We are proud to announce the release of the latest version of Game Engine (now GameLink) and Infuse VR.
The most important changes are:
GameLink (former Game Engine)
New name - we believe that the word GameLink better expresses the functionality of the software than the former Game Engine name
Automatic Simulator Detection - A feature that can be turned off allows you to have GameLink (GL) automatically connect to a Yaw simulator if only one is registered on the local network, so you don't have to bother with selecting a simulator
Automatic game detection - If you start a game, or the game is already running when GL starts, the plugin associated with the game will start automatically
Run in the background - when GameLink is turned off, the software continues to run in the background, so whenever you start a game or launch Infuse VR, GL is immediately available
Automatic VirtualHere launch - This feature is enhanced and VirtualHere is built into the GL library system, so you don't have to bother with a separate installation
New design - the user interface has been improved, but it's not a dramatic change yet, we'll continue to improve it to make the UX as good as possible in the future
We have started the process of rolling out to the Steam Store, we are confident that GameLink will be available from Steam soon.
Infuse VR
3D printable controller holder thanks to Brian (itsVRK): https://makerworld.com/en/models/709270#profileId-639552
(The client can be installed from the server directly, on the Server steam page push the request access button if you are a new user)
Controller and Hand tracking at the same time - This is for us the most important advancement in the history of Infuse VR, because it allows you to use hand tracking while playing the game and using the user interface. One of the controllers (left recommended) can be used continuously to pinpoint the exact position of the simulator (you need to attach it to the simulator) which is beneficial in several ways:
Extremely accurate and calibration-free motion compensation can be achieved - no work required, no software to install, no calibration or setting the coordinate of the pivot point. You simply attach the controller to the simulator in a visible place, turn on the motion compensation on the headset and it's up and running in no time.
Virtual accessory positioning - Because you have a fixed controller on the simulator, the virtual accessory visualization function (where you can display a digital copy of your gear within the game) can be performed very accurately - even to the millimeter
Cockpit calibration (coming soon) - again, thanks to the fixed controller, cockpit calibration can also be achieved with very high accuracy. With this feature, the position of the virtual cockpit can be adjusted very accurately, automatically synchronised to the position of your own physical equipment (e.g. a 1:1 cockpit). This feature is currently not available in the new version, but will be released soon.
The latest ALVR version has been integrated into Infuse, so the streaming side has also been improved.
Automatic GameLink start - When you start Infuse VR, it will automatically starts GameLink software (This function can be disabled)
We've started uploading Infuse VR to the Meta Store, we're waiting for the first round of reviews to be completed and we hope to have Infuse client software available in the official Meta Oculus Store soon
It's important to note that all software is BETA for now, so there are still plenty of bugs and for now the Infuse client is not running on PICO headsets, but we are working on fixing the issue.
This new game engine and the releases of GameLink and Infuse VR sound incredibly exciting! The potential for immersive experiences is limitless. In the same way, as developers, we need strong foundations when building our own projects. A front end handbook is a great resource for understanding the fundamentals, helping to ensure everything runs smoothly. Just like with these new tools, a solid framework is key to creating something seamless and engaging. I’m looking forward to seeing how these releases evolve and how they might inspire new trends in VR development and design.