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Crafting Memorable VR Experiences – The Interaction Design of ‘Fujii’

Creating a VR that truly immerses the user is no easy feat. To pull this off correctly requires a careful blend of graphics, animations, audio, and haptics that work together in deliberate concert to suspend disbelief and engross the user. Fujii is a joyful interactive adventure and a masterclass in rich VR interactions. The President of Funktronic Labs, the studio behind the game, is here to tell us more about his design approach.

Guest Article by Eddie Lee

Eddie Lee is the President and co-founder of Funktronic Labs, an LA-based independent game studio that focuses on delivering high-quality experiences through games, XR, and other interactive media. His experience spans nearly 15 years in the fields of graphics, game design, and computer simulations.

Today, we are thrilled to pull back the curtain and give you an inside look into our thought processing while developing Fujii, a title that has been a labor of love for us at Funktronic Labs. As the landscape of virtual reality continues its dynamic evolution, we saw a golden opportunity not just to adapt, but to breathe new life into Fujii. We’re eager to re-introduce our experience to a burgeoning new community of VR enthusiasts. Stick with us as we delve into the design process that originally brought this magical floral adventure to life.

A Brief Foray into Funktronic Labs

Founded a decade ago at the intersection of art, technology, and design, Funktronic Labs took the plunge into VR development back in 2015, a time when the industry was still in its infancy and precedents were scarce. This compelled us to adopt a ground-up, first-principles approach to game design and VR interactions—an ethos that has become the backbone of all our projects since then—from our pioneering VR venture, Cosmic Trip, to Fujii, and all the way to our latest release, Light Brigade.

Fujii – A Harmonious Blend of Nature and Technology

Fujii first made its debut as an auteur, art-focused launch title for the release of Quest 1 in May 2019. This project holds a special place in our hearts as a resonant blend of artistic vision and interactive design, exploring the wonders of humanity’s connection with nature. Conceived as a soulful sojourn, Fujii interweaves the realms of nature exploration and whimsical gardening, creating an interactive meditative space for players to lose themselves in.

In an industry landscape where unconventional, art-focused projects often struggle to find support, we were extraordinarily fortunate to connect with Meta (at the time known as Oculus). Recognizing the artistic merit and unique potential in our vision, they granted us the exceptional opportunity and support to bring this artsy-fartsy, non-core experience to fruition.

Fujii’s Overall Design Philosophy

During Fujii’s development, we were acutely aware that a substantial portion of our audience would be stepping into the realm of VR for the first time via the Quest 1—the industry’s first major standalone 6DoF headset.

This keen insight significantly sculpted our design approach. We opted for intuitive, physics-driven interactions that mirror the tactile simplicity of the natural world, consciously avoiding complex VR interactions, elaborate interfaces or dense text.

By refraining from controls that demand steep learning curves, we zeroed in on cultivating immediate, natural interactions, thereby offering a warm invitation to VR newcomers of all ages and gameplay experience. Remarkably, this has led to an incredibly diverse player base, attracting everyone from young children to the elderly, many of whom have found Fujii to be an accessible and joyous experience. [Editor’s note: we quite liked the game too].

VR as a New Interaction Paradigm

It’s an oversimplification to regard VR as merely a ‘stereoscopic monitor strapped to your face.’ We see it as much more than just a visual spectacle; VR introduces a groundbreaking paradigm shift in user interaction. With its 6DoF capabilities, VR transcends conventional gaming by enabling intuitive physical actions like grabbing, touching, and gesturing.

This new paradigm unlocks a whole new layer of tactile engagement and immersion, connecting players directly with their virtual surroundings. This stands in contrast to the abstract, button-press or cursor interactions that characterize traditional, non-VR games. In essence, VR offers a far more integrated and visceral form of engagement, elevating the gaming experience to a whole new level.

Physics-based Inventory

In the realm of VR, the addition of physics and animations to objects isn’t just aesthetic; it serves as a vital conduit for player engagement and understanding. The enjoyment derived from physics-based interactions comes from the brain’s innate satisfaction in grasping the object’s physical properties—be it weight, drag, or inertia.

Absent these nuanced physics, interactions feel insubstantial and weightless, breaking the immersive spell. As a guiding principle, consider incorporating physics into every touchpoint, enriching the player’s tactile connection to the game world and making interactions incredibly rewarding.

To illustrate, let’s delve into the inventory system in Fujii. Far from being a mere menu or grid, our inventory system is organically woven into the fabric of the game’s universe. We’ve opted for a physically-driven inventory, where items like seeds find their homes in “natural slots” in the virtual environment, echoing real-world interactions.

This design choice is not only intuitive but negates the need for a separate tutorial. To further enhance this connection, we’ve enriched these interactions with animations and robust physics feedback, providing an additional layer of tangibility that helps players more fully connect with their virtual environment.

Plants and Touch

Another compelling instance of the importance of physics-based design in VR can be found in our intricate interaction model for plants within Fujii. Human interaction with plants is often tactile and visceral; we touch, we feel, we connect. Our aim was to preserve that authentic texture and intimacy in a virtual context. But we went a step further by infusing every plant with musical responsiveness, adding an ethereal layer of magic and wonder to your botanical encounters.

In Fujii, each interaction with plant life is designed to resonate on a meaningful level. Every plant, leaf, and stem adheres to its own tailored set of physics rules. Whether it’s the gentle sway of a leaf in response to your touch or the subtle recoil of a stem, our objective has been to make these virtual interactions indistinguishable from real-life ones.

Achieving this required painstaking attention to detail, coupled with robust physics simulations, ensuring that each touch aligns with natural expectations, thereby deepening your immersion in this magical realm.

Watering

Watering plants in Fujii isn’t just a game mechanic; it’s crafted to be a tactile and immersive VR experience that mimics the soothing and nurturing act of watering real plants. From the way the water cascades to how it nourishes the flora, every detail has been considered. Even the extension of your arms into playful, jiggly water hoses has been designed to offer a sense of whimsy while maintaining an air of naturalism. The water interacts realistically with both the plants and the landscape, underlining the game’s commitment to intuitive, lifelike design.

To infuse an additional layer of enchantment into this seemingly simple act, we’ve introduced a delightful touch: any water droplets that fall onto the ground trigger a temporary, flower-sprouting animation. This whimsical feature serves to amplify the ‘reality’ of the droplets, allowing them to interact with the world in a way that grounds them.

The Symphony of Sound Design

In Fujii, sound design is far from peripheral; it’s an integral facet of the game’s immersive landscape. Sound doesn’t merely serve as an auditory backdrop; it plays a pivotal role in how humans subconsciously interpret the physical makeup of the objects they interact with.

When sound, physics, and visuals synergize, they allow the brain to construct a comprehensive mental model of the object’s material properties. Numerous studies have even demonstrated that superior sound design can elevate players’ perception of the graphics, making them appear more lifelike, despite no actual change in visual quality (see this and this).

Seizing this opportunity, we’ve added a unique aural dimension to Fujii. Instead of sticking strictly to realistic, organic sounds, we’ve imbued interactions with melody, notes, and keys, creating an atmosphere of musical exploration and wonder. It’s as if you’re navigating through a symphonic wonderland, amplifying the sense of enchantment and, ideally, offering players a synesthetic experience that enriches their immersion in this captivating virtual world.

Trust the Design Process

In the course of game development, we’ve learned that it’s often impractical, if not impossible, to map out every component of a game’s design during pre-production. Instead, we’ve increasingly embraced a mindset of ‘discovery’ rather than ‘invention’.

While we adhere to certain design principles, the elusive process of ‘finding the fun’ in a VR experience continues to be a mystifying yet exciting challenge, even with over a decade of experience under our belts. The magic often unfolds when the game seems to take on a life of its own, almost as if it wishes to manifest itself in a particular way.

To best facilitate this organic process, we’ve found that maintaining a high degree of flexibility and adopting an iterative mindset is crucial—especially in VR development, where ideas don’t always translate well into enjoyable VR interactions.

Take, for example, the design of our watering mechanic (from earlier): initial concepts like grabbable watering cans or throwable water orbs seemed engaging on paper but fell flat in practice. It wasn’t until we stumbled upon the random idea of water shooting magically from the player’s hands that everything seemed to click into place. Allowing room for such iterative spontaneity has often led us to unexpected yet delightful game mechanics.

– – — – –

In the development of Fujii, our aim was to establish a meaningful benchmark for what can be achieved through simple yet thoughtful interaction design in VR. As technology marches forward, we anticipate that the fidelity of these virtual experiences will continue to gain depth and realism. Yet, the essence of our objective remains constant: to forge not just visually impressive virtual landscapes, but also highly interactive and emotionally resonant experiences.

Members of Funktronic Labs

We hope this in-depth technical exploration has offered you valuable insights into the thought process that go into shaping a VR experience like Fujii. As we continue on this journey, we invite you to explore and to keep your faith in the limitless possibilities that VR offers. Thank you for sharing this journey with us.


Fujii – A Magical Gardening Adventure is now available at the new low price of $10 on Meta Quest, SteamVR and PSVR 1.

Crafting Memorable VR Experiences – The Interaction Design of ‘Fujii’ Read More »

immersed-opens-pre-orders-for-slim-&-light-‘visor’-vr-headset,-starting-at-$500

Immersed Opens Pre-orders for Slim & Light ‘Visor’ VR Headset, Starting at $500

Immersed, the team behind the titular XR productivity and co-working app, announced Visor last month, a slim and light VR headset designed for work. Now the studio has opened “fully refundable” pre-orders for two distinct flavors of the device.

Immersed is offering a 2.5K per-eye Visor model for $500 and a 4K per-eye Visor model for $750. Besides including different resolution OLED microdisplays, functionally both models are the same. The company is also offering a Founder’s Edition Visor 4K for $1,000, which is said to ship six months before the standard Visor 4K.

Immersed says on the website both 2.5K and 4K headsets include:

  • Hand & eye tracking

  • 6 Degrees of freedom
  • 5+ Screens
  • 100° Field of view
  • Ultra widescreen
  • Custom IPD, nose-insert, and light-blocker
  • 25% lighter than a smartphone
  • HD Color Passthrough
  • Stems & strap attachments Included
Image courtesy Immersed

It’s still early days, it seems. The Visor hardware is said to be “both wired and wireless,” indicating it has onboard processing for mobile VR experiences and a battery, however the company hasn’t released any specs yet on chipset or battery life.

The company says headsets are custom-built for each user however, which includes locking in each user’s interpupillary distance (IPD) and shipping nose inserts and light blockers which are “closest to your face’s shape,” Immersed says in the product’s description.

As for shipment dates, so far Immersed says it’s slated to “commence and continue [shipment] throughout 2024.” What’s more, Immersed says it’s offering those pre-orders as “full refundable reservations.”

Here’s the fine print:

Refund Policy: Preorders are fully refundable reservations. You may cancel your reservation at any time before your Visor is produced and receive a full refund to the original payment method by emailing [email protected]. Due to the custom-built nature of Visor, fulfillment time will vary and shipment dates are our best estimates. Delays, if any, will be communicated via email.

You can pre-order and find more on the Immersed Visor website.

Immersed Opens Pre-orders for Slim & Light ‘Visor’ VR Headset, Starting at $500 Read More »

leaked-xbox-documents-show-xr-interest-but-no-immediate-plans

Leaked Xbox Documents Show XR Interest But No Immediate Plans

Leaked documents relating to Microsoft’s business strategy for Xbox show the company eyeing XR technology but continuing to keep it at arm’s length.

While Microsoft has previously taken considerable steps into XR with both HoloLens and the Windows Mixed Reality platform on PC, the company’s flagship gaming division, Xbox, has notably not joined the fray.

Over the years Xbox leadership has repeatedly pushed back on XR interest, saying the tech doesn’t yet have a large enough audience to warrant investment. And while it doesn’t look like we should expect anything relating to XR from Xbox in the near future, the company is at least continuing to eye the tech as a potential opportunity.

Road to VR reviewed the entirety of a trove of documents that leaked this week in connection with an ongoing Federal Trade Commission v. Microsoft court case. The documents, which reveal a significant portion of Microsoft’s long-term plans for the Xbox brand, show the company is still skeptical of XR but not discounting it in the long run.

In a mid-2022 ‘Gaming Strategy Review’ document, Xbox pointed to “AR / VR” as one of a handful of “opportunities” the company was mulling as part of its “early thoughts on [the] next generation of gaming.” In the same section the company pointed to tech like cloud gaming and ML & AI as potential areas of strategic focus.

In another section of the same document the company highlighted Windows Mixed Reality, OpenXR, WebVR, and HoloLens among many platforms and services that Xbox can leverage to build its “next gen platform for immersive apps and games.” Given the context of the document, however, it doesn’t seem that Xbox is specifically referring to XR when using the word “immersive.”

While Xbox has mentioned XR as a future opportunity, the company’s tone is still significantly skeptical that the tech has achieved a meaningful addressable audience.

In another section of the same document which overviewed Xbox’s competitors, the company pointed to Meta’s billions of dollars of investments into XR, but concluded by saying, “we view virtual reality as a niche gaming experience at this time.”

Another document from mid-2022, which overviewed the company’s long-term plans for Xbox all the way through 2030, noted that Microsoft wanted to expand its hardware portfolios to include new hardware categories, but nothing on that long-term roadmap pointed to any XR hardware.

While the leaked documents did focus on long timelines, business is always dynamic and priorities can shift quickly, so it’s important to remember that the documents are just a snapshot of Xbox’s view in mid-2022. With the more recent introduction of devices like Apple Vision Pro, it’s likely that Xbox is looking even more closely at how important XR may be to its future portfolio.

Leaked Xbox Documents Show XR Interest But No Immediate Plans Read More »

microsoft-to-supply-us-army-more-ar-combat-headsets-following-positive-field-test

Microsoft to Supply US Army More AR Combat Headsets Following Positive Field Test

Microsoft’s HoloLens-based headset built on contract for the US Army has passed an important round of field testing by soldiers. The company is now set to fulfill a larger order to be used in more rigorous testing slated to take place in 2025.

Awarded in 2019, Microsoft’s $22 billion defense contract is aiming to supply the US Army with a tactical AR headset for soldiers based on HoloLens 2 technology, or what’s called an Integrated Visual Augmentation System (IVAS),

According to Bloomberg, 20 prototype versions of the newer 1.2 IVAS headsets were field tested by two squads of solders in late August specifically to check for improvements in reliability, low-light performance and ergonomics. It was reported in early 2022 that Microsoft was bracing for negative field testing, citing concerns with low-light performance and nausea.

Taking place at Fort Drum, New York, those tests “demonstrated improvements in reliability, low light sensor performance, and form factor,” a US Army spokesperson told Bloomberg, saying further that “soldier feedback was positive.”

The Army awarded Microsoft another contract on September 5th for the 1.2 IVAS to see if the company could scale production. Its $22 billion contract indicates an upper target, and not the full amount granted to Microsoft at present.

Microsoft to Supply US Army More AR Combat Headsets Following Positive Field Test Read More »

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This ‘Portal 2’ Mod Brings Full VR Support to Valve’s Award-winning Puzzler

Flat2VR, the modding team known for bringing unofficial VR support to games such as Final Fantasy XIV, Half-Life 2, Jedi Outcast, and Left 4 Dead 2, recently released a mod for Portal 2 which finally brings SteamVR support to the iconic puzzle game.

The mod is free, and posted to Giovanni ‘Gistix’ Correia’s Github, a contributing member of Flat2VR. If you need help installing, there are instructions on the mod’s Github page, howevrr you can also head over to the Flat2VR Discord (invite link) for help.

Another pretty handy coincidence: Valve has again put both Portal and Portal 2 on sale for just $1 a piece, or in the Portal bundle for just $1.50 total, giving you basically no excuse not to play this mod—provided you have a VR-ready PC and a headset such as a Valve Index or Quest 2 (with Link).

Check out this 20-minute playthrough showcasing just how fluid the VR mod is:

This ‘Portal 2’ Mod Brings Full VR Support to Valve’s Award-winning Puzzler Read More »

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Meta is Killing off Launch Titles ‘Bogo’ & ‘Dead and Buried’ Games Next Year

Meta is shutting down three of its exclusive titles next March, including VR shooters Dead and Buried (2016) and Dead and Buried II (2019), and virtual pet simulator Bogo (2019).

Meta announced via email to current game owners that all three titles will no longer be supported come March 15th, 2024. In the meantime, the company has removed the games from store search results, and removed any way to purchase or download them (if not already in your library).

Created as an Oculus Touch launch title for Rift and released in late 2016 by Oculus Studios, Dead and Buried was one of the pioneering multiplayer VR shooters that explored room-scale gameplay, including co-op, PvP, and single-player modes.

Interestingly, the Oculus Touch launch title never came to Quest, although a version was adapted for Oculus Go, the 3DOF standalone released in 2018.

Meta’s internal game development studio back then, Oculus Studios, instead was working on Dead and Buried II, which would release as a launch title for the original Quest in May 2019, but also arrive on Rift with cross-play.

Dead and Buried II departed from the purely room-scale locomotion of the first, and injected some standard stick-driven locomotion to the mix, making for more dynamic shootouts across multiple maps.

Released as a free Oculus Quest launch title in 2019 (and Rift), Bogo lets you raise and care for your own virtual pet. It’s admittedly a short experience without a ton of depth, but it’s getting the axe just the same come March 15th, as it will be removed not only from both Quest and Rift Stores, but also from user libraries.

While both Dead and Buried games heavily feature online gameplay—more understandable victims of platform decay—the decision to shutter the single-player game Bogo suggests Meta isn’t prioritizing legacy support for original Quest games as it moves towards the next generation of Quest headset, or more specifically Quest 3.

Whatever the case, we’re sure to learn more come September 27th during Connect 2023 where the company will very likely release a flurry of news surrounding Quest 3.

Meta is Killing off Launch Titles ‘Bogo’ & ‘Dead and Buried’ Games Next Year Read More »

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‘STRIDE: Fates’ Coming to Quest Soon as “full-fledged separate game”

Joy Way, the studio behind parkour action-shooter STRIDE (2022), announced that high-flying follow-up STRIDE: Fates is a “full-fledged sequel” to the original game, and it’s coming first to Quest this holiday season.

In addition to throwing out a new gameplay trailer, the studio also released more info on the game’s narrative:

Step into the shoes of a parkour spec-ops officer. Traverse and shoot your way through the rooftops and basements of dystopian Airon City – from slums to affluent skyscrapers. Deal with power shifts in gangs, dirty family feuds, corporate secrets, forbidden tech and other obstacles to understand your past. Enhancing everything players love about STRIDE, the full-fledged sequel ‘Fates’ pushes the parkour action formula even further with new gameplay and a story-driven campaign.

The studio also included a list of promised features:

  • Blockbuster-level narrative.
  • Climb buildings, vault through windows, and slide down cables with lightning speed.
  • Explore open-world locations under the watch of snipers and drones.
  • Feel the thrill of close-quarters combat with tactical shooter mechanics.
  • Use your gadgets and hacking skills to outwit thugs and corporates.
  • Meet a motley cast of characters to shape your Fate.
  • Puzzles, collectibles and more cool stuff that will be announced later.

Originally set to be a relatively short story mode offered as free DLC to the base game, STRIDE: Fates is now being pitched as a “full-fledged separate game,” Joy Way tells Road to VR.

“Instead of an hour of gameplay, we made a separate game, better in every aspect, with new content, mechanics and 5-8 hours of story campaign (depending on side quests and time spent in open world locations),” the studio says.

Joy Way maintains the decision to make it a separate game and not free DLC was also based on avoiding technical limitations inherent to the base game. STRIDE: Fates is said to use a new engine, which offers improved graphics and interactivity for standalone VR, enhancing aspects like shooting, enemy AI, and more.

“At some point, after fruitless attempts to upgrade the existing engine, we had to restart the project and basically re-do almost all the code from scratch, and now the new engine is incompatible with the original STRIDE.”

STRIDE: Fates is coming first to Quest, slated to arrive on the Meta Quest Store sometime this holiday season, which could be as soon as November, the studio says. The game is also headed to SteamVR headsets sometime in 2024. Joy Way says it’s also considering a release on PSVR 2 and Pico headsets “later in 2024,” however that’s still being decided.

‘STRIDE: Fates’ Coming to Quest Soon as “full-fledged separate game” Read More »

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Epic Games is “exploring native Unreal Engine support” for Apple Vision Pro

Unity, makers of the popular game engine, announced earlier this week it’s getting ready to levy some pretty significant fees on developers, causing many to rethink whether it makes more sense to actually go with the main competition, Unreal Engine from Epic Games. It seems Epic isn’t wasting any time to help transition those creating projects for Apple Vision Pro.

According to Victor Lerp, Unreal Engine XR Product Specialist at Epic Games, the company is now “exploring native Unreal Engine support for Apple Vision Pro,” the upcoming mixed reality headset due to launch in early 2024.

Lerp says it’s still early days though, noting that it’s “too early for us to share details on the extent of support or timelines.”

Lerp posted the statement on Unreal Engine’s XR development forum. You can read it in full below, courtesy of Alex Coulombe, CEO of the XR creative studio Agile Lens:

During Vision Pro’s unveiling at WWDC in June, Apple prominently showcased native Unity support in its upcoming XR operating system, visionOS. Unity began offering beta access to its visionOS-supported engine shortly afterwards, making it feel like something of a ‘bait and switch’ for developers already creating new games, or porting existing titles to Vision Pro.

As explained by Axios, Unity’s new plan will require users of its free tier of development services to pay the company $0.20 per installation once their game hits thresholds of both 200,000 downloads and earns $200,000 in revenue. Subscribers to Unity Pro, which costs $2,000 a year, have a different fee structure that scales downwards in proportion to the number of installs. What constitutes an ‘install’ is still fairly nebulous at this point despite follow-up clarifications from Unity. Whatever the case, the change is set to go into effect starting on January 1st, 2024.

In the meantime, the proposed Unity price increase has caused many small to medium-size teams to reflect on whether to make the switch to the admittedly more complicated Unreal Engine, or pursue other game engines entirely. A majority of XR game studios fit into that category, which (among many other scenarios) could hobble teams as they look to replicate free-to-play success stories like Gorilla Tag, which generated over $26 million in revenue when it hit the Quest Store late last year.

Epic Games is “exploring native Unreal Engine support” for Apple Vision Pro Read More »

fast-travel-games-reveals-hide-and-seek-vr-multiplayer-‘mannequin’

Fast Travel Games Reveals Hide-and-Seek VR Multiplayer ‘Mannequin’

Fast Travel Games teased a mysterious VR multiplayer late last month, and now we have the full reveal: Mannequin, an asymmetric multiplayer for up to five players.

The admittedly very slick cinematic reveal trailer shows off a bit of hide-and-seek style gameplay.

Here’s how the studio describes the action:

The world has stopped. Time is frozen. All attempts to make contact with the aliens have failed. Special Agents have been deployed to neutralize the threat once and for all.

Humans call the aliens: Mannequins. Mannequin is an asymmetric multiplayer game for up to 5 players, filled with suspense, social deduction and fast, sudden action. Play as alien Mannequins and set up deadly ambushes by posing as humans frozen in time, or as human Agents and wield high tech gadgets to neutralize the Mannequins from a distance.

Image courtesy Fast Travel Games

The studio tells us that its extraterrestrial Mannequins focus on close combat and can time-freeze humans just by touching them. You’ll have to physically pose your body in order to blend in among the time-frozen humans though, making you think creatively on how best to blend into your surroundings and keeping a pose as you’re surely inspected for any signs of life.

Human Agents specialize in ranged combat with an EMP Gun to neutralize the aliens. An EMF Reader helps you locate threats and EMP Generators for recharge and advantage in combat. On the human team, voice chat lets you communicate and strategize internally without the opponent team eavesdropping on them.

Mannequin is coming first to Meta Quest 2 & 3, PSVR 2, and SteamVR headsets sometime in 2024. We’ll be following along with the Fast Travel Games’ social channels in the meantime.

Meanwhile, the veteran VR studio is also set to launch its single-player RPG Vampire: The Masquerade – Justice soon, having already released a number of VR games including Wraith: The Oblivion – Afterlife, Apex Construct and The Curious Tale of the Stolen Pets.

Fast Travel Games Reveals Hide-and-Seek VR Multiplayer ‘Mannequin’ Read More »

this-steam-add-on-aims-to-make-it-easier-to-sleep-in-vr

This Steam Add-on Aims to Make It Easier to Sleep in VR

Sleeping in VR is definitely a thing. Just head to any of the so-called ‘sleep worlds’ in VRChat to see avatars snoozing away whilst curled up on a virtual couch. Now a Steam overlay looks to make it easier for the VR sleepers among us to catch their forty winks.

Called OyasumiVR – VR Sleeping Utilities, the software is designed to detect when you’re asleep and automate various tasks, something its creator ‘Raphii’ says can help make VR sleeping “as comfortable as possible.”

OyasumiVR can is also said to dim headset brightness, trigger avatar animations based on your sleeping pose, automatically handle invite requests so you’re not disturbed, and automate various SteamVR settings.

There’s actually a pretty extensive array of features beyond those mentioned above, including the ability to create shutdown sequences so you can automatically turn off controllers, base stations, quit SteamVR, or even shut down Windows entirely—just what you need if you’re looking to drift off to asleep in VR, but want to wake up in your own bed.

Originally projected to land on Steam on August 25th, OyasumiVR – VR Sleeping Utilities is available for free starting today on Steam. You check out the full list of features on the linked Steam page to see if it’s right for you.

This Steam Add-on Aims to Make It Easier to Sleep in VR Read More »

apple-confirms-vision-pro-still-slated-to-release-in-early-2024

Apple Confirms Vision Pro Still Slated to Release in Early 2024

Apple’s “Wonderlust” product launch event featured the official unveiling of iPhone 15 and both Watch Series 9 and Ultra 2. While XR wasn’t a major focus of the event, Apple confirmed its upcoming mixed reality standalone Vision Pro isn’t seeing any delays to push it off its early 2024 release.

First unveiled at WWDC in June, Apple CEO Tim Cook said last night during the product event that Vision Pro is still “on track for release in early 2024.”

Vision Pro, which comes along with the very ‘pro’ price tag of $3,500, has reportedly been the subject of multiple delays in the past. The MR headset was widely thought to arrive sometime in 2022, although several successive reports maintained it was delayed multiple times since then.

With an “early 2024” launch in site, Apple seems to be making some of the right moves in the background, as the company has already opened up applications for developer units which are undoubtedly already in the hands of studios.

Meanwhile, the Cupertino tech giant also announced it’s prepping iPhone 15 Pro to take stereoscopic video which can be viewed on Vision Pro. It’s an interesting choice, as features on company’s most premium ‘Pro’ phone offerings tend to trickle down in successive generations. Here, the phone’s ultrawide and main cameras work together to create what Apple calls a “three-dimensional video.”

Apple Confirms Vision Pro Still Slated to Release in Early 2024 Read More »

iphone-15-pro-is-apple’s-first-smartphone-with-spatial-video-capture,-for-viewing-on-vision-pro

iPhone 15 Pro is Apple’s First Smartphone With Spatial Video Capture, for Viewing on Vision Pro

Apple today announced its iPhone 15 lineup of smartphones, including the iPhone 15 Pro which will be the company’s first phone to capture spatial video for immersive viewing on Vision Pro.

While Apple Vision Pro itself works as a spatial camera, allowing users to capture immersive photos and videos, I think we can all agree that wearing a camera on your head isn’t the most convenient way to capture content.

Image courtesy Apple

Apple seems to feel the same way. Today during the company’s iPhone 15 announcement, it was revealed that the new iPhone 15 Pro will be capable of capturing spatial video which can be viewed immersively on the company’s upcoming Vision Pro headset. The base versions of the phone, the iPhone 15 and iPhone 15 Plus, won’t have the spatial capture capability.

Details on exactly how this function works are slim for the time being.

“We use the ultrawide and main cameras together to create a three-dimensional video,” the company said during its announcement. But it isn’t clear if “three-dimensional” means stereoscopic footage with a fixed viewpoint, or some kind of depth projection with a bit of 6DOF wiggle room.

Given that the iPhone 15 Pro cameras are so close together—not offering enough distance between the two views for straightforward stereo capture—it seems that some kind of depth projection or scene reconstruction will be necessary.

Image courtesy Apple pro 

Apple didn’t specifically say whether the phone’s depth-sensor was involved, but considering the phone uses it for other camera functions, we wouldn’t be surprised to find that it has some role to play. Curiously, Apple didn’t mention spatial photo capture, but ostensibly this should be possible as well.

While users will be able to watch their immersive videos on Vision Pro, Apple also said they’ll be able to share the footage with others who can watch on their own headset.

While the new iPhone 15 lineup will launch on September 22nd, Apple says the spatial capture capability won’t be available until “later this year”—which is curious considering the company also said today that Vision Pro is “on track to launch in early 2024.” Perhaps the company plans to allow creators to access the spatial video files for editing and use outside of Apple’s platform?

iPhone 15 Pro is Apple’s First Smartphone With Spatial Video Capture, for Viewing on Vision Pro Read More »