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Meta Releases Anti-piracy Tools for Quest Devs, Including Hardware-based App Bans & More

Meta announced it’s introducing new anti-piracy measures for Quest developers that the company says will protect VR apps from “unauthorized modifications and potential security breaches.”

Called the Platform Integrity Attestation API (Attestation API), Meta says its new system is designed to detect whether an app’s server is interacting with an untampered VR device, thereby ensuring whether an app is authentic or not.

The Attestation API includes things like secure device authentication, hardware-based app bans, protection of financial and enterprise app data, prevention of external data misuse, and other anti-piracy measures.

In a developer blogpost, Meta calls it “increasingly important to instill a consistent method for validating the integrity of apps in order to provide a secure and safe user experience for everyone.”

It remains to be seen what effects this will have on modding communities, since modders for Quest games such as Beat Saber may inadvertently run afoul of the new token system at the core of the Attestation API.

“Once integrated, the API will provide you with an ‘attestation token,’ which you can use to determine if an app running on a Meta device has been tampered with,” Meta says. “This token is cryptographically signed by the Attestation Server to reinforce the security and reliability of the attestation process.”

At the time of this writing, we have not yet received a response for comment from Meta on what effects it may have on those communities. We’ll update this piece when/if we do.

Meta is allowing developers to opt-in now for their Quest apps, which spans Quest 2, Quest Pro, and the upcoming Quest 3, which is slated to launch in late 2023. Meta has published documentation for both Unity and Native.

Meta Releases Anti-piracy Tools for Quest Devs, Including Hardware-based App Bans & More Read More »

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VR Education App ‘Human Anatomy’ Now Available on PSVR 2

The PlayStation Store has a growing number of games built specifically (or optimized) for PSVR 2, although there aren’t a ton of educational apps yet that you might use to get a better understanding of complex subjects like the human body. Now the creators of Human Anatomy VR have released their medical educational tool on PSVR 2.

Initially released on the original PSVR and Quest 2, the PSVR 2 app includes both high school and University-level content. High school content is simplified for “anybody who is curious about the human body,” while University-level content includes detailed 3D models and info that developers Virtual Medicine say “matches the needs of a medical doctor or a medical student who needs to prepare for their anatomical exams.”

Human Anatomy VR includes 15 body systems with more than 13,000 realistic anatomical structures designed by medical professionals, the studio says. This includes bone mapping with 5,000 bone features organized into parts, surfaces, borders, and landmarks. You’ll also be able to handle 21 microanatomy models, and see over 500 movement animations in action.

“It is perfect for sport, fitness & workout enthusiasts, science enthusiasts, high school students, medical and nursing students, universities, libraries and health practitioners,” Virtual Medicine says in the app’s description. “Feature rich content is delivered in a deeply engaging experience with excellent graphics, innovative presentation, and visual delivery.”

You can find Human Anatomy VR on PSVR 2 today, priced at $30. You can also find it on Quest 2 via App Lab as a free trial, and on the original PSVR for $10.

VR Education App ‘Human Anatomy’ Now Available on PSVR 2 Read More »

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Apple Now Accepting Applications for Vision Pro Developer Kits

Apple has now opened applications for Vision Pro developer kits, which it’s sending out to app developers in effort to kickstart its first XR-specific App Store.

Vision Pro is set to launch sometime in early 2024, coming part and parcel with a load of first-party apps originally developed for iPad. This includes basic things like Safari, Photos, Music, Messages, and even an avatar support for Facetime.

Apple has been fairly mum on its list of third-party apps, listing only a few during its WWDC unveiling in June, including Word, Excel, Teams, Disney+, Zoom, WebEX, and Rec Room, its only VR game to be featured during the keynote.

Apple Vision Pro | Image courtesy Apple

Apple is couching the headset as a general computing device capable of doing most of what a laptop can do, however the $3,500 prosumer headset will need a lot more than a smattering of compatible 2D apps if it wants its first XR device to set the stage for generations of cheaper follow-ups, which will likely be aimed more squarely at regular consumers.

And while the headset emulator and software development tools have been out for a few weeks now, the Cupertino tech giant says developers looking to start creating apps with actual Vision Pro hardware can apply now.

Apple says the dev kit also includes help setting up the device and onboarding, check-ins with Apple experts for UI design and development guidance, and two additional code-level support requests so Apple can help troubleshoot issues.

Like with many hardware developer kits, there are some fairly stringent (if not entirely standard) caveats. The Vision Pro dev kit needs to be returned upon request, and also has to be stored in a private, secure workspace that unauthorized persons don’t have access to view, handle, or use. The dev kit also needs to be passcode protected and never left unattended, or removed from its home address without Apple’s prior written consent.

Again, that’s all pretty standard stuff so developers don’t lose, leak, or strip the headset down to its component parts for the glee of XR publications everywhere. We’ll likely be waiting for that last bit when it finally launches sometime in early 2024.

Apple Now Accepting Applications for Vision Pro Developer Kits Read More »

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Sony Details PSVR 2 Prototypes from Conception to Production

Sony released a peek into the prototyping stages that led to PSVR 2, showing off a number of test units for both the headset and controllers.

In an extensive interview on the PS blog, PSVR 2’s Product Manager Yasuo Takahashi reveals the development process behind Sony’s latest VR headset.

Takahashi reveals that detailed discussions on the company’s next-gen PSVR began in earnest after the launch of the original in 2016. From there, the team started prototyping various technologies for PSVR 2 starting in early 2017.

Below is a condensed version of the interview, including all provided photos. If you want to read the full article, click here.

Challenges of Design & Optimization

Maintaining a light and compact design while implementing new features was a challenge, Takahashi says, requiring the teams to work closely to produce detailed technical estimates and optimize the design.

Prototype for testing inside-out in tracking cameras with evaluation board | Image courtesy Sony

While comfort was a significant focus during the development process, the initial prototype focused on evaluating functionality rather than weight.

All of that top bulk is dedicated to inside-out camera evaluation boards which would eventually be shrunk down to an SoC embedded within the headset.

Room-scale & Eye-tracking Tech

Various prototypes were created and tested before integration including both inside-out and outside-in tracking methods. Of course, we know inside-out tracking was eventually the winner, but it’s interesting to note the company was at one point still considering an outside-in approach, similar to the original PSVR.

Eye-tracking tech was also explored as a new UI feature in addition to foveated rendering, which allows developer to push the boundaries of PS5’s VR rendering capabilities and serve up higher-fidelity visuals in games.

Testing and optimizing eye tracking took time, considering different eye colors and accommodating players wearing glasses.

Eye-tracking evaluation prototype 2 | Image courtesy Sony

Comfort & Design

The development team assessed comfort and wearability, evaluating numerous configurations based on the headset’s expected weight. The team put a lot of thought into the materials and shape to make the headset feel lightweight while maintaining strength.

A cool ‘skeleton’ prototype shows all of the pieces of the puzzle together, also showing the headset’s halo strap, which like the original PSVR, keeps the bulk of the weight off the user’s forehead. This one should definitely get a spot on the museum shelves (or maybe a fun mid-generation release?).

The ‘skeleton’ prototype | Image courtesy Sony

Headset haptics were also added as a new feature based on the idea of using the rumble motor from the DualShock 4 wireless controller.

PSVR 2 Sense Controllers

The PSVR 2 Sense controllers were developed in parallel with the headset, starting discussions in 2016 and prototyping in 2017.

Features like haptic feedback, adaptive triggers, and finger-touch detection were early additions, although the team was still sussing out tracking. Notice the Move-style tracking sphere on the tip of an early prototype.

Prototype 1 | Image courtesy Sony

The final shape of the Sense controller was achieved through extensive prototyping and user testing to ensure a comfortable fit and optimized center of gravity.

Here you can see a number of IR tracking marker configurations that would eventually settle on the production model’s current form.

While Sony is undoubtedly sitting on a lot more prototypes than this—they began prototype when the original PSVR had only been in the wild for less than a year—it’s an interesting look at how Takahashi’s team eventually settled on the current form and function of what will likely be PS5’s only VR headset for years to come.

If you’re interested to learn more, check out the full interview with Takahashi.

Sony Details PSVR 2 Prototypes from Conception to Production Read More »

official-amazevr-concerts-app-launches-with-an-exclusive-zara-larsson-concert

Official AmazeVR Concerts App Launches With an Exclusive Zara Larsson Concert

Do you remember missing an amazing concert by your favorite artist because you could not travel to another country or continent to attend it? This is no longer a problem. Thanks to AmazeVR, anyone can experience live shows using their newly-launched VR Concerts app.

Drawing on their previous experience working with artists like Megan Thee Stallion and Ceraadi, the company is celebrating the launch of their AmazeVR Concerts app with “Zara Larsson VR Concert”, the one-of-a-kind show by Swedish pop star Zara Larsson. Now, anyone can install the AmazeVR Concerts app and attend any concert available on the platform from the comfort of their home.

Virtual Events – the Future of Entertainment

The global health crisis we experienced made us rethink all types of interactions, from healthcare appointments and business meetings to concerts and theater shows. The VR concerts app developed by AmazeVR is one of the latest additions to immersive and interactive tools for entertainment.

This is a huge step forward both for artists and audiences. For artists, VR shows allow them to interact with more fans and monetize their work in new ways. For music fans, the barriers represented by long distances and finances for traveling suddenly disappear.

Zara Larsson Excited to Collaborate with AmazeVR

Known for hits such as “Lush Life”, “Ain’t My Fault”, and “End of Time”, Swedish pop star Zara Larsson exuded enthusiasm for collaborating with AmazeVR for the launch of  AmazeVR Concerts app.

“I’ve always believed that live music has the power to unite and transcend boundaries. As an artist, finding new ways to connect with my fans and deliver a truly immersive and unforgettable experience is super important to me,” she said in a press release shared with ARPost. “I’m thrilled to be working with AmazeVR to break through the fourth wall, and directly into the homes of fans around the world.”

Bringing Artists and Fans Together in the Virtual World

For AmazeVR, their VR Concerts app, available on Meta Quest 2 (App Lab) and SteamVR, is the crowning of years of developing and improving immersive solutions for the entertainment industry. Creating the first VR concerts and measuring the public response to them showed them that they were on the right path.

At AmazeVR we are ushering a new wave of innovation for music experiences, by providing artists with extraordinary and unparalleled avenues to be up close and personal with their fans,” said AmazeVR co-CEO and co-founder Steve Lee. “It is an honor to be launching the AmazeVR app alongside such an incredible artist like Zara. Her creativity has come together to create a showstopping performance and we can’t wait for her fans to enjoy the experience.”

A Busy Schedule for the Newly Launched AmazeVR Concerts App

The virtual reality concert experience app is set to attract fans of all types of music, including pop-rock, hip-hop, K-pop, rap, and more. Right now, the app is downloadable for free and offers one free song per artist. For the exclusive Zara Larsson VR concert, fans can purchase access for one year at an exclusive launch price of $6.99.

Official AmazeVR Concerts App Launches With an Exclusive Zara Larsson Concert Read More »

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Hands-on: Virtuix Omni One Comes Full Circle with an All-in-one VR Treadmill System

As far as VR treadmills go, Virtuix is the OG. While the company had set out to make a consumer VR treadmill a decade ago, market realities pushed the company into the out-of-home VR attraction space. But after all these years the company remains dead-set on selling a VR treadmill to consumers, and this time around it’s taking an all-in-one approach with the new Virtuix Omni One. I visited the company’s Austin, Texas headquarters to try it for myself.

The Virtuix Omni Backstory

Image courtesy Virtuix

The original Virtuix Omni treadmill started life way back in 2013 as wooden prototype built by a small group led by CEO Jan Goetgeluk. Thus the core idea was conceived a full three years before the first wave of consumer VR headsets appeared on the market in 2016.

The idea itself is simple. What if you had a treadmill on which you could run in any direction? With such a treadmill and a VR headset on your head, you could move your body and feel like you were really moving through the virtual world.

The execution of this idea, however, has been anything but simple.

Treadmills tend to be large, heavy, and expensive devices. And the Virtuix Omni was no exception. Although the company set out initially to build a device for consumers, the reality of the cost and complexity of such a device made it a challenging sell beyond early adopters. The ahead-of-its-time treadmill also suffered another key issue for the consumer VR space; the ‘ring’ support’ design prevented players from having a full range of motion, which made the treadmill a non-starter for many consumer VR games that expected players to be able to crouch, reach down to the ground, or move their arms around at their waist (where many games commonly place holsters for key items).

These challenges forced the company to pivot toward the out-of-home VR attraction space. Thus, the Omni Arena—a huge VR attraction that includes a pod of four of the company’s VR treadmills for multiplayer gameplay with custom content—was born. The system would go on to be installed in 73 entertainment spaces across the US and has become Virtuix’s bread-and-butter business.

Image courtesy Virtuix

Virtuix realized early on that VR was, at this stage, a fairly clunky proposition. Only early enthusiasts and computer experts had the skills and patience to set up and troubleshoot even consumer VR systems, let alone one that cobbled together complex hardware like a headset and VR treadmill. Expecting arcade attendants to figure out how to keep a system of four Virtuix Omni treadmills, VR headsets, and an array of networked computers powering it all, just wasn’t realistically going to work at scale.

That led the company to build Omni Arena like a giant all-in-one VR arcade. The company has impressively customized literally every step of the customer’s journey through the experience. From the moment they step into the enclosure they’re guided by video screen prompts about what they’re going to experience, how to slip on their special shoes, and how to get into the Virtuix Omni treadmill once it’s their turn.

Photo by Road to VR

The same, if not more, care has been paid to the operator’s experience. Omni Arena has everything to be a self-sustaining VR attraction. It doesn’t just come with the four treadmills, but also four headsets, controllers (with charging pods), SteamVR tracking base stations, and all the hardware to run the networked VR experiences and the pod’s software itself which not only manages all of the connected devices, but even captures footage of players (both in and outside of the game) and emails it to them as a memento of their experience. It also makes routine troubleshooting steps like headsets, computers, or SteamVR into a simple touchscreen button press through a custom interface for the operator. Omni Arena is truly an all-in-one product.

Virtuix Arena’s custom software makes it easy to manage all the computers and hardware that power the experience. | Photo by Road to VR

For a small company, Virtuix’s ability to focus on the holistic experience of its product is both rare and impressive.

Coming Full Circle

With the many lessons learned about creating an all-in-one experience for the out-of-home VR attraction space, the company is turning its attention back to the consumer realm with a brand new product—Virtuix Omni One.

Image courtesy Virtuix

With Omni One, Virtuix isn’t selling a VR treadmill. It’s selling an all-in-one system that includes the newly designed VR treadmill, a VR headset, and access to a library of custom-made content. It’s an ambitious approach, but one that reflects Virtuix’s ability to identify and address key problems with the overall experience it wants to deliver to customers.

The original ring design of the Omni meant players couldn’t crouch or have full movement of their arms around their waist. | Photo by Road to VR

One of those key points the company identified was the way that the original Omni design made compatibility with modern VR content a challenge. The support ring around the player mean their movement was restricted, both in their ability to crouch, lean, and move their arms with complete freedom.

That ‘simple’ problem necessitated a complete redesign of the treadmill. The Omni One now uses an arm support design that always stays behind the user. This gives you the ability to have a full range of motion while also running in any direction. The arm doesn’t actively hold you upright, but it provides the force that prevents you from running straight off the edge of the treadmill.

Another problem the company identified in its goal of delivering a consumer VR treadmill is the complexity of existing PC VR systems and getting players into the right content.

Even if Omni One customer was already an expert in PC VR and willing to put up with technical annoyances, having a tether to the computer means worrying about the user wrapping themselves up in the cable (or asking them to rig up a ceiling mounted cable management system).

Though the Omni One can still technically be used with a PC VR setup, this challenge pushed Virtuix to pair its treadmill with a standalone VR headset out of the box (Pico Neo 3, specifically). But it’s not just a headset, but a headset equipped with a custom-made Omni storefront serving up content that’s specifically made or adapted for the VR treadmill. The company even built its own ‘first steps’ experience, a surprisingly well-made introduction that introduces users to the magic of VR and teaches them how to move and feel comfortable with their controllers and treadmill.

And although sticker-shock has always been a challenge for Virtuix, the Omni One is actually not an unreasonable price… if you think of it as what it truly is: a treadmill that will give you a workout.

Typical exercise treadmills range in price from $500 to $2,000 or more. Omni One will be price at $2,600, including the $700 Pico Neo 3 headset (which the company stresses can also be used as a standard Pico headset (including PC VR streaming). That leaves the treadmill itself at $1,900, the cost of a high-end treadmill. The company is also promising an option to finance the Omni One for $65 per month.

And for those that really believe in Virtuix and its vision, through the company’s crowd-investment campaign it is offering a 20% discount on Omni One (or more, depending upon the amount invested). The campaign has raised $4.4 million to date.

Continue on Page 2: Omni One Hands-on »

Hands-on: Virtuix Omni One Comes Full Circle with an All-in-one VR Treadmill System Read More »

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Leading Effort to Hack PSVR 2 into Playing PC VR Games Unlocks 6DOF Cameras, Begins Work on Controllers

It seems we’re closer to seeing a viable workaround that could allow PSVR 2 owners to play PC VR games. iVRy, the most promising project dedicated to the task, is making good headway by unlocking the headset’s outer cameras for room-scale tracking.

The effort to hack PSVR 2 was initially put on hold earlier this year, which was understandably a let-down for anyone hoping to play PC VR-exclusive titles such as Half-Life: Alyx (2020), or social apps like Bigscreen or VRChat.

The indefinite pause on development didn’t last for long though, as earnest efforts resumed shortly afterwards when the project opened a Patreon to help support development.

In a recent tweet, iVRy creator Mediator Software outlined some new milestones reached after 143 days of development, which were unlocked recently by gaining access to PSVR 2’s camera. As a result, the project now has access to the headset’s 6DOF SLAM tracking, 3DOF IMU tracking, proximity sensor, raw stereo camera data, and distortion-corrected passthrough stereo camera data.

Day #143: PSVR2 camera access is working, so now we have:

– 6DOF SLAM tracking

– 3DOF IMU tracking

– Proximity sensor (headset worn or not)

– Raw (distorted) stereo camera data

– Pass-through (distortion corrected) stereo camera data pic.twitter.com/idJ7Qc2HLV

— iVRy (@iVRy_VR) July 20, 2023

Mediator Software says they’re now focused on “understanding the PSVR2 data and putting in code in the driver to interpret it.”

And by now it’s pretty clear Sony isn’t making it simple. The creator says in a recent tweet the project has cost “over $13K in equipment and software to date, as well as hundreds of hours of work.” That includes things like custom sniffer boards and emulator boards.

While the iVRy creator has successfully booted up 6DOF PC VR content on PSVR 2 in the lab, baking that functionality into a future software release that’s broadly accessible will be a big challenge.

“Any use of the software requires an [hardware] adapter that doesn’t exist yet, so an early access version of the software wouldn’t be usable by anyone at all,” the creator says. “There may be some kind of limited run (maybe 100) of the reference adapters that we’re making, which may be offered via Patreon.”

To boot, work on PSVR 2’s optically-tracked Sense controllers have only just begun, with the studio noting that reverse engineering the controllers is “not going to be easy at all.”

This is what the Sense controllers look like from the PSVR2’s point of view. pic.twitter.com/xqqrpjOxZj

— iVRy (@iVRy_VR) July 22, 2023

“Working on controllers at this point, means that there is nothing further we can do with the headset part right now, not that there is nothing further we can or need to do with the headset part at all. There is still a lot that needs to be done there, including lots of unknowns,” the creator said.

So, while we’re closer than ever, we may still be waiting for some time on that ‘one-and-done’ software download that could potentially uncouple PSVR 2 from PS5 for good. In the meantime, the bulk of the projects updates are published through the project’s Patreon, which offers a $10 minimum monthly membership. You can also follow along via iVRy’s Twitter for the broader strokes.

Leading Effort to Hack PSVR 2 into Playing PC VR Games Unlocks 6DOF Cameras, Begins Work on Controllers Read More »

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Meta CTO Rebukes Report Claiming Cancellation of Quest Pro Line

According to a recent report from The Information, Meta is allegedly spinning down Quest Pro alongside a broader move to cancel the future ‘Pro’ line of XR hardware altogether. Meta CTO Andrew Bosworth says however, “don’t believe everything you read.”

Meta has reportedly stopped ordering new components for the Quest Pro from its suppliers, The Information maintains. While it’s thought Meta will continue selling its $1,000 Pro-branded mixed reality headset as long as there is enough stock, the report alleges the entire Pro line has been suspended, putting a second-generation Quest Pro distinctly out of the question.

Speaking in an Instagram Stories post yesterday, Bosworth rebukes the claim that a potential Quest Pro 2 has officially been cancelled for good, saying that his team is developing multiple prototypes in parallel for all of its projects. Notably, he doesn’t address whether it’s spinning down the current version of Quest Pro, however he implies that the report of Quest Pro 2’s demise was the result of a disgruntled employee whose project was cut.

Here’s Bosworth’s statement in full:

“I have to explain this every year. There is no Quest Pro 2 headset until we decide there is. What I mean by that is there are lots of prototype headsets—lots of them—all in development in parallel. Some of them, we say, “that’s not the right one,” and we shut it down. Some of them, we say, “that’s the right one,” and we spin it up. What you need to understand is, until it goes out the door, it doesn’t get the name. So, there might be a Quest Pro 2, there might not be. I’m not really telling you, but I will say don’t believe everything you read about what’s been stopped or started. A lot of times it comes from someone who’s unhappy their particular project got cut when there are other projects that did not get cut.”

Still, it’s clear there’s been some turbulence in how Quest Pro was handled from the get-go. Originally launched for $1,500 in October 2022, Meta decided only a few months later it would slash Quest Pro by $500, putting at its $1,000 price tag today. Meanwhile, Quest 2 has seen multiple price changes, ranging from $300 to $400 for the same 128GB variant.

Fluctuating prices aside, Quest Pro’s raison d’être has never really been clearly defined, as the company has nebulously pitched it to professionals as a would-be workstation. In practice, Quest Pro has been more of a developer kit for studios hoping to build consumer apps for the cheaper Quest 3, coming in Fall 2023 at $500. Meanwhile, Quest Pro users have reported a host of usability issues since launch, decidedly making it feel a little less ready for prime time than the company probably hoped.

Whatever the case, Quest Pro 2 would need a much clearer value proposition—provided whatever prototypes Meta has waiting in the wings also don’t also get cut.

Meta CTO Rebukes Report Claiming Cancellation of Quest Pro Line Read More »

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Meta’s New Demo App is Like ‘Beat Saber’ for Hand-tracking

Meta’s hand-tracking has improved by leaps and bounds since we first saw it on the original Quest in 2019, but as Apple serves up stiff competition with its upcoming Vision Pro mixed reality headset, Meta tossed out a new hand-tracking demo that shows off the benefits of its latest software update.

As a part of Quest’s v56 software update Meta unveiled Hand Tracking 2.2, something the company says focuses on hands responsiveness. If Meta wants to beat Apple at its own game—Vision Pro’s input relies primarily on hand-tracking—it really needs to make hand-tracking as a reliable as possible.

To boot, Meta says in a blogpost its Hand Tracking 2.2 update reduces hand-tracking latency by 40% “in typical usage” and “up to 75% during fast movement.”

To show off its latest hand-tracking improvements, Meta released a first-party app called Move Fast, which is pretty similar to the company’s own block-slashing rhythm game Beat Saber, albeit tasking you with chopping, punching, and blocking incoming objects.

With only four songs to play through however, Move Fast isn’t meant to be a full game, as Meta says it’s more for demonstration purposes so developers can see how the company’s Interaction SDK can now handle fast-action fitness types of apps.

To try it out for yourself, download Move Fast for free on Quest App Lab, which supports both Quest 2 and Quest Pro. Meanwhile, check out a brief clip of the demo in action below:

Meta’s New Demo App is Like ‘Beat Saber’ for Hand-tracking Read More »

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‘Ziggy’s Cosmic Adventures’ Coming Soon as VR Space Sim Gets Final Teaser Trailer

It seems Ziggy’s Cosmic Adventures is rounding the bend, as the promising VR cockpit adventure has released its final teaser trailer, showing off more of its madcap ship management and action-arcade combat.

In Ziggy’s Cosmic Adventures you pilot your own starship, which not only tasks you with maneuvering the craft around manually (as you do), but also keeping all of the ship’s systems in check, including shields, weapons, life support, thrusters, stabilizers—all of which are powered by a bank of constantly depleting batteries.

Meanwhile, you’re being chased through the galaxy with a little alien pal in tow, something the developers Stardust Collective say you “may or may not have stolen from the evil Empire.”

There’s no release date yet for the plucky ship simulator, although it now has a big ‘coming soon’ appended to both its Steam and new Quest Store pages.

In the game’s Discord, the developers say in an update that they’ve now crossed into the “hardening’ phase, saying that both features and content are now complete.

We’ll be keeping an eye on Stardust Collective’s Twitter for more info as it arrives.

‘Ziggy’s Cosmic Adventures’ Coming Soon as VR Space Sim Gets Final Teaser Trailer Read More »

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Room-scale VR Adventure ‘Tea for God’ Comes to Quest & PC VR, Launch Trailer Here

You might have seen the demo floating around for Tea for God for a few years now, however indie studio Void Room has finally released the full version of its VR roguelike adventure for Quest and SteamVR headsets.

Tea For God is a unique VR adventure that uses “impossible spaces”, allowing players infinite movement within their own room. While there is optional stick movement, the game’s true claim to fame is its ability to smartly guide you around your own room with your own two feet, which it does thanks to procedural generation.

Since the game dynamically scales to each user’s room, there are a few minimum space requirements. Void Room says users should have at least 1.8m x 1.2m (6ft x 4ft), although if you have less, the game will use horizontal scaling to make the world appear larger, bringing the minimum space down to 90cm x 60cm (3ft x 2ft).

You can choose to play three modes: a relaxing no-story mode, an intense arcade shooter with story, and a roguelite shooter-explorer.

There’s also an interesting narrative behind it all. Here’s how the studio describes it:

In the distant future, humankind has been united, ruled by God Emperor. Endowed with advanced technology we reached stars, colonised new worlds, went onto endless crusades against myriads of civilisations.

Personal tragedies tend to be meaningless against the time. But once in a while, one person may start a fire that can change the fate of the whole universe. A man who lost his family, who holds God Emperor accountable for their death, seeking answers and vengeance, embarks onto his last journey to the place no human has ever left alive, where God Emperor is believed to reside.

You’ll find the full version available on Quest App Lab, Oculus PC and Steam, priced at $20.

Room-scale VR Adventure ‘Tea for God’ Comes to Quest & PC VR, Launch Trailer Here Read More »

the-20-best-rated-&-most-popular-quest-games-&-apps-–-july-2023

The 20 Best Rated & Most Popular Quest Games & Apps – July 2023

While Meta doesn’t offer much publicly in the way of understanding how well individual games & apps are performing across its Quest 2 storefront, it’s possible to glean some insight by looking at apps relative to each other. Here’s a snapshot of the 20 best rated Oculus Quest games and apps as of July 2023.

Some quick qualifications before we get to the data:

  • Paid and free apps are separated
  • Only apps with more than 100 reviews are represented
  • App Lab apps are not represented (see our latest Quest App Lab report)
  • Rounded ratings may appear to show ‘ties’ in ratings for some applications, but the ranked order remains correct

Best Rated Oculus Quest 2 Games & Apps – Paid

The rating of each application is an aggregate of user reviews and a useful way to understand the general reception of each title by customers.

Rank Name Rating (# of ratings) Rank Change Price
#1 The Room VR: A Dark Matter 4.89 (12,719) 0,”↑ “&abs(R[0]C[-7]),R[0]C[-7]<1,"↓ "&abs(R[0]C[-7])))" data-sheets-value="{"1":2,"2":"↑ 1"}">↑ 1 $30
#2 Moss: Book II 4.88 (631) 0,”↑ “&abs(R[0]C[-7]),R[0]C[-7]<1,"↓ "&abs(R[0]C[-7])))" data-sheets-value="{"1":2,"2":"↓ 1"}">↓ 1 $30
#3 Puzzling Places 4.86 (1,839) 0,”↑ “&abs(R[0]C[-7]),R[0]C[-7]<1,"↓ "&abs(R[0]C[-7])))" data-sheets-value="{"1":2,"2":"≡"}">≡ $15
#4 Walkabout Mini Golf 4.86 (10,442) 0,”↑ “&abs(R[0]C[-7]),R[0]C[-7]<1,"↓ "&abs(R[0]C[-7])))" data-sheets-value="{"1":2,"2":"≡"}">≡ $15
#5 I Expect You To Die 2 4.85 (2,861) 0,”↑ “&abs(R[0]C[-7]),R[0]C[-7]<1,"↓ "&abs(R[0]C[-7])))" data-sheets-value="{"1":2,"2":"≡"}">≡ $25
#6 Vermillion – VR Painting 4.82 (693) 0,”↑ “&abs(R[0]C[-7]),R[0]C[-7]<1,"↓ "&abs(R[0]C[-7])))" data-sheets-value="{"1":2,"2":"New"}">New $20
#7 Budget Cuts Ultimate 4.82 (141) 0,”↑ “&abs(R[0]C[-7]),R[0]C[-7]<1,"↓ "&abs(R[0]C[-7])))" data-sheets-value="{"1":2,"2":"New"}">New $30
#8 Swarm 4.81 (2,393) 0,”↑ “&abs(R[0]C[-7]),R[0]C[-7]<1,"↓ "&abs(R[0]C[-7])))" data-sheets-value="{"1":2,"2":"↓ 2"}">↓ 2 $25
#9 I Expect You To Die 4.81 (5,375) 0,”↑ “&abs(R[0]C[-7]),R[0]C[-7]<1,"↓ "&abs(R[0]C[-7])))" data-sheets-value="{"1":2,"2":"≡"}">≡ $25
#10 ARK and ADE 4.81 (146) 0,”↑ “&abs(R[0]C[-7]),R[0]C[-7]<1,"↓ "&abs(R[0]C[-7])))" data-sheets-value="{"1":2,"2":"↑ 3"}">↑ 3 $10
#11 COMPOUND 4.8 (516) 0,”↑ “&abs(R[0]C[-7]),R[0]C[-7]<1,"↓ "&abs(R[0]C[-7])))" data-sheets-value="{"1":2,"2":"↓ 4"}">↓ 4 $20
#12 Moss 4.8 (6,591) 0,”↑ “&abs(R[0]C[-7]),R[0]C[-7]<1,"↓ "&abs(R[0]C[-7])))" data-sheets-value="{"1":2,"2":"↓ 2"}">↓ 2 $20
#13 Red Matter 2 4.8 (1,234) 0,”↑ “&abs(R[0]C[-7]),R[0]C[-7]<1,"↓ "&abs(R[0]C[-7])))" data-sheets-value="{"1":2,"2":"↑ 2"}">↑ 2 $30
#14 GOLF+ 4.8 (20,642) 0,”↑ “&abs(R[0]C[-7]),R[0]C[-7]<1,"↓ "&abs(R[0]C[-7])))" data-sheets-value="{"1":2,"2":"↑ 4"}">↑ 4 $30
#15 Cubism 4.79 (809) 0,”↑ “&abs(R[0]C[-7]),R[0]C[-7]<1,"↓ "&abs(R[0]C[-7])))" data-sheets-value="{"1":2,"2":"↓ 1"}">↓ 1 $10
#16 Ancient Dungeon 4.79 (990) 0,”↑ “&abs(R[0]C[-7]),R[0]C[-7]<1,"↓ "&abs(R[0]C[-7])))" data-sheets-value="{"1":2,"2":"≡"}">≡ $20
#17 Ragnarock 4.79 (1,308) 0,”↑ “&abs(R[0]C[-7]),R[0]C[-7]<1,"↓ "&abs(R[0]C[-7])))" data-sheets-value="{"1":2,"2":"↓ 5"}">↓ 5 $25
#18 Pistol Whip 4.78 (9,658) 0,”↑ “&abs(R[0]C[-7]),R[0]C[-7]<1,"↓ "&abs(R[0]C[-7])))" data-sheets-value="{"1":2,"2":"↑ 2"}">↑ 2 $30
#19 YUKI 4.78 (217) 0,”↑ “&abs(R[0]C[-7]),R[0]C[-7]<1,"↓ "&abs(R[0]C[-7])))" data-sheets-value="{"1":2,"2":"↑ 3"}">↑ 3 $20
#20 Into the Radius 4.78 (4,553) 0,”↑ “&abs(R[0]C[-7]),R[0]C[-7]<1,"↓ "&abs(R[0]C[-7])))" data-sheets-value="{"1":2,"2":"↓ 1"}">↓ 1 $30

Rank change & stats compared to May 2023

Dropouts:

PatchWorld – Make Music Worlds, DYSCHRONIA: Chronos Alternate, Eye of the Temple

  • Among the 20 best rated Quest apps
    • Average rating (mean): 4.5 out of 5 (–0.1)
    • Average price (mean): $26 (+$2)
    • Most common price (mode): $30 (±$0)
  • Among all paid Quest apps
    • Average rating (mean): 4.2 out of 5 (±0)
    • Average price (mean): $20 (±$0)
    • Most common price (mode): $20 (±$0)

Continue on Page 2: Most Popular Paid Oculus Quest Apps »

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