HTC Vive - vive_*****


ICYMI - Fallout 4® VR is now available!

If you're new to the VIVE community, don't miss your chance to get a digital code for Fallout 4 VR with your purchase of the VIVE VR System.

If you already have a VIVE, you can buy Fallout 4 VR on Steam, and see what others are saying in the Steam Community.

Still craving more info? Check out VR Heads' review of this winter's most anticipated VR game.
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UPDATE 11/24/17 @ 6:00 PM PST: The US-only Steam bundle has sold out and is no longer available. Customers in all regions who shop this weekend will still receive VIVE, the Deluxe Audio Strap and a Fallout 4 VR digital code. European customers continue to receive all previously mentioned items, plus a digital code for Doom VFR.

Customers who purchase VIVE between November 22, 2017 at 9:00 PM PST through Monday, November 27th at 11:59pm PST will receive a Deluxe Audio Strap with the purchase, in addition to the current Fallout 4 VR bundle.

For pricing and availability, check your region's www.vive.com website for more details.

In the UK and EU, the deal gets even sweeter with a digital code for Doom VFR included as well.

For US customers, we have a limited quantity bundle that includes a $50 Steam card. Snag this Autumn Sale deal for $599 ($748.99 value) while supplies last on our website.

These various Cyber Week deals mean that almost anywhere you are around the world, you can get all the necessary hardware and software to set up room-scale VR. PLUS, you get a comfort-enhancing Deluxe Audio Strap (USD $99.99 value), a copy of Tilt Brush by Google and a digital code for Fallout 4 VR ($59.99 value).

Fallout 4 VR launches December 12, 2017.

Doom VFR launches December 1, 2017.
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We’re consistently impressed by the way the developer community has integrated Tracker into their experiences, prototypes and arcades. From MarioKart VR, to full body tracking, to the first VR keyboard, VIVE Tracker enables new types of VR projects quickly and affordably. But that’s just for developers and businesses.

Starting today, we’ve got our first line of Tracker peripherals and accessories for VIVE users at home. These bundles are available for pre-order today with expected arrival dates of mid-December (just in time for the holidays).

Hyperkin Hyper Blaster
The Hyper Blaster brings a retro light gun to VR for the first time. When paired with VIVE Tracker, the Hyper Blaster serves as both a gun and motion controller in supported games such as Duck Season, Arizona Sunshine, The American Dream VR, Operation Warcade, TacticalAR, and Practisim VR.

The Hyper Blaster will be sold exclusively through Amazon and includes Duck Season as a pack-in title, along with VIVE Tracker, all for $149.99. Duck Season, by Stress Level Zero, is a throwback to the golden age of 1980's gaming and movies with a hint of horror in a Spielburgian universe. Unique to Duck Season, the Blaster is virtually represented within the game world.

In addition to the six titles integrated at launch, we are working with 10 additional developers to integrate the Blaster by the spring of 2018.

You can learn more about the Hyper Blaster on our website.

Racket Sports Set
Custom-molded and weighted to feel like real paddles and rackets, the Racket Sports Set is packaged for both Ping Pong and Tennis games. Connected via a simple screw The set includes both Ping Pong and Tennis handles, a VIVE Tracker and a pack-in redemption code for Virtual Sports. Pre-orders are available today via Amazon, Abt Electronics, BH Photo, Fry’s, Gamestop, Micro Center and NewEgg with additional retailers expected.

In addition to Virtual Sports, the Racket Sports Set has support from six other titles today, and you can expect an additional six by end of year.

Get the full details on our website.



Rebuff Reality TrackStrap
The VIVE Tracker takes SteamVR tracking to another level of accuracy, easily adding feet, wrist, hip or leg tracking movement to VR experiences.

Rebuff Reality is selling TrackStrap, which easily attaches VIVE Trackers to your feet and other body parts to enable full body tracking. A pair of TrackStraps is available now for $24.99 via Rebuff Reality's website and includes a pack-in redemption code for Redfoot Bluefoot Dancing on Steam, inspired by Dance Dance Revolution (DDR) and Audioshield.

Dozens of developers have integrated body tracking into their experiences, including CloudGate Studios’ Island 359, which today launched a “Virtual Self” update that uses VIVE Trackers for full body tracking and movement.

Additional compatible titles include Climbey, Holodance, High Fidelity and more.

Note, the TrackStrap does not ship with a Tracker, so you’ll need to order directly from VIVE.

HTC Vive - vive_*****
This is a guest blog post by Vincent Tucker, Director Of Innovations & Strategy at Logitech. This content was originally posted on our blog at blog.vive.com



What are we sharing today?

I am excited to introduce the BRIDGE developers kit, an SDK aimed at helping App makers and SW developers solve the problem of text entry in virtual reality.
The kit consists of a Logitech G gaming keyboard, an accessory that positions a Vive Tracker correctly on the keyboard, and the associated software (MSRP U.S. $150). Logitech will be seeding 50 of these kits to select developers with the goal of partnering to create compelling new experiences centered around a VR keyboard.

#Discussions_QuoteBlock_Author
“Whether you’re doing work or surfing the web you sometimes need the ability to enter text, and Logitech has made it easier to use your keyboard in VR. With Bridge, you can see your physical keyboard, your hands and type without having to take your headset off.”

We will be accepting applications. from today through November 16, 2017 for the initial 50 slots in our developers program. If there is sufficient interest we may build additional kits for purchase after the initial batch is distributed.

Why Logitech and Virtual Reality?

Logitech has a small team focused on understanding and exploring experiences in the Virtual and Augmented Reality ecosystems, and how Logitech might improve those experiences. As part of that exploration, we’ve worked closely with the HTC Vive team and we are ready to share this Beta Experience with the development community.

Why did we do something like this?

During our initial explorations of VR, we were struck by the fact that keyboard use and text entry were necessary but not natural — and we’ve heard similar complaints from others. Our motivation comes from the research-backed understanding that in certain situations the user still needs a keyboard to interact with applications, particularly in productivity-driven or desktop scenarios, but also in games, social applications and content browsing.

#Discussions_QuoteBlock_Author
“We’ve been working with Logitech over the past year and think what they’ve created is the solution we all need. Virtual keyboards are great for simple interactivity, but for productivity and collaboration there’s nothing quite like the tactile feel of typing on an actual physical keyboard. Being able to see your keyboard in VR makes it significantly easier to type and interact with our computers.”

We believe that a physical keyboard should be present, as it delivers essential tactile feedback and a universal experience that people value. Whether you are using a keyboard for gaming, communication or productivity, it is an effective and efficient tool. Besides letters, numbers and symbols, keyboards provide a range of modifier keys for more complex actions, all learned, perhaps painfully, and stored in your memory over years of use.

#Discussions_QuoteBlock_Author
“Enabling the Web is critical to the expansion of VR and having a keyboard is essential to making that happen. That’s why we’re excited about the work Logitech is doing on this front. We are so impressed with what they’ve created and know that it will only get better with time.”

But VR can transform and augment that trusty keyboard – so easy to disregard – into a contextually aware companion for whatever application you use, becoming a palette for your creative workflow, dynamically providing you with any commands and shortcuts you need.

The customization can range from simple to complex. Ever wanted to change the font on your keys? Make the font bigger? Highlight keys that work in a given app, or make the ones that don’t invisible? How about changing the color of your keyboard or keys?

The possibilities are limited only by your imagination.



How did we do it?

We had a challenging problem to solve within the constraints of the existing system. Early on, we worked with some key development partners like Virtual Desktop, BigScreen and Autodesk, among others and surveyed the community to ask about their experiences and built toward this day based on what we’d learned.

[qupte=Joel Pennington, AR and VR strategy and development, Autodesk]“We met with Logitech in August and were really keen to see the latest in VR peripherals because it’s a natural fit for many of our professional customer workflows.”[/quote]


The result? We’ve created a way for the HTC Vive Tracker to represent a keyboard across the Steam VR system. It is this software piece that presents the user with an overlaid virtual representation of their keyboard in any VR application, complete with animations when keys are pressed. It’s compatible with all apps that are developed based on SteamVR. The developer’s application does not need to manage anything, the overlay appears automatically as soon as the associated Vive Tracker is turned on. It also affords the opportunity to skin the keyboard in a variety of ways, as mentioned above, allowing developers to create unique experiences for their communities.

Our work didn’t stop there, we know that for a true typing experience you need to see your hands, and we’ve created a way to use the Vive’s existing tracking to do that. We’ve put in a lot of hard work to develop this experience so far and we know it can go much further with the creativity of the developer community.

When do we get started?

We’re accepting applications for participation in the developer program beginning today. Participation is open to developers based in the U.S. and you can find the application here. The submission period ends November 16.

Please be aware that this is a BETA version of this SDK and in this current iteration it is purely a Proof of Concept to spark discussion and feedback from you, the development community. You can expect to see bugs and robustness issues, but we are working continuously to fix them.

I invite you to submit an application for your project and how a system like the one we are offering would enhance your application or the user experience.
I am excited to see where this journey will go!

Vincent Tucker
Director of Innovations and Strategy at Logitech

Watch more on YouTube
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Buy VIVE during the Steam Halloween Sale and you get Star Trek: Bridge Crew, Fallout 4 VR, Tilt Brush by Google and a trial to VIVEPORT Subscription - all for free with your purchase.

Available exclusively through Steam, this offer is limited to the duration of the Steam Halloween Sale.

Don't miss your change to get the hottest AAA titles of VR from Ubisoft, Bethesda and Google.
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Starting today, customers who purchase a VIVE VR System will also receive a pre-order Steam code for Fallout 4 VR, a USD 59.99 value.

Fallout 4 VR includes the complete core game with all-new combat, crafting, and building systems fully reimagined for virtual reality. Even better, the freedom of exploring the wasteland comes alive like never before thanks to VIVE's room-scale SteamVR™ Tracking technology.

Get this year's most anticipated VR game in your Steam library as soon as it's released on December 12, 2017.

For Fallout 4 VR offers for current VIVE owners, you can get more information on the VIVE blog.

Players must be 18 or over to redeem Fallout 4 VR code. Customers under 18 can still redeem a code for free e-rated content. Please check your region's vive.com site for details and availability.
HTC Vive - vive_*****
We sat down for a chat with Gil Baron, CEO & Co-Founder of Mindshow, the VR experience that allows users to make animated movies in VR with your body and voice, which just released on Steam Early Access!

Can you explain your overall vision for Mindshow & how the experience came to fruition?

We at Mindshow are dedicated to the idea of amplifying creativity, making content creation not only accessible but also fun, and to building a structure where creative exploration doesn’t need to look or feel like work.

Play is the natural creative mode of people and we want to see more of it. Along the way we have really pushed and evolved how the interface between user and machine can be helpful and playful, and how it fosters the sense of play and wonder that is the strongest space for creativity to flourish.

We’re blessed to be growing with an amazingly talented team who have galvanized around this shared mission and brought together their technical and creative acumen to Mindshow. As we continue to grow we are always looking for talented developers who share this drive and want to be part of our growing team.



Tell us how Mindshow has changed since its inception & how you and the team have facilitated these changes?

Developing Mindshow is very much an evolutionary, iterative process for us. When the founders of the company first got together it was around the shared desire to figure out and understand how storytelling could work in the new immersive, interactive medium of VR.

Jonnie had a lot of thought put into to that already, and we started from a shared desire to go solve the problems of expressing creativity through narrative VR. Over time we realized the greatest opportunity was to amplify the creativity of ANY user and connect people of all backgrounds.

Our amazing community of alpha users has emboldened us through their creativity and passion, reflecting and amplifying our own, and we are so excited to invite everyone who wants to join us in Mindshow Early Access to take part. We’re just getting started.



With Mindshow now available on Steam Early Access, what are you most looking forward to seeing?

In Mindshow anyone can find their voice, and animated content can evolve because the process is fun and immediate. We love hearing stories like ‘I didn’t think I could do that but it was so much fun’, and we love seeing the community help each other with tips, tricks, and techniques. We love having their feedback as we continue to build and to grow.

We can’t wait to see the surprises, the fun, and families and friends being creative together. We are excited to empower users and to show how and why creativity in VR matters.

What’s next for Mindshow?

Continuing to grow our amazing communities of users and viewers, and connecting them with one another. We will build and release features that surprise, delight and further playful creativity. We’ll also keep pushing the boundaries of what’s possible…

Aug 21
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UPDATE 8/21/17 9:20 AM PT - The Australian website's pricing has now been updated to AUD $999, along with updates to other regional pricing in Asia and the Pacific Islands. Please note Australian pricing on the Steam store is shown in USD in rough estimation.

It’s been a big summer for VIVE and our ever-growing VR ecosystem and we’re ramping up for a fantastic holiday season.

Starting today, we are reducing the price of the VIVE VR System to $599 in the US, $799 in Canada, €699 in Europe, £599 in Great Britain and with pricing reductions that vary by region elsewhere.

Vive is the leader globally in high-end VR, and this new entry price will make the system available to an even broader audience. There's a reason for this lead in sales for Vive. When customers purchase Vive, they are getting superior VR technology and the most complete ecosystem in VR. Vive has the best tracking technology with SteamVR™ Tracking, compelling content and we work tirelessly to continue to iterate and improve on Vive and deliver on the promise of VR. And developers are taking full advantage of this tech in delivering the best software on the market and bringing it to Vive owners.

New Tracker software and hardware is coming online daily, and we’ll have more to share on consumer launch timing soon. In addition, many partners are working hard on wireless solutions to bring even more freedom for Vive owners.

Price is just one component of a purchase decision, but Vive is building a complete VR ecosystem that customers can rely on today and for years to come.
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Sales of the Deluxe Audio Strap will resume on www.vive.com at 10 AM Pacific Time on Monday July 10th in the United States, United Kingdom and European Union. Retail stores in those regions will also have inventory starting next week.

We do expect to sell out this shipment, but will have new inventory weekly going forward.

Thank you for your patience and happy gaming,
VIVE Team
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As you walk into our Pioneer Square office in Seattle, you’re greeted by a massive art installation that showcases VIVE's past. Created by local artist, Gabriele Phillips of glp art, the piece was inspired by the re-use of technology for art and is built out of broken pre-production VIVE units, base stations and controllers

We caught up with Gabriele about how the piece came to fruition and on her art style and philosophy.

Tell us about your background. What inspired the VIVE project?
I’ve always had an artsy vein in me but initially it was limited to drawings and paintings. I started to expand my work to the use of recycled materials for Burning Man in 2015. I always liked creating things without buying or consuming new products.

My first re-use project was decorating a bike for Burning Man using only plastic bottles. I covered the entire bike frame with individually cut-out and spray-painted plastic pieces to turn it into a “Golden Dragon”. The head was made out of plastic bottles, mash wire, wood sticks and a few hardware pieces I found. For the following year, I started building a piece using only old tin cans… I wondered how you could make something big and beautiful with such a common and often discarded thing such as a can. Once I figured out how to attach them together with a spot welder, the sky was the limit.



How many hours did this project take?
From design to shaping the VIVE logo to placing each of the individual components – I’d say 70 hours top to bottom.

How much planning goes into a piece like this?
As soon as I heard about the project, I was flooded with ideas. I drew out some specs taking into consideration that it had to be moveable and went from there. The plans were drawn up over a day or two, once I started figuring out the size of the VIVE components. I tend to start with an idea, which develops and evolves while I’m working on it. It depends on how the material behaves when I’m working with it.



What didn’t work? What wasn’t malleable?
The hardest part was to fit all the pieces together without creating gaps and simultaneously creating a 3D effect. It was like a giant puzzle! The early controllers were the hardest to fit in. They are a bit of an odd shape and were the hardest to drill and screw in.

Any rough estimates on how many VIVE components are in the piece?
Based on the time it took to attach all the pieces (about 60 hours), my best guess is a combined 500 pieces between headsets, base stations and controllers.

What else can you tell me about the project? What was your inspiration?
What’s important for me is that it’s a recyclable and environmentally friendly project. None of the units were functional, so that’s why I wanted to use them to make the art piece instead of throwing them away.

...

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