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Hitman 3 already offers plenty of content for VR fans, but there might be more in store; Hitman 3 DLC is a go.
In an interview with The Gamer, IO Interactive executive producer Forest Swartout Large confirmed that the studio will “definitely” do DLC for the just-launched game, but don’t expect new maps and bonus missions. “I think for now we are not looking at new maps like the bank and the island,” Large said.
“We’re more looking at using existing locations and reimagining them, twisting them. And this time around, we can use the whole trilogy. We can look back at Hitman 2016 maps, Hitman 2 maps – we have all the locations.”
Of course, there’s no guarantee that this DLC will definitely support PSVR on PS4 — the bonus missions in Hitman 1 and 2 don’t — but we’ll keep our fingers crossed. Looking further forward, Large said: “We’re continuously working on Hitman so we are already looking to the future.”
We thought Hitman 3’s PSVR support was pretty great, even with some limitations, awarding the game 4/5 in last week’s review. It’s currently exclusive to Sony’s headset (and only available in the PS4 version of the game, not PS5), but there is some hope IO could bring it to PC in the future.
Elsewhere, IO is working on a James Bond game, too, but there’s no word yet on if that could support VR. Again, keep those fingers crossed.
What do you hope to see out of Hitman 3 DLC? Let us know in the comments below!
Here’s an interesting one – VR roguelike Star Shaman gets an update today that optionally stops it being a roguelike. Or less of one, at least.
The Balancing Update, as it’s called, includes a Boss Checkpoint mode that saves your progression once you’ve beaten one of the game’s towering enemies. The original version of Star Shaman (which can still be played) saw players gathering resources before taking on bosses and moving to the next level to rinse and repeat. The number of resources needed continues to grow and death takes you right back to the start.
But in Boss Checkpoint mode, dying will take you back to the last boss, making it much easier to get through a run. The game’s combat has also been further balanced, and you refill health when regenerating a planet.
Elsewhere there’s a new spell that shoots out a rippling shot that ricochets and 14 new moons added to the levels. Finally, there are 11 new achievements to earn, if that’s your thing. If you haven’t already picked the game up then it’s currently the Daily Deal on Quest, too, going for 20% off.
We thought Star Shaman’s core mechanics were brilliantly fluid but agreed that progression in the original version moved at a crawl. Developer Ikimasho has clearly done a lot to address this since launch; this is the second update the game’s seen since launch, with the first adding new weapons and 90Hz support.
Will you be checking out today’s Star Shaman update?
Baobab Studios has become one of the premier creators of animated content for virtual reality (VR) headsets, from 2017’s Invasion! to the more recent Baba Yaga. Its next project is Namoo, a poetic tale due for release this year and now there’s a trailer to give you a teasing glimpse.
Namoo is being directed and written by Erick Oh (Heart, How to Eat Your Apple), with the word meaning “tree” in Korean. This is the central theme for the project, taking you on an emotional journey that follows the defining moments of one man’s life. Inspired by the life of Erick’s grandfather, from a seed the tree grows and eventually fully matures collecting significant objects that represent both good and bad memories within its branches.
The launch of the teaser trailer coincides with Namoo’s premiere during the Sundance Film Festival’s New Frontier programme this week. So you can watch Namoo now if you like alongside all the other VR content by purchasing the Explorer Pass for $25 USD. Or you can always wait for the official release which takes place this year on Oculus Quest.
For that entry price you can also enjoy works including Tinker, a live performance piece about Alzheimer’s disease by director Lou Ward. Prison X, Chapter 1: The Devil and The Sun, stepping into Bolivia’s infamous San Sebastian Prison or even an AR project called Fortune!
Created using Oculus’ real-time VR animation tool Quill, from what’s been shown so far Namoo looks very different from the rest of Baobab Studios’ work. Recent pieces like Baba Yaga, Bonfire and Crow: The Legend have included ever-increasing amounts of interaction to connect you with the story. Namoo seems like a more traditional animated experience.
If you’re after more animated content then take a look at VRFocus’ roundup of titles worth checking out. For further updates from Baobab Studios, keep reading VRFocus.
It’s a busy week for new Oculus Quest releases – a new Japanese archery game called Bow Man just hit the platform.
Bow Man is developed by DMM and is on sale for $14.99. As the name suggests, the game hands you a bow and arrow and puts it to use across 80 levels. There are plenty of VR archery games out there already, of course, but Bow Man uses a Japanese bow called a yumi.
With it, you’ll shoot targets and enemies, making sure to dodge incoming attacks. It’s a test of skill, requiring precise aim (though there is a target reticle to assist) and quick reactions. There’s also a duel mode against a single opponent, though it’s only against AI – there’s no multiplayer to speak of. Check it out in the trailer below.
Bow Man originally launched on SteamVR back in 2019, where it curiously did feature multiplayer support for its duel mode. There isn’t any visible explanation for why the Quest version of the game doesn’t include the multiplayer support.
The game rounds out a week of multiple releases for Quest. Yesterday also saw the launch of the long-anticipated Quest version of Gorn as well as VR swinging game Yupitergrad and a brain training platform called Reakt. Quite a lot of variety for a single week, then.
Will you be checking out Bow Man on Oculus Quest? Or does one of the platform’s other releases have your attention this week? Let us know in the comments below!
HaptX just announced the new version of its state-of-the-art VR input device – HaptX Gloves DK2.
Gloves may be the ultimate goal for VR input. Some use the term “haptic gloves” to refer to finger tracking with basic vibration motors on each finger, but companies like HaptX go much further.
HaptX gloves have “true-contact haptics” – 133 tactile feedback points (per hand) that physically push against your skin to simulate the texture of objects, alongside “exotendons” on each finger to restrict its movement in response to a virtual object or surface. Each finger is uniquely tracked using a custom electromagnetic system with sub-mm precision.
HaptX gloves are already used for military training, Nissan designers, surgical training, and other enterprise use cases.
Gloves DK2 are over two years in the making. They’re smaller, lighter, and more comfortable than the originals. HaptX claims the haptic fidelity is enhanced too.
“Fortune 500 companies and governments around the world use HaptX Gloves to train their workforces. Automakers design and test new vehicles with them. Companies use them to control robots intuitively from a distance. The possibilities are virtually endless.” – Jake Rubin, HaptX Founder and CEO
The previous HaptX gloves had to be connected to a stationary power base, but DK2 now connects to a backpack enabling room-scale. Combined with a wireless headset users can leave all tethers behind.
HaptX won’t publicly share a price for Gloves DK2, just as it didn’t for the previous model. Interested businesses can request a quote – this is not a consumer product. From what we’ve heard, that quote will be 5 figures.
Check out their website for more details.
Pistol Whip on PSVR is getting a free update today to bring over the free, new campaign mode, 2089, that debuted on PC and Quest last month.
Pistol Whip 2089 deviated from previous Pistol Whip releases in the sense that it added a “cinematic” campaign mode rather than just individual song tracks like it had before. This mode still features the iconic neon-soaked aesthetic and borrows heavy influence from the likes of Terminator.
You can watch the first 10-minutes of 2089 right here.
The story is delivered via narrated dialog and comic book-style artwork between moments of gameplay. It’s a really good format that we hope to see other non-traditional VR games adopt or iterate on going forward. You can read more about the development process here.
I can tell you that, personally, when I first played the release version of Beat Saber after spending time with Early Access and saw a single player campaign option, my mind immediately hoped for something like this rather than just nodes on a map with objectives.
People probably don’t play games like Pistol Whip for the story, but it certainly does offer something unique and engaging in a way that “just another” music track never could. It would be great to see Cloudhead continue down this path with more structured, narrative content in Pistol Whip if for no reason other than we get to enjoy them flexing their story muscles once again while we wait for updates on The Gallery Episode 3.
Have you tried out Pistol Whip 2089? Do you plan on checking it out now that it’s coming to PSVR? Pistol Whip 2089 is a free update. If you’d like to buy the game itself, it’s available on PSVR, PC VR, and Quest for $24.99.
The Sundance Film Festival returns later this week and just like previous years, the event will play host to plenty of immersive premieres, with everything now online of course. 2021 features both virtual reality (VR) and augmented reality (AR) works with some exciting and thought-provoking content to experience.
All of Sundance’s XR content is housed within its New Frontier Program, where the likes of Gloomy Eyes, Dear Angelica, Spheres, The Under Presents and Traveling While Black have all appeared.
This year there’s a scaled-down selection of titles to view, with Baobab Studios’ Namoo one of the highlights. Only revealed last month, Namoo is Korean for “tree”, taking viewers on a journey through a man’s life with each branch a different memory. Created using Oculus’ Quill, the project will be coming to Oculus platforms later this year.
And then there’s Prison X, Chapter 1: The Devil and The Sun, a new VR series from Quechua filmmaker Violeta Ayala. The first episode takes you into Bolivia’s infamous San Sebastian Prison as Inti, a young man imprisoned after his first job as a drug mule. “It was my world but it wasn’t a world you could capture with a camera,” says Ayala who grew up three blocks from the prison. “And I needed technology that wasn’t yet invented – virtual reality.”
Tinker, on the other hand, is a live performance piece about Alzheimer’s disease by director Lou Ward, a participant of the Oculus Launchpad Program as well as co-founder of the Seattle VR/AR Meetup. This interactive experience sees: “you grow up alongside Grandfather in his workshop, tinkering, playing, and creating new memories together. As time passes, so do the moments,” the synopsis explains.
Other works to look out for are 4 Feet High VR, The Changing Same: Episode 1, Nightsss, To Miss the Ending and AR project Fortune!
Sundance Film Festival continues the necessity for remote attendance which saw the likes of the Raindance, Venice VR Expanded, the BFI’s LFF Expanded and Cannes XR Virtual all provide online viewing for the first time. While all the Festival, Day, and Awards passes have now sold out, the Explorer Pass is still available for $25 USD which gives you access to the Indie Series, New Frontier, and Shorts programs all on-demand.
The festival runs from 28th January until 3rd February 2021, with the New Frontier Program starting from Friday 29th. You can also buy single film tickets for $15 if any catch your eye. For further updates on the latest XR festival content, keep reading VRFocus.
Google open sourced its groundbreaking art app Tilt Brush, representing the latest move by the tech giant to cease development of its first efforts in virtual reality.
Google acqui-hired the developers behind the art application in 2015 as hype around VR built up ahead of the release of Oculus Rift and HTC Vive. It became the go-to VR art application over the last several years and a regular showpiece for VR demo-givers who wanted to show the medium had potential beyond games. Google also tightly integrated Tilt Brush with its Poly 3D-object hosting service, which the company previously announced would be shutting down at the end of June.
Today is my last day at Google. (!!!)
Next week I'm starting work with @quarkcannon and the @i_illusions crew on a very, very special VR thing.
I'll be independent again, so would love to hear if you've got a rad project you want to collaborate on.
2021, let's get it!!
— Patrick Hackett (@phacktweets) January 8, 2021
The addition of Tilt Brush to an open source repository on Github represents a gift to the VR development community, with other VR devs already crawling through the code for insights or ideas.
“Tiltbrush inspired Modbox more than any other project so I am absolutely going to check out their source. Either I’ll learn something or find out I’ve coded better than Google – either way worth it,” wrote Modbox creator Lee Vermeulen in a direct message.
Patrick Hackett, co-creator of the original software, left Google earlier this month to join Space Pirate Trainer developer I-Illusions “on a very, very special VR thing.” The head of Google-owned Owlchemy Labs — the studio behind Job Simulator and Vacation Simulator — wrote in a tweet that “we are continuing to grow, build awesome games for everyone, innovate and push VR forward! We also can’t wait to announce our next big thing!”
With Tilt Brush’s announcement some folks have asked if this changes anything at Owlchemy. It does not, we are continuing to grow, build awesome games for everyone, innovate and push VR forward! We also can’t wait to announce our next big thing!
— Devin Reimer (@DevinReimer) January 26, 2021
The announcement comes a day after Gravity Sketch switched to a free-for-individual-use pricing model across all devices. The transition of Tilt Brush toward open source essentially cements Gravity Sketch as the go-to VR art app.
“To some, this may look like the end of Tilt Brush,” Hackett wrote. “To me, this is immortality.”
Monologic Games launched platformer Ven VR Adventure for Oculus Rift in December 2020 offering classic gameplay wrapped up in an immersive world. The studio announced this month that a Steam and Viveport launch is due this week and has just revealed it’ll include a major update as well.
Ven VR Adventure‘s v1.2 patch will see some major changes added to the overall gameplay experience. For instance, difficulty levels will be available affecting the number of checkpoints each level has and the amount of lives Ven begins with.
Due to the structure of some levels, there were moments where Ven ends up in the far distance making him trickier to manoeuvre. This has been addressed with Monologic Games redesigning these locations to refine the whole experience.
Full Ven VR Adventure changelog for v1.2 patch:
Ven VR Adventure will launch on Steam and Viveport supporting Oculus Rift, HTC Vive and Valve Index this Thursday, 28th January. The patch will arrive the same day for Oculus Rift users on the Oculus Store.
When reviewing Ven VR Adventure VRFocus found: “There’s a lot to love about Ven VR Adventure, from its gorgeous environments to its unrelenting desire to challenge your gameplay skills and patience.”
A date for the native Oculus Quest version has yet to be released. When that happens VRFocus will let you know.
Pistol Whip’s blend of music and shooting is an addictive experience found nowhere else, hence why it has been so popular. Cloudhead Games went a step further by releasing free DLC campaign Pistol Whip 2089 for PC VR and Quest last year and now PlayStation VR players can get in on the action.
The cinematic campaign is essentially five Pistol Whip ‘scenes’ woven together, with animated cut scenes linking them all together. As such there’s a suitable sci-fi narrative to follow where you play a guy called John Asimov who tries to shut down a plague of killer androids which has overrun an off-world colony.
Pistol Whip 2089 provides players with not only new songs, environments and enemies to destroy but also a new gun to wreak your vengeful carnage. This offers some multi burst goodness so taking down scores of robots becomes even more exhilarating. As for how long it’ll take you: “The entire campaign is a little under thirty minutes in length, which is a few minutes longer than the first Time Crisis, Cloudhead Games notes over on the PlayStation Blog.
Those new songs come from Black Tiger Sex Machine, Draeden, Processor, as well as an exclusive remix from Magic Sword. The studio also answers an important question regarding all the new content: “yes, all of 2089, including scenes and mechanics, will be available in Arcade mode with our next massive update, Concierge.”
Previously described as a ‘game-changing update’, Concierge was revealed during last summer when the studio unveiled its Pistol Whip roadmap. Details of its features have yet to be revealed but its currently stencilled in for a Spring 2021 release.
Everyone who plays Pistol Whip seems to enjoy its rhythm-action gameplay with VRFocus saying in its review: “Pistol Whip is huge amounts of fun even on the easiest difficulty setting, suitable for VR players no matter their skill level.”
As further details regarding the next update appear, VRFocus will let you know.
The Walking Dead: Saints & Sinners turned 1 this week, and in a celebration video members of developer Skydance Interactive teased they can’t wait to share “what’s next”.
The two-minute video, recently posted on Twitter, has individual members of the development team thanking fans for the game’s first year, in which it generated more than $29 million in revenue. Amongst the messages, a handful of staff including Marketing Coodinator Alex Eden note that they “can’t wait to show you what’s next”.
Happy 1st birthday to TWD:SS! It’s been one hell of a year, that’s for sure. #TWD #thewalkingdead #VR pic.twitter.com/jLIGpmbGQw
— TWD Saints & Sinners (@WalkingDeadVR) January 23, 2021
That’s about the only tease you’ll get out of the video but it is worth noting that Skydance is currently hiring for a number of roles in its VR team. Included among the listings is one for a Narrative Director “to conceptualize and drive the narrative vision of a complex virtual universe” and a Senior Software Engineer “to help develop our next generation of groundbreaking games.”
Certainly, it seems like Skydance is ramping up work on at least one new VR title, then. Saints & Sinners was one of our favorite VR titles of 2020, so we’re definitely looking forward to what else the team has in store. For now, though it’s still working on the Quest version of Saints & Sinners’ Trial update, which is due out on February 4th.
But just what could the studio be working on? Can we expect a full sequel to Saints & Sinners? Or does the Narrative Director listing hint at something more original? What do you think Skydance Interactive is working on next? Let us know in the comments below!
Gorn hits Oculus Quest later this week, but you can watch team Upload play it today in our Gorn Oculus Quest livestream at 8:30am PT/4:30pm GMT!
Free Lives’ brilliantly bloody battle sim is finally making the jump to standalone VR. We’ve already been hands-on with the port and it’s shaping up really well. Join Jamie and Zeena later today as they bash, stab and dismember limbs, all in the name of glorious violence. In case you hadn’t guessed, this one won’t be suitable for the youngsters.
Need more? Check out our graphics comparisons between the PC VR and PSVR version with the new Quest release. We think you’ll agree it holds up pretty well!
Enjoyed our Gorn Oculus Quest livestream? What else do you want team Upload to stream this week? Let us know in the comments below!
When VRFocus tested the HaptX Development Kit (DK1) gloves during CES 2020 they were some of the most tactile and responsive we’d come across. Today, the company has announced the launch of the HaptX Gloves DK2, the first commercial product the haptic specialist has released.
No longer a prototype shared with companies and shown at tech events, HaptX’s new gloves are thanks to several years working to reduce the size and weight, improving ergonomics, enabling room-scale VR support as well as a partnership with Advanced Input Systems to scale up production.
Where HaptX differs from its rivals – which use vibrating actuators – is in its microfluidic technology with each glove containing 133 tactile actuators which can gently press your skin up to 2 mm. The gloves also feature force feedback so they can apply up to 40 lbs. (35N per finger) of resistive force to make digital objects feel real. For comparison, SenseGlove Nova delivers up to 20N of force per finger.
“HaptX Gloves DK2 might be the closest thing to attaining real-life superpowers. It marks a leap forward in what’s possible with VR, XR, and robotics technologies,” said Jake Rubin, HaptX Founder and CEO. “Fortune 500 companies and governments around the world use HaptX Gloves to train their workforces. Automakers design and test new vehicles with them. Companies use them to control robots intuitively from a distance. The possibilities are virtually endless.”
As the HaptX Glove DK2 is primarily designed for commercial use, whether that’s for training purposes or for designers to touch and try out 3D models, precision tracking is highly important. So the gloves have a: “proprietary magnetic system which captures 30 degrees of freedom per hand with sub-millimetre precision,” HaptX notes.
“We’ve shared earlier versions of HaptX Gloves with thousands of companies and VR industry leaders and incorporated their feedback in designing DK2,” said Joe Michaels, Chief Revenue Officer of HaptX. “The COVID-19 pandemic has only increased demand for this technology. Remote work environments reveal the need for virtual training and design tools. Technology companies are increasing their investment in telerobotics. We’re proud to launch HaptX Gloves DK2 to meet this demand.”
The demand for responsive gloves for VR and other use cases continues to grow, especially as more companies invest in immersive tech. Some like HaptX, SenseGlove and Teslasuit are going for entire force feedback systems whilst Manus, BeBop Sensors and others offer a less complicated approach to hand tracking. For further updates from HaptX, keep reading VRFocus.
Dedicated online multiplayer Echo VR has always been free for Oculus Quest and Rift owners, so in a bid to help monetise the videogame Ready at Dawn will be launching a new seasonal event pass called Echo Pass.
Much like other free-to-play videogames, the seasonal Echo Pass will only offer players cosmetic rewards. No reward will provide an in-game advantage of any sort. There will be a free version with 10 rewards to unlock, whilst the Premium version will let players access a further 50 items. To earn them all they need to do is play matches.
The Premium pass will retail for 1000 Echo Points ($9.99 USD), purchased in-game or through Oculus DLC. After they’ve bought the Premium Echo Pass players can choose to purchase further tiers costing 200 Echo Points each if they don’t have time to earn the necessary Tier Experience Points (TXP). It’s unclear how long the season will last and therefore the effort required to unlock everything without paying.
The various Echo Points bundles:
Ready at Dawn notes that it has overhauled the in-game customization system enabling players to get more creative. When it comes to body customizations the: “Chassis is no longer restricted by game mode and can be used everywhere,” whilst the new Boosters and Bracers offer more visual options.
Another new form of customization is Heraldry. Banners, Tags, Emblems, Patterns and Tints, Medals, and Titles give players further chance to stand out from the crowd.
Before all of this is rolled out Ready at Dawn has opened a limited Private Test Server (PTS) this week to test features and collect community feedback. The studio recommends players use an Oculus Quest 2 for the PTS as Rift and original Quest players may experience performance issues.
Ready at Dawn has yet to confirm when Echo Pass Season 1 will commence, just that its ‘coming soon’. As for the studio’s other big VR title, Lone Echo 2, there hasn’t been an update since October 2020, hopefully, 2021 will be the year. For further updates on both videogames, keep reading VRFocus.
In a recent interview with1 News Valve CEO Gabe Newell discussed a partnership with OpenBCI to improve VR headsets, enhance immersion, and solve for VR motion sickness.
The vast majority of the interview focuses on forward-looking predictions for brain computer interface technology (BCIs) which is hardware that is able to interface directly with your brain signals to detect emotional responses, feelings, and more.
“We’re working on an open source project so that everybody can have high-resolution [brain signal] read technologies built into headsets, in a bunch of different modalities,” Newell said. “If you’re a software developer in 2022 who doesn’t have one of these in your test lab, you’re making a silly mistake…software developers for interactive experience[s] — you’ll be absolutely using one of these modified VR head straps to be doing that routinely — simply because there’s too much useful data.”
There are two specific benefits that VR would have from this discussed by Newell. For starters, it could significantly enhance immersion, such as increasing difficulty dynamically if a player is getting bored or feeling unchallenged. Or perhaps in a procedural game if the BCI notices when a randomized layout is something you dislike or particularly enjoy.
Newell then goes on to explain that in the future, BCIs will enable the creation of virtual worlds that far exceed our perceptions of reality, stating that, “the real world will stop being the metric that we apply to the best possible visual fidelity.”
Near the end there is also a discussion of how BCIs in VR can essentially solve for VR motion sickness, or that feeling of vertigo that makes some users nauseous during particular types of artificial movement. The feeling can already be suppressed artificially. “It’s more of a certification issue than it is a scientific issue,” explains Newell.
Perhaps this is why Valve has been so quiet about their plans post-Valve Index — they’re hard at work on what’s coming for the next-generation of interacting with computers.
Let us know what you think down in the comments below!
One of VR’s best-selling games is on its way to Quest next week. Free Lives’ Gorn finally takes on Facebook’s standalone and, as per usual, it spares no prisoners. See what’s in store in our Gorn graphics comparison!
In Gorn, you have to survive a deadly series of arena gladiator fights to please your emperor. As we’ve already seen on PSVR and PC VR, this results in some brilliantly bloody affairs – the game’s physics system and over-the-top violence provide endless amounts of hilarity. But can that all really hold up on Quest?
In short: yes.
Now, before you watch our Gorn graphics comparison, do keep in mind that the game randomizes a lot of its factors like enemy placement etc so it’s tough to get things to match up exactly and, when we talk about a few differences, don’t forget this could be a factor too.
But all three versions of the game — the PSVR and Quest version of which were ported with the help of 24 Bit Games — hold up very nicely. On Quest, the game’s cartoonish art style helps to retain a lot of the visuals and, crucially, none of the gory physics and dismemberment have been lost, at least from what we’ve played.
You will spot some things on Quest, though. The floating heads in the seating above have been scaled back, for one. Most notable is the lack of blood in the Quest release – it cakes weapons on both PC VR and PSVR and paints the arena on PC too, but it’s very much dialled down Quest. We also spotted less enemies in the arena at once during the free-for-all fight; PC VR gets up to five enemies at times.
These are, however, all very understandable concessions that don’t hold Gorn back from playing best on Quest. If you’ve been holding back on this one until the wire was removed, it’s definitely time to jump in. It’s out next week on January 28th on the Oculus Store. If you want more Quest gameplay, we’ve got 12 minutes right here.
What did you make of our Gorn graphics comparison? Let us know in the comments below!
Every weekend VRFocus gathers together vacancies from across the virtual reality (VR), augmented reality (AR) and mixed reality (MR) industry, in locations around the globe to help make finding that ideal job easier. Below is a selection of roles that are currently accepting applications across a number of disciplines, all within departments and companies that focus on immersive entertainment.
Location | Company | Role | Link |
Boston, MA | Vicarious Surgical | Unity Software Developer | Click Here to Apply |
London, UK | Factory 42 | Senior Programmer | Click Here to Apply |
London, UK | Factory 42 | Junior Programmer | Click Here to Apply |
London, UK | Factory 42 | Technical Animator | Click Here to Apply |
London, UK | Factory 42 | Team Administrator | Click Here to Apply |
London, UK | Factory 42 | UI Artist | Click Here to Apply |
London, UK | Factory 42 | 2D Game Art/Concept Artist | Click Here to Apply |
London, UK | Factory 42 | Unity Technical Artist | Click Here to Apply |
Delft, The Netherlands | SenseGlove | Social Media Manager | Click Here to Apply |
Delft, The Netherlands | SenseGlove | Junior Sales Representative | Click Here to Apply |
Delft, The Netherlands | SenseGlove | (Internship)Design for Assembly | Click Here to Apply |
Delft, The Netherlands | SenseGlove | (Internship) Simple 3D Physical Objects with SenseGlove Haptics | Click Here to Apply |
Delft, The Netherlands | SenseGlove | (Internship) Optimizing the Force feedback system | Click Here to Apply |
Delft, The Netherlands | SenseGlove | (Internship) Studying User Experience of Different Haptic Signals | Click Here to Apply |
Delft, The Netherlands | SenseGlove | (Internship) FPGA Haptic Module | Click Here to Apply |
Delft, The Netherlands | SenseGlove | (Internship) The Immersive Web & SenseGlove | Click Here to Apply |
Delft, The Netherlands | SenseGlove | (Internship) Product Ergonomics Optimisation | Click Here to Apply |
Delft, The Netherlands | SenseGlove | (Internship) Product Evaluation with Users | Click Here to Apply |
Delft, The Netherlands | SenseGlove | (Internship) Haptic Rendering Engine Prototype | Click Here to Apply |
Don’t forget, if there wasn’t anything that took your fancy this week there’s always last week’s listings on The VR Job Hub to check as well.
If you are an employer looking for someone to fill an immersive technology related role – regardless of the industry – don’t forget you can send us the lowdown on the position and we’ll be sure to feature it in that following week’s feature. Details should be sent to Peter Graham (pgraham@vrfocus.com).
We’ll see you next week on VRFocus at the usual time of 3PM (UK) for another selection of jobs from around the world.
The news is pretty significant that Apple is still preparing a VR headset with strong AR-focused features for release as early as 2022.
My colleague David Heaney and I have been discussing this possibility for years now. Does Apple CEO Tim Cook truly see the potential in VR? Or is he too blinded by the need for a large market to make the investment needed to bridge the gap toward great AR glasses? How intelligent will Apple’s environmental recognition be? Will the company go standalone or have a system that needs a nearby device to operate? What about an optional connection to a Mac or PC? Will Apple’s headset be capable of running Half-Life: Alyx in standalone mode? How much of an advantage will Apple’s in-house silicon chips provide? How can Apple compete with Facebook if there is a huge gap in price between each company’s offerings? How will Apple differentiate its product? Will the company make exercise a focus of its offering?
Will Apple even follow through and actually ship the headset? Is Apple already too late to the game?
The latest reports point to Apple developing a standalone VR headset with strong AR features and a hefty price tag. A lot can change, however, as the device approaches its launch window and Apple could still kill the product entirely. The company is reportedly not expecting to sell many VR headsets in its first iteration either, and many believe that wear-anywhere AR is the larger market opportunity. So Cook may feel pressure to focus on AR instead. Still, developers need time to develop new experiences for AR and a VR headset with a strong understanding of its surroundings could make that possible. Facebook is already on that path with the Oculus Quest and attacking the transition from another direction with forthcoming glasses.
On Monday, January 24 at 1 pm Pacific, Heaney and I will be going live in our virtual recording studio to discuss all of this. It is sure to be a lively discussion.
We can read YouTube comments live in our studio so we can interact with our audience. If you have a good question or comment to add there’s a good chance we’ll read it out live during the show and incorporate it into our discussion. Heaney is over in Ireland and I’m in the middle of the United States, but we’re using the latest technologies from Facebook to power our studio and interact with one another as if we are in the same room together. We’ve got a pretty impressive implementation of Facebook’s hand tracking technology and the software runs entirely in standalone mode. Overall, it’ll make a fantastic venue in which to discuss what Apple might be able to do better than Facebook.
We’d love for you to tune in. We’ll be live at broadcast time in the video below, and if you have any thoughts to share before the show about Apple and VR, please share them in the comments at the bottom of this post.
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It’s been a few weeks without any proper game launches on Oculus Quest but that changes very soon. Yupitergrad’s Quest version arrives on January 28th.
Developer Gamedust promised the standalone version of its VR swinging game would arrive early in 2021 and this certainly fits the bill. The Quest version of the game will launch with 90Hz support on Quest 2. There’s also a new Time Attack mode to tackle, which will be arriving in the PC VR edition later in Q1 of this year. It includes 20 levels for players to test their skills against.
Not only that but Gamedust says its tweaked the game’s mechanics to make swinging even smoother in the new edition. The game’s Quest store page is up now.
Yupitergrad is essentially the closest we’ll be getting to a Spider-Man VR game in the near future (save for, y’know, the actual Spider-Man VR game). The game casts players as a Russian cosmonaut that travels to a far off space station. There, they’ll be put to the test by swinging through a series of rooms using two plungers fitted to their hands. It’s essentially a VR platformer, getting you to duck and dive past obstacles. We played the Quest version a few weeks back and thought it was shaping up pretty well.
As for the also-promised PSVR version? The game’s still coming in early 2021, but won’t be launching day-and-date with Quest.
It’s a busy week for Quest owners overall – the long-anticipated port of Free Lives Gorn also arrives on January 28th and it’s a pretty great version of it. Will you be checking out Yupitergrad on Quest next week? Let us know in the comments below.