Oculus
Auto Added by WPeMatico
Auto Added by WPeMatico
Two years ago, Oculus announced a radical departure in how they were funding virtual reality developers. Instead of partnering with a ton of upstart teams looking to explore the medium and help fund their low-budget pursuits, the company would be pursuing fewer, more expensive projects with established studios. Their crown jewel would be a made-for-VR first-person-shooter coming in 2019 done in partnership with Titanfall developer Respawn Entertainment.
After two years with no further details, today, at its Oculus Connect 6 developer conference, it was announced that Respawn will be releasing a World War II shooter titled “Medal of Honor: Above and Beyond” on the Rift platform next year. That release is pushed back from the original 2019 timeline; Respawn wouldn’t nail down the release date any further than “2020.”
The game disappointingly will not be launching on Quest, the company’s all-in-one headset, but with the newly announced Oculus Link software feature launching in November, it seems you’ll be able to play the title, albeit in tethered mode.
It’s not at all clear how much Oculus invested in this title, thought it was clear from the press event that the scope of the title’s development was extensive and expensive. Oculus has pumped hundreds of million getting developers to bring their products exclusively to their VR platform, though, at this point, exclusivity is less of a concern as the company’s VR competitors have largely either folded, shifted to higher-end price points or moved to the enterprise market.
On to the game itself, I had a chance to demo several levels of “Above and Beyond,” and it’s clear that the title will be a hit among Rift and Rift S users. It very much seems to be a full game, with around a dozen hours of campaign in single-player, as well as a robust multi-player mode, which I was not able to demo.
The mechanics are crafted for VR — every time you empty a clip you have to eject it from the gun you’re holding and insert a new magazine into the gun, then cock your weapon all with the Touch controllers.
So many of the games made for VR haven’t had direct comparisons to console titles, but diving through bunkers shooting up Nazis kind of showcased where Oculus pushes boundaries and where it falters. Interaction mechanisms are rich and immersive and where the Rift and Quest shine, but Oculus keeping the recommended PC system specs largely the same since launch hasn’t aged well. The Rift just can’t push pixels with outdated PCs, and “Above and Beyond” showcases the max capabilities of the recommended spec systems, but it seems like this generation is fully smashed against the glass wall — which was the risk Oculus took when it launched the Rift S rather than a fully upgraded class of hardware.
The game is tons of fun, and was clearly thought out to extreme lengths, but one wonders whether Oculus would have invested so much energy into a PC-first title again had they known that two years later they would be pushing standalone experiences with Quest publicly with such fervor.
Powered by WPeMatico
Facebook today announced it’s building its own Ready Player One Oasis. Facebook Horizon is a virtual reality sandbox universe where you can build your own environments and games, play and socialize with friends or just explore the user-generated landscapes. This is Facebook’s take on Second Life.
Launching in early 2020 in closed beta, Facebook Horizon will allow users to design their own diverse avatars and hop between virtual locales through portals called Telepods, watch movies and consume other media with friends and play multiplayer games together, like Wing Strikers. It also will include human guides, known as Horizon Locals, who can give users assistance and protect their safety in the VR world so trolls can’t run rampant.
Users interested in early access can apply for the beta here.

As part of the launch, Facebook will on October 25 shut down its existing social VR experiences Facebook Spaces and Oculus Rooms, leaving a bit of a gap until Horizon launches. Oculus Rooms debuted in 2016 as your decoratable private VR apartment, while Spaces first launched in 2017 to let users chat, watch movies and take VR selfies with friends. But both felt more like lobby waiting rooms with a few social features that were merely meant as a preamble to full-fledged VR games. In contrast, Horizon is designed to be a destination, not a novelty, where users could spend tons of time.
At first glance, Horizon seems like a modernized Second Life, a first-person Sims, a fulfillment of the intentions of AltspaceVR and a competitor to PlayStation’s PSVR Dreams and cross-platfrom kids’ favorite Roblox. Back in 2016, Facebook was giving every new Oculus employee a copy of the Ready Player One novel. It seems they’ve been busy building that world since then.
Facebook Horizon will start centralized around a town square. Before people step in, they can choose how they look and what they wear from an expansive and inclusive set of avatar tools. From inside VR, users will be able to use the Horizon World Builder to create gaming arenas, vacation chillspots and activities to fill them without the need to know how to code.
Facebook Horizon lets you build objects from scratch
You could design a tropical island, then invite friends to hang out with you on your virtual private beach. An object creator akin to the Oculus Medium sculpting feature lets you make anything, even a custom t-shirt your avatar could wear. Visual scripting tools let more serious developers create interactive and reactive experiences.
Facebook details its Horizon safety features on its “Citizenship” page that explains that “As citizens of Facebook Horizon, it is all of our responsibility to create a culture that’s respectful and comfortable . . . A Horizon citizen is friendly, inclusive, and curious.” Horizon Locals will wander the VR landscapes to answer questions or aid users if they’re having technical or safety issues. They seem poised to be part customer support, part in-world police.
Facebook Horizon will include human Locals who provide safety and technical support
If things get overwhelming, you can tap a shield button to pause and dip into a private space parallel to Horizon. Users can define their personal space boundaries so no one can get in their face or appear to touch them. And traditional tools like muting, blocking and reporting will all be available. It’s smart that Facebook outlined the community tone and defined these protections.
Facebook CEO Mark Zuckerberg announced Horizon today at the Oculus Connect 6 conference in San Jose. He discussed how “Horizon is going to have this property where it just expands and gets better” as Facebook and the community build more experiences for the VR sandbox.
Facebook lets you build your own islands and other locales in Horizon
Horizon makes perfect sense for a business obsessed with facilitating social interaction while monetized through ad views based on time-spent. It’s easy to imagine Horizon including virtual billboards for brands, Facebook-run shops for buying toys or home furnishings, third-party malls full of branded Nikes or Supreme shirts that score Zuckerberg a revenue cut or subscriptions to access certain gaming worlds or premium planets to explore.
As Facebook starts to grow stale after 15 years on the market, users are looking for new ways to socialize. Many have already ditched the status updates and smarmy Life Events of Facebook for the pretty pictures of Instagram and silliness of Snapchat. Facebook risked being cast aside if it didn’t build its own VR successor. And by offering a world where users can escape their real lives instead of having to enviously compare them to their friends, Horizon could appeal to those bored or claustrophobic on Facebook.
Powered by WPeMatico
Hackers will soon be able to stress-test the Facebook Portal at the annual Pwn2Own hacking contest, following the introduction of the social media giant’s debut hardware device last year.
Pwn2Own is one of the largest hacking contests in the world, where security researchers descend to find and demonstrate their exploits for vulnerabilities in a range of consumer electronics and technologies, including appliances and automobiles.
It’s not unusual for companies to allow hackers put their products through their paces. Tesla earlier this year entered its new Model 3 sedan into the contest. A pair of researchers later scooped up $375,000 — and the car they hacked — for finding a severe memory randomization bug in the web browser of the car’s infotainment system.
Hackers able to remotely inject and run code on the Facebook Portal can receive up to $60,000, while a non-invasive physical attack or a privilege escalation bug can net $40,000.
Introducing the Facebook Portal is part of a push by Trend Micro’s Zero Day Initiative, which runs the contest, to expand the range of home automation devices available to researchers in attendance. Pwn2Own said researchers will also get a chance to try to hack an Amazon Echo Show 5, a Google Nest Hub Max, an Amazon Cloud Cam and a Nest Cam IQ Indoor.
Facebook said it also would allow hackers to find flaws in the Oculus Quest virtual reality kit.
Pwn2Own Tokyo, set to be held on November 6-7, is expected to dish out more than $750,000 in cash and prizes.
Powered by WPeMatico
Extra Crunch offers members the opportunity to tune into conference calls led and moderated by the TechCrunch writers you read every day. This week, TechCrunch’s Josh Constine and Frederic Lardinois discuss major announcements that came out of Facebook’s F8 conference and dig into how Facebook is trying to redefine itself for the future.
Though touted as a developer-focused conference, Facebook spent much of F8 discussing privacy upgrades, how the company is improving its social impact, and a series of new initiatives on the consumer and enterprise side. Josh and Frederic discuss which announcements seem to make the most strategic sense, and which may create attractive (or unattractive) opportunities for new startups and investment.
“This F8 was aspirational for Facebook. Instead of being about what Facebook is, and accelerating the growth of it, this F8 was about Facebook, and what Facebook wants to be in the future.
That’s not the newsfeed, that’s not pages, that’s not profiles. That’s marketplace, that’s Watch, that’s Groups. With that change, Facebook is finally going to start to decouple itself from the products that have dragged down its brand over the last few years through a series of nonstop scandals.”
(Photo by Justin Sullivan/Getty Images)
Josh and Frederic dive deeper into Facebook’s plans around its redesign, Messenger, Dating, Marketplace, WhatsApp, VR, smart home hardware and more. The two also dig into the biggest news, or lack thereof, on the developer side, including Facebook’s Ax and BoTorch initiatives.
For access to the full transcription and the call audio, and for the opportunity to participate in future conference calls, become a member of Extra Crunch. Learn more and try it for free.
Powered by WPeMatico
Oculus is getting serious about monetizing VR for enterprise.
The company has previously sold specific business versions of the headsets, but now they’re adding a pricey annual device-management subscription.
Oculus Go for business starts at $599 (64 GB) and the enterprise Oculus Quest starts at $999 (128 GB). These fees include the first year of enterprise device management and support, which goes for $180 per year per device.
Here’s what that fee gets you:
This includes a dedicated software suite offering device setup and management tools, enterprise-grade service and support, and a new user experience customized for business use cases.
The new Oculus for Business launches in the fall.
Powered by WPeMatico
The Daily Crunch is TechCrunch’s roundup of our biggest and most important stories. If you’d like to get this delivered to your inbox every day at around 9am Pacific, you can subscribe here.
1. Facebook mulled multi-billion-dollar acquisition of gaming giant Unity, book claims
Less than a year after making a $3 billion investment into the future of virtual reality with the purchase of Oculus VR, Facebook CEO Mark Zuckerberg was considering another multi-billion-dollar bet by buying Unity, the popular game engine that’s used to build half of all gaming titles.
At least, that’s the claim made in a new book, “The History of the Future,” by Blake Harris, which digs deep into the founding story of Oculus and the drama surrounding the Facebook acquisition, subsequent lawsuits and personal politics of founder Palmer Luckey.
2. Alibaba’s Ant Financial buys UK currency exchange giant WorldFirst reportedly for around $700M
Although the companies were relatively quiet about the deal, it could end up being pretty significant, showing both the market connections between China and Europe and the margin pressures that many smaller remittance companies are under in the wake of larger companies like Amazon building their own money-moving services.
3. Nintendo makes the old new again with Mario, Zelda, Tetris titles for Switch
We round up everything Nintendo announced yesterday, from Super Mario Maker 2 to the unexpected remake of Game Boy classic Link’s Awakening.

4. Tesla ‘Dog mode’ and ‘Sentry mode’ are now live to guard your car and pets
Dog mode is meant to accomplish two things: to keep dogs (or perhaps a hamster or cat) in a climate-controlled environment if left unattended in a vehicle, and to let passersby know their status.
5. Happy Valentine’s Day: your dating app account was hacked, says Coffee Meets Bagel
Users of the dating app Coffee Meets Bagel woke up this morning to find an email in their inboxes warning that their account information had been stolen by a third-party who gained unauthorized access to the company’s systems.
6. Apple is selling the iPhone 7 and iPhone 8 in Germany again
Apple was forced to pull the iPhone 7 and iPhone 8 models from shelves in the country last month, after chipmaker Qualcomm posted security bonds to enforce a December court injunction.
7. Malt raises $28.6M for its freelancer platform
Malt has created a marketplace for companies and engineers working as freelancers. There are currently 100,000 freelancers on the platform and 15,000 companies using Malt regularly.
Powered by WPeMatico
Facebook is again looking to whip Oculus into shape for its 10-year journey towards making virtual reality mainstream. According to two sources, Facebook reorganized its AR and VR team this week from a divisional structure focused around products to a functional structure focused around technology areas of expertise. While no one was laid off, the change could eliminate redundancies by uniting specialists so they can iterate towards long-term progress rather than being separated into groups dedicated to particular gadgets.
Facebook confirmed the reorg to TechCrunch, with a spokesperson providing this statement: “We made some changes to the AR/VR organization earlier this week. These were internal changes and won’t impact consumers or our partners in the developer community.” Oculus CTO John Carmack and Oculus co-founder/newly-promoted Head of PC VR Nate Mitchell will remain in their leadership positions within VP of AR/VR Andrew ‘Boz’ Bosworth’s hardware wing of the company.
The shift obviously communicates that Facebook believes Oculus could be running more effectively. Organizing the company around areas of expertise rather than broader divisions is probably more appropriate for a moonshot effort that can’t afford redundancies, on the other hand, keeping expertise siloed could isolate new approaches and advancements from reaching other teams. As the company builds out its first full lineup of headsets, there seems to be significant overlap in the tech problems and products bring tackled by those working on mobile and PC products.
TechCrunch reported earlier this week that the company is planning to release a new Rift headset as early as 2019, possibly called the Rift S, which will featured upgraded displays and an inside-out tracking system. The company’s “Rift 2” project, codenamed Caspar, was left behind in the reorganization, a source tells us. We can’t confirm whether any other products or concepts have been shelved.
While an immersive virtual world that users can hang out and communicate in certainly seems to fit Facebook’s broader mission, the company has spent the better part of the past few years deciding how a costly, ambitious venture like Oculus fits into its corporate structure.
First, things went smoothly. The company and its empowered co-founders were building out a developer network and prepping for the launch of their Rift headset after creating a successful partnership with Samsung for the Gear VR. Then, the company’s good fortune turned as the Rift headset was racked by expensive delays and Oculus failed to ship the company’s Touch motion controllers at launch losing some initial ground to HTC.
By the end of 2016, it was announced that co-founder Brendan Iribe was out as CEO and that the company would be reorganizing around divisions focused on things like PC VR, mobile and content with Xiaomi exec Hugo Barra coming aboard as VP of VR to lead the new effort working directly beneath CEO Mark Zuckerberg. An additional layer of oversight has been built in since then, with Bosworth was put in charge of the company’s consumer hardware ambitions with Oculus as a central pillar. His title is now VP of AR/VR.
The absorption of Oculus deeper into Facebook’s corporate structure was a trend that soon replicated itself as the company looked to rein in the independent teams under a more cohesive vision. The culmination of this was a major executive reshuffle earlier this year that changed the landscape for how divisions within the company were managed.
Now, they’re changing things up even more.
Oculus Go
The new structure sounds like it could coordinate efforts around more general lines like hardware and software allowing insights to flow more intuitively across Facebook’s planned devices.
Given the slow adoption of VR and engineering challenges of AR headsets, which at TechCrunch’s LA conference last month Facebook’s head of AR Ficus Kirkpatrick confirmed it was building, this structure could help Oculus iterate its way to long-term success rather than just getting the next product out the door.
If Facebook is going to beat companies solely focused on AR like Magic Leap, and potential incumbent invaders like Apple if it so chooses, it needs to maximize efficiency. And if it’s going to get both developers and users excited about these next-generation computing platforms, it will have to produce products that make cutting-edge technologies feel unified and accessible. That’s a lot easier when everyone’s not stepping on each other’s virtual shoes.
Powered by WPeMatico
What if you could peek behind what’s in your photos, like you’re moving your head to see what’s inside a window? That’s the futuristic promise of Facebook 3D photos. After announcing the feature at F8 in May, Facebook is now rolling out 3D photos to add make-believe depth to your iPhone portrait mode shots. Shoot one, tap the new 3D photos option in the status update composer, select a portrait mode photo and users on the desktop or mobile News Feed as well as in VR through Oculus Go’s browser or Firefox on Oculus Rift can tap/click and drag or move their head to see the photo’s depth. Everyone can now view 3D photos and the ability to create them will open to everyone in the coming weeks.
Facebook is constantly in search of ways to keep the News Feed interesting. What started with text and photos eventually expanded into videos and live broadcasts, and now to 360 photos and 3D photos. Facebook hopes if it’s the exclusive social media home for these new kinds of content, you’ll come back to explore and rack up some ad views in the meantime. Sometimes that means embracing mind-bending new formats like VR memories that recreate a scene in digital pointillism based on a photo.
So how exactly do 3D photos work? Our writer Devin Coldewey did a deep-dive earlier this year into how Facebook uses AI to stitch together real layers of the photo with what it infers should be there if you tilted your perspective. Since portrait mode fires off both of a phone’s cameras simultaneously, parallax differences can be used to recreate what’s behind the subject.
To create the best 3D photos with your iPhone 7+, 8+, X or XS (more phones will work with the feature in the future), Facebook recommends you keep your subject three to four feet away, and have things in the foreground and background. Distinct colors will make the layers separate better, and transparent or shiny objects like glass or plastic can throw off the AI.

Originally, the idea was to democratize the creation of VR content. But with headset penetration still relatively low, it’s the ability to display depth in the News Feed that will have the greatest impact for Facebook. In an era where Facebook’s cool is waning, hosting next-generation art forms could make it a must-visit property even as more of our socializing moves to Instagram.
Powered by WPeMatico
Facebook wants you to look and move like you in VR, even if you’ve got a headset strapped to your face in the real world. That’s why it’s building a new technology that uses a photo to map someone’s face into VR, and sensors to detect facial expressions and movements to animate that avatar so it looks like you without an Oculus on your head.
CTO Mike Schroepfer previewed the technology during his day 2 keynote at Facebook’s F8 conference. Eventually, this technology could let you bring your real-world identity into VR so you’re recognizable by friends. That’s critical to VR’s potential to let us eradicate the barriers of distance and spend time in the same “room” with someone on the other side of the world. These social VR experiences will fall flat without emotion that’s obscured by headsets or left out of static avatars. But if Facebook can port your facial expressions alongside your mug, VR could elicit similar emotions to being with someone in person.
![]()
Facebook has been making steady progress on the avatar front over the years. What began as a generic blue face eventually got personalized features, skin tones and life-like features, and became a polished and evocative digital representation of a real person. Still, they’re not quite photo-realistic.
![]()
Facebook is inching closer, though, by using hand-labeled characteristics on portraits of people’s faces to train its artificial intelligence how to turn a photo into an accurate avatar.
![]()
Meanwhile, Facebook has tried to come up with new ways to translate emotion into avatars. Back in late 2016, Facebook showed off its “VR emoji gestures,” which let users shake their fists to turn their avatar’s face mad, or shrug their shoulders to adopt a confused expression.

Still, the biggest problem with Facebook’s avatars is that they’re trapped in its worlds of Oculus and social VR. In October, I called on Facebook to build a competitor to Snapchat’s wildly popular Bitmoji avatars, and we’re still waiting.
VR headsets haven’t seen the explosive user adoption some expected, in large part because they lack enough compelling experiences inside. There are zombie shooters and puzzle rooms and shipwrecks to explore, but most tire of them quickly. Games and media lose their novelty in a way social networking doesn’t. Imagine what you were playing or watching 14 years ago, yet we’re still using Facebook.
That’s why the company needs to nail emotion within VR. It’s the key to making the medium impactful and addictive.
Powered by WPeMatico
“When people view VR, it’s an over-sensory experience like ‘What the fuck?!’ ” will.i.am says, wildly spinning his head around as you can see in the GIF below. That was the Black Eyed Peas’ frontman’s inspiration for creating a 90-minute VR comic book that moves at your pace and lets emotion sink in instead of battering you with visuals. Read More
Powered by WPeMatico