HTC Vive’s Next-Gen Standalone Headset Due 2021

When virtual reality (VR) started to become a consumer product in 2016 it was really a two-horse race between Oculus and HTC, both with PC-powered headsets. The landscape has dramatically changed since then with the rise of standalone headsets, Facebook’s dominance and HTC Vive struggling when it comes to the consumer market. But that could very well change with a new Vive all-in-one (AIO) device said to be on its way in 2021.

HTC Vive Focus Plus

As the years have progressed HTC Vive has concentrated more and more on the enterprise market, as demonstrated by software services like Vive XR Suite and Vive Focus Plus, its AIO that was never sold to the general public. If you wanted to buy the company’s gaming headset then it was the Vive Cosmos (or Cosmos Elite) which never really gained traction after a bumpy launch in 2019.

That slide continued as the Vive Cosmos Play – a cheaper, entry-level model – was canned. The most recent Steam Hardware and Software Survey also highlights a continual shift down in use, with HTC Vive used by just 13% of respondents whilst Oculus Quest 2 achieved almost 23% after only five months.

Hopefully, that could change in 2021, thanks to a new interview with HTC China President Alvin Wang Graylin confirming a new standalone headset is on the way. Whilst the company had previously alluded to a new headset, talking to TeliportMe during February, Graylin confirmed that was the case but that it’s not being aimed as a Quest competitor: “We’ve said in the past that we will release a new AIO this year. I don’t think I’d position it as a Quest competitor, I think it’s our next-generation standalone. We will have one this year.” Without mentioning any specs he did go onto add: “You will find that from every perspective it is better than what we have today, and it’s probably better than what’s out there from any vendor today.”

HTC Vive Project Proton

Naturally, the topic of Oculus Quest 2 and Facebook’s mandatory account integration which has got consumers riled came up. Referring to HTC’s new device Graylin simply smiled and said: “It’s definitely not locked to a Facebook account.”

Last week a teasing tweet from the HTC Vive account, with a very tightly cropped image of the Vive logo appeared, captioned: “It’s your move.” Goding people’s expectations for a new device, the image certainly looked like it could’ve been a close hardware shot.

Either way, HTC Vive has big plans for 2021, hopefully entering the standalone consumer VR sector which could really do with some more competition. And if anyone can do it HTC can. Whether or not the AIO headset resembles Project Proton remains to be seen.

Two Proton models were unveiled in early 2020, a fully standalone unit designed as a “prototype of a future XR glasses-style device” whilst the other was a lighter cabled version designed to connect to a PC or smartphone, similar to the smart viewers starting to appear.

VRFocus is certainly looking forward to whatever HTC Vive has planned for 2021, as the VR market continues to grow. As further updates are released, we’ll let you know.

HTC Vive To Release ‘Next-Gen Standalone’ Headset In 2021, But Not A Quest Competitor

A new, “next-genetation HTC Vive standalone headset will release in 2021.

Alvin Wang Graylin, President of Vive in China, revealed as much in an interview with TeliportMe last month (as spotted by Nathie), two weeks before HTC itself teased a possible new hardware reveal. Asked if the company would release a competitor to the Oculus Quest this year, Graylin replied: “I think we’ve said in the past that we will release a new AIO [all-in-one] this year. I don’t think I would position it as a Quest competitor. I think it’s our next-generation standalone, we will have one this year, it is going to be a great product.”

New HTC Vive Standalone Headset On The Way

Graylin declined to provide specs for the new device but did tease that it was better than HTC’s current products “from every perspective” and that “it’s probably better than what’s out there from any vendor today.” Well, that’s quite a claim.

It’s very possible that this standalone and the new product Vive’s Twitter is teasing are one and the same, but it could just as easily be something else. For starters, many of Vive’s recent teases surrounding last week’s tweet hint at something focused on VR tracking. Plus, as President of Vive in China, Graylin’s comments might not necessarily be aimed at a product that will release worldwide, at least at first.

Either way, there’s a lot to pick apart here. Firstly, Graylin calls the standalone the company’s “next-generation” version, which could mean it’s a direct successor to the Vive Focus. In the West, Focus was released as an enterprise-level device with no consumer option, which would explain why this new standalone might not be a Quest competitor, even if its specs do indeed surpass Facebook’s headset. If it is an enterprise device, it’s likely that the kit would be too expensive to compete with the $299 Quest 2 anyway. Focus also released in China months before it arrived around the rest of the world.

We’ll have to wait until HTC is ready to reveal all on this front. Until then, what would you want to see out of a new HTC Vive standalone headset? Let us know in the comments below!

Vive Wave Standalone Devices to Support PC Streaming Over 5Ghz Wi-Fi Networks

During the Mobile World Congress (MWC) earlier this year, HTC unveiled a 5G mobile smart hub that would be capable of streaming virtual reality (VR) to headsets. While that device is some way off as it depends on 5G infrastructure, Viveport revealed a new built-in feature called Viveport Streaming, to make Vive Wave compatible devices more versatile.

HTC Vive - Viveport Streaming

Designed for 6 degrees-of-freedom (6DoF) standalone devices such as Vive Focus, Viveport Steaming will allow content streaming between a VR-Ready PC and a Vive Wave device over a standard 5Ghz Wi-Fi network.

Much like other standalone systems such as Oculus Quest, developers need to specifically tailor titles to a head-mounted display (HMD) which can reduce that amount of easily accessible content. Being able to stream PC quality content expands whats accessible from hundreds of titles to many thousands instantly.

In addition to Viveport Streaming, HTC Vive also took the opportunity to demonstrate the new Viveport Video Player with 6DoF interactive video capability (6DoF Lite. The player allows users to “walk into” any existing 360-degree or 180-degree video by moving their body up to one meter in any direction.

HTC Vive ChinaJoy 2019

“5G Cloud VR has been a hot topic in the press recently, and in one to two years, after the 5G network is more robust, it will provide a new way for users to experience high-quality VR without the need for a high-end PC. Until then, the new Viveport Streaming capability being announced today will enable VR users to enjoy countless premium PC VR experiences on their standalone VR devices without the need for a wire,” said Alvin Wang Graylin, China President, HTC, “PC VR streaming as a concept is not new, but having the PC and the Vive Focus Plus complete the full complex network connection automatically and providing a seamless UI to starting any VR content on the linked PC from inside the VR device makes the experience a real breakthrough.”

The feature is expected to be made available via a Viveport update in Q4 2019, initially supporting the Vive Focus Plus, followed by other Vive Wave compatible devices in the future. As further updates are released, VRFocus will let you know.

Standalone Virtual Reality Headsets Will Bring VR Into Focus

As some of you may know, I have a background in software engineering and CAD and have been active in emerging tech field over the last ten years through investments as well as growing start-ups in mobile IoT, AI and, recently, augmented reality (AR) and/or virtual reality (VR). We then have set up the Realities Centre to help filter through the hype and offer environments for the start-ups and corporates to harness those technologies for industry-specific verticals for AR/VR innovation and to learn more about the technologies.

This has enabled us to see where there is real traction, and we have been lucky to run great events, such as many hackathons, to validate industries and ideas as well as build what is probably the largest ecosystem of developers, mentors and corporate partners. I have seen first-hand how new users react to technology, interfaces and experiences through our many public and private conferences, and also having been personally involved in a company that offers virtual reality tours for multi-user property. I have been scaring many IT directors with the account of the number of involved cables as well as the software restarts and computer requirements for the package that would be needed for them to run our experiences. Moreover, I have seen companies finding ways around that problem by on-boarding clients first with a preloaded mobile VR package, which is an all-in-one “case” to reduce this hardware pain, and then trying to upgrade them to a full high spec solution.

6 DoF Room-scale VR Headsets Solve A Lot Of Problems

It is, therefore, out of genuine sentiment that I think that this year’s upcoming standalone headsets that include room-scale tracking (called 6 degrees of freedom or “6DoF”, as opposed to 3DoF like in mobile VR), such as the HTC Vive Focus, Pico Goblin and Google Mirage Solo with Daydream (pictured below), are going to really solve a lot of the difficulties that the potential large-scale B2B2C users experienced. As those were eliminated, their decision to adopt VR at scale for their organisation and to deliver to end-users shall be much easier.

Standalone VR HeadsetsOf course, high-end tethered headsets still have an important role to play for engineers, designers, arcades and gamers as they benefit from higher specifications, such as the HTC Vive Pro, which delivers optimal graphics and positional tracking with wireless options coming soon. Those still have very legitimate uses and innovations, such as eye tracking, Brain-Computer Interface (BCI) and more, are key. However, that would be specified in another article.

HTC Vive Pro 2.0 KitInstead, this standalone adoption is meant for the schools, retailers, training academies and departments and entertainment centres (although arcades can be included here too), and, therefore, they are meant for commercial mass use. Note that I am mentioning 6DoF here, as I think that any headset that does not offer positional tracking – to ensure that the head and body are fully tracked in space due to the presence of the inside-out sensors – should not be considered. 6DoF allows a minimum degree of immersion, which comprises the VR experience. I believe that 3DoF, although it is cheaper (at the moment), is a dangerous offering for the mass market, and, therefore, it is a no-go as follows: there is a lot more chance of getting sick, it is not as immersive and the experience is a lot more passive. It is bound to disappoint, and we all know the importance of first impressions …

3 DoF Is A No-go For B2B2C

Although Oculus, with the release of the 3DoF “Go” headset, has made some great tilt features to mimic head tracking and incorporate some great UX features as well as social tools, this is not enough. Consequently, we have found that some first-time users have become pretty sick after using it, and it is far from being a 6DoF device. Therefore, I think that for delivering VR experiences at scale for education, training, commercial experiences, such as experiential marketing (travel agents, property walkthroughs, etc.), 6DoF standalone headsets eliminate the difficulty of having to run a gaming PC/laptop, setting up the headset and sensors and installing the whole software stack. Standalone headsets solve that and, although they might be missing 6DoF hand controllers, already upgrades that are being announced to make those possible are present, as we have seen recently for the Vive Focus.

The last thing entails choosing which one should be used as a few varieties are available. Although they are all quite similar, they come with content platforms, accessories and an existing ecosystem. However, I would first look at the professional services and innovations that they would be bringing to the forefront. If you look at the use cases that involve education, training, entertainment and arts, HTC Vive has been a lot more innovative and active in those sectors to offer the following: recharge and cleaning cabinets for schools and training academies, centralised remote software control applications for synchronising experience delivery for groups (useful for schools, entertainment and more), an Art and Studio program as well as partnerships with big sports institutions (McLaren and Major League Baseball has been recently announced), and, most importantly, it has made continuous innovations which I will cover later on in this article.

Vive Focus And EducationThere has clearly not been as much engagement for education, arts, entertainment and technological innovations from the other standalone makers, such as Google, although they do have the requisite education and professional services’ infrastructure to be able to make those possible.

A great recent example of the education sector was given by Paola Paulino at the International School of Nanshan Shenzhen in which she used the Vive Focus to enable students to generate content they had created as well as integrate hand gestures integrations by the XR Pioneer program’ students (see picture below). The elementary, middle and high school students were involved in showcasing their VR Storybooks that they had created with Vive Paper. Moreover, they were the first students to pipe K-12 student-generated content to the new Vive Focus 2.0, which leverages hand gesture interactions.

And this also removes the difficulty in the past to setup large PC VR classes (like Vivedu did last year), whereas now it takes minutes to setup similar size classes with the Vive Focus. In terms of education, such a user friendly and easy setup VR system makes kids more engaged and learn more easily.

Vivedu

Offering Complete Professional Services As Part Of The Offering Is Key

It will take time, as we are still in the early stages of adoption, trial and understanding user onboarding and user experience development; however, those really offer a chance to deliver immersion at scale, albeit of a slightly lower quality (although the Vive Focus is 3K, which is higher than most tethered headsets). But this will keep improving with the increase in the better performing chipsets and also the upcoming 5G and cloud VR infrastructure, thereby delivering all that high-end graphic performance from the cloud itself with the help of machine learning, as I wrote earlier this year on VRFocus.

However, already, a great example of how remote streaming of the experiences is done has also been demonstrated in Vive’s latest announced feature on the Vive Focus as follows: the ability to stream VR from a PC is also key to solving content issue and also wirelessly use it (called Riftcat), so that one can play all Viveport and, especially, all Steam VR games on the Focus headset. HTC advises using this in a modern 5G Wi-fi local area network to have proper visual quality. This also solves the initial low amount of content that can be currently found on the Vive Focus ‘wave’ content platform by enabling tapping into Steam, the largest 3D experiences platform that is present.

Moreover, I have not even touched on the open space mixed reality experiences’ potentials that those headsets can offer while blending VR with the real world for facilitating fully spatial experiences, such as commerce and property simulation as well as entertainment. The inside-out cameras offer a lot of potential for space and object recognition. The most obvious and hoped for (as the device originally only came with one controller) feature was hand gesture tracking for control, similar to Leap Motion. This was also announced and teased as an additional feature on the update for the Vive Focus.

Vive Focus Hand TrackingEven more features are coming out, such as the ability to upgrade the Vive Focus’ current 3 degrees of freedom (3DoF) controller to behave like a 6DoF controller without the need for any additional hardware by leveraging the device’s existing front-facing cameras and AI computer vision technology as well as demonstrating the option of streaming the phone screen’s content from the latest HTC U12+ phone to the Vive Focus. This enables millions of existing mobile applications, video games and video content to be enjoyed on a super-sized screen on the top of making phone calls and creating cool social VR experiences.

China Is Leading The Way With Adoption And Implantation Of New Use Cases

It seems that VR innovation out of China really fuels from the adoption that the market has been undergoing (and, recently, it has been highlighted by Alvin Wang Graylin, President of Vive’s China business, showing 85% awareness of VR and great demographics. We can perceive improvement occurring at a great pace, which should result in optimising content and hardware improvements at scale, which is great as it holds the great promises for the standalone headsets. This should, importantly, enable the development of professional services around the setup, content production and maintenance of pools of standalone VR headsets, as the graphic given below shows, in the case of Vivedu’s ‘turnkey solution’ in China.

ViveduThat’s a great example of potential models that will be released for education and training and will be marketed as professional services in various industries. I cannot wait to contribute to that development as well as benchmark the best practices and lessons that can be learnt from the Chinese market to effectively grow these professional services in Europe at scale.

Vive Focus Dev Kits Now Shipping Westward, Suggesting Nearby International Launch

Vive Focus, HTC’s standalone VR headset which first launched in China back in January, is gearing up for its Western release it seems. HTC today announced that it’s making Vive Focus developer units available to devs outside of China.

Announced by HTC Vive China President Alvin Wang Graylin via Twitter, HTC is now shipping Vive Focus to developers outside of China, including immediate shipment upon approval. Prospective developers can sign up here.

HTC started dev pre-orders back in March, which also included the statement that consumer launch would come “later this year.” With developer kits heading out the door, and HTC’s Vive Ecosystem conference coming up on May 25th in Shenzhen, it certainly feels like launch could be around the corner.

Image courtesy HTC

Like the recently launched $400 Lenovo Mirage Solo, the HTC Vive Focus is a 6DOF standalone VR headset; it has everything on board for VR—including inside-out positional tracking—which means it doesn’t rely on a smartphone or host computer. Check out our hands-on with Vive Focus to see why we deemed it a premium headset with best in-class display and optics.

SEE ALSO
Oculus Go, Mirage Solo, and Vive Focus Standalone Headsets Compared

Specs-wise, Vive Focus contains a 1,600 × 1,440 OLED display for each lens, a clear resolution advantage over the Mirage Solo’s LCD display (1,280 × 1,440 per lens). Offering two displays instead of a single split down the middle, it also offers an IPD adjustment, which means the lens-display pair can be dialed into the sweet spot more precisely for a wider range of users.

Photo by Road to VR

Similar to the Mirage Solo, Vive Focus packs a Qualcomm 835 mobile chipset, dual front-facing camera sensors for an unlimited tracking volume, and a single 3DOF controller. Unlike Mirage Solo, which uses Google’s Daydream platform, Vive Focus sources content from the company’s Viveport mobile app store.

Both the precise consumer release date and price in the West is still unknown at this point, however the company currently sells two versions in China, the Electric Blue variant for ¥4,300 (~$675) and the Almond White variant for ¥4,000 (~$630). These Chinese prices include a value-added tax (VAT) though, which when removed for the international launch could bring the headset down by about $100, putting in the $500-$550 range. Again, there is no official price yet, so we’ll just have to wait and see.

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Update: HTC Confirms It’s Merging VR and Smartphone Divisions

Chialin Chang, HTC’s President of Smartphone and Connected Devices Business, made his immediate resignation official last week, which HTC now confirms has prompted the company to merge its smartphone and VR divisions—a move that possibly points to the HTC putting greater focus on VR in the face of the company’s waning smartphone business.

Update (02/24/18)The Verge has confirmed with HTC that it will undergo management reorganization.

“We have recently brought our smartphone and VR businesses under common leadership in each region. Today, we announced a restructure in North America for the HTC smartphone business that will centralize the reporting structure within the region,” HTC told The Verge. “In doing so, there have been some employee reductions to align the businesses and empower the teams to share more resources.”

The report contends that layoffs are hitting US-based staff, allegedly counting between “a few dozen to around 100 people.”

The original article follows below.

Original article (02/14/18): HTC told Engadget that Chang stepped down from his 6-year stint at the company to pursue his “personal career plan,” exactly what that entails, we’re not sure at this time.

According to a report by China-based tech publication YiVian, five general managers, most of whom oversaw VR divisions in the company, will be taking charge of both smartphone and VR business moving forward in their respective regions.

  • Daniel O’Brien, GM of HTC VIVE Americas, is now GM of HTC Americas.
  • Alvin Wang Graylin, GM of HTC VIVE China, is now GM of HTC China.
  • Raymond Pao, VP of HTC VR New Technology, is now GM of North Asia.
  • Paul Brown, GM of HTC VIVE Europe, is now GM of HTC Europe.
  • Chen(陈柏谕), GM of HTC smartphone Taiwan, is now GM of HTC Taiwan.
SEE ALSO
HTC: Vive Pro is Targeted at Prosumers and Will Be "more expensive" Than Consumer Vive

HTC’s smartphone business has been struggling in face of big names such as Samsung, Apple, and the growing Chinese brand Huawei, but if the report holds true, and HTC is indeed promoting VR execs to greater places of power, it could signal a decisive repositioning of HTC from a smartphone-first company to a primarily VR-first company. Considering HTC recently sold off much of its smartphone team to Google in a $1.1 billion deal, which saw half of HTC’s smartphone R&D division transferred to Google, they’ll need VR more than ever.

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Vive Focus’ Western Launch Hinges on Success in China

Having initially announced that their Vive Focus standalone VR headset would operate as part of Google’s Daydream VR platform in 2017, HTC later scrapped those plans ahead of the headset’s recent launch in China under HTC’s own ‘Wave Vive’ platform. Recent comments from HTC’s Vive China President suggest that a Western release for the headset will likely hinge on its reception in China.

Speaking recently in an interview with VR enthusiast Antony “Skarred Ghost” Vitillo, HTC’s Vive China President, Alvin Wang Graylin, didn’t rule out a Western launch of the Vive Focus headset, but said that its reception in China would be an important factor in the decision to launch it in other markets.

“It’s something that we’re looking at very seriously, and once we have more clear market data in terms of how things are doing with the Chinese release, I don’t see any reason why we would not release it in the rest of the world,” Graylin said, prompted by a question regarding the headset’s chance of launching outside of China. “[…] it’s definitely our intent that if we have a good product then it should be available to as many users as possible.”

Having publicly canceled their plans to bring the headset to the Western market on Google’s Daydream platform, presumably, if the company launched the Vive Focus outside of China, it would be on their own Vive Wave platform. If that’s the case, it would be a significant shift in strategic posture, as it would put HTC in direct competition with both Oculus and Google on the mobile VR front, rather than allying with Google against Oculus.

A launch in the West would also see the Vive Focus specifically squaring up against both the Lenovo Mirage Solo—which is in many ways the same headset as the Focus, but based on the Daydream platform—and Oculus’ Santa Cruz, a forthcoming high-end standalone from Oculus that has so far only been shown as a prototype.

SEE ALSO
Hands-on: Lenovo Mirage Solo – Strong Fundamentals, Questionable Pricing

Even the Mirage Solo’s “under $400” price seems high for what’s on offer; with the Vive Focus priced at roughly $625 (converted from its Chinese price point), Vitillo naturally asked how HTC viewed the headset’s competitive standing.

“I don’t see these products as competing with each other. We’re in such an early stage in the industry right now that rather than seeing each other as competitors, I really see us as all […] pushing to help meet the needs of users who want to use VR, and make it as popular as possible,” Graylin dodged.

Casting an eye toward Oculus’ $200 Go headset and other low-cost mobile VR headsets, Graylin further said HTC wants the Vive brand to represent a certain level of experience.

“We’re not trying to be the price leader, we’re not trying to go and do the $200 range of product that has minimal features. We want to make sure that anybody that puts on a Vive, they know that they can expect the best experience that’s available at that category.”

– – — – –

Graylin also spoke with Vitillo about the Vive Pro, including some thoughts on its (yet revealed) price point and positioning within the headset market; the complete interview can be seen over at the Ghost Howls website.

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HTC: Vive Pro is Targeted at Prosumers and Will Be “more expensive” Than Consumer Vive

VR/AR expert Antony Vitillo (aka ‘Skarred Ghost‘) got an opportunity to speak with HTC Vive China President Alvin Wang Graylin recently, and while Graylin predictably couldn’t answer the question on everyone’s mind—”how much is Vive Pro going to cost?”—we learned the headset is definitely targeting a prosumer price range that makes it “more expensive than the existing consumer product.”

Vitillo got a chance to speak with Graylin for about an hour earlier this week, touching on everything from the Chinese VR market to the possibility of Vive Focus coming westward (only if it does ‘well enough’ in China). While there wasn’t any Earth-shattering news to come from the talk, Graylin did leave Vitillo with this when asked about the ballpark price of Vive Pro:

“I can’t give you any specifics, but I will say that in the very near future pricing information will be released,” said Graylin. “I think at that point you’ll have all your questions answered. Of course, as you said [earlier], it is a product targeted at the prosumer, or the professional user. As with any product targeted towards a professional user, it will be more expensive than the existing consumer product.”

Photo by Road to VR

While none of this comes as any surprise, as the Vive Pro features a higher-spec AMOLED display at 2880 × 1600 (1440 × 1600 pixels per eye) – the same seen in the Samsung HMD Odyssey – integrated audio, an ergonomic headstrap similar to the deluxe audio strap for the consumer Vive, and dual front-facing cameras—HTC has already set some precedents on what it considers to be pricing intended for consumers, and pricing for enterprise users.

The consumer Vive can currently be purchased for as low as $600, a full $200 less than when it launched back in April 2016. It was only back in August 2017 that the consumer Vive dipped down to $600 to remain competitive in the face of Oculus’ $400 Rift + Touch bundle. While this may be grasping at straws somewhat – the Vive was priced to appeal to consumers at launch when it carried an $800 price tag, and not professional users, meaning HTC could possible put Vive Pro in even a higher price class than what was seen back in April 2016.

SEE ALSO
A Glimpse of the New Vive Pro Controllers & SteamVR Tracking 2.0 Base Stations

Healthy speculation notwithstanding, Vive for Business, the company’s enterprise-focused Vive, is priced for professional user at $1200. This admittedly includes a lot of extras intended for out-of-home usage including a professional user license, a commercial warranty, deluxe audio strap, extension cable, and the guarantee of phone support. On the other hand, it remains to be seen to what extent the Vive Pro will offer these premiums like licensing/warranty options.

So while there’s still no exact idea how much you’ll have to shell out for a Vive Pro when it launches, you should probably consider yourself a prosumer when HTC finally announces pricing information in “the very near future.”

You can check out Vitillo’s full article here, replete with time stamps for each of his questions.

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Vive China President Shares 16 Lessons for a VR-First Future From ‘Ready Player One’

Virtual reality (VR) has been a hot topic in the media and the tech sector for the last couple of years, but it is about to hit a new level of buzz, thanks to the internationally best-selling book Ready Player One (2011) by author Ernest Cline, and movie adaptation from award winning director, Steven Spielberg, premiering in theaters today. The Ready Player One (RPO) novel is often cited by industry experts as one of the top recommendations for VR-related book lists. The story’s primary backdrop is a world where VR is intertwined into every aspect of our daily lives, what I call a ‘VR-First future’. RPO follows the adventures of a teenager and his friends as they overcome untold challenges on their quest to win a global online scavenger competition and its gigantic prize.

Guest Article by Alvin Wang Graylin

alvin-wang-graylin-headshotAlvin Wang Graylin is the China President of Vive at HTC leading all aspects of the Vive/VR business in the region. He is also currently Vice-Chairman of the 300-member company Industry of Virtual Reality Alliance, President of the $15 Billion Virtual Reality Venture Capital Alliance, and oversees the Vive X VR accelerator in Asia. He has had over 22 years of business management experience in the tech industry, including 15 years operating in Greater China. Prior to HTC, Graylin was a serial entrepreneur, having founded four venture-backed startups in the mobile and internet spaces, covering mobile social, adtech, search, big data and digital media. Additionally, he has held P&L roles at several public companies.

Note: Vive is the official VR partner for the upcoming Ready Player One film.

Update (3/29/18): With today’s premiere of the Ready Player One movie, Graylin has added some additional thoughts to this article, originally published in August, 2017, after screening the film.

Image courtesy Warner Bros Pictures

I was fortunate enough to have gotten access to see the early preview of the film a couple of days ago and am happy to report that it’s a delightful film that keeps the audience on the edge of their seats for over two hours. I was originally a little concerned that the extensive references to 80’s American pop culture and complex topics related to the technology would make the film hard to appreciate for global audiences, but Spielberg has again worked his magic and found ways to give it appeal to audiences of all ages and cultures. Even in the film preview night in Beijing, the audience seemed to cheer and laugh at all the right moments, and every face coming out of the cinema bore big smiles.

The impact of this movie will go far beyond an entertaining evening for the audience. It’ll go a long way toward making VR better understood by the general public around the world and, just as important, help normalize VR headsets. I’m sure the actual VR devices of 2045 will be far less bulky that what’s depicted in the movie, but I’m actually glad Spielberg decided to use more current day form factors in the film as this will help general consumers better related and accept current devices. I’m excited to see how RPO will change the growth/adoption trajectory of the VR industry. For those that have only watched the movie, but haven’t read the book, I’d still recommend going back and reading it to get a deeper view. Both are enjoyable in different ways.

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If 'Ready Player One' Doesn't Suck, It Stands to Positively Impact the VR Industry
Image courtesy Crown/Random House

Although some would describe the world of 2045 depicted in RPO as a bit bleak or dystopian, I would argue that there are numerous positive lessons we can glean from this envisioned future world that should give us hope and guidance. In fact, I have asked everyone in the China Vive team to read the RPO book and that our HR department give all new staff a copy of the book as there are so many relevant concepts and use cases I believe all can benefit from. Given it is a fictional story written more to entertain than educate, there are a number of technical details I may not fully agree with, so let us not take all the content too literally as some technical readers can tend to do. On a whole, RPO is surprisingly insightful for a novel about a technology that has the potential to create truly transformative impact on our future lives.

I was first exposed to VR over 25 years ago and as most involved in the HIT Lab, we saw its potential from our very first experience. Over the last 1.5 years in my current roles with VIVE, Vive X, IVRA and VRVCA, I’ve had the opportunity to evaluated hundreds of immersive computing products/content, reviewed thousands of VR startup companies and given exposure to the industry’s long-term roadmap. I have tried to take those learnings into account when providing my takeaways from the RPO story. This book and its future adaptations into other media will make the concept of VR accessible for a mass audience, in turn helping bring broad understanding of VR to the general public.

RPO will do for VR what Avatar (2009) did for 3D in general awareness. A form of the ‘VR-First’ future from the book will become a reality in the not too distant future, and the RPO will play an instrumental role in accelerating its realization. What form of the future is finally realized is ultimately up to us as a people, and how we decide to leverage the potential of this disruptive technology.

To help both our internal team and the broader public better understand the takeaways from the story, here is my summary of the key points from the book we can use to guide our actions in the near to mid-term to create a more positive future. It can also be used as a guide to highlight potential business opportunities for budding VR entrepreneurs. This list is not intended to be exhaustive, it’s only the ones I wanted to highlight at this time. I welcome all readers to append other lessons they think worthwhile in the comments section.

Spoiler alert: I have tried to make book references vague enough not to reveal the plot of the book in these learnings, but it may provide hints to the plot. So if you want a pure reading experience of the book, best you go read the book before reading the rest of this article.

16 Key Takeaways from the Ready Player One Novel

1. We will be more dependent on VR devices than we are our phones today

It is clear from the story how VR can be applied to all aspects of our lives from work to school to play, and is our key access point to all information we would ever need. Given that essentially no other devices are mentioned in the book, it shows the potential for a future world to have replaced all other screens/interfaces with VR devices. For those not yet familiar with VR, it’s probably worth you and your family’s time to go find a VR arcade to try some high-end VR or at least pick up a mobile VR shell to get acquainted with low-end VR.

2. VR may play a bigger role in our future lives than AR

Many analysts have forecasted that AR applications could outpace VR in the future. I believe the two technologies will naturally meld together over time into an integrated experience materialized on a single device, so there’s no real need to so clearly delineate. Some early high-end VR devices already have such capabilities built-in. However, it is notable that in the book, very few AR type use cases were actually cited. Which does make sense when most people in a VR-first future can live a large portion of their lives without leaving their homes, their dependency on AR applications will actually be less frequent than their VR requirements. Developers should take some time to start thinking about how AR concepts and technology can be applied to enhance VR experiences and vice versa.

3. Network speeds and cloud computing capacity will be the key utility of the future

In a world where most our interactions with the world are via a VR device, connectivity/computing speeds will impact our lives more than other utilities we care about today, i.e. water, gas, electricity. 5G, fiber-to-the-home and server farms will be increasingly important to our daily lives. In fact, without VR proliferation, the impetus for these capabilities becomes much less. In this future world, we will prefer to be without water or gas for an hour vs. than without constant high-speed connectivity. Startups looking into cloud computing capabilities that fully leverage the coming fat/fast data pipes to deliver innovative services could reap huge rewards in the future.

4. Everyone will become ‘Gamers’ & watching game streams will be a major pass-time

According to Mary Meeker’s recent Internet report, in 1995 there were 100 million gamers, and today, there are 2.6 billion. In the VR-first future, much of our lives will have become ‘gamified’ in a virtual world and we will essentially all be gamers. Games today is often seen as an activity that wastes times and produces little economic value. In the VR-First future, that is no longer the case when gamified work and education can make our careers more enjoyable and help use learn in new ways.

E-sports has become a phenomenon over the last few years, and its gaining momentum as more and more people spending their time playing online games and watching others compete for large cash prizes. In the book, the entire story unfolds around the playing of the largest e-sport game imaginable where essentially the entire globe is playing a single game in an effort to win the ultimate prize and hundreds of millions of users are watching real-time updates via live game streams. E-sport athlete avatars will become more famous than real-world celebrities. In fact the VR-First world, the most famous movie stars of the future, may not even be real people.

5. Virtual Schools will democratize high quality education to the world 

I deeply believe that our education model can be revolutionized by VR technology and quality education made universally accessible. Quality and quantity of education has been directly linked to one’s career success and income. In the VR-First future, every child (and adult) will have access to the best school/teachers. The planet Ludus where all children can get access to quality education via VR is a potential model that does make sense. Governments giving free VR equipment to all students worldwide to learn in virtual schools can actually be far more economical than operating physical schools around the world. Studies have already shown VR can help kids learn more and retain information longer vs. traditional teaching. Vive is already working with hundreds of schools and universities around the world to pilot VR educational methods as well as building education-focused tools and content. School administrators and governments need to start looking into how to better leverage VR to teach our future generations now.

6. Remote work via VR will become the norm

Most of the work and meeting scenarios described in the book took place in VR equipment. Although physical offices were mentioned for certain companies, given all the actual interpersonal interactions actually took place in the virtual world, we can derive that the physical need to be in the office really doesn’t exist for most cases. Think of how much time we can regain in our days be eliminating the need for commuting and business travel. Even today, many industries such as design, engineering and healthcare have already show significant increases in productivity by conducting a significant portion of their work in VR.

7. VR can erase race and gender inequality gaps

In the book, one of the characters disguises his/her race and sex by selecting an unmatched appearance in the chosen avatar in an effort to avoid the innate negative biases that exists in our society. When most of our interactions with others are conducted via our avatars, we truly can allow people to be judged solely on our creativity and intellect vs. our physical traits or social status. In our world today, females and minorities generally earn ~20% less for the same role. In the VR-First future, that doesn’t have to be.

8. Gathering experiences and access will be more important than gathering wealth

When we can have any life we want in the virtual world, gathering physical possessions becomes less important and so does gathering monetary wealth. What affects our personal or social status in the VR-First future will be our experience level granting us greater influence and access. Even in the current world, why not take guidance from the future and spend more of our time/money on life experiences vs. material goods.

9. Virtual currency will become more relevant to our lives than traditional currency

Cash today is already becoming obsolete in places like China where you can effectively live fully via only mobile payment. In the VR-first future, traditional national currency itself may also go away entirely in our daily lives, replaced by completely digital currencies such as bitcoin. This future will come much faster than we think and create massive opportunities for entrepreneurs in the fintech world.

10. A huge economy is coming for virtual goods and services

As our time spent moves increasingly from the physical world to the virtual world, virtual items and services will become a much larger part of our lives. The money we spend today on travel, entertainment, education, transportation, apparel, etc will largely move to the virtual economy. Examples of such cases were frequently cited in the book where users had to pay for virtual travel or buy virtual powers. We already see that trend happening already today where hard-core gamers and live stream audiences put a large part of their discretionary spending on virtual goods/services.

11. Home food delivery may become the most common way to eat

Even when we spend most of our time in the virtual world, there is one physical thing we will still need to do, eat! As our homes get smaller and the need to go outside reduces, the need for food delivery will increase dramatically. In Mary Meeker’s recent report, she cited US home food delivery growing at 45% YoY, and in China, that number is even higher where in most cities, customers can get essentially free delivery of food from any restaurant in about 30 minutes. I have my dinner delivered more than 50% of the time when I’m actually in Beijing. Low-cost high-speed food delivery can be an opportunity globally.

12. VR platforms should put in safe guards for managing physical health into future systems

As users spend more of their days inside the virtual world, many will worry that there will be negative health consequences. In the book, Wade turns on a system function that requires users to perform sufficient physical exercises before he can login to his VR rig. This kind of feature is less needed with room-scale VR system like the Vive, which already provides plenty of activity, but there certainly will be a market need over time for such functions. Given all the sensors and wearables that will be integrated into VR devices in the coming years, it’ll be quite easy for the systems to intelligently ensure that users have both an enjoyable and healthy experience.

13. VR can make physical distance irrelevant in our daily lives; VR natives may never meet their best friends in person

During the majority of the book, all the main characters were located physically apart from each other, and some were even constantly mobile in the physical world. However, in the virtual world, their interactions were seamless and relationships unaffected. Being able to effectively live, work or study from any location gives us a newfound freedom never afforded us in the past. This is going to have dramatic impact on the real-estate market as location will no longer be the key factor in choosing a home or office.

In the book, best friends and even siblings had never actually met each other in person, but they had the emotional connections we would expect from people who grew up together. In the VR-First future, interpersonal relationships will be redefined as we build deep friendships based on the substance of others’ souls and digital records of their lives vs. physical appearance/social status. We can already see this trend happening now for online friendships built upon connections in social networks around the world today.

14. Privacy and data security will be critical to enable an acceptable VR-First future 

RPO describes a world where essentially all users’ data are centrally kept online and nearly all interactions with other people will happen online and can be tracked. In such a world, information security and access control becomes even more critical than ever. Our avatar identity is our key to the world and how that ID integrates with all facets of our lives will not be an easy problem to solve. We will also need the ability to create anonymous identities to allow users to confidently utilize these centralized system without fear of being unknowingly tracked or our personal data being abused. These are all opportunities for security minded firms today.

15. VR can reduce our ecological footprint to enable a more sustainable environment

As the earth’s population continues to grow, our natural resources continue to be depleted, and our environment is increasingly impact climate and health, it’s clear something needs to be done. Mass adoption of VR may offer a long-term solution for us to naturally reduce our drain on limited resources. We would need to travel less, commute less, reduce the need for most office buildings, live effectively in smaller homes, and be geographically distributed in a way to lessen environmental impact. If we accomplish these things in a global scale, there’s a good chance we can reverse the damage we’ve done in the last hundred years and create a truly sustainable planet. Although in the book, the global environment wasn’t in great shape, if we take the right actions over the next 20-30 years, our real-world future can be much different.

16. Even in a virtual world of abundance, humans still have a need for greater purpose

When we do arrive at the VR-First world, it should seemingly satisfy the natural human drive for happiness by giving us access to any experience/object we can dream of, but clearly the population of the RPO future still were not satisfied. They needed the quest in the story to drive themselves forward. Humans differ from other animals in that we strive for more than just survival and pro-creation. We need to have a sense of purpose and it’s this purpose that drives us to excel and achieve more. I challenge all those who read this article to take on the purpose of taking part in realizing a positive VR-First world and giving our future generations a planet we can all be proud of. Whether the future is utopian or dystopian, it is really in our hands.

The post Vive China President Shares 16 Lessons for a VR-First Future From ‘Ready Player One’ appeared first on Road to VR.

On the Hunt for VR’s Killer App with Vive’s China President, Alvin Wang Graylin

Everyone in the VR industry can envision a world in the next 10 years that’s radically changed by virtual reality. From healthcare, education, social, training, cinema, gaming, and more, VR has a lot of Killer Use-cases. But it seems most of the industry is in agreement that the Killer App—a single, platform-defining piece of software that compels buyers—has not yet arrived. Vive’s Alvin Wang Graylin weighs in on how we might come to find it.

We’re featuring insights on the hunt for the killer app from virtual reality’s leading companies. Today we hear from Alvin Wang Graylin, HTC’s China President of Vive.

Alvin Wang Graylin

alvin-wang-graylin-headshotGraylin is the China President of Vive at HTC leading all aspects of the Vive/VR business in the region. He is also currently Vice-Chairman of the 300-member company Industry of Virtual Reality Alliance, President of the $15 Billion Virtual Reality Venture Capital Alliance, and oversees the Vive X VR accelerator in Asia. He has had over 22 years of business management experience in the tech industry, including 15 years operating in Greater China. Prior to HTC, Graylin was a serial entrepreneur, having founded four venture-backed startups in the mobile and internet spaces, covering mobile social, adtech, search, big data and digital media. Additionally, he has held P&L roles at several public companies.

Road to VR:
What traits do you think VR’s Killer App needs to have?

Graylin:
The concept of killer app applies more to application specific platforms like a defining AAA game (i.e. Halo) for a specific game console or perhaps Lotus 123/Word Perfect for the original business-focused PC. VR may not really fit this categorization, as its application can/should be much broader than a single user group. It’s like asking what’s the killer app for the Internet. It’s true the initial core users of VR today are largely gamers, but that’s going to change very soon as more high quality content/titles of various categories become available.

SEE ALSO
Vive Consumer and Business Headsets Will Become Increasingly Differentiated VR Systems, Vive President Says

Road to VR:
If you had to make a bet, which sector of VR would you predict as the place where the first Killer App emerges?

Graylin:
Although I believe there will be many ‘Killer apps/content’ for VR, I believe the first type of ‘Killer app’ to attract a mass audience will likely be a VR MMO built upon a big IP… it’ll be much more of an experience/discovery content with extremely high replay value vs. a hardcore game. There are a few such projects already in the works and I am very much looking forward to their release. Maybe the best virtual reality app is just an alternate reality.

Additionally, given the passive nature of the mass market today and it’s acceptance of basic video viewing, a second natural mass adoption VR use case is 360 degree life streaming. It’ll likely start from 1-2 celebrities streaming access to their exclusive lifestyles, and quickly move into any individual streaming their life’s special moments, then soon after their most mundane moments… It’s just an extension of what people do on Facebook and Instagram or WeChat today. Once 360 degree cameras and streaming is built into low cost devices, this use case will explode.

The real killer application of VR I’m more excited about is core curriculum VR Education. It’ll take longer to gain traction as there’s many moving parts involved and the education industry is generally a slow adopter, but when it does happen, it will have the biggest long term impact on our world/society as a whole. It will likely happen first in Asia where governments and parents prioritize their children’s education over all else.

The other impactful use case for VR is in collaboration and productivity. If we no longer need to do business travel or commute to work without compromising effectiveness, how cool would that be? It’ll be possible very soon in VR, and when it happens, the cost/time savings and productivity gains it creates will force companies to adopt it in droves. This may even happen faster than consumer mass market, as price is much more elastic for this market.

Road to VR:
Do you think VR’s Killer App will launch in 2017?

Graylin:
Initial versions of above applications could happen in late 2017 or the first half of 2018. But likely it’ll be the second half of 2018 or 2019 for mass adoption of such apps to really take off. The reason for the timing is a combination of device availability at mass market price points, the install base needs time to build up, and high quality apps/content just take time to create.

SEE ALSO
Vive President Says Next-gen VR Headsets Likely to Come in 1 to 3 Year Cycles

More from the ‘On the Hunt for VR’s Killer App’ Series:

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