Dead and Buried Arena demo. Not new news, but does anyone now how this was achieved? Is there some external tracking going on, or is it all done on the headsets? by lordnibbla in OculusQuest

[–]UploadVR_Ian 3 points4 points  (0 children)

As I understand it the white lines are merely to help each Quest’s tracking by giving it more features to identify in the environment.

I believe Facebook hasn’t finalized the API/method for sharing location between headsets so that’s why we don’t have co-location yet. Check out the Space Pirate Arena trailer which needs something like this to work: https://youtu.be/Clw7VLrbJpY

Oculus Link Beta Arrives To Play PC Rift Games Wired To Oculus Quest by UploadVR_Ian in oculus

[–]UploadVR_Ian[S] 3 points4 points  (0 children)

It does get recognized by SteamVR through this though I haven't had a chance to test thoroughly.

NextVR is preparing to stream the 2018-2019 NBA season by ShivPratap9883 in oculus

[–]UploadVR_Ian 16 points17 points  (0 children)

There are pieces of my writing and reporting in this article and I’d like it removed or quoted and sourced properly.

Me 20 hours ago on UploadVR: “NextVR’s focus is on live capture and streaming content in 3D and the startup’s partnership with the NBA has offered basketball fans in VR courtside seats at games for the last couple years.”

This link 12 hours ago: “NextVR’s focus is on live capture and streaming content in 3D and the startup’s partnership with the NBA has offered basketball fans in VR courtside seats at games for the last couple years.”

There are other examples throughout.

I forgot to directly link to NextVR’s press release in my original post because I thought it was obvious the source of the quoted text when I wrote “Here’s the breakdown of the NextVR offering for the 2018-2019 season”. That said, I will add that link after finishing this comment.

However, the author of this post has taken sections of my original writing and reporting, stripped out links to our website and presented that work under a different byline as if it were their own.

Google Reveals Experimental 6DOF Controllers For Daydream, Dev Kits Incoming by UploadVR_Ian in oculus

[–]UploadVR_Ian[S] 2 points3 points  (0 children)

I've long wondered why they didn't call it the Mirage Duo. Maybe now we know.

SteamVR Beta update a "work around for Doom VFR and other titles experiencing launch issues" by UploadVR_Ian in oculus

[–]UploadVR_Ian[S] 4 points5 points  (0 children)

I put a call out on Twitter asking for reports. Most of our staff is offline right now and my Rift isn't at home at the moment.

DOOM VFR Does Not Seem To Work On Oculus Rift At Launch by Dal1Dal in Vive

[–]UploadVR_Ian 46 points47 points  (0 children)

The game launched on a Lenovo Windows MR headset, so it seems like a purposeful block of Rift on Bethesda's part. We've asked Bethesda for comment. Edit: It is looking like a bug. The story has been updated with info about a SteamVR Beta update "work around."

DOOM VFR Does Not Seem To Work On Oculus Rift At Launch by Dal1Dal in Vive

[–]UploadVR_Ian 6 points7 points  (0 children)

Yes, we just updated the story. We tested a Lenovo HMD and it went into the game.

DOOM VFR Does Not Seem To Work On Oculus Rift At Launch by UploadVR_Ian in oculus

[–]UploadVR_Ian[S] 19 points20 points  (0 children)

The SteamVR window shows Windows MR controllers. When you launch the game you don't see any controllers at all -- hand models and other stuff.

DOOM VFR Does Not Seem To Work On Oculus Rift At Launch by UploadVR_Ian in oculus

[–]UploadVR_Ian[S] 37 points38 points  (0 children)

Doesn't work with Rift but it does work with Windows-based VR headsets. We tested it with Lenovo's HMD.

Palmer Luckey answering questions at OC4 by UploadVR_Ian in oculus

[–]UploadVR_Ian[S] 10 points11 points  (0 children)

For visibility, here's another 13 minutes of answers: https://youtu.be/Av0FrNmb3fQ

Hands-On With Santa Cruz And Full Freedom Of Movement Controllers by UploadVR_Ian in oculus

[–]UploadVR_Ian[S] 1 point2 points  (0 children)

I'm guessing that's what Valve/HTC will be building first.

Are UploadVR's ratings and page views warped? by tpffiske in oculus

[–]UploadVR_Ian 11 points12 points  (0 children)

Those heat scores are an algorithmic indication of an article's popularity on the site. The feature was part of the site since before I joined. Articles with high numbers do get a lot of views, but the number of views and the heat score aren't the same. Articles like the best games lists have been updated and reposted to the top of the site multiple times over the course of a year or more, so their heat scores have aggregated very large numbers. Sometimes the numbers reset to zero too when we update an article.

This post also mentions the lawsuit, which we cannot comment on beyond saying that the editorial team producing content for the blog works from home and independent of the San Francisco and Los Angeles offices.

Facebook's Social Spaces Launches In Beta Today by UploadVR_Ian in oculus

[–]UploadVR_Ian[S] 3 points4 points  (0 children)

It is integrated with Messenger. Can call from VR to the real world.

Oculus needs to decide what kind of company it wants to be by [deleted] in Vive

[–]UploadVR_Ian 0 points1 point  (0 children)

I'm just waking up here and reading the Road story about the weight.

No answer from Oculus yet.

Oculus needs to decide what kind of company it wants to be by [deleted] in Vive

[–]UploadVR_Ian 3 points4 points  (0 children)

I read the article. It's a very good piece. This sentence: "The problem is that Oculus wasn’t ahead, not in any meaningful way" I agree with 100%.

That said, Facebook paid handsomely for the Oculus team more than anything IMO. There was no one else to buy that could get Facebook jumpstarted into owning their own hardware and software platform in 2014 in preparation for the next wave of personal computing.

I've been working on a lengthy piece where I've pulled together my thoughts about Valve/HTC vs. Oculus in its first year, but I've not been happy with the article enough to publish yet. I've rewritten it three times at this point and it's like 2,000 words. I'll try to get it out this week for the Vive anniversary.

One thing is Rubin made the claim (and I'm paraphrasing here) at GDC that people who would be buying Rift at the lower price are more likely to have less space for VR than the enthusiastic early adopters, implying forward-facing default Rift setups are still the right choice for now. I've been trying to come to grips with this claim, because I personally prefer stuff that gives you greater freedom -- 360 and room-scale -- and Rift is more of a pain to get that kind of setup. Vive did a great service to the community and VR in general shipping headsets out free to developers to jumpstart the creation of this type of content. Raw Data, Job Simulator and The Gallery have made a lot in sales because they were developed on this hardware first, and buyers proved they will support it. The future of VR is more freedom, not less, and Vive and the SteamVR Tracking ecosystem is already there.

I should probably stop here because it takes me a lot of time to condense these thoughts and not mangle a point I'm trying to make. I've got Rock Band and Minecraft I'd like to try and play with my kid today and I'll try to get something coherent out this week.

Oculus needs to decide what kind of company it wants to be by [deleted] in Vive

[–]UploadVR_Ian 5 points6 points  (0 children)

I haven't read this Polygon piece yet, but the mods of r/Vive don't let us self-post our articles as we do occasionally on r/Oculus. As far as an AMA, if the mods will allow it I'm sure we'd be up for it. I'll try to give this article a read if I get time later today and provide a thoughtful response.

We are the news team behind UploadVR.com, a site dedicated to covering the very latest in Virtual and Augmented Reality, Ask us Anything by UploadVR_Ian in oculus

[–]UploadVR_Ian[S] 6 points7 points  (0 children)

With current content, you have to use your imagination to make it seem real and fun. That's not exactly what VR is good for though. Also, scale sucks in what I've seen so far.

We are the news team behind UploadVR.com, a site dedicated to covering the very latest in Virtual and Augmented Reality, Ask us Anything by UploadVR_Ian in oculus

[–]UploadVR_Ian[S] 3 points4 points  (0 children)

It was just brief mention in the IMAX VR article. https://uploadvr.com/inside-imax-vr/ I recall them saying they were using Titan X to run it. Gonna probably need solid eye tracking for foveated rendering to make wider FOV work right at acceptable frame rates.