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Latest VR News

Japanese Convenience Stores To Begin Employing VR-Controlled Robots


Japanese store chain Family mart hopes to have robotic employees working in 20 branches by 2022.

Envision strolling into your neighborhood comfort store just to locate the typical checkout individual had been supplanted by a remote-controlled robot worked in VR by a person found many miles away. Sci-fi, isn't that so? Maybe not. 

Because of an ongoing association between Japanese accommodation store chain Family Mart and Tokyo-based mechanical technology firm Telexistence Inc., Tokyo occupants may before long wind up buying their delicious products from a non-human merchant as a major aspect of another battle structured improve the work adaptability of Family Mart representatives. All things considered, the human ones in any event.


First reported by SoraNews24, Telexistence will begin employing its technology at specific Family Mart locations to study its impact on operating costs and efficiency. The idea behind the partnership, according to Family Mart, is to provide assistance to its workers by allowing them to work from home. This remote accessibility also proves beneficial to Family Mart branches struggling to find local workers. No one Family Mart location will feature an all-robot staff, however, so you’ll want to think twice before your go robot-tipping.

Based on the images provided, it appears as though these remote workers will be operating their VR counterparts via an HTC Vive headset. Three Vive Trackers provide additional tracking for the body and arms, while a pair of Manus VR Gloves track individual finger movements.

Telexistence Inc. will begin testing its system this summer at select Family Mart locations in Tokyo, Japan; the team hopes to have remote-controlled robots working in 20 branches by the year 2022.




Facebook demos the 'thinnest' VR headset to date with holographic displays


Facebook's Reality Labs and its Oculus image have been building up a smoothed out VR headset. Their most recent exertion is, they guarantee, the "most slender VR show exhibited to date". It's fundamentally a couple of simple to-wear VR shades, however they're only a proof-of-idea gadget at this stage.

The VR headset utilizes holographics with level movies for the optics. The showcases are under 0.35 inches thick, helped by polarization-based optical collapsing that pushes the light ahead and back different occasions. Here's the manner by which Facebook's Reality Labs depicted the innovation:

" To significantly reduce the overall size and weight of VR displays, we combine two techniques: Holographic optics and polarization-based optical folding. Most VR displays share a common viewing optic: A simple refractive lens composed of a thick, curved piece or glass or plastic. We propose replacing this bulky element with holographic optics. You may be familiar with holographic images seen at a science museum or on your credit card, which appear to be three-dimensional with realistic depth in or out of the page. Like these holographic images, our holographic optics are a recording of the interaction of laser light with objects, but in this case the object is a lens rather than a 3D scene. The result is a dramatic reduction in thickness and weight: The holographic optic bends light like a lens but looks like a thin, transparent sticker."

Facebook's Reality Labs said its current prototype outputs in monochrome, but it's hoping to one day deliver a wider colour range with upgraded imagery. "In our technical paper, we identify the current limitations of our proposed display architecture," explained Facebook's Reality Lab, and we "[Discuss] future areas of research that will make the approach more practical". 

The unit hopes to improve the resolution to the “limit of human vision", which could lead to VR glasses you can wear for long periods of time.




Pressure Mounts for Xbox’s Missing VR Strategy as PSVR Revenue Exceeds $2 Billion


VR may at present be youthful, with an introduce base still little contrasted with the universe of conventional gaming supports, however it can't be disregarded that mounting deals of the Playstation VR headset—viably an over the top expensive PS4 extra—is signifying significant income. In an age where PS4 has kept up a noteworthy introduce base lead (and PS5 set to help VR when it dispatches in the not so distant future) pressure is mounting for Microsoft to make sense of its Xbox VR procedure.

Sony's legitimate figures put PS4 deals (counting PS4 and PS4 Pro) at 106 million units as of the finish of 2019. Microsoft in the interim hasn't openly uncovered their Xbox One marketing projections for quite a while, however ongoing evaluations put it something close to 50 million units. Seriously, that is a huge hole. What's more, it isn't helping Microsoft that, for gamers wavering between the two consoles, PlayStation has a huge check mark in the VR section while Xbox doesn't. 

That is going to keep on being the situation for PS5 versus Xbox Series X, as Sony has just affirmed that their cutting edge reassure will keep on supporting PSVR, while Microsoft has asserted that VR isn't a need for Xbox Series X.


It isn't only the heaviness of VR bolster that could be advancing PlayStation's edge, there's income to be considered as well. PSVR's introduce base probably won't be immense comparative with PS4, however it's a costly gadget—regularly significantly more costly than the comfort that powers it—bringing the organization extensive extra income. 

Not long ago Sony authoritatively revealed that the PSVR introduce base has arrived at 5 million units. The headset has been sold in different arrangements since dispatch, with Sony bringing down costs after some time from the first $500 Launch Bundle to the present packs estimated around $350. The organization has additionally run forceful deals each Christmas shopping season since the headset propelled. 

Roughing out a $400 normal selling cost for the primary 2.5 million units and a $300 normal for following 2.5 million, we can gauge that Sony has produced almost $1.75 billion in income from PSVR equipment alone.




The end of budget VR? Oculus discontinues low-end Go headset


Facebook-claimed Oculus is ending its Oculus Go computer generated reality headset. 

It's closure deals of the headset yet will keep up the headset's firmware through 2022. It will even acknowledge new applications until the finish of this current year. 

At the same time, Oculus is including a Quest application conveyance channel with less prerequisites, to tempt designers to make for that headset. In a post, Oculus said it's relinquishing the Go to concentrate on Quest, an across the board headset with full spatial 6DoF movement - not simply head direction. 

"You've disclosed to us boisterous and clear that 6DoF feels like the fate of VR," Oculus said. "We won't transport any progressively 3DoF VR items." 

The $149 Go is as of now recorded as unavailable, and Oculus is plainly pushing engineers to the Quest. At first structured as a spending choice for VR fans, in reality, the Oculus Go appeared to add disarray to Oculus' arrangement. 

Many befuddled the VR headset with the further developed $399 Oculus Quest. 

We should likewise not overlook that, five years prior, VR was the hot new thing. Two or after three years, Pokemon Go detonated, and AR was popular. From that point forward, we've seen organisations toy with mixing both AR and VR. 

Be that as it may, to be completely forthright, VR still hasn't gone standard. Maybe Facebook knows about this and is endeavouring to smooth out its Oculus equipment portfolio so as to improve its main concern. 

We check 1,000s of costs on 1,000s of retailers to get you the most minimal new value we can discover. Pocket-build up may get a commission from these offers. Peruse progressively here.




‘Myth: A Frozen Tale’ is Disney Animation’s First Publicly Released VR Short Film, Now on Quest


Disney Animation Studios today released Myth: A Frozen Tale, its first publicly released VR short film, based on the Frozen franchise.

Myth: A Frozen Tale debuted with the release of Frozen 2 last year as Disney’s latest VR short film, but it’s just now becoming publicly available for the first time on Oculus Quest.

Myth is directed by Disney’s Jeff Gibson, who also directed Disney’s first VR short film, Cycles. In an Oculus blog post, Gibson explains what viewers can expect in Myth:

Audiences can expect to start in the world of Frozen with a family of Arendelle as they settle in for a bedtime story about the elemental spirits. You’re then transported into the enchanted forest where this particular Myth unfolds around you. This world is like a pop-up book, designed by Brittney Lee, who is well-versed in the design language of Frozen. You’ll see an intricate balance of CG, hand-drawn animation, and effects bring this unique world to life.

Myth is truly a short film, with a runtime of just eight minutes, and has an appropriately small price of $3. It includes the voicework of Evan Rachel Wood, who played Queen Iduna in Frozen 2 (and it’s recommend to have seen that film before you see Myth).

Though the film is only available on Quest today, it seems there might be hope for a Rift release too. Gibson revealed in the Oculus blog post that Myth debuted as a Rift experience, but the team crunched it down to work within the constraints of Quest’s lower power processing.

Myth is Disney Animation’s first publicly released VR short film, though not the company’s first foray into VR. Beyond the aforementioned Cycles, Disney released a handful of early 360 experiences bundled together in the Disney Movies VR app back in 2017, and the more ambitious Pixar Coco VR experience in 2018 (which even supported co-op with other players). In 2019 the company debuted another VR short film, A Kite’s Tale, directed by the studio’s Bruce Wright, though the latter hasn’t been publicly released.




'Wave' Secures $30M in Series B Funding for their Virtual Concert Platform


Wave, the social VR stage and virtual music setting, today reported a $30 million Series B financing round, putting its all out subsidising to $40 million to date. 

The financing round was driven by Maveron with support from Griffin Gaming Partners. Extra financial specialists incorporate Japan's NTT DOCOMO Ventures, Avex, Superfly Ventures, Convivialite Ventures, and Raised in Space. Existing financial specialists incorporate RRE Ventures, Upfront Ventures, The Venture Reality Fund, GFR Fund, and GC Tracker Fund, among others. 

Business visionaries Scooter Braun, Alex Rodriguez, Superfly prime supporter Rick Farman, and Twitch fellow benefactor Kevin Lin likewise took an interest in the organisation's Series B. 


Wave puts a substantial accentuation on virtual move gatherings and shows, which comes a vital part with vivid perceptions and psyche bowing regions that essentially wouldn't be conceivable outside of VR.

Since its establishing in 2016, the stage has facilitated more than 50 specialists including Imogen Heap, REZZ, Jean-Michel Jarre and Lindsey Stirling. Wave's latest One Wave show arrangement included craftsmen, for example, John Legend, Tinashe, Jauz, and Galantis. 

The organisation says it's utilising the financing to "further fuel [its] capacity to go past conventional live spilling and serve the up and coming age of show goers." 

The organisation says the speculation will likewise permit it to make progressively customised craftsman symbols, new virtual situations and positions, and intelligent encounters, including "in-game actuations and social encounters at the nexus of gaming and amusement."




When is Lost Horizon VR festival? How to watch and who is playing



It's 2020 so essentially every concert and occasion of the mid year is dropped. Or on the other hand so we thought. Be that as it may, Glastonbury's Shangri-La occasion coordinators are here to spare your bacon with an all-new computer generated experience celebration called Lost Horizon. Here's the reason it sounds energising undoubtedly. 

What is Lost Horizon? 

Portrayed as "the world's biggest VR music and expressions celebration" by the coordinators, this allowed to-go to celebration is a genuine summer party facilitated in a virtual world. So you don't have to camp. Also, there's no downpour or mud. Sounds perfect, isn't that so? 

The celebration includes a line-up of DJs and acts - various which we detail beneath - close by visual craftsmen introducing their works in a manner you've never observed. 

It's everything for a decent motivation as well, fund-raising for The Big Issue and Amnesty International. 

In spite of the fact that it's allowed to go to you can purchase an excellent go for $10 (which incorporates selective craftsmanship from Lost Horizon creatives, a Virtual Shirt from Instruct Studio, and the sky is the limit from there). There will likewise be chances to give all through the celebration's end of the week runtime and past.

Read More




Lenovo reveals standalone Mirage VR S3 virtual reality headset



Lenovo has uncovered another independent Virtual Reality headset that sudden spikes in demand for Android, utilise a Qualcomm 835 SoC, has Bluetooth network and sports 64GB of expandable stockpiling. 

Like the HP Reverb G2 that was additionally as of late reported, the Lenovo Mirage VR S3 offers a 4K show (1920x2160 pixels per eye) and sans hands controls. In contrast to the HP headset however, the Lenovo gadget needn't bother with a PC to run and is intended for business use. 

The organisation says this is a computer generated simulation headset that is intended for "mass use" - for this situation at big business level. It's bolstered by Lenovo's ThinkReality programming stage, that is supposed to be gadget and cloud-skeptic - which means it'll be simpler for organisations to convey applications to the framework that everybody can utilise. 

  • What is VR? Computer generated reality clarified 
  • The best VR headsets to purchase: Top augmented experience gear 

Lenovo recommends that the Mirage VR S3 headset could be utilised to give "safe" preparing for workers with a "vivid learning experience" at a lower cost. 

It's additionally intended to be utilised in a virtual homeroom setting also. It along these lines it tends to be utilised for augmented reality exercises, field outings and preparing as well. 

The Mirage VR S3 is intended to be rough and lightweight, just as helpfully developed with worked in sound and as much as three hours of battery life too. 


In the present universe of social separating, remote working and the sky is the limit from there, this headset likely could be an extraordinary thought for both business and training. 

The Lenovo Mirage VR S3 will be accessible from the second from last quarter of 2020 in North America, China, Japan, United Kingdom, France, and Spain costs at around $450.



Quest & Rift S Restock – Quest Largely Available but Backordered, Rift S Unavailable Globally



Between high demand and manufacturing interruptions due to the Coronavirus, Oculus Quest and Rift S have been in extremely short supply, often commanding a 150% price premiums (or more) in aftermarket sales. Those looking to pick up an Oculus Quest may not have to wait too much longer; a global stock check by Road to VR indicates that stock for Quest is steadily returning, but Rift S is still facing significant shortages.

We checked stock availability for direct purchases from Oculus.com for Quest (64GB), Quest (128GB), and Rift S across all regions where the headsets are sold.

The latest shows that Quest stock has been holding fairly steady; both versions of the headset are available in 20 of 23 regions. Despite an improvement compared to the headset being “unavailable” for purchase not long ago, most regions are backordered by at least a week, though none as significantly as the US and Canada aren’t expected to ship until June 25th and June 30th, respectively.

Rift S stock, which was replenished in all regions in the middle of May, has dwindled to nothing and is currently sold out globally. From our observations it seems like Rift S stock replenishment is more spurious than what we’re seeing with Quest.





Lenovo and Pico announce Mirage VR S3 all-in-one enterprise headset


While Lenovo has gradually refocused its mixed reality ambitions on enterprise customers, it has remained interested in producing headsets that will be shared by average users in classrooms, museums, and doctors’ offices. To that end, the company today announced a new all-in-one enterprise headset called Mirage VR S3, featuring 4K displays and a more easily cleanable face plate deemed “suitable for mass use” in the COVID-19 era.

Interestingly, the Mirage VR S3 was codeveloped with Pico, which recently started shipping higher-end Neo 2 and Neo 2 Eye enterprise headsets under its own branding. While Lenovo’s model is similarly capable of standalone operation, it uses a less powerful Qualcomm Snapdragon 835 system-on-chip and 3DoF tracking, compared with Neo 2’s Snapdragon 845 processor and 6DoF tracking. But it packs two 2160 x 1920 displays, a 101-degree field of view, and greater than three-hour battery life, all within a relatively light 1.04-pound housing that’s compatible with eyeglasses.

The carefully balanced specs are designed to appeal to health care providers, for use cases that include both practitioner training and patient therapy, as well as to educators seeking affordable, safer VR alternatives to field trips and lab experiments. Lenovo also expects the Mirage VR S3 to be used for enterprise safety instruction, law enforcement high-risk scenario training, and executive soft skills development — applications that might otherwise be handled by an Oculus Go but will benefit from the S3’s higher resolution and ergonomic improvements.



HTC CEO Presents 5G-enabled VR headset 


Mova is standalone VR headset that does away with motion controllers, instead offering optical hand tracking which users will use to navigate UI and interact with others online. Like Samsung Gear VR and Oculus Go, the headset only includes a single remote, which appears to have a touchpad and basic button array for basic input.

The company is looking to appeal more to a wider set of users who aren’t necessarily gamepad savvy. Along with optical hand tracking comes room-scale tracking, making Mova closer to Oculus Quest or Pico Neo 2 in function.


“We want people just to use their hands for main navigation,” Chou says. “We think everybody knows how to use their hands; there’s no learning barrier. Your hands are always with you—you don’t have to carry them. And hands are free.”

Its optical sensors are also capable of room scanning, the company says, making a photorealistic version of your play space by uploading textures and depth data to the cloud for processing.

Hardware specs are still not entirely clear, however Mova is said to offer 5G, LTE and Wi-Fi connectivity built on the back of a Qualcomm Snapdragon 845 chipset. The company claims a 20% reduction in weight over Oculus Quest, a larger battery, greater DPI display (no resolution just yet) clocked at a 90Hz refresh rate.

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Latest VR News

Japanese Convenience Stores To Begin Employing VR-Controlled Robots


Japanese store chain Family mart hopes to have robotic employees working in 20 branches by 2022.

Envision strolling into your neighborhood comfort store just to locate the typical checkout individual had been supplanted by a remote-controlled robot worked in VR by a person found many miles away. Sci-fi, isn't that so? Maybe not. 

Because of an ongoing association between Japanese accommodation store chain Family Mart and Tokyo-based mechanical technology firm Telexistence Inc., Tokyo occupants may before long wind up buying their delicious products from a non-human merchant as a major aspect of another battle structured improve the work adaptability of Family Mart representatives. All things considered, the human ones in any event.

First reported by SoraNews24, Telexistence will begin employing its technology at specific Family Mart locations to study its impact on operating costs and efficiency. The idea behind the partnership, according to Family Mart, is to provide assistance to its workers by allowing them to work from home. This remote accessibility also proves beneficial to Family Mart branches struggling to find local workers. No one Family Mart location will feature an all-robot staff, however, so you’ll want to think twice before your go robot-tipping.

Based on the images provided, it appears as though these remote workers will be operating their VR counterparts via an HTC Vive headset. Three Vive Trackers provide additional tracking for the body and arms, while a pair of Manus VR Gloves track individual finger movements.

Telexistence Inc. will begin testing its system this summer at select Family Mart locations in Tokyo, Japan; the team hopes to have remote-controlled robots working in 20 branches by the year 2022.




Facebook demos the 'thinnest' VR headset to date with holographic displays


Facebook's Reality Labs and its Oculus image have been building up a smoothed out VR headset. Their most recent exertion is, they guarantee, the "most slender VR show exhibited to date". It's fundamentally a couple of simple to-wear VR shades, however they're only a proof-of-idea gadget at this stage.

The VR headset utilizes holographics with level movies for the optics. The showcases are under 0.35 inches thick, helped by polarization-based optical collapsing that pushes the light ahead and back different occasions. Here's the manner by which Facebook's Reality Labs depicted the innovation:

"To significantly reduce the overall size and weight of VR displays, we combine two techniques: Holographic optics and polarization-based optical folding. Most VR displays share a common viewing optic: A simple refractive lens composed of a thick, curved piece or glass or plastic. We propose replacing this bulky element with holographic optics. You may be familiar with holographic images seen at a science museum or on your credit card, which appear to be three-dimensional with realistic depth in or out of the page. Like these holographic images, our holographic optics are a recording of the interaction of laser light with objects, but in this case the object is a lens rather than a 3D scene. The result is a dramatic reduction in thickness and weight: The holographic optic bends light like a lens but looks like a thin, transparent sticker."

Facebook's Reality Labs said its current prototype outputs in monochrome, but it's hoping to one day deliver a wider colour range with upgraded imagery. "In our technical paper, we identify the current limitations of our proposed display architecture," explained Facebook's Reality Lab, and we "[Discuss] future areas of research that will make the approach more practical". 

The unit hopes to improve the resolution to the “limit of human vision", which could lead to VR glasses you can wear for long periods of time.




Pressure Mounts for Xbox’s Missing VR Strategy as PSVR Revenue Exceeds $2 Billion


VR may at present be youthful, with an introduce base still little contrasted with the universe of conventional gaming supports, however it can't be disregarded that mounting deals of the Playstation VR headset—viably an over the top expensive PS4 extra—is signifying significant income. In an age where PS4 has kept up a noteworthy introduce base lead (and PS5 set to help VR when it dispatches in the not so distant future) pressure is mounting for Microsoft to make sense of its Xbox VR procedure.

Sony's legitimate figures put PS4 deals (counting PS4 and PS4 Pro) at 106 million units as of the finish of 2019. Microsoft in the interim hasn't openly uncovered their Xbox One marketing projections for quite a while, however ongoing evaluations put it something close to 50 million units. Seriously, that is a huge hole. What's more, it isn't helping Microsoft that, for gamers wavering between the two consoles, PlayStation has a huge check mark in the VR section while Xbox doesn't. 

That is going to keep on being the situation for PS5 versus Xbox Series X, as Sony has just affirmed that their cutting edge reassure will keep on supporting PSVR, while Microsoft has asserted that VR isn't a need for Xbox Series X.

It isn't only the heaviness of VR bolster that could be advancing PlayStation's edge, there's income to be considered as well. PSVR's introduce base probably won't be immense comparative with PS4, however it's a costly gadget—regularly significantly more costly than the comfort that powers it—bringing the organization extensive extra income. 

Not long ago Sony authoritatively revealed that the PSVR introduce base has arrived at 5 million units. The headset has been sold in different arrangements since dispatch, with Sony bringing down costs after some time from the first $500 Launch Bundle to the present packs estimated around $350. The organization has additionally run forceful deals each Christmas shopping season since the headset propelled. 

Roughing out a $400 normal selling cost for the primary 2.5 million units and a $300 normal for following 2.5 million, we can gauge that Sony has produced almost $1.75 billion in income from PSVR equipment alone.




The end of budget VR? Oculus discontinues low-end Go headset


Facebook-claimed Oculus is ending its Oculus Go computer generated reality headset. 

It's closure deals of the headset yet will keep up the headset's firmware through 2022. It will even acknowledge new applications until the finish of this current year. 

At the same time, Oculus is including a Quest application conveyance channel with less prerequisites, to tempt designers to make for that headset. In a post, Oculus said it's relinquishing the Go to concentrate on Quest, an across the board headset with full spatial 6DoF movement - not simply head direction. 

"You've disclosed to us boisterous and clear that 6DoF feels like the fate of VR," Oculus said. "We won't transport any progressively 3DoF VR items." 

The $149 Go is as of now recorded as unavailable, and Oculus is plainly pushing engineers to the Quest. At first structured as a spending choice for VR fans, in reality, the Oculus Go appeared to add disarray to Oculus' arrangement. 

Many befuddled the VR headset with the further developed $399 Oculus Quest. 

We should likewise not overlook that, five years prior, VR was the hot new thing. Two or after three years, Pokemon Go detonated, and AR was popular. From that point forward, we've seen organisations toy with mixing both AR and VR. 

Be that as it may, to be completely forthright, VR still hasn't gone standard. Maybe Facebook knows about this and is endeavouring to smooth out its Oculus equipment portfolio so as to improve its main concern. 

We check 1,000s of costs on 1,000s of retailers to get you the most minimal new value we can discover. Pocket-build up may get a commission from these offers. Peruse progressively here.




‘Myth: A Frozen Tale’ is Disney Animation’s First Publicly Released VR Short Film, Now on Quest


Disney Animation Studios today released Myth: A Frozen Tale, its first publicly released VR short film, based on the Frozen franchise.

Myth: A Frozen Tale debuted with the release of Frozen 2 last year as Disney’s latest VR short film, but it’s just now becoming publicly available for the first time on Oculus Quest.

Myth is directed by Disney’s Jeff Gibson, who also directed Disney’s first VR short film, Cycles. In an Oculus blog post, Gibson explains what viewers can expect in Myth:


Audiences can expect to start in the world of Frozen with a family of Arendelle as they settle in for a bedtime story about the elemental spirits. You’re then transported into the enchanted forest where this particular Myth unfolds around you. This world is like a pop-up book, designed by Brittney Lee, who is well-versed in the design language of Frozen. You’ll see an intricate balance of CG, hand-drawn animation, and effects bring this unique world to life.

Myth is truly a short film, with a runtime of just eight minutes, and has an appropriately small price of $3. It includes the voicework of Evan Rachel Wood, who played Queen Iduna in Frozen 2 (and it’s recommend to have seen that film before you see Myth).

Though the film is only available on Quest today, it seems there might be hope for a Rift release too. Gibson revealed in the Oculus blog post that Myth debuted as a Rift experience, but the team crunched it down to work within the constraints of Quest’s lower power processing.

Myth is Disney Animation’s first publicly released VR short film, though not the company’s first foray into VR. Beyond the aforementioned Cycles, Disney released a handful of early 360 experiences bundled together in the Disney Movies VR app back in 2017, and the more ambitious Pixar Coco VR experience in 2018 (which even supported co-op with other players). In 2019 the company debuted another VR short film, A Kite’s Tale, directed by the studio’s Bruce Wright, though the latter hasn’t been publicly released.




'Wave' Secures $30M in Series B Funding for their Virtual Concert Platform



Wave, the social VR stage and virtual music setting, today reported a $30 million Series B financing round, putting its all out subsidising to $40 million to date. 

The financing round was driven by Maveron with support from Griffin Gaming Partners. Extra financial specialists incorporate Japan's NTT DOCOMO Ventures, Avex, Superfly Ventures, Convivialite Ventures, and Raised in Space. Existing financial specialists incorporate RRE Ventures, Upfront Ventures, The Venture Reality Fund, GFR Fund, and GC Tracker Fund, among others. 

Business visionaries Scooter Braun, Alex Rodriguez, Superfly prime supporter Rick Farman, and Twitch fellow benefactor Kevin Lin likewise took an interest in the organisation's Series B. 


Wave puts a substantial accentuation on virtual move gatherings and shows, which comes a vital part with vivid perceptions and psyche bowing regions that essentially wouldn't be conceivable outside of VR.

Since its establishing in 2016, the stage has facilitated more than 50 specialists including Imogen Heap, REZZ, Jean-Michel Jarre and Lindsey Stirling. Wave's latest One Wave show arrangement included craftsmen, for example, John Legend, Tinashe, Jauz, and Galantis. 

The organisation says it's utilising the financing to "further fuel [its] capacity to go past conventional live spilling and serve the up and coming age of show goers." 

The organisation says the speculation will likewise permit it to make progressively customised craftsman symbols, new virtual situations and positions, and intelligent encounters, including "in-game actuations and social encounters at the nexus of gaming and amusement."




When is Lost Horizon VR festival? How to watch and who is playing?



It's 2020 so essentially every concert and occasion of the mid year is dropped. Or on the other hand so we thought. Be that as it may, Glastonbury's Shangri-La occasion coordinators are here to spare your bacon with an all-new computer generated experience celebration called Lost Horizon. Here's the reason it sounds energising undoubtedly. 

What is Lost Horizon? 

Portrayed as "the world's biggest VR music and expressions celebration" by the coordinators, this allowed to-go to celebration is a genuine summer party facilitated in a virtual world. So you don't have to camp. Also, there's no downpour or mud. Sounds perfect, isn't that so? 

The celebration includes a line-up of DJs and acts - various which we detail beneath - close by visual craftsmen introducing their works in a manner you've never observed. 

It's everything for a decent motivation as well, fund-raising for The Big Issue and Amnesty International. 

In spite of the fact that it's allowed to go to you can purchase an excellent go for $10 (which incorporates selective craftsmanship from Lost Horizon creatives, a Virtual Shirt from Instruct Studio, and the sky is the limit from there). There will likewise be chances to give all through the celebration's end of the week runtime and past.

Read More


Lenovo reveals standalone Mirage VR S3 virtual reality headset


Lenovo has uncovered another independent Virtual Reality headset that sudden spikes in demand for Android, utilise a Qualcomm 835 SoC, has Bluetooth network and sports 64GB of expandable stockpiling. 

Like the HP Reverb G2 that was additionally as of late reported, the Lenovo Mirage VR S3 offers a 4K show (1920x2160 pixels per eye) and sans hands controls. In contrast to the HP headset however, the Lenovo gadget needn't bother with a PC to run and is intended for business use. 

The organisation says this is a computer generated simulation headset that is intended for "mass use" - for this situation at big business level. It's bolstered by Lenovo's ThinkReality programming stage, that is supposed to be gadget and cloud-skeptic - which means it'll be simpler for organisations to convey applications to the framework that everybody can utilise. 

  • What is VR? Computer generated reality clarified 
  • The best VR headsets to purchase: Top augmented experience gear 

Lenovo recommends that the Mirage VR S3 headset could be utilised to give "safe" preparing for workers with a "vivid learning experience" at a lower cost. 

It's additionally intended to be utilised in a virtual homeroom setting also. It along these lines it tends to be utilised for augmented reality exercises, field outings and preparing as well. 

The Mirage VR S3 is intended to be rough and lightweight, just as helpfully developed with worked in sound and as much as three hours of battery life too. 


In the present universe of social separating, remote working and the sky is the limit from there, this headset likely could be an extraordinary thought for both business and training. 

The Lenovo Mirage VR S3 will be accessible from the second from last quarter of 2020 in North America, China, Japan, United Kingdom, France, and Spain costs at around $450.




Quest & Rift S Restock – Quest Largely Available but Backordered, Rift S Unavailable Globally



Between high demand and manufacturing interruptions due to the Coronavirus, Oculus Quest and Rift S have been in extremely short supply, often commanding a 150% price premiums (or more) in aftermarket sales. Those looking to pick up an Oculus Quest may not have to wait too much longer; a global stock check by Road to VR indicates that stock for Quest is steadily returning, but Rift S is still facing significant shortages.

We checked stock availability for direct purchases from Oculus.com for Quest (64GB), Quest (128GB), and Rift S across all regions where the headsets are sold.

The latest shows that Quest stock has been holding fairly steady; both versions of the headset are available in 20 of 23 regions. Despite an improvement compared to the headset being “unavailable” for purchase not long ago, most regions are backordered by at least a week, though none as significantly as the US and Canada aren’t expected to ship until June 25th and June 30th, respectively.

Rift S stock, which was replenished in all regions in the middle of May, has dwindled to nothing and is currently sold out globally. From our observations it seems like Rift S stock replenishment is more spurious than what we’re seeing with Quest.





Lenovo and Pico announce Mirage VR S3 all-in-one enterprise headset


While Lenovo has gradually refocused its mixed reality ambitions on enterprise customers, it has remained interested in producing headsets that will be shared by average users in classrooms, museums, and doctors’ offices. To that end, the company today announced a new all-in-one enterprise headset called Mirage VR S3, featuring 4K displays and a more easily cleanable face plate deemed “suitable for mass use” in the COVID-19 era.

Interestingly, the Mirage VR S3 was codeveloped with Pico, which recently started shipping higher-end Neo 2 and Neo 2 Eye enterprise headsets under its own branding. While Lenovo’s model is similarly capable of standalone operation, it uses a less powerful Qualcomm Snapdragon 835 system-on-chip and 3DoF tracking, compared with Neo 2’s Snapdragon 845 processor and 6DoF tracking. But it packs two 2160 x 1920 displays, a 101-degree field of view, and greater than three-hour battery life, all within a relatively light 1.04-pound housing that’s compatible with eyeglasses.

The carefully balanced specs are designed to appeal to health care providers, for use cases that include both practitioner training and patient therapy, as well as to educators seeking affordable, safer VR alternatives to field trips and lab experiments. Lenovo also expects the Mirage VR S3 to be used for enterprise safety instruction, law enforcement high-risk scenario training, and executive soft skills development — applications that might otherwise be handled by an Oculus Go but will benefit from the S3’s higher resolution and ergonomic improvements.




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Mova is standalone VR headset that does away with motion controllers, instead offering optical hand tracking which users will use to navigate UI and interact with others online. Like Samsung Gear VR and Oculus Go, the headset only includes a single remote, which appears to have a touchpad and basic button array for basic input.

The company is looking to appeal more to a wider set of users who aren’t necessarily gamepad savvy. Along with optical hand tracking comes room-scale tracking, making Mova closer to Oculus Quest or Pico Neo 2 in function.



“We want people just to use their hands for main navigation,” Chou says. “We think everybody knows how to use their hands; there’s no learning barrier. Your hands are always with you—you don’t have to carry them. And hands are free.”

Its optical sensors are also capable of room scanning, the company says, making a photorealistic version of your play space by uploading textures and depth data to the cloud for processing.

Hardware specs are still not entirely clear, however Mova is said to offer 5G, LTE and Wi-Fi connectivity built on the back of a Qualcomm Snapdragon 845 chipset. The company claims a 20% reduction in weight over Oculus Quest, a larger battery, greater DPI display (no resolution just yet) clocked at a 90Hz refresh rate.