The Virtual Arena: The New Drive for Out-of-Home VR (Part 1)

What a difference a month makes! We enter June to a cacophony of announcements regarding major LB-VR projects and new hardware using powerful Intellectual Properties (IP), deployment aimed squarely at virtual reality (VR) and the digital out-of-home entertianment (DOE) scene. Industry specialist, Kevin Williams continues his retrospective of developments in this emerging market.

Anyone that tried to ignore or label the Out-of-Home application of VR as an unimportant niche, has had to concede their folly. Following an avalanche of news stories, and investment, regarding brand-new Location-Based VR development. We have followed many of these projects from their inception some years ago and seeing them reach fruition is a vindication of the investment that big IP are willing to bet on DOE VR implementation; all this, while the consumer VR scene seems to be at a major crossroad.

Dave & Buster's VR SimulatorOne of the largest social entertainment brands, caused a rash of mainstream media headlines with the announcement that they would be installing, what has been called the “World’s largest commercial multiplayer VR attraction, at over 110 Dave & Busters (D&B) locations. The attraction called Jurassic World: VR Expedition – has been developed in partnership with pioneering developer of turn-key large-scale, multiplayer, free-roaming commercial VR attraction systems, VRstudios. The four-player VR attraction incorporates a motion platform and uses HTC Vive headsets and controllers, to immerse players in the Jurassic World environment in a fast-paced virtual experience.

D&B had previously carried out several experiments with early VR technology, considering the best deployment that meets their exacting needs and audience demographics. The company having a history in incorporating VR into their mix, being one of the major supporters of the technology back in the last heyday of VR amusement in the 1990’s. This new VR attraction builds on lessons learned and incorporates what VRstudios has named their VRcade Attraction Management Platform (AMP) to operate and manage the new attraction across the D&B sites.

It was revealed that HTC is taking the new D&B project so seriously that they signed an agreement with the social entertainment venue that will see over 500 HTC Vive headsets deployed to D&B locations across the USA and Canada. This is one of the largest mass deployments of this VR headset into the Out-of-Home entertainment scene in the West; while HTC has already signed other large deployment partnerships – as we reported in our AAA’18 coverage, in affiliation with developer VR LEKE.

Beyond the motion platform approach to VR entertainment – we have seen an explosion of investment in VR free-roaming (Arena-Scale) experiences, also driven by major IP that have garnered many of the big headlines in recent weeks. One of the biggest was the announcement of Terminator Genisys – Time Machine – again based on a major cinematic universe. This Arena-Scale VR experience has been conceived by SPACES, a Californian based immersive entertainment developer, in partnership with IP holder Skydance Media.

Terminator Genisys

It is important to understand that SPACES, a relatively new operation, comprises a strong talent pool of skilled specialist in the creating of immersive attractions – the company including ex-DreamWorks executives with film and attraction experience and is supported by a major investment chain that includes the likes of Songcheng Performance Development Co., Ltd, (one of the world’s biggest theme-park and performing arts companies), Comcast Ventures and GREE, to name a few.

The first of the corporation’s immersive VR attractions sees groups take part in elements taken from the cinematic universe of Terminator – but along with more familiar game elements, there is a team interaction and puzzle solving, as well the overall experience incorporating the personalization of the experience with scanning of the players, and a repeat visitation element. The company partnering their attraction with established location-based destinations (theme parks, tourist destinations, theaters and malls).  All aspects driving the innovation of LB-VR into the mainstream.

Not all the major IP being deployed into the commercial entertainment scene comes from Hollywood – recently opened in Japan, we saw the first VR deployment of the popular consumer game brand Dragon Quest. The latest installation within BANDAI NAMCO’s VR ZONE at their Shinjuku facility, the specially developed Dragon Quest VR – that sees four players taking on the unique roles within a virtual representation of the Square Enix RPG.

This Arena-Scale experience supporting up to four players, utilizing unique interfaces such as swords, shields, and staffs, but also the ability for certain characters to cast spells with their wands. The game, concluding with a boss fight, where the party must learn to work as a team to succeed. BANDAI NAMCO have stated that they look towards leveraging more IP into their VR experiences, seeing this as a strong platform to create compelling experiences building on their amusement experience. We have already seen a previous free-roaming VR experience launched by the company based on the Ghost in The Shell anima series.

Free-roaming VR technology is not just driven from Asian and American developments – great strides in innovation have been seen in Europe, such as with Swiss based trueVRsystems announcing a few weeks ago their sixth arcade installation in Stockholm, Sweden. Installing a modular 2 x 150m² system that offers groups of players with VR backpacks the chance to explore virtual experiences. The system one of only a few that can support up to 10-players, using full bodying tracking and deploying interfaces such as the StriverVR weapon system.

Another company building on their cinematic universe, to create compelling VR attractions, recently opened the doors to their first test location. 20th Century Fox (FoxNext Destination group) partnering with iP2 and Pure Imagination Studios to develop and launched their ALIEN: DESCENT experience; opening for the first time at The Outlets, at Orange in Orange County, South California. A shopping mall retail unit converted into become a dedicated VR entertainment venue.

Alien Descent

This themed VR experience, incorporates a 2,000-sq ft. free-roam space with groups of players navigating virtually rendered darkened corridors, and blasting Xenomorphs, in a full virtual experience. The platform has been in secret test for several months as the company’s perfected their vision of the best VR experience. Using the Samsung Gear VR as their immersive platform, married to a force feedback weapon – again using the StrikerVR gun.

It is great to see StrikerVR, one of the early developers in this latest phase of the VR landscape, making headway, though aspirations in the consumer sector have pivoted to a wholly commercial entertainment business model. Some of the new projects launching in recent months deploy the StrikerVR system – which has completed an arduous evaluation and testing phase to become a dominant brand in this sector.

One of the leading lights in the deployment of Arena-Scale virtual attractions, The VOID announced nine additional locations, bringing the company’s total footprint to 18 venues. This growth marks the progression of The VOID to establish their unique “Hyper Reality” experience that launched back in 2016 with their first location at Madame Tussauds in New York (partnered with Sony Pictures and Merlin Entertainment). The process of doubling its locations comes as the company closed a very successful Series A round of investment.

THE VOID - Star Wars
“Move along…”

Las Vegas recently saw the opening of the latest VOID location (now partnered with Walt Disney), placed within the Venetian Casino Resort – the latest installation of their VR backpack experience based around the cinematic universe of Star Wars. The VOID started with another of their games based around the Ghostbusters IP – and is looking to continue this path of innovation while emerging the guest in an interactive film like narrative.

This opening in Las Vegas last month coincided with several VR openings in this entertainment capital. Several major LV casino resorts incorporating a VR offering to appeal to the “Millennial audience”, looking for a new draw beyond the gaming floors of the casinos. One such example was seen at New York-New York casino resort, who have augmented their popular rollercoaster by added VR Coaster technology. Riders wearing Samsung Gear VR headsets that supply a sweeping VR ride experience to the twists and turns of the coaster.

New York-New York Casino VR Coaster

Watch this space for the next and final part of this latest coverage into DOE, coming soon to The Virtual Arena and VRFocus.

It’s Time to Save the Day in Crisis on the Planet of the Apes VR

Yesterday FoxNext and Imaginati Studios launched the first ever virtual reality (VR) experience based on the rebooted Planet of the Apes franchise, Crisis on the Planet of the Apes VR. Supporting PlayStation VR, HTC Vive and Oculus Rift (which VRFocus used) it time for another gameplay video to give you a brief look at the first part of the experience.

The videogame is set in the new Planet of the Apes universe between Rise of the Planet of the Apes and Dawn of the Planet of the Apes films. In it you play one of the apes which has been captured by military personnel and taken to a heavily armed base, as humanity search for a cure for the Simian Flu which as killed millions.

Crisis on the Planet of the Apes VR is all about using your evolved ape skills to escape the base with a few of your buddies, clambering up walls, swinging from pipes and taking down a hostile helicopter with a machine gun that’s been left laying around (handy that!).

As you’ll see, the gameplay video features the first half of Crisis on the Planet of the Apes VR so not to spoil the end action sequences. This is all about learning those walking and climbing controls – there’s no teleportation here – where you have to swing your arms to walk, both together to jump and climbing is well climbing – so long as the ledge/pipe is highlighted then it’s good to grab.

Crisis on the Planet of the Apes VR screenshot3

As you’ll see in the video – and VRFocus noted in the review – Crisis on the Planet of the Apes VR is very linear. Don’t expect to free climb wherever you damn well please, the developers have a story to tell and there’s no way round that. On the other hand you’ll soon be gunning down hostiles with your M16 or shotgun – both of which attach to your hairy back in someway – in no time.

Crisis on The Planet of the Apes VR is available to purchase now for PlayStation VR, Oculus Rift and HTC Vive, being sold for £11.99 GBP on PS Store, £10.99 on Oculus Store and on Steam there’s a 33 percent discount, dropping the price from £11.39 down to £7.63. For any further updates on Crisis on The Planet of the Apes VR, keep reading VRFocus.

Review: Crisis on the Planet of the Apes VR

Blockbuster films and videogame collaborations have never had any easy history, generally because the content is rushed together in the hope of being a cash cow for all involved, resulting in some below average (horrendous) titles coming to market. Even with virtual reality (VR) still in its infancy there has already been some good and some not-so-good experiences seeing the light of day. The latest comes from FoxNext and Imaginati Studios with Crisis on the Planet of the Apes VR, and it’s safe to say this is one of the better ones.

With 20th Century Fox rebooting the Planet of the Apes franchise Crisis on the Planet of the Apes VR sits in between Rise of the Planet of the Apes and Dawn of the Planet of the Apes films. So the Simian Flu has wiped out a massive portion of humanity with those left living in little pockets of the globe. Of course there’s a military base somewhere still performing experiments trying to find a cure by rounding up evolved apes to test on. This is where the Crisis on the Planet of the Apes VR starts, entering the base, with the only goal being to escape its confines.

For the first half of the experience Crisis on the Planet of the Apes VR is all about getting used to being an ape and the various running, jumping and climbing all of that entails. While the climbing sections are fluid and easy to navigate, with highlighted ledges and pipes to traverse the same can’t be said for the other two. The title is as linear as you can get in a VR experience, there’s no exploration with multiple routes or any puzzles to solve as the walking mechanic is a mixture of point-to-point teleportation and arm swinging – like that found in Sprint Vector. A white ape silhouette will appear which you then have to swing your arms to move to. While its design is crafted around helping you tune into the character its actual operation is far clunkier than it is fluid – especially in the latter sections being chased by a helicopter. And if you’re not exactly on the right spot the next highlighted location doesn’t appear until that extra inch or so is moved.

Thankfully in the action oriented latter sections where you get an assault rifle and shotgun this system is replaced by a red ape silhouette which can be quickly dashed to. This is great for jumping from cover to cover, grabbing new ammo magazines and continuing the fire fight. Another neat little feature is the ability to grab cover to hide – good for those players with bad knees – so you can dip in and out with relative ease.

Crisis on the Planet of the Apes VR screenshot3

It’s easy to see the high production values in Crisis on the Planet of the Apes VR. Levels look impressively grim and dilapidated, and the animations on both the humans and apes certainly help to make it a suitably immersive experience. The same goes for the audio, with the final helicopter section of particular note as it sweeps around overhead.

Crisis on the Planet of the Apes VR is by no means one of the best VR experiences out there, but as a film tie-in it certainly sets the bar high. Because it’s so closely linked with its film brethren is the possible reason for the linearity, playing out as an interactive movie sequence. There also seems to be no additional extras involved, nothing to find or keep you coming back for more, so once completed – it shouldn’t take any longer than two hours to finish on normal – that’s your lot. If you’re a fan of the Planet of the Apes franchise then Crisis on the Planet of the Apes VR is certainly worth checking out, everyone else may find it too constrained and short lived.

60%

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  • Verdict

PlayStation VR Offers Pre-Order Discount for Crisis on the Planet of the Apes VR

A couple of days ago 20th Century Fox announced virtual reality (VR) experience Crisis on the Planet of the Apes VR for PlayStation VR, Oculus Rift and HTC Vive. Scheduled to launch in April 2018, for PlayStation VR owners at least, pre-orders are now available offering a 33 percent discount. 

Crisis on the Planet of the Apes VR screenshot2

The discount on PlayStation Store is open to all PlayStation owners – not just those with PlayStation Plus – dropping the price from $14.99 USD down to $10.04. There’s one small cravat, the offer only seems to be listed on the US store, currently there’s no listing on the European store.

Crisis on the Planet of the Apes VR is based on the new rebooted version of the iconic franchise, set between Rise of the Planet of the Apes and Dawn of the Planet of the Apes films. If you’ve seen the films you’ll know that the Simian Flu wiped out half of humanity over five years whilst evolving primates. In the videogame players take control of an ape with advanced intelligence, captured and held prisoner in a heavily guarded scientific facility as mankind desperately searches for a cure.

Known only as Specimen 139, they’ll need to free themselves and their fellow apes in a bid to return home to Caesar,  climbing, jumping and shooting their way through the chaos of this newly created apocalyptic world. As you play an ape you’ll also get to move like one. Imaginati Studios has created a system where players will need to swing their arms in the real world just as an ape might move. And that also goes for combat, grabbing a piece of cover with hands to move in and out of cover..

Crisis on the Planet of the Apes VR_screenshot

“The Apes franchise supplies the perfect opportunity for players to become part of an apocalyptic world from the perspective of a different species for the first time ever,” said Martin Alltimes, CEO, Imaginati Studios. “We wanted to balance visceral combat with a plot-driven narrative that leaves you questioning your innate allegiance to humanity.”

As for the PC version, Crisis on the Planet of the Apes VR is listed on Steam and Oculus Store but there are no pre-order options available. If they do appear, VRFocus will let you know.

Crisis on the Planet of the Apes VR Coming This April

Last year 20th Century Fox’s Foxnext VR Studio and UK-based Imaginati Studios announced a virtual reality (VR) project based on the Planet of the Apes franchise. Today, the companies have revealed the first details alongside a gameplay video for Crisis on the Planet of the Apes VRwhich is scheduled to launch in April 2018.

Crisis on the Planet of the Apes VR_screenshot

Supporting HTC Vive, Oculus Rift and PlayStation VR, Crisis on the Planet of the Apes VR is a first-person experience set between Rise of the Planet of the Apes and Dawn of the Planet of the Apes films. With the Simian Flu wiping out half of humanity over the previous five years whilst evolving primates, players take control of an ape with advanced intelligence, captured and held prisoner in a heavily guarded scientific facility as mankind desperately searches for a cure.

Players will need to climb, jump and shoot their way through the chaos of an apocalyptic world, escaping with your fellow apes in a bid to return home to Caesar.

“VR has always held the promise of bringing together the cinematic storytelling of film and the deeply immersive interactivity of games. ‘Crisis on the Planet of the Apes’ VR takes this potential to the next level,” said Foxnext VR Studio senior VP and GM Brendan Handler, reports Variety. “We set out to give the fan a lead role in this dark Planet of the Apes world – to feel the ape’s strength, power and movement as he fights his way to safety.”

Crisis on the Planet of the Apes VR screenshot1

This isn’t the first VR experience from Foxnext, with the studio having released Alien: Covenant In Utero in 2017 and The Martian: VR Experience during 2016. More recently Foxnext is behind the Isle of Dogs VR experience in collaboration with Felix & Paul Studios which is getting an exclusive release on Google Pixel and Pixel 2 via Google Spotlight Stories.

Crisis on the Planet of the Apes VR will be released through the usual channels for HTC Vive, Oculus Rift and PlayStation VR on 3rd April 2018. For any further updates on the videogame, keep reading VRFocus.

Life In 360°: It’s A Barnum & Bailey World…

Another weekend is over, and another Monday is here which means we’re back into the world of 360 degree video which today means we’re off to the circus! (Well, sort of.)

Now, if you’re a practitioner of circus entertainment Life In 360° hasn’t been that kind to your profession in recent months, a situation where we can lay the blame squarely at the door of the multiple 360 degree experiences relating to the film remake of classic Stephen King tale IT.

Today though we’re back into the traditional world of buffoonery, japery and all-round entertainment with a video about one of the greatest showmen who ever lived. Phineas Taylor Barnum, better known as P.T. Barnum. An impresario by any name, Barnum operated the Barnum and Bailey circus and before this what was known as ‘P. T. Barnum’s Grand Traveling Museum, Menagerie, Caravan & Hippodrome’.

A new film is presently being completed about Barnum’s life by 20th Century Fox. Called The Greatest Showman it stars Hugh Jackman in the role of the great entertainer, and to tie-in with this a new 360 degree video showing rehearsals, filming and other behind the scenes footage with the cast relating to one of the show’s set pieces. The ‘introductory’ song Come Alive in which the show begins and the whole ensemble of the circus comes out into the arena. Barnum in the centre.

Also starring Michelle Williams, Zac Efron, Rebecca Ferguson and Zendaya, the musical directed by Michael Gracey is due out later this month after finally exiting a very long period of development. Both the project and Jackman himself being in the role were first announced way back in 2009, and the decision was also made that – despite being set in the 1800s – the music was to be more contemporary and ‘pop-y’.

“We were clear from the beginning that this wouldn’t feel like a period movie or a historical piece,” Explained Jackman in an interview to Entertainment Weekly earlier this year. “What would Barnum do now? I have an almost-12-year-old daughter. I wanted [the movie] to be as exciting for her as listening to Katy Perry’s new song.”

The video itself was created by SunnyBoy Entertainment, a creative studio based in Old Town-Pasadena,Texas. Who were, ironically responsible for one of the IT virtual reality (VR) experiences mentioned above. The studio works on both VR and augmented reality (AR) experiences, predominantly branded content (aka tie-ins for other companies and productions).

VRFocus will be back this coming Wednesday at the same time for another trip into Life In 360°.

The Greatest Showman

Take centre stage and immerse yourself in the wonderful world of The #TheGreatestShowman🎩, in this special behind-the-scenes look at Hugh Jackman, Zac Efron, and Zendaya. See the film in cinemas Boxing Day. www.GreatestShowmanTickets.co.uk

Posted by Greatest Showman on Friday, 1 December 2017

Varjo Secures $6.7M Investment, First Batch of “Human Eye-Resolution” VR Prototypes Shipping to Partners Soon

At Slush 2017, Helsinki-based Varjo Technologies today announced an additional investment of $6.7 million from the Finnish business development group Tekes to continue development on their “human eye-resolution” display for VR headsets. The company also announced they’ll be shipping their first Alpha Prototype to a number of development partners before the end of year.

Update (11/30/17): It was stated in a previous version of this article that the Varjo Bionic display was composed of a 1920×1080 display per eye when in fact there are two displays per eye – a single 1080×1200 ‘context’ display that sits in the background and a much smaller 1920×1080 microdisplay that is tracked to your eye. We’ve corrected the article to reflect this.

The $6.7 million from Tekes adds to their recent $8.2m Series A round led by EQT Ventures Fund, announced back in September.

Varjo’s newly announced development partners include 20th Century Fox, Airbus, Audi, BMW and Technicolor, and will help the company optimize their “human eye-resolution” display for further development. The company says its Beta Prototypes will be shipping to new and existing partners during Q1 2018.

image courtesy Varjo

Urho Konttori, CEO and founder of Varjo Technologies says the company plans on launching “a profoundly revolutionary VR/XR headset by the end of 2018.”

The announcement coincides with the company’s first public technology demonstration which happened this week at Slush 2017, the annual Helsinki-based startup conference. Notably, Varjo’s booth got an important visitor as well; Prince William, Duke of Cambridge.

image courtesy Varjo

What makes the company’s ‘Bionic’ display so special is a unique implementation of two displays per eye; a 1080×1200 resolution ‘context’ display that sits in the background, and a much smaller 1920×1080 resolution microdisplay. Since the headset features eye-tracking, the image from smaller display is designed to move in tandem with the eyes natural saccades. This, in effect, makes the perceived resolution much higher than a standard fixed display like those found in Oculus Rift or HTC Vive.

As for positional tracking, Varjo’s Alpha Prototype is tracked by the SteamVR Lighthouse tracking standard.

Varjo is working closely with NVIDIA and AMD “to provide the best possible VR/XR experience for its partners.” Varjo prototypes are also being shipped with both Unreal and Unity plugins to enable content creation.

“I’m incredibly proud of the team that took a proof of concept into a custom-built technology prototype in just a few short months,” said Konttor. “Together with our world-leading partners, we are now perfecting the technology and plan to launch a profoundly revolutionary VR/XR headset by the end of 2018.”

We’ll be following Varjo as it makes inroads to the enterprise sector with its VR headset.

The post Varjo Secures $6.7M Investment, First Batch of “Human Eye-Resolution” VR Prototypes Shipping to Partners Soon appeared first on Road to VR.

AMD Announce Partnership With 20th Century Fox For Alien: Covenant VR

AMD’s Corporate Vice President of Alliances, Roy Taylor, announced on his twitter that the company will be working together with 20th Century Fox on the production of the upcoming Alien: Covenant VR Experience.

The new instalment in the Alien movie franchise, Alien: Covenant is due to arrive in cinemas on May 19th 2017 and as VRFocus has reported before, it’s getting it’s own VR experience to complement the movie. Alien: Covenant is being directed by David Karlak, with Ridley Scott acting as executive producer. The film is meant to be a return to the gritty horror of earlier films in the franchise.

The film synopsis reads: “The crew of the colony ship Covenant, bound for a remote planet on the far side of the galaxy, discovers what they think is an uncharted paradise, but is actually a dark, dangerous world. When they uncover a threat beyond their imagination, they must attempt a harrowing escape.”

Roy taylor Alien Tweet

 

Full details of the Alien: Covenant VR Experience have yet to be revealed and it is also currently unknown what part AMD will play in the production other than providing hardware. AMD themselves have just recently released a new range of processors, the Ryzen series, which is based on AMD’s newly developed Zen architecture. AMD are also planning on releasing an ‘APU’ – a processor with built-in graphics capability said to have the graphics power of a PlayStation 4.

The Alien: Covenant VR Experience is being developed by the Fox Innovation Lab, who previously worked on The Martian VR Experience. According to spokespeople from Fox, it is expected to be launched on ‘All major VR platforms’.

VRFocus will bring you further information on Alien: Covenant VR when it comes in.

“Everything We Do is Experiential:” The Many Innovations of Felix & Paul Studios

felix-and-paulFelix & Paul Studios have been innovating on their own immersive VR camera technology since they pioneered the first-ever stereoscopic VR video with Strangers with Patrick Watson. They went on to sign a deal with Oculus Studios to produce a number of different 360 videos including the Introduction to Virtual Reality and a series of anthropological documentaries with Nomads.

I had a chance to catch up with Félix Lajeunesse and Paul Raphaël at Oculus Connect 3, where they were debuting their third VR collaboration with Cirque du Soleil with KÀ: The Battle Within, which features some of the most mind-bending, physics-based acrobatic choreography that I’ve ever seen. They continue to innovate with their camera technology to do things that other camera systems cannot, including maintaining decent stereoscopic effects within the near-field, better dynamic range and control over the framerate. In their Through the Ages: President Obama Celebrates America’s National Parks VR experience, they adapted their camera so that it could capture some awe-inspiring, time-lapse sequences at Yosemite National Park.

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They talked to me about their process of cultivating presence through treating the viewer as a character within the scene, paying attention to camera height, and having long and slow cuts that allow you to really sink into a location. Félix told me that their overarching philosophy is that “everything we do is experiential.” They’re not trying to direct attention, but rather provide many interesting opportunities for you to pay attention to a number of different unfolding processes within any given scene. This is something that André Lauzon told me they always do in Cirque du Soleil productions, and so it’s a natural fit to translate this type of live performance experience into VR. Felix & Paul are always focusing on cultivating that sense of presence and creating an experience whether it’s a branded advertisement for Jurassic World, a documentary about LeBron James pre-season training, or a 40-minute scripted comedy MIYUBI that’s premiering at Sundance 2017.

The quality and caliber of presence that Félix & Paul are able to cultivate within a 360-video is way beyond what I’ve seen anyone else doing within the 360 video space. A big part of it has to do with their camera technology innovations, but it’s also because they have a creative philosophy that involves deeply listening to the unique affordances of the VR medium. Their continued innovation in the space is a big reason why Twentieth Century Fox and The Fox Innovation Lab have partnered with Felix and Paul Studios to develop VR experiences that are based upon Fox IP. Based upon my previous conversation with 20th Century Fox Futurist Ted Schilowitz and what they did with The Martian VR experience, then I expect that they’re going to be treating VR as more than just advertisements for movies, but rather explore how to create VR experiences that stand on their own. Felix and Paul are premiering the longest VR scripted content to date at Sundance in January with MIYUBI, and their VR-specific adaptions of Cirque du Soleil performances and camera technology has proven that their some of the biggest innovators who are dedicated to evolving the language of storytelling within VR.


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