Assimilate Introduces Client Approval Tool for VR Production

At NAB 2016, at the VR Pavilion in the North Hall, Assimilate introduced new tools for VR production, marking an ongoing maturation of the production workflow. The company’s big news was the introduction of user-friendly review and approval, which up until now has been a cumbersome and complex process. Also new from Assimilate for VR is real-time output to the Oculus Rift, support for mono and stereo footage, to output a secondary monitor in 360-degree mode, and some new VR grading tools. Continue reading Assimilate Introduces Client Approval Tool for VR Production

Deluxe Officially Opens Virtual Reality Creative Services Unit

Deluxe began as a film laboratory in the early 1900s. The company has gone through numerous transitions, and today is focused not just on traditional post services, but on those rising to the surface, including virtual reality. Deluxe VR executive Malte Wagener says the company started paying serious attention to VR when Oculus started its Kickstarter campaign. In February 2015, the company first opened a VR unit with four employees. Last week, explained Wagener at NAB, Deluxe VR officially launched its full service offerings with a staff of 35 and growing.  Continue reading Deluxe Officially Opens Virtual Reality Creative Services Unit

HTC Vive Gets Enthusiastic Reception, Ideas for Improvement

The HTC Vive virtual reality headset, priced at $799, just released and at least one review gives it a thumbs-up. Although the Vive didn’t get the high-profile attention afforded the Oculus Rift, which was released a week ago, consumers who try it are impressed, says one critic, who avers that it “certainly beats the Rift in terms of immersion.” A VR system is made up of numerous components and the Vive doesn’t compare favorably in every single one, but one reviewer says it’s on track to create an ecosystem beyond gaming. Continue reading HTC Vive Gets Enthusiastic Reception, Ideas for Improvement

Nokia Reimagines Hardware with OZO Virtual Reality Camera

Nokia just debuted OZO, its $60,000 virtual reality camera and the first hardware product the company has made since it sold its mobile phone business to Microsoft in 2014. OZO was productized by Dolby Laboratories veteran Ramzi Haidamus, hired by Nokia in July 2014 to figure out the future of its hardware division. When Haidamus saw an early prototype of the virtual reality camera, he says, he was sold on the idea of developing it. He declined to say how many OZOs Nokia has sold thus far. Continue reading Nokia Reimagines Hardware with OZO Virtual Reality Camera

GDC 2016: Sony PlayStation VR to Launch in October for $399

At the Game Developers Conference, Sony announced that its anticipated PlayStation VR headset would cost $399 when it is released in October (a $499 launch bundle will be available for preorder beginning Tuesday). The headset connects with Sony’s PlayStation 4 console and features a 5.7-inch screen and multiple sensors that enable 360-degree head tracking. Sony hopes its PlayStation VR — which Tom’s Guide awarded Best of Show — will help bring virtual reality to the mainstream. While competitors such as Oculus Rift and HTC Vive will be available sooner, they require powerful PCs to run their software. Continue reading GDC 2016: Sony PlayStation VR to Launch in October for $399

GDC 2016: Oculus Plans to Debut 30 Games with Rift Headset

At GDC 2016 this week, Oculus demonstrated its retail headset with 41 games, 30 of which will launch with the Rift. The headset already has a pre-order list backed up to July, four months past its initial March 28 release. Over four generations, Rift has improved, says one journalist, although the “screen door effect” still exists in games that are heavy in fine details such as “Project CARS” and less so in games with fewer details and more abstraction. The Rift’s head tracking and overall latency was also deemed “spot on.” Continue reading GDC 2016: Oculus Plans to Debut 30 Games with Rift Headset

Lucasfilm Shows Off ‘Star Wars’ VR Experience with HTC Vive

Lucasfilm’s ILMxLAB R&D unit just did a limited demonstration of its new “Star Wars” virtual reality experience: “Star Wars: Trials on Tatooine,” using the HTC Vive headset. The user, by walking around in a 15×15-foot space, explores the planet’s surface, does some maintenance on a Millennium Falcon, meets R2-D2 and fight offs a group of attacking Stormtroopers with a lightsaber. After unveiling the experience to a group of journalists, Lucafilm plans to allow other “select audiences” to also experience it. Continue reading Lucasfilm Shows Off ‘Star Wars’ VR Experience with HTC Vive

Intel to Leverage RealSense for Augmented Reality Headset

Intel is leveraging RealSense, its 3D camera technology, to develop a wearable headset for augmented reality, say sources knowledgeable about the chip maker’s plans. Those same sources report that Intel is more likely to license its headset design to other manufacturers rather than produce its own branded model. Intel’s RealSense could potentially help distinguish its technology offering in a field that already includes many major companies such as Apple, Microsoft, Alphabet’s Google and dozens of startups. Continue reading Intel to Leverage RealSense for Augmented Reality Headset

At Mobile World Congress, Phone Makers Pitch Virtual Reality

Virtual reality now trumps megapixels in phone manufacturers’ pitches to consumers. Over the years, the biggest phone makers have boasted of bigger screens and better photos. But, at this year’s Mobile World Congress, many manufacturers are highlighting the use of their smartphones as an inexpensive mobile device for VR viewing. That’s particularly the case with new offerings from Samsung and its archrival LG, both of which are offering virtual reality capabilities. Even smaller manufacturers are getting in on the game. Continue reading At Mobile World Congress, Phone Makers Pitch Virtual Reality

Facebook Opens Toy Box and Looks to Make VR More Social

Just before the Mobile World Congress opened in Barcelona, Facebook chief executive Mark Zuckerberg announced a new in-house team, led by designers Daniel James and Michael Booth, tasked with building “social apps” for the Oculus. The announcement comes weeks before the release of the long-awaited VR headset Oculus Rift, priced at $600 as a standalone headset and, paired with a PC, starting at $1,500. Facebook also launched a demo of “Toy Box,” with virtual shared games, all part of a move towards making VR more social. Continue reading Facebook Opens Toy Box and Looks to Make VR More Social

HTC Vive Ships in April, Pricier Than Facebook’s Oculus Rift

HTC announced shipping and price details of its highly anticipated Vive virtual reality headset during Mobile World Congress in Barcelona yesterday. In conjunction with Valve, HTC will begin shipping the VR headset in early April. At $799, Vive will be $200 more than its rival Oculus Rift. Pre-orders for the goggle-like headset, two wireless controllers, and two room scale movement sensors will begin on February 29 on HTC’s website. The pre-order bundle also comes with two games: “Fantastic Contraption” and “Job Simulator.” Continue reading HTC Vive Ships in April, Pricier Than Facebook’s Oculus Rift

Expert Predicts Madden NFL and Reality Shows Coming to VR

Videogame designer, Carnegie Mellon University professor and former Disney Imagineer, Jesse N. Schell, soared through a list of 10 virtual reality prognostications at Unity’s recent Vision AR/VR Summit in Hollywood. One of five speakers asked to soothsay about VR’s future, the creative director behind the “Toontown Online” massive multiplayer online game (MMO) predicted that by 2018, “Madden NFL” will be released in VR, and by 2020, there will be at least 10 VR reality television shows and a $10 billion VR adult video industry. Continue reading Expert Predicts Madden NFL and Reality Shows Coming to VR

Google Updates Cardboard, Develops Standalone VR Headset

Google is doubling down on its virtual reality investment with a new $20 version of Cardboard, which uses the smartphone as a screen and a standalone, all-in-one headset that doesn’t need to be tethered to a smartphone, computer or game console. Up until now, Google, which has sold five million Cardboard VR viewers since late 2014, has been seen as experimenting with VR. With the new VR headset — and appointment of Clay Bavor as its first VR chief, Google is entering the VR arena in earnest. Continue reading Google Updates Cardboard, Develops Standalone VR Headset

VR/AR Expected to Impact Much More Than Video and Gaming

Most conversation about virtual reality and augmented reality focuses on how it will impact gaming and video entertainment. But a recent report from Goldman Sachs upends that notion, with its prediction that VR and AR will instead open up “an entirely new marketplace of applications” for both the business and consumer sectors. The report states that virtual reality hardware will be an $80 billion industry within 10 years, which is actually a slow adoption when compared to that of smartphones and tablets. Continue reading VR/AR Expected to Impact Much More Than Video and Gaming

Oculus Rift the Most Popular VR Platform Among Developers

Today’s game developers are most interested in creating virtual reality projects for the Oculus Rift headset, according to a new survey from the Game Developers Conference. Nineteen percent of the 2,000 respondents said they were currently working on a new game for the device and 20 percent said their next VR project would be for the Oculus Rift. Only 8 percent of respondents said they were working on VR projects for Samsung’s Gear VR, the second most popular VR headset. Continue reading Oculus Rift the Most Popular VR Platform Among Developers