Industry Leaders Announce Open Platform for Virtual Reality Gaming

INDUSTRY LEADERS ANNOUNCE OPEN PLATFORM FOR VIRTUAL REALITY GAMING

Razer Designed OSVR Hacker Dev Kit to ship in June 2015 at $199.99

LAS VEGAS (CES 2015) – A group of industry leaders, alongside with Razer™, a leader in connected devices and software for gamers, and Sensics™, a leader in high-performance VR, today announced the Open-Source Virtual Reality (OSVR) ecosystem, a new standard in VR gaming to push the VR gaming experience forward. Razer will support the venture with the OSVR Hacker Dev Kit, a virtual reality device and open-source software that enables programming for any variety of VR technology.

OSVR provides both hardware and software support at every level of virtual reality gaming. Starting with some of the most popular game engines, including Unity 3D and Unreal 4 Engine, OSVR also works with device plugins from hardware market leaders like Bosch and Razer and the latest from Sixense and LeapMotion. Moreover, OSVR is designed to support all VR devices, including the Oculus DK 2 and Vrvana’s Totem headset.

Engineering teams from all over the world developed a standardized interface for virtual reality gaming. The open platform will allow third parties to design and build their own apps and hardware across any operating systems, including Windows, Android and Linux.

“Gaming is moving towards the virtual reality platform and this poses huge benefits and challenges to gamers at every level,” says Min-Liang Tan, Razer co-founder and CEO. “OSVR brings game developers, gamers and hardware manufacturers together to solve those challenges and make virtual reality gaming a reality for the masses.”

“OSVR’s open-platform approach accelerates innovation and provides consumers the freedom of choosing the best combination of hardware and software components”, says Yuval Boger, CEO of Sensics. “We are excited to partner with Razer and other industry leaders to build OSVR together”.

In line with the OSVR vision, the OSVR Hacker Dev Kit hardware design is both affordable and open source to encourage developers to take advantage of the program. To make software development even easier, the OSVR HDK includes high-quality, low-distortion optics that practically eliminate the need for color and distortion correction, thus minimizing the amount of additional development work required for OSVR compared to other VR devices. Anyone can download 3D files and create their own set of VR-Glasses. For more information on how that works, visitwww.osvr.com.

“The OGA is committed to an open ecosystem for the gaming industry, and is pleased to support the efforts of the OSVR,” said Drew Johnston, president of the Open Gaming Alliance. “A free, open source VR development solution supporting multiple headset manufacturers, diverse game engines, and multiple platforms is exactly what game developers and publishers need to accelerate VR gaming adoption.”

OSVR is inviting additional partners to join the cause. Interested parties can contact us at contact@osvr.com.

Pre-view demos of OSVR and the Hacker Dev Kit will be shown at CES at the following locations:

–       Razer, South Hall 3 at Booth #31132

–       Hillcrest, Renaissance Hotel in Suite #1130

Nod Labs is demonstrating natural 3D interaction in OSVR with the Nod gesture control ring and Skeletal tracking. Schedule your visit to meet the Nod team at nod.co/ces

Leap Motion is also showcasing the future of truly immersive virtual reality experiences with OSVR and the original input device – your bare hands. Please email apeck@leapmotion.com to set up a private appointment and connect with the Leap Motion team.

About OSVR:

OSVR™ is an ecosystem designed from the ground up to set an open standard for Virtual Reality input devices, games and output with the sole goal of providing the best possible game experience in the Virtual Reality space. Supported by Industry Leaders and focused on gaming, the OSVR framework rallies gamers worldwide together to push the boundaries of VR-Gaming.

Current supporters of OSVR:

Headmounted Display Manufacturers

Game Developers

Input Device Manufacturers

Others

Sensics

Gearbox Software

Razer

YEI

Otoy

Vrvana

Techland

LeapMotion

Sixense

TrinityVR

GameFace

Bully Entertainment

Nod Labs

Bosch

PrioVR

Untold Games

SensoMotoric Instruments

Hillcrest Labs

Nextgen Interactions

International Game Developers Association

Virtuix

Pebbles Interfaces

Open Gaming Alliance

Variety of peripherals via VRPN

In addition to the aforementioned VR-Glasses, OSVR provides a plugin to work with the Oculus DK2.

For the purpose of game development, the following game engine plugins are planned for:

–       Unreal Engine 4

–       Unity 3D Engine

–       HeroEngine

–       More to come

Price: No charge

OSVR SDK Availability:
Limited Developer Access – Now
Public Release – Q2 2015

 

About OSVR Hacker Development Kit

 Price: $199.99

Availability: June 2015

Product features:

HMD Module

  • Sensor hub with integrated accelerometer, Gyroscope and compass
  • External USB 3.0 connection for additional accessories
  • Additional 2x USB 3.0 connections for internal expansion

Display

  • 5.5 in. FHD Display with flat cables and display board interface for interchangeable panels
  • 1080×1920 FHD resolution with 60 fps and 401ppi
  • Additional Display board allows for interchangeable displays

Optics Module

  • Near-Eye-display system with Dual-element aspheric optics for excellent image quality and low distortion throughout the image
  • Panoramic Field Of View 100° diagonal (90°H x 90°V)
  • Independent adjustment for inter Pupillary Distance (IPD) and Diopter for use without glasses and maximum comfort

HMD Mechanical Module

  • Removable face mask
  • Bamboo charcoal microfiber foam layer for additional comfort

Belt Box Module

  • Additional USB 3.0 connectivity
  • Surround Sound Audio codec integrated
  • Easier cable management and ergonomics
  • Signal boosters

Images:

Black Background:
http://www2.razerzone.com/resource/downloads/resc/Rzr_OSVR/Rzr_OSVR_BlackBG.zip

White Background:
http://www2.razerzone.com/resource/downloads/resc/Rzr_OSVR/Rzr_OSVR_WhiteBG.zip

Transparent Background:
http://www2.razerzone.com/resource/downloads/resc/Rzr_OSVR/Rzr_OSVR_PNG.zip

Video:
http://youtu.be/dxeQVBwyh8Y

For more information on the OSR Hacker Dev Kit, visit www.osvr.com.

About Razer
Razer™ is a world leader in connected devices and software for gamers.

Razer is transforming the way people play games, engage with other gamers and identify with the gamer lifestyle. Having won the coveted “Best of CES” award consecutively for four years, the company’s leadership in product innovation continues to create new categories for the gaming community that is estimated to have over 1 billion gamers worldwide.

Razer’s award-winning design and technology include an array of user interface and systems devices, voice-over IP for gamers and a cloud platform for customizing and enhancing gaming devices.

Founded in 2005, Razer is backed by IDG-Accel and Heliconia Capital Management (Heliconia), a wholly owned subsidiary of Singapore investment company Temasek. For more information, visit http://www.razerzone.com/about-razer.

About Sensics
Founded in 2003, Sensics™ is a leader in professional-grade virtual reality goggles and other near-eye devices. Sensics products and technologies are deployed worldwide for a wide spectrum of training, medical, consumer and research applications.

Through building cutting-edge VR products for over a decade, Sensics has amassed expertise in everything VR: electro-optics, ergonomics, sensors, software and mechanical design. This expertise is found at the core of both the Sensics brand as well as selected partnerships.

For additional information, visit http://www.sensics.com

Press Contacts

United States
Kevin Scarpati
Kevin.Scarpati@razerzone.com

Alain Mazer, Global Director of Public Relations
Alain.Mazer@razerzone.com

Canada/Latin America
Stefanie Vallas
Stefanie.vallas@razerzone.com

Europe/Africa
Jan Horak
Jan.Horak@razerzone.com

Germany, Austria, Swiss
Andre Ruff
Andre.Ruff@razerzone.com

Asia Pacific
Jarieul Wong
Jarieul.Wong@razerzone.com

China
Chris Chen
Chris.Chen@razerzone.com

Razer – For Gamers. By Gamers.™

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OSVR core (v339) and Unity (v31) updates

A new build of OSVR core and Unity plugin, along with its documentation, is deployed to the preview site.

OSVR core update is numbered 339. Updates are:

Features:

  • Supports routing and transforming tracker reports from external VRPN servers (running on the same or different machine – if same machine an alternate port must be used). This screenshot (of a sample config file included with the snapshot) shows the portion of the JSON transform tree to route data from sensor 1 of a VRPN device called “YEI0@localhost:3884” (that is, running on the local machine, port 3884 instead of the default 3883 – note the leading slash added in the JSON.) This provides initial basic compatibility with all trackers supported by a VRPN server.

OSVRUpdate

  • Silence client-side messages that the server is not responding, which are often spurious due to the current routing setup.

Bug fixes:

  • Fix to routing code to solve issue of missing input data.
  • Avoid re-detecting Razer Hydra upon application connect that triggers a hardware detect.

Documentation:

  • add reference to the separate Unity docs, mention that the server must be running.

 

Unity plugin update is numbers 31. Key changes:

  • Includes fixes from core.
  • Stability and lifetime management improvements.
  • Feature: Button and analog support: Add a Unity-specific wrapper around the .NET OSVR code, to simplify listening for button or analog callbacks. Example scripts included, with example usage in the “minigame” scene.
  • Docs for writing a callback handler.
  • Add “known issues” section to docs, primarily to note that at this time, input data only comes in during the first time a game is run during a single Unity editor session. The workaround is to close and re-open the Unity editor. (No need to restart the server: this is specific to the Unity client)

OSVR core (v322) updates, Oculus support

A new build of OSVR, along with its documentation, is deployed to the preview site.

This build updates to both the OSVR core and is numbered 322

Here are the key changes in this build:

  • Interconnection is now user-defined. A key attribute of OSVR is that it allows connecting various software components while providing a common interface to the application. For instance, a Razer Hydra component might be connected to a “1-euro” smoothing filter which then connects to hands/left and /hands/right outputs. Previously, these interconnections (or “the routing”) were hard-coded. Now, they are defined in the osvr_server_config.json files. In the future, we expect an interactive tool or auto-routing, but for now this JSON file provides greater flexibility in changing components.
  • Coordinate system transformations. Another part of osvr_server_config.json  allows coordinate system transformations such as swapping axes or rotating on a certain axis. This can help with calibration of trackers that are positioned in non-standard ways. For instance, here is an example setting where some of the bold lines show swapping axes or rotations. BTW, you can leave the tracker view app open when you change this, if you want, and just shut down the server, change the config file and start osvr_server again. The viewer app will automatically reconnect.

{
“destination”: “/me/head”,
“source”: {
“rotate”: {
“degrees”: 90,
          “axis”: “x”

},
“child”: {
“changeBasis”: {
“x”: “x”,
“y”: “z”,
            “z”: “-y”

},
“child”: {
“rotate”: {
“degrees”: -90,
              “axis”: “z”

},
“child”: {
“tracker”: “/org_opengoggles_bundled_Multiserver/YEI_3Space_Sensor0”,
“sensor”: 1
}
}
}
}
}

  • Oculus Rift support. This is an experimental plugin that allows using the orientation and position tracker of the Oculus DK2 inside OSVR. This shows the promise of OSVR to support applications across multiple HMDs and can also be used as a debugging tool. If you want to try this out, let us know.
  • Hardware redetect. Starting from this release, every time an application launches, osvr_server will redetect the available hardware. This means, for instance, that if you forgot to plug in your Hydra, you don’t need to restart osvr_server after you plug it in. Just restart your app.