Virtual Reality

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Virtual Reality - Quest, PCVR, PSVR2, Pico, Mixed Reality, ect. Open discussion of all VR platforms, games, and apps.

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Meta Connect again saw its usual torrent of announcements this year, this time including the official unveiling of Quest 3S, as well as its new prototype AR glasses, Orion. Notably missing however was company’s three partner headsets from Asus, Lenovo and Xbox. Where are they?

Back in April, Meta revealed plans to open its Android-based XR operating system Horizon OS to third-party manufacturers for the first time, signaling a monumental shift in the company’s role as the sole headset creator for its XR platform.

At the time, Meta said not only would the company continue to create Quest devices, but the move would be a first big step in becoming the “open model” as an ostensible foil to Vision Pro, vis-à-vis Apple’s patently closed device ecosystem.

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Quest users can cast their in-game view to a TV, a mobile phone, and even to their friends and family on Facebook Messenger now. According to a recent marketing image uncovered by serial leaker and data miner Luna, it may soon also include support for WhatsApp too.

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Virtual Reality (VR) technology has experienced tremendous growth over the past decade, and Meta (previously Oculus) has been at the forefront of this revolution. Their VR headsets have transformed how users engage with virtual environments, offering immersive gaming experiences and realistic interactions. Following the release of the Meta Quest 3, anticipation for the Meta Quest 4 is steadily growing. Here’s a look at the possible features, upgrades, and market positioning of Meta's upcoming headset.

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Meta says AI NPCs are multiplayer by default, and creators will be able to customize both their appearance and voice.

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Nearly two years ago, Meta announced that Quest’s social space, Horizon Home, would allow users to watch YouTube videos together—something we’ve been wishing was easy to do in VR for a long time. Excitement waned, however, when the feature never actually made it out the door. Now the company says social viewing for YouTube is finally ready. […] Meta says the feature will begin rolling out next week.

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You can use the decky XR gaming plugin to get 3 dof virtual display on steamdeck with XR glasses like the Xreal, Viture, Rayneo, and Rodkid glasses.

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Skydance Games, the developers behind the much-anticipated VR adventure Skydance’s BEHEMOTH, announced the game is going to be slightly delayed beyond the original November 14th release date, pushing launch back a few weeks.

Skydance announced the news in an X post, noting the new release date is now set for December 5th, 2024 across all supported headsets, which includes Quest 2/3/Pro, PSVR 2, and SteamVR headsets.

“The positive reception to the game leading up to this point has been incredible, and the strong support from our community has made us all so excited to share what we’ve been working so hard on,” the studio says in the post. “We felt giving our team the extra necessary time to polish and deliver the highest quality game at launch was most important for our players.”

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At Meta Connect 2024, Meta announced not only the new Quest 3S VR headset, but also a new avatar system that will offer graphically more sophisticated models starting October 1.

According to Meta, there will be more customization options. These will now include details such as eye size, nose shape, body shape, and more. The movements and expressions of the avatars will also be much more lifelike than before.

To achieve this, Meta has overhauled the entire avatar system. In the future, developers will have access to a more detailed avatar skeleton, which will give them greater control over avatar movements and expressions.

In the course of next year, Meta wants to make it possible to use generative AI to generate new outfits through text input.

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Meta has finally revealed its latest headset, Quest 3S. Although it retains some of Quest 2’s flaws, it creates much needed parity in power and features, all at an unbeatable price: $299.

There’s no getting around the fact that the Fresnel lenses in Quest 2 (and now Quest 3S) are worse than the class-leading lenses in Quest 3. It’s not even so much the lower resolution, but mostly the glare and smaller sweet spot—which are almost completely absent on Quest 3—that are so visually reminiscent of Quest 2. These artifacts really impact the clarity of the image coming from the display.

Unfortunately this means that doing basic things in the Horizon OS interface—like navigating through your app library, browsing the web, and playing videos—will look nearly identical on Quest 3S as it does on Quest 2.

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Five years ago, we announced to the world that we were building AR glasses. We don’t think people should have to make the choice between a world of information at your fingertips and being present in the physical world around you.

That’s why today, we’re unveiling Orion, which we believe is the most advanced pair of AR glasses ever made. Orion bridges the physical and virtual worlds, putting people at the center so they can be more present, connected and empowered in the world.

Beginning today at Connect and continuing throughout the year, we’re opening up access to our Orion product prototype for Meta employees and select external audiences so our development team can learn, iterate and build towards our consumer AR glasses product line, which we plan to begin shipping in the near future.

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The team previously provided a fresh look at the title earlier this month, gradually releasing new teasers. Discussing their upcoming release plans and their ambitions for this intriguing narrative-driven VR adventure, One True Path targets both old and new players interested in old-school paper-and-pencil adventuring. Today's trailer in the XR Indies and Friends Showcase revealed that the first part of the game would be available for free starting today.

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The Resident Evil franchise has had a pretty solid run in the world of virtual reality. Taking a bold first step, Resident Evil 7 launched with PSVR compatibility, allowing headset owners to play through the entire game in virtual reality. In October 2021, a VR version of the oft-remastered, ported, and remade Resident Evil 4 hit the Meta Quest, and it's still widely considered to be one of the best experiences for the headset almost three years later. And just last year, both Resident Evil Village and Resident Evil 4 Remake were given free PSVR2 updates.

It seems likely that Capcom will want to continue pursuing its VR ventures with the Resident Evil franchise, but it might be some time before the next mainline entry or remake releases. Instead, Capcom could look to Resident Evil's past for more VR content. There's one RE spinoff that would perfectly suit a VR makeover, and it could land at the ideal time.

Released in November 2009 – just a few months after Resident Evil 5 – Resident Evil: The Darkside Chronicles is a Wii light gun shooter. Players are given four lengthy scenarios to play through, each of which has them blasting classic Resident Evil enemies with the Wii remote or the Wii Zapper that was bundled with certain versions of the game. Though VR games have evolved quite a bit since the early days of on-rails shooters like Until Dawn: Rush of Blood, that type of gameplay still suits the VR format well.

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It's been a year since Meta launched the Quest 3, its first major attempt at integrating mixed reality into a consumer-focused VR headset. At Meta Connect 2024 today, we're expecting the company to further expand out its headset family with a cheaper Quest 3S (likely replacing the Quest 2). And judging from the slew of rumors this year — and a bit of a tease from Mark Zuckerberg himself — Meta will likely show off its Orion AR glasses. And don't forget about Meta AI: Expect to hear more news about AI features in the Ray-Ban smart glasses, as well as throughout the company's apps.

Join us right here at 1PM ET, where we'll be covering the Meta Connect 2024 keynote live!

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Developed by Vertigo Games, Awakening promises an origin story for this post-apocalyptic series set five years before Metro 2033 that's written by Metro's creator, Dmitry Glukhovsky. Previously revealed back in January, a new trailer in today's PlayStation State of Play presentation confirmed the upcoming narrative adventure launches on November 7.

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Delayed Demo

At the Immersed IRL event, our goal was to demonstrate the full capabilities of the Immersed app running on the Visor hardware. Unfortunately, due to unexpected technical issues with 6DoF (six degrees of freedom) tracking that surfaced just before going live, we were unable to deliver the live demo that everyone was eagerly awaiting. This instability forced us to cancel the demo entirely to avoid risking a malfunction during the presentation.

‍‍We sincerely apologize for the lack of a live demo, especially considering the effort many of you made to be part of this event. Please know that our team is working closely with our tech partners to resolve these firmware issues as quickly as possible. Below, you can find videos showcasing the current working status of the app in 6DoF, as we continue to address the issues that were causing the experience to fail. While the software is nearly complete, we cannot ship a product that carries any risk of firmware instability. We are currently in the integration and quality assurance phase to ensure the entire experience is smooth.

‍We understand the disappointment, and we deeply appreciate your patience and understanding as we work through these final steps. You can expect the next update from us within the next week or so. Thank you again for your continued support.

‍Real device, Real displays, Real chipset

‍Once the firmware bug is fully fixed, we will release videos of real working demos with external parties as well.

(Do you believe them?)

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The Three Wrong Assumptions of VR Gaming

VR’s origin in hardcore gaming culture resulted in VR game development being underpinned by three false assumptions about the types of experiences that would (or could) make VR gaming successful. These assumptions were that gamers wanted graphical realism and fast-paced violence, and that they didn’t want casual play experiences.

Over the past three decades, “AAA” game development—a term used in the games industry to signify high-budget games distributed by large publishers—has driven the massive expansion of computing power in consumer gaming devices. Particularly in PC gaming, part of what made a game hardcore was the computing power needed to run it at “maximum settings,” with the most detailed and textured graphics available.

The enormous advances in game graphics over the past 30 years contributed to significant improvements in player experience. This graphical realism became closely entwined with the concept of immersion.

For VR—which sold itself as “ truly immersive”—this meant that hardcore gamers expected graphically real VR experiences. But VR environments need to be rendered smoothly in order to not cause motion sickness, something made harder by a commitment to graphical realism. This aspiration saddling VR games with a nearly impossible compute burden.

One game that sidesteps this issue—and has subsequently become one of the most celebrated VR games—is Superhot VR, an action puzzle with basic graphics in which enemy avatars and their bullets only move when the player moves their body.

Play begins with the player surrounded by attacking enemies, with death immediately returning the player to the starting moment. Play thus involves discovering what sequence of movements and attacks can get the player out of this perilous situation. It’s a learning curve reminiscent of the 2014 science-fiction film Edge of Tomorrow, in which a hapless soldier (played by Tom Cruise) quickly becomes an elite, superhuman soldier while stuck in a time loop.

The attention in Superhot’s gameplay is not to visual fidelity or sensory immersion, but what genuinely makes VR distinct: embodiment. The effect of its conceit is a superhuman-like control of time manipulation, with players deftly contorting their bodies to evade slow moving bullets while dispatching enemies with an empowering ease. Superhot VR provides an experience worth donning a headset for, and it consequently remains one of VR gaming’s top selling titles eight years after its release.

When Immersion Is Too Much

John Carmack’ Doom and Wolfenstein, on which VR’s gaming fantasy was based, are first-person shooters that closely map to hardcore gaming ideals. They’re hyperviolent, fast-paced, and difficult; they have a limited focus on story; and they feature some of the goriest scenes in games. In the same way that VR gaming has been detrimentally entwined with the pursuit of photorealism, VR gaming has been co-opted by these hardcore values that ultimately limit the medium. They lack mainstream appeal and valorise experiences that simply aren’t as appealing in VR as it is in a flat screen.

In a discussion around the design of Half Life: Alyx—one of the only high-budget VR-only games—designers Greg Coomer and Robin Walker explain that VR changes the way that people interact with virtual environments. As Coomer says, “people are slower to traverse space, and they want to slow down and be more interactive with more things in each environment. It has affected, on a fundamental level, how we’ve constructed environments and put things together.” Walker adds that the changes aren’t “because of some constraint around how they move through the world, it’s just because they pay so much more attention to things and poke at things.” Environments in VR games are much denser; on PC they feel small, but in VR they feel big.

This in part explains why few games originally designed for flat screens and “ported” to VR have been successful. The rapidly paced hyperviolence best characterized by Doom is simply sensory overload in VR, and the “intensity of being there”—one of Carmack’s aspirations—is unappealing. In VR, unrelenting games are unpleasurable: Most of us aren’t that coordinated, and we can’t play for extended periods of time in VR. It’s physically exhausting.

Casual Virtual Reality?

Beat Saber is a prime example of a game that might be derided as casual, if it weren’t the bestselling VR game of all time. Beat Saber is a music rhythm-matching game, a hybrid of Dance Dance Revolution, Guitar Hero, and Fruit Ninja. In time with electronic music, a playlist of red or blue boxes streams towards the player. Armed with two neon swords—commonly described as light sabers—the player must strike these boxes in the correct direction, denoted by a subtle white arrow.

Striking a box releases a note in the accompanying song, resulting in an experience that is half playing an instrument, and half dance. Well patterned songs create sweeping movements and rhythms reminiscent of the exaggerated gestures used by Nintendo Wii players.

Beat Saber’s appeal is immersion-through-embodiment, also achieved by disregarding VR’s gaming fantasy of hardcore experiences. With each song being, well, song length, Beat Saber supports a shorter, casual mode of engagement that isn’t pleasurable because it is difficult or competitive, but simply because playing a song feels good.

Gaming in VR has been subjected to a vicious self-reinforcing cycle wherein VR developers create hardcore games, which appeal to a certain kind of hardcore gamer user, whose purchasing habits in turn drive further development of those kinds of games, and not others. Attempts to penetrate this feedback loop have been met with the hostility of VR’s online gaming culture, appropriated from gamer culture at large.

As a result, the scope of VR games remains narrow, and oblivious to the kinds of games that might take VR to its billionth user. Maybe then, the one thing that could save VR gaming is the one possibility that VR enthusiasts decried the most when Facebook purchased Oculus in 2014: Farmville VR.

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Developed by MoonHood, a new studio formed by former Zoink (Fe, Lost in Random) developers Olov Redmalm and Klaus Lyngeled, The Midnight Walk sees you play as The Burnt One. After digging yourself out of a muddy grave to find a purpose, you soon reignite a dormant lantern creature called Potboy and bring them back to life.

This isn't the first time we've heard about The Midnight Walk, though this is the first time it's been officially named. You may recall that MoonHood announced its partnership with Fast Travel Games almost exactly one year ago, providing an early look at the clay characters being transformed into 3D models.

The Midnight Walk arrives on PC, PS5, SteamVR, and PlayStation VR2 in Spring 2025.

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The latest leaks concern the Quest 3, which is almost a year old, and the more affordable Quest 3S, which will be unveiled on Wednesday.

VR blogger Cezary Sobociński on X claims to have learned the following about the devices:

The Quest 3S will be available with 128GB and 256GB of storage and the two SKUs will cost $300 and $400 respectively. The price of the 128GB model was leaked a few days ago.
Meta will end production of the 128GB model of the Quest 3 in mid-November, only the 512GB model will continue to be sold.
Both SKUs of the Quest 3 (128GB and 512GB) will be temporarily discounted by 5-10 percent until the 128GB model is sold out.

The new price of the 512 GB model is not known, but there are rumors that the price will be reduced to $500 (the current price of the 128 GB model). The current price of the 512 GB SKU is $650.

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Build your own Bundle from 2 for $14.99. Add games to start saving. The more you add, the more you save! 4 + Games $7.25/Per item. Skyrim, Fallout, I expect you to die 3, etc.

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The Quest Touch Pro controllers now cost $250 instead of $300 The controllers are compatible with Quest 3 and 2 and are included with the Quest Pro, which will is still sold by Meta for $1000.

In addition to the controllers, the box includes:

Compact Charging Dock
2 Meta Quest Touch Pro Controllers
Meta Quest Touch Pro Stylus Tips
HMD USB-C Short Charging Cable
45W Universal Power Adapter

The Meta Quest Pro launched in October 2022. Meta has been selling the Touch Pro controllers separately since late 2022.

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submitted 4 months ago* (last edited 4 months ago) by [email protected] to c/virtualreality
 
 

What makes Beyond the smallest and lightest shipping VR headset is the same reason it takes longer to ship. Each unit has its lenses fixed to match the distance between the customer's eyes and a face pad molded to the shape of their face, based on the iPhone face scan they provide when ordering.

When Bigscreen started shipping the first Beyond headsets to preorder customers just over one year ago, new orders faced many months of waiting from submitting the scan to having the headset, with even preorders slipping by months.

If Beyond's claim of now shipping within one week of the scan is true, it represents a significant milestone for custom-fitted headsets.

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A group of fans were working to revive the VR game Marvel Powers United, which was released in 2018 and discontinued by Meta in 2021. However, Meta has now shut down the project due to copyright infringement.

In a statement on the project's Discord server, the team behind the revival announced that the project will be completely removed in the coming days.

"Unfortunately, we regret to announce today that the “Powers Revival Project” will be closed and completely removed in the following days. While we, in good faith, wanted to help legitimate game owners download the game as most had already uninstalled it at Meta's request after shutdown, that ultimately ended up being a terrible decision as we were unintentionally infringing on the copyrighted files belonging to Meta Platforms (MP). As would be expected, they've kindly asked us to take down this project and any infringing files. Unfortunately this also means that we will not be releasing our multiplayer servers that were very close to being finished."
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This is.... very unexpected. A Foss application releasing it's VR variant exclusive to a completely proprietary platform. This will be great for people who specifically have the quest 3 or pro, but all other VR enthusiasts and tinkerers like myself, must hope that this gets a pcvr OpenXR release soon.

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The Immersed IRL event, held yesterday in Austin, Texas was the company’s big moment to showcase its upcoming headset and build confidence that it was on track to deliver on the promise of an ambitious headset. But a botched demo may have done the opposite.

At the end of the keynote, Bijoy said that the headsets were being updated to a new firmware, and that the start of promised demos might be slightly delayed. I headed to the demo line, scheduled to be part of the first demo group at 11am. At 11:30, a harried-looking group of Immersed employees pressed quickly through the crowd with headsets cushioned in styrofoam and disappeared behind the black curtain screening off the demo area.

For the next couple of hours, we waited patiently, getting occasional hints from event workers that setup was still in progress, and that demos should start soon. Eventually, a voice over the intercom announced that demos were starting, but that software issues meant that they would be “hardware only” demos.

What that ended up meaning was that we could look at and handle the headsets, and we could even put them on our heads to feel the comfort and weight. But that none of the headsets would actually be powered-on. I asked if we could at least power them up to see the quality of the displays, even if we couldn’t use them running a proper virtual environment, but was told no. Questions to determine when an actual demo might be possible—late in the day? Tomorrow?— were met with discouragingly noncommittal responses.

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