Google Kills Movie Rental And Purchasing On Daydream VR

Google Kills Movie Rental And Purchasing On Daydream VR

Google has removed Google Play Movies & TV from its Daydream VR platform.

Play Movies & TV is Google’s portal for renting and purchasing movies and shows. It’s available on Android, iOS, Web, and Roku. Before this month it was also available on Daydream, Google’s VR platform for high-end Android smartphones and Lenovo’s standalone headset.

Daydream users will still be able to watch their rented movies through their Library in the YouTube VR app. However the UI isn’t exactly designed for this, and browsing and purchasing movies they’ll now need to use their phone or computer.

This news comes as part of a trend of Google winding down investment in the Daydream platform. Last month, Google’s head of VR told CNET that the company would not be releasing a Quest competitor this year. Samsung stopped supporting Daydream with its Galaxy S10, and Google’s own recently released Pixel 3A doesn’t support Daydream either.

Google has gained a reputation for starting and quickly abandoning new platforms and products, but it’s disappointing to see the company seemingly take this approach to virtual reality.

Oculus Video

Facebook’s competing Oculus Go headsets offers movie rental and purchasing in VR through Oculus Video, although only in the USA. This feature was removed from the PC VR Rift platform, with Facebook claiming the Rift is used primarily for gaming.

The recently released Oculus Quest room scale standalone hasn’t gotten movie rentals yet, but it seems to be planned for future.

Let us know what you think of this news, and Google’s trend as a whole, in the comments below!

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XR Live Streaming Platform VRJAM Unveils Beta Technology

As part of London Tech Week, the Createch 2019 conference is being hosted by the Creative Industries Council to celebrate both the creative and technology sectors. For the conference, VRJAM has unveiled its beta live streaming technology for virtual reality (VR) and augmented reality (AR) on mobile devices.

VRJAM screenshot1

Designed as a real-time, performance platform for content creators to create and share live, interactive shows for fans across the world, VRJAM’s technology was developed in consultation with Google.

The system works by supplying real-time motion capture, video streaming and audio streaming to provide a life-like simulation. This all takes place inside dynamic VR environments which can be changed to suit the content, from a club atmosphere where you can jump in the booth with the DJ to something a little more unusual.

“We’ve developed a technology which is set to be a game-changer for the way XR content can be shared. Our cutting-edge platform provides an unrivalled, immersive way for content to be enjoyed which is simply breathtaking,” said Sam Speaight, CEO and Founder of VRJAM, in a statement. “By using innovative fast 5G streaming technology, global audiences will be able to tune in to their favourite artist or event, to experience it like never before, digitally reimagined. We’re incredibly proud of what we’ve created and we’re sure this will disrupt the industry.”

Fans and artists can co-exist as avatars in the same space, interacting with each other as a social experience. While music will be a core part of the VRJAM platform, the solution is designed for any event such as sports events, live events, through to business events, conferences and much more. To demonstrate this, three hours of the speaker itinerary for the Createch 2019 conference will be live streamed via VRJAM’s platform for users to tune into.

Developed over two years, users can either log into VRJAM using a VR headset or an Android smartphone, downloading the app which will be available from Google Play Store. Headsets confirmed include Google Daydream, Oculus Rift, Oculus Go, Samsung Gear VR and HTC Vive. As VRJAM continues to be developed VRFocus will keep you updated with the latest announcements.

Google Daydream am Ende: Ist der Traum geplatzt?

Lange war es still um das Daydream-Projekt von Google und auch die Google I/O Konferenz konnte in dieser Woche das Blatt nicht wenden. Kehrt Google der Virtual Reality den Rücken?

Google Daydream: Ist der Traum geplatzt?

Im letzten Jahr erschien mit der Mirage Solo von Lenovo eine autarke VR-Brille, doch weitere Produkte oder Innovationen blieben in den letzten Monaten aus. Die Mischung aus 6-DOF-Brille und 3-DOF-Controller ist durch die Oculus Quest und die Vive Focus Plus heute nicht mehr Konkurrenzfähig, doch Google scheint die VR-Pläne auch nicht mehr aktiv zu verfolgen. Deshalb gibt es 6-DOF-Controller für die Mirage Solo auch nur für Entwickler und Google beschreibt das Kit für Entwickler nun auch als AR-Dev-Kit, da der Passthrough-Modus auch die Entwicklung von AR-Inhalten ermöglicht.

Google Maps AR

Selbst auf der Keynote der Google I/O Konferenz war Daydream kein Thema und auch auf der Ausstellung der aktuellen Produkte fehlte Virtual Reality Hardware. Zudem wird das neue Pixel 3a Daydream nicht unterstützen. Dafür machte Google deutlich, wie wichtig die Augmented Reality für das Unternehmen sei.

Google hat das Potential, durch seine gesammelten Daten und aktuellen Programme, fantastische Augmented-Reality-Inhalte zu schaffen. So kündigte das Unternehmen  beispielsweise eine AR-Navigation für Google Maps an, welche zunächst auf den Pixel-Smartphones von Google verfügbar sein wird.

Was haltet ihr von Daydream und glaubt ihr, dass Google das Projekt irgendwann wieder auf die große Bühne holen wird?

(Quelle: Road to VR, Upload VR)

Der Beitrag Google Daydream am Ende: Ist der Traum geplatzt? zuerst gesehen auf VR∙Nerds. VR·Nerds am Werk!

Daydream & VR Nowhere to be Seen at Google I/O

If you’ve felt that Google has been quiet about their Daydream VR initiative for a worrying amount of time, you aren’t alone. Their annual developer conference, Google I/O, this week is the latest opportunity for the company update the world on their VR ecosystem, but there’s little more than silence.

Following the muted launch of the first Daydream standalone headset last year (the Mirage Solo), Google has had very little to say about their once sky-high Daydream ambitions. A total lack of anything Daydream related at Google I/O this week only further shows that the company has shifted its interests elsewhere.

The first (and so far only) standalone Daydream headset, the Mirage Solo, launched in 2018 to a muted response. | Image courtesy Lenovo

The event’s opening keynote didn’t mention Daydream once in its two hour span. The Google I/O schedule doesn’t have a VR category this year, let alone a single session with a description mentioning “VR,” virtual reality,” or “Daydream.” In the press area of the event, a ‘Made by Google’ kiosk showed off the company’s hottest hardware, but excluded any Daydream headsets. Officially, Google has no news to share about Daydream at I/O this week.

Google’s second and latest Daydream View headset (which works with some Android phones) was released in 2017. | Photo by Road to VR

Instead, Google’s focus has clearly shifted toward augmented reality, and it isn’t hard to understand why. VR’s primary use-case on a mobile operating system like Android is entertainment. But beyond operating an app store which can host entertainment content, Google itself isn’t an entertainment company. They hoped VR developers would flock to the Daydream platform because of its (potential for) scale, but Google perhaps underestimated the chicken-and-egg problem of needing quality content to attract users to the platform before developers would see it as a viable option (especially in the face of other platforms like Gear VR which boasted a vastly larger install base).

AR, on the other hand, is very much focused on utility rather than entertainment. And it’s here where Google has a real advantage, specifically because the company’s core competency revolves around identifying, organizing, and surfacing information.

SEE ALSO
The 3 Biggest Challenges Facing Augmented Reality Today

It’s one thing to be able to convincingly track a 3D object against a backdrop of the real world so that it feels like it’s part of your environment—do that well and you can build some cool apps, but mostly ones that don’t actually leverage the power of AR to mix the real world with the virtual world. For AR to really reach its potential, a system needs to understand the world of the user so that AR applications can do things that are more useful than just manipulating 3D objects against the backdrop of the real world.

That’s what Google thinks it can do best—and where the company is now focusing its efforts, while choosing to pull back on ‘Daydream’ as a brand and product.

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Google Not Releasing Oculus Quest Competitor, Pixel 3a Doesn’t Support Daydream

google daydream

In an interview with CNET, Google’s Head of VR & AR revealed that the company will not be releasing an Oculus Quest competitor this year.

Additionally, the company told The Verge that the new Pixel 3a $399 smartphone will not support the Daydream platform.

No Oculus Quest Competitor

Google’s Clay Bavor told CNET that the company’s focus in VR “is much more on services and the bright spots where we see VR being really useful”. The company is seemingly instead researching the next generation of VR and releasing their current apps on PC VR and Oculus Quest.

“On the hardware devices side, we’re much more in a mode of R&D and thoughtfully building the Lego bricks that we’re going to need in order to snap together and make some really compelling experiences”

Last year, just one week after the Oculus Go shipped, Google and Lenovo released the Lenovo Mirage Solo $399 standalone headset. The headset featured positional tracking, but the controller (like Go’s) was only 3DoF, acting as a laser pointer.

By all available indications the Mirage Solo did not perform well in the market. This is likely because despite being twice the price of Go, it lacked the positional controllers needed to get ports of PC VR games like Oculus Quest is getting.

Back in December Google released a 6DoF controllers dev kit for the headset, but the company hasn’t shared any plans about bringing these to consumers.

Google is now describing the Mirage Solo itself to CNET as a “dev kit”, for AR as much as VR thanks to the recently released passthrough mode and SDK.

The company’s lack of Quest competitor may be the reason behind bringing Tilt Brush, Job Simulator, and Vacation Simulator to the Oculus Quest.

No Daydream On Pixel 3a

At Google IO today the company announced Pixel 3a– a $399 midrange addition to the Pixel lineup. Google told The Verge the phone does not support Daydream.

Daydream View is similar to Samsung Gear VR but runs Google’s store and services and works across multiple Android manufacturers.

Google’s explanation for this lack of support is “resolution and framerate”. Given that the display panels have the same resolution as other Daydream-certified devices, this likely refers to the Snapdragon 670 SoC used in the device. Unlike the 800-series Snapdragon chips, the 670 is a midrange chip with a CPU and GPU that is weaker than even the original Pixel 1.

Samsung started supporting Daydream View with the Galaxy S8, however the recently released Galaxy S10 doesn’t support the platform at all.

Daydream’s Future Isn’t Looking Bright

With no Quest competitor on the horizon, no support for Daydream in Google’s affordable Pixel range, and Samsung no longer supporting the platform- Daydream’s future is not looking bright.

Google has gained a reputation for starting and quickly abandoning new platforms and products, but it’s disappointing to see the company seemingly take this approach to virtual reality.

Google’s expertise in computer vision, ownership of Android and creation of Daydream made it the prime potential competitor for the Oculus Quest. With this not happening any time soon, few companies remain with the resources to deliver a true Quest competitor at the same price.

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Google Pixel Phones Get AR Maps First

Google Pixel Phones Get AR Maps First

Google is starting to roll out its augmented reality mapping features to its Pixel phones.

The feature should start going live today across the entire line of Pixel phones. The update uses the phone’s camera to provide directions via arrows in its view of the surrounding world. We’ll be curious to see how broadly and quickly Google is able to support the new feature.

GPS is the global foundation for most mapping services, but there are serious limitations to the technology’s ability to pinpoint location in some places. Google’s new AR maps build on these other technologies and, in a technical blog post from February, the company explained how its “Visual Positioning Service” works to enable more accurate mapping in AR.

The post explains:

VPS determines the location of a device based on imagery rather than GPS signals. VPS first creates a map by taking a series of images which have a known location and analyzing them for key visual features, such as the outline of buildings or bridges, to create a large scale and fast searchable index of those visual features. To localize the device, VPS compares the features in imagery from the phone to those in the VPS index.

The new AR service will even work on the new Pixel 3a announced as a budget-conscious flagship device. The new phones will reportedly not work with the Daydream line of VR headsets, however, which is likely frustrating to some developers or early adopters who invested heavily in Google’s support for the first generation of consumer VR based around phones.

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Google: ‘Exactly Where We Take Daydream Remains To Be Seen’

Google: ‘Exactly Where We Take Daydream Remains To Be Seen’

It’s uncertain days for Google’s mobile VR ecosystem, Daydream. As we head into this week’s I/O developer conference, though, it doesn’t sound like we’re due for an update.

Speaking to Fast Company, Google senior VP of devices and services Rick Osterloh said the company will likely continue to invest in VR, but it “remains to be seen” where it goes.

“We’re still in the very early days of VR,” Osterloh said. “I’m sure we’ll continue to invest in it in different ways, but where exactly we take Daydream remains to be seen.”

Google’s Rocky VR Relationship

Google has had a rocky relationship with VR thus far. Daydream was an attempt to take mobile VR mainstream, enabling high-quality experiences on a range of Android handsets. Though we’ve never seen sales figures, the platform doesn’t appear to have really taken off. According to the Google Play store, many Daydream apps have very low install bases. The recently-launched Shattered State, for example, only lists ’50+’ installs.

Despite this, Google did launch a standalone VR headset in partnership with Lenovo last year. The Lenovo Mirage Solo, as it’s called, enabled six degrees of freedom (6DOF) inside-out head tracking, but only used a 3DOF motion controller. Google has shipped experimental 6DOF controller kits to developers, but whether or not they’ll release to consumers remains to be seen. the only update to the device so far this year added passthrough camera support.

Google previously told us that it was making investments for the long-term, and we did see a new VR display made in partnership with LG at last year’s Display Week. As Oculus prepares to launch its Quest standalone headset and Valve doubles down on high-end PC VR, though, we’re yet to see if Google will have a stake in the next wave of VR hardware. It is, at least, continuing to support existing headsets with its software.

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Philip K. Dick’s The Great C Arrives on Mobile VR Headsets

There are some truly amazing animation experiences for virtual reality (VR), showcasing how well the two fit. One of those is The Great C, an adaption of author Philip K. Dick’s (Do Androids Dream of Electric Sheep?) story by Secret Location. Originally released for HTC Vive and Oculus Rift last year, today, the studio has brought the title to mobile headsets.

The Great C

The Great C is now compatible with Oculus Go, Samsung Gear VR, Google Daydream, bringing the content to an even wider audience. Secret Location used its white-label VR content management and distribution platform, Vusr Publisher, to port the experience over.

“Philip K. Dick’s cautionary tale on the pitfalls of worshipping technology is especially relevant in today’s society and our adaptation of The Great C stands strong as an example of how a VR narrative can be riveting while still conveying an important message,” said Ryan Andal, president of Secret Location. “We hope to introduce The Great C’s truly cinematic production value and storytelling to the millions of mobile VR users seeking a new sci-fi adventure to experience.”

Coming in at a decent 37-minutes, the dramatic sci-fi adventure takes place in a post-apocalyptic landscape where humanity’s remnants are ruled over by an all-powerful supercomputer known as the Great C. The story follows Clare, a young woman who finds her life upended when her fiancé is summoned for an annual pilgrimage; a journey from which no one ever returns. Forced to leave the safe confines of her village, Clare must now decide whether to accept the rules of this harsh society or fight against the oppressive reality of her world.

The Great C

Secret Location is well versed in immersive storytelling having created a number of different VR experiences over the years, such as Insidious 3: VR Experience, Sleepy Hollow: VR Experience, Transpose and Blasters of the Universe.

The Great C is available now for Oculus Go, Samsung Gear VR and Google Daydream, as well as the Oculus Rift and HTC Vive from the usual online stores, retailing for $5.99 USD. VRFocus will continue its coverage of Secret Location, reporting back with any further updates.

Lenovo Mirage Solo Update Adds Camera Passthrough To The Daydream Standalone

Lenovo Mirage Solo Update Adds Camera Passthrough To The Daydream Standalone

The latest update to the Lenovo Mirage Solo adds a passthrough mode. The Mirage Solo is the first standalone Daydream headset, launched in May last year for $399. Daydream is Google’s Android-based VR platform.

Passthrough refers to seeing the real world while inside a VR headset via cameras built into or mounted on it. The feature was first announced back in September, and has now finally shipped to users.

GIF from Google

The option can be found in the Beta section of the Settings, and is described as “Allow headset to use camera see-through mode for safety graphics and in experimental apps“. There are no “experimental apps” which seem to use the passthrough mode yet.

Passthrough For Safety

The first VR headset to offer passthrough was the Samsung Gear VR. The phone’s rear camera could be activated from the settings, however its low field of view, lack of stereo and latency made it impractical. The HTC Vive in 2016 shipped with a similar kind of passthrough built into its Chaperone boundary system, so when you step near the edge it activates.

Google’s new passthrough system is also activated by leaning out of the play area. But unlike earlier passthrough systems, Google uses the two cameras and computer vision to enable depth perception. Passthrough techniques are also expected on the upcoming Oculus Quest and Rift S headsets.

Stereo-correct passthrough that activates when you move outside the play area is a great addition to VR, and could be an essential feature of all headsets in the future. Users who enable this on their Mirage Solo should be able to enjoy VR without worrying about situational awareness as much. Perhaps this is a stepping stone to a Mirage Solo successor from Google — a competitor to Facebook’s Oculus Quest?

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How low-end VR Offerings are Damaging the Health of the Ecosystem

The issue of price has loomed large over the virtual reality (VR) industry since its conception, and it’s one of the main barriers to entry for those curious about the technology. To purchase an Oculus Rift or HTC Vive, including a PC powerful enough to run them, the consumer needs roughly £2000 burning a hole in their pocket.

Some companies, such as Samsung and Google, hoped to tackle this issue with cheaper, smartphone-powered offerings. Samsung’s Gear VR and Google’s Daydream and Cardboard headsets represent a wrung of VR offerings that compromise on raw processing power in the name of affordability and portability, using a smartphone as a means of display.

At first, this seems like a sensible and even noble enterprise. How are we supposed to propel the adoption of VR, if the headsets are so wildly unaffordable, right? If premium headsets are considered a toy of people with more money than sense, how is VR expected to survive its infant stages?

However, there are hidden costs attached to undercutting the premium platforms with low-end offerings, which pose an even greater existential threat to the VR ecosystem.

samsung gear vr most innovative companies of 2015Performance versus accessibility

Without getting too bogged down in the technical details, there is a huge performance gap between the Gear VR and the Oculus Rift, for instance. The latest Samsung smartphones are undoubtedly impressive pieces of tech—I even own one myself. However, when it comes to generating and running an interactive 3D environment, they don’t compare with high-end PCs, and nor should they be asked to.

The Gear VR could be described as a plug-in-and-play experience but, despite its convenience, the application library is shallow, and the system is prone to serious lag. It also lacks the facility to track the user’s physical movement, which means that using the Gear VR is much more like peering through a window into a virtual world, as opposed to actually stepping into one. The virtual world becomes an ornament to admire, rather than an immersive space to explore.

Portability is another of the Gear VR’s main draws – unlike the HTC Vive and Oculus Rift, the headset is wireless. The reason the two premium headsets are unable to operate wirelessly is, in short, that current technology doesn’t allow it. It’s not possible to fit the processing power of a high-end PC into a package small or light enough to sit on the front of the face. For reference, the PC I use to run the Vive weighs 14.85kg. Not even the most impressive of (human) necks could withstand this kind of weight for an extended period. Again, here, the Gear VR sacrifices quality and performance in the name of convenience.

By providing a taste of what virtual reality makes possible, you might think that systems such as the Gear VR would serve to whet the player’s appetite for the technology. However, the reality is that those who experience VR for the first time through low-end platforms won’t necessarily attribute their limitations to the individual headsets. The risk is that they will make a blanket assumption about the entire VR ecosystem, and write it off as underwhelming and overhyped. Instead of whetting the appetite, the player’s hunger evaporates into thin air.

A false economy

With virtual reality, it’s very much the case that you get what you pay for.

In terms of price, after recent cuts, the HTC Vive will run you £499 GBP, and the Oculus Rift comes in slightly lower at £399. The latest iteration of Samsung Gear VR is sold for roughly £100, and the Google Daydream costs £75. Finally, Google Cardboard can be purchased for the modest fee of £5 or, by another metric, a three-course dinner at your local Wetherspoons.

The name Google has chosen for its cheapest device—the Cardboard—is evidence enough that it doesn’t take the platform seriously. However, this doesn’t necessarily mean consumers will connect the dots. Not because they’re brainless, but because they have no frame of reference, having never experienced virtual reality.

Because the price of smartphone-driven VR is drastically lower than premium offerings, many are turning to them as the first port of call. However, low-end VR is comparatively disappointing, especially in the context of the public’s lofty expectations of VR, as influenced by popular Sci-Fi. This means these systems are serving to dampen enthusiasm for virtual reality, dealing lasting damage to the health of the ecosystem.

Samsung and Google have disguised an attempt to capitalise on the considerable hype surrounding VR as an honest attempt to tackle the affordability problem.

Google Cardboard - LifestyleThe state of play

Words like “gimmick” and “fad” are nails down a chalkboard to VR enthusiasts, and they’re almost always levelled at virtual reality because the experience has been sampled using a low-end platform.

As a long history of television advertising tells us, first impressions are everything, and the HTC Vive and Oculus Rift have been tarred with the same brush as their would-be relatives. It’s notoriously difficult to change someone’s mind after it’s already been made up, and first opinions on VR are currently dictated by its least impressive representatives.

It’s clear that for virtual reality to find its way into every household, it needs to become significantly cheaper. However, this price-drop needs to occur naturally, through a lengthy process of iteration and technological refinement. By exposing the consumer to a raft of sub-par and unrepresentative experiences, we’re in danger of dealing a fatal blow to VR’s longevity, before it’s been given a proper chance to demonstrate its merit.