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Some Apple employees reportedly aren’t sold on its mixed reality headset

Apple’s often rumoured virtual reality/augmented reality (AR/VR) headset has been in the works for years, but some employees at the company reportedly still don’t think it’s ready.

According to a recent report from The New York Times, several Apple employees have left the project because they’re skeptical of the mixed reality (MR) headset’s potential for success, with its rumoured pricey $3,000 USD (about $4,000 CAD) cost a primary concern.

Apple is expected to finally reveal its upcoming headset at its Worldwide Developer Conference (WWDC) in June, though there’s also a possibility its keynote and release could be pushed back again. While skepticism regarding entering a new product category is expected, The Times report notes that some Apple engineers even question the utility of the MR headset and are concerned that it lacks the killer app required to push the device.

“Some internal skeptics have questioned if the new device is a solution in search of a problem,” writes The New York Times. “Unlike the iPod, which put digital songs in people’s pockets, and the iPhone, which combined the abilities of a music player and a phone, the headset hasn’t been driven by the same clarity.”

The report goes on to say that despite these concerns, the mixed reality headset is still scheduled to launch in June and that “manufacturing is underway.” The device was also reportedly recently demoed to several Apple executives at the company’s Steve Jobs Theatre in California.

Leading up to the mixed reality headset’s release, several rumours have appeared about the device, including its ski goggle-like design, a Digital Crown-like dial that allows you to move in and out of VR, and swappable battery packs.

Source: The New York Times Via: MacRumors

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Latest Meta Quest 2/Pro update brings precise hand controls to the headset

While the Meta Quest 2 and Quest Pro virtual reality headsets already offer hand tracking that doesn’t require direct conroller input, it isn’t always very precise.

The latest update to the Quest’s operating system, v50, changes this by adding ‘Direct Touch,’ a feature that allows users to reach out and point to interact with a button. Previously, you needed to point at an object and then awkwardly pinch your fingers to select it, so this new form of interaction removes the additional, slightly awkward gesture from the equation to make things feel more natural.

Meta says Direct Touch works on virtual keyboards, allowing users to tap the headset’s floating keyboard directly without moving a cursor around with its controllers. Controls have always been an issue for VR headset manufacturers, and while physical controllers get the job done, their motion controls aren’t always very intuitive.

Though it’s still in the early stages, Meta seems to view gestures like Direct Touch as the future of interacting with its headsets’ virtual worlds.

The v50 update also adds app multi-tasking within games and apps to the Quest 2, a feature already offered by the Quest Pro. Meta says that the update is gradually rolling out “over the next few weeks.”

Meta is expected to reveal its rumoured Quest 3 virtual reality headset later this year

Image credit: Meta

Source: Meta

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Apple’s MR headset release reportedly pushed from April to June

Back in January, a report from credible Apple analyst Ming-Chi Kuo suggested that Apple’s Mixed-Reality (MR) headset would release sometime in Fall 2023, around Apple’s annual hardware event.

Then, reports suggested that we might catch a glimpse of the headset in April. Now, reports from another credible source of Apple leaks contradict both previous timelines.

According to Bloomberg’s Mark Gurman, the MR device is now slated to be revealed in June.

“Apple has postponed the planned introduction of its mixed-reality headset from around April to June at the annual WWDC conference,” Tweeted Gurman. According to people close to the matter who asked to remain unnamed, Apple decided to push the release from April to June because testing showed that the headset still had some hardware and software issues that needed to be worked on.

From what we know so far, the MR headset is expected to feature a 120-degree field-of-view, dual 4K OLED displays, a 5nm CPU/GPU, and a dedicated image signal processor. Other information suggests that the headset will include a crown on one side to switch between the virtual and real world, outward and inward-facing cameras, LiDAR sensors and an outside display for showing the user’s facial expressions to those around them.

The headset is also rumoured to cost more than $3,000 USD (roughly $3,736 CAD). The industry giant is also looking to release a second, more affordable headset, but that isn’t likely to be revealed until sometime in 2024.

Source: Bloomberg

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PlayStation VR2 is mostly everything I wanted from the next PS VR

It’s crazy to think, but it’s been more than six years since Sony first entered the virtual reality (VR) market in October 2016 with the PlayStation VR. In that time, we’ve gotten several more VR headsets, including the Valve Index and two Oculus Meta Quests, and major VR releases like Half-Life AlyxBeat Saber and the Canadian-made Pistol Whip.

I used to be big into VR, having excitedly bought Sony’s debut headset at launch from the Best Buy I worked at. But over time, I fell off of it and, on a broader level, simply stopped keeping up with the VR space.

PS VR2 on shelfThat’s why I’ve been so intrigued by the PS VR2, a glossy new peripheral for the PS5. For me, it’s been an opportunity to get back in the saddle and fall back in love with an old hobby. And in the past several days, I’ve had a blast doing just that. In many ways, I’m reminded of why I loved VR in the first place while also appreciating the many improvements Sony has made. There are some reservations, to be sure, but based on my early impressions of the headset, there’s a lot to like here.

Simplified setup

While I got to briefly preview the headset a few weeks ago, having a unit of my own at home means I can more easily compare it to the original PS VR, which I still own.

The biggest and most welcome change: a single-cable setup. The original PS VR required multiple HDMI cables, a processor box, AC adaptor and a PlayStation Camera. It was unbearably clunky. Worse still — PS4 Pro owners who wanted to use HDR would have to swap around the HDMI due to the lack of a passthrough option. This is one of the main reasons why I stopped using my first-gen PS VR headset after a few years; it simply wasn’t worth the hassle once I had upgraded to the PS4 Pro.

PS VR setup

The original PS VR’s setup.

Thankfully, the PS5 was built with the PS VR2 in mind, so they work together much more seamlessly. Now, you simply plug in the attached USB-C cable to your PS5 and you’re good to go. The new headset having four embedded cameras also means that you don’t need the PS5’s HD Camera accessory for motion tracking, although that can still be used if you want to record yourself while playing.

PS VR cables

Some of the cords that were required for the original PS VR vs. the single USB-C cable needed with the PS VR2.

This streamlined setup alone ensures that I’ll get more use out of the PS VR2 than its predecessor. Admittedly, some will certainly lament the lack of wireless functionality à la HTC Vive or Meta Quest, but I never found this to be an issue considering the cable is 4.5 metres (nearly 15 feet) long and, therefore, not intrusive. Besides, it’s leaps and bounds better than the original PS VR, which I suspect would be many PS VR2 users’ primary point of reference.

That added convenience carries over to the new See-Through View option. Simply press a button on the bottom right of the headset and you can immediately get a black-and-white look at your surroundings. This is incredibly useful if you need to gather your bearings or even just quickly check your phone. With the original PS VR, you’d have to remove the headset entirely, so this feature is most welcome. What’s more, you can use a little dial on the top left to adjust the lens distance for added comfort. All of this adds to the headset’s already excellent form factor, which is otherwise largely the same as the original PS VR, with a 40g weight reduction. These similarities include the handy headband release button to easily remove the headset and the dial on the scope to tighten its fit.

PS VR headsetsI should mention, however, that I’ve experienced a mild level of discomfort after using the headset. I don’t get actual motion sickness, though my head starts to feel uneasy and even a little nauseous. Historically, VR has never done this to me, but I’m chalking this up to the fact that it’s also been years since I’ve used a headset this extensively. (I had a brief period of trying the Meta Quest during early COVID lockdowns before stopping in favour of going for walks.) Since I haven’t had the PS VR2 for too long, I’ll have to see how my experience improves over time, but for now, I’ve only been going at it in spurts.

The “next-gen” experience

When it comes to specs, the biggest changes come from the PS VR2’s integration into the PS5. To start, the headset supports 4K HDR over its predecessor’s 1080p resolution. (The refresh rates of 90/120Hz remain the same across both headsets.) The resolution bump in itself is an improvement, naturally, and it’s enhanced significantly by the PS VR2’s new eye-tracking capabilities. Specifically, the PS VR2 uses a technique called foveated rendering to improve detail where you’re looking by reducing image quality in your periphery.

PS VR2 gogglesThis benefits the visual fidelity of games across the board, and that’s before we even get into game-specific use cases. For example, The Dark Pictures: Switchback VR gets even scarier by making eerie mannequins move every time you blink. I haven’t played that game yet, but I can vouch for this technology’s effectiveness in another upcoming PS VR2 title, Before Your Eyes. This was one of my favourite games of 2021 thanks to its emotional story about a sick child’s troubled youth, and the storybook-like unfolding of its narrative is dictated by your blinks. (Easier said than done when you’re crying over the subject matter…) Clearly, there’s a good deal of potential for this tech, and seeing how developers use it will be especially interesting.

Then there are the PS VR2’s gamepads. Instead of the wand-like Move accessories of the original PS VR, the new headset uses spherical ‘Sense’ controllers. Functionally, these precise motion-controlled peripherals are quite similar. Where they differ, though, is how the Sense takes cues from the PS5.

PS VR2 collageFor one, it’s got adaptive triggers to give you context-specific tension for actions like drawing a bow in Horizon Call of the Mountain (more on that later). Adding to that is the haptic feedback, which gives you unique sensations for things like building different structures in Cities VR. On the whole, I really like the look and feel of the Sense controllers. Strangely, though, PlayStation won’t be selling these separately at launch, which is slightly concerning should you run into issues and have to potentially wait a while to get a repair.

Horizon Call of the Mountain is excellent

Within its first month on the market, the PS VR2 will have more than 30 games. In total, PlayStation says there are over 100 games in development for the headset.

However, the most notable, by far, is Horizon Call of the Mountain. As a new entry in PlayStation’s popular Horizon series, a lot of pressure is on the action-adventure game. In fact, you could argue that PlayStation is relying too much on Call of the Mountain, considering it’s really the only major first-party support the PS VR2 is getting at launch.

Horizon Call of the Mountain bowThankfully, Horizon developer Guerrilla Games and Firesprite (The Playroom VR) have crafted an exceptional experience. In my preview, I highlighted the almost overwhelming spectacle, like the Jurassic Park-esque wonder of seeing the machines — chief among them, a towering Tallneck — in VR. That’s maintained throughout the campaign in ways I don’t want to spoil. Simply put, the game is gorgeous, with visuals that impressively feel somewhere between 2017’s Zero Dawn and 2022’s Forbidden West.

There’s also an undeniable highlight in exploring Guerrilla’s meticulously crafted world — which has always stood out for its strong art direction and intriguing lore — from the perspective of a shadier character. Instead of plucky heroine Aloy, you play as Ryas, a member of the Shadow Carja antagonistic faction. While Ryas is admittedly a bit dull at first, especially compared to the likeable Aloy, I did come to appreciate how his journey contrasted hers while also fleshing out a different side of the Horizon universe. Plus, there’s a novelty to seeing Aloy from a different perspective — as if she was just a few steps away from me. Interestingly, characters will even lean back slightly should you try to reach for them, which adds to the immersion.

Horizon Call of the Mountain AloyBut above all else, I was impressed by just how much the moment-to-moment gameplay got its hooks into me. In many non-VR games, movement can feel on rails; how Uncharted‘s Nathan Drake or God of War‘s Kratos clamber up walls will be exactly the same each time you play, no matter who’s playing it. But Call of the Mountain feels so much more engaging because you actually have to physically do everything yourself. This includes walking (alternating between swinging your arms), climbing (reaching out to grab ledges, often hand-over-hand) and jumping (pushing behind you). Being out of shape like I am will only add to the sweat-inducing immersion. And that’s just in regular sections.

Early on, when I was sneaking through a mining shaft past some sentry-like Watchers, it felt tenser than it might have in Zero Dawn or Forbidden West because I had to lean and poke my head around corners to see if the coast was clear. However, I was soon spotted and made a run for it to the railing I had to shimmy across. Despite my arms being a bit tired, I had to push through the burn to cross as fast as I could while the machines fired upon me. I’d occasionally get caught by a stray blast, and only a quick reaction on my part to grab the closest handhold as Ryas lost his grip would save me from an untimely demise.

Horizon Call of the Mountain climbingSure, I could have actually fought the Watchers using Call of the Mountain‘s oh-so-satisfying archery. Since the game requires you to unholster the bow, grab and nock an arrow, aim, and then fire, it can feel simultaneously suspenseful and badass to land a shot in the heat of battle. Still, I wanted to see if I try to zip past them, and it was downright thrilling. Whether it was fighting or fleeing from machines, the rush of playing Call of the Mountain was often exhilarating. Best of all, it runs for about seven hours, which is surprisingly meaty for a VR game. (For reference: Batman: Arkham VR, the original PS VR’s “killer app” at launch, was just under two hours.)

The other games

I’m a bit more mixed about the rest of the PS VR2’s lineup. Without question, it’s evidently quite varied.

PlayStation VR2 launch lineup

PS VR2’s launch window lineup.

Let’s even consider the dozen or so games I’ve gotten to try, including:

  • After the Fall (co-op multiplayer zombie shooter)
  • Cities VR (city-building sim)
  • Jurassic World Aftermath Collection (stealth)
  • Kayak VR: Mirage (sim)
  • The Last Clockwinder (puzzle)
  • Moss (adventure)
  • Star Wars: Tales from the Galaxy’s Edge (action-adventure)

That’s to say nothing of the array of genres covered in other launch titles, like rhythm (Thumper), racing (Gran Turismo 7), survival (No Man’s Sky and horror (Resident Evil Village).

Kayak VR Costa RicaThis means there’s something for everyone, and even specific experiences to suit your mood. After a long day, the calm and relaxing vibes of exploring a jungle paradise in Costa Rica in Kayak VR were exactly what the doctor ordered. Thanks to some wonderfully intuitive paddling controls, I could just float around at my leisure and soak up some beautiful scenery. Likewise, I enjoyed roaming around a galaxy far, far away with familiar faces like C-3PO and R2-D2 in Star Wars: Tales from the Galaxy’s Edge. On the flip side, Jurassic World Aftermath is a tenser experience that has you sneaking around to avoid fearsome dinosaurs. I didn’t love the cel-shaded art style or rudimentary AI of the beasts, but otherwise, it was a solid encapsulation of the atmosphere found in the original Jurassic Park movie.

But my favourite PS VR2 experience outside of Call of the Mountain was one I knew nothing about beforehand: Tentacular VR. In it, you play as a giant Kraken-like creature and use the Sense controllers to move its tentacles and suction onto objects and even people. While the obvious direction such a premise would take is some Kaiju-esque destruction, I appreciated that Tentacular VR was far more creative. Instead, it’s got a charmingly quirky coming-of-age story in which you’re adopted by a cute young girl and work with her and the townspeople on odd jobs. This involves using your tentacles in well-designed physics-based puzzles and goofy interactions with pint-sized people. Humorously, you can also pick up humans and fling them far into the distance, Team Rocket-style, before they parachute back in. All in all, this game knows exactly what it is — good ol’ silly fun — and makes use of VR in some truly inventive ways to deliver it.

Tentacular VRWhat holds the PS VR2’s launch lineup back a bit, though, is a general sense that something’s missing. As cool as a lot of these games are, they feel familiar. Indeed, many of these titles are available on other platforms, including the original PS VR. If you’ve never played VR before or have even been out of the game for a while like I have, this won’t be as much of an issue. Even still, this means that there aren’t many experiences actually built from the ground up for the new hardware. This sort of goes against Sony’s positioning of PS VR2 as a “next-gen” headset; the tech may be new, but the experiences — however good they may be — largely aren’t.

“Next-gen” is also the reasoning that Sony has given as to why the PS VR2 doesn’t offer backwards compatibility with the PS VR — that the games are too different due to new features like eye-tracking and haptic feedback. Instead, the PS VR2 has taken a “Greatest Hits” approach, of sorts, with a selection of original PS VR titles, like MossJob SimulatorNo Man’s Sky and Tetris Effect Connected, having received their own upgraded PS VR2 versions. To some publishers’ credits, free upgrades are available for a handful of games, like Job Simulator, No Man’s Sky and Pistol Whip. Nonetheless, it’s unfortunate that the lineup relies so heavily on older games. At the same time, it’s strange that Beat Saber and Superhot VR — arguably two of the most iconic VR titles — aren’t available at launch. (The former is officially set to come to PS VR2 at some point in the future, while the latter hasn’t actually been confirmed for the headset.)

Final thoughts

PS VR2 This leads to the biggest issue with the PS VR2: the price. The base model costs $750 in Canada — well above the $520 and $650 price tags for the PS5 Digital Edition and standard PS5, respectively. An $820 Call of the Mountain bundle is also available, but that only saves you $10 since the game is $80 on its own. Given the specs of the headset, a higher price was to be expected, but a peripheral that costs more than the base device is certainly a tough ask. Backwards compatibility could have helped mitigate costs since you’d at least have a few extra games at default, but either way, the price is unquestionably steep. There also isn’t some Xbox All Access-like financing option to make the cost more palatable.

Therefore, far be it from me to tell you that the PS VR2 is a “must-own.” This is a luxury item that you can’t recommend in the same way you might a single game or even a comparatively cheaper accessory. What I will say, though, is that this is definitely a well-made product. Quality-of-life improvements like the single-cable setup and See-Through-View make it far more comfortable and easy to use than its predecessor, while the improved resolution and eye-tracking add to the immersion. The variety of games is also commendable, even if a lot of them aren’t genuinely new. Call of the Mountain, in particular, is one of the best VR titles I’ve ever seen.

Should you buy the PS VR2 at launch, though? For most people, probably not, especially for that price tag. But if you do somehow have a significant amount of disposable income and want to get a variety of engrossing experiences that are unlike anything you’d play on your PS5 otherwise, then the PS VR2 is certainly worth the investment.

The PS VR2 will launch in Canada on February 22nd for $749.

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Apple’s rumoured mixed reality headset could be called ‘Reality Pro,’ offer iOS-like features

More rumours about Apple’s virtual reality/augmented reality (VR/AR) headset have appeared.

According to Bloomberg‘s Mark Gurman, the often-rumoured VR/AR headset will feature an ‘iOS-like” operating system with “many functions” already available on the iPhone and iPad, making it “feel familiar to Apple users.” This includes a home screen with app icons that can be arranged and customizable widgets.

Gurman goes on to say that the headset — rumoured to be called the ‘Reality Pro’ — will allow wearers to see their Mac’s display in VR, while controlling it with a physical keyboard and trackpad/mouse (Apple is working on air typing but it reportedly won’t be available at launch). The headset’s “major selling point” will be external cameras that track the user’s hands and eyes, removing the need for a physical controller like Meta’s competing Quest Pro and Quest 2 use. This technology could give Apple a unique advantage in the mixed reality (MR) space — of course, if it actually works.

Other reported features include the ability to switch between AR and VR on the fly, overlaying virtual objects in the real-world and a pass-through feature that can be activated with a Digital Crown-like knob.

On the app side, Apple’s VR headset will reportedly feature FaceTime-like video chat and virtual meeting rooms, along with VR content from notable companies like Disney and Dolby. Apple TV+ content will also be optimized for the headset, says Bloomberg. Other compatible apps include Safari, Photos, Mail, Messages, Apple TV+, Apple Music, Calendar and Podcasts. There will also be an App Store that features third-party content and Siri compatibility.

According to the report, Battery life will reportedly come in at roughly two hours thanks to a swappable external battery pack. Those who wear glasses will also be pleased to learn that this report corroborates earlier rumours regarding custom lenses that sit directly within the headset.

Previous reports indicate Apple’s VR headset features dual Micro OLED 4k Displays and a price tag of roughly $3,000 USD (about $3,736 CAD).

Generally speaking, Gurman’s latest reporting regarding Apple’s MR headset backs up much of what The Information reported at the beginning of January, indicating that there’s likely at least some level of truth to these rumours.

While the tech giant’s plans could change once again given its VR/AR headset has been delayed multiple times, most rumours point to Apple’s VR headset launching at some point in 2023.

Source: Bloomberg Via: MacRumors

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Apple’s VR headset is reportedly behind schedule, won’t release until Fall 2023

It looks like Apple’s AR/VR (augmented reality/virtual reality) headset has hit another bump in its development.

According to often reliable Apple analyst Ming-Chi Kuo, the rumoured mixed reality headset is now expected to release this coming fall. Kuo says that problems with software development tools and issues related to drop tests have pushed the headset out of its initial spring/summer WWDC release window.

Kuo goes on to say that the rumoured January media event for the VR/AR headset also likely won’t happen.

Earlier this week, The Information revealed an extensive report about Apple’s AR/VR headset, detailing its Digital Crown-like controls and the fact that it no longer features interchangeable headphones as initial rumours indicated.

Other rumoured features include a 120-degree field-of-view, dual 4K OLED displays, a 5nm CPU/GPU, and a dedicated image signal processor. The headset is rumoured to cost in the range of $3,000 USD (roughly $3,736 CAD) mixed reality headset.

Source: @mingchikuo Via: 9to5Mac

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HTC reveals new Vive XR Elite standalone VR headset

Once a leader in the consumer virtual reality space with the Vive, HTC’s more recent VR efforts have been focused on enterprise use cases.

However, that direction seems to be shifting with its new headset. At CES 2023, HTC showed off the Vive XR Elite, a new high-end VR headset designed to compete with the Meta Quest Pro.

The XR Elite looks like a standard VR headset, though its goggle-like design is more pronounced than what we’ve seen from HTC in the past, with the HTC Vive Flow being the one notable exception. The battery is also located in the back of the Vive Elite XR, taking weight off your face when you have it on, and the headset is overall 13 percent lighter than the Meta Quest Pro.

Other features include 2K displays for each eye with a 90Hz refresh rate and a 110-degree field of view. Under the hood, the XR Elite features a Qualcomm Snapdragon XR 2 processor, 12GB of RAM and 120GB of storage. Like the Oculus Quest 2 and Meta Quest Pro, the Vive XR Elite can be plugged into a gaming PC over USB-C for a higher-end, desktop-powered VR experience. Battery life comes in at two hours alongside 30W fast charging that offers a 50 percent charge in 30 minutes.

The headset also ships with two wireless controllers that support hand-tracking. Additionally, it features a built-in full-colour RGB camera for mixed reality (MR) passthrough. HTC says that the headset features dials that allow you to adjust its lenses for prescriptions but that you can also wear it with glasses if you remove the battery and fit it with temple pads.

Unlike nearly every VR headset, you can fold up the XR Elite and slide it into a compact travel case like a pair of sunglasses. There’s even a retractable charging cable, making it easier to pack up the headset and tuck it away.

HTC says the XR Elite will have 100 games available at launch, along with Vive Connect.

The Vive XR Elite is available for pre-order now for $1,549, and the headset will be available to purchase in late February.

Image credit: HTC

Via: Engadget

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Cyndicate is Ontario’s latest virtual reality game company

Over the past year, I’ve become more interested in virtual, augmented and mixed reality, how the technology affects our world, and what we can learn from it. Virtual reality can make games far more immersive than a typical gaming experience. That’s why the first title from new virtual reality studio Cyndicate caught my eye.

Cyndicate develops narrative game experiences with VR in mind. To create this content in the best way possible, the studio’s team comes from different areas of the film and gaming industry. For example, Dave Senior Jr. worked on TV series like Canadian-made Orphan Black and Ubisoft games like Far Cry 5, Far Cry New Dawn, Assassin’s Creed Odyssey, The Division 2 and Watch Dogs Legion. On the other hand, Cynthia Preston has an impressive IMDB with an extensive background in movies and TV shows like Murdoch Mysteries, American Gods and Mute, where she met Senior Jr. (who also worked on Mute). Though Preston won’t be acting in the VR experiences, her knowledge of film brings a perspective regarding how characters will speak, what they say and more. Finally, Caitlin Garvey has taken on various roles at the Toronto International Film Festival.

Cyndicate started with Garvey’s The Chrysalis Protocol — a dark and gritty story with a Black Mirror vibe — that was a top ten finalist for the Penguin House Canada Student Award for Fiction in 2021. Garvey was put in touch with Preston through a family friend, who was very excited about his writing and wanted to create a film, which Senior Jr. redirected into a virtual reality game experience. After speaking with various people in the industry, they decided that Garvey’s idea wasn’t perfect for a VR experience, so they came up with another concept. This idea was Lost Legacy VR, an action-adventure narrative designed with fans of Tomb Raider, Indiana Jones and Uncharted in mind. However, the project eventually featured a space theme and became S.T.A.R.S VR Delta Lift Off.

Delta Lift Off is a first-person space-focused virtual reality title and Cyndicate’s first release. The game offers a narrative experience where you pilot a spacecraft and navigate to a lunar outpost. You have Houston in your ear, and you navigate through a realistic space capsule launch. Cyndicate says that it worked hand-in-hand with the Space Force Association, a non-profit organization partnered directly with the United States Space Force and space professionals.

With the help of this organization, S.T.A.R.S Delta Lift Off aims to put you in the seat of an astronaut and give you an authentic experience of what a space capsule might look like 10 years into the future, complete with an AI called Luna.

It won’t be an exact one-to-one representation, as requested by the Space Force Association, but it aims to be a real holistic space experience, the team explained during an interview with MobileSyrup. Cyndicate says it’s working with astrophysicists, mathematic consultants and other scientists. Because of its realistic nature, anyone with even just a passive interest in space can just put on the headset and enjoy the experience. However, it’s also a game, so if you’re in it for the challenge and have knowledge of physics, Delta Lift Off has that in-store as well.

Senior Jr. says that Santa Monica’s God of War is the gold standard in cinematic storytelling due to its emphasis on telling a story without any interruptions (2018’s God of War and its sequel God of War: Ragnarok feature no loading screens), and that’s Cyndicate’s goal as well.

The team is working to ensure the game offers roughly an hour-long experience. However, it’s broken up into acts just in case you don’t want to wear a virtual reality headset for a long period.

Overall, Cyndicate’s first project, Delta Lift Off, will be fairly linear. Of course, there will be gameplay elements that involve failure conditions, where you’ll have to try again. Following the initial launch of Delta Lift Off, Cyndicate plans to launch seven to eight more S.T.A.R.S missions. The plan is to make these missions more and more complex with NPCs as your companions and crew mates, but Delta Lift Off is the main focus, where Cyndicate really wants to make you feel like the player is the star of the story.

Garvey says that dialogue choices are something they’ll consider looking at down the road. Additionally, Cyndicate’s Lost Legacy will offer more narrative pathways with replayability.

This first title will be available through the Oculus Store and Steam VR and is compatible with various virtual reality headsets.

Delta Lift Off isn’t ready for lift-off just yet, but you can join the waitlist, here.

Image credit: Cyndicate

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Apple’s VR plans could include xrOS and realityOS platforms

Earlier this week reports emerged that Apple renamed its rumoured mixed reality headset platform to xrOS instead of realityOS.

Now, 9to5Mac‘s sources indicate that both names currently exist internally at Apple, with one being based on iOS (realityOS) and the other utilizing macOS (xrOS) as its foundation. It’s unclear what both platforms’ purpose will be or if they’ll be released to the public.

There’s a possibility that one operating system could reference Apple’s rumoured AR glasses, and the other is focused on its headset. Further, back in 2021 reports emerged hinting that Apple’s first mixed reality headset could be powered by an iPhone. Perhaps there are two versions of Apple’s AR/VR headset, including one that operates independently and another that requires the power of the iPhone.

Apple’s mixed reality headset has been in development for several years and is rumoured to cost about $3,000 USD (roughly $3,736 CAD), putting it in line with Meta’s high-end Quest Pro VR headset, which costs $2,299 in Canada. The headset is rumoured to feature a high-quality design focused on comfort, dual 4K displays and iris scanning technology.

Source: 9to5Mac

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Apple’s long-rumoured mixed reality headset will run on new ‘xrOS’

If countless rumours are accurate, Apple’s virtual reality/augmented reality (VR/AR) headset will launch this Spring. Now, for the first time in several months, we’re starting to learn more about the device’s operating system.

According to Bloomberg’s often-reliable Mark Gurman, Apple’s mixed reality headset will run on a new operating system called “xrOS.” In the past, this operating system has been referred to as ‘realityOS,’ but it appears Apple has changed its name. Gurman says that the XR in xrOS stands for “extended reality,” which makes sense given the tech giant’s rumoured productivity goals for the headset.

Gurman goes on to say that Apple’s Pages, Keynote, Numbers, Notes and Apple News teams are involved in the project, hinting that the company has plans to launch its headset with several of its core apps. However, will anyone want to actually create a Keynote presentation inside a virtual reality headset? Probably not.

Bloomberg says that the trademark for xrOS has been filed by a shell company called Deep Dive LLC.

Apple’s mixed reality headset has been in development for years and is rumoured to cost $3,000 USD (roughly $3,736 CAD), putting it in line with Meta’s high-end Quest Pro VR headset, which costs $2,299 in Canada. The headset is rumoured to feature a high-quality design focused on comfort, dual 4K displays and iris scanning technology.

It’s unclear when the headset will finally release, but most rumours point toward early 2023.

Source: Bloomberg Via: 9to5Mac