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Khronos Group Releases OpenCL 3.0

Today, The Khronos Group, an open consortium of industry-leading companies creating advanced interoperability standards, publicly releases the OpenCL 3.0 Provisional Specifications. OpenCL 3.0 realigns the OpenCL roadmap to enable developer-requested functionality to be broadly deployed by hardware vendors, and it significantly increases deployment flexibility by empowering conformant OpenCL implementations to focus on functionality relevant to their target markets. OpenCL 3.0 also integrates subgroup functionality into the core specification, ships with a new OpenCL C 3.0 language specification, uses a new unified specification format, and introduces extensions for asynchronous data copies to enable a new class of embedded processors. The provisional OpenCL 3.0 specifications enable the developer community to provide feedback on GitHub before the specifications and conformance tests are finalized.
OpenCL

New "Oculus Jedi" Controllers Leak in Oculus Quest Firmware Update

In a recent driver update for the Oculus Quest references to the upcoming "Oculus Jedi" controllers were discovered by Gerald McAlister. The "Oculus Jedi" controllers are expected to complement the next-generation "Del Mar" standalone VR headset. In an analysis of the drivers UploadVR discovered several key changes in the new design.

When the new "Oculus Jedi" drivers are compared to the existing Oculus Touch controller firmware it is revealed that new controllers will retain the original inputs and layout of the Touch controllers with a thumbstick, index trigger, grip trigger, A/X button, B/Y button, and a system/menu button. The Jedi controller may receive a tracking update with faster controller polling and a new ICM-426-series TDK chip. The updated IMU should greatly reduce noise and improve resolution of tracking to allow more precise positioning of the controller. Other improvements may include updated an updated haptics driver and analog finger sensing like what is found on the Valve Index.

VR Ears 'off-ear' Headphones Kickstarter Reaches Funding Goal

Rebuff Reality a virtual reality accessory company have reached their funding goal of $30,000 USD for their latest product the VR Ears in its first day and is currently sitting at $51,000. The VR Ears are an audio addon for several popular VR headsets including the Rift CV1, Rift S, Quest, original Vive (only with DAS), Vive Pro, Vive Cosmos, PSVR, Valve Index, and some Pimax headsets. The off-ear headphones clip onto the VR headset headband and attach via a 3.5 mm audio connector. The VR Ears are powered by an internal battery with a reported endurance of 8 hours and can be recharged via the onboard USB-C port.

The VR Ears are available via Kickstarter for an early bird price of $89 USD and are estimated to ship in December 2020. Stretch goals exist for $100,000 - $1,000,000 and include free headstraps, carry cases, cables and mics for all backers if reached. The campaign has 29 days to go and will end on May 22nd. As with any Kickstarter make sure your aware of the risks and proceed accordingly.

Half Life: Alyx - The VR "Killer App" That Likely Wasn't

VR was hailed as the next frontier in games entertainment. However, reality hasn't quite lived up to the narrative. Even with support from giants such as Facebook and Valve, and mainstream support provided by PlayStation in its PlayStation VR, the adoption of this technology for the mainstream crowd has been slow. At first, problems with expensive user-end pricing drove slow adoption rates; then, as technology progressed, and prices went down, users were met with a low number of high-quality apps or games that actually provided them with reasons to boot up or invest in the technology.

Half Life: Alyx could have been the "killer app" that VR needed for a booming mainstream adoption - much like the original Halo was the sales point for many an Xbox system back in the days. However, it seems that this isn't the case - and likely won't ever be. Half Life: Alyx is set in one of gaming's most iconic franchises; for all accounts, it's an incredibly acclaimed game, featuring a 93 aggregate review score on Metacritic, and a mightily impressive 9.1 in user reviews. However, as it stands, the game was not unlike a popping balloon: it peaked at 16,459 concurrent players on the day of release, and has since seemingly settled in a 3,000 average concurrent player count. This speaks nothing of the game's quality, as we've seen: it speaks to the adoption of VR.

StarVR One VR Headset Now Available for Purchase

The StarVR One VR headset was initially announced in 2015, it amazed us with its ultra-wide 210º horizontal FOV and enterprise features. In 2016 Acer signed a joint venture with Starbreeze the company developing the StarVR to bring the headset to market, after a year Acer increased their stake in the venture to 66% as Starbreeze could not meet their capital commitments. Finally in late 2018 it was announced that developers and enterprise would be available to apply for hardware. Since then we haven't heard anything from the company until recently when a purchase button appeared on the StarVR site.

The purchase page shows availability from several distributors in Japan and Taiwan, with China listed as coming soon. The EU, UK & USA all have open expressions of interest for resellers in the region. Surprisingly no price is listed for the headset but we can assume it will be close to the $3,200 USD the developer version sold for in 2018.
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Half Life: Alyx Now Released for VR Systems, Receives Acclaim in Reviews

Valve's Half Life: Alyx has been finally released, after the company first teased, and then unwrapped the game back in November 2019. Half Life: Alyx has been completely developed for the VR gaming crown, with a focus on execution that meant for it to finally be VR's killer app - much like Halo was for the original Xbox. Valve describes the game as a full-length release in the Half Life universe, slotting in the 20-year time gap between the events of the original Half Life and Half Life 2.

Of course, to play this game, you need a PC-based VR headset to play the game through Steam. The game has received rave reviews already, featuring a 93 Metacritic score based on 24 critic reviews, and an 8.2 user score. Give it some time before actually looking for guidance in that user review score, though. Valve founder Gabe Newell had this to say: "Half-Life: Alyx represents the culmination of Valve's technological advancement over the past few years. We have built SteamVR, our game engine, our tools, and VR hardware specifically to enable us to ship the best content we know how to create. Today, as we ship Alyx remotely from our homes, we are hoping that everyone stays safe and has a great time playing the game. Please let us know what you think."

Valve Index VR back on Sale on Monday for $999

Valve's Index VR headset is expected to go back on sale on Monday, March 9th, when Valve will again re-fill its stock of Index VR headsets, according to Engadget. Just in time for the Half-Life: Alyx launch, Valve has decided to supply all of the gamers with a stock of the headsets so everyone can experience the new Half-Life game with Valve's Index VR. Considering that Half-Life: Alyx is dropping on March 23rd, Valve thought of everyone in need of a new VR headset and decided to offer it on Monday. Valve is expecting the headset to sell out completely, so its best to be early if you want to get one too, for $999. The sale will begin at 1PM eastern time.

NVIDIA Announces Financial Results for Fourth Quarter and Fiscal 2020

NVIDIA today reported revenue for the fourth quarter ended Jan. 26, 2020, of $3.11 billion, up 41 percent from $2.21 billion a year earlier, and up 3 percent from $3.01 billion in the previous quarter. GAAP earnings per diluted share for the quarter were $1.53, up 66 percent from $0.92 a year ago, and up 6 percent from $1.45 in the previous quarter. Non-GAAP earnings per diluted share were $1.89, up 136 percent from $0.80 a year earlier, and up 6 percent from $1.78 in the previous quarter.

For fiscal 2020, revenue was $10.92 billion, down 7 percent from $11.72 billion a year earlier. GAAP earnings per diluted share were $4.52, down 32 percent from $6.63 a year earlier. Non-GAAP earnings per diluted share were $5.79, down 13 percent from $6.64 a year earlier. "Adoption of NVIDIA accelerated computing drove excellent results, with record data center revenue," said Jensen Huang, founder and CEO of NVIDIA. "Our initiatives are achieving great success.

VR as a Coping Mechanism for Loss: Meet Nayeon

VR has been hailed as the next coming of truly ingenious, engrossing, enveloping experiences, and to some extent, it already does offer those. There are still limitations to the technology and the level of realism it can impart (there is a whole slew of senses we need to trigger for truly enveloping experiences, of course), but I feel we sometimes get somewhat limited in the way we look at VR. Of course, we can all imagine video games built in VR - and when we do, we likely imagine them as they were presented to us in Steven Spielberg's Ready Player One.

Then there are other use-cases, such as real-estate experiences that place you right inside your future home and allow you to see the changes you'd make. Architecture design, engineering, game world design, even strolls through museums, your mind a subatomic particle able to instantly travel to foreign countries and explore their marvels. All for this, mind you, without ever leaving the comfort of our home, without the required expenses and no wasted time with travelling or passport checks - all, however, simulated. But what if VR could go even further? What if VR could be used as a coping mechanism? What if you could meet your dead parents, siblings... Or children? This is the story I bring to you today: of how VR was used to reunite a mother with her deceased seven-year-old girl. This is the story of Ji-sung and her daughter Nayeon.

AMD Releases Radeon Software Adrenalin 20.2.1 Beta

AMD today released the latest version of Radeon Software Adrenalin 2020 Edition. Version 20.2.1 beta adds optimization for "Zombie Army 4: Dead War." A handful issues have also been fixed. To begin with, unusually high memory usage with ReLive has been fixed. HDR content becoming excessively dark or bright with DirectX 12 games on RX 5000-series graphics cards, has been fixed. Camera element experiencing stutter with ReLive has been fixed. A missing scroll bar in the "compatibility" tab of Radeon Software application has been fixed. Also addressed is Radeon Software failing to detect VR games when SteamVR is running. Radeon Anti-Lag toggle audible alerts falsely sounding has been fixed. Grab the software from the link below.

DOWNLOAD: AMD Radeon Software Adrenalin 20.2.1 beta

Razer at CES 2020: Kishi Mobile Controller, Tomahawk Gaming Desktop, and an Epic Sim

Razer had an interesting outing at CES 2020. There were no new PC gaming peripherals, other than Star Wars "storm trooper" co-branded Kraken, Goliathus, and Atheris; but three interesting exhibits. To begin with, Razer Kishi is an adjustable, split game controller for smartphones. The controller's two ends (meant for your left and right hands, wrap around the two ends of your smartphone. You get two analog thumbsticks, a D-pad, four action buttons, and four triggers. The Razer Gamepad app lets you map the controller to your smartphone over Bluetooth, and provides custom button mapping. The company also showed off Arctech line of smartphone sleeves that are designed to dissipate heat.

Having made its mark as a leading gaming notebook vendor, Razer is turning its attention to pre-built gaming desktops, and we saw one of its first creations, the Tomahawk SFF. Much like Apple, Razer has a serious focus on form as much as function, and that's evident with the aluminium CNC precision-milled chassis with tempered glass side-panels, and a size that's fit both for desks and the living room.

Khronos Group Releases Vulkan 1.2

Today, The Khronos Group, an open consortium of industry-leading companies creating advanced interoperability standards, announces the release of the Vulkan 1.2 specification for GPU acceleration. This release integrates 23 proven extensions into the core Vulkan API, bringing significant developer-requested access to new hardware functionality, improved application performance, and enhanced API usability. Multiple GPU vendors have certified conformant implementations, and significant open source tooling is expected during January 2020.

Vulkan continues to evolve by listening to developer needs, shipping new functionality as extensions, and then consolidating extensions that receive positive developer feedback into a unified core API specification. Carefully selected API features are made optional to enable market-focused implementations. Many Vulkan 1.2 features were requested by developers to meet critical needs in their engines and applications, including: timeline semaphores for easily managed synchronization; a formal memory model to precisely define the semantics of synchronization and memory operations in different threads; descriptor indexing to enable reuse of descriptor layouts by multiple shaders; deeper support for shaders written in HLSL, and more.

3dRudder Introduces a Wireless Bridge for the 3dRudder Foot Motion Controller

As standalone wireless headsets such as the Oculus Quest grow strongly in popularity, 3dRudder is preparing full support of the wireless experience. The new 3dRudder Wireless Bridge adds wireless supports to the 3dRudder foot motion controller for PC. This new module enables developers and businesses to create games and applications for wireless headsets that integrate native 3dRudder support, providing users with a natural motion experience. It is especially of great importance as hand tracking becomes the main interaction method.

The release of wireless headsets such as the Oculus Quest paves the way for a massive adoption of VR by consumers and businesses. The objective is an out-of-the-box ready experience, where users do not need powerful PCs and do not have to juggle with complex command schemes found in hand controllers. The hands suddenly become free of controllers and the user can interact naturally with the VR worlds, either bear hands or with gloves offering haptic and force feedback. The feet are used for what they are best at: moving. The 3dRudder foot motion controller is used to handle effortless and hyper intuitive movements at the feet, offering 4 axes that can be combined together to move in the 3 dimensions seamlessly (forward/backward, left/right stafe, left/right turn, up/down) as shown in this video.

Steam Reveals Its Top Sellers for 2019

Steam has revealed the games that sold the most on the platform for this year of 2019. While Steam's own numbers don't represent the entirety of the PC market - considering other digital storefronts such as GOG, EPIC Games Store and publisher-exclusive stores like Origin also have a relevant market share - this does let us take a considered peek at the PC gaming landscape. Steam's top sellers also includes top grossing, where games that have store-bound skins or extras are also taken into account).

Steam's Platinum lineup includes all the hallmarks of PC gaming: online experiences such as Warframe, DOTA 2, PUBG, and the Elder Scrolls Online, through strategy experiences such as Civilization VI and Total War: Three Kingdoms. Considering that Destiny 2 also made it in the platform, many gamers actually enjoy that experience - it is unclear if Steam considers every redeem from the Blizzard store into the Steam Store a sale, but if not, it's mighty impressive that a game that released on October 1st.

Half-Life: Alyx Officially Revealed, Will Release March 2020

Valve has taken the proverbial wraps off the already-teased, and now revealed, Half Life: Alyx. The latest installment in the Half-Life universe, again, isn't a sequel to the narrative that has been left midway with the ending of Half-Life 2: Episode Two. Instead, it's a prequel of sorts, situated in the 20-year time gap between the original Half-Life and Half-Life 2. It's at this point in the timeline that players will accompany Alyx and her father, Elias, in their fight against the Combine.

Engine-wise, the game will make use of the Source 2 engine, and will be released with accompanying Source 2 tools for worldbuilding, allowing players to design and distribute their own worlds set in this universe. The game will be a single-player, story-driven FPS affair, and will make heavy use of Half-Life's physics interactions. The game is being announced as a full-length game release built from the ground-up for VR - it's not just a VR adventure the development team embarked on, though it did start that way. But let that be for a while: go after the break to watch the game's trailer. I dare you to say this doesn't quite look like your Half-Life dream game.

Valve To Announce Half-Life VR Game, Half-Life: Alyx, on November 21st

Well, that headline must've been met with both a warm fuzzy feeling of nostalgia, and a sudden, stab-like wound on the back of many readers. The usage of Valve and Half-Life together in the same sentence has been the victim of multiple memes and disappointments over the years, with the studio being seemingly unable to keep up with the mantle of great games it has released before in the Half-Life universe. Half-Life 3 is already so much of a failed expectation that the game could (likely) never live up to the expectations set on it at this point in time. It seems valve is shrugging the game away with a Half-Life set VR game, though, in the form of Half-Life: Alyx.

Valve itself have posted a teaser image on Twitter, announcing it as a flagship VR game available for SteamVR. To be unveiled on November 21st, nothing much is known about the game by now; but it's expected it will be a VR-exclusive experience. The game started out as a single-player exploration experience for VR, and it seems to have found its way developed into a full-fledged game. Apparently, this Half-Life: Alyx game is the first in Valve's plans of releasing more VR games in the future, which may or may not be set in the Half-Life universe. This could actually be an interesting experience for VR, if you can get beyond the usual betrayal of not seeing an announcement for Half-Life 3. Who knows - this could even be the killer app for VR, or an Half-Life renaissance in the minds of gamers and Valve themselves. At the very least, we know it will induce nostalgia.

The Legend of Zelda: Breath of the Wild Gets a VR Port

The Legend of Zelda: Breath of the Wild is another addition in the Zelda universe that its fans enjoyed. Being playable on only on Nintendo Switch, and Wii U, so far its audience has been limited to people with access to one of the Nintendo's consoles. However, that is about to change. There is new port of the Zelda: Breath of the Wild, that runs on PC at 4K resolution, with unlocked framerate giving players possibility of achieving more than 60 frames per second, and is playable in VR.

Thanks to a YouTube channel BSoD Gaming, we have footage of Zelda: Breath of the Wild running in VR mode. With a PC powered by Intel Core i7 8700K and NVIDIA GeForce GTX 1080 Ti graphics card, this Zelda game is running above 60 FPS at 4K resolution (around 80-100 FPS). VR mode is being handled easily due to the game being not so graphically demanding, so there will be plenty of people who should be able to experience VR mode without too much trouble.

HTC's Next VR Product, the Vive Cosmos, to be Available for $699

HTC has invested heavily into its VR place in the market, with the company being one of the most prolific in both exploring the market (that's till a relative niche) and developing improvements on their products. The new Vive Cosmos VR headset is another take on the VR world, one with modularity in mind and set with better technical specification than the original Vive - while undercutting the Vive Pro by $200, down to $699.

The Vive Cosmos features a higher 2880 x 1700p combined lens resolution (90Hz refresh rate), up from the original Vive's 2160 x 1200p. Usability improvements include the faceplate, which is now of a flip-up design that keeps the headset resting on your head when you need to actually take a look at the world around you (or your pet, or your staring significant other and the cold food that lays on the table by now).

Valve Officially Launches the Valve Index VR HMD, Full Kit Preorder Up for $999

We knew this was coming, given Valve's own teaser confirmation from March, and then a faux pas that resulted in an incomplete Steam store page ending up public for a short time. Valve had promised more details would come in May, and here we are with a lot of information available about the Valve Index headset, the controllers, the base stations, as well as retail pricing + availability.

Name aside, the Valve Index specs that leaked before end up holding true with the retail product. The headset uses dual 1440x1600 RGB LCDs which Valve claims helps provide 50% more subpixels relative to an OLED display. This in turn should result in higher effective sharpness for the same rendering horsepower, and is further accentuated via a 3x better fill factor to mitigate the dreaded screen-door effect. The headset runs at 120 Hz with full backwards compatibility to 90 Hz to work with VR titles built around that specification and, more interestingly, also supports an experimental 144 Hz mode. PC gamers have long known the benefits of higher framerates, and this is especially valid with VR, but time will tell how the rest of the ecosystem works around this. Equally important to VR gaming is the illumination period, which allows on-screen imagery to remain sharp while you are in motion just as well as when at rest. Valve claims up to a 5x reduction here, with a rated illumination period of 0.33 to 0.53 ms depending on the real time framerate. More to see past the break, so be sure to do so if this interests you!

Intel, AMD, and HTC Partner to Resolve Vive Wireless Adapter Compatibility Issue with Ryzen Processors

The headline of this post makes it seem a touch more innocuous than the story may lead to, at least if you believe the rumor mills abound. There has been an ongoing issue with AMD systems using Ryzen CPUs and the HTC Vive wireless adapter (powered by Intel WiGig) to where the systems have frozen or even had a BSOD. HTC acknowledged this as early as Nov, 2018, noting that they have seen this with a subset of Ryzen-based motherboards when the PCIe wireless adapter is installed and running. It took until last week to get a solution of sorts, and unfortunately reports from users indicate this is not a true fix for everyone.

The hotfix update 1.20190410.0 was made available April 25 to attempt to combat this issue, which was garnering a lot of attention in the VR-community on whether there was more Intel could be doing to help AMD customers. This hotfix update is available automatically once an end user with the Vive wireless adapter checks for an update, and HTC acknowledge that they continue to test this, as well as partner with Intel and AMD to help resolve this once and for all. In the meantime, users report mixed success to date, including some we know personally as well, and it remains a thorn in the side of wireless VR to get to the PC successfully.

Valve Index VR HMD Details Leak Via Premature Store Page Release, Ships June 2019

When we first covered Valve's own teaser about their first-party VR hardware ecosystem under the Valve Index moniker, we were not expecting to hear much more until May. Thanks to an error on their part, product pages for the headset, base stands, and controllers were all published prematurely on Steam for a few hours yesterday, and that was enough time for all the information to be saved online by others. The product pages were not complete, and lacked details that we expect to get sooner than later, but Valve has since confirmed that all information inadvertently leaked are accurate and we now more about the retail package now.

To begin with, May 1 is targeted as the official announcement date which will also bring with it pre-order options for those going this route in PC VR. The complete package will contain the headset itself with integrated headphones, of which we have a better render available now as seen below, a tether cable using DisplayPort 1.2 and USB 3.1 Gen 1 connections (and not the VirtualLink standard we were hoping to see), a region-specific power adapter and plug(s), and two face gaskets (narrow and wide). Interestingly the now-renamed Index Controllers are not included and are an optional, separate purchase. This is also the case with the Index base stations, which all leads us to assume that existing HTC Vive controllers and base stations will be compatible with the headset, or there will be another, more complete package to choose from. No pricing information available yet, and Valve says they are still finalizing this as well as actual shipping detail- with an aim to hit it in June.

Valve Confirms First-Party VR Headset Titled Valve Index, Launches May 2019

PAX East 2019 brought with it some exciting news, and the world of virtual reality no doubt sees this news as the biggest in quite some time. Valve has finally made good on their promises from yesteryear, bringing in personnel to work on both the hardware and software side of the VR market. We first saw a hint of this via a prototype VR HMD late last year, with leaked specs confirming it was Valve's own design going beyond the established competition at the time from HTC Vive and Oculus. Since then, the Vive Pro has come out with an even higher-end version using eye-tracking to target prosumers initially, and also showcasing foveated rendering that will no doubt herald VR getting more mainstream and allowing for a higher graphical fidelity as well.

The so-called Valve Index has been listed on Steam now, with no other information to see than from the image below. We know it is coming in a couple of months, perhaps even during Computex although it is unlikely. It certainly looks similar to the prototype HMD, and presumably retains the 135° field-of-view and 2,880 x 1,600 total resolution. No mention of the Steam Knuckles controller here, but that is no surprise for a teaser. What we can tell is the headset has a physical slider, presumably to assist with pupillary distance calibration, as well as fairly large lenses that extend outwards which may assist with IR-based tracking. There is no mention of HTC anywhere here, and it would be right up Valve's alley to introduce this at a relatively affordable price point to then make up on software and distribution (savings via Steam) instead. Perhaps we will see the long-rumored Half Life VR as a launch title? Time will tell, and this may well be the big boost to gaming VR that is sorely needed.

Oculus Announces the Rift S Headset for $399, Developed in Partnership With Lenovo

Oculus today announced an improvement to their original Rift headset, the Oculus Rift S. The new headset from oculus builds upon advances in their view of a VR experience, as well as from learnings acquired through the development of the original Rift, the smartphone-only Oculus Go, and the standalone Oculus Quest, to deliver the new, ultimate VR experience in the Oculus field.

The Oculus S features improved panels with a 2560x1440 resolution (just like the Oculus GO), offering 40% more pixels and improving the pixel subsystem with groupings of three instead of two. It also features Oculus Quest's Inside-Out tracking capabilities, with five cameras instead of the Quests' four, alongside redesigned controllers.

Microsoft Unveils HoloLens 2 Mixed Reality Headset

Since the release of HoloLens in 2016 we have seen mixed reality transform the way work gets done. We have unlocked super-powers for hundreds of thousands of people who go to work every day. From construction sites to factory floors, from operating rooms to classrooms, HoloLens is changing how we work, learn, communicate and get things done.

We are entering a new era of computing, one in which the digital world goes beyond two-dimensional screens and enters the three-dimensional world. This new collaborative computing era will empower us all to achieve more, break boundaries and work together with greater ease and immediacy in 3D. Today, we are proud to introduce the world to Microsoft HoloLens 2. Our customers asked us to focus on three key areas to make HoloLens even better. They wanted HoloLens 2 to be even more immersive and more comfortable, and to accelerate the time-to-value.

GIGABYTE Announces its Radeon VII Graphics Card

GIGABYTE, the world's leading premium gaming hardware manufacturer, today announced the launch of Radeon VII HBM2 16G, the latest Radeon VII graphics cards built upon the world's first 7nm gaming GPU. Based on the enhanced second-generation AMD 'Vega' architecture, Radeon VII is equipped with 3840 stream processors and 16GB of ultra-fast HBM2 memory (second-generation High-Bandwidth Memory). It is designed to deliver exceptional performance and amazing experiences for the latest AAA, e-sports and Virtual Reality (VR) titles, demanding 3D rendering and video editing applications, and next-generation compute workloads.

According to the AMD official website, the Radeon VII graphics card enables high-performance gaming and ultra-high quality visuals. Ground-breaking 1 TB/s memory bandwidth and a 4,096-bit memory interface paves the way for ultra-high resolution textures, hyper-realistic settings and life-like characters. With the high speeds of today's graphics cards, framerates often exceed the monitor refresh rate, causing stuttering and tearing.
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