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Sixense refunds backers for VR controller, five years later
More than five years after funding its Stem virtual reality controller system on Kickstarter, Sixense is paying back those who pledged for the device. Sixense is no longer making a consumer version of the controller, as it is focusing on producing hardware for enterprise and healthcare companies.
Kris Holt10.16.2018Hands-on with Sixense's MakeVR, a motion-controlled 3D modeling suite bound for Kickstarter (video)
The last time we saw Sixense's Stem motion controller, it was little more than a collection of prototypes. The company showed us a gaggle of Plexiglas boxes containing reference hardware and a 3D-printed shell representing the final product's design. A more functional third unit (a developer kit, actually) allowed us to play with the controller's electromagnetic tracking technology, but the overall experience was fragmented and incomplete. The company finally pulled these disparate elements together, revealing the final Sixense Stem System at CES earlier this month. We caught up with the company earlier this month to take a look at the revised controller, and found a solid, lightweight controller modeled very closely after the 3D-printed mockup we saw last year. In fact, the only major difference we found was the revised button layout: We were originally told the device would utilize a modular faceplate system, but the final version wears a symmetrical button configuration reminiscent of the Razer Hydra. Sixense hadn't met up with us merely to show us the completed Stem System, however -- it was rearing to show us MakeVR, the firm's homegrown virtual reality 3D modeling software.
Sean Buckley01.29.2014Sixense's Stem motion tracker may get Android and iOS support through stretch goal (video)
Sixense has so far promised only PC compatibility for its Stem motion tracker, but the company just teased us with the prospect of a wider ecosystem. It now says that Stem's developer kit will support Android and iOS if the crowdfunded project reaches a new $700,000 stretch goal. Mobile devices linked to a Stem tracker could serve as motion controllers, virtual cameras and even head-mounted displays. As an incentive to make a pledge, Sixense is adding a pair of programmer-friendly pledge rewards: $149 gets a one-tracker bundle with no controllers, while an early five-tracker bundle has returned at a lower $299 price. Whether or not you chip in, you can watch a conceptual demo after the break.
Jon Fingas09.24.2013Kickstarted sword-fighter Clang pauses development, seeks further investment
Developer Subutai Corporation rececntly announced that it has "hit the pause button" on the development of Clang. The project earned $526,125 on Kickstarter in July 2012, though it has apparently run out of resources in the meantime, leading the developer to focus on luring investors to fund the rest of its development. Project lead and sci-fi novelist Neal Stephenson explained in the update on the game's Kickstarter page that Subutai Corporation "stretched the Kickstarter money farther than we had expected to, but securing the next round, along with constructing improvised shelters and hoarding beans, has to be our top priority for now." Stephenson said the plan to further fund the project outside of Kickstarter was in the cards all along, citing the team's plan to build a "functional proof of concept in the form of an exciting prototype" in order to "achieve our next level of funding" in the project's description. Numerous backers questioned the direction of the project, noting the description didn't make the developer's aspirations for additional funding particularly clear at the outset. To risk-averse publishers, Stephenson said that the sword-fighting simulator "seems extra worrisome because it is coupled to a new hardware controller." Clang uses controllers like Sixense's Razer Hydra motion controller and the STEM system, the latter having been successfully funded on Kickstarter and has three weeks left in its campaign. While the PC game can be played with a mouse and keyboard, Stephenson endorsed Sixense's Kickstarter project in the hopes that it "will get the next generation of hardware out on the market, reducing the element of perceived risk and, we hope, clearing the way for us to pursue our own quest to find financiers who have steady nerves and other anatomical prerequisites." Until then, the developer is "working on Clang as an 'evenings and weekends' project until such time as we get funding for a more commercial-style reboot."
Mike Suszek09.20.2013Neal Stephenson's Clang reduced to a part-time project as cash runs dry
Crowdfunding a project doesn't guarantee that it will be finished on time, or at all. Unfortunately, we're seeing an example of that uncertainty today -- Subutai has reduced its work on Neal Stephenson's Clang to an "evenings and weekends" schedule after running out of development money. Venture capitalists weren't willing to take a risk on a swordfighting game and invest the additional cash that the team had been counting on, according to Subutai. The company has shipped almost all of its promised Kickstarter perks, but it doesn't know if or when it will finish the software in question. There's still a way to help, however. Subutai suggests funding Sixense's Stem controller, which would at least bring a Clang-friendly peripheral to market.
Jon Fingas09.19.2013Sixense STEM System hits Kickstarter, funded almost immediately
Sixense, the motion control technology company whose scientific know-how powers the Razer Hydra, launched a Kickstarter earlier today to fund the final development stages of its STEM System – a modular motion-tracking solution for VR and other gaming applications. The fundraising campaign's goal of $250,000 has already been surpassed. Consisting of up to five wireless tracking modules ("STEMs") and a base station for charging and orientation tracking, the STEM System is designed so that STEMs can either be inserted into peripherals, or slapped into "STEM Packs," which are then strapped to whatever part of your body the game is interested in tracking. The STEM System is also backwards compatible with all games that currently support the Razer Hydra. The technology is apparently immune to "drift," as it "does not rely on inertial sensors (gyroscopes and accelerometers) for position tracking," according to the Kickstarter. Additionally, there's no line-of-sight requirement between the STEMs and their base unit. Backers that pledge at a high-enough level ($199 and up, depending on how many STEMs you want) should expect to receive their own STEM System in July of 2014, though there's no indication that this is when retail units will hit shelves. In fact, Kickstarter proceeds are only being used to finish development and produce enough units for backers – retail models will enter mass production "later." Our friends over at Engadget have already had a go with a STEM System prototype, so be sure and check out their video of the experience for an in-depth look at what the dealio, yo.
Jordan Mallory09.12.2013Hydra evolved: Sixense Stem launches on Kickstarter, we go hands-on with a prototype (video)
Sixense might not be a household name, but its electromagnetic motion sensing technology crops up in the darndest places. The 1:1 tracking technology is used in medical rehabilitation and Japanese arcade games, but it's most widely known as the wizardry behind the Razer Hydra motion controller. Now the company is gearing up to release a spiritual successor to the Hydra, the Sixense Stem System. Like the Hydra, Stem offers six degrees of motion-tracking freedom, albeit without the wires or Razer branding. It isn't necessarily more accurate, but it is more comprehensive -- it's a modular system that offers up to five trackable modules, or "Stems," that attach to game controllers, VR headsets, accessories or even appendages. We caught up with Sixense president and CEO Amir Rubin to learn more about the Stem's Kickstarter launch and the company's first foray into the consumer product space.
Sean Buckley09.12.2013Free Portal 2 In Motion co-op DLC out today on PlayStation 3
The PlayStation Move-powered "In Motion" expansion for Portal 2 received a free batch of DLC today on the PlayStation 3, developer Sixense Studios announced. In Motion owners can immediately access the new content by installing a patch released today on the PlayStation Network. Sixense's "Non-Emotional Manipulation" DLC adds a co-op campaign to In Motion, allowing two players (using two PlayStation Move controllers) to team up in split-screen or online cooperative modes. Cross-play with PC players via the Portal 2 MotionPack is also supported. A patch released last year added PlayStation Move support to Portal 2's core campaign and co-op levels, though Move-specific gameplay mechanics such as Portal Surfing and Scaling are exclusive to Sixense's expansion. Both Portal 2 and the In Motion expansion are currently on sale for 20 percent off in the PlayStation Store. PlayStation Plus members get an additional 40 percent discount off the sale price.
Danny Cowan06.06.2013Oculus Rift's Tuscany demo scores unofficial support for Razer Hydra (video)
Oculus Rift's Tuscany demo was built with a good ol' fashioned keyboard and mouse setup in mind, but now it's unofficially scored support for motion controls. Sixense, the outfit behind Razer's Hydra, has cooked up a custom version of the Italian-themed sample for use with their controller, and it gives gamers a pair of floating hands to pick up and manipulate objects. Originally shown at GDC, the tweaked experience is now up for grabs, and can even be played by those who don't have a Rift -- albeit with just the controller's perks. Booting up the retooled package offers users a new 3D menu, giving them options for arm length, crouching, head bobbing and a crosshair. It's not the first project to combine Rift with Hydra, but it certainly helps illustrate the potential of such a setup. Sixense says it plans to release updates and the source code, and it recommends folks sign up for their project-specific email list and keep an eye on their forums for word on availability. Hit the source links below for the download, or head past the break to catch Road to VR's hands-on with the Hydra-friendly Tuscan villa.
Alexis Santos04.14.2013Portal 2 'In Motion' DLC hits PSN Nov. 6, full game gets Move support
The Move-based 'In Motion' DLC for Portal 2 drops in 3, 2, 1 ... okay, not now, but on Tuesday, November 6 for $9.99. The full game also gets Move support on the same day.The Sixense-developed DLC includes 20 new test chambers, as well as letting you play with the size of cubes, drag placed portals. and rotate objects. These motion-controlled features are specific to the DLC, but the patched-in Move support applies to the full game, both in single-player and co-op.The DLC coincides with Portal 2 coming to PSN as a download, with Move support built in. The price hasn't yet been disclosed, but PlayStation Plus members can look forward to it and the In Motion DLC being 30 percent off at launch.
Sinan Kubba11.01.2012Portal 2 Sixense DLC -- and actual Hydra controllers -- available from Steam
If you're excited about both motion controls and Portal 2 -- or you're so eager for more Portal 2 content that you're willing to pay $140 for it -- the new "Sixense Motion Pack" DLC is available for download on Steam, including six new levels that feature stretchable blocks. Of course, you need the Razer Hydra motion controller device itself to be able to play this content. And you can get that through Steam, as well. No, really. You can order a controller through Steam. Who knew? The controller comes with the DLC and a free copy of Portal 2. Which you'll likely be giving away, if you're the Portal-crazed person we mentioned at the top of the post. [Thanks, Jason G.!]
JC Fletcher06.17.2011Razer totes Hydra sticks and 6400dpi dual-sensor mice to E3 2011, we go hands-on
Razer's Sixense electromagnetic orb threw around plenty of intradimensional portals at CES, but sadly the company wouldn't let us play. Today at E3 2011, however, we were finally handed the reins. Those twin sticks are impressively responsive and accurate in the specially-made Sixense levels for Portal 2, and it's a heck of a lot of fun to physically stretch out blocks, reposition portals with a twist of the wrist and physically throw objects through the air. However, we got the impression that outside of games particularly designed to work with the sticks, it might be a different story. Waving the right stick around works pretty adequately for controlling the mouse cursor, but when we exited out to Windows, the sticks didn't work -- apparently, controls have to be mapped separately in a desktop client to work with the OS and other games or programs. We don't think many PC gamers will mind the six-foot range and wired tether here, but it does restrict those hoping to kick back with a game on the big screen. %Gallery-125856% We also got to try Razer's new "4G" dual-sensor technology, which will be rolling out to new Mamba and Imperator gaming mice right away -- it pairs a laser sensor and an optical sensor for more precision when lifting mice off a surface for advanced first-person shooter mousing techniques, not to mention 6400dpi tracking. We took it for a spin with a handy Razer Mamba, and we immediately fell in love -- whether we flung the mouse around haphazardly, furiously swiped it across the mousepad or simply tried for a quick headshot, it kept up with us. The cursor does creep if you lift and drop very rapidly, though, and without an original Mamba to compare with, it's hard to say just how much better it was. Thankfully, that won't be much of a factor in your purchasing decision: you'll pay the exact same $130 for the Mamba or $80 for the Imperator when they hit shelves this month. PR after the break. Update: Razer points out that you can in fact use the controller in Windows, enabling mouse movement and toggling the cursor with button 4, and left and right clicking with the right trigger and button 1.
Sean Hollister06.08.2011Razer Hydra motion controller gets summer release, Portal 2 bundle
Remember the Razer Hydra controller that let you materialize portals with a real electromagnetic orb? Those motion sensing sticks will be available for pre-order in May and will go on sale in June, two months after this week's release of Portal 2, the game it was first demoed with. However, Razer'll still charge you for a copy of the murderous robot game if you want the fancy gizmo, as it's pricing the bundle at $140 -- understandably more expensive that the "below $100" price that it was targeting for the controller alone. Two months is a pretty long time to wait to play the already-available title, and Razer isn't offering any info on a standalone version of the Sixense-based magnetic peripheral. On the upside, though, Joystiq got its hands on a list of compatible titles, which includes 122 games on top of the aforementioned sequel. That list and the official press release after the break.
Brian Heater04.21.2011Razer Hydra Sixense motion controller eyes-on
The technology behind the Hydra Sixense motion controller has been in development for a while now, but Razer was actually showing it off at CES this year. Unfortunately, it was strictly a hands-off situation at the booth -- we could only look on with jealousy as the Razer rep played through some gorgeous Portal 2 level. What we could see is that the magnetics-based controllers are very responsive, spatial, and multi-dimensional; these aren't your parent's simplistic Wii-style flick controls. There's still no word on price or a release date, but we're hearing "under $100" and "early" this year. It's hard to get totally excited about a PC hardware peripheral, given the smaller quantity of games (particularly hardware-specific titles) over in desktop land, but with Valve support and what appears to be the perfect control scheme (dual analog sticks, dual fully 3D-sensing motion controllers), we'd say the Hydra has a better shot at winning us over than anything else of its ilk. Check out a video after the break for a bit of Hydra action. %Gallery-113921%
Paul Miller01.11.2011Portal 2 played with Razer's Sixense motion controllers
Sure, you come to Joystiq to see some Portal 2 -- we get it. But we've got something extra to spice things up: Portal 2 being played on the big screen live at CES 2011 with the new Razer Sixense controllers, a pair of motion-sensing sticks for PC, set to launch this year.
David Hinkle01.05.2011Intel waves around Razer's Sixense motion-sensing sticks, plays Portal 2 on the big screen (video)
For any new peripheral to succeed in the market, it needs a killer app. Seems like Razer found one -- at Intel's press conference at CES 2011, it got to demo Portal 2 with its Sixense motion controller. We were on hand to see it in action, and it looks like the game's tailor-made to take advantage of your precision arm-waving; moving the right stick controls a tractor beam that emanates from the Portal Gun, such that your protagonist can reach though those game-twisting wormholes without sticking her neck out. But don't take our word for it -- see for yourself after the break!
Sean Hollister01.05.2011Razer Sixense controller becomes virtual camera for your next machinima epic (video)
Fan of machinima? Then you're used to static shots in which a character walks into the scene, says his line, makes a silly joke, and then walks off again. Panning and smooth, flowing shots are not the forte of films created in a virtual world, but the repurposing of some Razer Sixense controllers could let the director really get into the scene thanks to researchers at Abertay University. They borrowed an idea from Avatar, in which James Cameron commissioned cameras with motion-tracking viewfinders so that he could see the virtual world through which the actors were moving. The team at Abertay uses Sixense controllers similarly to control a virtual camera, which would let gamers find dramatic, sweeping angles for their replays. Or, you know, just get a super closeup of that post-melee victory dance.
Tim Stevens11.09.2010Razer building motion-sensing exercise peripheral using Sixense tech, handheld sticks slated for 2011 (video)
We're honestly not certain what it has to do with Intel, but here's some welcome news for the gaming and home exercise fronts -- Razer told the IDF 2010 crowd that the Sixense motion-sensing sticks it showed off at CES will finally arrive sometime "early next year." What's more, the company's been hard at work miniaturizing the one-to-one motion control tech into an exercise band, and while we've no word on when that's due or how much a "personal doctor" might cost, you can find a close-up (of a render, natch) after the break to see what it might look like (and video of the handheld sticks, if you're game).
Sean Hollister09.13.2010Razer and Sixense distribute SDK and FPS shooter utility through Steam
Surely you remember those Sixense motion controls that we caught lounging around at Razer's CES booth, right? Yeah. Today at the Game Developers Conference, both outfits have teamed up in order to distribute the Ultra-Precise Motion Controller SDK and FPS utility library via Steam, which should give devs the ability to create new games and port existing titles for use with the aforementioned sticks. We're told that these new tools will require "require virtually no knowledge of the inner workings of the controller," enabling coders to craft titles that take full advantage of the six degrees of freedom. Will this turn the PC into the next Wii? We kind of doubt it, but at least someone's looking out for non-console gamers who have a secret obsession with Nintendo's Wiimote.
Darren Murph03.09.2010Razer and Sixense hook up for motion sensing PC gaming peripheral (video)
Razer's already solidified its presence here at CES, but it obviously left the best for last. The peripheral outfit has hooked up with Sixense to bring motion sensing controls to PC gaming, and it utilized a wild demo of Left 4 Dead 2 to showcase the device. We hate to link everything to the Wiimote, but if you're desperate for a quick n' dirty explanation of this, it's sort of like a Wiimote / Natal mashup, but just for PCs. Users will find one-to-one tracking, and while further details were few and far between, we're told that devices based around the tech would be launched later in the year. Enough chit chat -- hop on past the break for an unashamedly gory clip of this thing in action.
Darren Murph01.07.2010