CES 2022 VR: What To Expect From The Show

CES finally returns to a physical, if somewhat muted show this week. Here’s what to expect on the VR side.

CES was once one of the key events in the VR calendar, but its impact on the industry has waned over time. Meta has its own events for Quest announcements, Sony saves gaming reveals for other showcases, HTC Vive hasn’t held a press conference in a number of years and, as VR has become less and less of a buzzword, we’ve seen fewer big players flaunt the tech on the show floor.

But the Vegas showcase does remain a fascinating display of VR oddities, underdogs and the occasional juggernaut. Here’s just a few things to expect from CES this year. We’re at the show so we’ll be offering full coverage.

CES 2022 VR: What To Expect

bHaptics’ Quest 2 Gloves

Last week the company behind one of Quest’s most popular haptic vests revealed its own haptic gloves, named TactGlove. They use the headset’s hand-tracking with motors at the tips of your fingers to provide a sense of feedback when touching objects in VR. But will they offer a compelling enough experience to justify a $299 price point? Hopefully we’ll get an answer during the show.

Panasonic’s Lightweight VR Returns

MeganeX

As announced earlier today, Panasonic subsidiary Shiftall seems to be working on the first consumer version of the company’s lightweight SteamVR headset, named MeganeX. It’s a bit of a puzzle, given the light form factor is somewhat negated by being attached to a PC via USB, but if it offers a comfortable, high-fidelity experience then it could be a strong new contender for the PC VR market. We’ll look to bring you more as the week goes on.

A First Look At Pimax Reality?

Pimax is one of the many companies to have pulled out of CES proper, with no presence on the show floor. But, as the company confirmed in an update last week, there will still be some media meetings available. Hopefully, then, we’ll be able to bring you a first look at the recently-announced Pimax Reality series, a hybrid, modular headset that promises to spare no expense.

Sony, LG And Beyond?

Everything We Know About PSVR 2 2021

Some of the highlights of every CES include the conferences from big tech companies announcing their range of products for the year to come. Usually it’s all about fridges that can tell your car what you need to buy and robots that can take your bags to the airport. But we do occasionally get a glimpse of surprising new VR announcements here and there. With that in mind, we’ll be watching a lot of shows today, January 4th, including LG’s show at 8am PT, Nvidia also at 8am PT, Intel at 10am PT, Qualcomm at 11am PT, Sony at 5pm PT and Samsung at 6:30pm PT. Again, we don’t expect anything to be revealed at these shows, but each of these companies has dabbled with the VR market to some degree in the past, so we’ll keep an eye out.

As for a potential PSVR 2 sighting? Well, Sony does like to announce some PlayStation news at these shows, like the 2013 introduction of PlayStation Now or, in 2020, the PS5 logo, but it’s not likely. We’d settle for confirmation the headset is definitely coming this year, though.


And that’s what’s happening with VR at CES 2022! What are you looking forward to? Let us know in the comments below!

bHaptics Unveils Consumer-Ready TactGlove at CES 2022

TactGlove

A new year means that it’s time for the annual CES event in Las Vegas, drawing tech companies both big and small to showcase their latest wares. bHaptics, the maker of the TactSuit haptic vest, has unveiled its newest product set to arrive later this year, consumer-ready haptic gloves called TactGlove.

TactGlove

Leveraging its experience of building the TactSuit, bHaptics’ TactGlove has been designed to work with camera-based hand tracking systems, such as the one employed by Meta Quest. The glove comes equipped with 10 Linear Resonant Actuators (LRA) placed at each fingertip which can be individually controlled using the bHaptics SDK so that developers can programme precise feedback.

TactGlove will consist of an inner and outer glove, both worn like any normal glove. The inner glove is there for hygiene. Machine washable, this allows multiple people to use the TactGlove when required. bHaptics will be releasing the TactGlove in Medium, Large and Extra Large sizes.

“We are committed to connecting people through the haptic technology and TactGlove truly marks a milestone in that sense because it allows people to have a realistic interaction not only with virtual objects but also with their friends and colleagues in VR/AR settings at a very affordable price,” said Kiuk Gwak, CEO of bHaptics in a statement. “We are excited to see changes that TactGlove will bring to the virtual interaction as we move into the Metaverse era.”

TactGlove

Having already partnered with multiple developers to ensure support for its TactSuit (over 100 apps and counting), the company is already well underway ensuring support for its upcoming glove. For CES this week visitors will be able to play Unplugged and Hand Physics Lab using TactGlove.

To begin with, bHaptics will release TactGlove developer kits in Q2 2022 with a plan to launch a consumer version towards the end of the year. Unlike other haptic gloves which can cost thousands, the TactGlove will be firmly priced to encourage consumer sales, coming in at $299 USD.

And it’s not just the TactGlove bHaptics has on show at CES 2022. Its full TactSuit product lineup will be there including the flagship TactSuit X40. As further XR announcements are made at CES 2022, VRFocus will keep you updated.

bHaptics Announces TactGlove $299 Haptic VR Gloves For Quest 2 And More

bHaptics, the company behind a range of popular TactSuit haptic vests for VR gaming, has announced TactGlove, a pair of $299 haptic gloves for the consumer market.

TactGlove will be on display at CES 2022 next week, but bHaptics announced the gloves early in the video below.

bHapitcs Announces TactGlove

The gloves employ 10 Linear Resonant Actuators on the tips of your fingers and thumbs to deliver a sense of touch when combined with hand-tracking capabilities on headsets like Quest 2 and HoloLens 2. This likely means the motors will activate when you place your fingers on virtual surfaces, but the gloves won’t actually stop you from putting your hands through objects and walls. They’ll come in three sizes and feature a washable liner.

bHaptics hasn’t yet confirmed if the gloves can be used in conjunction with the TactSuit vest, but the widespread support for the former product has been particularly strong on Quest. It will be interesting to see if the TactGloves offer a compelling enough experience to benefit from the same support. Obviously on Quest the gloves will be limited to hand-tracking experiences, though this library is growing steadily.

Still, this is a competitive market with more players to come. HaptX continues to work on enterprise-grade gloves that will give you a more immersive experience but cost a lot more, and Meta has teased work on its own glove controllers too. TactGlove’s solution might be simpler, but it’ll be first to market at an affordable price.

During CES bHaptics will showcase the game running with Unplugged: Air Guitar — which recently took home UploadVR’s Best Quest Game of 2021 award — and Hand Physics Lab. The company plans to sell developers kits from Q2 of 2022, with a full release coming later on in the year.

bHaptics gibt neue Feedback-Westen zur Vorbestellung frei

Tower Tag auf Steam

bHaptics bietet bereits seit einigen Jahren diverse Feedback-Systeme für Arcades und ambitionierte Gamer an, welche das Erlebnis beim Spielen noch realistischer gestalten sollen. Das wohl bekannteste Produkt von bHaptics ist die Feedback-Weste, welche nun in zwei neuen Modellen für alle Menschen weltweit angeboten wird.

bHaptics gibt neue Feedback-Westen zur Vorbestellung frei

bHaptics tactsuit

Bei den neuen Modellen handelt es sich um den TactSuit X40 für 500 US-Dollar und den TactSuit X16 für 300 US-Dollar. Während die X40 Version mit 40 ERM-Motoren ausgestattet ist, arbeitet die kleinere Version nur mit 16 Motoren. Die mögliche Spielzeit mit den Westen beträgt 18-22 Stunden, was auch für längere Sessions mehr als genug Laufzeit ist. Beide Westen werden via Bluetooth 4.0 mit dem PC verbunden und bei Spielen mit nativem Support (wie beispielsweise Tower Tag), direkt unterstützt und präzise angesteuert. Sollte euer Lieblingsspiel keinen Support bieten, könnt ihr immerhin über ein Audio-Kabel für Vibrationen sorgen, die aus den tiefen Tönen erstellt werden.

Beide Modelle könnt ihr ab sofort hier vorbestellen. Der Versand der Westen soll anschließend ab dem 10. Dezember erfolgen und innerhalb von 3-5 Werktagen sollen die Bestellungen bei euch eintreffen.

Der Beitrag bHaptics gibt neue Feedback-Westen zur Vorbestellung frei zuerst gesehen auf VR∙Nerds. VR·Nerds am Werk!

bHaptics Announces Pre-orders for TactSuit X Series Haptic Vests, Starting at $300

bHaptics, the South Korea-based startup making haptic accessories for VR, today opened pre-orders for two new versions of its TactSuit haptic vests.

Starting today, you can put your money down on two new models, the TactSuit X40 ($500) and TactSuit X16 ($300).

TactSuit X40 includes 40 Eccentric Rotating Mass (ERM) vibration motors dispersed across the front and back of the vest, boasting 18+ hours of playtime from its 9,800 mAh lithium-ion battery.

Its $300 little cousin, the TactSuit X16, reduces the number of ERM motors down to 16, and includes a smaller battery at 4,900 mAh rated for an overall playtime of 22+ hours, the company says. Both versions feature Bluetooth 4.0 and also an external audio port for non-supported games.

The TactSuit X16 is also shorter in length compared to X40, something bHaptics says was designed to not “bunch up when you sit down for PC games, etc.”

Presumably, bHaptics is eyeing the at-home user with X16 and straddling the out-of-home market with X40, as the X40 appears to replace much of the functionality of its enterprise-focused Tactot DK3 vest.

In all, bHaptics says their vests natively support 20+ SteamVR titles, including games such as Onward, Thrill of the Fight, and Sairento VR. By adding a bespoke mod file, you can also play games such as Half-Life: Alyx, Skyrim VR and Fallout 4 VR.

Native support for Quest games is also currently pretty limited, including Onward, Hyperdash, Thrill of the Fight, Death Horizon: Reloaded, Crisis VRigade, Apex Construct, Sairento VR, Operation Serpens, Let’s Go Chopping, MissionX: Lite, and Realms of Eternity.

To bridge the gap somewhat, the vests’ audio-based haptics mode also lets you plug in and play non-supported SteamVR and Quest platform games, as it takes basic audio objects like gunshots and translates them into a haptic rumble.

Pre-orders are said to start shipping December 10th, taking between an estimated 3-5 business days to arrive depending on your location.

Image courtesy bHaptics

We got a chance to try bHaptics early developer kit back at Gamescom 2017, and the basic hardware platform actually offers a pretty unique experience. The vest’s haptic motors can ‘dumbly’ buzz for a generalized rumble effect, but can also activate in specific locations on the front and back of the vest to simulate things like gunshots, punches, and sword slices.

Ok, so a buzzy punch isn’t really a perfect stand-in for any of those sorts of things, but it’s definitely a cool experience if you ever get a chance to try it. Still, at the time I didn’t find it a good enough value proposition as a consumer due to the overall lack of supported games—a chicken and the egg problem if there ever was one. And while attracting developers to include native support still remains an uphill battle for the company a few years later, it’s possible that may change now with the entrance of X16 at a more consumer-friendly price point.

The post bHaptics Announces Pre-orders for TactSuit X Series Haptic Vests, Starting at $300 appeared first on Road to VR.

bHaptics Launches Pre-Orders for TactSuit X Series Haptic Vests

Tactsuit X Series

Need to make your virtual reality (VR) gameplay experience even more immersive, then you’ll want to accessorize? Maybe an omni-directional treadmill for example or how about more haptic feedback? If it’s the latter then bHaptics’ TactSuit has been one of the more consumer-friendly ways to add body feedback. It’s almost time to make way for not one but two new models, with pre-orders for the TactSuit X Series going live today.

Tactsuit X Series

The original TactSuit is now going to make way for two variants, the entry-level TactSuit X16 priced at $299 USD and the TackSuit X40 at $499. Both designed to fit a wide variety of body types, from 25-50 inch chests, the biggest difference between the two is the haptic feedback. bHaptics is still using the ERM motors from the original model with the X16 featuring 16 of them (8 front/8 rear) while the X40 has 40 of them, supplying a more tactile response.

The new haptic vests also include further improvements over the original such as an audio port alongside Bluetooth connectivity and new straps at the side and on the shoulders for a better fit. Battery life has also been enhanced, up from 15 hours to 18 on the X40 and 22 hours for the X16. The TactSuit X40 weighs in at 1.7kg (3.7lbs) whilst the X16 is a little lighter at 0.95kg (1.2lbs).

The addition of the audio port helps to expand the TactSuit’s versatility as it enables more Audio-to-Haptics functionality. Via a wired connection this supports stereo (2ch) haptic feedback so even if a VR videogame isn’t natively supported (or simply for listening to music) you can add a basic haptic response.

Tactsuit X Series

Customers can then play around with the feedback through the bHaptics Player app which offers in-depth customisation options across the audio frequency range. They can edit preset themes or create entirely new ones to their liking. For those after plug and play functionality bHaptics’ software natively supports a bunch of titles such as Onward, Thrill of the Fight and Space Junkies with Phasmophobia, Pavlov and Ilysia coming soon. Plus, via mods, there’s Half-Life: Alyx, Arizona Sunshine, The Walking Dead: Saint & Sinners and more.

bHaptics’ pre-orders for the TactSuit X40 & X16 are now live, running through until 9th December 2020. Pre-ordering will get customers a few additional extras – a mesh lining, audio cable and Y-jack. The orders will then begin shipping from 10th December. For further updates on the TactSuit, keep reading VRFocus.

Tower Tag Summer Cup 2020: Das sind die Gewinner/-Innen

Tower Tag ist nun seit etwas über einem Monat auch auf Steam verfügbar und das erstes Turnier mit unseren Partnern LIV und bHaptics ist bereits beendet. Insgesamt kämpften 32 Teams um Preisgelder und VR-Westen von bHaptics im Gesamtwert von 2.700 Euro und es blieb spannend bis zur letzten Minute.

Tower Tag Summer Cup 2020: Das sind die Gewinner/-Innen

Tower Tag Summer Cup winner

Team Gravity und Team Anti Gravity lieferten sich ein finales Match, welches spannender hätte nicht sein können. Innerhalb der letzten Sekunden der fünften Runden holte sich Team Gravity den entscheidenden Punkt und sicherte sich damit ein Preisgeld von 800 Euro und zwei Westen von bHaptics. Team Anti Gravity und Riotboyz sicherten sich Platz 2 und 3 und Mr. Q wurde zum besten Spielenden des Turniers.

KO Runden

Wir sind bereits dabei, die nächsten Turniere und Wettkämpfe für euch vorzubereiten. Der Summer Cup war nur der Start und wir freuen uns, schon bald unsere zukünftigen Pläne mit euch teilen zu können.

Tower Tag ist noch bis zum 9. Juli um 50% im Summer Sale auf Steam reduziert.

Die Feedback-Westen von bHaptics sind vollständig in Tower Tag integriert und können ohne besondere Kenntnisse in Betrieb genommen werden.

Tower Tag Workout Mittwoch

Vielen Dank an alle teilnehmenden Teams, alle Zuschauer und alle Supporter. Ihr habt das Event zu einem ganz besonderen Highlight für uns gemacht.

Der Beitrag Tower Tag Summer Cup 2020: Das sind die Gewinner/-Innen zuerst gesehen auf VR∙Nerds. VR·Nerds am Werk!

bHaptics Expands TactSuit Game Support, 20% Flash Sale Incoming

bHaptics Tactsuit

Used by location-based entertainment (LBE) locations worldwide, such as Hologate and Sandbox VR, bHaptics’ TactSuit system offers haptic feedback for the upper body, arms and even face. The company has been working with developers to natively integrate TactSuit into their projects, announcing this week that more titles have been added. Plus, bHaptics will be running a week-long sale for those interested in making their virtual reality (VR) gameplay more immersive.

bHaptics Tactsuit

During CES 2020 bHaptics revealed that Sairento Untethered and Thrill of the Fight had been integrated. They are now joined by Apex Construct, Death Horizon: Reloaded, Fallout 4 VR (using this mod), Half-Life: Alyx (using this mod), MissionX: Lite, Windlands 2, and Zomday. This means that TactSuit is now compatible with more than 25 videogames.

“We are committed to providing as many compatible games as possible in order to provide TactSuit users with quality haptic experiences in VR,” said bHaptics in a statement. “We’ve made sure that haptic integration is quick and easy for developers and our dev team stands ready to assist as much as they can.”

If your favourite VR title isn’t on the list then bHaptics does have a solution for that, its new Advanced Audio-to-Haptic mode. Designed to provide better haptic feedback for non-supported videogames the mode converts the audio output into haptic feedback, whilst also recognising instances like firing a gun or getting hit by an attack. The company will provide presets for popular titles such as Arizona Sunshine and The Walking Dead: Saints & Sinners.

bhaptics kit

The main consumer product is the haptic vest (or Tactot) which retails for $499 USD and is compatible with headsets including Oculus Quest/Rift, HTC Vive and many more. However, starting 21st May bHaptics will be running a week-long sale (until 31st May) knocking 20 percent off the price. It’s not just the Tactot which will be on sale, all the other products in the TactSuit range will be, so treat yourself to a haptic face cushion (Tactal) or the arm sleeves. The sale will only take place on the official bHaptics store.

VRFocus will continue its coverage of the latest haptic devices for both the consumer and LBE markets, reporting back with further updates.

The Virtual Arena: The Standalone LBE VR Experience! – Part 2

Continuing the overview of the immersive Out-of-Home entertainment scene for VRFocus, the second part of his Virtual Arena column, industry specialist Kevin Williams reports on the new phase of investment in “Arena-Scale VR – Standalone” – concluding with a look of the content platforms and developers and the appearance of some amazing new VR headsets looking to muscle their way into contention, as the sector migrates towards an XR future.

A Perfusion of new Developers

One of those who presented one of the first crop of Oculus Quest-based arena-scale systems during the September IAAPA in Paris was Belgium-based Pixnami (and their new division Hero Zone). The company showed the prototype platform, using Oculus Quest in an LBE configuration for a four-player VR experience. The system comprises a 13 sq.,m. foot-space enclosure (with touchscreen operation). The company has developed two videogames for the platform, including ‘Cyber Shock’ and a new title ‘Dead Ahead’ – offering a zombie blasting wave shooter. Hero Zone ran Oculus Quest headsets modified for deployment by a third party, using headphones and Power Pack. Recently Hero Zone sold its first production units, which will be installed by the end of February (as covered in a previous EAG convention feature).

Hero Zone at EAG 2020
Team of players try out the new Hero Zone game and modified Oculus Quests’. Image credit: KWP

One of the largest showings of this kind of approach was from VEX Solutions. The company has already established a large stake in the backpack PC VR room-scale business (with its VEX Adventure’ system) but has also developed a new ‘VEX Arena’ – making use initially of the Oculus Quest headset. Focused on offering a flexible game space of between 16-up-to-100 square meters – with between two or 12-players, which claims operational through-put of some 120 players-per-hour. VEX revealed its latest iteration with ‘VEX Arena V2‘, with available titles including Battle Royal, Archery, Team Deathmatch and Deathmatch, and offering more functionality from the original development.

VEX Arena
Out on test the ‘VEX Arena’, proving its flexible scope. Image credit: VEX Solutions

Another developer entering a new sector for them is MANUVR Entertainment, with its new game LAVR Tag – offering from two (up-to-100) players the chance to take part in an arena-scale laser tag experience, initially developed to support the Oculus Quest. The company proposes to allow inter-location communication with player competition based around the company’s ‘SnapMap’ infrastructure – the first installations signing on to license this experience to be announced. While ANVIO, the developer of backpack PC free-roaming experiences, has been demonstrating a standalone VR system running on the Oculus Quest, building on its experience in creating team-based co-op VR titles.

Other companies throwing their hats into the ring include TheDeep – a team with a long pedigree in facility operation of their content under a chain of sites. The company announced its new ‘Infinite’ platform as a cost-effective alternative to their already-launched PC backpack arena-scale VR experience. The system offers the ability to accommodate four, six, eight and 10-players simultaneously, using Oculus Quest. The company has been evaluating the prospects of the Oculus for Business entry into LBE and has created a cost-effective platform to accommodate those interested operators.

One of the other entrants into this sphere was Phenomena VR, the company known for its location-based entertainment centre haptic wearable, plus unique VR experiences such as ‘Horos’, and its innovative edutainment-based ‘Enter the Duat’. The company launched a brand new multi-player Oculus Quest LBE system, called ‘Phenomena Platform’, at the end of December. Comprising of four-players (available in either 2x2m, 5x5m, 6x6m and 8x8m), it is described as a “new laser tag style game”, offering frantic action between the two teams. The company has also revealed it has gone one step further and launched a large “stadium-sized” version, with six-player vs. six-player competition.

Developers who have looked at using standalone VR systems in multi-player experiences have moved beyond employing the ‘Co-Location’ systems and favoured brewing their own tracking and multi-player systems. Other modifications are also being considered to address issues with the design of the Quest. The front-heavy nature and lack of robust audio design, has seen the creation of what has been dubbed the “Franken-Quest” – obtaining the robust HTC Vive DAS (Deluxe Audio Strap) and combined to offer an aftermarket hybrid which is much more appropriate to the needs of the LBE scene.

As mentioned previously, some operators are using the VRNRGY Power Pack, offering counterbalance and longer operational life through the packs of Samsung batteries. Another modification for LBE applications is from Kabetec, with its modicap sound kit headphones. A company with extensive knowledge of aftermarket modifications for enterprise VR headsets – working previously on the Samsung GearVR used by VR Coaster, DOF Robotics for their Oculus Go, and for SPREE for its Pico headset deployment. Issues of hygiene and robustness are essential considerations for deployment in this sector.

Modicap - Oculus Quest
An example of the modicap modified Quest. Image credit: Kabetec

New Zealand-based Beyond Studio is a developer of VR videogames and software which is on a mission to make content affordable for the LBE scene and players. The company had a soft launch for debut title ‘Oddball’ – described as a hilarious laser-tag 2.0, multi-player free-roaming VR videogame. This is a fun family-friendly player vs player experience, where you can blast sticky balls and powerups such as “fart bombs” at each other. It is currently on test in a popup installation at the company’s headquarters, where they have been charging an introductory price of $10(NZD) per-player for two matches (lasting five-minutes each).

Oddball - Beyond Studio
Players of the VR game Oddball at Beyond Studio. Image credit: Beyond Studio

EscapeVR is a developer of VR content based around their collaboration with Escape Games Canada (a developer of physical rooms). Building on their experience in creating compelling content, EscapeVR has moved to the next level in offering a turnkey free-roaming platform called ‘Arenaverse’. Able to accommodate from four-players to a maximum of 12, the platform has been developed to use the Oculus Quest and has several gameplay modes, including team vs team, and wave-shooter with players vs enemies. The company has been developing the project in secret, and only revealed their intentions off the show floor during the IAAPA event last November.

EscapeVR - Arenaverse
The stripped-down version of ‘Arenaverse’ at an Orlando game center. Image credit: EscapeVR

From the Asian market, Vietnamese developer Holomia Technology started testing its arena-scale VR system, running the game MissionX, facilitating four-to-six players using the Oculus Quest in both 6x6m and 6x12m spaces. The company is developing special gun-style controllers to work with the Quest’s interfaces. The final system to be launched in February with a monthly game license fee. Another new entrant to this sphere is Korean studio Finger Eyes, which has moved towards developing the zombie blaster Helios Battle, converted to the Oculus Quest and available as both a four-player system in a 5x5m enclosure and also working on a larger 15x15m 16-player version. This first title is supported by a new two-player game called ‘Death Cage: The Zombie’.

Holomia - MissionX
Prototype MissionX being put through its paces at the Infinity location. Image credit: Holomia

Well-known developer of VR arcade products, Movie Power, threw its hat into the ring with the launch of ‘VR Infinite Space’. The new release from the Chinese developer sees the deployment of a modified version of the Oculus Quest using the HTC Vive DAS, while the player, along with the headset, wears a haptic vest and battery pack. Due to the difficulty in obtaining Oculus hardware in China, the system uses Quests as a promotion point towards the final release. The arena able to accommodate from two-to-six players, in one of four videogames each offering 15-minutes in duration. The system comes in two versions, with an 8x8m and a 10x10m system, described by Movie Player as “redefining VR backpack”.

VR Infinite Space
The ‘VR Infinite Space’ arena. Image credit: Movie Power

Other Standalone Alternatives

While many may have become overly fixated on the Oculus Quest as a standalone VR headset solution for LBE, several other providers have already started the process of entering this very lucrative sector with their own standalone solutions. These alternative solutions do not come with the burden of the same restrictions, business aversions, or possible unavailability – as has been seen with the Quest in an open commercial entertainment deployment.

An early entry into the low-cost standalone approach for VR, away from cumbersome backpack PCs, came from Modal Systems. The company was initially promoting its own headset system design, but eventually relented and went with a partnership with HTC, to use the then-new Vive Focus Plus standalone, six-DoF, all in one tracking platform. HTC is even investing in Modal to be able to use the system in North America. The company is launching its game ‘PING!’ on this system, with installation at the Rio Casino in Las Vegas, back in 2018, as well as at TwoBit Circus in Los Angeles.

Modal - HTC Vive
Promotion for the Modal platform in partnership with the Vive Focus. Image credit: HTC Vive

Another developer who embraced the HTC Vive Focus Plus standalone for deployment in LBE VR was Pillow’s Willows VR Studios. The company launched its four-player experience ‘Exodus Burned’ in 2018. The escape from a doomed spaceship experience lasts 15-minutes. The videogame involves players cooperating to escape using the standalone headsets, while spectators can watch and support the antics on audience screens. The platform is developed for LBE venues and popup social events, supporting in-game advertising.

One of those developers who has promoted the creation of cost-effective standalone arena-scale VR experiences is SPREE Interactive. The company has developed its own patented, unique, special tracing platform, which was first employed in 2018 with the Samsung Gear VR headset. However, the company recently partnered with Pico with their new ‘SPREE Arena’, with the company combining its full motion tracking system with the Pico G2, and so allowing multi-player VR competition. SPREE is offering a 10-player arena (10x10m) and a 20-player version (20x10m), establishing the kiosk recharging station for the headsets, and a special enclosure for the game space. Recently the company also announced a partnership with Pixomondo towards the release of ‘Mission to Mars’, a 20-player edutainment experience.

Spree Arena
The crowded ‘SPREE Arena’ in action. Image credit: SPREE Interactive

Beyond these established standalone headsets, there is a new generation looking to surpass what has already been achieved. Examples of these systems looking to offer an alternative were seen at CES 2020, revealing the latest phase of VR headset manufacturing, towards establishing all-in-one standalone VR.

As was expected, CES’20 revealed some new concepts driving forward the VR arena, and some major opportunities for the Standalone approach. Panasonic revealed its much-anticipated new VR eyeglasses – the reference product shown incorporated micro OLED panel for the world’s first High-Dynamic Range (HDR) capable Ultra-High Definition (UHD) VR system styled as a pair of eyeglasses. Panasonic partnered with veteran component developer Kopin Corp., to create the HDR VR system in an incredibly compact and stylish package – PC tethered wirelessly via 5G. The system is Enterprise facing at this point and offers an incredibly compact and dynamic package for applications like Arena-Scale VR entertainment – a true Next-Gen approach.

Panasonic VR EyeglassesThe appearance of true competition in the Standalone VR scene continued during CES’20 with Pico revealing its new VR models called the Pico Neo 2 and the Pico Neo 2 Eye. These systems have been developed primarily for Enterprise deployment, building on what has previously been achieved (as mentioned above with such partnerships with SPREE Interactive). The Neo 2 series boasting a more powerful Qualcomm Snapdragon 845 chipset – a 4K display resolution, but also the support of Wi-Fi 5 connectivity offering wireless PC tethering. A serious competitor to the Quest, and from a company that had already established an LBE VR presence.

We have already covered the work HTC achieved with its Vive Focus Pro in the Enterprise sector, another aspect of HTC’s entry into Standalone is the partnership with Qualcomm and the 5G Wi-Fi initiative leading towards their Beta of Viveport Streaming, (the equivalent of what the physical Link cable for Quest achieves regarding linking a mobile VR headset to play PC VR). Though HTC chose to abandon its previous announcement schedule for new hardware at the CES 2020 – teasing “a new vision for Vive” would now be revealed around Mobile World Congress (MWC) in February. Another major corporation that surprisingly decided not to bring any new Standalone VR to CES’20 was Samsung – much rumoured to be working on a successor to its million-selling VR platform, deciding instead to bide time.

Several haptic enhancements have been rolled into the mix of accessories that could be seeing deployment into the consumer, but also LBE space. bHaptics showcased during CES’20 a full-body-haptic-suit – and in support of this, partnered with both Sairento VR and Thrill of the Fight, running the haptic system on Oculus Quest. A multi-sensory kit to enhance the VR experience, bHaptics is looking at further deployment into the Enterprise entertainment arena.

bhaptics kitAnother example was from BeBop Sensors with its multiple finger actuator ‘Forte Data Glove’. Offering an enterprise-focused interface and able to accommodate multiple-users (with cleanable construction design), the glove is now Oculus Quest compatible. One feature that is going to be central to the deployment of Standalone headsets between multiple users will be hygiene – and while construction can include cleanable elements, fundamentally a dedicated process is needed.

In conclusion

It will now be up to these various manufacturers to present a workable solution to run alongside the changeable efforts of Oculus – addressing the issues of availability (at the right price), ensuring an open and appropriate Enterprise business structure (for developers and operators), and achieve a level of immersion with superior tracking and support that builds rather than hinders this opportunity of LBE VR.

So in conclusion of this recent coverage of the amazing explosion in interest towards “Arena-Scale VR – Standalone”, it is expected to not be the last on reporting this fascinating sector. As we go to the wire there are other corporations readying to throw their hat into the ring (such as news from Sony, and Samsung). Underlining this point, as this feature was being compiled the news broke of the launch of the brand new Lynx-R1. Offering a powerful new Qualcomm Snapdragon XR2 chipset, the system created wholly for Enterprise deployment. Designed from the start for pass-through MR applications (combining the ability to offer AR and VR performance). The system to be priced at $1,500, available in summer of 2020.

Lynx-R1It is this innovation, and a need to support what has already proven a highly anticipated phase of the Enterprise entertainment landscape, moving from just VR to a full “XR” opportunity. We will now see several other major collaborations from major players, expected to be revealed in the coming months, developers that will champion this latest phase of the new Out-of-Home XR entertainment arena. Watch this space for the latest and most in-depth coverage.