Skyrim VR

So I broke down during the Steam winter sale last year and decided to pay for Skyrim again since it was half price – all so I can try it in VR! I also dusted off my giant PRIMA game guide as well but referring to a game guide while playing in VR isn’t so easy 🙂 I have been playing for quite some time and I am probably two thirds of the way through… Continue reading

Wayfair Patio Playground

This is my first officially published VR project for the Rift. It is a cool patio furniture simulator we did at Wayfair. This is through the Wayfair Next R&D team. This project was a lot of fun and has some hilarious elements like futuristic drone delivery and a bean bag toss game that is beamed down at night from a UFO. It is really just a branded showcase of VR technology. Folks at Wayfair show… Continue reading

LOST LOOT Pre-Alpha Update #3 Released!

This latest update to Lost Loot brings CV1 support and a variety of other minor improvements!  It also works beautifully with the DK2 if you are still waiting for a CV1.  Anyone who purchased at any price can simply login to itch.io and download the new version.  If not, now is the time to get it on the itch.io page.     Things have been a little slow but there will be more updates soon.  I… Continue reading

Rift Ramblings (Part 8)

Time again for some wandering thoughts on the Rift and VR.  Let’s start off with some exciting news – my Rift arrived this past Monday!  With all the shipping issues I wasn’t really sure when it would come.  It has been almost three years since I first received the DK1 and wrote about it.  What a tumultuous ride!  Thank you again Oculus and Palmer for doing something special like this for all the Kickstarter backers.… Continue reading

Unite 2015 + Oculus Connect 2

I was very fortunate to be able to attend both Unite 15 and Oculus Connect 2.  Unite was is Boston, and since I live there, I couldn’t pass up the opportunity to be a part of that.  Unfortunately the two conferences were one after the other and even overlapped for a day.  This made for a fun but exhausting week of Unity and VR.        There were many exciting moments throughout both events, and way… Continue reading

VR Just Got Real

This pretty much sums up how everyone in the VR community felt on Wednesday.  Seeing an Oculus Kickstarter email arrive always makes my day.  This time I knew it was going to be something special.  I was thinking input, but better than that, an actual release date!  Yes, finally a date – Q1 2016!      Ever since Oculus Connect last fall I have always been thinking of the amazing demos with Crescent Bay and how… Continue reading

LOST LOOT Pre-Alpha Update #2 Released!

The next update to Lost Loot is now available.  This new version has taken the game in a completely different direction with a miniature world third person design that is extremely immersive and very comfortable.     A preview video…   Some screenshots… Check out the this new version and let me know how you like it.  There are many aspects that improve the overall experience that I covered in my blog post called The… Continue reading

Rift Ramblings (Part 7)

I am still working hard on the Lost Loot Pre-Alpha #2 release which will be landing very shortly.  This version switches the game to a miniature world third person design primarily for comfort.Check out my last blog entry on The quest for comfortable VR for more details about why I am making the change and what it looks like. I was lucky enough to get Cymatic Bruce from AltspaceVR to try out this new version at the Boston VR… Continue reading

The quest for comfortable VR

When I put on the Rift and play a game, I want it to feel good.  I want to be able to stay plugged in for hours and hours and become lost in another world – to explore, have adventures, do things not possible in the real world.  That is the general expectation of the average consumer and at the same time the ultimate dream of any VR enthusiast. So what happens when we have… Continue reading

LOST LOOT for the DK2!

The DK2 compatible version of Lost Loot is here!  The 0.4.3 runtime is required and it is built with the 0.4.3.1 version of the sdk.     The build is a DX11 build and should run fine using direct mode.  If you do run it in extended mode, I recommend forcing it to DX9.  I have still experienced problems using DX11 in extended mode.  There are details in the instructions on how to force it… Continue reading