Google Brings Job Simulator Dev Owlchemy Labs Under its Wing

If today hadn’t already had several big announcements here’s another. Google has acquired Job Simulator developer Owlchemy Labs it’s now been revealed.

In a blog posting on the studio’s website the team said: “Today is a REAAAALLY BIG day for Owlchemy. We’re positively thrilled to announce that Owlchemy Labs has been acquired by Google! Now, as we look to the future with Google by our side, we couldn’t be happier. Our plan to build awesome things will continue forward stronger than ever.”

rick and morty 1

Job Simulator was Owlchemy Labs’ first virtual reality (VR) title, launching alongside the HTC Vive, before coming to Oculus Rift with Touch and PlayStation VR. A that multiplatform support is set to continue with the studio confirming: “This means Owlchemy will continue building high quality VR content for platforms like the HTC Vive, Oculus Touch, and PlayStation VR. This means continuing to focus on hand interactions and high quality user experiences, like with Job Simulator.”

The studio’s most recent endeavour was Rick and Morty: Virtual Rick-ality which has seen rave reviews across the board. VRFocus awarded it the full 5-stars saying: “Rick and Morty: Virtual Rick-ality is a madcap, fun filled adventure from start to finish, perfectly suiting VR’s qualities, it should not be missed.”

As for the future of Owlchemy Labs, it seems as if Google is giving the team free rein to do what they do best: “Owlchemy Labs makes things that are absurd, highly polished, and filled to the brim with terrible puns & jokes that we love making.Together with Google, with which we share an incredible overlap in vision, we’re free to pursue raw creation and sprint toward interesting problems in these early days of VR.”

VRFocus will continue its coverage of Owlchemy Labs and Google, reporting back with the latest project developments from the new collaboration.

Rick and Morty VR and Job Simulator Dev Owlchemy Labs Acquired By Google

Job Simulator Dev Owlchemy Labs Acquired By Google

Today Google announced via their blog that they’ve acquired Owlchemy Labs, the creators of Job Simulator and Rick and Morty: Virtual Rick-ality. The move comes as a bit of a surprise, given the two companies didn’t seem to have much of a preexisting relationship, but is huge news for the VR industry nevertheless. The partnership will be similar to Google’s role with Tilt Brush studio, Skillman & Hackett.

Owlchemy Labs have established themselves as a premiere developer of VR content over the last year, earning $3 million in sales with Job Simulator, and has a penchant for creating intuitive, hilarious, and immersive worlds that you want to reach out and interact with. It’s worth noting that, even though Google has its own VR content platform in the form of Daydream, they will not prevent Owlchemy from releasing their projects on other headsets such as the Oculus Rift, HTC Vive, or PlayStation VR (PSVR).

In fact, Owlchemy doesn’t have a single app available on Google Daydream as of the time of this writing.

“We set out on a journey over six years ago to build the kinds of games we wanted to see exist,” states the Owlchemy blog post on the topic. “Over those years, we learned that Owlchemy, at its core, cares deeply about a few key things: building quality multi-platform games, solving tough problems with a small but absurdly talented team, sharing our learnings with the community, and Austin’s famous tacos. Now, as we look to the future with Google by our side, we couldn’t be happier. Our plan to build awesome things will continue forward stronger than ever.

“This means Owlchemy will continue building high quality VR content for platforms like the HTC Vive, Oculus Touch, and PlayStation VR. This means continuing to focus on hand interactions and high quality user experiences, like with Job Simulator. This means continuing our mission to build VR for everyone, and doing all of this as the same silly Owlchemy Labs you know and love. We are continuing to do all of this with even more support and focus on building awesome stuff. It’s incredibly exciting that Google and Owlchemy are so well aligned on our goals and vision for the future of VR.”

We will continue to provide updates on this story as we find out more information. For more details on the making of Rick and Morty VR, read our behind-the-scenes story and watch the mini-documentary above.

Update: This story was originally published as a short blurb and was updated with more details afterwards by Games Editor David Jagneaux.

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Editorial: Smartphones Won’t Be Replaced By VR And AR Headsets, Yet

Editorial: Smartphones Won’t Be Replaced By VR And AR Headsets, Yet

The smartphone has become the central personal computing device of the last 10 years and it has already started to show signs of slowing. However, last quarter smartphones still grew at a healthy 4.3% percent pace, which makes them a mature market. Some industry players have already talked about the death of the smartphone, but those groups also missed out on the smartphone altogether so they’re ambitious to move on to the next platform. With technologies like 5G, smartphones are still going to be the place where we see the leading edge of innovation occur with the benefits trickling down to the fledgling industries. Because I am so intimately involved with both AR/VR and smartphones in my daily duties as an analyst, I am uniquely positioned to explain why smartphones are not dead, yet.

User Experience Is Sub-Par So Far

One of the biggest reasons the smartphone is not dead yet is because the hardware to replace them still hasn’t reached a point where the user experience is comparable. The lowest-power and highest performance chipsets necessary to make standalone AR and VR headsets are still too hot and too power hungry to deliver all day battery life that we currently experience with smartphones.

Additionally, the current standalone solutions do solve the thermal issues of AR and VR headsets, but to keep thermals in check they tend to be larger than what consumers consider fashionable. The best examples of this are the Magic Leap prototypes, Microsoft Hololens and Qualcomm’s VR reference design. While we know that companies like Facebook and Google are hard at work on their own standalone prototypes, there is very little expectation they’ll be any smaller than the current AR/VR headsets out today. Right now companies like ARM, Intel and Qualcomm are supplying the bulk of the low-power AR and VR chipsets and based on the current levels of performance and power I don’t see that changing much other than maybe Apple entering the arena with their own custom designs.

Applications Aren’t Where They Need To Be

There is an even more pressing issue when it comes to AR and VR headsets replacing smartphones and that is the fact the applications are not even remotely close to where they need to be. Specifically, there aren’t anywhere near enough applications available for AR or VR headsets that will allow a user to choose their primary computing device to be an AR or VR headset. Simply put, nobody is going to go out and spend upward of $900 on an Apple AR headset if they cannot get the same or better applications that they had on their smartphone. Without the right applications, very few people are going to go out and replace their laptop or smartphone with an AR or VR headset. Additionally, the user experience needs to be the same or better than what is currently available on smartphones, which won’t be easy to do and will take some time.

This is where I believe that Google and Facebook have the right idea. They are harnessing their massive mobile ecosystem with smartphone AR and VR applications to drive the applications and developers toward the AR and VR future. Both companies have aggressive plans for both AR and VR and may very likely have an extended reality platform that incorporates both. Both companies are making major efforts today to help develop both AR and VR applications for smartphones that can easily be used on standalone headsets at a higher performance and user experience level in the future. That’s the point of what both companies are doing, they are pushing us toward a future where smartphones are no longer the dominant platform.

Companies like Microsoft completely missed the smartphone market, even after trying to buy into it with their acquisition of Nokia, which was too little too late. Microsoft refuses to allow themselves to be left behind by this new platform and that’s why they have been so aggressive to push Hololens and Windows Holographic Mixed Reality. Microsoft’s biggest problem is that while it does have the entire PC ecosystem and Windows 10, it still needs to have developers commit to the platform to be successful. Hololens is Microsoft’s most mobile product as of recent and the PC VR and AR headsets need quite a bit of horsepower to run smoothly. Additionally, with the exception of Hololens, everything Microsoft has shown has been wired and they are going to need to lose the wire quickly if they are going to compete with the smartphone guys. Companies like AMD, Intel, Persaso and Qualcomm are working on 60 GHz solutions for wireless VR headsets and while I understand that Microsoft is desperate to keep the price of Windows Holographic headsets down, the wire will not work in their favor.

This journey will take time, and some companies will be left behind, but it may take upwards of 10 years for the industry to truly transform itself into what we see with smartphones today. Just remember that smartphones were first introduced in the 90s and then again in the 2000’s as PDAs and only once Apple perfected the applications ecosystem that Nokia created did they really take off. AR and VR are still quite in the early stages of things and it will take a long time until we see the market blow up like the smartphone market did. However, I believe AR and VR will be bigger than the smartphone and PC market, they will create an explosion of digital goods unlike we’ve ever seen before. As some people have said, this new extended reality will be more like the size of the internet itself rather than any one specific hardware industry.

Disclosure: My firm, Moor Insights & Strategy, like all research and analyst firms, provides or has provided research, analysis, advising, and/or consulting to many high-tech companies in the industry, including ARM, Google, Intel, Microsoft, Peraso, Qualcomm and Samsung Electronics cited or related to this article. I do not hold any equity positions with any companies cited in this column. Find more from Moor Insights & Strategy on their web site, Twitter, LinkedIn, Facebook, Google+ and YouTube.

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Google Daydream mit allen Android 7 Smartphones starten (Root erforderlich)

Das Daydream-System von Google ist großartig, doch leider sind die unterstützten Smartphones häufig sehr teuer oder man ist mit seinem aktuellen Smartphone zufrieden und möchte sich nicht für VR ein neues Smartphone anschaffen. Es gibt jedoch eine Lösung, wie man dennoch in die VR Spiele reinschauen kann, auch wenn die Qualität nicht gewährleistet wird.

Google Daydream mit allen Android 7 Smartphones starten (Root erforderlich)

Wenn ihr ein Smartphone mit Android 7 und Root-Zugriff besitzt und den Google VR Service und die Daydream App installiert habt, könntet ihr theoretisch schon in die virtuelle Welt abtauchen, doch dies wird durch eine Erkennung verhindert. Deshalb müsst ihr folgende XML-Datei (Root-Explorer) suchen:

/system/etc/permissions/handheld_core_hardware.xml

Innerhalb dieser Datei findet ihr einen Abschnitt mit den „Permissions“. In diesem Abschnitt fügt ihr die beiden folgenden Zeilen ein:

<feature name=“android.software.vr.mode“ />

<feature name=“android.hardware.vr.high_performance“ />

Nach der Änderung wird das Smartphone neu gestartet und anschließend können die VR-Spiele aus dem Daydream Store verwendet werden. Solltet ihr keine Daydream Brille und keinen Daydream Controller besitzen, dann könnt ihr außerdem einen Emulator für den Controller verwenden und somit trotzdem die Anwendungen nutzen. Der Emulator wird offiziell von Google angeboten und kann gefahrlos verwendet werden.

Die Idee stammt von einem User auf Reddit und mittlerweile konnten beispielsweise LG V20, Nexus 6 und Nexus 5X Besitzer in Daydream-Anwendungen hineinschnuppern. Wenn ihr das Vorgehen ausprobiert, würden wir uns freuen, wenn ihr uns über die Resultate informiert.

Der Beitrag Google Daydream mit allen Android 7 Smartphones starten (Root erforderlich) zuerst gesehen auf VR∙Nerds. VR·Nerds am Werk!

VR Film To Feature Heavily At Stockholm’s VR Scientific Festival 2017

There continues to be a lot of discussion about virtual reality (VR)’s place in the future of the film industry, big names and big studios continue to dip their toes and make encouraging noises about the technology but the decrease in price and increase in availability of 360 degree cameras has meant a growing interest at grassroots level and higher in creating cinematic experiences that tap into VR technologies.

Next Friday, May 12th 2017 a three day festival is being held in Stockholm, Sweden, to celebrate the burgreoning interest. It is being hosted by the KTH Royal Institute of Technology.

Called the VR Scientific Festival (or VR Sci Fest) it describes itself as a “unique experiment, where technology, science and creativity come together to find the best ways of using VR technologies to benefit people around the world”.

Speaking on the convention’s official website, festival head Elena Malakhatka said: “Our goal was to create a unique meeting point for those who are passionate about their profession, no matter if it is science, cinema, VR, education or anything else and to share their passion with each other. That’s why we created VR Expo zone, series of workshops, lectures and discussions about the future of the technology, as well as Art zone and showcase of the world best artistic VR experiences as a part of Kaleidoscope VR World Tour”.

Over the course of the event in the ‘Dome of Vision’ the organisers will be showcasing an array of 360 degree short films and documentaries as well as VR experiences relating to an array of social and scientific topics. The categories include the human body, technology and engineering, as well as space and the environment. With big name contributors such as the BBC, RYOT, RT (Russia Today)WITHIN,  NASA, and Google confirmed.

Interested parties can find out more on their website at http://www.vrscifest.com.

Step Back In Time In Singapore’s National Museum Thanks To Google Tango

Times change, even for buildings and organisations whose entire purpose is chronicling the passing of said times. Nothing stays the same, even for museums. Exhibits change, are moved, the museum itself evolves. Now thanks to Google Tango visitors to one museum are getting the chance to travel back in time to see how things used to look.

The museum in question is the National Museum of Singapore who have teamed with Google and tour guide firm GuidiGo. Using scans taken by Google utilising the area learning capabilities of Tango the team has created a number of locations in the building where visitors, provided with a Lenovo Phab 2 Pro for their free hour long tour, can use it to see an augmented reality (AR) view of how things used to look. Even allowing them to take photos of exhibits that aren’t even there anymore.

Speaking to The Straits Times, Museum Director Angelita Teo explained the move. “The emergence of digital and future technology has opened many doors for museums worldwide and we now have the opportunity to redefine the conventional museum experience. Enhanced architectural tours will enrich our visitors’ experience of our stories and their connection to the past”.

Tango will no doubt be a major focus of Google’s I/O event later this month. For all the latest news be sure to check back with VRFocus.

Google Announces New Tools to Develop High-performance Daydream Apps

During the opening presentation at today’s Unity Vision Summit, Nathan Martz, Developer Platforms Product Manager at Google, took to the stage to talk about new tools that the company is releasing to help developers create high-performance apps for Daydream, Google’s high-end Android VR platform.

Having launched the first Daydream headset and phone in late 2016, Martz said the next step is to grow and scale the platform.

“This year we’re focused on scaling [Daydream and Tango] through the larger Android ecosystem. We know that as cool as these devices are—and as hard as they, frankly, are to make—ultimately people are going to buy them for the experiences that they enable,” he said.

Scaling means getting developers to build VR experience that are not only fun, but highlight optimized, and Google wants to make that as easy as possible. Unity 5.6 got native Daydream support back in March, allowing developers to build for the Android VR platform without downloading any custom builds or technical previews of the game engine.

SEE ALSO
Google Bringing Native 'Tango' AR Support to Unity Later This Year

But it doesn’t stop there; Google is continuing to invest in the Daydream development platform to help developers make great VR content, Martz said. The company is doing that with new tools that aim to make the lives of Daydream developers easier in several ways, from performance and profiling to templates of best practices for VR interaction. On stage (see the video heading this article) Martz talked about those new tools which are due to release soon to developers:

Daydream Render

VR already presents a high performance bar due to the need to achieve steady high framerates while rendering high resolutions in stereo. In order to achieve VR on mobile devices, applications need to be carefully optimized to deliver the required performance. For many developers, that’s meant relying on less computationally intensive ‘baked’ lighting and shadows that are ultimately displayed as static textures rather than real-time lighting.

Google says their new Daydream Renderer is a suite of highly optimized tools designed to tackle the challenging of enabling high-quality lighting to Daydream apps. With the tools, the company says that developers can achieve dynamic lighting and shadowing in stereo at 60 FPS on today’s flagship phones, bringing mobile VR another step closer to the sort of modern graphics expected on game consoles and PCs.

Instant Preview

Photo courtesy Unity Technologies

With traditional mobile development, Martz says, developers need to write code on their computer and then spend a few minutes compiling it and transferring it to their Android device in order to do an on-device test. But if a few minutes stands between the time a change is made and the time the change can be tested, that’s less time available for iterating on those changes to get them just right.

Instant Preview will make the process of running on-device tests take “seconds not minutes,” Martz said. Allowing developers to rapidly iterate, leading to a better end-product. Instant Preview is achieved through changes to both the software on the computer and the hardware in phones, Martz says, and the latency is low enough that these instant changes can be seen and tested through a Daydream headset.

GAPID & PerfHUD

Getting down the nitty gritty of the hardware: a great VR app doesn’t just look great, it also needs to be able to operate within the performance and thermal confines of a smartphone (no easy feat). If the phone gets too hot, it will have to throttle down performance to keep from overheating, which can cause a drop in VR performance if not complete termination of the VR app to allow the phone to cool. With varying devices and environmental conditions, tuning mobile VR games to operate effectively for long durations can be especially challenging.

PerfHUD is designed to let developers see the hardware device’s vitals in and out of VR, says Martz, allowing devs to identify which areas of their games and apps are pushing the phone’s hardware too hard.

GAPID serves a similar function by allowing developers to do “deep GPU profiling and static analysis” right from their PC, providing insight into how the hardware and software is interacting to drive performance, and once again allowing developers to keep an eye out for problem areas that could be bringing performance down.

Daydream Elements

Photo courtesy Unity Technologies

Even now with several major consumer headsets on the market for more than a year, from one VR app to the next there’s still huge variations in interaction design. VR users would definitely benefit from some consistency, much like how PC and smartphone apps use common methods of interaction.

To share what the company has learned about best practices for VR interaction design, Google plans to release Daydream Elements, which Martz described as a “modular, open-source application that contains focused examples of best practices.” Daydream Elements will offer up templates of commonly needed VR interactions—like manipulating and activating objects and selecting items on menus—and Google is encouraging developers to take these templates and drop them directly into their own apps as needed.

– – — – –

Martz says that the Daydream Renderer, Instant Preview, and Daydream Elements will launch this month, while PerfHUD and GAPID will come this summer.

SEE ALSO
Latest Unity Beta Gets NVIDIA VRWorks for Enhanced Rendering Features

Especially now with the launch of the Gear VR Controller, developing for Daydream is not so different from developing for Gear VR (also supported by Unity), as both run on Android. Google didn’t explicitly mention it, but it’s possible that some of these tools could be useful for Gear VR development as well. We’ve reached out to the company for clarification.

The post Google Announces New Tools to Develop High-performance Daydream Apps appeared first on Road to VR.

Google Tilt Brush Gets Art Gallery Alongside New Updates

Google’s virtual reality (VR) painting app Tilt Brush recently received a large update that introduced a number of new features. In addition Google are introducing a social website where Tilt Brush users can share their masterpieces.

The recent update added the ability to change the lighting scheme, which allows Tilt Brush users to change the colour, intensity and position of light sources. A new environment panel was also added to allow a scenes skybox and fog to be customised. As a result, the app now has many more control panels available, to mitigate the potential problems involved with this, Google have allowed the Workspace to be customisable so the panels can be re-arranged into the optimum location.

When users are finished using the new tools to create what they want, they can then upload it to the Tilt Brush Sketches website. From there, art work can be shared, liked, downloaded and modified in interesting ways. Tilt Brush users have been asking for such social features to be added for some time, a functionality that only became more in-demand since the multiplayer update was added near the end of last year. Some critics have said that there is still much missing from the social features, such as the ability to comment or follow certain users.

However, Google VR Group Product Manager Jason Toff has pointed out that art shared in the traditional way via Twitter, Facebook or other social media can often lose attribution and source as it goes viral. The Google Tilt Brush Sketches Gallery automatically adds attribution and a Creative Commons BY licence by default, which should make life easier for aspiring artists when their work shoots across the internet.

If and when Google offer further updates to Tilt Brush and its social gallery, VRFocus will be there to report on it.