A quarter million VR enthusiasts have downloaded it. More than 25 communities have created mods for it. Researchers from Cornell University in upstate New York to Israel have even found new ways to meld the virtual and real worlds with it.
A year after its release, VR Funhouse — our first game — has been widely adopted by enthusiasts, researchers and game developers across the VR community. Gamers have been strapping on headsets to enjoy our wacky virtual funhouse everywhere from Greenland to Yemen, Nepal to Mozambique.
We built this game to show how sight, sound and touch can be brought together in virtual reality to create experiences with unparalleled levels of immersion. And VR Funhouse is packed full of NVIDIA GameWorks and VRWorks tech and built on Epic’s Unreal Engine 4.
But VR Funhouse has become more than just a showcase for our own technologies, it’s become a playground for VR developers around the world. We’ve released the game’s source code via GitHub, and late last year announced availability for Oculus Rift with Touch. In addition, we hosted a series of Twitch developer sessions we recorded to help developers get started.
We hosted a Game Jam with Epic and an online mod contest, resulting in 28 mods published on Steam. To inspire the community, we even released our own series of mods, including Winter Wonderland during the holiday season.
A Virtual Experience That’s Literally Hands On
While VR Funhouse has gotten rave reviews from gamers, it’s about more than fun and games.
At Cornell University’s Organic Robotics Lab, researchers are working with NVIDIA to create kinesthetic haptics work by pushing against the user’s hands, or applying resistance to the hand’s motion — simulating grip and interaction with real-life objects. Cornell’s demo is built on VR Funhouse.
The collaboration uses Cornell ORL’s manufacturing process for Omnipulse, inflatable silicon controllers that can be powered by an air compressor or a small bike inflator CO2 tank.
The team has event built a “skin” for the HTC Vive controllers, including a dozen inflatable chambers, reacting to output from NVIDIA’s PhysX physics engine.
VRPhysio is leading another effort using VR Funhouse to blur the lines between the virtual world and the physical one. The developer, based out of Israel and Boston, is modifying VR Funhouse to support their virtual reality rehabilitation platform.
Its software, designed by physical therapists and game developers, uses VR Funhouse to help patients through neck and cervical spine exercises for upper-body physical rehabilitation treatment.
Try VR Funhouse for Yourself
These are just the latest example of our belief that great VR is about more than just great visuals. So strap in a headset and try it out for yourself. Download it today, or join the celebration and check our infographic, below.
The post The Fun’s Just Begun: Gamers, Modders, Researchers Piling into VR Funhouse appeared first on The Official NVIDIA Blog.