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Oculus Link Upgrades Will Bring 90Hz & Full Resolution to Quest 2, Native Interface Integration

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Although Facebook is discontinuing its PC-only Rift product line, the company says that PC VR content will live on thanks to Oculus Link, which allows Quest and Quest 2 to tether to a VR ready PC and play high-end content. To that end the company is planning a range of upgrades to improve the Oculus Link experience for both headsets.

Oculus Link Upgrades for Quest 2

Though Quest 2 has a lot more power and a higher resolution display than its predecessor, the Oculus Link experience at launch will be little different than what you see on Quest today—it’ll run at 72Hz and at original Quest resolution.

At some point “soon” after launch, according to the company, Oculus Link will be upgraded to take full advantage of Quest 2’s hardware.

For one, the company says Oculus Link will run at 90Hz on Quest 2, and the video encoding will be optimized for headset’s higher resolution. The company is also working to enable Quest’s mobile ASW tech with Link, which could both reduce latency and off-load some of the rendering work to Quest’s mobile processor while freeing up a bit more power on the PC for better rendering performance.

Oculus says that Link will leave its ‘beta’ status behind this Fall, but there’s more upgrades to come. Next year, Oculus tells us, the Link software experience will be natively integrated into the Quest interface.

Oculus Link to be Directly Integrated into Quest Interface

Image courtesy Oculus

Today, when you plug Quest or Quest 2 into your PC, the PC basically treats it like a Rift headset—you see the Rift’s ‘Dash’ interface and the Oculus PC game library. But that means you’re cut off from the rest of the Quest system experience, and you’ll be juggling two wholly different interfaces.

In the future, Oculus plans to integrate the Link experience directly into the Quest interface. Rather than seeing the Rift interface, Link will bring the PC library into the Quest interface, similar to how it presents native games. That means users can continue to use Quest features like hand-tracking, voice commands, and the universal menu.

We’d expect that, for Link users, the Quest library page will populate with a list of the user’s PC-based VR apps. If the user tries to launch one of the apps without already being plugged into their PC, the system would prompt them to connect their Link cable.

Ultimately this will allow Quest users to use Link in a much more seamless way, allowing them to jump back and forth between native and PC-based applications as if they were one in the same.

The move makes sense from an experience standpoint and also aligns with the company’s decision to discontinue the Rift product line. Ultimately, it heralds the eventual end of the Rift ‘Dash’ interface which has languished in comparison to the many updates that Oculus has heaped onto Quest. Since the company won’t be making PC-only VR headsets in the future, it makes sense to deprecate the PC interface and move to a more unified interface which is built directly into the Quest experience.

Currently, Link allows Quest and Quest 2 to work with both the Oculus PC platform and other PC VR platforms like SteamVR. It’s not clear how this would be impacted by a direct interface integration, but we’ve reached out to Oculus for comment.

Oculus Link Not Wireless Yet

Image courtesy Oculus

Oculus has said on multiple occasions that it would like to eventually make Oculus Link wireless, but the company hasn’t announced any news on that front beyond saying that they’re still looking into it. The company has proposed that such a solution could run directly over existing home Wi-Fi routers or potentially a USB dongle that would plug into the user’s PC.

Source: https://www.roadtovr.com/oculus-link-quest-2-90hz-resolution-native-interface-upgrade/

AR/VR

Someone Remade ‘Among Us’ in VR and It’s Strangely More Fun Than the Original

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Thought playing the unofficial Fall Guys remake in VR was fun? Now you can sample some of the traitorous mayhem in the hit social game Among Us (2018) in VR too—and it’s strangely more fun than the original in a few ways.

If you’ve never played Among Us, here’s the jist: it’s an online social party game that puts you and up to 10 players on a space station. Among you is a single imposter who kills crewmates and causes all sorts of havoc as the regular crew goes about completing tasks aboard the ship. Crew members can call emergency meetings, and vote for a suspected imposter, who is then summarily executed by airlock ejection.

Just like in the unofficial Fall Guys remake, someone used Rec Room’s room-creation tools to basically recreate Among Us, and it’s really surprising how well the social game works in VR.

YouTuber ‘HairyManLegs’ captured a few rounds, showing off just how cool the game is in VR, replete with face-to-face emergency meetings, interactive tasks designed for VR, and physically stabbing other crew members as the imposter. The full video is definitely worth a watch as a primer for the fun:

Granted, the VR remake is missing out on a few of the things that make the official 2D game truly great—the silly cartoon deaths, fun outfits, and gameplay elements like a reduced field of view when the lights are off, which adds a serious element of surprise when there’s someone lurking in the dark, just waiting to trap you in a room to kill you.

The VR version certainly isn’t perfect, as you’ll have to assemble a crew of players with basically whoever’s around at the moment, which even on the bustling Rec Room platform can be difficult, making it less of a casual drop-in game and more of an activity you have to plan. When the stars align though and you can get a good number of players, be it friends or friendly randos, it really shows that Among Us would make a pretty awesome VR game if the creators, Innersloth, were so inclined to bring it to VR.

If you want to play the Among Us recreation, head over to Rec Room (available on SteamVR, Oculus Quest, and PSVR) and search for ‘Among Us RR’ in the community rooms section.

Source: https://www.roadtovr.com/among-us-vr-rec-room/

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AR/VR

Virtual Tours: The Key to a Successful School Marketing Plan

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While the coronavirus moving education world almost entirely online, schools and colleges alike are finding themselves having to continuously adjust to the ever-changing landscape. As technologies develop, virtual tours are likely to become more interactive, and educational institutions must be sure to take full advantage of this. Virtual tours have become a promising alternative to traditional recruitment activities that can entice new students to enrol, wherever they may be.

In a virtual tour, prospective students experience your school’s culture and campus through videos and other media on your website. For example, an interactive map can link to different areas on campus, with additional information and visuals about each location. You can also create video tours with narration and other audio effects.

Get tremendous value with virtual tours.

While many can’t travel to campuses and schools at the moment, educational institutions are opting for virtual tours to improve their marketing campaigns. Prospective students are more likely to feel connected to your school when they view a video of the buildings and campus rather than photos. An engaging virtual tour allows students to interact with your website and increase your organic traffic.

1. How to use subtle AR filters to survive your Zoom meetings?

2. The First No-Headset Virtual Monitor

3. Augmented reality (AR) is the future of Restaurant Menu?

4. Creating remote MR productions

A key selling to many local and international students when considering which school to attend are the facilities that the institution has to offer. What are the sports facilities like? How about performing arts? Do they have large communal areas? How are the science and engineering lecture theatres laid out? 3D virtual tours give potential students the opportunity to experience your space in a truly immersive fashion.

When students are making an enrolment decision, small details matter. Sharing unique, memorable aspects of your campus through a virtual tour can help increase your registration number. 77% of education seekers will first visit a school’s website at least two weeks — and often two months — before taking action, according to the Google and Compete study. If you want your prospects to remember your school, consider incorporating a virtual tour on your website. In fact, you can try a range of gamification options that will leave students with a lasting impression.

Creating a virtual tour is not only beneficial for now, but it’s also a new system that will serve you in years to come, even after life returns to normal. Students who live far from the campus will appreciate the ease of being able to familiarise themselves with the facilities and grounds, without the inconvenience of travel and saving both time and money.

360° virtual tours are as varied as the schools they promote. And Silversea Media can help you create customised tours that highlight the best aspects of your school, staff, community and location. From the initial consultation, through image capture and filming to completion and hosting, our team will make the production of your school tour easy.

Explore our virtual campus tour solutions: https://medium.com/@silverseamedia/the-power-of-virtual-campus-tours-in-student-recruitment-27bcb7d2d947

Find out more about producing a 360° virtual tour for your school at no cost here.

Source: https://arvrjourney.com/virtual-tours-a-key-to-a-successful-marketing-for-schools-3d4e7c19e2bc?source=rss—-d01820283d6d—4

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AR/VR

Benefits & Use Cases of Augmented and Virtual Reality in Education

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Skywell Software

1. How to use subtle AR filters to survive your Zoom meetings?

2. The First No-Headset Virtual Monitor

3. Augmented reality (AR) is the future of Restaurant Menu?

4. Creating remote MR productions

Source: https://arvrjourney.com/benefits-use-cases-of-augmented-and-virtual-reality-in-education-88e9449fb068?source=rss—-d01820283d6d—4

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