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Demeo Will Have Oculus Store Cross-Buy Between Rift And Quest

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Tabletop role-playing game Demeo will offer cross-buy between the Oculus store versions of the game for Quest and Rift, according to an update from one of Resolution Games’ representatives on Discord.

The new game is out now for $29.99 on Oculus Quest and Steam, with a Rift store version planned as well. Though the Rift store version isn’t out yet, cross-buy support means players who buy the Quest version should be able to connect over Air Link or Oculus link to a VR PC and enjoy the graphics in the PC VR version from the Oculus Store — when the game is finally out on that platform, of course.

We’ve got a graphics comparison between the Steam and Quest versions of the game you can check out, and if you haven’t made your mind up about the game be sure to check out Jamie Feltham’s review in which he says it is “instantly graspable and endlessly rewarding even when the odds are stacked against you.”

The game can be played with up to four players with a resizable tabletop world in which the game plays out with turn-based strategy. Developer Resolution Games already have an expansion planned for this summer, and there’s no save functionality in the game as of this writing, so you have to try to beat the three levels of the included dungeon in one marathon sitting. The developers are also planning a 2D flat-screen version of the game.

Will you be descending into Demeo? Let us know in the comments below.

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Source: https://vrarnews.com/details/demeo-will-have-oculus-store-cross-buy-between-rift-and-quest-60946359b23fb96521ead4d6?s=rss

AR/VR

‘Valheim’ VR Mod Now Supports Motion Controls

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Everyone’s favorite Viking simulator can now be played in VR with support for VR motion controls, including Oculus Touch and Valve Index.

This past April, a modder going by the name of u/elliotttate on Reddit released a mod for Iron Gate Studio’s Valheim, introducing unofficial VR support to the popular Viking-themed co-op survival game—sort of.

The mod, entitled ‘Valheim Native VR Mode Beta’, allows you to experience the full game in immersive 6DoF room-scale VR using a SteamVR headset, including support for cross-play with non-VR players. Unfortunately, this version of the mod did not feature support for motion controls, meaning all in-game interactions outside of menu navigation needed to be handled using a standard gamepad or via a mouse and keyboard.

I say “this version” because this week, the creator returned with a new update that introduces motion control interactions, effectively turning the in-depth Viking RPG into a full-fledged VR game.

Available now via Nexusmods, this latest update adds full VRIK support, including individual finger movements depending on the controller. Instead of pushing a button, you can now engage with the in-game world using physical actions, resulting in more immersive VR gameplay. Harvesting wood in order to build a cabin? Grab an ax and start swinging. Fighting a handful of enemies from a distance? Grab your bow and pull back on the string to release an arrow.

Valheim VR mod now updated with full VRIK and motion control support! from oculus

“The Valheim mod received a HUGE update and now has full motion control support!” states u/ellittate in a post to Reddit. “The experience will continued to be refined and polished, but it now feels quite a bit more immersive and a lot more like a game built from the ground up for VR. Now is the time to jump in if you’re fans of survival games like the Forest or Subnautica or fans of games like Skyrim VR.”

The ‘Valheim Native VR Mode Beta’ is available now to all existing owners via the Nexus Mods website. For more information visit the project’s Discord.

Feature Image Credit: Iron Gate AB

The post ‘Valheim’ VR Mod Now Supports Motion Controls appeared first on VRScout.

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Source: https://vrarnews.com/details/valheim-vr-mod-now-supports-motion-controls-60cfc760477405d963143d18?s=rss

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AR/VR

Alice in Wonderland (and VR)

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I visited London’s Victoria and Albert (V&A) museum to see Alice: Curiouser and Curiouser, an exhibition on the works and impact of the titular book. Visitors tumble through the rabbit hole of Lewis Carrol’s works, from the petite drawings of a scramble of animals passing judgement, to an eclectic array of cutlery and crockery laid on dimension-bending tables. What particularly struck me was the impact of the work across culture and art movements; for example, did you know Salvador Dali illustrated Alice in Wonderland as well? Or that early 1900s America was obsessed with the story? The little nuggets of information recontextualised the story away from the Disney film, and showed me its wider influence in ways I had no idea previously.

Yet while the exhibition was excellent, it wasn’t the only reason why I was there. HTC VIVE Arts supported it with an experience created by PRELOADED, where visitors can fit into the dainty shoes of Alice. The player falls into Wonderland, drinks a shrinking potion, then meanders their way into a rose garden where they play croquet with playing cards. The colours and smooth animations painted a picturebook aesthetic, combined with a fun game at the end. Staff attended the installation perfectly, using face covers and regularly cleaning the equipment to ensure that VR headsets were good for repeated use.

It was a simple four-minute experience that paired well with the surrounding exhibition, but held back by hand-tracking glitches and a thirty-minute queue time. For veterans of VR, I would have suggested skipping it to focus on the works of art; waiting a long time in a queue for a bite-sized experience left me thinking that the time could have been used elsewhere. And while the experience itself was good, the glitches that caused my hands to scatter across the screen delayed gratification further.

But taking it for what it is, the experience works really well to complement the immersion of the visit. Most people who try it out would be seeing high-fidelity VR for the first time, and it provides a nice introduction for the interested general visitor.

Disclaimer: HTC supplied two press tickets to attend the event .

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Tom Ffiske

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Tom Ffiske specialises in writing about VR, AR, and MR across the immersive reality industry. Tom is based in London. 

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The post Alice in Wonderland (and VR) appeared first on Virtual Perceptions.

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Source: https://vrarnews.com/details/alice-in-wonderland-and-vr-60cf89d4c442266856af58a1?s=rss

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AR/VR

The VR Job Hub: Camouflaj, Yondr & nDreams

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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
Bellevue, WA Camouflaj People Development Leader Click Here to Apply
Bellevue, WA Camouflaj Outsource Art Manager Click Here to Apply
Bellevue, WA Camouflaj UI Designer Click Here to Apply
Bellevue, WA Camouflaj Director of IT Click Here to Apply
Bellevue, WA Camouflaj Senior QA Tester Click Here to Apply
Bellevue, WA Camouflaj Senior Substance Designer Artist Click Here to Apply
Bellevue, WA Camouflaj Senior 3D Artist Click Here to Apply
Bellevue, WA Camouflaj Senior Graphics Engineer Click Here to Apply
Antwerp, Belgium Yondr Full Stack Developer Click Here to Apply
Antwerp, Belgium Yondr Marketing Lead Click Here to Apply
Antwerp, Belgium Yondr Creative Developer Click Here to Apply
Antwerp, Belgium Yondr Senior Unity Developer Click Here to Apply
Farnborough, UK nDreams Principle/Lead Environment Artist Click Here to Apply
Farnborough, UK nDreams Principal/Lead Animator Click Here to Apply
Farnborough, UK nDreams Technical Animator Click Here to Apply
Farnborough, UK nDreams Senior VFX Artist Click Here to Apply
Farnborough, UK nDreams Graphics Programmer Click Here to Apply
Farnborough, UK nDreams Principal Artist Click Here to Apply
Farnborough, UK nDreams Principal Level Designer Click Here to Apply
Farnborough, UK nDreams VFX Artist 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.

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Source: https://www.vrfocus.com/2021/06/the-vr-job-hub-camouflaj-yondr-ndreams/

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AR/VR

Hands-On: I Expect You To Die 2 Feels Like An Expansion, Not A Revolution, And That’s Okay

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At first it all feels just a little too familiar.

Slinking back into the agent’s armchair and reacquainting yourself with I Expect You To Die’s brand of arms-reach VR feels less comforting, more concerning. The virtual tether to push and pull objects from afar doesn’t have the instant gratification of Half-Life: Alyx’s gravity gloves, and visually everything’s practically identical to the 2016 original. Doesn’t this feel a little, I dunno, dated?

But, in true form, Schell Games soon shuts me up. The Steam Next Fest demo offers just a slice of one of the game’s puzzles but proves the team’s knack for inventive puzzle design hasn’t gone AWOL.

It casts you as a stage hand at a live performance, operating lights and curtains. As usual, there’s a breadcrumb trail to follow; items with seemingly no immediate use are hidden away in draws and there are various buttons to poke and prod. I worry that I’ll be hitting a roadbump almost straight away with so many options at my fingertips but it doesn’t take me long to match a keyhole to a key I’ve uncovered.

From there, reassuringly, things just start to flow. Dots are connected: “Oh, so that button lifts that and this lever lowers this“. Are you’re away. Just like the first time around, the game’s focused on interactions that feel fun and intuitive in VR. Simple stuff like pulling levers to throwaway easter eggs like attaching a fake moustache to your face; all of that is still here.

In fact, the demo ends just as things are about to get interesting; the lever for one of the pulleys snaps and you have to hold the curtains in place with one hand whilst operating the machinery with the other. It promises a brilliant bit of VR multitasking and suggests Schell is once again thinking outside the box for its latest adventure.

It’s probably a good thing that there isn’t much more to say, because these games aren’t especially along if you know what to do and it’d be a shame to shave off anymore from the ‘full’ experience when it arrives this August. I Expect You To Die is all about surprises, so let’s keep it that way.

For now my one ‘complaint’, if there’s one to be had, is that this all feels distinctly like a continuation of the first game’s additional levels than it does a properly evolved sequel. Schell did more than right by fans with extensive extra (and free) content for the first game and it’s definitely the right time for a follow-up, but I’m yet to see anything that really goes beyond what the original offered.

I Expect You To Die 2: The Spy And The Liar launches in August on Oculus Quest, PSVR and PC VR headsets.

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Source: https://vrarnews.com/details/hands-on-i-expect-you-to-die-2-feels-like-an-expansion-not-a-revolution-and-thats-okay-60ce04de625e89213feec664?s=rss

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