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‘Gorilla Tag’ Studio Teases Next Title, a Spiritual Successor to ‘Echo VR’—But So Much More

Another Axiom, the studio behind the viral VR indie hit Gorilla Tag, has revealed the first glimpse of its next project. ‘Project A2’ is an ambitious spiritual successor to the now shuttered Echo VR, and a full-circle moment for the studio.

With its low-fi graphics and simple gameplay, you might not think it but Gorilla Tag is one of the most popular Quest games ever. In fact, it holds the most reviews of any VR game on the platform and is also one of the best-rated free games.

While Gorilla Tag is still going strong (if not growing), the studio behind the game, Another Axiom, is already working on something new.

‘Project A2’, its codename, is shaping up to look like a spiritual successor to Echo Arena, the popular VR sport that was infamously shuttered by Meta.

The studio published this first in-development glimpse of the game which shows something undoubtedly like Echo VR both in look and feel:

It’s a very early look of course, as explained in a message reportedly published to the studio’s Discord server:

Understand this is a work-in-progress. We’ve built a talented team, but this game won’t ship until late next year at the earliest.

Early access will give you a behind-the-scenes peek on how game development is made, gray block-out environments, programmer assets, all while the final look of the game hasn’t been established. You’ll see level layouts that will never ship, mechanics that are too OP, design explorations, lots of bugs and fun things in between.

This is not a beta … this is early access.

However, this is the fun part of game development and we are excited to bring you in.

Echo VR Evolved

But this isn’t just an Echo VR remake. Another Axiom has an ambitious plan to make ‘Project A2’ a much more social VR experience by incorporating and expanding some of Gorilla Tag’s underappreciated innovations.

Yes, Gorilla Tag has a novel locomotion and capitalizes on the seemingly innate human experience of ‘tag’, but the game’s seamless social structure—where game lobbies are ‘places’ and changing game modes is as natural as walking between rooms—is another key element to its success.

In the message on the studio’s Discord server, the developers explain the game’s structure.

Stations: Travel through a fleet of stations to find your community. Once arrived, float or take one of the many high speed systems to different casual game modes. However, if larger arena sport games are more your style, then find your way to one of the many stadiums. Hang out in the bleachers with your friends to cheer on your favorite players, commentate from the casters’ booth, or float through the locker rooms to join in on the action.

The studio plans to give ‘Project A2’ a seamless social structure, where game maps and modes are realized as ‘stations’ that players can navigate between by traveling through the game world. Don’t like how the people are playing in one station? Wander off and find a new group of players down the hall.

This social structure can lead to the kind of happenstance networking that delights us in the real world; maybe you’re wandering down the hall, peek into a station, and hear a funny conversation that has nothing to do with the itself game, but you decide to pop in and join the group for some laughs.

In essence it sounds like the studio wants to structure the game as its own sort of mini-metaverse—a ‘miniverse’, perhaps? It’s not terribly different from something like Rec Room or VR Chat, except there’s a greater emphasis on making navigation between ‘places’ more natural.

Your Domain

The studio also plans to give players wide-reaching control over ‘Project A2’, allowing them to create their own stations that they can adjust as they see fit.

“[…] players can run their own servers, control their own stations, host their own rule sets, moderate and customize the look and feel of, activities, posters, game modes and more,” the studio wrote. Not to mention plans for a level editor, allowing people to build interesting new maps to attract players to their specific station.

Full Circle

Image courtesy Another Axiom

‘Project A2’ is a full-circle moment for the studio. It’s co-founder, Kerestell Smith, has said that Echo VR—before it was shut downwas his original inspiration for Gorilla Tag.

“[…] Echo VR was the first game that really made me certain VR was going to be transformative. I got so into it that I started competing, which I had never done before, and my team, Eclipse, ended up winning the first two championships,” Smith has said. It’s unique zero-G arm-based locomotion was one of the key inspirations for Gorilla Tag’s movement system.

Another of the studio’s co-founders, David Neubelt worked at Ready at Dawn as one of the leads on Echo VR, and has since gone on to join Another Axiom.

Now that the game has been shuttered, Smith, Neubelt, and the rest of the studio actually have a shot at resurrecting a spiritual successor to the game they loved—for themselves and the community that was left behind when Echo VR was shut down.

New & Improved?

While ‘Project A2’ could revive the essence of Echo VR, it will be interesting to see how players of the original game and those of Gorilla Tag receive Another Axiom’s spin on zero-G locomotion.

Fundamentally the studio appears to be building on the foundation of Gorilla Tag’s movement (which, as we mentioned, was inspired by Echo VR’s movement!); but ‘Project A2’ will make some key tweaks, the studio writes:

Learn more about our new approach to zero-g movement. We’re targeting human scale speeds with more physicality, hand-based collision, sliding, and paddle-based momentum mechanics, all while using very few controller inputs. We have removed the ability to grab flat walls, only allowing grabbing on bars and handles that your fingers could wrap around. We hope this model will follow people’s expectations of how hands work in real life, while adding depth and a high skill ceiling by layering multiple physical mechanics together.

In a way, this system sounds like a fusion of both Echo VR’s movement (where players could grab and push off of any wall) and Gorilla Tag’s movement (where players can’t grab onto any wall, any have to move themselves purely with momentum).

– – — – –

With the success of Gorilla Tag, Another Axiom has set a very high bar for themselves. Can ‘Project A2’ achieve similar levels of success, or will Gorilla Tag remain the studio’s flagship game? Only time will tell, as the studio says it doesn’t plan to ship ‘Project A2’ until late 2024 “at the earliest.”

‘Gorilla Tag’ Studio Teases Next Title, a Spiritual Successor to ‘Echo VR’—But So Much More Read More »

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Unicorn AR Startup Magic Leap is Killing Its First Headset Next Year

Magic Leap 1, the AR headset that helped the Plantation, Florida-based startup attract over three billion dollars in funding, will be completely defunct by late next year.

The company announced this week that Magic Leap 1’s cloud services are due to be shut off on December 31st, 2024. After that date, the headset will receive no further support.

The loss of cloud services indeed means the headset will essentially be ‘bricked’ on that date, as “core functionality will reach end-of-life and the Magic Leap 1 device and apps will cease to function,” the company says in a recent FAQ.

Image courtesy Magic Leap

On September 29th, 2023, a number of developer resources are being pulled too, including the forum dedicated to Magic Leap 1 as well as the headset’s dedicated Discord channel.

Here’s the full statement from Magic Leap, courtesy a comment made by Reddit user ‘The Golden Leaper’.

Today we are announcing that Magic Leap 1 end of life date will be December 31, 2024. Magic Leap 1 is no longer available for purchase, but will continue to be supported through December 31, 2024 as follows:

Magic Leap 1 Developer Forum: On September 29th, 2023, Magic Leap 1 Developer Forum (https://ml1-developer.magicleap.com/) will no longer be available. Please refer to the Magic Leap 2 Developer Forum for current information and updates on the Magic Leap platform.

Magic Leap Discord channel: On September 29th, 2023, Magic Leap Discord channel will no longer be available. Please refer to the Magic Leap 2 Developer Forum for current information and updates on the Magic Leap platform.

OS Updates: Magic Leap will only address outages that impact core functionality (as determined by Magic Leap) until December 31, 2024.

Customer Care (http://magicleap.com/contactus) will continue to offer Magic Leap 1 product troubleshooting assistance through December 31, 2024.

Warranties: Magic Leap will continue to honor valid warranty claims under the Magic Leap 1 Warranty Policy available here (https://www.magicleap.com/ml1/warranty-policies).

While no longer sold by Magic Leap, the company was selling ML 1 up until mid-2022. Brand new units, including the headset’s hip-worn compute unit and single controller, were being liquidated for the barn burner deal of $550 via Amazon subsidiary Woot. It’s uncertain how many developers and enterprise users will be affected by the shutdown, however they do have a little over a year to figure out a replacement strategy.

Launched in 2018, Magic Leap straddled an uneasy rift between enterprise and prosumers with ML 1 (known then as ‘ML One’), which gained it a lukewarm reception mostly thanks to its $2,300 price tag and relatively narrow differentiation from Microsoft HoloLens. Despite Magic Leap’s best efforts, it simply wasn’t the consumer device the company wanted to make from the onset.

A leadership shuffle in mid-2020 saw co-founder and CEO Rony Abovitz step down, tapping former Microsoft exec Peggy Johnson to take the reins and immediately pivot to target enterprise with its most recent AR headset, Magic Leap 2.

Unicorn AR Startup Magic Leap is Killing Its First Headset Next Year Read More »

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Hands-on: ‘Vampire: The Masquerade – Justice’ Could Be a Better VR ‘Hitman’ Game Than ‘Hitman 3’

Fast Travel Games gave us a hands-on with Vampire: The Masquerade – Justice on Quest 2, the studio’s upcoming single-player adventure RPG set in the ‘World of Darkness’ universe. The vertical slice offered up an intriguing look into the game’s stealth combat mechanics, all of which feel pretty Hitman-esque, albeit with a sufficiently paranormal bend—not to mention a lot more VR-native design than Hitman 3’s VR mode.

In Vampire: The—ok, for brevity’s sake let’s just call it VMJ—players embark on an adventure to figure out who killed their sire and reclaim a stolen relic in the dark underbelly of Venice, Italy.

Arriving in Venice via gondola, I learn that my name is Justice—which admittedly isn’t the best name for a blood-sucking vampire who kills indiscriminately, but I digress. My vampire dad, Banu Haqim, was murdered and it’s my job to get through what I’m told will be a “gritty main narrative” and a number of side missions as I track down the culprits and unravel the game’s story.

Image courtesy Fast Travel Games

The demo offered up two partial levels: a slice of the tutorial level where I learn to move around, teleport from place to place, and suck blood by putting my literal mouth on a bad dude’s neck, and a more substantial mission that drops me right into what is probably the middle of the game, giving me access to a variety of combat tools and paranormal powers.

The tutorial level was fairly quick, teaching me how to teleport across canals and precarious window ledges. I found myself starting out in apartments, looting drawers and cupboards to find notes and other found items, and zapping around using my vampiric agility to scale buildings and execute a limited swath of attacks on some fairly brainless AI.

Image courtesy Fast Travel Games

In the demo’s next level, I got a brief taste of the three vampiric disciplines, which are supposed to be purchasable in-game via earned XP, letting so you customize your playstyle. These include:

  • Cloak of Shadows: Sneak up on enemies, blend into the environment, and turn almost invisible.
  • Cauldron of Blood: A powerful but noisy attack. Boil the blood of victims until their messy end. Very likely lethal.
  • Shadow Trap: Place a portal to the underworld on the ground, then close it on victims, dragging them into Oblivion.

To switch between disciplines, I simply press X on my left controller, then hover over the respective icon mid-air. Each of them makes a certain amount of sense, as they offer up chances for quiet melee or escape, loud and distracting mid-range attacks, and comparatively quieter distance attacks that you need to time correctly to set off properly.

While not a shooter as such, there’s also a hand-worn crossbow which come with two types of bolts: Corrosive and Oblivious Sleep. Each bolt has to be apparated into thin air, and loaded, so you can’t just fire away willy nilly.

Image courtesy Fast Travel Games

And the shooting experience doesn’t cheapen things either. Corrosive bolts make noise and corrode metal chains, but don’t harm enemies, while Oblivious Sleep bolts put mortals to sleep for a bit, giving you enough time to scurry away and nab those extra points for completing your objective without killing anyone.

That said, you can accidentally kill baddies, but only if you screw up selecting your paranormal powers, or by drinking a person dry, both of which can screw up your end mission rating.

Image courtesy Fast Travel Games

It’s still uncertain how large the game’s discrete maps are based on those two levels alone, but I’ll say at least the game’s fantasy version of Venice does a pretty spectacular job of replicating the storied island’s labyrinthine pathways and claustrophobic buildings. It certainly feels big. It also thematically purges the city of the throngs of ever-present tourists, making it feel much more like the Venice you’d imagine a vampire coven would call home, and not a German family looking for gelato nearby St. Mark’s Square.

It’s also still early days for VMJ in terms of polish. Graphics are good and the set pieces feel very much like finished products, although I feel like the demo was pushing the compute envelope for Quest 2 somewhat, making it difficult to even record a session without crashing. Avatar hand movements still feel like they need some sort of smoothing to correct for player jitteriness, and some of the object interaction still feels a little flighty as well. Fast Travel is a trusted name in VR development though, so it’s likely these issues will be solved, or reduced significantly before launch.

In the end, it will be really interesting to see how the whole package comes together. Will it be a big and sprawling game with multiple solutions to mission objectives like its Hitman-style gameplay might suggest? Will it provide the goth-kid within me enough of a vampiric thrill while not being too schlocky, like a lot of the Masquerade stuff can be at times? We’ll find out soon enough, as Vampire: The Masquerade – Justice is slated to launch on Quest 2, Quest 3, Quest Pro and PSVR 2 on November 2nd, priced at $30.

In the meantime, check out the gameplay video below to see some of the action I described above:

Hands-on: ‘Vampire: The Masquerade – Justice’ Could Be a Better VR ‘Hitman’ Game Than ‘Hitman 3’ Read More »

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Major ‘The Light Brigade’ Update Brings New Player Classes, Items, Levels & More

Funktronic Labs released a massive update today to its roguelike shooter The Light Brigade (2023), which includes new player classes, tactical items, power-ups, levels and more.

Called the ‘Memories of War’ Update, the new content drop is rolling out today to SteamVR, Quest 2, and PSVR 2, including a bunch of new stuff.

Check out what’s in the update below, courtesy of Funktronic Labs:

  • The Engineer: a new player class that deploys pilotable drones
  • The Breacher: a new shotgun-wielding player class, by popular request!
  • New tactical items and power-ups to find on runs or stock up in the shop: including flare gun, cigarettes/cigars (for style), equipable helmets to block damage, new health flasks, power-up syringes, and more)
  • New hand-crafted levels between procedurally generated stages
  • New shooting range mini-game
  • Game balancing and fixes

The Light Brigade is a roguelike shooter that mashes up fantasy ghosties with real-world weapons, making it feel like a spiritual successor to In Death: Unchained. The game was already noted for a high variety of upgrades and array of WWII-era weaponry, so today’s update is really only throwing more of the good stuff at us, making the already really great game even better.

Major ‘The Light Brigade’ Update Brings New Player Classes, Items, Levels & More Read More »

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PSVR 2 is Missing a Critical Mass of Compelling Exclusives, But There’s No Telling When More Will Come

It’s been six months since Sony launched PlayStation VR 2, handily one of the best pieces of consumer VR hardware we’ve laid eyes on. While the headset is undeniably great, Sony’s content strategy hasn’t been. Beyond a handful of launch titles, PSVR 2 didn’t really explode out of the gate like we hoped, and a future with high-quality content on the horizon hasn’t materialized either. This, compounded by the lack of backwards compatibility, has hobbled the platform to the point that long-term viability could be an issue if Sony doesn’t step up their game.

Like the original, PSVR 2 sports a unique selling proposition. If you own a PS5, spending that $550 to buy a shiny new PSVR 2 isn’t a bad move if you want to get into current-gen VR games right this second, making Sony’s job fairly straight forward: convert existing PS5 owners into new PSVR 2 owners. That, and keep those users coming back to the headset with new and compelling content.

The XR landscape has changed quite a bit since the OG PSVR launched in 2016 though. Meta’s standalone Quest platform has largely led the way in VR adoption in the last several years thanks to its ability to not only provide compelling experiences natively on mobile hardware, but to optionally tether to PCs, pulling double duty as capable PC VR headsets in their own right. The Quest content library spans multiple generations of devices now too, which is something PSVR 2 simply can’t say since it doesn’t support PSVR games.

What Sony needs to do is pretty simple if it wants PSVR 2 to stay relevant within PS5’s lifecycle: fund more and better content, and do it regularly so current users have something to look forward to as the competition inevitably mounts.

The Virtual Elephant in the Room

Because of the scale of Quest headsets compared to PSVR 2, most developers are building their games first and foremost to fit the limitations of the standalone headset, while maybe adapting their game for PSVR 2 as a secondary objective. Not a lot of games out there that use the headset’s built-in eye-tracking in any real way, and that’s telling.

But relying largely on visually enhanced made-for-Quest content isn’t going to give PSVR 2 a meaningful competitive edge given its other downsides (more expensive, not standalone, etc).

Quest 2 next to Quest 3 | Image courtesy Meta

While the strategy of selling PSVR 2 as an add-on to PS5 customers seems straightforward, the reality is Quest is a competing device with most of the same games and a cheaper price point. That means that even PS5 owners might see the Quest as the better value… unless PSVR 2 has a strong library of exclusive content to keep them on Sony’s turf.

This isn’t a wild idea either. Sony had actually built up an impressive set of exclusive games for the original PSVR, with some of the best games on any VR headset—like PlayStation VR Worlds (2016)Batman: Arkham VR (2016)Farpoint (2017), Astro Bot (2018), and Blood & Truth (2019). Not only not bringing these exclusives forward to PSVR 2, but not having a clear roadmap for great exclusive content in the future, is a real problem for PSVR 2 in the long run.

Great Headset Missing a Roadmap

PSVR 2 is a great headset. It’s got features that no other headset in its class has, like eye-tracking, HDR, and OLED displays. Ergonomics are on point for long gaming sessions. Eye-tracking allows developers to implement a ton of cool stuff like foveated rendering, allowing studios to push visuals that even complete with what you might see on PC VR. The addition of inside-out tracking and real VR controllers finally puts it squarely in the now of VR too. But, as we know, great hardware is nothing without games, and PSVR 2 is lagging behind in that department.

Photo by Road to VR

Sensitive readers, please avert your eyes. Exclusives. There, I said it. Exclusives are a dirty word in gaming for a reason; nobody wants to uproot from their chosen platform just for a single game. It feels excessively greedy to limit what would be good for all, but only made available to the lucky few. For all their ills though, exclusives are a pretty standard way of both attracting and keeping a platform’s playerbase happy with the promise of high-quality content which critically wouldn’t exist otherwise.

Outside of a handful of truly great VR franchises and games from medium to small studios, platform holder-funded exclusive content has been the primary way of getting most of the so-called ‘AAA’ content in VR, with standout titles including Half-Life: Alyx (2020) on PC, Lone Echo (2017) and Lone Echo 2 (2021) on Rift, the upcoming sequel to Rift exclusive Asgard’s Wrath on Quest, and Astro Bot Rescue Mission on the original PSVR.

It’s pretty rare when established studios willingly risk years of billing hours and studio resources for something that isn’t guaranteed to make cash. That’s why platform-funded exclusives are important in getting content built that wouldn’t otherwise be viable given the risk. And while Sony had been doing a pretty good job with that on their original headset, judging by the content available today on the PlayStation Store it feels like the company has been a little tighter with its purse strings.

At the time of this writing, PSVR 2 only has a scant few VR-native exclusive titles: Horizon Call of the Mountain, C-Smash VRS, The Dark Pictures: Switchback VRSynapse, and Firewall Ultra—only one of which has the pedigree to be called ‘AAA’. To be fair, there’s also a few exclusive VR-optional ports like Resident Evil Village and Gran Turismo 7.

But looking forward, the only ostensibly Sony-funded content we’ve seen on the horizon is the Resident Evil 4 remake, which is launching exclusively on PSVR 2 sometime later this year. Not only is this not a VR-native title, but somewhat awkwardly, Resident Evil 4 VR (remastered but not remade) is already available on Quest, making this only a pseudo-exclusive non-native VR port for PSVR 2.

Backwards Compatible or Forward Looking?

Here’s a barrage of not entirely unjustified high-pitched whining: Where is Astro Bot Rescue Mission 2? Where is the PSVR 2 upgrade for the first game, which did so famously well and was beloved by all? Sony recently renewed the Astro Bot trademark, but we already knew Team Asobi was making their “biggest [game] to date” following the release of the non-VR Astro’s Playroom (2020) on PS5, but it’s unclear if that future game means VR as well.

Where is Blood & Truth 2? Farpoint 2? A PSVR 2 upgrade for Resident Evil 7 Biohazard (2017), one of the platform’s most celebrated titles? All of these things may arrive at some point (who knows!), but in the indeterminate meantime it feels like Sony has taken a decisive step back from funding VR content, and instead has pushed VR modes in traditional games to bridge what has increasingly become obvious gaps.

You’d be rightly concerned with the lack of backwards compatibility, but I’d wager you’d be a lot less concerned if Sony was more active in communicating a future pipeline of high-quality content. The fact is that six months since launch, we only have around 100 games on PSVR 2, which pales in comparison to what you find on Quest (500+) and PC VR (thousands).

The Clock is Ticking

Six weeks after its February 2023 launch, Sony revealed that PSVR 2 outsold the original by 8% in the same time period, selling around 450,000 units in its first week. We haven’t seen recent numbers from Sony, but the adoption chart from back then tells a pretty clear story; PSVR 2 started out only marginally more successful than the original. Granted, it is significantly more successful in terms of conversion rates, which isn’t something to sneeze at. Sony sold over 117 million PS4 units since launch in 2013, and now boasts over 40 million PS5 units since launch in 2020. Still, PSVR 2 unit sales probably aren’t that far off from the number of PSVR units during the same six-month time frame.

PSVR 2 Perfomance in First Six Weeks | Image courtesy Sony

Meanwhile, like the original PSVR from 2016, every year that passes gives companies like Meta a chance to iterate on their own console-like standalones. The next generation of standalones, such as Meta Quest 3, won’t be able to reach the graphical heights that are currently capable on PSVR 2 thanks to PS5’s dedicated GPU and PSVR 2’s foveated rendering capabilities, but PS5 owners still need to think twice before jumping into the comparatively shallow pool of PSVR 2 content—especially when a bulk of that content was made for Quest first and foremost, and only marginally enhanced for PSVR 2.

And every year that passes will inevitably compound this against Sony’s favor if it doesn’t take a more active role in content funding. What happens when a hypothetical Quest 4 arrives two to three years after Quest 3, and includes the entirety of the Quest platform’s library, which by then will probably include a glut of mixed reality games? If Sony is banking on the fact that PS5 owners would only choose PSVR 2 to suit their VR needs, they may be in for a rude awakening.

To stay relevant in the long-term, PSVR 2 needs more ‘AAA’ content like Astro Bot Rescue Mission soon. But even if that’s already coming, Sony needs to more clearly communicate where the platform is going, because PSVR 2 owners looking to make good use of their $550 headset—purchased on top of their $500 console—need confirmation they made the right choice one, two, and even five years down the line of the headset’s probable lifecycle.

PSVR 2 is Missing a Critical Mass of Compelling Exclusives, But There’s No Telling When More Will Come Read More »

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‘Alvo’ to Bring ‘CS:GO’ Style Gun Battles to PSVR 2 Next Month, SteamVR Soon After

Alvo VR (2021), the PvP shooter that offers up some CS:GO-inspired gameplay, is coming to PSVR 2 in September, as well as SteamVR headsets soon afterwards.

Publishers OutsideIn Entertainment say Alvo is slated to arrive on PSVR 2 on September 14th, 2023.

There’s also a new launch trailer that shows off the shooter’s multiplayer action, which in the PSVR 2 version is said to include enhanced dynamic lighting, “stunning 4k resolution,” and head and controller haptics.

Alvo has included cross-play between the original PSVR, Quest 2 versions, and Pico headsets. A SteamVR version is also coming, although it’s still uncertain when. The game’s Steam page says it’s “coming soon,” and will offer cross-play with all supported headsets.

For previous owners of the game on PSVR, the studio says you can upgrade to the PSVR 2 version for a fee of $5. Keep an eye on its PSVR 2 Store page for more information on how closer to its September 14th launch.

‘Alvo’ to Bring ‘CS:GO’ Style Gun Battles to PSVR 2 Next Month, SteamVR Soon After Read More »

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Varjo Signs “multi-million dollar” Deal to Provide Headsets for Army Training Systems

Varjo, maker of high-end XR headsets, today announced that it has closed a multi-million dollar deal to supply headsets for the U.S. Army’s Reconfigurable Virtual Collective Air Trainer (RVCT-A) initiative.

The US. Army’s Reconfigurable Virtual Collective Air Trainer (RVCT-A) aims to deliver virtual training modules that are easy to set up and transport, making training cheaper and more accessible. Specifically the training modules are focused on training pilots of Apache, Chinook, and Blackhawk helicopters.

Varjo says it has been selected by integrator Cole Engineering to supply XR-3 Focal Edition headsets for the program in what amounts to a “multi-million dollar” deal for the company.

Varjo isn’t saying exactly how many headsets it will furnish for the program, but a rough estimate (using a minimum floor of $2 million for the deal and the $6,500 price of Varjo XR-3) suggests somewhere in the neighborhood of 300 headsets. Varjo’s deal may include ongoing revenue from the annual Varjo Subscription service that’s required to use its professional headsets.

Varjo cites the headset’s ability to do high-quality passthrough and occlusion which enables the RVCT-A modules to support a mix of real and virtual imagery. This is especially important given the need to train pilots with their hands on the actual controls of the aircraft, rather than expecting them to fiddle with VR controllers. And of course the headset includes the company’s signature ‘bionic display’, which offers retina resolution in a small area at the center of the headset’s field-of-view.

VR flight simulation and training has been around for decades in militaries across the world. In many cases, flight training has involved full-sized cockpit replicas and dome-projection displays that are large and difficult to transport. Today it’s possible to provide an immersive field-of-view inside a VR headset, making portable flight trainers much more practical.

Image courtesy Varjo

Varjo’s headset deal is just one part of Cole Engineering’s $500 million contract to supply RVCT modules to the U.S. Army, including a Ground version for infantry training.

That broader contract is part of the Army’s Synthetic Training Environment (STE) initiative which seeks to enhance the branch’s training programs with immersive capabilities.

“[Cole Engineering’s] RVCT solution is built upon a modular hardware architecture, which allows RVCT to replicate U.S. Army ground and air vehicles through common configuration items. The combination of high-fidelity physical and virtual control interfaces utilizes real-world system hardware and immerses the Soldier via Virtual and Augmented Reality through the Synthetic Training Environment-Information System (STE-IS) software,” Cole Engineering wrote about its contract with the Army.

Varjo says its deal with Cole Engineering to supply headsets for the RVCT program is “one of the 70+ immersive defense training programs featuring Varjo’s hardware and software solutions worldwide.”

Varjo Signs “multi-million dollar” Deal to Provide Headsets for Army Training Systems Read More »

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PvP Brawler ‘Glassbreakers: Champions of Moss’ Launches on Quest App Lab

Polyarc Games, the studio behind hit single-player adventures Moss (2019) and Moss: Book II (2022), released Glassbreakers: Champions of Moss in early access today, a new 1v1 real-time battler set in our favorite pint-sized pal’s woodland universe.

To boot, today’s the first time the studio showed Glassbreakers in action, debuting the first real gameplay video alongside the announcement that early access is now available on Quest 2 and Quest Pro.

In Glassbreakers, players choose a combination of three Champions, each of which have their own unique abilities. Go head-to-head with friends in private games, or directly into matchmaking so you can duke it out with similarly skilled players. Check out the trailer below:

We haven’t gone hands-on yet, although here’s how Polyarc design director Chris Bourassa describes the action:

“Because this is VR, we literally place the opposing player across from you which brings a deep sense of immersion and competitive spirit to Glassbreakers that you can’t experience in other games,” says Bourassa. “When you play Glassbreakers, there’s an added level of strategic gameplay that needs to be considered as you can see in real-time where your opponent is looking, what Champions they’re grabbing, and where they are moving them. It really brings real-time gaming to another level.”

If you want to jump into early access right now, you’ll find Glassbreakers over on App Lab for free. Polyarc says a SteamVR version is slated to launch sometime later this year, which we hope will also include cross-play.

Between today and September 4th, Glassbreakers is also hosting a Bonus XP Event, which will feature tokens for skin dyes, unique player masks, banners, and crests.

PvP Brawler ‘Glassbreakers: Champions of Moss’ Launches on Quest App Lab Read More »

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Meta Avatars Finally Get Legs on Quest

Meta released a Quest software update via its public test channel (PTC), which lets users opt-in to try new features before they’re pushed out to everyone. Among the v57 PTC update is a feature that’s been notably missing from Meta avatars: legs.

Meta CEO Mark Zuckerberg promised at Connect 2022 that its avatars would eventually be getting legs, putting an end to the platform’s characteristic floating torsos at some point in the not-too-distant future. At the time, Zuckerberg showed off his on-stage avatar jumping and kicking, although it was revealed later this was actually created using some fairly common external motion capture tech.

In short, Quest can’t track legs yet, which means the v57 PTC update is packing a pretty standard implementation of inverse kinematics (IK), resulting in the sort of body positioning guesswork you see in apps like VR Chat. Still, nice to see a full body in Quest Home for once, right?

X (formerly Twitter) user Lunayian shows off the new avatar legs after installing the v57 PTC update.

Meta Quest v57 PTC finally adds legs to your Meta avatar 😀 pic.twitter.com/3dzuuppp6e

— Luna (@Lunayian) August 29, 2023

YouTuber and tech analyst Brad Lynch also tried out the new legs, showing off some of the limitations currently. Notably, you won’t see your avatar’s legs when looking down directly at them—they’re only viewable via the mirror, and ostensibly by other users—and the IK system still doesn’t account for crouching.

According to data mined by X user NyaVR, the v57 PTC update also includes the ability to enable and disable the avatar mirror, a new Horizon Worlds Portal in home, an Airplane Mode, and an Extended Battery Mode.

The comes alongside a wider push to attract more users to Horizon Worlds, as Meta recently took its first steps of ending Quest-exclusivity for the social VR app with the launch of a closed beta on Android mobile devices. It’s also set to arrive on standard PC browsers too at some point.

Additionally, Meta seems to also be investing more in first-party content for Horizon Worlds, having released Super Rumble late last month, a hero shooter which feels more in line with the sort of sticky content that ought to attract and bring users back more regularly.

We’re sure to learn more about Quest software features and Horizon Worlds stuff at the company’s annual Connect developer conference, which takes place September 27th.

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Meta Launches ‘Horizon Worlds’ Closed Beta on Smartphones

Meta’s social VR platform just took its first step outside of Quest-exclusivity, as the company recently launched a closed beta for Horizon Worlds on Android mobile devices.

You won’t find Horizon Worlds on Google Play. Users taking part in the closed beta can directly launch the app through the Quest Android app.

X (previously Twitter) user Lunayian was apparently one of those chosen few, showing off a brief hands-on in the Super Rumble lobby, Meta’s first-party hero shooter revealed late last month.

Meta Horizon Worlds – PC Footage pic.twitter.com/VL0IhbPmKr

— Luna (@Lunayian) August 27, 2023

Besides scripted avatar animations, the user’s legs seem to be what visually separates users on Quest from Android mobile devices, as Quest users are doomed to skate around as floating torsos until Meta decides otherwise.

There’s no word when the company plans to roll out access on browsers either, which the beta’s FAQ says will broaden availability of the platform to iOS devices on Safari, and Google Chrome, Safari, or Microsoft Edge on laptops and desktops.

At the time of this writing, the standard geolocation restrictions are still in effect for Horizon Worlds, with only users in the following countries able to access the platform: Canada, France, Iceland, Ireland, Spain, the United Kingdom, and the United States.

When it does roll out to more locations and platforms though, it will be better positioned to actually compete with the most successful metaverse apps, such as Rec Room, Roblox, and VR Chat, all of which have benefited from releasing on essentially every major platform worldwide—VR headsets and traditional platforms included. Undoubtedly, Meta is looking to replicate this success with Horizon Worlds, as it is now offering up better (and decidedly more sticky) first-party content like Super Rumble.

We’re sure to learn more about new Horizon Worlds features at the company’s annual Connect developer conference soon, which takes place September 27th, steaming both online and in-person for a select few at the company’s Menlo Park headquarters.

Meta Launches ‘Horizon Worlds’ Closed Beta on Smartphones Read More »

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Critically Acclaimed City Builder ‘ISLANDERS’ Coming to VR Next Month

The teams behind the popular island-themed city builder ISLANDERS (2019) announced they’re releasing a dedicated VR version next month.

ISLANDERS: VR Edition, which is all about building cities on colorful islands, is being created by original developers Coatsink, GrizzlyGames, and Stage Clear Studios.

The minimalist strategy game is also set to be published by Coatsink, the pioneering VR studio known for VR games Shadow Point and the Esper series, and having published Onward and Jurassic World: Aftermath Collection.

Here’s how the studios describe Islanders: VR Edition:

In Islanders: VR Edition, you begin with a blank canvas and a small set of minimalist buildings. Your goal is to populate and enrich each island with your creations, unlocking new buildings as you go by achieving a maximum score. Points are earned by carefully placing each building, being mindful of their surroundings like providing clear access to natural resources and making sure entry isn’t blocked.

Islanders: VR Edition is set to launch September 28th on Quest, where it’s now available for pre-order for 10% off.

The game is also headed to SteamVR headsets, although the studios haven’t released launch date info for platforms besides Quest at this time.

In the meantime, check out a brief bit of gameplay below:

Critically Acclaimed City Builder ‘ISLANDERS’ Coming to VR Next Month Read More »

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‘No Man’s Sky’ Patch Brings Much Needed Foveated Rendering to PSVR 2 Version

Redemption arcs rarely last this long, but No Man’s Sky (2016) hasn’t given up on going above and beyond with its latest update, which finally fixes the visuals on PSVR 2.

The game’s initial release on PSVR earlier this year 2 wasn’t great, with users noting that visual quality simply wasn’t up to snuff. Players and reviewers alike decried the much beloved game’s blurriness on PSVR 2, which became an unfortunate fixture since the February 2023 update.

Now Hello Games has released its Echoes 4.4 patch which has completely overhauled visuals on PSVR 2 thanks to the inclusion of foveated rendering, an eye-tracking-driven rendering technique that only displays the area in the center of your eye’s gaze at max quality. Your peripheral vision isn’t that great at seeing detail anyway, so why waste precious resources to render where it matters the least? That’s foveated rendering in a nutshell; learn more about how eye-tracking goes way beyond foveated rendering here.

Echoes also brings a new race to the game, the Autophage, a long-hidden civilization of robotic beings. You’ll also encounter Pirate Dreadnoughts, which cruise between the stars and terrorise merchant fleets, and some more detailed ship controls that let you divert power to boost shields, move faster, or increase your firepower. Hell, there’s even a trench run in Dreadnoughts, which—terrible ship design flaw notwithstanding—sounds like a blast.

Checkout the Echoes update trailer below to see it all, or also read the game’s release log for the full rundown of recent updates.

‘No Man’s Sky’ Patch Brings Much Needed Foveated Rendering to PSVR 2 Version Read More »