Studio Roqovan CEO James Chung On World War Toons & Other Projects

As the technology behind virtual reality (VR), both the hardware and the software continues to develop at a pace so to do the companies behind it. The studios, products, and individuals involved continue to evolve. The studios their working practices, the products their scope and rage of creative vision, whilst the individuals evolve their talent…

SVVR 2017: For Trailblazers, by Trailblazers

Grab tickets to the Silicon Valley VR Expo, kicking off March 29-31. SVVR 2017 is less than a week away, and with an exciting roster of speakers and demos across all major industry verticals, with 100+ VR/AR companies represented, it’s slated to be a star-studded gathering of VR experts. In preparation, VRScout‘s Malia Probst spoke with SVVR Co-Founder Karl Krantz for…

Obduction Devs Respond To Vive Performance Complaints

After a long wait, Cyan’s Obduction [Review: 8/10] finally came to the HTC Vive yesterday, complete with motion controller support. Fans had been patiently waiting for this version of the game since the Rift edition launched last year but, sadly, it appears lots of people are having issues with it. Multiple users have taken to…

Digital Catapult Announces New Head Of Immersive

As we often say on our regular Sunday feature, The VR Job Hub, the virtual reality (VR) and augmented reality (AR) industries are always changing, always moving and there are always new opportunities in each for those looking for a change for those either already in it or looking for a change. And as we…

‘Drop Dead’ for Oculus Touch Review

When Gear VR games are ported to the Rift, you usually end up with is more of the same; a game with nicer graphics and the added benefit of positional tracking, but more or less the same experience. However with Drop Dread (2017), Pixel Toy’s port of their critically acclaimed Gear VR on-rails arcade shooter, the…

IKinema Introduces Inexpensive Motion Capture Technology

Animation studio IKinema have unveiled a new type of motion capture, or mocap technology that uses commercially available virtual reality (VR) hardware that aims to make motion capture and body tracking accessible and affordable for everyone. The new system, which IKinema have named Orion, uses a VR headset like a HTC Vive, motion controllers and three…

A Guide to the Best 360 Cameras Your Money Can Buy

There’s always been two barriers to 360 degree video content: price and quality. Thanks to the rapid adoption of the Samsung Gear VR and now with nearly a year under the belts of the consumer editions of the Oculus Rift and HTC Vive, those two issues are becoming less of a worry. A selection of…

Virtual Worlds are Teaching Better Lessons

When Virtual Reality (VR) content is experienced using a VR headset the outcome is a virtual world. In that world, the possibilities are limited only by the imagination. This approach has given education an opportunity to leapfrog existing teaching practice by providing educationally beneficial immersive experiences. The first among these is that VR allows students…

PlayStation VR Party: The Best Games for a Fun Night with Friends

The launch of the PlayStation VR has been deemed a success by many, with even Sony Interactive Entertainment (SIE) seemingly caught unawares by the demand for the virtual reality (VR) hardware. But satisfying the early adopters is a much easier task than achieving mass market appeal, as has been seen time-and-again with peripherals in the videogame…

Omnichannel Realities

In my last VRFocus article from September, I stressed the importance of Virtual Reality (VR) applications in focusing on usefulness and superseding reality. Then going on to highlight how content should be delivered via accessible (cheap and easy-to-use) hardware such as VR headsets connected to media boxes (e.g., Netflix) to reach mass market adoption. Well,…

Omnichanel Realities

In my last VRFocus article from September, I stressed the importance of Virtual Reality (VR) applications in focusing on usefulness and superseding reality. Then going on to highlight how content should be delivered via accessible (cheap and easy-to-use) hardware such as VR headsets connected to media boxes (e.g., Netflix) to reach mass market adoption. Well,…

3 Months in PlayStation VR Scores Highly in Online Customer Reviews

Virtual reality (VR) always felt like a risk to many in the run-up to consumer versions and retail launches. This is not surprising considering the history of its first generation of technology. To many, of course, this still rings true. It is a technology not yet fully realised, with developers and researchers still learning its…

Facebook Is Recruiting Experts in Psychophysics To Hack Your Mind for VR

A recent job posting to the Oculus career page indicates that Facebook’s 2014 virtual reality acquisition is currently searching for postdoctoral research scientists with experience in psychophysics. According to the posting, the successful candidate will be “tackling the scientific challenges that define cutting-edge virtual and augmented reality, addressing heretofore-unanswered questions in vision science, displays, and perceptual psychology.”…

Google Tango Brings Mobile 3D Photography to Life

If you look at the evolution of capturing the world around us, it started with painting, then photography, then film and video. We’ve kept working to get closer and closer to what the world actually looks like. But the world is three-dimensional, and so 3D capture is the next big frontier in reflecting our surroundings….

Life In 360°: Take A Tour Of Your Future Home With iStaging

With another weekend consigned to the history books welcome back to VRFocus for another week, another Monday, and another trip into the world of 360 degrees with Life In 360°. Today though we’re not taking you off into the skies or under the sea, or even dealing with video for that matter as we’re simply reporting…

First All-in-one VR Headsets Based on Qualcomm’s VRDK Expected in 2H 2017

Qualcomm’s latest VRDK headset is a reference design that the company has positioned to act as a foundation for consumer electronics makers to create their own headsets based on Qualcomm’s Snapdragon VR hardware. Now with manufacturing partners on board, the first consumer headsets based on the VRDK reference design are expected to launch in the…

Making High-End Untethered VR a Reality

At GDC earlier this month, we test drove the Pico Neo CV, an all-in-one system that lets you experience 6DoF, roomscale VR with a crucial exception to normal high-end systems: no wire. Right now, the VR industry hosts a variety of mobile and console options—but the former is fixed-position (meaning that, no matter where you move your body, your…

UK retailer Game makes big push into VR

UK retailers have been slowly getting into the virtual reality (VR) field, offering a range of head-mounted displays (HMDs), demos, and other related peripherals. GAME, one of the largest specialist companies on the high street is making an even bigger push, with a recent mailshot detailing massive range of hardware and promotions. The retailer is…

Flexpoint and CaptoGlove team up to create VR/AR Glove Controller

Two companies in the market of producing accessories for virtual reality (VR) and augmented reality (AR) systems, Flexpoint Sensor Systems and CaptoGlove, have formed a strategic partnership to create a consumer ready, wearable gaming motion controller. Flexpoint, known for producing custom flexible sensors called Bend Sensors for use in data gloves, including a ‘build-it-yourself’ kit…

Realize Mobile develop Mixed Reality training tool for dentists

Realize Mobile Communications Corp. announced the development of a dental treatment simulations system today, combining augmented reality (AR) with virtual reality (VR) to create a mixed reality (MR) training simulation for dentists. As VRFocus has reported previously, dentistry has utilised AR and VR in training before, but this new system allows training to take place on…

The First Intel Alloy-Powered VR Headset Is Releasing This Holiday Season

Intel told UploadVR the first VR headset built on its Project Alloy reference design will be available to purchase this holiday season from a third party manufacturer. There will be a “product in market based off of the alloy headset by holiday of this year,” according to Nicole Smith, the head of communications for VR at Intel. Smith declined…

Starfighter Inc.’s second Kickstarter campaign goes live

Earlier this week VRFocus reported on Impeller Studios announcing at PAX East it would be taking a second shot at Kickstarter success for space combat simulator Starfighter Inc. Its first campaign almost succeeded in 2015 having reached $226,831 USD out of $250,000. Now the studio aims to hit $150,000. Developed as a as spiritual successor…

Preview: Karnage Chronicles – VR RPGs Go Co-Op

While many studios are finding their first-steps into virtual reality (VR) development hindered by hardware limitations, movement options and a relatively small audience, there are others with ambitions that stretch beyond these barriers. Nordic Trolls is one such team, opting to dive into the abyss headfirst with a genre experience that could easily prove tricky…

UK VR Market Valued At £61m Reports Ukie

Videogame trade body Ukie held its annual Games Industry Market Valuation event today, revealing the value of UK market to be £4.33bn GBP in 2016. As part of the report Ukie highlighted the role virtual reality (VR) had to play valuing its market share at £61.3m. This is the first time Ukie has included VR in its overall valuation…