Slow Android Wear Adoption Is Stifling Development

There is no diplomatic and professional way to put it: Android Wear is flopping; and it’s flopping quite badly. The smartwatch platform has been around for 18 months, yet the fact that it was introduced a few quarters before Apple rolled out its smartwatch does not appear to be helping.

So why is Android Wear performing poorly and what does this mean for developers?

Several factors conspired to stifle growth, ranging from lack of Google development, to inadequate hardware. Some of these problems have been addressed, some are being addressed, while others cannot be addressed with currently available technology.

Android Wear Shipments Aren’t Impressive

How bad is it? Android Wear was officially announced on March 18, 2014, but the first devices started shipping a quarter later. By the end of 2014, they were joined by more attractive products, such as the round Moto 360 and LG G Watch R, as well as rectangular models from heavyweights like Sony and Asus. It didn’t help, and 2014 sales were abysmal: an estimated 720,000 units. Apple managed to pull ahead of Google in a matter of months, selling an estimated 3.6 million Apple Watches by the end of the second quarter of 2015.

According to market research company IDC, Apple became the second biggest wearable vendor, commanding a 20 percent market share, only trailing Fitbit in overall sales for Q2. There was no Android Wear product on IDC’s list of the top five wearables vendors. Apple was trailed by Chinese smartphone maker Xiaomi, navigation and sports watch specialist Garmin, and Samsung in fifth place (with Tizen smartwatches rather than Android Wear watches).

Android Wear, WatchOS, Pebble, Tizen, Ubuntu, LinkIt: We got ‘em all, but why isn’t anyone buying these toys?

Android Wear, WatchOS, Pebble, Tizen, Ubuntu, LinkIt: We got ‘em all, but why isn’t anyone buying these toys?

Analysts remain divided on smartwatch shipments, but a number of research firms have already revised their overly optimistic forecasts to reflect softening demand. Most analysts now expect Apple Watch shipments for 2015 to end up in the nine to 14 million range, while Android Wear should do worse, with four to six million units. So, I went over to Google Play and checked the number of Android Wear app downloads, which is still in the one to five million range. With two more months before the end of the year, I’d go with the lowball estimate of four million units.

While Apple may be in the lead, I don’t think Apple Watch shipments are anything to brag about. Considering Apple’s huge user base, shipping just over ten million devices in the first year of sales does not sound impressive. Besides, some optimistic (and insufficiently unbiased) analysts claimed Apple would ship upwards of 40 million smartwatches in the first year of sales. At this rate, it make take years to get anywhere near 40 million units per year, but that doesn’t mean Apple won’t enjoy its Pyrrhic victory.

Will 2016 Be The Year Of Android Wear?

Given the soft demand for pricey Apple and Google smartwatches, should we expect any improvements next year? Yes. Analysts agree that sales will pick up in 2016 and beyond. IDC estimates Apple will ship about 40 million smartwatches in 2019, up from an estimated 13.9 million this year. Apple is expected to end 2015 with a 58.3 percent market share, while Android Wear will grab just 17.4 percent on sales of 4.1 million units.

IDC also covered alternative platforms such as Pebble OS, RTOS and Tizen. It expects Pebble OS and Tizen shipments to remain flat through the forecast period, so their market share should drop to 3.1 and 2.2 percent respectively.

IDC and other market research firms estimate Android Wear will pick up speed moving forward, eventually hitting 38.4 percent in 2019, with a compound annual growth rate (CAGR) of 67.5 percent. The estimated Apple Watch CAGR is 30.6 percent.

Apple is winning the smartwatch race, but Android Wear is expected to gain market share and overtake Apple by the end of the decade.

Apple is winning the smartwatch race, but Android Wear is expected to gain market share and overtake Apple by the end of the decade.

So, Android Wear will do well in the long run, and we didn’t really need market research to conclude that because we can track historical smartphone and tablet trends to see how Android gains market share over Apple platforms.

Overall, the smartwatch space will grow at a rapid pace and one particularly bullish market forecast puts combined worldwide shipments at a staggering 373 million units in 2020. I take this forecast with a grain of salt. I am no economist, but I believe the methodology is not right and the figure includes devices that don’t qualify as a true smartwatch.

However, 2019 and 2020 are a long way off, so what about 2016? There is not a lot of freely available market research dealing with Android Wear sales in 2016, but a few trends are have become apparent. Instead of taking the high-end Apple Watch head on, Android Wear vendors appear to be focusing on mainstream adoption, instead. In any case, we should not expect Android Wear to gain a lot of popularity next year, but things will pick up, and here is why.

Commoditised Android Wear

When it comes to tier-one vendors, much of the focus has been on premium Android Wear devices; beautifully crafted timepieces selling for $200 to $400. However, as sales figures indicate, they weren’t hot items. Sure, they look good, but they don’t sell.

Now we might be on the verge of a shift. Why bother with expensive devices when few people will buy them? Why not bring Android Wear to the masses instead, marketing these devices as inexpensive, yet useful, gadgets? After all, we’re not talking about mechanical watches that can stand the test of time and keep going for decades; smartwatches are essentially disposable, yet they cost as much as a good quartz watch from a reputable brand.

Entry-level Android Wear prices are going down fast, and so are the average selling prices. The market is commoditising.

Entry-level Android Wear prices are going down fast, and so are the average selling prices. The market is commoditising.

One example of this shift is the new Asus ZenWatch 2, which is available through Google Play for just $149, one third of the entry-level Apple Watch. Building a $149 smartwatch does not require many trade-offs, and initial reviews are positive. Basically, it does everything a $300 watch does, but it’s bigger and doesn’t feature the sleek design of the Moto 360 or LG Urbane.

However, big brands won’t be the only players in the Android Wear market for much longer. Taiwan-based chipmaker, MediaTek, is empowering small vendors in mainland China by offering Android Wear solutions of its own, based on the MT2601 system-on-chip (SoC). We are seeing the first product announcements and a couple of vendors have informed me that their MediaTek-based watches will start shipping by the end of the year. The hardware platform is nearly identical to big-brand designs, save for the new processor. These watches feature high-resolution displays identical to their big-brand counterparts. Some are all-metal designs with round displays, while others will ship with alternative market differentiators, such as additional sensors or ruggedized cases. Best of all, the first devices I had a chance to see are metal watches with round displays, but they cost $110 to $130, which is a fraction of similar watches from Motorola, LG and Huawei.

Here’s what I find interesting about these designs: Versatility and diversity. Who ever said a smartwatch has to be elegant and imitate traditional watches? Why not design sports watches with integrated thermometers, barometers and location sensors? What about inexpensive rubber watches for kids and teens?

Diversity, and the ability to enter new niches, creates opportunities for hardware makers and developers by taking advantage of additional sensors on board, and might range from apps for kids to professional apps for mountaineers and athletes. Sure, big brands will continue to lead the way, but I am looking forward to $100 and sub-$100 Android Wear watches because I am confident they will boost the ecosystem and bring the platform closer to new markets and audiences (cash strapped kids, hundreds of millions of consumers in emerging economies and so on).

Versatility, diversity and low pricing will give Android Wear devices a competitive edge over the next couple of years.

Versatility, diversity and low pricing will give Android Wear devices a competitive edge over the next couple of years.

Bear in mind that Google does not allow its hardware partners to tweak Android Wear with loads of custom skins and bloatware. In theory, this should guarantee a consistent user experience on all devices, ranging from flashy $500 watches to $100 designs churned out by Chinese white-box companies.

What Should Developers Do?

In a previous post we discussed whether or not developing for Android Wear, and indeed all smartwatch platforms, makes sense.

In the long run, the smartwatch space will continue to grow and evolve. However, developers should not lose sleep over Android Wear support yet. Yes, it’s always a good idea to master new skills and platforms, but realistically, Android Wear won’t be a big thing for at least a year or two.

This does not mean there is no development on the Android Wear front. Google keeps rolling out incremental updates, and numerous developers are creating new apps and use-cases for Google smartwatches. Designers are busy creating hundreds of different watch faces for round and rectangular watches.

Google is polishing the platform and enabling new features on a regular basis. For example, Google Play Services 8.1 enables developers to use always-on mode for the Google Maps Android API. This is done by granting WAKE_LOCK permissions in the app manifest and adding a couple of dependencies. All it takes is a few lines of code; you can check out the official guide here, complete with documentation and sample code.

Google continues to update Android Wear emulators on a regular basis, allowing developers to test their designs on a range of devices with different screen sizes, form factors, and pixel densities. Obviously, this will be crucial as we start to see more and more devices from small vendors. I know many developers are concerned that they will have to deal with dozens of new devices each month and tackle Android fragmentation yet again, so I will try to address this point in the hardware section of this post.

Although there is no x86-based Android Wear hardware yet, Google wants developers to future-proof their apps by adding support for the good old x86 instruction set. This is done by editing abiFilters in the build.gradle file to include abiFilters = ['armeabi-v7a','x86'] and recompiling the app.

One of Google’s Android Wear community moderators, Wayne Piekarski, has a GitHub project that allows you to see how it works in real life.

This brings me to the next point: Hardware.

Android Wear Hardware Evolution

While Android smartphones seem to get new chips every couple of quarters, the pace of wearable hardware development is much slower. In fact, the basic hardware platform hasn’t changed since Google and LG showcased the first Android Wear watches in early 2014. The recipe includes Qualcomm’s Snapdragon 400 processor, 512MB of RAM, 4GB of storage, a pinch of sensors and a high density display on top.

The biggest difference is the form factor; some vendors are all about round watches (LG), while others stick to rectangular displays (Asus). Display resolutions range from 320 by 320, to 360 by 360, to 400 by 400 pixels. Since there is really no point in adding higher density displays on such devices, I doubt the resolutions will go up anytime soon (higher resolution displays would increase the price and reduce battery life, but they wouldn’t add anything to user experience). Although resolution probably won’t go up over the next year or two, we should see more efficient OLED displays and Force Touch technology.

Display size will not change either; smartwatches are already relatively big, so there is no point in designing even bigger units. Smaller watches would be a welcome addition to the hardware landscape, as they could take the shape of thin and sleek watches for fashion savvy consumers, or smaller watch face designs for women. Unfortunately, the current state of mobile technology does not allow hardware makers to create such devices without making too many compromises, namely, using smaller batteries. Needless to say, this would be a terrible idea because battery life is the Achilles heel of smartwatches.

However, things will change for the better. The Snapdragon 400 and MediaTek’s MT2601 are 28nm processors, and as soon as manufacturing costs go down, we should see 14/16nm FinFET chips take their place. It might take a while, but these new chips should improve battery life.

What about Intel x86 chips? While Intel already employs superior manufacturing nodes for its latest mobile processors (22nm for Moorefield, 14nm for Cherry Trail), this alone does not guarantee superior battery life. I’ve had a chance to test Android hardware based on every Intel mobile processor going back two years, including the latest Cherry Trail chips, and I can report that they don’t offer a huge efficiency improvement compared to ARM processors manufactured in older, planar nodes like 28nm. Basically, x86 chips simply aren’t as efficient as their ARM counterparts, especially when it comes to low-end devices. Of course, Intel could set out to develop a killer chip for Android Wear and other wearables, but why should it? It would have to burn heaps of money to get a toehold in a tiny market, and Chipzilla usually doesn’t bother with peanuts.

Bottom Line: The Smartwatch User Base Will Remain Limited

I’ve outlined a number of serious challenges facing the smartwatch industry and I don’t believe the short-term outlook is good. This does not mean Android developers and designers should not get into the smartwatch space, but this emerging market segment will not be nearly as lucrative as some bullish analysts expected a year ago.

If you were planning to invest time and effort into smartwatch development, it might be a good idea to slow down and reconsider. Yes, every new niche offers opportunities, and some outfits are bound to make a small fortune on killer apps for next generation wearables, but as long as the user base remains limited, we won’t see a lot of investment.

Hardware needs to improve, especially in terms of efficiency and battery life. Software is maturing, but there is still a long way to go. These issues will be addressed sooner or later, but in my humble opinion, they are not the biggest problem facing smartwatch makers. The real question is whether or not people actually need such devices. Right now, most users can do without them.

For the time being, there aren’t that many use-cases for smartwatches and wearables in general, aside from fitness tracking and a few other niche applications. Buying a $250 Android Wear watch with poor battery life, and little in the way of functionality that’s already not available on your average smartphone, doesn’t appear to be an attractive proposition for most consumers. That won’t change anytime soon.

Original article via Toptal.

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Google öffnet seine VR-Plattform Daydream für jedermann

Google arbeitet bereits seit einiger Zeit an seiner neuen VR-Plattform Daydream, wenngleich der durchschlagende Erfolg bisher noch ausgeblieben ist. Googles größtes Problem stellen hierbei die Anwendungen selbst da. All zu viele gibt es nämlich noch nicht und nur wenige laden diese auch noch herunter.

Lösung für Daydream

Daydream Ready Smartphones

Um dieses Problem nun anzugehen öffnet Google sein bisher nur begrenzt geöffnetes Entwicklungskit. Fortan kann jeder ohne Restriktionen Apps für Googles VR-Plattform entwickeln und diese über den Android-Store zum Download freigeben. Bevor die Apps jedoch auf die interessierten Endkunden losgelassen werden, durchlaufen sie zuvor noch einmal eine Google-interne Prüfung, welche sicherstellt, dass die verlangten Qualitätskriterien eingehalten werden.

Ein besonderes Augenmerk liegt dabei natürlich auf dem Design, der Funktionalität, der Performance und der Stabilität der VR-App. Diese Grundfaktoren sind für ein VR-Produkt letztlich unersetzlich, damit dieses eine angenehme und für den Nutzer verträgliche Erfahrung bietet.

Quelle: Google

Der Beitrag Google öffnet seine VR-Plattform Daydream für jedermann zuerst gesehen auf VR∙Nerds. VR·Nerds am Werk!

Google Opens Daydream App Submission to All and Publishes VR App “Quality Requirements”

Google has put out the welcome mat and unlocked the doors to all developers wishing to develop apps for their Daydream VR platform, but in order to keep the standards high have also issued a “Quality Requirements” guide.

As we reported in September last year, just prior to the launch of Google’s Android integrated Daydream VR platform in October, the search and mobile giant was keeping a tight reign on applications available at launch. Only those who made it into Google’s curated Daydream Access Program (DAP) were able to prepare content for the fall launch lineup, a clear effort on their part to ensure the Daydream Home portal wasn’t flooded with poor quality dross whilst the system was was fresh in the media spotlight. The move was entirely understandable of course, but less in line with Android’s ‘open’ attitude to app submission for standard mobile platforms, more inline with a certain Cupertino based competitor perhaps.

Google's Daydream View Headset and Motion Controller
Google’s Daydream View Headset and Motion Controller

But now, Google is lifting the DAP restriction for submissions to the Daydream Home app store, meaning that any developer who wants to build for applications for use with Daydream View and compatible phones can do so. That said, Google are understandably keen to ensure this is still not a free-for-all. According to an updated help page on “Publishing Daydream Apps“, developers can opt-in to have their application or game distributed through Daydream Home (the default content portal for Daydream users out of the box) but only if that app complies with its quality assurance guidelines, which are detailed here. In Google’s words: “Upon publication, Google Play submits apps that are opted-in to Daydream for review against the Daydream App Quality criteria and notifies you of the result. If your app meets all criteria, Google Play makes it discoverable to Daydream users in VR.”

SEE ALSO
Google Daydream Review: Casual VR Closes the Gap

Just how strict the vetting process is for newly submitted Daydream VR apps is unclear. The app quality requirements are targeted largely at the technical and comfort aspects of Daydream development best practices, drawn up to ensure maximum performance and minimum discomfort for user. Items like “App maintains head tracking” and “App never goes to 2D monoscopic unexpectedly” are examples of the checklist developers will need to rundown to make sure their app makes the grade, and its encouraging to see items focusing on usability in VR too.

In any case, it’s encouraging to see Google open its Daydream doors to the wider developer community. Up to now, the reception to the platform has been a little muted with little on the content front generating much excitement. Clearly this latest move should encourage a wider creative gamut to be represented on the Daydream Home store.

Are you a developer considering making apps or games for Google Daydream? We’d love to hear what you think of Google’s approach to content curation and developer relations thus.

The post Google Opens Daydream App Submission to All and Publishes VR App “Quality Requirements” appeared first on Road to VR.

HTC’s VP of Design Leaving to Join Google’s VR Team

daydream-view-hands-on-15According to a report by The Verge, HTC’s VP of Design is leaving the company to join up with Google’s Daydream VR team.

Having joined the company in 2008, in recent year’s HTC’s VP of Design, Claude Zellweger, played a key role in the design of the Vive headset, The Verge reports. Now he’s taking that experience with both mobile and VR design over to the Google Daydream VR team, according to a tweet by Zellweger.

The Verge confirmed with HTC that Zellweger has left the company, following the same destiny as two colleagues who had both joined the company as part of the same acquisition:

In 2014, HTC lost its longtime design chief, Scott Croyle, who started afresh with the Nextbit cloud-centric smartphone. Less than a year later, Croyle’s successor at HTC, Jonah Becker, departed the company to head up industrial design at Fitbit. The two of them initially joined HTC when their design company, One & Co, was acquired by the Taiwanese electronics maker in 2008, and their third partner in that venture was Claude Zellweger. Eight years after joining HTC, Zellweger now completes the One & Co exodus.

We noted recently that a slew of new job listings for Google’s VR/AR team pointed toward new, more ambitious hardware in the works by the company; Zellweger’s purported new role seems aligned with that effort.

SEE ALSO
Vive President Says Next-gen VR Headsets Likely to Come in 1 to 3 Year Cycles

The post HTC’s VP of Design Leaving to Join Google’s VR Team appeared first on Road to VR.

Vive’s VP Of Design Claude Zellweger Leaves HTC For Google Daydream

Vive’s VP Of Design Claude Zellweger Leaves HTC For Google Daydream

Claude Zellweger, HTC’s VP of Design, is making the switch from PC VR to mobile VR.

The designer, who worked on both HTC’s smartphones and its Vive VR headset at its San Francisco office, yesterday confirmed that he was leaving the Taiwanese company to join Google, where he’ll work on the company’s new Daydream mobile VR ecosystem.

Following that, HTC itself confirmed to The Verge that Zellweger had parted ways with the company, stating: “HTC can confirm that Claude Zellweger has left the Company. We appreciate his considerable contribution to HTC, and wish him well in his future endeavors. HTC continues to invest in talent and recruitment as part of our broader strategy to ensure the continued strength and integrity of the Company’s organizational structure.”

Zellweger spent almost five years at HTC, acting as Associate Vice President of Advanced Concepts from September 2012 to October 2014 before being promoted to his design role. According to his LinkedIn profile, the designer also managed Vive’s “brand strategy and execution”.

From a strict design viewpoint, Daydream could definitely use some help. That was our biggest complaint about Google’s own headset, Daydream View, when it launched late last year. Still, we don’t know exactly what plans Google has for Zellweger, and we’ve reached out to the company to find out.

The news comes shortly after the announcement that Facebook hired Hugo Barra, former spokesman for Google’s Android operating system, as its new Head of VR. Barra will be leading the Oculus team which itself has split into mobile and PC divisions as former CEO Brendan Iribe stepped down to lead the latter. Executive switch-ups like these show two companies that are rapidly moving to get ready for a new era of immersive technology.

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Google: Konzern bereitet Massenproduktion neuer AR und VR Hardware vor

Der Großkonzern mit relativ neuem Namen Alphabet Inc. stellt wieder ein – Eine Welle an Stellenausschreibungen schwirrt durch das Internet. Wie bereits im letzten Jahr sucht Google auch Anfang 2017 wieder kompetente Mitarbeiter, um einige neue Projekte anzugehen, die weit über Google Daydream View, den letzten großen VR-Coup, hinausgehen.

Google: Von Software zu Hardware

Auch das innovative kalifornische Unternehmen zählt inzwischen zu den Vorreitern in Sachen Virtual  und Augmented Reality und arbeitet schon seit einigen Jahren, mal solo, mal im Verbund mit third-party-Herstellern, an Hardware-Lösungen, die virtuelle und augmentierte Realität gesellschaftsfähig und leicht zugänglich machen sollen.

Die Google Daydream View-Brille, seit November 2016 auf dem Markt, ist ein solcher Versuch, VR auch mobil einsetzbar zu machen. Hierbei handelt es sich schlicht um einen Smartphone-Halter, der mit dem entsprechend kompatiblen Gerät in der Lage ist, VR-Assets zu rendern. Darüber hinaus kommt die Daydream direkt mit dem passenden Controller daher, der einen simplen Umgang mit Spielen und visuellen Medien ermöglichen soll.

Daydream View

Die Zeiten, in denen Google als reiner Software-Hersteller an den Start ging, sind längst vorbei und so ist es nicht verwunderlich, dass bereits die nächsten Projekte auf dem Zettel stehen. Im Laufe des letzten Monats ging der Konzern mit massig Stellenausschreibungen an die Öffentlichkeit, die vor allem das AR- und VR-Department des Unternehmens betreffen sollen.

So wird unter anderem ein Engineering Project Specialist gesucht, der mehrere Hardware-Projekte zur gleichen Zeit betreuen kann – vom Prototypen bis hin zur Massenfertigung. Darüber hinaus steht eine Stelle für einen Electrical Hardware Engineer for Consumer Hardware Platforms offen, dessen Anforderungsprofil beinhaltet, im Ausland eine enorme Produktionskette verwalten zu können. Drei weitere Jobs werden vom Großkern ausgeschrieben, alle im Bereich Hardware und Optik verortet: Ein Optical Lab Technician, System Power and Performance Architect sowie ein Thermal Technician.

Diese zahlreichen Stellenausschreibungen heizen die Gerüchteküche rund um ein neues VR-Headset von Google weiter an – ähnlich den klassischen Geräten von HTC oder Oculus steht eine All-in-One-Lösung im Raum, die mit neuartiger Eyetracking-Technologie der jüngst von Google einverleibten Eyefluence Firma arbeiten soll. Wir sind weiter gespannt, ob der Konzern bald mit den Großen im VR-Bereich mithalten kann.

(Quelle: Road to VR)

Der Beitrag Google: Konzern bereitet Massenproduktion neuer AR und VR Hardware vor zuerst gesehen auf VR∙Nerds. VR·Nerds am Werk!

Google’s VR/AR Team Seeks New Hire to “drive multiple hardware projects simultaneously from prototype to mass production”

A flurry of new job postings suggests Google is ramping up a team to create new consumer VR/AR hardware that goes beyond their Daydream View headset.

Google announced the Daydream View headset in late 2016 amidst a new initiative that saw the company making a strong commitment to designing, building, and selling its own hardware products. Alongside the Daydream View was the announcement of the first of the company’s first-party phones, the Pixel, as well as Google Home, a hardware base station powered by Google Assistant, and Google WiFi, a mesh networking router. All of these products are Google designed and branded, marking a major shift for the company which has formerly largely focused on software.

Through the company’s ‘Nexus’ initiative, in year’s past, the company had collaborated with prominent phone makers to create co-branded phones (Google did the same thing too with its Chromebook initiative), but the Pixel comes as the first phone “by Google.” Google has also previously created first-party tablets and laptops under the Pixel brand.

The Daydream View headset launched in November. The relatively simple device is not much more than a smartphone-holder, which ultimately relies entirely on Daydream-ready phones to render VR experiences.

SEE ALSO
Google Daydream Review: Casual VR Closes the Gap

As the company’s hardware ambitions grow, it appears that Google wants to do more than Daydream View. A slew of new job listings for the company’s VR and AR team over the last 30 days shows a ramping up of hardware expertise, including an Engineering Project Specialist position who can “drive multiple hardware projects simultaneously from prototype to mass production,” and an Electrical Hardware Engineer for Consumer Hardware Platforms role who has “Experience supporting high volume overseas manufacturing builds.”

Three other job listings for Google’s VR/AR Team in the same period further suggest a significant focus on hardware, including expertise in the field of optics.

Last year, amidst the announcement of Daydream, Google went in a VR/AR hiring spree, listing 15 full time job positions in the prior 12 months. At that time, nearly all of the hires were software-focused.

Rumors of a Google all-in-one VR headset—that which is self-contained and doesn’t use a snap-in smartphone—continue to swirl. Mostly recently in late 2016, Engadget reported that Google was working on an all-in-one VR device which would include eye-tracking technology from the company’s recent acquisition of Eyefluence.

The post Google’s VR/AR Team Seeks New Hire to “drive multiple hardware projects simultaneously from prototype to mass production” appeared first on Road to VR.

YouTube VR Wants To Provide Tools To Make Things ‘We Never Even Thought About’

YouTube VR Wants To Provide Tools To Make Things ‘We Never Even Thought About’

YouTube is a media leader, providing a nearly endless supply of accessible content and standing as the 2nd ranked website in the world. With such a significant position, it’d be an absolute boon for 360-degree and VR content to gain any type of foothold on the platform. YouTube had the largest presence they’ve ever had at the Sundance Film festival this year and one of our editors had an opportunity to speak with them, revealing that the video-sharing website is making a pointed effort to invest more into virtual reality.

YouTube’s expanded presence this year was largely seen in their return as sponsors for the Shorts Program and the YouTube House. We spoke with Jamie Byrne, YouTube’s Director of Creators and VR Initiatives, about YouTube’s VR plans since launching in November, and what they’re doing to enhance the service in the future.

“One of the things we’re focusing on is what’s going to bring people back every day for VR content,” Byrne says.

There’s no standard set for what works in VR so many continue to experiment and take on the risk of things not quite executing as they wish. Despite that, YouTube wants to open the door for creators, no matter where they’re making.

The people “doing some of the coolest and newest stuff are just individual creators in their bedroom, Byrne said. “And we want to get them the tools they need to realize their creative vision.”

Byrne and the team at YouTube are working closely with Google to get creators the equipment they need to make cool new VR projects, including entire new genres of VR content, and tehy are “really looking forward to seeing what the creators are going to create that we never even thought about. We want to get YouTube VR on as many platforms as possible.”

Keep your eye on UploadVR for more updates from the 2017 Sundance Film Festival.

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Daydream View Is $50 On Google Play Store Until Late February

Daydream View Is $50 On Google Play Store Until Late February

Got a shiny new Pixel, or other Daydream-compatible smartphone? Been sitting on the fence about getting into Google’s VR ecosystem? Now might be the right time.

Daydream View, the first headset to support the platform, is currently $49 on the Google Play Store, which is $30 off the regular price of $79. It applies to each of the headset’s three color variants. This isn’t a permanent cut, though; the price may jump back up on Feb 25, 2017 at 11:59 PM PST.

If Google’s approach to shifting Daydream is anything like Samsung’s with Gear VR, then you can expect to see plenty of these types of sales in the weeks and months to come. Samsung and Oculus outright gave Gear VR away with purchases of new phones over certain periods of 2016, and Google already offered a free View units to anyone that pre-ordered its Pixel phone late last year.

It doesn’t appear that the sale is in effect anywhere else right now, though we’ve reached out to Google to ask if it has any plans for this.

The price cut will likely come as good news for developers putting their content onto the platform, as we’ve reported some seemingly sluggish sales for many of Daydream’s top apps within the first few months of launch. This is more than likely down to a low install base for the ecosystem — though Google hasn’t shared any official figures yet. Anything to boost those numbers will be welcome.

Still, you might want to hold fire on buying a Daydream View. In our review, we noted that the headset was a “finicky fit”, letting light in from the sides among other issues. The important thing about the wider Daydream ecosystem is that this won’t be the only headset to support it. In fact, Huawei’s own offering was revealed during CES this month and looks like a far more traditional solution. It could be a good idea to wait for that if you’re looking to get into Daydream.

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Google: Draco für Virtual Reality Inhalte

Zum Ende des letzten Jahres mauserte sich WebVR zu einem wichtigen Thema für Virtual Reality. Der Vorteil an WebVR ist, dass die Inhalte nicht heruntergeladen werden müssen, sondern direkt im Browser verwendet werden können. Oculus arbeitet mit Carmel an einem eigenen VR Browser, während Google das Feature in den Chrome Browser einbaut. In diesem Jahr wird WebVR ein Thema für alle relevanten Plattformen werden und Google hat ein Verfahren für die Komprimierung von Inhalten in der Hinterhand, welches diverse Vorteile für WebVR bietet.

Draco für Virtual Reality Inhalte

Die Bereitstellung von ansehnlichen Virtual Reality Content über den Browser ist kein einfaches Unterfangen. Die Szenen müssen mit 90 Bildern oder 45 Bildern pro Sekunde dargestellt werden und der User sollte nicht sehen, wie die Welt im Hintergrund nachgeladen wird. Ein Tool für die Komprimierung der Inhalte ist also Pflicht, doch ein solches Tool muss auch schnell genug arbeiten.

Mit Draco hatte Google mit Chrome Media ein Verfahren entwickelt, welches die Komprimierung von komplexen 3D Modellen ermöglicht und als Open-Source zum Download angeboten wird. Mit Draco werden also die Dateien kleiner und somit können diese auch einfacher über den Browser abgerufen werden. Im folgenden Video seht ihr einen Vergleich von Google zwischen Draco und GZIP:

Google hat die Entwicklung von Draco noch nicht abgeschlossen und das Unternehmen sagt, dass zukünftig noch schnellere Ladezeiten erreicht werden. Doch auch wenn WebVR einige Vorteile bietet, so sind wir skeptisch, ob WebVR schon in diesem Jahr zu einem Erfolg werden wird. Wenn die Partner von Microsoft die Virtual Reality Headsets für Windows 10 veröffentlichen, dann könnte eine deutlich größere Zielgruppe ins Spiel kommen, die eventuell auch ein verstärktes Interesse an dieser Technologie besitzt. Die Headsets für Windows 10 werden schon bei 300 US-Dollar starten und den Einstieg in VR erschwinglich machen, denn es wird auch kein High-End Rechner zum Betrieb benötigt werden.

(Quelle: Upload VR)

Der Beitrag Google: Draco für Virtual Reality Inhalte zuerst gesehen auf VR∙Nerds. VR·Nerds am Werk!