HTC is running a Vive Pro 2 bundle deal right now in the US that includes the Vive Wireless Adapter, which when purchased separately costs $350.
The deal lasts from now until August 30th, bringing the full bundle price to $1,400. On its own, Vive Pro 2 costs $800, which doesn’t include controllers or tracking base stations (or Vive Wireless Adapter).
Besides a VR-ready PC, the bundle includes everything you need to go wireless: Vive Pro 2 headset, wand-style controllers, SteamVR 2.0 tracking base stations, Vive Wireless Adapter, and all of the bits and bobs in between, like cables, power adapters, mounting kits, etc.
Check out the headset’s specs below:
Vive Pro 2 Specs
Resolution
2,448 x 2,448 (6.0MP) per-eye, LCD (2x)
Refresh Rate
90Hz, 120Hz
Lenses
Dual-element Fresnel
Field-of-view
120° horizontal
Optical Adjustments
IPD, eye-relief
IPD Adjustment Range
57–72mm
Connectors
USB 3.0, DisplayPort 1.2, power
Cable Length
5m (breakout box)
Tracking
SteamVR Tracking 1.0 or 2.0 (external beacons)
On-board cameras
2x RGB
Input
Vive wand controllers, rechargable battery
Audio
On-ear headphones, USB-C audio output
Microphone
Dual microphone
Pass-through view
Yes
Granted, Vive Pro 2 still isn’t the most economical way to get into VR, although if you’re looking for a well-balanced PC VR headset with a better than average display, Vive Pro 2 is a pretty good choice.
Before you buy though, make sure to check out our full review of Vive Pro 2 where we stack it up next to Valve Index and HP Reverb G2, SteamVR headsets that most PC VR users look to first. In short, Vive Pro 2 doesn’t have the FOV of Index, or the clarity of Reverb G2, but it’s comfortable, includes a good slate of ergonomic adjustments, and has pretty great audio, albeit on-ear and not off-ear.
Still, it’s hard to argue with out-of-the-box wireless and the ability to readily bring either Vive or Tundra trackers into the mix—just the thing to launch your VRChat dance battles to the next level.
You can find the deal over on HTC’s website, which lasts from now until August 30th.
Microsoft, Qualcomm and Magic Leap announced a partnership to “guide the evolution” of the Mixed Reality Toolkit (MRTK), a cross-platform AR/VR development framework which has now gone open-source.
MRTK was a Microsoft-driven project that provided a set of components and features used to accelerate cross-platform XR app development in the Unity game engine. The developing team behind MRTK was unfortunately disbanded, as Microsoft cut both MRTK and the AltspaceVR teams earlier this year in a wide-reaching round of layoffs.
Still, as an open-source project now, Microsoft is joining XR industry cohorts Qualcomm and Magic Leap to form their own independent organization within GitHub that aspires to transform the software into a “true multi-platform toolkit that enables greater third-party collaboration.”
“With Magic Leap joining Microsoft as equal stakeholders on the MRTK steering committee, we hope to enrich the current ecosystem and help our developer community create richer, more immersive experiences that span platforms,” Magic Leap says in a blogpost. “Additionally, our support for MRTK3 will allow for simple porting of MRTK3 apps from other OpenXR devices to our platform.”
MRTK3 already supports a wide range of platforms, either full or experimentally, including OpenXR devices like Microsoft HoloLens 2, Meta Quest, Windows Mixed Reality, SteamVR, Oculus Rift (on OpenXR), Lenovo ThinkReality A3, as well as Windows Traditional desktop. The committee says more devices are “coming soon,” one of which will likely be the Magic Leap 2 AR headset.
Meanwhile, Microsoft announced MRTK3 is on track to reach general availability to developers on the second week of September 2023. To learn more, check out Microsoft’s MRTK3 hub, which includes support info, tutorials, and more.
Toast Interactive, the developer behind Richie’s Plank Experience (2017), revealed working on a new VR platformer that seems to be taking more than a few cues from Sony’s beloved Astro Bot Rescue Mission (2018) and Playful’s Lucky’s Tale (2016).
Called Max Mustard, the VR platformer has been under development for three years now, with the team calling it a “modern VR platformer with moments of nostalgia, meaningful upgrades, first person interactions and game play that keeps you wanting more.”
Here’s how Toast Interactive describes the game’s setup: “You and the famous inventor, Max Mustard embark on an adventure to reunite adorable mudpups with their parents. Along the way, you are faced with a surprise dilemma when a friend reveals a secret about who they are.”
Max Mustard is set to include 40+ levels, four bosses, eight upgrades, and 4+ hours of gameplay. Beyond that, judging by the trailer it looks like some mechanics were inspired by Astro Bot Rescue Mission. In the video, we see the player wield a suction cup dart gun, letting you solve minor puzzles to move Max forward.
We’d be surprised if the dart gun was the only tool, as those eight promised upgrades may include more elaborate puzzle-solving gear for the player to wield. Fans of pioneering VR platformer Lucky’s Tale will also probably note the resemblance thanks to its family friendly vibe and bright colors, which is admittedly a pretty standard look for games in the genre since probably before Spyro: Year of the Dragon (2000).
It’s still early days too. Max Mustard is “deep in the production phase,” the studio says, noting that it’s slated to release early next year. Toast Interactive hasn’t specified exactly which platforms it’s targeting beyond Quest, saying only that the reveal trailer represents the visual quality of Quest 2, noting further that the Quest 3 version will be “able to be pushed further” in terms of visual fidelity.
Publisher Vertigo Games and Mixed Realms, developer behind Sairento VR (2018), revealed a new trailer for their upcoming combat VR game Hellsweeper VR that shows off more of the game’s co-op action, which thankfully is confirmed to include cross-play on Quest, SteamVR, and PSVR 2.
HellsweeperVR is a follow-up to Sairento VR, this time letting two players join forces to descend into hell and slay twisted souls. The studios say we can expect shared combos and opportunities to execute unique co-op strategies as you take on all the evil the universe has to offer.
The studios say the game’s co-op mode offers a “full roguelike experience with a blend of strategic gameplay and RNG (randomized elements). Each player receives unique blessings, boons, and weapons, ensuring every playthrough offers different challenges and opportunities.”
In rogue-like mode, players fight rounds with various objectives, ending with a final boss fight. You’ll nab loot, upgrade your character, weapons or Hellhound.
Hellsweeper VR is coming to Quest, PSVR 2, and SteamVR headsets on September 21st, 2023. You can pre-order now on Steam, and wishlist on PSVR 2 and Quest. This also includes full cross-play support, so you can play with anyone regardless of their chosen headset.
Meta’s upcoming Quest 3 headset is slated for a Fall 2023 launch, possibly even at the company’s Connect developer conference coming September 27th. It seems Meta has suffered yet another unauthorized pre-launch unboxing of their hardware, echoing the Quest Pro leak from last year.
The video in question was posted to Reddit today, and subsequently captured and reposted in full by X (formerly Twitter) user ‘VR Panda. Alex From CHN’ before it was deleted by the original Reddit poster.
In the video, we get a brief (if not anticlimactic) glimpse at what appears to be the Quest 3 headset and Touch controllers. There’s not much else to say here: it definitely looks like Quest 3, floppy headstrap and all.
Meta announced Quest 3 back in June, just days prior to the reveal of Apple Vision Pro. Meta’s upcoming mixed reality headset is launching this fall for the starting price of $500, bringing with it much of the color passthrough functionality of the pricier Quest Pro, which sells for double the price.
At the time, Meta CEO Mark Zuckerberg called the company’s next standalone headset “[t]he first mainstream headset with high-res color mixed reality,” also touting it for its slimmer and lighter profile.
The headset, which integrates pancake optics instead of the Quest 2’s Fresnel lenses, is said to be “40% thinner” than Quest 2 when measuring without the foam facial interface.
Unboxing leak notwithstanding, we’re sure to learn more about Meta’s launch strategy at Connect in late September, and what games the company will highlight to make best use of the headset’s mixed reality capabilities.
When the original The 7th Guest launched on CD-ROM in 1993, it was apparently a pretty big deal. The amount of pre-rendered 3D graphics spliced with live action video clips made it a standout title among all PC games at the time, making it and Myst basically the hottest PC games ever. Now, Vertigo Games is rebooting the interactive horror puzzler in VR alongside a fresh injection of volumetric video which was undoubtedly a highlight in our hands-on.
The 7th Guest is coming in October to all major VR headsets, however we got a chance to go hands-on with a demo specifically for Quest 2 via a Steam build. Having never played the original ’90s game, I don’t have a basis of comparison, although what I did see was pretty indicative that Vertigo Games has done a ton to make this a visually appealing and modern game through and through.
Here’s the setup. Six guests have been welcomed to a foreboding mansion. There’s something sinister at play, as a wealthy recluse and toymaker, Henry Stauf, hides in the shadows. The ultimate question: Who is the 7th Guest? You’ll have to battle increasingly difficult puzzles and keep clear of whatever bumps in the night to solve the mystery.
Here’s the announcement trailer in case you missed it.
In the 25-minute demo, I got a sense of the scale and refinement of the game, although I still have some questions about puzzle difficulty. Don’t worry, I won’t talk about specific solutions here, just general impressions.
Starting outside, I find myself paddling on a canoe to a boathouse where I’m immediately confronted with my first tutorial-level puzzle. My newfound ‘Spirit Lantern’ doesn’t just let me shine light, but also acts as a magical tool to fix the broken planks blocking my way up to the main house. Later, I spawn the Spirit Lantern to materialize hidden objects or repair them, which comes part and parcel with a ‘Spirit Board’, which lets me see a map of the mansion, get hints and solutions, and check out my general progression. These two feel like the main tools I’ll be leaning on throughout the game.
Sparing you some of the minor tutorial puzzles to actually get into the mansion (I made heavy use of the Spirit Lantern), I toss open the gate and walk up into the foyer, play a record on the Gramophone, and receive my first set of ghostly memories.
In general, volumetric video can be hit or miss depending on how it’s woven into a game. Here, it seems like Vertigo Games really hit a homerun, as each little character vignette feels like a visual extension of the haunted mansion, replete with ghostly mist and echo-y voice overs.
The acting is admittedly a little pulpy, but I’d consider the ghostly vignettes the right kind of cheesy considering the game’s ’90s indie lineage. It’s supposed to be fun, dare I say, Disney-esque, so it feels right on brand with something you might experience in a haunted mansion theme park ride. I don’t expect any real frights here either—I certainly didn’t have any outside of the atmospheric creepiness of the mansion itself, that is.
Again, I’m not going into puzzle solutions, but the early puzzles I did encounter were interesting, although not particularly difficult. A trio of magic hats create portals to one another, allowing you to put your hand into one, and solve a closed puzzle from afar. Unlock a series of boxes, and you’re led to the next vignette of a magician who met an untimely fate.
Whatever the case, I hope the mechanics I’m learning in the early game will be compounded into more difficult stuff later. It’s still too early to tell if the puzzles are one-off things, which would be more like a smorgasbord approach (which is fine) than requiring the player to create specific skills and use them at opportune moments.
I came away mostly intrigued by The 7th Guest in my short time going hands-on with the demo, although there’s clearly one thing that I can say I don’t like about it out of the gate. Voiceovers during puzzles that are designed to be constantly ‘helpful’ typically overstay their welcome, and I was hoping whoever the hell was talking while figuring out puzzles would eventually stop. These can be turned off in the settings, although they are on by default. Hopefully in the full game this will be offered as a starting option so players don’t feel like they’re being unnecessarily held by the hand from the get-go.
As for comfort, the gamut of standard options is available: teleportation, free movement, and a mix of both, which is the default movement style. The game can be played standing or sitting, and with support for left or right dominant hands.
Whatever the case, Vertigo Games is one of those VR pioneers that has more experience both in and outside the genre than most, and it seems they’re hitting all of the quality bars you’d expect from a VR remake of such a beloved ’90s game. Maybe I’ll play the original while I wait to play the full game, which is slated to launch October 19th this year.
NVIDIA this week announced Half-Life 2: RTX, a community-made remaster of the legendary game featuring all-new assets, textures, and lighting. Pieces of the remaster are likely to make their way to the already existing Half-Life 2: VR Mod.
And now it seems that fans are in for another treat; the Half-Life 2: VR Mod is likely to get a range of graphical upgrades thanks to the newly announced Half-Life 2: RTX remaster.
Though it already featured improved graphics and lighting over the original Half-Life 2, the Half-Life 2: VR Mod largely focused on touching up the game’s existing assets, and enhancing some key 3D models while building out full support for VR.
Half-Life 2: RTX, on the other hand, is a complete graphical overhaul says Nvidia.
The project is described as being in “early development,” with developers consisting of a range of experienced Half-Life 2 modding teams, including folks from the Half-Life 2: VR Mod team. The teams are working under the banner Orbifold Studios and say they’re seeking more talented people to work on the project.
According to Nvidia, the project will see “every asset reconstructed in high fidelity,” textures built with physically-based rendering techniques, and RTX ray-tracing support.
And while the project will likely mean that high quality 3D assets will make it over to the Half-Life 2: VR Mod, unfortunately RTX ray-tracing probably won’t.
A member of the Half-Life 2: VR Mod team called modding the full Half-Life 2: RTX game to support VR “just a pipe dream at the moment.”
“Currently RTX Remix [the platform used to build Half-Life 2: RTX] is not compatible with Half-Life 2: VR Mod, since they both hook into the rendering pipeline and abuse it in different and incompatible ways,” they said.
But, the member says there are plans to “work with other members of this new super-team [that’s working on Half-Life 2: RTX] on back-porting as much of the shiny new HD content as we can to the old source engine, and putting them into our Half-Life 2: VR Mod graphics update.”
Fast Travel Games teased a mysterious new multiplayer title today that the VR studio and publisher says we’re due to learn more about sometime next month.
The studio tweeted out a short teaser with a cryptic message, which reads: “The [redacted] have frozen time. I don’t know how it’s even possible. We need to work together to [redacted].”
— Fast Travel Games 🔜 Gamescom (@fasttravelgames) August 22, 2023
Fast Travel, which is known for developing Wraith: The Oblivion – Afterlife, Apex Construct and The Curious Tale of the Stolen Pets, has also become a prolific publisher of VR games, with titles under its wing including Broken Edge, Cities VR, Guardian’s Frontline, We Are One, and Virtuoso.
The short teaser says it’s coming from Fast Travel Games without mentioning any other studio though. Much like the studio’s upcoming single-player RPG Vampire: The Masquerade – Justice, it could be the product of in-house development.
Promising a September reveal, the most logical date could be Meta Connect, which is starting September 27th. There, we’re sure to get an info dump of Quest 3 games, release dates, and everything under the sun about Meta’s next big consumer headset release.
In the meantime, we’ll have our eyes peeled on Fast Travel’s social channels for any clues as to what the mysterious multiplayer game may hold.
Apple is going all-in with hand-tracking for its upcoming Vision Pro, but can hand-tracking really replace proper VR controllers? Meta, Apple’s main competitor in the space, isn’t going so far as to make that particular claim, however the company says Quest’s recent hand-tracking improvements are now “almost as responsive as controllers” thanks to its recent v56 software update.
First announced in late July, the company’s Hands 2.2 tracking improvements are introducing what Meta says is better hand responsiveness and a few new experimental features that we’ll probably see in Quest 3.
Now rolling out to Quest headsets, Meta says users should notice hand-tracking latency reduced “up to 40%” in regular use, and “up to 75%” during fast movement. Meta says those dramatic gains in fast movement latency are thanks to the introduction of a new Fast Motion Mode (FMM) for more frenetic games, like fitness and rhythm games that require you to punch incoming objects.
Here’s a look at controllers relative to the new Hands 2.2 release:
v56 is also rolling out to Quest Pro, which includes two new experimental features: simultaneous hands and controllers (Multimodal) tracking, and controller-driven hand pose (Capsense Hands).
Multimodal tracking is said to unlock a number of mixed input style, including Hand+controller gameplay, instant transitions between hands and controllers, and improved social presence when using one controller. It’s only available on Quest Pro for experimentation, although Meta plans to add support for additional devices later.
On the other hand, Capsense Hands lets developers show a natural hand model visualization on top of, or instead of, a user’s controller. Check out both in action in the video below:
“Hand Tracking gives your app’s users the ability to engage with their VR or mixed reality environment in a way that is natural and intuitive,” Meta says in a developer blogpost. “These interactions deepen the immersive experience and help people feel more connected to what’s going on around them in-headset. Hands can also provide a faster on ramp for users new to VR. By integrating Hand Tracking in your existing apps, you can give your users more flexibility to tailor their experience and find what works best for them—and thanks to Hands 2.2, you can feel confident knowing your app’s users will enjoy a great experience regardless of whether they play with hands or controllers.”
Meta says we should hear more about its hand-tracking upgrades in the near future, as the company is hosting its annual Meta Connect developer conference on September 27th, which ought to include an info dump (and likely release date) for its upcoming Quest 3 headset, which is bringing much of the functionality of Quest Pro to the consumer price point of $500.
Sandbox VR, the location-based VR destination, announced that its most popular experience has generated $23 million in ticket sales in the last 12 months.
Launched in the summer of 2022, Deadwood Valley is said to be the company’s most cinematic game, letting players defend against a horde of zombies as a squad.
It’s been so successful, Sandbox VR says the experience has now surpassed $23 million in ticket sales across 30 locations, and is projected to make $100 million in lifetime sales.
All of the company’s multiplayer VR experiences have been developed by in-house gaming studios, allowing teams of up to six players to tackle a host of missions in games such as Star Trek Discovery: Away Mission, Curse of Davy Jones, Deadwood Mansion, and Unbound Fighting League. An experience based on Squid Game is also set to launch sometime in late 2023.
In addition to recently opening its second in-house gaming studio in Vancouver, the company says it will also start letting third-party game developers to create titles for its location-based platform starting in 2024.
Billing itself as the world’s fastest growing location-based VR company, Sandbox VR is now operating in 43 locations spanning major cities in North America, Europe, and Asia, a dozen of which launched in the last 12 months.
Passing Meta’s content review process for Quest games is an essential step to being listed on the Quest Store, although some studios choose to offer their games in beta via App Lab first, meaning they can take time to get things right before listing on the store proper. That’s what developer Combat Waffle Studios and publisher Beyond Frames Entertainment did with their hit multiplayer shooter Ghosts of Tabor, and it’s seemed to have paid off.
Released on App Lab back in March, Ghosts of Tabor is an extraction-based survival game that tosses in player-versus-environment (PVE) and player-versus-player (PVP) combat, all of which is set in the suitably bombed-out near future. Inspired by games likes Escape from Tarkov and DayZ, there are plenty of guns, customization options, and opportunities for crafting and looting along the way to extraction.
It’s been such a winning mix of familiar gameplay, no doubt fueled by sheer developer grit, that it’s already surpassed $3 million in revenue. And that’s without being searchable on the Quest Store, a main feature of games sold via App Lab.
In a Meta developer blogpost, the team describes how listing through App Lab has forced them to focus on direct marketing and generating a community first—arguably the most important things for online multiplayer games in VR. Here’s how Combat Waffle CEO Scott Albright describes the game’s journey:
Getting the game into the hands of players early in closed tests has been the very foundation of our efforts to gain traction. Even initially, we noticed that there is a stickiness to the game and people were enjoying themselves, and from there we made sure to connect with influencers to get their perspective and spread awareness.
By giving people an early hands-on experience, we hoped that they would see the game for what it was and enjoy it as much as we do, despite it not being completely polished or finished.
Thankfully, most people trying the game in those early days really got into it and started posting videos on social media. It didn’t take long to find out that people have a lot of fun watching game clips, and it’s been super exciting to see people’s reactions in the comments. With attention increasing on social media, peoples’ expectations for the title are also starting to build, even before the launch.
While App Lab has stolen the thunder somewhat from SideQuest, the original unofficial content distribution outlet for Quest content, it’s been an increasingly important outlet for developers looking to generate loyal fanbases. The most successful to date is undoubtedly the free-to-play phenomenon Gorilla Tag, which managed to create so much hype in its time on App Lab that it reported a lifetime revenue of $26 million less than a month after moving to the main store.
In addition to being on App Lab, Ghosts of Tabor is also available on Steam Early Access. It’s also said to launch on the Quest Store sometime next year, where it is planned to include “many more maps, gameplay features, and improvements that are currently not present in the Early Access version,” the team says.
Vox Machinae, the cult-favorite VR mech sim that just keeps-on kickin’, has released a new update that will give players brand new conditions for battling with their hulking metal mechs.
Vox Machinae began its development journey as far back as 2014, and eventually found its way to an early access launch on PC VR in 2018. Nine years later, the team is still honing the game to be the best it can be.
Following last year’s largest-ever update for the game—which saw the simultaneous launch of a Quest 2 version and full campaign—the new and fittingly-named ‘Hostile Conditions’ update is focused on making the game’s battlefields more dynamic and immersive. The update has three big additions: weather conditions, time of day, and selectable map boundaries.
For weather, the studio has added an impressive seven different conditions to choose from:
Clear – Similar visibility to all levels prior to this update. The player can see quite far into the distance
Haze – This condition will make it trickier to tell friend from foe at a mid/far distance
Overcast – Medium density clouds cover higher altitudes, making navigation and identify high fliers trickier
Clouds – Narrow high density clouds occupy mid altitude. You see clearly when flying above or below.
Mist – A high density fog covers low altitudes, making low areas ideal to hide in and escape battle.
Smog – The whole level is enveloped in an even, medium density coat of smog.
Storm – The whole level is enveloped in a high density storm, only lower terrain is visible
The conditions are designed to do more than just add atmosphere; players will need to work harder to differentiate between friendly and enemy bots, making friendly fire more of a risk. Further, the position and density of the clouds can change the strategic landscape for mechs that use jump-jets for repositioning.
Working in conjunction with the new weather options is a time-of-day system that covers sunrise, day, dusk, and night, each which offer “unique colour palettes and visibility features, as well as background art and animated sunlight that changes as you cross between variable visibility,” the developers say. This also brings with it new headlights on mechs which illuminate the environment around the player. And yes, you can do both ‘Storm’ and ‘Night’, for truly low-visibility conditions.
The final major addition in the update is selectable map boundaries. Now players can choose where they’d like to throw down among several regions on each map, and decide how large the battlefield should be.
Along with weather and time-of-day, this breathes new life into the game’s existing battlefields by changing the dynamics of the fight while making things more atmospheric.