Niantic’s AR Pets Game Peridot Looks Like It Could Be Great For Glasses

Niantic is teasing a new AR pets game called Peridot with the tagline “always by your side” and gameplay built around exploring the world together with “creatures who feel so real, you’ll love every moment raising them from birth to adulthood.”

Niantic is in a build-up phase toward AR glasses alongside tech giants like Meta, Apple, and Google. The company is acquiring a range of startups to build out its Lightship platform for developers, hosting a developer event in late May and already teased AR glasses last year. Niantic’s breakout hit title Pokemon Go, however, is produced in partnership with The Pokemon Company and features AR interactions as something of an afterthought next to the premise “gotta catch ’em all.” Meanwhile, other licensed AR games from Niantic like Harry Potter: Wizards Unite and Catan: World Explorers have struggled so much they’ve shut down. Taken altogether, Niantic could use a hit title it owns entirely to function as both a testing ground for new ideas and a showcase for its strengths in augmented reality.

Enter Peridot, teased in the embedded video above, which looks set to combine aspects of Pokemon and Tamagotchi with the ability to breed creatures in collaboration with others “to expand the Peridot species.” A series of screenshots embedded below show some of the interactions in the game spending time with your “Dot”, as they’re called, as they join you in different contexts viewed through an AR camera view from your phone. Activities include “adventure together on daily walks”, “breed new generations of peridots”, and “uncover hidden treasures around the world.”

“Peridot is played in camera-based AR,” a fact sheet from Niantic explains. “And the result is that the creatures feel so real, players are immersed in a way that is only possible with Niantic’s Lightship ARDK technology. Dots are clever, and can recognize different real-world surfaces such as dirt, sand, water, grass, and foliage. When your Dot forages on one of these surfaces, it will obtain different kinds of foods accordingly – like kelp from the water or prickly beets from the sand.”

The game is in a soft launch testing phase with a sign-up page for alerts when it launches in various countries on Apple’s iOS and Google Play. While Niantic made no mention of glasses support in its announcement of the game, its use of Niantic’s Lightship development kit to power the experience likely means it’d be an obvious fit, with Niantic CEO John Hanke teasing last year that they’re working to “enable new kinds of devices that leverage our platform.”

Check out the gameplay screenshots below:

Tilt Five Aims For Mainstream AR With Android, iOS, And Multiple Glasses From One PC

Jeri Ellsworth sees Tilt Five paving the path to mainstream AR.

Tech giants like Apple, Google, Microsoft and Meta seem to be struggling to expand the field of view of lightweight AR glasses into something compelling you can wear anywhere and in wildly varying lighting conditions, but the timeline for release of this supposed AR eyewear for consumers always seems to be about half a decade away. Near-term, there are camera-equipped and audio-enabled glasses as well developer kits or high-end devices like HoloLens and Magic Leap that can be useful for training or certain specialized uses. Still, even high-end AR eyewear often fails to deliver a sense of compelling immersion because their augmentations are often severely limited to a central area of your vision.

And then there’s Tilt Five, priced starting around $359 for the glasses, wand and retroreflective board. Tilt Five’s system convincingly augments the view above and below the game board while letting you see your friends, family and physical environment naturally. It’s a constrained approach focused around tabletop gaming and “reinventing game night,” as Tilt Five’s website says.

“Our goal is to take on the big players. That’s the ultimate goal. I know we don’t think of this as some small thing. Technology changes over time. We’re going to get better. We’re going to innovate, we’re going to have amazing content on our system,” Ellsworth recently told me. “We’re going to be this center point in your living room that makes your real-world amazing and you’re not going to synthesize away what’s already amazing in your world. We started doing user testing and, play three hours of D&D on our system and see people laughing, sitting around the table being delighted — that’s, that’s very satisfying and I think probably more appealing to a broader audience.”

“It has a 110-degree field of view – by far larger than any other optical AR headset,” notes AR displays expert Karl Guttag in his write-up about Tilt Five. “What makes it ‘magical’ is that everything seems to work the way it should in a way I have not seen in any other AR device.”

That field of view is roughly on par with what’s achievable on most consumer VR headsets, including the $299 Quest 2. But while Quest 2 provides a black-and-white view of your physical surroundings with a computer vision-reconstructed AR passthrough view, that view is only meant for momentary checks of your physical space before returning to your fully simulated environment. Tilt Five, by contrast, is being tested with multi-hour tabletop gaming sessions. And while Quest 2 packs everything into the headset, Tilt Five still requires an external computing device to power its glasses. As of this writing, that’s still a PC. And with one PC per pair of glasses, the cost and complexity of an AR gaming night powered by Tilt Five stacks up considerably. A 3-pack of glasses, wands and a large-size game board was offered through the Kickstarter for $879.

Focus On The Future

The key right now to Ellsworth is focus — something that escaped its CastAR predecessor — and that means delivering to backers while setting the stage for Tilt Five’s next steps.

Delivery is still in progress and subject to ongoing international supply chain nightmares affecting every major manufacturer. “Barring the factory having to close because of COVID”, Ellsworth recently told us, they are on pace to fully deliver on their Kickstarter promises this summer (delivery was originally slated for summer 2020). The startup recently announced a deal to bring select titles from Asmodee Digital to the platform, with Asmodee being the publisher of well-known board games such as  CATAN, Ticket to Ride, and Pandemic, that suggests there could be some big games in store for Tilt Five. Plus, one of the first apps compatible with the glasses is Tabletopia, a free-to-play sandbox app with a wide range of board games accessible.

And those next steps? Those could be key toward broadening Tilt Five’s appeal.

“We’re starting internally sampling our driver that allows multiple headsets on one computer. And because we do reprojection in the headset we don’t have the same requirements as VR where you have to have insanely high frame rates because we upscale the images coming from the game engine up to 180 frames per second. So you always get a buttery smooth tracked image on the table even if you have multiple headsets on one device. And then our Android drivers are very close as well, so those should be rolling out fairly soon,” Ellsworth said. “iOS is a little bit later in the year. So it’ll give a lot of flexibility as far as the compute device.”

She cautioned, however, that the challenge is not about getting the Tilt Five glasses themselves to “run” from a given device, but about getting developers on board with building cross-compatible content.

“I would be sad if someone expected to grab a Tilt Five tomorrow and plug it into Android and there’s not enough content for them,” Ellsworth noted. “I don’t know exactly how to answer exact timelines because there’s work to be done and it’s complicated and there’s the content side of it too, that has to all fall into place.”

Ellsworth noted they were able to get the glasses running from a Steam Deck in about 20 minutes. Compatibility will depend on the content, she warned, but “as we get more polished on Android and iOS and other devices like that, it’ll just lower the barrier for folks that want to do solo and group gaming experiences without having to fish for wires over to a laptop or something. You wouldn’t have to go get a leading edge Android phone to run a decent experience.”

“Our long-term goals, we want this to be a device that’s so relatable that it’s like the early home pong machine where everyone had one,” Ellsworth said. “We want to cater to…call them the ‘adventurous gamers’… the gamers that have every gaming device in their house. They’ll have a Switch. They’ll have an Xbox. They probably play games on their PC. They probably have a VR headset and that’s a market that’s billions of dollars. So it’s quite large for addressable market for a first market.”

Ellsworth originally spun her technology out from Valve, noting “back in those days there was still this notion that somebody is going to just stumble onto a way to make this perfect AR system. And you won’t need to use anything like a game board and still people are still dreaming and hoping that they’ll stumble onto some way to make that happen. And it’s the laws of physics. It’s really difficult.”

“At Tilt Five, we’re all behind this mission of making a positive impact in the world that’s going to delight hundreds of millions of people,” Ellsworth said. “That’s the goal.”

The Tilt Five system can be reserved on the company’s website.

Epic Games Offers 3D Scanning On Smartphones Via App In Limited Beta

Epic Games unveiled its new 3D scanning app for smartphones called RealityScan.

The app uses smartphone cameras and photos to create high-fidelity 3D photogrammetric models of real-world objects for use on digital platforms. You can take a closer look at how it works in Epic’s new promotional video, embedded below.

In the video, the user takes a number of photos of an object — in this instance, the armchair — which then allows the app to create a 3D model that can be used in digital experiences and scaled and positioned as required.

Epic says that the app “walks users through the scanning experience with interactive feedback, AR guidance, and data quality-checks” and can then create a model “almost instantly.” The resulting models can be uploaded to Sketchfab (which Epic acquired mid-last year) and used across many platforms, including VR and AR.

The app was developed by Epic in collaboration with CapturingReality (acquired by Epic last year) and Quixel. It is now in limited beta on iOS — the first 10,000 users will be granted access on a first-come, first-served basis with wider access rolling out later in Spring.

This isn’t the first app to offer a form of 3D scanning on smartphone devices, but it is perhaps the most high-profile crack at the concept yet. 3D object capture will likely play a big role in VR and AR’s future. Headsets like the LiDAR-equipped Varjo XR-3 allows users to scan their environment and present it to others in real-time while  games like Puzzling Places showcase the creative potential of photogrammetric data as well, offering puzzles composed of real-world objects and places, scanned into the game as 3D models.

You can join the limited beta for RealityScan on iOS now, while spots last, via TestFlight. Android support will arrive later this year. You can read more about RealityScan here.

GDC Day 4: ARVORE, Hyper Dash, Emerge Wave 1 Haptics & More

The fourth and final day of GDC 2022 has come and gone. Don’t be too sad though — we’ve got lots of interesting interviews with VR developers straight from the show floor to cheer you up.

It was a great week at GDC last week, with lots of interesting news over the course of the four days at the show. Alex and Skeeva from Between Realities were checking it all out for us as UploadVR Correspondents, pulling some fantastic developers aside for interviews each day.

On day one, they spoke to Walkabout Mini Golf developers Mighty Coconut, Zenith developer Ramen VR and more.

Day two saw them speak to Polyarc about Moss: Book 2, along with Fast Travel Games on Cities VR and Virtuoso. Day three brought some hardware into the mix, including demos and talks with the developers of the upcoming Lynx R1 mixed reality headset. They also caught up Tilt Five and Owlchemy Labs, developers of Cosmonious High (releasing later this week).

For the fourth and final day, Alex and Skeeva first checked in with ARVORE, developer of last year’s Yuki and the Pixel Ripped series. When questioned about any new Pixel Ripped content or releases in the near future, Rodrigo Terra from ARVORE was tight lipped but did mention an upcoming collaboration with Holoride (who make VR experiences designed to take place inside moving cars) that might satisfy fans of the series.

Rodrigo also said that the studio is working on a few new projects, which could release this year or next, so keep an eye out.

Alex and Skeeva also spoke to the developers of Hyper Dash, who revealed a new free game mode will release for the title on April 1, called ‘Ball’. Triangle Factory CEO and Co-Found Timothy Vanherbergen insisted it wasn’t a joke, despite the release date, and described the mode as “Rocket League but with guns.”

Last but not least, there were some interesting discussions with the developers of the Emerge Wave 1 haptic device, which uses sound and vibrations to provide a new kind of haptic feedback, and the developer of Finger Guns, an FPS shooter using hand tracking technology coming to Quest this year.

What was your favorite news or reveal from this year’s GDC? Let us know in the comments below.

GDC Day 3: Cosmonious High, Lynx Mixed Reality Headset & More

Another day, another round of GDC 2022 coverage. Today is day three and the Between Realities crew hit the show floor again to bring you more interviews with VR/AR developers.

If you missed the previous two days, it’s been pretty jam packed already. Day one saw Alex and Skeeva talk to the developers of Walkabout Mini Golf, Zenith VR and more, and day two brought us interviews with Polyarc (Moss Book 2) Fast Travel Games (Cities VR and Virtuoso) and others.

Alex and Skeeva kept up the incredible pace today, speaking first to Owlchemy Labs (Job Simulator, Vacation Simulator) about their new game Cosmonious High, which releases next week.

They also caught up with the teams behind Patchworld: Sound of the Metaverse, Altair Breaker and Snapdragon Spaces.

Last, but definitely not least, Alex and Skeeva gave the upcoming Lynx R1 mixed reality headset a try and spoke to Stan Larroque from Lynx about the hardware.

When asked how far along everything was, Larroque said that things were “pretty mature” on the software side and they were “in the process of manufacturing” the hardware at the moment. The headsets were meant to ship next month in April, but Lynx has been affected by the ongoing global supply chain issues, which will mean a short delay.

“We were supposed to deliver in April but we’re going to face some issues with the supply chain,” said Larroque. “I think you can expect the first headsets to come between June and July. It’s a matter of weeks, we have some weeks of delays here.”

Keep an eye out for our GDC wrap-up show tomorrow, where Skeeva and Alex from Between Realities will join Ian live in the UploadVR virtual studio to discuss their hands-on experiences over the last few days.

You can catch that live on our YouTube channel tomorrow at 4pm Pacific.

Watch: New Look At Magic Leap 2 Headset & Controllers

A video shared by Magic Leap earlier this month gives us our most comprehensive look at the design of the company’s upcoming Magic Leap 2 AR headset yet.

It shows us almost every angle imaginable of the headset and its controllers.

As reported in late January, the Magic Leap 2 specs suggest it will be a best-in-class AR headset, aimed at the enterprise market. Compared to the Magic Leap 1, it’s lighter in weight, twice as powerful and features an eye box that is twice as large. This is just the tip of the iceberg — you can read more spec specifics here.

We had previously seen photos of Magic Leap 2, but this new video gives a full 360 degree overview. Plus, it gives a clearer look at the headset’s accompanying controllers. As reported earlier this month, the controllers feature cameras on the sides, used for onboard inside-out tracking.

We had seen some unofficial pictures of the controllers at the time, but this new video gives us our first official look. The two cameras are present on the sides, but you can also see what looks to be a trackpad on the top of the controller.

This style of inside-out tracking, using cameras on the controllers themselves, is being employed by other companies as well — leaked images from last September suggest that Meta will use a similar onboard camera design with its controllers for Project Cambria.

Magic Leap 2 will target enterprise markets on release, but specific pricing info and release window details have yet to be revealed.

Qualcomm Launches $100M Fund to Help Build the Metaverse

Qualcomm, the company known for its mobile Snapdragon processors for smartphones and XR headsets, announced a new Metaverse Fund. The chipmaker says the new fund will be a launchpad for XR developers and companies working to build the metaverse.

At GDC 2022 today, Qualcomm launched its Snapdragon Metaverse Fund for companies building “unique, immersive XR experiences, as well as associated core augmented reality (AR)and related artificial intelligence (AI)technologies,” the company says.

Capital is said arrive through a combination of venture investments by Qualcomm Ventures in “leading XR companies” and a separate grant program for XR developers working in gaming, health and wellness, media, entertainment, education, and enterprise.

“We deliver the groundbreaking platform technology and experiences that will enable both the consumer and the enterprise to build and engage in the metaverse and allow the physical and digital worlds to be connected. Qualcomm is the ticket to the metaverse,” said Qualcomm President and CEO Cristiano Amon. “Through the Snapdragon Metaverse Fund, we look forward to empowering developers and companies of all sizes as they push boundaries of what’s possible as we enter into this new generation of spatial computing.”

Over the years Qualcomm has been increasingly involved in creating reference designs for emerging product categories, many of which in the past centered around VR headsets, which involved its purpose-built Snapdragon XR processors. Those have found their way into VR headsets such as Meta Quest 2, HTC Vive Focus 3, and Pico Neo 3.

Currently the company seems to be focusing on smartphone-tethered AR as the next area of consumer interest. As you’d imagine, the chipmaker is positioning itself deeper into both XR hardware and software creation to better integrate its next generation of Snapdragon processors into the emerging product category.

This follows news that Qualcomm has partnered with Japanese gaming powerhouse Square Enix to create AR content using its Snapdragon Spaces XR developer platform, and TikTok parent company ByteDance to create XR hardware and software.

Developers looking for funding can signup here for Qualcomm’s Snapdragon Fund newsletter.

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Qualcomm & Square Enix Partner to Create AR Games

Qualcomm and Square Enix today announced a partnership that will see the creation of XR experiences by Square Enix, which includes the Japanese company’s subsidiary studios and intellectual property.

Announced at the annual Game Developers Conference (GDC 2022) in San Francisco today, the partnership is said to involve Square Enix’s Advanced Technology Division (ATD), which will be working with the chipmaker to create content for AR glasses.

The team will be using Qualcomm’s Snapdragon Spaces XR Developer Platform, a software tool kit that allows creators to make 3D applications for XR platforms.

Qualcomm initially launched Snapdragon Spaces back in late 2021, putting heavy emphasis on its capability as a platform for AR content creation—or more specifically content targeting smartphone-tethered AR glasses, something Qualcomm hopes to be an emerging product category for consumers.

“Square Enix has always been committed to state-of-the-art game technology to push storytelling boundaries, delivering unforgettable experiences for our fans” said Ben Taylor, Technical Director at Square Enix. “We have been investing in XR and look forward to building on Snapdragon Spaces. In particular, we think the time is right with XR to innovate on games of a classic genre we are especially known for, and we look forward to sharing them with the world to further our mission to help spread happiness across the globe.”

Square Enix hasn’t said which IP it intends on bringing to AR; it’s the maker behind a host of popular series such as Final Fantasy, Dragon Quest, and Tomb Raider. The parent company owns British game publisher Eidos and Japanese arcade gaming studio Taito.

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Report: Microsoft Braces for Negative Field Tests of Military HoloLens

Microsoft is supposedly gearing up to field test its HoloLens-based military AR headset, however a new report contends the company is bracing for impact, as it’s expecting negative feedback from soldiers.

Last year, Microsoft announced it had won a United States Army defense contract worth up to $22 billion which would see the development of a so-called Integrated Visual Augmentation System (IVAS), a tactical AR headset for soldiers based on HoloLens 2 technology.

A Business Insider report, citing a leaked internal email, maintains that Microsoft has low expectations for its latest version of IVAS, which is set to begin real-world operational tests with the US Army in May.

Prototype testing (2019), Image courtesy CNBC

Microsoft’s IVAS contract has allegedly seen delays and quality problems. A separate Business Insider report from last month alleges its enterprise-focused HoloLens 3 may also be at risk due to internal issues within Microsoft’s mixed reality division surrounding whether HoloLens should serve consumers or continue courting enterprise companies.

A purported Microsoft Teams message from Mixed Reality division head and HoloLens co-inventor Alex Kipman paints a pretty depressing story:

“So depressed, so demoralized, so broken. I’m sure by now you’ve read or heard about one or two of the Business Insider articles that were published on us. On our private roadmap. On our customers’ confidential data … as a consequence of these articles and these individuals shameful actions, someone from finance already came to me to ask if we should lock down and not share so openly our numbers. Someone from marketing already came to me and asked if we should lock down and not share so openly our roadmap. Someone for from our National Intelligence and Security Team already came to me to ask if we should lock down our IVAS work.”

Kipman rebuffed the previously report of unrest, saying “don’t believe what you read on the internet.”

It’s said that soldiers may take issue with the device’s low light and thermal imaging performance, and that user impressions will “continue to be negative as reliability improvements have been minimal from previous events.”

That $22 billion is an upper target and not the full amount granted to Microsoft at present. And it seems confidence in the project isn’t very high at the moment, as US Congress has allegedly frozen $394 million from the Army’s IVAS budget, which Business Insider notes leaves only $405 million—around $200 million shy of what Microsoft supposedly needs to recover development costs.

Additionally, it’s also said some close to the project fear the Army will simply walk away from the contract.

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Niantic Buys 8th Wall WebAR Development Platform

Pokemon Go technology company Niantic continues to stock up on technologies to power AR development with the purchase of 8th Wall.

8th Wall has helped power a large number of Web-based AR experiences for a variety of major brands and Niantic sees the purchase as offering developers a more accessible set of tools than its existing Lightship platform, enabling them to build interactive AR content with wider distribution potential directly through a Web browser rather than through dedicated apps like Pokemon Go. Examples of some of the projects powered by 8th Wall technology are shown in the video embedded below.

Niantic teased a pair of AR glasses last year and also launched its Lightship development platform. The company has a standing relationship with chip-maker Qualcomm which likely provides the foundation for the forthcoming AR glasses and a Lightship developer conference was just announced for May 24th and 25th. With previous acquisitions including Hoss and 6D.ai, Niantic has been integrating the pieces needed to break free of its dependence on platforms like Apple’s iOS and Google’s Android for delivery of AR experiences. The company describes 8th Wall as “our largest acquisition to date” and a complement to its existing Lightship platform which provides tools to build more sophisticated AR experiences with integration directly in Unity.