Thursday, 1 October 2015

Oculus Rift Retail Unit Will Cost More, Oculus Founder Explains Why

The Oculus Rift is scheduled to launch sometime in Q1 2016, everything from final specs to supporting API’s and other Oculus created integrations have been announced, yet the final price stays mysterious. Oculus’ Palmer Luckey has come forward to explain why it will be, at a minimum, ~$350.
Oculus Rift

Quality of components and of the user experience are quoted as the reasons. $350 for a phenomenal experience.

Luckey posed a very good question about the types of decisions that manufacturers in all industries have to make. What do you sacrifice in order to make the overall more affordable to consumers? In the case of something that could change the way we interact with technology and certainly something that’s so close to our eyes, compromise is a hard thing to accomplish.
It would really suck if you put something out there and people were like ‘ah man… the Rift is good, but it’s not quite there’, you know? ‘If only it was a little better, if the lenses were a little better, if the resolution was a little better, if the screens had been a little bit better, then it would be great because you’d  you’d say ‘god, we could have just charged a little more and put a little bit more money into custom hardware and actually achieve that’.
– Palmer Luckey
The point he makes is fairly clear that the idea they have is to create the definitive experience, something that doesn’t compromise on at least the most basic components of the experience, the screen and all the electronics associated to it. In other words the entire package.
Originally they wanted to target around $300 for the consumer version, but as it turns out, they won’t be able to reach that exact price if they keep quality standards as high as possible.
it’s going to cost more than that. And the reason for that is that we’ve added a lot of technology to this thing beyond what existed in the DK1 and DK2 days.
We need to put a stake in the ground and say: this is the best possible experience that we were able to make. No compromises were made in terms of quality’. Get the cost down as much as you can on that experience, but make it so that the Rift is something that everybody wants to use to the best of your ability.
– Palmer Luckey
He went on to talk about the custom nature of VR. As a platform it’s almost entirely new to manufacturers as it is, as the form-factor isn’t something that can just be bought off of a shelf, even for PCB’s. Oculus has been one of the pioneers of consumer VR, so to put the head-tracking, hand tracking and other features in requires a lot of custom engineering, which inevitably drives the cost upward. The IR tracking system itself was apparently very tricky to implement with the kind of accuracy they wanted.
The result of that, however, is that we get a much more polished product in both fit-and-finish as well as the actual quality of the experience. Once VR becomes somewhat more common and various manufacturers begin changing around their processes to better suit the needs of VR makers, then we’ll of course see the price come down.
Until then, however, we’re looking at a final price of the Oculus Rift at around $350. We’ve shown your what the top VR experiences you can have today are, and those still remain mostly true. Support is increasing, and you can even watch Netflix on GearVR (an Oculus venture) if you were so inclined.

Divinity: Original Sin 2 Got $2M From Kickstarter; All Stretch Goals Unlocked

Larian Studios is quickly becoming one of the favorite developers among RPG fans. Divinity: Original Sin, after a successful Kickstarter campaign of almost $1M, went on to be acclaimed as one of the best roleplaying games released in 2014, and later this month it’s going to become even better with the Enhanced Edition (also launching on PlayStation 4 and Xbox One).
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However, the development team is already focused on Divinity: Original Sin 2. The Kickstarter campaign just ended and the tally was twice as big as that of the first game, going well over $2M in pledges and making Divinity: Original Sin 2 the 15th most funded videogame on Kickstarter.
This also means that all stretch goals have been unlocked, ensuring that the full vision of the studio will be realized. Here’s a summary of what these are going to be:
$700,000 Stretch Goal: Strategist Mode
Akin to Divinity: Original Sin- Enhanced Edition‘s Tactician Mode, Original Sin 2 will feature a brand new difficulty called Strategist Mode. Rest assured this difficulty tier will consist of much more than a simple numbers game. Yes, your enemies will hit harder, but that is far from all! Each and every fight in the game will be redesigned for Strategist Mode so that enemies are smarter, often come in greater numbers and use a host of skills and tactics they won’t use in lower difficulty modes. If we reach this stretch goal, the fights in Original Sin 2 will receive this epic treatment from the get-go.
$850,000 Stretch Goal: Pick a Skill Tree, I
Divinity: Original Sin is rife with spectacular skills, and besides the many new ones we’ve already planned for Original Sin 2, we want to add even more unique skills to the repertoire. We have quite a list and will let our the backers pick a brand new skill tree, featuring at least 16 skills each, from among a host of new proposals when the campaign ends.
$1,000,000 Stretch Goal: Racial Skills
In Divinity: Original Sin 2, your unique origins will radically change the way you experience the world around you. Of course, since combat is one of the central ways in which you’ll engage with this world, it’s only sensible that your origins and your skillset should intertwine. When we reach the $1M mark, we’ll develop a set of race-specific skills, abilities, and talents reflective of each race’s background and strengths. Imagine: a Wood Elf able to summon an army of shambling trees; a Lizard recalling the devastating powers of his draconic ancestors; a Dwarf with the authority of the Empress; a human so good at pickpocketing, he can even catch his own party mates unawares…
$1,200,000 Stretch Goal: Undead Origins
In Original Sin 2, no longer will you have to be human all too human alone. You can be a dwarf too, an elf, yes even a proud lizard! But if we reach this stretchgoal, you’ll be able to tell the tales of the dead with undead origins! That’s right: at this point we will add the undead as a playable race, complete with origin stories.
$1,350,000 Stretch Goal: Pick a Skill Tree, II
With all the fantastic skills we’ve dreamt up, we’ll need plenty of manpower to implement them. At this mark, we’ll again open up a vote to let the backers decide which other of the skill trees listed at the $700,000 tier you would like to see in the game. Voting will be done by backers after the campaign ends.
$1,500,000 Stretch Goal; The Hall of Echoes
Some Rivellonians live in fear of it; some write songs of it; others still are sent there far before their time. When we reach $1,500,000, we’ll send you to the Hall of Echoes, land of the dead.
You, unique among the living, will be able to travel to and from this spirit world, where you’ll uncover mysteries never before discovered by mortal eyes. You’ll gain access to occult wonders, and you’ll come face to face with those you’ve lost– and those you’ve dispatched.
The best part – you’ll be able to make this your home base!
$1,650,000 – Dedicated mod tool support!
We’ll hire a team that will be dedicated to making the editor as intuitive as possible, and who will help the community build all kinds of new awesomeness.
$1,750,000 – Love/Hate!
We’ll dedicate more scripters and writers to expand on the dynamic relationship system we’re building. Intense rivalry! Friendship and enmity! And… as so many of you have been asking for it… romance!
$1,850,000 – Metamorphosis… Mask of the Shapeshifter!
Imagine you get a mask that lets you change your shape. One moment you’re a lizard, the next an ordinary human, with completely different dialog options (and visuals of course). By expanding on our tag system, we’ll let you  assume different roles in the game with the same character. This will open completely different play styles. Don’t want any competition? Don’t want companions? Become a lone wolf with a very special mask…
$2,000,000 – Game Master Mode!
Building on the work of the mod team, we’ll make an in-game version of the editor that allows game masters to unleash their fantasies on budding adventurers, adjusting and controlling the dungeon while the other players are playing!
That’s a lot of stretch goals, for sure; let’s just hope this doesn’t prevent Larian from releasing the game in late 2016 as currently planned. Divinity: Original Sin 2 will be hitting PC first, but the likelihood of console versions seems extremely high, even if they’ll probably come later.
In case you haven’t pledged on Kickstarter and you’re interested in doing it, there’s still the PayPal option. You can also check out a video demonstrating the new competitive multiplayer questing in our previous story.

Just Cause 3 New Video Showcases the Huge Open World

Avalanche has released the third Dev Diary for Just Cause 3 which takes a closer look at the gigantic 400 square mile Mediterranean island of Medici. Medici is under the tyrannous reign dictator General Di Ravello and while it appears serene at the surface it is far from peaceful. The island provides players with an explosive playground with unlimited potential for destruction .
The second Dev Diary for Just Cause 3 detailed the cause and effect nature of the game. The world of Just Cause 3 feels more reactive as the developers explain.

The World of Just Cause 3 feels more reactive courtesy of the cause and effect nature that lies in the heart of the game

Avalanche Studios’ senior technical designer Anders Bodbacka in an interview with the Official Xbox Magazine, explains how current-gen has given the studio the tools to create a new playground of destruction.
Just Cause 3 (3)
Anders explains the studios’ goals:
We wanted destruction to be more physics-driven and more like a fun toybox that can be used as part of the gameplay. More than looking pretty and going boom, if you tether things correctly you can use them defensively or create cascading destruction – destroying an entire base just by pulling one tether. That wasn’t possible before, but improvements in technology let you do this stuff.
Just Cause 3 will release for the PlayStation 4, Xbox One and PC on December 1. We will bring you any new information on Just Cause 3 as soon as it becomes available.

‘New Xbox One Experience’ Speed Comparisons; More Than 50% Faster, Outperforming PS4 UI

According to speed comparisons made by a user on Reddit, the upcoming ‘New Xbox One Experience’, is quite fast.
NXOE_Hero_910
Reddit user dieklobrille compared the speed of the current Xbox One UI, with the upcoming ‘New Xbox One Experience’ update, and the results seem to be quite impressive. According to dieklobrille the tests were performed while in the main menu of FIFA 16, after a cold boot of the console.
A graph has been uploaded to IMGUR to show the results of the comparisons. If the comparisons are to be believed, the new Xbox One UI outperforms the UI of the PS4 on all actions.  The speed increase between the old and new Xbox UI varies for each action tested.
xDHxCIk
While the performed tests seem quite legit, dieklobrille has posted a disclaimer:
Just for testing purposes sometimes I did the same task twice on the consoles – and the results were always a little bit different due to variable loading or delay times. I just wrote down all the times from the very first test. So this is just for fun and nothing that people should take too serious, especially since this is still in Beta. The measurements were done quick and dirty. People may get better or worse times depending on their button click performance, HDD and internet connection. I should add that I’m on a 50 Mbit connection with a 13 ms ping. The main reason why the NXOE is faster on pretty much everything is the new Guide that gets pretty much instantly snapped and performs very smooth after todays update. It scrolls instantly, there is no delay between switching from party to friendlist and the overall menu transition animations are much shorter. The PS4 UI is also super smooth and the differences are pretty minor here. Only the task times with the current public Xbox One UI sometimes are really bad. The overall experience really is not compareable to any of the other two consoles, because sometimes you just need to wait for something to load way too long. That said, the OS team at Xbox has done a pretty good job with the NXOE – especially with the focus on social interactions being accessible in a matter of seconds.

Releases in November for the public

While the ‘New Xbox User Experience’ releases in November for the public, the update is currently available some of those participating in the Xbox One Preview Program. According to director of Program Management Mike Ybarra, the update will be a work-in-progress until it launches in early November.
“The New Xbox One Experience will be powered by Windows 10, elevating the gaming experience on Xbox One. Integrating the speed of Windows 10, the New Xbox One Experience will get you to popular gaming features up to 50 percent faster”, said Ybarra on the Xbox Wire Website. Judging from the tests performed by Dieklobrille, the new UI performs even faster than the promised 50% on some occasions.
While the UI of the PS4 is considered quite fast, the new Xbox One UI seems to operate even smoother. According to Dieklobrille though, the PS4 UI is very smooth as well, and the differences are pretty minor.
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Microsoft’s Major Nelson has commented on the speed comparisons and has stated that the Xbox Team has been very focused on making things MUCH faster. Nelson adds that he’s glad that fans like the new UI.
“The team has been very focused on making things MUCH faster. Glad to see you like which direction we are headed”
The November update also marks the launch of backwards compatibility for the Xbox One. At launch players will be able to play over 100 Xbox 360 games on Xbox One with hundreds more in the months to come.

Need for Speed’s Creative Director Shares Details on the Mod-Scene Street Racer

PlayStation Access has visited Ghost Games in Sweeden, where Need for Speed’s Creative Director, Craig Sullivan, answers fans’ questions and shares some details on the upcoming mod-scene street racer. Need for Speed will be going back to the roots of the long running series, providing fans with what made the franchise such a big success in the first place, and the Need for Speed Underground titles such a big hit with the gaming community. The night-time atmosphere and the underground scene provides the perfect throwback to the classic memories of old, and the endless customization options are truly a mod fan’s dream come true.

Need for Speed takes the series back to its underground roots

EA and Ghost Games have announced a few days ago that the PC version of Need for Speed will be delayed to Spring 2016, in order to accommodate the requests of the PC community, and make sure that they provide the best possible Need for Speed experience for the platform. They report that one of the most requested features was an unlocked framerate, and they promise to deliver that, as well as enhanced visuals plus all the DLC that will have been released on console up to that time.
Part of the conversation includes hearing from our PC community that an unlocked frame rate in Need for Speed is a massive priority for you, and we fully agree. To deliver this, we’ve made the decision to move the PC release date to Spring 2016. Our PlayStation 4 and Xbox One release dates will remain the same, starting November 3, 2015 in North America and November 5 worldwide.
This decision on PC gives us the necessary development time to increase the visuals that we can deliver on PC. We will also include content updates that will have been released on console up to that time, making them available to all PC players from day one.
EA and Ghost Games have released a new trailer and a new batch of screeenshots, along with a new set of cars being announced for the upcoming racer. Need for Speed will be making its way to the PlayStation 4 and Xbox One on November 3, 2015 in North America and November 5 worldwide. The PC version will follow in Spring 2016. We will bring you any new information on Need for Speed as soon as it becomes available.

Syndrome Is A New First Person Space Survival Horror With Oculus Rift Support, Due In Q2 2016

The new wave of survival horror games, often using first person view and based in space, doesn’t seem to be ending any time soon.
Syndrome_coming
We just got a press release about Syndrome, a new title with such features launching in Q2 2016 for PC, PlayStation 4 and Xbox One; Oculus Rift support was openly mentioned, but not PlayStation VR. Two developers are working on Syndrome, CAMEL 101 and Bigmoon Entertainment. Paulo J. Games, Game Director of the latter company, said:
We are all excited with the development of this great survival horror game. As huge fans of the genre, we drew on inspiration from a number of the scariest films and concepts to create this truly terrifying experience. We couldn’t be more pleased to work with our friends from CAMEL 101 on this awesome title.
Here’s the official description of the game itself, accompanied by screenshots and the announcement trailer.
Syndrome takes the genre back to its terrifying roots as players wake up on a deserted spaceship, dazed and confused from a deep cryosleep only to discover that most of the crew are dead or… changed. In the midst of this deeply frightening environment, surrounded by reactive enemies that pick up on every move and sound, players must discover what has happened to the spaceship and how to escape its claustrophobic confines alive.
In Syndrome, players awaken from a deep slumber to discover a blood curdling scenario: most of the ship’s crew is dead, but not all. To survive the horror of what is left of the crew, gamers must first arm themselves with the few weapons that are scattered about, only to discover that ammunition is scarce and not at all adequate to deal with the transformed monstrosities lurking in the shadows of the ship, that react violently to every movement and noise. Gamers will soon discover that hiding and breathing as noiselessly as possible is the best course of action, while they must gather resources and learn as much as possible about the enemies’ behavior to both avoid and defeat them.
Countless physical and psychological threats await players inside the vessel, forcing them to use weapons and ammo wisely and sparingly, as there is no guarantee that they will find more. Every inch of the ship must be explored to discover its secrets and – most importantly – the secret to make it out alive.

NVIDIA Announces GeForce NOW Game-Streaming Service – Costs $8 Per Month, Free For First 3 Months

NVIDIA is going to announce their latest GeForce NOW game-streaming service on 1st October. Initially known as GRID, the GeForce Now is the official name of the service as its finally comes out of beta phase and makes a public launch based on an entirely new platform and architecture that is faster, reliable, robust and better. A few months ago, NVIDIA’s CEO, Jen-Hsun Huang regarded the service as the Netflix of gaming and will be available to play across the several Tegra based Shield devices from NVIDIA.
NVIDIA GeForce Now_8

NVIDIA’s GeForce Now Game-Streaming Service is the Netflix of Gaming

At GDC 2015, NVIDIA made two big announcements regarding their Shield Family. First was the launch of the latest Shield device powered by the Tegra X1 SOC that was specifically built to work around the GRID services such as game-streaming and video-streaming at up to 4K resolution and at a smooth 60 FPS. The GRID services will utilize Nvidia’s vast distributed computing architecture over the cloud. Jen-Hsun Huang said that for him to use GRID, it takes approximately 150 milliseconds for an image to actually be rendered. It’s in “half the blink of an eye”. This latency is far faster than we should theoretically be able to perceive in the real world. NVIDIA has ensured that their GeForce Now service will be a smooth experience at launch when it comes out on October 1.
NVIDIA will have two types of services available, that of a subscription model to play games included within that subscription, as well as a buy and play model, where individual games can be paid for and played. This model mirrors that of the PlayStation Now streaming service. In the case of purchasing a game for your local account, the game will be tied to your account and workable offline as with any other digital gaming service on PC. The backend infrastructure may actually be similar. As far as the pricing model is concerned, NVIDIA has suggested a $8 subscription price per month with the service being offered for free for the first three month for all registered and new Shield users.
AAA games have been promised to be released simultaneously with other digital platforms, so you can start playing them nearly right away. Many AAA and other acclaimed games are already available in the GRID store. Sometimes you might even be able to play before others may due to the lack of pre-loading.
NVIDIA GeForce Now_5
The service itself will actually be fast with users hopping into to the selected titles just half a minute after launching the game and around 50 titles will be available to users on launch without any additional charges. Some of these new titles will include hits such as Shadow of Mordor, Witcher 3, Saints Row IV, Resident Evil Revelations 2 and LEGO: Jurassic World. NVIDIA has invested a lot in Virtually connected servers that run over the cloud during the last few years and they recently updated their GRID servers with better and faster tech. The GRID 2.0 servers make use of NVIDIA’s Maxwell core architecture which is the same architecture powering their Shield Micro-console. The new hardware allows game streams at both 1080P and 4K resolutions with 60 FPS.
The NVIDIA GeForce Now service is going to launch tomorrow on 1st October and will be available in North America, Europe, Japan and South Korea. The service will be supported on Tegra Shield devices which include the NVIDIA Shield Tablet, NVIDIA Shield Portable and NVIDIA Shield TV-Box.

NVIDIA GeForce NOW Launch Titles: