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Submission Summary: 0 pending, 11 declined, 8 accepted (19 total, 42.11% accepted)

Submission + - DC Entertainment Bringing Batman Experience to Gear VR and Oculus Rift (roadtovr.com)

muterobert writes: Today it’s been announced that Warner Bros., DC Entertainment, and OTOY are collaborating to recreate the iconic Batcave from Batman: The Animated Series in virtual reality for Samsung Gear VR and Oculus Rift. OTOY is providing what they call “holographic video” technology to render the scene in a way that’s true to the Batcave of the classic 90s show.

Submission + - First Hands-on with the Incredible New Oculus Rift VR Headset (roadtovr.com)

muterobert writes: One of the stand-out demos put me in front of an alien on some sort of Moon-like world. The alien was looking at me and speaking in an unfamiliar tongue. When I moved my head, its gaze followed me. Its big and detailed eyes, combined with reaction to me as I moved, imbued it with a sense of living that was really cool. Spaceships flew over head and drew my gaze behind me, leading me to look at some incredibly detailed scenery.

Submission + - Day One With the Brand New Oculus Rift DK2: The Good, The Ugly and The Games (roadtovr.com)

muterobert writes: Paul James goes hands on with one of the first next-gen Oculus Rifts in the wild:

"After much hacking (and some kind developer linkage) I stepped into a DK2 enabled version of Technolust and lost myself utterly! The stunning attention to detail, neon on black really lets the OLED panel shine here. In fact, this experience was the closest I think I’ve ever some to presence in virtual reality thus far. Leaning in to check the myriad retro objects, gawking at the lighting and just generally being blown away by the experience. This game was fabulous on the DK1, it’s utterly compelling now."

Submission + - Killing Zombies in VR with the Latest Version of Project Holodeck at E3 2014 (roadtovr.com)

muterobert writes: Ben Lang from Road to VR goes hands on and heads in with virtual reality technology company Survios' newest version of untethered VR system 'Prime 3'. He moves around the virtual space, holding and reloading weapons as you would in real life.

"At one point while playing, I was wielding the shotgun with two hands, with the table of weapons was on my right side. Several zombies were approaching and I needed a bit more fire power. I dropped the shotgun, reached over with my right hand to grab the tommy gun off the table, then virtually tossed it from my right hand to my left hand (because I’m a lefty), then pulled my pistol out of the holster with my right hand and continued to shoot both weapons."

Submission + - 30 Minutes Inside Valve's Prototype Virtual Reality Headset (roadtovr.com)

muterobert writes: Owlchemy Labs, the developers behind the excellent Oculus Rift ready game, ‘Aaaaaaaculus!’, share their impressions of their time at Steam Dev Days and detail their experiences using Valve’s secretive virtual reality HMD prototype.

An Excerpt:

I was told to walk off of the cube and it was physically difficult to step forward into the space where there was no solid footing, even though I knew that there would be a solid floor with a rug right there for me. It’s amazing how the mind can trick you.

Submission + - The Science Behind The InfinitEye's Panoramic Virtual Reality Experience (roadtovr.com)

muterobert writes: The Oculus Rift has competition, and it's incredible. The InfinitEye has a 210 Field of View (compared with the Oculus Rift's 90) and surrounds your peripheral vision in the game completely. Paul James from RoadToVR goes in-depth with the team behind the new device and finds out how high FOV Virtual Reality really works.

At the present time, we are using 4 renders, 2 per eye. Left eye renders are centered on left eye, the first render is rotated 90 left and the second looks straight ahead, building two sides of a cube. Right eye renders are centered on its position, the first is rotated 90 degree right and the second looks straight ahead, two sides of another cube. We then process those renders in a final pass, building the distorted image.


Submission + - Hands-on with Avegant's Impressive Virtual Retinal Head Mounted Display (roadtovr.com)

muterobert writes: "Avegant is creating a unique head mounted display that uses an impressive virtual retinal display, a screen-less technology that projects an image directly onto your retina."

"At one point I was looking at a sea turtle in shallow coral waters. Sunlight was beaming down from the surface and illuminating the turtle’s shell in a spectacular way—it was one of the most vivid and natural things I’ve ever seen on any display. The scene before me looked incredibly real, even though the field of view is not at immersive levels."

Submission + - RoadToVR - InfinitEye Exclusive Hands-On - the 210 Degree FOV Oculus Rift Beater (roadtovr.com)

muterobert writes: "InfinitEye is a prototype head mounted display that uses dual 1280×800 displays to create a massive 210 degree field of view. I traveled to Toulouse, France to be the first journalist in the world to go hands-on with the unit. These are my thoughts on the trip, the team, and the HMD itself."

"Natural and Panoramic Virtual Reality”

is the best phrase I can come up with that summarises the InfinitEye’s capabilities. If using the Oculus Rift is like opening the sunroof on a virtual world, the InfinitEye takes the roof clean off—at least if you base your opinion solely on horizontal FOV. But the new HMD also offers 1280×800 per eye in comparison the current Oculus Rift Dev Kit’s 640×800 (and only slightly fewer pixels per eye than the Oculus Rift HD prototype)"

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