EVE Valkyrie’s Warzone update brings CCP’s VR dogfighter to normal monitors

We’ve seen quite a few virtual reality projects that are just ported from normal screens to fancy goggles—Half-Life 2 was a notable early adopter, with Superhot, ARK, Tabletop Simulator, Elite Dangerous, and more taking the same route. But a game starting in VR and then heading to normal screens? That’s a weird one.

That’s what CCP is doing with EVE Valkyrie though. Nearly a year and a half after Valkyrie’s dogfighting debuted on the Rift and Vive, a forthcoming update is set to bring it to your non-VR displays.

Rebranded as EVE Valkyrie – Warzone, the update is due to arrive on September 26 (alongside a price drop to $30), at which point you’ll be able to fight both in and out of VR—though I can’t tell from the announcement whether there will be cross-play between headset and monitor users. It seems like it would be unfair, given how much easier it is to look around the cockpit in VR.

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PCWorld’s August Digital Magazine: Intel’s Core-i9 Tested

Stay on top of the latest tech with PCWorld’s Digital Edition. Available as single copies or as a yearlong subscription, it highlights the best content from PCWorld.com—the most important news, the key product reviews, and the most useful features and how-to stories—in a curated Digital Edition for Android and iOS, as well for the desktop and other tablet readers.

In the August issue

We test the fastest consumer CPU ever: the Intel Core i9. Find out all about 5 killer new Google Assistant features you should be using right now. Plus, the catalog of Edge extensions isn’t huge yet, but we have the 10 best so far. 

Other highlights:

  • News: The best PC Games of 2017 (so far)
  • Surface Laptop review: Microsoft’s MacBook Air killer nails what students need
  • Gigabyte Aero 15 review: A near-perfect power user’s laptop
  • Here’s How: How to transfer everything from your old Android phone to your new one

Video highlights

Watch: Virtual reality could get less awkward with Intel’s WiGig technology, which lets you shed the wires that tether you to a PC (or tangle up around your legs). We checked out a prototype at E3 2017, and you could start seeing it in retail products within a year. 

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Hands-on: Asus’s Zenfone AR is a Tango and Daydream powerhouse for $648

When Asus unveiled its Zenfone AR way back at CES, it offered something that no other phone had: augmented reality (AR) and virtual reality (VR) capabilities. Six months later it’s finally available for purchase—and it’s still the only phone that can handle mixed realities. Now that we know the price and had an opportunity to actually use the Zenfone, it’s even more intriguing.

Apart from its prior-generation Snapdragon 821 processor, the 5.7-inch Zenfone AR boasts some serious power, with a Super AMOLED WQHD 1440 x 2560 display, Adreno 530 graphics chip, 6GB or 8GB of RAM, 64GB or 128GB of storage, and a 3,300mAh battery. There’s also a 23MP main camera featuring Sony’s super high-res Sony IMX318 sensor, along with laser focus and optical and electronic image stabilization. But the spec sheet doesn’t tell the whole story of the Zenfone AR.

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Oculus Rift and Touch controller bundle gets a permanent price cut to $499

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Oculus drops Rift and Touch prices, selling a $399 bundle for the ‘Summer of Rift’

When Oculus announced the Rift would launch at $599—or $799 with the motion-tracked Touch controllers—the Internet-at-large rioted. Years of Palmer Luckey’s promises to hit a $350-400 price sticker with the first consumer model were undercut in an instant.

But it’s put up or shut up time for the holdouts now. Oculus announced the “Summer of Rift” this morning, slashing $200 off the cost of Rift and Touch—meaning you can now get the full bundle for that mythical $399 “for a limited time.”

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Xbox One X vs PlayStation 4 Pro: The console wars level up with powerful new hardware

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Hands-on: Intel’s wireless HTC Vive add-on teases a cord-free future for VR

“I just can’t stand the wire,” is probably the most common complaint about virtual reality—at least on the hardware side. And for those people, I have exciting news: Wireless VR might be here within the next year, thanks to Intel’s WiGig technology, which we tested using the HTC Vive. No more tripping over cables, or doing that awkward kick-move to untangle your legs.

And while Intel’s WiGig add-on still has quite a ways to go before it’s ready for consumers, the remaining hurdles lie in design and manufacturing more than the underlying wireless tech. The core functionality is rock-solid.

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Why VR was a conspicuous no-show at Microsoft’s Xbox One X launch

After originally touting the powerful new Xbox One X (formerly Project Scorpio) as a VR-capable console last year, Microsoft backed way off during its formal E3 2017 launch—not even mentioning virtual reality.

To be fair, Microsoft previously signaled that virtual reality was not going to be a priority for the Xbox One X at first. Microsoft already said that it would add VR capabilities to Windows 10 PCs and the Xbox One X in 2018, and then revealed to Polygon that it would not be showing off VR technology at E3. 

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HTC Vive Deluxe Audio Strap review: The Vive finally feel complete

When I reviewed the HTC Vive last April, I wrote that Valve and HTC had created “the most forward-thinking VR headset on the market,” with one huge exception: design.

The Vive had its sole competitor, the Oculus Rift, completely beaten—this amazing room-scale experience, motion controls, Steam integration—except that the Rift was simply more comfortable to wear for long stints of time. “The Vive is in line with the Rift’s second-gen developer kit,” I wrote, and I stand by it. The Vive felt like a work in progress.

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HTC’s Vive VR headset will use WiGig to ditch its cumbersome cables

HTC will launch a wireless version of the Vive virtual reality headset in early 2018.

A prototype of the new headset was unveiled and demonstrated at Computex in Taipei on Tuesday during a keynote by Intel, which said it’s working closely with HTC to realize the system.

The wireless HTC Vive looked similar to today’s cabled model with the addition of a box of electronics worn on the head of the user. Intel didn’t provide any details about the system, but that’s presumably where the electronics and radios are fitted to make wireless VR possible.

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