Schlagwort: virtual reality

  • VIVE Cosmos Beta 1.0.8.8 – Beta Release Notes

    VIVE Cosmos Beta 1.0.8.8 – Beta Release Notes

    Reading Time: < 1 minute

    Please Select Your Location

    Thailand

    Australia

    Österreich

    België

    Canada

    Canada – Français

    中国

    Česká republika

    Denmark

    Deutschland

    France

    HongKong

    Iceland

    India

    Ireland

    Italia

    日本

    Korea

    Latvija

    Lietuva

    Lëtzebuerg

    Malaysia

    Malta

    Mexico

    Nederland

    New Zealand

    Norge

    Polska

    Portugal

    Russia

    Saudi Arabia

    Singapore

    España

    Suisse

    Suomi

    Sverige

    台灣

    Ukraine

    United Kingdom

    United States

    Việt Nam

    المملكة العربية السعودية (Arabic)

    Website: LINK

  • How to Use Your Oculus Quest with Viveport Infinity

    How to Use Your Oculus Quest with Viveport Infinity

    Reading Time: 2 minutes

    Website: LINK

  • When Spectators Become the Players: VR for the Tech-Lovers and Tech-Less

    When Spectators Become the Players: VR for the Tech-Lovers and Tech-Less

    Reading Time: 3 minutes

    By Brent Bushnell and Eric Gradman, Two Bit Circus Co-Founders

    Two Bit Circus describes the role of VIVE and elbow-to-elbow play in creating a more universal VR experience — even for those who aren’t the ones in the headsets.

    The future of fun is often thought of as something years or even decades away. But, with new forms of experiential entertainment and virtual reality driving immersive experiences at a growing rate, the opportunities for meaningful and engaging fun are boundless — today.

    When we launched Two Bit Circus Micro-Amusement Park in Downtown LA in September 2018 our goal was to fuse the latest interactive technology with the wonder and spectacle of classic circus and carnival, bringing people together to play elbow-to-elbow. At the core of these experiences has been our VR attractions, which make up around a third of our revenue. We use VR in everything from our story rooms (our take on the classic escape room) to immersive arena experiences and special events such as Esports tournaments. 

    Virtual reality is a solid component of our park’s success. As we continue to grow as a location-based entertainment venue, we needed a supplier that understood our desire to get people to play, elbow-to-elbow, and who could provide players with opportunities for diverse play as well as mobility and immersion — even in a typically-tethered arena.

    This is where our collaboration with VIVE came into play. As our park has developed, they’ve provided ongoing support for LBE solutions and — as a group of [mad] inventors constantly creating – offered us a sense of security through the service plan they tailored to our industry. Over the past year, nearly all of our VR attractions — whether third party or developed in house — are now driven by HTC products. From free roam games such as The Raft and the Asterion Maze, to multiplayer games like Hologate and our newly-added Hyperdeck, they’re some of our most popular attractions throughout the entire park.

    What’s the special ingredient for this success? Spectator-friendly VR gaming.

    As a company focused on the future of fun, we want our experiences to be memorable and repeatable. For us, this means not only appealing to the folks who are already invested in VR but also those who might be hesitant to give it a try. Being able to actively participate in a VR experience, even if you’re not the one in the headset, is a key way to draw in new customers and create a more universal experience for players.

    We’ve seen that with Hyperdeck in particular. The VIVE headsets look really sleek and integrate well with the custom shooting turrets. Players are lit up and spectators not only view the action on external screens, they use tablets to throw power-ups to the VR players. The shared motion platform immerses the players while drawing  in the crowd who’s cheering them on. Just like a roller coaster at a traditional theme park, this is an adrenaline rush for the tech era. And those in line are growing increasingly eager to strap into the virtual world too.

    When companies prioritize spectators just as much as players in new games and experiences, it opens up a window of opportunity for elbow-to-elbow play. The future of fun is here, and it’s aiming to be immersive and accessible to all. So whether you’re a VR evangelist or have never put on a headset, we encourage you to give it a shot and find new ways of experiencing this evolving form of entertainment. From two guys who’ve spent their whole lives creating and diving into tech, trust us when we say: it really is out of this world fun.

    Website: LINK

  • Save Hundreds on Vive Virtual Reality Hardware for Cyber Weekend

    Save Hundreds on Vive Virtual Reality Hardware for Cyber Weekend

    Reading Time: 2 minutes

    Website: LINK

  • FaceWidgets blends on-face switches with the VR world

    FaceWidgets blends on-face switches with the VR world

    Reading Time: 2 minutes

    FaceWidgets blends on-face switches with the VR world

    Arduino TeamNovember 21st, 2019

    When using a virtual reality (VR) system, you may need to flip a switch, touch a button, etc., which can be represented by a carefully coordinated series of pixels in front of your eyes. As a physical alternative — or augmentation — researchers at the National Chiao Tung University in Hsinchu, Taiwan have developed a system of interchangeable physical control panels, called FaceWidgets, that reside on the backside of head-mounted unit itself.

    When a wearer places their palm near their face (and headset), this is sensed and an on-screen canvas appears depending on the application. They can then manipulate these widgets both physically and in the virtual world to control the experience. 

    Physical interactions are detected with the help of an Arduino Mega and the facial control pad even extends and retracts for optimal usage via a motor shield and stepper motors.

    [youtube https://www.youtube.com/watch?v=e_Bty05zuAc?feature=oembed&w=500&h=281]

    We present FaceWidgets, a device integrated with the backside of a head-mounted display (HMD) that enables tangible interactions using physical controls. To allow for near range-to-eye interactions, our first study suggested displaying the virtual widgets at 20 cm from the eye positions, which is 9 cm from the HMD backside. We propose two novel interactions, widget canvas and palm-facing gesture, that can help users avoid double vision and allow them to access the interface as needed. Our second study showed that displaying a hand reference improved performance of face widgets interactions. We developed two applications of FaceWidgets, a fixed-layout 360 video player and a contextual input for smart home control. Finally, we compared four hand visualizations against the two applications in an exploratory study. Participants considered the transparent hand as the most suitable and responded positively to our system.

    Website: LINK

  • FaceWidgets blends on-face switches with the VR world

    FaceWidgets blends on-face switches with the VR world

    Reading Time: 2 minutes

    FaceWidgets blends on-face switches with the VR world

    Arduino TeamNovember 21st, 2019

    When using a virtual reality (VR) system, you may need to flip a switch, touch a button, etc., which can be represented by a carefully coordinated series of pixels in front of your eyes. As a physical alternative — or augmentation — researchers at the National Chiao Tung University in Hsinchu, Taiwan have developed a system of interchangeable physical control panels, called FaceWidgets, that reside on the backside of head-mounted unit itself.

    When a wearer places their palm near their face (and headset), this is sensed and an on-screen canvas appears depending on the application. They can then manipulate these widgets both physically and in the virtual world to control the experience. 

    Physical interactions are detected with the help of an Arduino Mega and the facial control pad even extends and retracts for optimal usage via a motor shield and stepper motors.

    [youtube https://www.youtube.com/watch?v=e_Bty05zuAc?feature=oembed&w=500&h=281]

    We present FaceWidgets, a device integrated with the backside of a head-mounted display (HMD) that enables tangible interactions using physical controls. To allow for near range-to-eye interactions, our first study suggested displaying the virtual widgets at 20 cm from the eye positions, which is 9 cm from the HMD backside. We propose two novel interactions, widget canvas and palm-facing gesture, that can help users avoid double vision and allow them to access the interface as needed. Our second study showed that displaying a hand reference improved performance of face widgets interactions. We developed two applications of FaceWidgets, a fixed-layout 360 video player and a contextual input for smart home control. Finally, we compared four hand visualizations against the two applications in an exploratory study. Participants considered the transparent hand as the most suitable and responded positively to our system.

    Website: LINK

  • VIVE Cosmos Beta 1.0.8.3 – Release Notes

    VIVE Cosmos Beta 1.0.8.3 – Release Notes

    Reading Time: < 1 minute

    Website: LINK

  • Must Play INFINITY Titles for November – Part 2

    Must Play INFINITY Titles for November – Part 2

    Reading Time: 3 minutes

    Website: LINK

  • VIVE Cosmos 1.0.8.1 – Release Notes

    VIVE Cosmos 1.0.8.1 – Release Notes

    Reading Time: 2 minutes

    Website: LINK

  • Case Study: adidas Revolutionizes Internal Workflow with Virtual Reality

    Case Study: adidas Revolutionizes Internal Workflow with Virtual Reality

    Reading Time: < 1 minute

    Website: LINK

  • Embark on an adorable mystery with The Curious Tale of the Stolen Pets

    Embark on an adorable mystery with The Curious Tale of the Stolen Pets

    Reading Time: 7 minutes

    Fast Travel Games – the creators of the VDA winning sci-fi adventure Apex Construct – are back with an all-new all-ages experience that will challenge your brain and tug at your heart strings. The Curious Tale of the Stolen Pets arrives tomorrow on Viveport, so we sat down with this talented crew of developers to find out what went into crafting this adorable tale.

    Interview by Nathan Allen Ortega, Viveport Staff

    [youtube https://www.youtube.com/watch?v=jrrXVDzW1FQ?feature=oembed&wmode=opaque&w=730&h=411]

    Tell us a bit about yourself and the team at Fast Travel Games

    My name is James Hunt and I am a Sr. Animator by trade, and now taken the role as Creative Lead for The Curious Tale of the Stolen Pets. Our team at Fast Travel Games is 17 people right now, most with background in traditional video game development. We are based in Stockholm Sweden, and we create VR games with a focus on story, characters and world building.

    How did the concept of The Curious Tale of the Stolen Pets come to be?

    I came up with the idea for The Curious Tale of the Stolen Pets in December last year and pitched it to our founders. They really liked it and asked me to lead the creation of the game. My vision was to make a game that would be accessible and could be enjoyed by anyone, regardless of age or gaming preferences. I really liked the idea of having small worlds in front of you that you could interact with, and believed that it would be wonderful to do so in VR.

    The Curious Tale of the Stolen Pets is a pretty big departure from your previous title – the critically acclaimed sci-fi adventure Apex Construct. How did your experience developing that title shape the direction of The Curious Tale of the Stolen Pets?

    We learnt a lot from making Apex Construct. It was our first game, and we had to do a lot of research into what preferences VR players had, how long their gaming sessions were, all kinds of things.

    [youtube https://www.youtube.com/watch?v=CN1RsJkUvwk?feature=oembed&wmode=opaque&w=730&h=411]

    Apex Construct is of course a first person action/adventure so it meant we had to cater for a lot of different locomotion styles – the game actually offers over 30 different options in the Settings menu. While that is a good thing for that kind of game, we really wanted to make something else with The Curious Tale. Besides from language and sound, there is literally no settings options in the game and people should be able to start playing just by using their intuition.

    What do you think are essential elements necessary to crafting an engaging piece of VR content that is accessible to everyone?

    Making it easy for players to start engaging with the game is key. We believe VR is all about immersion and being able to play by using your intuition. It does a lot to help players believe in the experience. It’s also a question about believability: If we want players to engage and immersive themselves in our games, they have to believe in the worlds we present, they have to be curious about it – so attention to details and a sense of wonder is also important.

    The Curious Tale of the Stolen Pets tasks players with exploring vibrant 3D environments filled with things to interact with in order to recover the titular pilfered pets. Talk a bit about the design process of crafting satisfying and colorful puzzle boxes that are challenging but approachable for every player.

    The Curious Tale as an interactive tale, with a narrative that takes you back to the imaginative worlds from your childhood and the relationship between yourself, your sister and your grandfather. And in terms of puzzles, this is not a hardcore puzzle game – you can take your time without time limits or the risk of fail states. We really encourage the player to be curious and experiment with all the interactive details. There are of course some puzzles that will require some creative thinking though.

    Were there any ideas/puzzles/concepts that you wanted to work into the experience but found it difficult to work into the final build of the game?

    Not really. We still have many ideas for worlds, puzzles and mechanics that didn’t make it into this game but could show up in future Curious Tale games if that ever happened.

    What were your main artistic and design influences on The Curious Tale?

    Definitely claymation for the characters and their animations. We made them simple on purpose and animated on every other frame to give them a clay feeling. The overall look of the game is inspired by art and games we like such as Captain Toad: Treasure Tracker.

    The Curious Tale has been shown off at events such as XRDC. Have you been surprised by any particular pieces of feedback from players so far?

    Maybe not surprised, but thoroughly happy that all kinds of people seem to enjoy the game a lot! From younger players with no VR experience, to the more core players, everyone has really been highly impressed with the game and many left smiling! Of course, winning the ‘best Immersive Game’ award at the Raindance Film Festival was unexpected, especially given the competition in our category, but shows we have really created something special with this game.

    How many people worked on The Curious Tale and how long was the development process?

    We started with 2 people and towards the end, 8 people were involved. It has been a small team with a lot of heart.

    What do you want players/viewers to take away from their time with The Curious Tale?

    I would love for them to get a sense of wonder from these detailed miniature worlds we have created, and hopefully feel that they want to return to them again and again!

    Given that Apex Construct and The Curious Tale of the Stolen Pets reach pretty different audiences – is variety of the kinds of experiences you develop a priority for Fast Travel Games? 

    I think variety is important at this stage in this relatively early stage in the VR games industry, where many studios try things for the first time. There is no genre fatigue yet, although the wave shooters genre became somewhat crowded early on. For us, it’s important to experiment while staying true to our philosophy of focusing on story, characters and world buildings. Apex Construct, The Curious Tale of the Stolen Pets and the upcoming Budget Cuts 2 are all examples of this.

    Your team is also working with Neat Corporation on Budget Cuts 2 – the follow up to the hilarious VR workplace experience. Talk a bit about how that collaboration came to be.

    [youtube https://www.youtube.com/watch?v=WKWOUVljBgM?feature=oembed&wmode=opaque&w=730&h=411]

    We actually used to share offices back in the early VR days! We have known and respected each other for a long time, bouncing ideas off each other like “wouldn’t this be cool in Budget Cuts” etc. One day we just started talking about making the sequel together, using the best of our combined ideas to make something spectacular. It has been exciting for us to work with the game, and we cannot wait to release it on December 12!

    What are your thoughts on the future of VR and AR and where do you hope to see the technology develop going forward?

    I think we will see VR becoming more accessible for a wider audience, which really excites me. Seeing more headsets becoming wireless, focusing on ease of access, will do a lot to invite new players to VR. Though I am also excited about the more high-end VR gaming experiences, and there is definitely a market for both!

    What’s next for Fast Travel Games?

    After releasing Budget Cuts 2: Mission Insolvency on December 12, we have something in the works that we are not ready to talk about yet. Without giving any details, we plan to use all the experience we have gathered from making Apex Construct, The Curious Tale & Budget Cuts 2, and put this into a game that we believe will be something truly spectacular. More about this in 2020!

    Exciting to hear! Thanks a bunch for taking the time to chat – we can’t wait to see what you have coming next. : )

    The Curious Tale of the Stolen Pets arrives on Viveport November 14th – warm up your headset of choice and get to saving these adorable rascals!

    Website: LINK

  • VIVE Cosmos Beta 1.0.8.1 – Beta Release Notes  

    VIVE Cosmos Beta 1.0.8.1 – Beta Release Notes  

    Reading Time: < 1 minute

    Please Select Your Location

    Thailand

    Australia

    Österreich

    België

    Canada

    Canada – Français

    中国

    Česká republika

    Denmark

    Deutschland

    France

    HongKong

    Iceland

    India

    Ireland

    Italia

    日本

    Korea

    Latvija

    Lietuva

    Lëtzebuerg

    Malaysia

    Malta

    Mexico

    Nederland

    New Zealand

    Norge

    Polska

    Portugal

    Russia

    Saudi Arabia

    Singapore

    España

    Suisse

    Suomi

    Sverige

    台灣

    Ukraine

    United Kingdom

    United States

    Việt Nam

    المملكة العربية السعودية (Arabic)

    Website: LINK

  • Take the trip of a lifetime in Maze Theory’s Viveport adventure Doctor Who: The Edge of Time

    Take the trip of a lifetime in Maze Theory’s Viveport adventure Doctor Who: The Edge of Time

    Reading Time: 6 minutes

    VR has the awesome power to make players feel super-heroic like never before. With Doctor Who: The Edge of Time, arriving to Viveport and Viveport Infinity tomorrow, developer Maze Theory had the herculean task of bringing one of the most iconic heroes in sci-fi history to life in VR, placing a Sonic Screwdriver in their hands and tasking them with protecting the universe. We had a chat with them to find out what went into making this thrilling VR adventure.

    Interview by Nathan Allen Ortega, Viveport Staff

    [youtube https://www.youtube.com/watch?v=OwjiiXyBaKA?feature=oembed&wmode=opaque&w=730&h=411]

    Tell us a bit about yourself and the crew at Maze Theory

    Marcus Moresby: I’m the Creative Director here at Maze Theory. We’re a digital entertainment studio focusing on ‘Evolutionary storytelling’ – which is our way of describing narrative adventure experiences, told through new technologies and techniques. Our experience and passions come from the areas of games, immersive theatre, film, TV and narrative drama. We bring interactive elements in to create a new form of participatory entertainment.

    How did the concept of Doctor Who: The Edge Of Time come about?

    The BBC came in to experience one of our other projects The Vanishing Act and they really liked our attention to detail, production quality and approach to immersive storytelling in VR. From there we started talking about Doctor Who and how well the show translated into the medium of VR.

    At it’s best, VR is like a teleportation device allowing players to travel to distant worlds, far-away places and go on incredible adventures in space and time. It was obvious to us straight away in that meeting that Doctor Who would translate into a perfect VR title.

    By chance, The Doctor Who Experience, a live attraction in Cardiff that documented the show’s 55 year history and exhibited many of its props, sets and characters was about to close. We got talking about photogrammetry and next thing you know we were down in Cardiff creating a digital record of the whole experience. It’s all on a hard-drive in our office.

    [youtube https://www.youtube.com/watch?v=Jtgumb-HreA?feature=oembed&wmode=opaque&w=730&h=411]

    With access to a wealth of incredible data we couldn’t help ourselves to make a weeping angels demo in VR and things just from snowballed from there.

    What have been your biggest inspirations on the design concepts in The Edge Of Time?

    We’ve focused on giving people the chance to inhabit and exist in the world of Doctor Who and the show. One of our main pillars in the production was to make you feel like you’re stepping into your own episode of the show. That’s why it was important to include the title sequence, which while breathtaking in VR, isn’t a traditional gameplay mechanic.

    We’ve also tried our best to give fans experiences they’d want to have in the world of Doctor Who. Allowing them to pilot the Tardis, come face to face with the Daleks, to solve puzzles and games with the Doctor’s trusty Sonic Screwdriver.

    At the same time, it was important not to alienate non Doctor Who fans. Both ourselves and the  BBC want to encourage new audiences to enjoy this universe. At it’s core, it’s a time-travel adventure in VR spread throughout the universe. There’s a combination of sci-fi, horror, adventure and action, all mixed up.

    What kind of research did you do to prepare for the task of bringing the world of the popular series to VR?

    With a show spanning as many series as Doctor Who we knew we’d have to be thorough with our research. Initially I spent a few weeks completely absorbing myself into it and focused on 70 episodes from the 37 series. Anything that I thought would work particularly well as an interaction, story line or environment was noted down. Then I scoured the various fan sites and forums to view their opinions on favourite episodes, monsters and what they would love to see or experience in a Doctor Who game.

    How challenging was it to figure out which Doctor Who creatures, worlds and iconic elements from the series to incorporate into the game?

    The BBC have been amazing to work with and initially we gave them a wish-list of all the monsters and places we wanted to include. This led to various discussions regarding the direction and roadmap of the new series and where this experience would fit into the universe. They’ve all been selected because of how powerful they’d be in VR. Standing next to a Dalek in VR with the legendary screaming voice really is intimidating. The Angels were a perfect fit too and VR is probably the only medium you could truly experience them.

    Tell us a bit about your collaboration with the BBC and the creative team on the Doctor Who series throughout the process of crafting your immersive VR experience

    What’s been wonderful is we got to co-write the game with Gavin Collinson, who’s worked on the show since the David Tennant days. It’s meant we’ve managed to get the story right from the perspective of a VR player and they’ve got it all working with the shows’s cannon. It’s really been a collaborative process with the team at the BBC and why we hope the end story works so well.

    Were there any story moments, puzzle concepts or other cool ideas that you had that you wanted to incorporate into the game but had to leave it on the cutting room floor?

    With a show so vast there’s a ton of material and related gameplay ideas we had to hold back. What a lot of people don’t realize about Maze Theory is we’re a very small team. Only 6 core people worked on the game, but we’ve all tried to hit a close to AAA aesthetic and game. It’s about a 3 hour experience, so not easy to make with such a small team.

    Consequently there were a tonne of ideas that haven’t made the cut. On the plus side, there’s lots of good starting points for a sequel.

    What was it like working with Jodie Whittaker?

    Jodie’s great and a complete natural with her take on the Doctor. We managed to squeeze in some time with her in between shoot days on set in Cardiff and because she’s fully in character we got through a tonne of lines and dialogue in half the time you’d normally expect.

    What do you feel are the key things about Doctor Who that make it such a global, decades spanning phenomenon?

    Time travel, adventures and science fiction, good drama, strong concepts and story writing – what’s not to like? What we love more is how this personality and character naturally translates to VR.

    How long have you and the team been working on The Edge Of Time?

    It’s been just under a year since we started main production on the game. It’s been a pretty mammoth task for everyone involved but as we get to the end of the project everyone is really proud of the title and what we’ve achieved.

    What’s on the horizon for Maze Theory?

    We’re thrilled to be working on Peaky Blinders and have just commenced production. It focuses heavily on human interaction and how you can make a character feel alive inside a virtual world. Everyone’s very excited about the idea of traveling back to the 1930’s and the narrative adventure you get with a gangster title like that.

    We’re also working on a couple of own concepts internally. It’s important for us that we aren’t just known for big IP projects and we imagine our third title will be something unexpected which learns from our previous R&D.

    That’s exciting to hear! Thanks so much for taking the time to chat with us.

    Doctor Who: The Edge of Time lands on planet Viveport tomorrow – as well as Viveport Infinity.

    Not a member? Start a 14 day trial and prepare to go all *wibbly wobbly timey wimey*, along with hundreds of awesome VR apps and games without limits.

    Website: LINK

  • Viveport Infinity’s Black Friday Bonanza

    Viveport Infinity’s Black Friday Bonanza

    Reading Time: 2 minutes

    Viveport is celebrating the holidays early this year with our Black Friday deal beginning now!

    Starting today, a one-year membership to Viveport Infinity, the unlimited VR subscription service, is on sale for $60 (or local equivalent), a 45% savings! This special deal runs through December 1, 2019, and is available for VIVE, Oculus Rift, Valve Index, and Windows Mixed Realty owners.

    Not sure if an Infinity membership is for you? Check out our Q&A below to help answer your questions.

    Why explore VR content through a subscription service?

    With unrestricted access to the hundreds of VR titles in our growing library, an Infinity membership is your all-access ticket to top VR content. The VR content vast yet not all experiences are created equal. With a subscription service, you can try all the content you want while not committing a heavy investment.

    With top titles running from $20 – $40, an Infinity membership saves you hundreds of dollars on VR content. Just playing through the top 20 titles in Infinity will save you over $500!

    Check out all of the titles we just added in the last month here and stay tuned for even more popular titles coming in November!

    Who is an Infinity membership for?

    Everyone! Infinity is a hardware-agnostic service, supporting all major PC VR headsets on the market. With access to hundreds of indie and top titles, VR enthusiasts of all tastes will find the experiences that speak to them. Action, adventure, educational, fitness, cinematic, design, multiplayer and more – the Infinity library spans a diverse range of genres.

    An Infinity membership is a perfect starting point for your VR journey. Play the classics or explore the most recent titles, there is always something new to do in Infinity.

    What are other VR enthusiasts saying about infinity?

    Check out some recent reviews of Infinity to bring you up to speed.

    Cas and Chary – 10 Best Oculus & Valve Index VR Games on Viveport Infinity in 2019

    [youtube https://www.youtube.com/watch?v=mOOVfjh1vos]

    Ben Plays VR – Viveport Infinity Review

    [youtube https://www.youtube.com/watch?v=4bGi20b-Yro?feature=oembed&wmode=opaque&w=730&h=411]

    Head to Viveport today to start your Infinity adventure: https://www.viveport.com/infinity

    Website: LINK

  • Viveport Infinity’s Black Friday Bonanza

    Viveport Infinity’s Black Friday Bonanza

    Reading Time: 2 minutes

    Viveport is celebrating the holidays early this year with our Black Friday deal beginning now!

    Starting today, a one-year membership to Viveport Infinity, the unlimited VR subscription service, is on sale for $60 (or local equivalent), a 45% savings! This special deal runs through December 1, 2019, and is available for VIVE, Oculus Rift, Valve Index, and Windows Mixed Realty owners.

    Not sure if an Infinity membership is for you? Check out our Q&A below to help answer your questions.

    Why explore VR content through a subscription service?

    With unrestricted access to the hundreds of VR titles in our growing library, an Infinity membership is your all-access ticket to top VR content. The VR content vast yet not all experiences are created equal. With a subscription service, you can try all the content you want while not committing a heavy investment.

    With top titles running from $20 – $40, an Infinity membership saves you hundreds of dollars on VR content. Just playing through the top 20 titles in Infinity will save you over $500!

    Check out all of the titles we just added in the last month here and stay tuned for even more popular titles coming in November!

    Who is an Infinity membership for?

    Everyone! Infinity is a hardware-agnostic service, supporting all major PC VR headsets on the market. With access to hundreds of indie and top titles, VR enthusiasts of all tastes will find the experiences that speak to them. Action, adventure, educational, fitness, cinematic, design, multiplayer and more – the Infinity library spans a diverse range of genres.

    An Infinity membership is a perfect starting point for your VR journey. Play the classics or explore the most recent titles, there is always something new to do in Infinity.

    What are other VR enthusiasts saying about infinity?

    Check out some recent reviews of Infinity to bring you up to speed.

    Cas and Chary – 10 Best Oculus & Valve Index VR Games on Viveport Infinity in 2019

    [youtube https://www.youtube.com/watch?v=mOOVfjh1vos]

    Ben Plays VR – Viveport Infinity Review

    [youtube https://www.youtube.com/watch?v=4bGi20b-Yro?feature=oembed&wmode=opaque&w=730&h=411]

    Head to Viveport today to start your Infinity adventure: https://www.viveport.com/infinity

    Website: LINK

  • Must Play INFINITY Titles for November – Part 1

    Must Play INFINITY Titles for November – Part 1

    Reading Time: 4 minutes

    Viveport Infinity has seen an influx of new content in the past few weeks and November is posed to be an even bigger month for your Infinity library. See below for all of the top titles that have recently launched as part of your Infinity subscription service and stay tuned for our next feature in the series as even more titles launch later this month. In November, just like every other month of the year, Infinity is your home for both the blockbuster hits and the indie darlings of VR!

    Let’s not waste any time and take a look at the latest hits to launch in Infinity!

    Timing is everything when you are in a firefight. Luckily, SUPERHOT VR puts the flow of time directly in your control. Your foes (and their attacks) only move when you do; use that to your advantage as you punch, stab, and blast your way through a slow-motion gauntlet of challenges. They have the numbers. They have the weapons. But when you control time, you have the power.

    But don’t just take our word for it. Check out the game in action here!

    You cannot save Kairos Linea; the distant island planet is destined to become uninhabitable. What you can do is use it’s last eleven minutes and eleven seconds of life to witness its obliteration from the perspectives of six different characters. Use three different modes to explore over 90 minutes of interconnected storytelling, as each character fights for a spot on the last transport ship to salvation.

    Get a glimpse into this groundbreaking entertainment experience here.

    Time loops are the worst kind of inheritance. Join Phil Connors Jr. as he becomes trapped in the same temporal distortion that trapped his late father, and attempt to escape a never-ending day in Punxsutawney, Pennsylvania. Meet old friends from the classic film, solve puzzles, and re-discover the power of family before you find yourself repeating the same twenty-fours forever.

    Interested in a trip out to Punxsutawney? Check out the title here.

    The gang’s all here, and they are just as hungry for vengeance as ever! The fan-favorite franchise has been lovingly remixed and revamped for VR in this compilation of familiar (and not so familiar) experiences with vicious animatronics with a score to settle. So put on your name tag and hope you survive long enough to collect your paycheck!

    Think you have the nerves to survive the work week with Freddy and his pals? Check out the game’s trailer here!

    If the desert heat doesn’t get you, the zombies probably will. The undead hordes greatly outnumber at every turn, but some careful scavenging (and even more careful aim) should help to even the odds a little. Move around the spacious environments and fire off dozens of weapons with real-world handling in this built-for-VR shooter from the sweatiest kind of post-apocalypse.

    Check out gameplay of one of VR’s greatest hits on an episode of VIVE Live.

    The sun has abandoned the world, and the dead have risen back to life. Not one of the most promising starts to romance, but that won’t stop Gloomy. The zombie has fallen hard for the mortal girl Nena, much to the dissatisfaction of the most powerful man in town. But when has love ever been easy? Follow this pair of grave-crossed lovers in a multi-volume tale narrated by Golden Globe®-winning actor Colin Farrell.

    Check out the trailer of this Infinity exclusive here.

    Near-future Japan needs cyber-ninjas. As a member of the covert order known as the Silent Ones, you are skilled in everything from guns and swords to triple jumps and wall runs. To say nothing of your ability to slow down time and deliver extra-deadly strikes. You’ll need all of your skills to survive the waves of enemies thrown at you in this easy-to-learn, hard-to-master action spectacle.


    All of these new titles are now available to play as part of your Viveport Infinity membership, your unlimited VR subscription service.

    Stay tuned for Part 2, as we cover even more top titles to launch in Infinity!

    Website: LINK

  • VIVE Cosmos Public Release 1.0.7.1 – Release Notes 

    VIVE Cosmos Public Release 1.0.7.1 – Release Notes 

    Reading Time: 4 minutes

    Website: LINK

  • Spend Halloween in Your Headset with Infinity

    Spend Halloween in Your Headset with Infinity

    Reading Time: 2 minutes

    Website: LINK

  • VIVE Cosmos – Beta Release Notes

    VIVE Cosmos – Beta Release Notes

    Reading Time: 3 minutes

    Website: LINK

  • Mario Kart Arcade GP VR Takes Off in Irvine, CA with HTC VIVE

    Mario Kart Arcade GP VR Takes Off in Irvine, CA with HTC VIVE

    Reading Time: 2 minutes

    A fan favorite. Reimagined in immersive VIVE VR. Experience it now at VR Zone Portal USA at K1 Speed.

    Mario Kart GP VR & VIVE

    With VIVE headsets and trackers, players can not only play Mario Kart Arcade GP in immersive VR, they can shell and peel riders off course too.

    VR ZONE Portal is a one-of-a-kind virtual reality hub. Originating in Japan and the United Kingdom, this Shinjuku-style arcade experience made waves at Washington D.C.’s historic Union Station last fall. Now, you can catch it—for the time being—at K1 Speed, an indoor go-kart track and family fun center in Irvine, CA.

    At VR ZONE Portal USA / K1 Speed, you can play through an exciting suite of virtual reality games, including: Argyle Shift, an exciting, futuristic mecha battle and flight simulator; Ski Rodeo, a thrilling, steep trial to the bottom of the slopes; and last, but definitely not least, Mario Kart Arcade GP VR, a thrill-packed virtual take on the arcade game.

    With use of the HTC VIVE VR system, each game provides a highly immersive experience. Mario Kart Arcade GP VR not only features industry-leading graphics for players, but the ability to reach up and grab classic items like Green and Red Shells with VIVE Tracker technology to drive opponents off-course. Additionally, Mario Kart Arcade GP VR boasts haptic feedback capabilities, creating a truly four-dimensional experience that allows players to feel every twist and turn.

    Mario Kart x VR Zone Portal x VIVE

    Experience the Mario Kart VR phenomenon now at VR ZONE Portal USA / K1 Speed in Irvine, CA. For more information, please visit: https://www.k1speed.com/

    Nick Iftner, Virtual Reality Sales Manager at BANDAI NAMCO Amusement America, says “There is no doubt that Mario Kart Arcade GP VR is one of the most immersive games on the market. With this game, virtual reality joins forces with one of the most popular IPs in the world to create a must-have experience. Players finally get to feel as though they are cruising on tracks and throwing items with their favorite characters. Whether players have known Mario Kart for a long time or are new to the game, all ages will surely enjoy the racing adventure.”

    Website: LINK

  • Vive Cosmos: Release Notes

    Vive Cosmos: Release Notes

    Reading Time: 2 minutes

    Website: LINK

  • Designing Products in Virtual Reality First is the Future, Here’s Why

    Designing Products in Virtual Reality First is the Future, Here’s Why

    Reading Time: < 1 minute

    Website: LINK