Another big release date for you following today’s Doctor Who news. This time it’s for Fast Travel Games’ The Curious Tale Of The Stolen Pets.
The adorable little puzzler arrives on November 14 for $14.99/€14.99/£11.99. It will launch on pretty much everything: Oculus Quest, PSVR and PC VR headsets. Get a glimpse of the game below and try not to let your heart melt.
We revealed Curious Tale at our E3 VR Showcase in June. It’s a cutesy puzzle game in which the player revisits childhood memories with their grandfather. Each level is presented as a diorama with plenty of puzzles to solve. We’ve been hands-on with the first level and fell for the game’s incredible animations, which look like a stop motion film come to life. It was enough to win it an award at last month’s Raindance Film Festival.
November 14 is the same day that Insomniac Games and Oculus Studios’ Stormland touches down. Doctor Who: The Edge Of Time is also coming to all platforms two days earlier on November 12. Busy week for VR fans, then!
Curious Tale will be Fast Travel’s second VR game, following up from last year’s Apex Construct. Elsewhere, the studio is co-developing Budget Cuts 2 with Neat Corp. According to today’s press release, that’s still planned for launch this year. That window is obviously running out, so expect to hear more news soon.
Will you be picking up The Curious Tale Of The Stolen Pets? Heck, will you be getting all three big releases that week? Let us know in the comments below!
It looks like Alien: Isolation developer Creative Assembly might be working with VR again. And no, we don’t mean for Alien: Isolation VR.
Last week the UK-based developer, best known for its Total War series, offered a behind the scenes glimpse at its work on a new first-person shooter (FPS) IP. The video is basically a recruitment tool, showing off some mo-cap and lots of people working at their desks. More importantly, though, one developer can be seen wearing an Oculus Rift at one point in the footage.
Take a glimpse behind the scenes with the CA team working on our brand-new FPS IP.
Is this a tease for VR support for its new game? It’s quite possible, though none of the job listings for the studio right now require VR experience. They do, however, outline that the game will be a tactical shooter set in a new franchise. We reached out to the developer for clarification on the VR front, but never heard back.
While it is possible that this tease confirms VR support, it could also be something else. For example, the studio yesterday shared a look at one of its artists using VR to concep.
Interesting day at @SadiqKhan#futurexskills event today. It’s been a great opportunity to demystify the games industry and showcase the breadth of professional career opportunities in games.
It’s very possible that that’s what was happening in the video, too. VR isn’t just great for playing games but building them too; with plenty of apps offering intuitive means of 3D modeling and animation. If we had to bet, we’d say this is what’s being shown in the video.
Still, we’ve got our fingers crossed that there’s more to this story. Creative Assembly famously worked on a VR demo of Alien: Isolation for the Oculus Rift DK2 to be shown at events. Official support sadly never materialized, though there is a robust mod. Even to this day, fans still hope to see official support implemented into the game.
What would you want to see out of a new Creative Assembly VR game? Let us know in the comments below.
The new Doctor Who VR game, Edge of Time, finally has a release date.
The game, which is developed by UK-based Maze Theory, arrives on November 12. That’s a little later than the September 2019 window originally promised but this will be a simultaneous launch for every platform. That means PSVR and Oculus Quest versions are launching on the same day as Rift, Vive and Index. Not often you see that!
Doctor Who VR Release Date Confirmed
In Edge of Time, you play as a new companion to the Doctor, who is stuck on the edge of time. You’ll assist her in fighting off the Reality Virus, which threatens the entire universe. Along the way, you’ll face classic foes like Daleks and the Weeping Angels. Maze Theory also created brand new monsters for the experience. Check out the trailer for the game below.
That release date is just two days ahead of anticipated Oculus Rift exclusive, Stormland. That’s only coming to one headset, though, so Maze Theory shouldn’t have much to fear.
We’ve been hands-on with the game a few times now. It looks set to deliver the cheesy sci-fi thrills that fans of the show love so much. It remains to be seen, though, if the puzzles will find as natural a fit.
It’s not to be confused with Doctor Who: The Runaway. That was an excellent little VR movie, though it didn’t feature any interactivity. It was one of the last projects the BBC’S VR Hub put out before its closure was announced last week. As Edge of Time proves, though, the BBC still has plans for VR.
In fact, those include a Peaky Blinders VR game, also developed by Maze Theory, which will be launching next year.
Will you be picking up Doctor Who: The Edge of Time? Let us know in the comments section below!
At MWC Los Angeles this week, NVIDIA CEO Jensen Huang demonstrated the company’s CloudXR platform which is made to stream cloud-rendered AR and VR content over 5G connections. Built to support SteamVR/OpenVR content out of the box, Nvidia says it will release a CloudXR SDK to enable companies to offer AR and VR content from the cloud.
Nvidia wants to leverage GPU-based cloud infrastructures to enable businesses to render high-end AR and VR visuals remotely and deliver them to customers over 5G. The idea is to remove VR’s high-end hardware barrier by rendering the visuals in the cloud and streaming them to a host device which itself doesn’t need particularly beefy or expensive hardware. Nvidia already offers a very similar service called GeForce Now, but it’s for traditional games rather than VR.
Now the company says it has developed a cloud-rendering pipeline, specifically supporting SteamVR/OpenVR content, which the company is calling CloudXR. Rather than offer this service directly to customers (as with GeForce Now), Nvidia is positioning CloudXR as a set of tools which other businesses can use to bring AR/VR streaming to their customers. This approach makes sense because one of the key pieces to this puzzle is a 5G network (thanks to its potential for low latency) and Nvidia hopes that carriers who are building out 5G networks will want to offer CloudXR streaming as a way to attract customers to their networks.
NVIDIA CloudXR SDK
Nvidia has talked about the possibility of AR/VR cloud rendering in the past, but this week the company is formally announcing an early release of the CloudXR SDK which can be used as the basis for bringing cloud-rendered AR/VR content to customers. The SDK includes:
Server driver that runs in the data center
Easy-to-use client library to enable VR/AR streaming for a multitude of OpenVR applications to Android and Windows devices
SDK for portable client devices that let application developers easily stream rendered content from the cloud
The system is designed to work with SteamVR/OpenVR content out of the box and be able to stream to client software running on Windows or Android, which could include Windows host PCs, Android-based standalone headsets, or even handheld devices (for handheld AR).
On stage at MWC Los Angeles this week Nvidia demonstrated CloudXR in action in a handheld AR mode. A high fidelity 3D model of a car (rendered in the cloud) was projected onto the stage using a phone as the augmented reality platform (presumably Android, with a CloudXR client integrated with Android’s ARCore tracking).
Nvidia says the system works to “dynamically optimize streaming parameters and maximize image quality and frame rates, so XR experiences can maintain optimal quality under any network condition.” But the company isn’t talking specifics about latency requirements, other than to say that CloudXR offers “no detectable latency difference” compared to a locally rendered view (a claim we’ve heard many times before, but rarely stands up to scrutiny).
The exact setup of the demo on stage isn’t clear at this point, so we aren’t sure if it was a demonstration of the complete data center-to-device pipeline, or a locally rendered example just showing the capabilities of CloudXR without including a networked transmission.
VR/AR Cloud Rendering, 5G, and Edge Networks
Streaming AR and VR from the cloud has long remained a technical possibility that’s ultimately held back much more by latency than bandwidth limitations. While CloudXR is of course designed to be low latency itself, another major part of latency in the cloud rendering pipeline is the network delivery—once a frame leaves the data center, it needs to be transmitted to the headset without adding much more latency.
While 5G does theoretically have lower latency than many existing network infrastructures, so-called ‘edge computing’ is another important piece of the latency puzzle. Low latency is as much a function of the physical distance between the data center and the endpoint as it is a function of the network’s capabilities; edge computing is the concept of locating cloud data centers physically near users to reduce latency.
A single data center in the middle of the continental US, for instance, may have too much latency by the time it reaches the country’s coasts for a viable CloudXR experience. Edge computing proposes using a distributed cluster of data centers, allowing rendering to happen at the data center nearest to each individual user, thereby reducing latency that results from physical distance.
It isn’t clear what kind of latency requirements Nvidia is recommending to make CloudXR viable, but being within range of an edge computing node may be as important to the equation as 5G.