training. And there’s likely more to come, as the country inevitably looks to scale training to keep pace with the influx of the American-built fighter jets.

Last month Ukraine began receiving its first F-16s from NATO members Denmark and the Netherlands, which are meant to replace its aging Soviet-era MiG and Sukhoi jets. Belgium and Norway have also signed on to provide Ukraine with over 60 of the fighter jets.

A handful of Ukrainian pilots began training to fly F-16s in Arizona late last year, however Ukrainian officials have expressed frustration they simply can’t train enough, as F-16 training programs in the US and across Europe have limited seats.

Now Dogfight Boss and Varjo have partnered to deliver a MR headset-equipped F-16 C Viper simulator to an unspecified Ukrainian Fighter Pilot Base in Kyiv, which will allow pilots to fly virtual missions while seeing a passthrough of their instrument cluster, allowing for a more realistic training experience.

Although such a platform doesn’t address the training crunch at hand, it will allow pilots to train and maintain skills in-country, which has been an active war zone since the Russian invasion began in February 2022.

Dogfight Boss maintains in a LinkedIn post that the reception to the MR simulator has been promising thus far, noting there is an “urgent need for additional units to support cooperative training scenarios.” This could see at least eight more simulators shipped to the Ukrainian military, the company says.

“After nearly a year of detailed fine-tuning and extensive testing with the help of EU F-16 pilot instructors, we are honored to deliver Ukraine’s first fully functional F-16 simulator,” Dogfight Boss CEO and founder Lukas Homola says. “This simulator is a testament to our commitment to precision and excellence, which is being developed and produced in-house. From construction to electronics, every component, including the complete instrument panels, throttle quadrant, pedals, and force-sensing stick base, has been crafted to meet the highest standards.”

Both the Finland-based Varjo and Czechia-based Dogfight Boss have worked extensively with defense customers over the years, with Varjo’s XR headset currently used by 60 such entities, including the U.S. Army Reconfigurable Virtual Collective Trainer (RVCT) program which uses Varjo for portable training for the Apache, Chinook, and Blackhawk helicopters.

The post Mixed Reality Flight Sims Are Accelerating F-16 Pilot Training in Ukraine appeared first on Road to VR.

iPhone 16 Adds Spatial Photos and Spatial Audio Capture for Vision Pro

11 September 2024 at 12:18

Apple announced its new iPhone 16 is getting a little more spatial with the addition of both spatial photos and audio, essentially putting it in line with Vision Pro’s capture capabilities.

The company’s big event on Monday didn’t bring any giant revelations for Vision Pro, although the company announced a host of products, including its AI-infused iPhone 16 line, as well as all-new Apple Watch Series 10 and AirPods 4.

iPhone 16 Pro Max & 16 Pro  (left), iPhone 16 Plus & 16 (right) | Images courtesy Apple

The iPhone 16 introduces a new pill-shaped camera design, enhanced AI features, and a couple of new buttons (Action and Camera Control) compared to the iPhone 15. It retains the same 60Hz display (120Hz on iPhone 16 Pro), with improvements being pretty incremental overall.

The entire iPhone 16 line however also comes with the ability to not only capture spatial video like on iPhone 15 Pro, but now spatial photos and audio. Vision Pro can do all of these things, although you’d have a hard time fitting it in your pocket.

Regardless of what phone you have, if you own a Vision Pro all of your photos can be spatialized thanks to an update earlier this summer which automatically converts 2D photos to 3D—and pretty convincingly so.

Notably, spatial videos can also be viewed on other XR devices that support the MV-HVEC video codec, such as Meta Quest.

The post iPhone 16 Adds Spatial Photos and Spatial Audio Capture for Vision Pro appeared first on Road to VR.

Vision Pro Hackathon Takes Place This Week With $25K in Cash & Prizes

9 September 2024 at 18:21

Vision Hack, the world’s first global visionOS hackathon, is being held this week from September 13–15th. The organizer has announced $25K in cash & prizes on offer for winners.

Guest Article by Cosmo Scharf

Cosmo Scharf is an Emmy-nominated product designer and entrepreneur with a decade of experience in XR. He co-founded Vision Hack and visionOS Dev Partners to support visionOS developers. Previously, Scharf created MovieBot, an AI-powered 3D animation app, and Mindshow, a VR platform for animated content creation. His also started VRLA, one of the world’s largest immersive technology expos.

Vision Hack is happening this week starting on Friday the 13th. All skill levels are welcome and there’s still time to sign up to participate. The first two readers to use code RoadToVRF5M3T can sign up for free.

We have some exciting updates for you about the event.

Prize Categories

There will be four main prize categories:

  • Game & Entertainment
  • Productivity & Utility
  • Wellbeing & Lifestyle
  • XR Demoparty – Presented by XR.vc

Each category will have three winners: 1st Place ($3,000), 2nd Place ($1,500), and 3rd Place ($500).

Schedule

Here’s a schedule of Vision Hack’s key moments (all times in EST):

Day One – Friday, September 13th

5:00 PM – Opening Ceremony
6:00 PM – Hackathon Begins

Day Two – Saturday, September 14th

10:00 AM – Check-in & Workshop Kickoff
1:00 PM – Teamwork & Mentor Office Hours
7:00 PM – Evening Coding Jam

Day Three – Sunday, September 15th

10:00 AM – Check In
6:00 PM – Project Submission Deadline
6:30 PM – Closing Celebration

Day Four – Monday, September 16th

10:00 AM – Winners Announced

Local Meetup Update

We’ve added Manchester and Stockholm to our existing lineup of NYC, SF, Paris, & Montreal. RSVP here. Can’t wait to see you IRL!

Thank You Sponsors & Media Partners

Thank you to our sponsors XR.vc, The Venture Reality Fund, Syntech, CXR Agency, Annapro, & Globular Cluster! Thank you as well to our media partners Apple Insider, Apps for Apple Vision Pro, Road to VR, XReality Zone, r/VisionPro, and Immersive Tech Week!

Sounds fun? Sign up for Vision Hack here.


Road to VR is a proud media partner of the Vision Hack event

The post Vision Pro Hackathon Takes Place This Week With $25K in Cash & Prizes appeared first on Road to VR.

‘Beat Saber’ Gets New Eminem Track as Part of Surprise ‘Shock Drop’ Songs

9 September 2024 at 17:14

Beat Saber is getting ‘Shock Drops’, something Meta calls a “new-ish hit single to keep things fresh,” the first of which is Eminem’s Houdini.

Houdini, the chart-topping song from Eminem’s twelfth studio album The Death of Slim Shady (Coup de Grâce), has had over over 138 million views on YouTube and over 340 million listens on Spotify. Meta notes in the annoucement it was a “natural choice for Beat Saber to wrap up brat summer.”

Houdini arrives with an updated version of the environment from the Hip Hop Mixtape, which was launched back in April and included tracks from the likes of Snoop, Dr. Dre, Eminem, The Notorious B.I.G., and 2Pac.

Like all of Beat Saber’s music packs, Shock Drops are coming to all supported headsets, including Quest, PSVR 2, and PC VR headsets. You can find them over in the new game section ‘Shock Drops’, priced at $2 a piece.

Note: like the Hip Hop Mixtape, Houdini is uncensored, which means it won’t show up for people with parent-managed Meta accounts.

The post ‘Beat Saber’ Gets New Eminem Track as Part of Surprise ‘Shock Drop’ Songs appeared first on Road to VR.

‘Hitman 3 VR: Reloaded’ Gets First Big Patch Today Following Critical Misfire

9 September 2024 at 16:48

Hitman 3 VR: Reloaded flopped pretty hard when it launched on Quest 3 last week, currently garnering it a [2,7/5] star user rating to go along with an overwhelmingly negative reaction from reviewers far and wide. Now developer XR Games is pushing out its first big update which hopes to address a myriad of issues.

In our full review we gave Hitman 3 VR: Reloaded a [3/10], where we noted that while technically playable on launch day, it was simply not advisable due to some pretty terrible optimization—not to mention the woeful amount of gloss stripped from the original to make it work on Quest.

During our review, the studio mentioned there would be a ‘Day 4 Patch’ confirmed to drop on today, September 9th, that would address some these ills. We haven’t gone hands-on with the patch yet, although we’re looking forward to seeing it in action when it rolls out, presumably later today.

Check out those patch notes below:

Day 4 Patch

Major Additions and Changes

  • Significant improvements to LOD popping (adjusted LOD distance — world elements will appear from further away)
  • Added stabiliser for the sniper rifle while aiming down sights
  • Increased crowd sizes and cull distances
  • Fixed Dartmoor Library agency pickup

Small Tweaks

  • Adjusted lighting to better balance light in dark areas
  • Data Core Chamber area brightened [Chongqing]
  • Outdoor area brightened [Final Test]
  • Gun no longer visible in the left hand while dragging bodies
  • Adjusted the grip on multiple Sword type weapons to better match player’s hand position
  • Reduced animation slicing for distance NPCs and crowds

Fixes

  • Fixed occluders in all levels to reduce issues with flickering, floating, and invisible environment elements
    • Fixed assets in all levels to remove Z-fighting and gaps in environments
    • Fixed holes in different areas of the terrain geo as well as as floating assets
    • Bikes no longer clip into the ground [Berlin] The ‘Yuzhong Square’ Neon sign renders correctly [Chongqing]
    • The Microphone Asset in the centre of the Asado now displays [Mendoza]
  • Improved textures in all levels
    • Water textures added to Carpathian Mountains
    • Texture displays when shooting bullets while flashbanged
  • VR pointers no longer appear behind UI in certain options
  • Fixed possible crash when exiting to main menu through pause menu when cinematic is playing
  • Cinematics now play on first-time selection of Mendoza and Chongqing
  • Window frame assets now display in both eyes from a mid-far proximity
  • Player can no longer see items they hold when entering the “Dance with Diana” mission exit [Mendoza]
  • Completing “The Final Test” now plays “Call Me 47” cutscene
  • Environment no longer clips through the train floor [Carpathian Mountains]
  • Selecting ‘Continue Story’ after completing mission from loaded save will now play cinematic
  • Adjusted light emission and VFX in all levels
    • Antique Cannon smoke VFX corrected [Mendoza]
    • Torches have correct light emission VFX [Berlin]
    • Improved VFX for water bottle explosions
    • Added water VFX to fountain [Dubai]
  • Loading screen graphics no longer display tilted or at the wrong height if HMD is tilted before they appear

The post ‘Hitman 3 VR: Reloaded’ Gets First Big Patch Today Following Critical Misfire appeared first on Road to VR.

Sharp & Japan’s Largest Telecom Unveil Lightweight AR Glasses ‘MiRZA’

9 September 2024 at 16:00

Sharp and Japan’s largest telecom NTT Docomo today announced a new pair of AR glasses called MiRZA, which is hitting the Japanese market sometime his Fall.

It would be pretty tough to mistake Mirza for a normal pair of glasses, what with its chunky struts and rims, 6DOF tracking sensors, and center-mounted camera—not to mentions its unique AR optics, which incorporate so-called ‘mirror bars’ courtesy of South Korean AR lens creator LetinAR, promising a 45-degree diagonal field of view.

Created by NTT QONOQ Devices, a joint venture between Sharp and NTT’s XR development branch NTT QONOQ, Mirza isn’t going to be cheap either. Priced at an eye-watering ¥248,000 (~$1,730 USD), the funky but functional device more than likely will be squarely targeted at enterprise.

In the press release (Japanese), the company highlights its ability to take photos and make calls, and also display multiple screens positioned anywhere around the user. Mirza promises a peak brightness of 1,000 nits, although it’s unclear if that’s referring to perceived brightness to the end user or the brightness of the 1,920 × 1,080 microOLEDs.

To boot, Mirza promises good weight distribution thanks to placing components closer to the back of the glasses’ struts. Both internal battery and processing (Qualcomm Snapdragon AR2 Gen1) is on board, however it boasts wireless connectivity to Snapdragon Spaces-compatible smartphones.

Image courtesy NTT QONOQ Devices

For now, the company has only certified the AQUOS R9 SH-51E, a Japan-only flagship from Sharp, however the company says more compatible phones will be announced in the future.

We’re still waiting for more clarity on launch regions, however it’s likely Mirza may be a Japan-only device. In the meantime, check out the specs below:

MiRZA Specs

  • Weight:125g
  • Size: Approx. 187mm (W) x 45mm (H) x 184mm (D) (when in use), Approx. 187mm (W) x 45mm (H) x 96mm (D) (stored)
  • Chipset: Snapdragon® AR2 Gen1
  • Display: Resolution: FHD (1,920 x 1,080), 45° FOV (diagonal), 1,000 nits brightness, MicroOLED binocular full color
  • Optics: LetinAR’s unique thin mirror bar type optical module
  • Battery: continuous use time: 1~1.5 hours, charged in under 2 hours using the included USB Type-C cable
  • Camera: 1x front RGB camera (image quality: FHD), 2x side monochrome cameras
  • Audio: 4x microphones, 2x speakers
  • Other sensors: Touch sensor (for operation), Proximity sensor (for determining wearing status), Illuminance sensor (for automatic brightness adjustment), Acceleration/gyro/camera spatial recognition sensor (for 6DoF tracking)
  • Connection: Bluetooth 5.0, Wi-Fi 6E

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This Mod Lets You Play ‘Star Wars Outlaws’ in VR

6 September 2024 at 14:21

Serial modder Luke Ross has released a new VR mod for the PC version of Star Wars Outlaws (2024).

Ross has been keeping up with the latest game releases it seems. Released only on August 30th, you can now play Star Wars Outlaws in VR.

Granted, the 6DOF mod uses gamepad and not VR controllers as such, and is probably best played in third-person, although you can adjust the camera to give some pretty great first-person views.

Check out YouTuber ‘Lord Beardsteak’ below make their away around Tatooine, showing off some the game’s impressive open-world environments:

If you haven’t had a chance to jump into Star Wars Outlaws, here’s how Ubisoft describes it:

Experience the first-ever open world Star Wars™ game, set between the events of The Empire Strikes Back and Return of the Jedi. Explore distinct locations across the galaxy, both iconic and new. Risk it all as Kay Vess, a scoundrel seeking freedom and the means to start a new life, along with her companion Nix. Fight, steal, and outwit your way through the galaxy’s crime syndicates as you join the galaxy’s most wanted.

Like with many of Luke Ross’ R.E.A.L. VR mods, you’ll have to join their Patreon to get access, which starts at $10 per month. Once you join the Patreon, you’ll find documentation on how to install the mods (basically drag and drop) as well as suggested specs. Spoiler: you’ll need a beefy rig for almost any of Ross’ mods.

Ross is known for offering retroactive VR support for a host of PC games, including Horizon Forbidden West, Elden Ring, and Cyberpunk 2077 to name a few.

Earlier, Ross also modded a number of Rockstar Games titles, including GTA V, Red Dead Redemption 2, and Mafia II, however due to a dispute with the studio many of have been removed from the project’s Patreon, although continue to be available on GitHub.

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Hands-on: ‘Batman: Arkham Shadow’ Brings the Series’ Signature Combat to VR

27 August 2024 at 14:59

Next year VR will get its first big Batman VR game, exclusively on Quest 3. We went hands-on with the game and found out what it’s like to be the brawler behind the mask.

My first impression of Batman: Arkham Shadow is that it was hard on my back.

The Arkham series is well known for its “freeflow combat,” where you’re able to freely attack in any direction at any time. You manage violence in these games like an orchestra conductor, where you’re always in control.

The first big hurdle for adapting Arkham into VR, as an exclusive for the Meta Quest 3, was how to handle freeflow combat. The developer Camouflaj’s answer was to turn the game into a boxing simulator.

I’m only about half kidding. When you enter combat in Arkham Shadow, you open by throwing a punch, which makes Batman lunge at your targeted opponent. From there, you can punish them with a flurry of lefts and rights.

If one of your opponent’s buddies goes for a sucker punch, you’re warned by a blue icon that shows up directly in your field of vision. When you swing your arm in the indicated direction, Batman instantly abandons his current target in favor of countering the incoming punch. You’re never off-guard and, just like the rest of the Arkham series, you’re always in control.

However, you’re also always shadowboxing. And I felt the results in my back muscles for the rest of the week. I might grab a couple of light wrist weights before I pick up the full version, so I can pretend to be Batman and get a work out at the same time.

I played a short demo of Arkham Shadow at Meta’s offices in Bellevue, Washington, a week in advance of the game’s first gameplay reveal.

Arkham Shadow is a canon entry in the Arkham series timeline, set a few months after the events of 2013’s Arkham Origins. At this point in the series, Batman (Roger Craig Smith) is still relatively new to fighting crime, without the network of allies, equipment, and hidden lairs that he’ll eventually develop.

As the game opens, Batman’s only ally is his butler Alfred, who serves as his mission control for an investigation that’s taken Batman into Gotham’s sewer system. The Rat King has organized dozens of Gotham’s dispossessed citizens into an anarchist movement, which has recently kidnapped several policemen.

The demo I played is primarily about rescuing those policemen, then returning to the surface, in a short sequence that also serves as Arkham Shadow’s tutorial level.

Batman’s basic equipment in Arkham Shadow includes Batarangs, which you can retrieve by grabbing them off of your chest. These automatically return to Batman’s hand once thrown and are primarily used to target distant switches or destructible objects. If you toss one at an enemy, it’s good for a short stun, which can be useful in a pinch.

Batman is also equipped with his grapple gun so you can zip to distant ledges. And there’s the “detective vision” that’s built into his mask. This is activated in Arkham Shadow by bringing your right hand to your head and pushing the trigger button on the controller. In detective vision, interactive objects in your environment are highlighted, you can see opponents’ alarm levels and equipment, and you can track electronics by their power conduits.

The detective vision also lets you see hostile opponents through walls, which gives you a necessary edge. Batman’s armor can’t handle incoming gunfire, so you’re at a distinct disadvantage whenever street punks show up with rifles.

At this point, you’re advised to use stealth, confusion, and the environment to your advantage. Batman can travel unseen through vents, land stealthy silent takedowns if he gets the drop of an enemy, or leave opponents dangling from Gotham’s trademark Gothic statuary. If you’re caught off-guard, you can hit B to drop a smoke bomb from Batman’s left gauntlet, which obscures enemies’ vision and stuns them for long enough that you can retreat to the shadows.

As Arkham Shadow plays out, you’ll gradually accumulate more gadgets and tools. The demo ends before what the studio told me was the game’s first big plot twist. Shortly after that point, players are introduced to Arkham Shadow’s hub level.

From here, you’ll be able to take on the game’s antagonists in whatever order you prefer, and will unlock more of Batman’s arsenal along the way, such as a pistol that shoots the trademark Arkham explosive gel. That in turn lets you revisit old locations in search of more bonuses and collectibles, which are hidden throughout the environment. I was able to find a couple of rat statues and propaganda radios made by the Rat King’s followers, which I got to smash against the ground or wall for achievement progress.

The game’s developer, Camouflaj, deliberately dodged the issue of what other antagonists would appear in Arkham Shadow, and are focusing for now on Batman’s fight against the Rat King. The game will also feature appearances by Ratcatcher (Khary Payton), Commissioner James Gordon (Mark Ralston), Harvey Dent (Troy Baker), and Harleen Quinzel (Tara Strong), the latter two of whom have yet to become supervillains at this point in the Arkham timeline.

You’ll also receive backup in Arkham Shadow from a pre-Batgirl Barbara Gordon, who serves as computer support for Batman. Part of the game’s plot reportedly involves Batman having to keep secrets from both Barbara and her father, neither of whom want the other to know that they’re working with Batman.

That all matches with something that’s conveyed very well by the demo: in Arkham Shadow, Gotham is just on the edge. Everything in the city, and about Batman, is about plate-spinning. Everything could fall apart at any time.

That mirrors the combat system; it’s got a certain ragged desperation to it. In the later Arkham games, you’re able to play Batman as a sort of violent chessmaster, where you dance between opponents and beat up six baddies at once. In Arkham Shadow, however, you have to deliver each individual punch and takedown yourself. Not only does that encourage you to do whatever you can to stack the deck in your favor ahead of an open confrontation (like silent takedowns or opening with a Batarang) but it really sells the illusion that you’re in a back-alley fistfight. When I got tired halfway through an encounter, and realized there were still two guys left to fight, there was a distinct moment there that I remembered I wasn’t Batman.

I’d go so far as to say that it’s a more interesting version of Batman to me than the older version from the later Arkham games on the timeline. Developer Camouflaj has taken advantage of Arkham Shadow’s status as an interquel to write Batman as experienced but still quite raw, in a city that barely makes any sense: the sewers are nicer than the city streets, the cops are more dangerous than the crooks, and the most moral person in Gotham is a 20-something vigilante.

I’m genuinely interested in seeing where the Batman superfans at Camouflaj plan to go with this. The overall atmosphere feels very different than the high-concept dystopia of, say, Arkham City. Arkham Shadow is about rolling around in the dirt.

Beyond that, Camouflaj kept much of Batman: Arkham Shadow under wraps. Most of the team was dying to talk more about it as its 75-person team has been living and breathing Batman for the last four years. If there was one impression I had as I walked away from the demo, besides the feeling in my back muscles, it was that Arkham Shadow was a labor of love.

Batman: Arkham Shadow is scheduled for release this October as an exclusive for Quest 3.

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New Valve VR Game Reportedly in Development Alongside Long-rumored Standalone Headset

27 August 2024 at 12:04

There’s no shortage of speculation when it comes to all things Valve. Tyler McVicker, YouTuber and one of the leading voices dedicated to deciphering Valve’s various internal developments, however now reports that not only is the company’s long-awaited standalone VR headset still coming, but it may arrive alongside its own Half-Life game.

Valve’s much hyped standalone, known only as ‘Deckard’, is “still very much in production,” McVicker maintains, saying that according to his sources that Valve “still intend[s] on shipping this piece of hardware.”

Check out his latest latest video, linked below:

While rumors swirl around the next Half-Life game, which may not be a VR-supported title (aka ‘HLX’), McVicker speculates a Half-Life game built specifically to showcase Deckard is likely in the cards, much like how Half-Life: Alyx (2020) showed off the capabilities of Valve Index.

Echoing a previous rumor first reported in 2020, McVicker renews speculation that two Half-Life games could be in development, making for what could be an asymmetric co-op game across PC and Deckard.

The result would be “an asymmetric multiplayer game taking place in the Half-Life universe,” McVicker says, “where one player is in VR and the other on a computer. The computer player would always be Gordon Freeman, while the VR player would be Alyx Vance. The idea was that these two characters would interact, with the VR player experiencing Alyx’s story and the PC player experiencing Gordon’s story, both having cooperative elements between them.”

While that specific claim is still very much a rumor, McVicker does a lot of sleuthing when it comes to code published by Valve across its various first-party titles and services, which can hold some clues as to what’s coming down the pipeline. He admits he’s “nowhere near done” sifting through all code published by Valve in 2024 however, so we may learn more at some point later this year.

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‘The Unity Cube’ is the Worst Game on the Quest Store—on Purpose

By: Ben Lang
26 August 2024 at 21:19

The Unity Cube is an objectively terrible game that was built to test the limits of what Quest content Meta would allow into its uncurated App Lab program. The experiment continues to prove its worth; now that Meta has dissolved App Lab, The Unity Cube has moved to the main Quest store and shown that Meta is truly hands-off when it comes to the scope or quality of what can get listed in its VR game store.

For a long time the only official way to distribute an app on Quest was to submit it to Meta for manual review. But Meta would only accept applications which met opaque quality criteria, like how much content the app offered and whether it was appropriately polished. This made it difficult for developers to get smaller or experimental apps in front of the Quest audience, leading to significant developer outcry for a more open process.

That prompted the creation of ‘App Lab’, an alternative distribution approach for Quest which allowed developers to submit applications for distribution without any judgement on quality or scope. But it came with the caveat that App Lab apps wouldn’t be shown in the main Quest store, leaving it up to developers to point their audience to the app’s page.

To test whether Meta was going truly hands-off when it came to the quality of App Lab apps, developer Tony “SkarredGhost” Vitillo created The Unity Cube.

Behold, The Unity Cube! | Image courtesy Tony Vitillo

As the name implies, the app is simply a blank Unity environment with a grey cube—that you can’t even interact with. Even at the great price of free, this app would have never stood a chance of making it onto the main Quest store. But could it make it onto App Lab?

Indeed, Meta allowed The Unity Cube into App Lab, proving it would let just about anything into the program, as long as technical requirements were met and content guidelines were respected (ie: no adult or illegal content).

It was good news that developers could submit any app to App Lab for distribution on Quest without worrying that Meta would block an app on the grounds that it wasn’t complete or polished enough. But sentiment remained that having this ‘unlisted’ Quest store made it unnecessarily difficult for developers to find customers.

After several years of App Lab, developer pressure finally pushed Meta to dissolve the program, ultimately merging the App Lab store with the main Quest store. This meant anyone could submit an app of any quality to the main Quest store where it would be visible to customers through browsing and searching.

Last week The Unity Cube completed its journey and became listed on the main Quest store, along with other App Lab apps, again proving that Meta would be truly hands-off on curation.

And though it’s still possible for developers to mark their Quest apps as “Early Access”—to tell customers to expect something experimental or incomplete—The Unity Cube’s creator joked that “it’s not even in Early Access because it is perfect as it is!”

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‘Gorilla Tag’ Developer Reveals First Glimpse of Ambitious New Game

By: Ben Lang
22 August 2024 at 22:43

The developer of Gorilla Tag, one of VR’s most popular and commercially successful games, has revealed the first clear look at its next game. Previously codenamed ‘Project A2’, the title has been officially dubbed Orion Drift, and aims to take Gorilla Tag’s social structure to the next level.

Another Axion is the indie studio behind Gorilla Tag, the viral VR game that’s taken on a life of its own and earned more than $100 million in revenue—making it one of VR’s most successful titles.

And while most studios would be reluctant to disrupt such a massive success with their own new title, that looks like exactly what Another Axiom is up to with Orion Drift. A newly released teaser shows how it will work.

Orion Drift is built atop Gorilla Tag’s signature arm-based locomotion system, but players will inhabit robot bodies rather than gorillas. But that simple change of avatar is far from the disruptive part. The game is taking Gorilla Tag’s seamless social lobby navigation and ‘playground’ gameplay and turning it up to 11.

Orion Drift is promised to feature space stations upon which up to 200 players can roam simultaneously. The space stations consist of multiple large arena spaces where players can play a wide variety of different games, from something that looks not far from ‘Gorilla Tag’ itself to ‘Tackleball’, which looks a lot like soccer or Rocket Race, but of course using your hands for movement and controlling the ball.

We also get a glimpse of another part of the station which includes something that looks like a golf course and pickleball courts. And still another area hosting an event called ‘Scrap Run’ which looks like an obstacle race.

Although this would already be plenty of space for activities, the cylindrical space station has at least seven additional huge modules that are shown as being ‘under construction’—the implication is that these will all fill out to support more unique activities and game modes.

And it might even be players that build out the rest of the station. Another Axiom previously said about the game that “[…] players can run their own servers, control their own stations, host their own rule sets, moderate and customize the look and feel of activities, posters, game modes and more,” and also mentioned plans for a level editor which would allow players to build their own maps and activities.

And if that wasn’t enough, at the end of the trailer the camera pulls way back and reveals not just the one floating station, but nearly 20 floating through space together.

It’s an ambitious concept that’s clearly inspired by the seamless social structure of Gorilla Tag, where game lobbies are ‘places’ and changing game modes is as natural as walking between rooms.

In Orion Drift, however, the idea isn’t just to wander down the hall into a new room, but traverse a whole space station full of people—and maybe even jump from station to station to find new game modes and people.

For now Another Axiom is calling this first look a “development snapshot” comprised of “early gameplay footage.” There aren’t yet hard plans for a release, but the studio is taking sign-ups for a closed early access period on its official Discord.

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