[Industry Direct] Is Standalone VR Holding Back PC VR?

Industry Direct by Rein Zobel, Creative Director & Co-founder at Maru VR Productions

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About three years ago, after years of doing custom-made VR projects, we decided to start working on our own VR game: Bootstrap Island. We envisioned a systems-based survival game, where players could forget their everyday world in a lush tropical setting. The physics-based interactions would not only be for show, they would actually have gameplay depth, so that features such as a dynamic day/night system, fire, liquid, AI and even contextual voiceover would blend together into one immersive Robinsonesque gaming experience. Over the years, we have pitched the game to most of the publishers and investors in the VR field. While most of them were enthusiastic about the game, all the conversations boiled down to one question and conclusion: “Will you also have a standalone version? No? Okay, good luck then!”

In February 2024, we launched Bootstrap Island into Steam Early Access as an independent self-published title. At the time of the writing, it holds a “Very Positive” rating, with hundreds of content creator videos made within weeks, totalling millions of views.

Players seem to enjoy the most being in a photorealistic free open world where the interactions actually feel like they would in a real world. We made a stylistic choice of using minimal menus and tutorials, because figuring out interactions on your own gives people a sense of achievement and agency in a virtual world. And of course, it fits the survival theme very well.

These design and tech choices are not only inspired by other games, it goes back to our previous work before Bootstrap Island. We have completed over 35 custom-made VR projects for location based tourist attractions, marketing experiences, training applications, etc. While producing these projects, we have often had freedom over the hardware on which the experience will run. And over the years, we have been convinced by seeing the same result over and over again—people respond better to high fidelity VR content! Not only gamers, even first timers are more immersed by a VR world which has been designed to look, sound and feel realistic. If the illusion of VR is more convincing—the textures, details, view distance—user responses become more intense and raw. As a result, we would see more PC VR users laughing, crying and screaming in fear, much to the amusement to their friends and family.

That isn’t to say that standalone VR does not have its moments. I have been repeatedly blown away by Quest 3, which has surpassed the Quest 2 in every regard. It is mind-bending what developers have been able push out of the Quest hardware; the mountains of work that goes into optimizing an open world game on a mobile VR headset is awe inspiring. Unfortunately, the business reality of the VR market in 2024 can’t ignore the 20 million plus (and growing) install base of Quest 2 devices. If you are producing a game for multiple platforms, it would be unwise to ignore the least powerful but most popular headset on the market. And while VR games often are ‘enhanced’ for PC VR, PSVR 2 or Quest 3, the underlying structure of the game is still made with mainly Quest 2 in mind and the enhancements are often superficial. That means that a game’s physics, environment design, core gameplay, animations etc. are limited to what a mobile chipset can run.

With Bootstrap Island, we tried to approach differently. In order to meet our gameplay goals, we needed all the hardware juice that is possible, so PC VR was the only viable option. In the early stages of development, we were hoping that one day we could port the game to Quest platform as well. After all, business-wise that seemed to be the only smart choice. However, as the game has grown, we no longer have that notion. The difference in raw power between a Quest and a powerful PC is ten-fold. Keep in mind, that even a PC VR-only game needs to put considerate effort into optimization, as compared to regular screen games, as a VR game is rendered to two screens at a high framerate. The stakes are high, as when the game doesn’t run well or doesn’t look good, from the user’s standpoint it’s not just an inconvenience, it’s an unforgivable disruption in their perceived reality.

But after all, virtual reality is not only about tech. It’s about giving people an opportunity to step into a story and be completely immersed in a different world. It feels surreal that millions of people have access to this technology but the content simply doesn’t exist yet. The birth of virtual reality is the most exciting thing I have seen in my lifetime as a gamer and as a creator. In my mind, it’s the closest thing we have to magic, and I personally think it deserves to be used for more than just ports of mobile games.

The post [Industry Direct] Is Standalone VR Holding Back PC VR? appeared first on Road to VR.

The Best of GDC 2022: Games, Gadgets & Web3

Finally, after several years of hosting virtual events due to the COVID pandemic, the Game Developers Conference (GDC) held its annual event in San Francisco, in person. And gmw3 was there to scout out all the latest and greatest virtual reality (VR), augmented reality (AR) and Web3 content and hardware being demonstrated for the first time.

GDC 2022 - Unity
GDC 2022 – Unity. Image credit: gmw3

While great to see one of the biggest events in the industry calendar back on, it was clearly noticeable that GDC 2022 wasn’t going to be able to match pre-pandemic levels just yet. The main South Hall was nowhere near full capacity and crowds had plenty of space to walk around, making for a far more relaxed event.

Even so, there was plenty to keep GDC attendees occupied during the course of the week-long event, with the first couple of days dedicated to developer talks covering all the latest topics; from core sessions like game engines, monetization and diversity to more VR centric talks on OpenXR or using live VR actors in projects.

But that was just the warm-up to the main event, the sprawling expo held inside San Francisco’s Moscone Centre. And it’s here (mostly) that gmw3 found new VR videogames to keep an eye out for, AR hardware that provided some exciting gameplay opportunities and a rise in Web3 companies showcasing their latest Blockchain titles.

GDC 2022 - Altair Breaker

VR, AR & Beyond

So let’s get straight into the fun stuff, what VR videogames were on show worth a mention? Firstly, Japanese developer Thirdverse Inc. was there showcasing its follow-up to Sword of Gargantua with Altair Breaker. This is another sword fighting experience from the team but with more of an emphasis on arcade-style battles rather than precision sword fighting simulations. That’s not to say features such as parrying with a shield for a tactical return attack aren’t there, just this time around you’ve got more moves to play with. Keep an eye out as gmw3 will be doing a deeper dive later in the week.

Next up is Bootstrap Island by Maru VR. This is a roguelite survival experience placing you on a desert island, back in an era of flintlock pistols and dodgy rum. The demo on the show floor provided some basic mechanics, gathering wood to start a fire, smashing open a locked chest to find a pistol inside then quickly learning how to load and use said weapon as night fell. Clearly an early demo, one aspect that was very clearly important to Maru VR was visual fidelity. Bootstrap Island was gorgeous, with golden sandy beaches, crabs scuttling around and the wreck of a ship off in the far distance setting the scene. Bootstrap Island will only be coming to PC VR by the looks of it.

For those that love a bit of VR horror, there was Do Not Open for PlayStation VR. Designed to be an old school survival horror, you play an infamous zoologist trapped within a warped version of his own house. For demonstration purposes Do Not Open ran on an Oculus Rift S but the final version won’t support PC VR. The demo section took place around the kitchen, challenging players to solve a knife puzzle within a set time limit, failing to do so saw a giant creature appear to end the session. Had a similar feel to Intruders: Hide and Seek, so definitely worth a watch.

GDC 2022 - Tilt Five
GDC 2022 – Tilt Five. Image credit: gmw3

There were several other VR titles but one of the show highlights came from the AR corner. Having announced a content partnership with Asmodee Digital at the beginning of the week, Tilt Five had its AR glasses on hand, providing one of the best hardware demos on the show floor. With the lightweight glasses on, Tilt Five presented three games to test, a third-person fantasy adventure where I held the slimline controller horizontal – just like the Wii remote – to hack through several enemies. Held in a vertical pointer fashion, a shooting gallery where you had to hit green blocks offered a fun distraction whilst the third title offered a platforming experience where I had to precisely build my own platforms.

All simple yet effective games, what really impressed me with Tilt Five was the clarity and depth of the visuals. Graphics on AR glasses can tend to be a bit washed out, but because the system requires looking at a specialised mat, that effect was greatly reduced. If you love the idea of AR, then Tilt Five could well provide a breakthrough gaming experience.

Sticking on the hardware side of things, French company Actronika was at GDC to give guests a taste of its haptic vest, the Skinetic. Currently running a Kickstarter campaign, Actronika demoed Skinetic with a range of software; from its own simulation environment that shot bullets at me, saw rain clouds shower me in water, and even dropped a nuke, the haptics work exceptionally well. A demo built inside a Half-Life: Alyx mod gave some on-the-fly haptic feedback and they’d even got the vest rigged up to the movie Avatar.

GDC 2022 - Skinetic
GDC 2022 – Skinetic. Image credit: gmw3

The highlight of the Skinetic demo, for me, was the laser, getting shot whilst simulating the effect that the beam was going right through me thanks to the front and back haptics. This kind of accessory isn’t easy to pull off but Actronika is going in the right direction.

The wonderful world of Web3

There was no doubt that Web3 and Blockchain gaming were going to be a part of GDC 2022. As mentioned, the previous GDC physical event was that long ago that this area of the videogame industry simply didn’t exist. Whatever your feelings towards blockchain gaming – a very divisive subject that even GDC’s own State of the Game Industry Survey shows most developers don’t have a love for – the sector is here and it’s here to stay by the growing number of booths.

Now, this is a best of GDC roundup and to be honest, none of the blockchain stands had a demo to play, unfortunately. Mainly because most were already available to download and start playing on your mobile or PC. Some like Seascape, for example, showcased their own titles as well as helped developers look towards this industry as a way to increase revenue.

And that was the overriding reason most were at GDC, education. Web3 gaming is so new that it can be a bewildering minefield that does offer genuine opportunity – not just scams.

Behind closed doors…

GDC isn’t purely about what’s on the show floor as any veteran will tell you, some of the most interesting demos and info lay behind closed doors. While gmw3 can’t talk about a couple of the things it was privy to during the event (at the moment), you’ve probably already heard about the one giant reveal that the press wasn’t allowed to see, the PlayStation VR2.

The below tweet from StrayBombay’s Chet Faliszek confirmed Sony Interactive Entertainment (SIE) and the headset was there, with select developers getting a chance to see the device – although there was no indication it was in its final form. To know that it was so close yet so far away…

And that’s it for this roundup. Keep an eye on gmw3 later in the week for several previews from GDC 2022.