The Virtual Arena: Streaming VR Enters Location-Based Entertainment

The application of XR into the attraction and amusement landscape is covered by industry specialist Kevin Williams. His latest Virtual Arena column investigates developments as the LBE sector moves toward applying streaming VR technology to drive a high-fidelity experience.

Zero Latency
Image credit: Zero Latency

While the establishment of location-based entertainment (LBE) takes hold across the international market. The application of the technology deployed within these facilities is in constant flux. Evolving with the latest developments in the immersive entertainment industry. It is this innovation that makes the market a barometer of the latest trends that could play a part in defining the consumer application of this tech.

One of the biggest trends sweeping LBE has been the deployment of free-roaming experiences, as charted in recent coverage in this column. But technological advances have been made that allow the free-roaming VR experience to be significantly improved and made assessable to a wider audience with a much-reduced cost-benefit (removing cumbersome PC backpacks). A higher fidelity of VR experience moves beyond that achieved using just the mobile processor of current standalone headsets. The developer of these low-latency 5G network applications have been actively reaching out to the LBE community for adoption.

What we mean by streaming VR, is pushing high-fidelity VR directly into the latest headsets. Most of these implementations use a 5G connection between the host PC and a VR headset. This streaming infrastructure also supports updated positional tracking for multiple-player deployment. All this is supported by the latest Qualcomm XR2 standalone headsets, such as the HTC Focus 3, along with the latest systems from Varjo, Pico, and Pimax, focused on commercial application, (as is promised with the Meta Project Cambria, still to be released). This is technology that has been refined for enterprise (SeriousVR) applications such as for training, CAD design, and now commercial entertainment.

High End VR Headsets

The deployment of this approach in entertainment has been gathering momentum. Recently AT&T teamed with Warner Bros., Ericsson, Qualcomm, Dreamscape Immersive, Nvidia and Wevr, to create an ambitious proof-of-concept immersive location-based experience. This was based on the already installed Harry Potter: Chaos at Hogwarts free-roaming VR experience opened at the Harry Potter Wizarding World New York venue. Now using AT&T’s 5G streaming technology, and NVIDIA’s CloudXR, Dreamscape were able to create a prototype version of the experience, at their test facility that removed the need for the cumbersome PC backpacks and streamlined the experience. This development was a proof-of-concept towards being able to offer their high-fidelity VR attraction based on this technology.  

The ability for manufacturers in the LBE sector to upgrade towards the latest technology is a benefit of owning the space. Where consumer VR application needs to establish customer penetration, LBE brings the technology to the player, and so upgrades accordingly. This is best illustrated by Zero Latency, a company that has constantly been on an iterative path with its free-roaming attraction. The company announced its move towards ditching PC backpacks and moving to streamed VR but keeping the high-fidelity VR experience. The company deploying a new system streaming over a local Wi-Fi 6E network to players using HTC Focus 3 headsets. This technology has to ensure the high-end performance needed, as seen with their latest free-roam VR adventure, from Ubisoft, set in the world of Far Cry 3.

Zero Latency
Image credit: Zero Latency

The growth in VR entertainment facility deployment has seen the providers of the content also adopting a streaming methodology. SynthesisVR, a location-based virtual reality content distribution and facility management platform, recently partnered with QuarkXR, a trusted solution provider focused on VR streaming. Towards offering all LBE VR arcade operators a simple, and automated VR streaming solution, previously not available. A solution for wireless VR game streaming was created specifically for the industry through this exclusive co-developed solution, connecting the host PC and Android VR Headset. This will allow VR arcade operators to benefit from the opportunities of streamed VR applications, and the cost-saving this will bring.

We are seeing many established LBE developers migrate to a streaming VR approach, such as with the announcement of the new ‘Hologate-X’ platform. Developed by market leader Hologate, who has established their tethered VR arena platform across the market. The company staying on the cutting edge of new development have created their own streamed VR platform. To be launched at their flagship Hologate-World location in Germany, the ‘Hologate-X’ attraction running the inhouse developed game ‘SIGVRIED: Escape from Valhalla’, offers streamed low-latency 5G network VR direct to headsets, allowing the four players to simultaneously explore the virtual world unencumbered. For the application, Hologate has added haptic vests, along with feedback from the weapons the players carry. All supported by the 4D effects of the arena space they play within.

Hologate - SigVRied
SIGVRIED: Escape from Valhalla. Image credit: Hologate

It is this ability to offer such a high-fidelity VR experience, supported by 4D physical effects that separate what is achievable with commercial immersive experiences from the casual consumer experience. Thus showcasing how VR streaming is able to deliver a new level of VR experience to users. We look forward to reporting on further developments in streaming VR soon.

The Virtual Arena: Immersive Entertainment Gets Social

The application of XR into the attraction and amusement landscape is covered by industry specialist Kevin Williams. In his latest Virtual Arena column, the sudden explosion in new entertainment venues internationally is revealed, with a visit to one of the latest promoting the inclusion of immersive entertainment.

Gravity

Following on from our recent coverage of AREA15, and its deployment of immersive technology in an entertainment venue. And many readers will be familiar with the Gravity Active Entertainment facilities in the UK, some 18 venues dotted across the country offering a mix of trampoline and climbing wall activities. Active entertainment has been a popular offering for younger audiences, but the corporation has decided to pivot towards offering an entertainment mix for an older clientele. With this business decision, the company launched a flagship location in a London suburb to experiment with their new concept.

Called ‘Gravity Wandsworth’ – the concept has ditched the trampolines and gone for a modern mixed-use leisure entertainment aesthetic. The 100,000-sq.ft, facility inhabits what had previously been a Debenhams department store – leading to some calling the new Gravity a “department store of fun!”. While for many the venue is dominated by the indoor multi-level e-karting track, (built by 360 Karting), the venue is underpinned by the largest deployment of immersive entertainment technology in a single site in the UK. 

Gravity
Image credit: KWP

Immersive entertainment is defined by the key applications of digital technology, and “Gamification”. Meaning the application of simple but fun game mechanics into the experience, including progression, scoring and collectables. This is seen with the facility’s deployment of ‘AR Bowling’. The traditional bowling lanes are now enhanced with projection mapping, projected images that are tracked with the ball’s movements and add a new level of engagement for the players. Taking a tired format and supercharging it for the new audience.

Gravity
Image credit: KWP

An aspect of supporting the new audience and the entertainment mix of the venue has been dubbed “Competitive Socializing” – offering entertainment that can be played by groups of friends, while also enjoying cocktails and food. Pub games accelerated into the 21st Century. The bowling experience at the site, as with other games, is supported by touchscreen kiosks for game selection, scoring and ordering.

Another familiar entertainment given the gamified approach is the ‘AR Darts’. Again, projection mapping is employed to paint the whole of the space with a unique interactive experience. The game of darts transformed into a socially inclusive competition, not focused on score counting, but fun games that can be played with groups of varying skills. Taking away the cumbersome aspects of some games and focusing on the fun elements defines gamification.

Gravity
Image credit: KWP

Projection mapped AR systems such as this are not new to the social entertainment scene, several venues have deployed AR darts, along with the appearance of AR ping pong, and even AR Axe Throwing experiences. The gamification of these activities, like the bowling, offers a new level of social inclusion, augmenting the number counting and tedious scoring metrics for a much more inclusive experience.

We see at Gravity the deployment of more immersive entertainment approaches, the facility including the installation of an Electric Gamebox setup. These unique pods house players in a fully immersive (MR) environment, with projection on all walls. Their whole body is tracked and able to control their character within the game experience. The developer of the platform has just launched a brand new game based on Angry Birds, offering a compelling and active approach for a wide audience.

Gravity
Image credit: KWP

For Gravity it is about a constant process of application to attract a new audience, the facility includes its own eSports lounge, and has its own amusement space dedicated to the latest video arcade, redemption, and prize machines. This space also sees the deployment of several of the latest VR amusement platforms. With the motorcycle game Ultra Moto VR, and the two VR motion ride experiences, Virtual Rabbids and King Kong.

Gravity
Image credit: KWP

The venue will see opened in the summer a brand new VR attraction installation of a HOLOGATE VR experience – with the four-player tethered VR ‘Arena’, and their ‘Hyper GP’ VR motion simulator system, which will be run on the ground floor in their own dedicated attraction. HOLOGATE recently announced that it will be releasing a Ghostbusters-based VR experience on these systems.

Gravity
Image credit: KWP

Of the more conventional entertainment the space also includes urban street golf and is supported on the ground and third floor with food and beverage service. The top floor also includes ‘Newtons Cocktail Bar’ offering a relaxing hospitality scene. All this is supported by futuristic robot servers. The space reflects the move to a new level of entertainment for an audience hungry for the latest immersion, but also wanting that social media buzz with “Instagram-able” moments.

The success of Gravity Wandsworth experiment has seen the owners make the announcement of the plans to open a second facility based on the model. This will see a £10m investment to once again repopulate a 180,000-sq.ft, Debenhams department store, in Liverpool. To be named ‘Gravity Liverpool ONE’, it will represent the flagship location of the brand, opening in 2023 – with plans to roll out 30 sites in the next two years.

This will prove very crowded waters as immersive entertainment technology establishes itself as a leading force in the scene, and already other facility developers wait in the wings to launch their interpretation of the new immersive frontier. More developments using the latest technology will be covered soon.

Ghostbusters VR Confirmed for PlayStation VR2 & VR Arcades

A couple of months back nDreams and Sony Pictures Virtual Reality (SPVR) dropped a surprise announcement that work had begun on Ghostbusters VR for Meta Quest 2. Today, SPVR has revealed that the franchise is expanding even further into VR, with Ghostbusters VR also coming to PlayStation VR2 whilst a new title, Ghostbusters VR Academy is being made specifically for Hologate location-based entertainment (LBE) venues.

Ghostbusters VR Academy

Ghostbuster VR (working title) is going to be a 4-player cooperative experience set in San Francisco rather than New York. It’ll be up to you and your mates to grab those proton packs and rid the city of manacing ghosts. Only a short teaser trailer has been shown so far. Considering nDreams is developing the title, its no surprise that Ghostbusters VR is coming to PlayStation VR2 as the studio has previously released the likes of Fracked for PlayStation VR.

As for Ghostbusters VR Academy, this will utilise Hologate’s unique LBE setup to offer fans a unique experience where players take on the role of ghostbusters in training. There will be two versions, one for Hologate Arena and one for Hologate Blitz. In Arena players work as a team to complete high-risk ghost encounter scenarios whilst Blitz puts them in a flying prototype ECTO vehicle.

Ghostbusters VR Academy, the new location-based VR training experience, will continue to expand the world of Ghostbusters in a way that honours the legacy of the franchise and offers something entirely new,” says Jake Zim, Senior Vice President, Virtual Reality, Sony Pictures Entertainment. “For the first time ever, players will be able to train to be a real Ghostbuster in an amazing academy setting and race a new flying version of the ECTO using HOLOGATE’s vehicle motion simulator.”

Ghostbusters VR Academy

“Sony Pictures VR is doing incredible things for virtual reality, and we’re thrilled to collaborate for this new experience,” adds Leif Petersen, CEO and HOLOGATE founder. “Ghostbusters VR Academy is a natural fit for HOLOGATE’s ARENA and BLITZ platforms. It transcends reality so players can create memorable moments while fulfilling longtime wishes to operate iconic Ghostbusters equipment. We can’t wait for players to step inside this world.”

Ghostbusters VR Academy will be coming to 400 Hologate locations by the end of 2022. The PlayStation VR2 version of Ghostbusters VR will, of course, depend on when the headset launches, currently unknown at this point. It’ll join a growing selection of titles Sony Interactive Entertainment (SIE) revealed during its recent State of Play event.

For continual updates on Ghostbusters VR, keep reading gmw3.

‘Ghostbusters VR’ Releasing on PSVR 2, Out-of-home Games Coming to Hologate VR Arcades

Commemorating the release of the original Ghostbusters (1984) film, Sony Pictures Virtual Reality (SPVR) today announced a pair of out-of-home VR games collectively called Ghostbusters VR Academy, coming to HOLOGATE locations worldwide. Sony also announced its previously revealed Ghostbusters VR at-home game is coming to PSVR 2 in addition to Quest 2.

Ghostbusters VR Academy—built by Hologate and published by SPVR—is rolling out to 400+ of the company’s locations worldwide by the end of 2022, the companies say. Hologate has designed out-of-home Ghostbusters games for both its free-roaming ARENA shooter platform and BLITZ, its motion simulator platform.

In the ARENA game, Hologate visitors will engage in Ghostbusters training by strapping on a proton pack and cooperating as a team in what the company calls “high-risk ghost encounter scenarios – all under the safeguard of academy grounds.”

Image courtesy Hologate, Sony Pictures Virtual Reality

The BLITZ game is a bit more of a thrill ride, where visitors race each other around in a prototype ECTO vehicle. Hologate’s motion platforms can perform up to one meter (3.2 feet) of vertical lift and a 30-degree movement in every direction.

Ghostbusters VR, a four-player cooperative adventure VR game initially announced for Quest 2, is also headed to PlayStation VR2. There’s no release date for PSVR 2 just yet, so we aren’t sure when the game is scheduled to arrive.

First unveiled at the Meta Gaming Showcase in April, Ghostbusters VR is a four-player co-op game developed by veteran VR studio nDreams. In it, players solve mysteries in the Ghostbusters universe while tracking, blasting, and trapping ghosts across what the studio calls an “extensive and engrossing campaign.”

Check out the announcement trailer below:

The post ‘Ghostbusters VR’ Releasing on PSVR 2, Out-of-home Games Coming to Hologate VR Arcades appeared first on Road to VR.

The Virtual Arena: Rise of the Virtual Athlete

The Virtual Arena

The application of VR into the attraction and amusement landscape is covered by industry specialist Kevin Williams, in his latest Virtual Arena column – looking at the growth in the LBE landscape for eSport, and competitive VR attractions.

Virtual Arena shooter

Much has been made about the opportunities of eSport within a virtual ecosystem, though from a consumer perspective, there has been more speculative investment regarding the opportunity. As seen with the acquisition by Meta of emerging eSports company BigBox VR (developers of POPULATION: ONE). While hunger exists from the player-base for VR eSports competition, only the Out-of-Home entertainment landscape has seen a serious adoption of actual mainstream prize based, virtual, competitive play. And this trend can be seen to be gaining momentum.

One of the first VR attraction developers to embrace the opportunities of eSport empowerment of their platform was Virtuix. The company known for their ‘Omni Arena’ competitive VR enclosure system have successfully installed some 45 units across the USA. Virtuix reported that it has seen over 2-million plays on its hardware. The system gained popularity through its prize pay-out competition. The company revealed the launch of their ‘2022 Omni Arena esports series’ – that will be supported by a cash prize pool of $100,000 for FEC venues. This investment has placed the platform on the map as being one of the largest VR eSports competitions in the West.

Virtuix winners
Image credit: Virtuix

The popularity of the competitive nature of the game can be seen in the revenue it generates for operators. Virtuix revealed that some of its eSports teams have already played over 200-times on the ‘Omni Arena’. This is also supported by the watching audience that gathers to support the team and the building of a community supported on social media. Virtuix already paid out some $250,000 in eSports cash prizes. It would be easy to liken this popularity to that once witnessed in the bowling scene, but the physicality of VR eSports takes the competitive spirit to new levels of engagement.

One of the few VR videogame titles to have a strong competitive life in the consumer scene is the smash hit Tower Tag by VR Nerds. The games have been played across popular consumer VR platforms in tournament competitions but have also had a strong showing in location-based entertainment (LBE). In a relationship with Japanese amusement giant SEGA, VR Nerds licensed the game to be turned into a VR attraction platform, supported by VAL (Virtual Athletics League). And recently announced that the game would be coming to the West in an agreement that will see it placed onto the SPREE Interactive arena system. This free-roaming platform, allowing up to 10-players at a time to compete, using the standalone Pico VR headset. And will adapt a wholly eSports version of Tower Tag that will be available on the ‘SPREE Arena’ system.

SPREE Arena
The SPREE Arena in operation. Image credit: KWP

Another platform that applies eSports to their line-up is HOLOGATE. Famous for its successful ‘HOLOGATE Arena’ that has groups of up to four players, using tethered HTC Pro headsets, within a unique enclosure. The high levels of competition are supported by the inclusion of an extensive and customisable eSports tournament platform. The library of competition content on this platform also includes the Tower Tag property.

It is this level of competition, as well as an extensive library of titles that has cemented the popularity of the HOLOGATE platform with the operators and their virtual athletes. Many operators use the platforms tournament to construct their own team-based, venue competitions. This ability to create live events, offers a level of repeat visitation to the venue, along with the additional spend from the audience it generates to watch the compelling competition.   

Hologate

Developer Phenomena has created its own ‘VR Esports Arena’ – the whole system being packaged as a turnkey eSports solution for entertainment venue operators. Taking much of the guesswork out of running a free-roaming VR experience, and the requirements of prize tournament competition. Recently demonstrated at the Orlando IAAPA trade event in November 2021, the new version of the system offers a fully contained arena, with up to eight players (within a 32 x 20 ft., enclosure). The players are wearing the latest HTC VIVE Focus 3, standalone VR headsets. With audience supported by score displays. The developer offering one of three highly competitive VR experiences to compete within and looking to build an international tournament in support of the platform.

Phenomena

France saw a massive VR eSports competition take place during the Paris Game Week in 2019. Developer, EVA (Esports Virtual Arenas), installed a temporary 1,000-m2 arena that saw players using backpack PC’s, HP headsets and tracked weaponry, to take part in a major prize tournament competition. Building on this the company announced their first ‘VR Esport league’, attracting some 52 teams, competing for a $19,000 (€17,000 Euro) cash-prize. Having generated some 400,000 unique spectators on Twitch during the playoffs.

EVA has installed some nine rooms in venues, offering between eight and 12-player VR eSports arenas in France. Having signed licenses to open some 40 additional arenas for the end of 2022 in the country. They have developed several games themselves that plunge groups into tournament competitions. During a recent franchise expo in Paris, the company revealed its intention to have opened 225 arenas by 2025, expanding to Germany and the USA. Having seen first-hand the popularity of their eSports competition platform with their play-base.

EVA - player1

Looking beyond the Western market, and we have seen eSports-based VR competition blossom on the Chinese entertainment scene. While the Chinese “VR Park” (the name given to VR arcades in the territory) has seen a continuing upheaval in business, the popularity of VR gaming is still alive and well. Competition plays a major part in defining the deployment of VR into this market – a market where many players will travel to venues to compete, be that the ubiquitous eSport cafes, or the explosion of new VR venues. Such as that operated by STEPVR, with over 130 ‘Future Battle’ stores, across 80 cities within China. These venues have groups of up to ten players competing in a Multiplayer Online Battle Arena (MOBA) experience. STEPVR has recently raised $15m (100-million-yuan) in funding towards international growth.

StepVR - Future Battle

The territory was one of the first to embrace virtual competition, with the first VR eSports event, the ‘World Virtual Reality Arena 2015’, organized then by Battletimes Co., but this is still an embryonic market. More recently China has seen several major VR eSport tournaments streamed across popular social networks – such as this year with the ‘VR Esports International Championship in Beijing’. A point where we now see major social content providers, such as NetEase, showing interest to invest heavily in this emerging new business.

Returning to the West, and not just free-roaming VR is being employed in an eSports combination. VRstudios is a well-known developer of VR entertainment platforms, and recently launched a major new development, which looks to shake up the way VR amusement is played. Called Hoops Madness, the game experience has been revealed on the new ‘FURY’ unattended two-player kiosk – a self-service VR entertainment platform that incorporates a unique tethered HTC Vive Pro headset configuration, eye-catching LCD display, all in a ‘V’ shape design. But it is the game that drives the whole platform, with Hoops Madness representing a fast-paced basketball hoop’s shooting experience, testing the players’ skill. The game is the first in a line of ‘VRstudios Real-Sport Esports’ titles. The company offers operators guides to marketing and utilizing the ‘FURY’ and Hoops Madness as a platform for VR eSports events, competitions, and tournaments.

In the final observation, it is obvious that the ability to offer a real cash prize incentive to competition has driven much of the interest from the player base. As seen with the explosion of eSports in its more conventional flat-screen incarnation. But one of the benefits that the Out-of-Home version of the competition shares with the considerable investment in eSports, is the large audience live events. Many entertainment venue operators benefit from the audience that is drawn to see the competition on their platforms. The next move is that of streaming these events. The big ‘DOTA’, ‘Counter-Strike’, and ‘League of Legends’ championships, not only draw large live event attendance but generate immense audiences through their streamed broadcasts. The ‘League of Legends World Championships’ in 2020 saw at its peak, some 46 million concurrent viewers, while Global audiences for eSport were calculated at some 475 million in 2021.

We can expect to witness new entrants throw their hat into the ring towards competing in the commercial entertainment application of VR eSports. We have already seen Las Vegas casino chains install massive eSports arenas within their premises and have also seen the inclusion of VR within their layout. We will also start to see the establishment of eSports betting, and with the greater prize opportunities, we can expect major licensing deals for the lucrative sponsorship and coverage. Global revenue in 2021 from competitive gaming is projected to hit over $1 billion.

VR eSports is an attractive medium, and seems to be growing in popularity, but is it ready now for primetime in the West?

Hologate X Next-Gen Free Roam Platform to Debut in September at Hologate World

Hologate - SigVRied

Earlier this year, location-based entertainment (LBE) specialist Hologate announced it would be launching a flagship location in Germany called Hologate World. This week, the company has revealed its next-generation platform Hologate X will make its debut at the facility as well as introducing a new hyper-reality experience, Sigvried: Escape from Valhalla.

Hologate - SigVRied

While Hologate’s product portfolio has mainly focused on providing a scalable, free-roaming platform for entertainment venues, Hologate X aims to completely enhance the VR experience for players. It’ll feature HXR (Hologate Xperience Reality), the company’s proprietary hyper-reality technology which offers full-body tracking and 4D physical effects – like wind or temperature changes. While this has been seen in places like (now-defunct) The VOID, Hologate X does one thing differently, all the content is streamed to the headsets.

Most hyper-reality venues utilise backpack PC’s to provide their free-roaming experiences. These are costly, cumbersome and require a lot more time to set up and maintain. Because Hologate X will steam all of its content, this should reduce the friction when it comes to playing LBE VR, plus guests are no longer weighed down by a whole PC on their backs.

“Our formula of the latest in VR technology with high-fidelity VR streaming, perfectly staged 4D effects such as scents and wind, THX 5.1 surround within the platform and positional inside of the headset audio mix, and fantastical lifelike adventures will catapult players directly into the action,” said Leif Petersen, CEO, and Founder of HOLOGATE in a statement. “All senses are further activated by tactile props and full-body haptics which will further convince the players they have been truly transported into another dimension.”

Hologate - SigVRied

As part of Hologate X’s debut at Hologate World in September, the team has fully developed, in-house, Sigvried: Escape from Valhalla to showcase the new platform. Combining Norse mythology with a sci-fi twist, the narrative is set after Ragnarök has taken place, with players taking on the roles of adventurers who are exploring the destroyed fortress of Valhalla. Wandering through its many halls, corridors, and chambers players need to complete puzzles, avoid traps, and battle monsters and dragons to succeed.

If you want to check Sigvried: Escape from Valhalla out then you’ll want to head to FLAIR Fürth, a big shopping complex that is slated to open on 16th September 2021. Hologate X will be coming to other locations worldwide at a later date, when that happens VRFocus will let you know.

The Virtual Arena: HTC Vive’s Influence in Enterprise VR – Part 2

The Virtual Arena

In this second of a two-part feature in his latest Virtual Arena column, industry specialist Kevin Williams marks the six-year anniversary of HTC’s Vive platform in Commercial Entertainment. Concluding this look, we chart the influence of the Vive in the current LBE marketplace and the future developments for the road ahead.

HTC Vive Pro

The HTC Vive headset had become the de facto VR platform for those looking to enter the LBE VR scene. The original designs of the early part of this phase of development leant themselves more towards one-off creations, aping the pop-up design roots of many of the start-up developers. But the amusement and attraction trade would turn their considerable experience towards making systems that would fit the needs of the entertainment facility operators and prove robust to survive in this unique market.

Growing the Market

A very popular deployment of pay-to-play VR has been LAI Games’ Virtual Rabbids: The Big Ride. The concept of riders experiencing a motion-seat VR experience was not new but was based on the marriage of a 4D virtual experience developed in 2015 by videogame publisher Ubisoft, incorporating their lovable Rabbids IP. The combination led to a successful platform, launched in 2017 that has seen over 500 units fielded internationally. The concept has seen many emulators and has proven to be one of the most prolific VR amusement systems in the market, with many more people having their first VR experience on the ride system.

Many amusement manufacturers have looked to deploy VR in a fieldable amusement suitable package, and we have seen shooting, and driving games deployed with VR hardware. On most occasions the headset of choice has been the HTC Vive, gaining a reputation as a reliable go-to platform for this kind of deployment. Companies like IGS having launched a combination of racing game, motion-driver-cockpit and VR effects experience, with the release of OVERTAKE VR. The machine marking a major point in the LBE VR scene, where amusement operators started to see VR experiences as a reliable revenue generator. 

Overtake

One of the leading developers in the VR attraction scene is HOLOGATE – the company is famous for its ‘HOLOGATE Arena’ that has proven to be one of the most successful fielded platforms in the sector, with over 400 units operational internationally. The company launched its first system in 2017 and utilized the HTC Vive – comprising a tethered enclosure for four players. The company has established a large library of content, supporting its platform with an infrastructure to support operators, and ensure player enjoyment. Adding VR escape gaming and competitive titles to the roster. Constantly building to grow their installed base with new releases, such as announcing Slugterra, now on its systems worldwide.

Hologate

Designing near mini-attraction platforms utilizing VR have driven many operators and developers, also marrying these new systems to well-known IP broadening the appeal. This can be seen by another large installation of VR attractions, developed for the Urban Entertainment facility chain, Dave & Buster’s. Working with VRstudios, along with several manufacturers, they created a multi-player motion simulator system. First released as the Jurassic World VR Expedition, the system used a motion base, HTC Vive and controllers to play in the virtual recreation of the movie. The company would go on to install over 100 simulators across their chain of facilities with other experiences based on movie IP such as Men in Black, Terminator, and Star Trek Discovery

Jurassic World VR
Venturing into the Jurassic World in VR

The theme park sector has still been infatuated with the opportunity that immersive technology represents, though the limitations of the current VR hardware still present a difficult challenge to overcome. The deployment of more convenient head-mounted displays (HMD) has seen the development of new technology based on the Vive. Critically acclaimed The Twilight Saga: Midnight Ride, developed by Framestore, an attraction launched at Lionsgate Entertainment World in 2019, comprises a unique modular design of the HTC Vive headset for usage on large throughput attractions. The simple head strap and separate display unit ease cleaning and operation. Uniquely configured headsets only for LBE application, illustrating the influence of the sector.

The Twilight Saga: Midnight Ride
The unique VR tethered attraction experience

When discussing the influence of HTC’s VR efforts in commercial entertainment it is important not to just look at the HTC Vive. The company has also seen its Vive Focus deployed as a VR entertainment system. Companies such as Modal VR installed their PING videogame experience at venues back in 2018. And more recently developer Pillow’s Willow VR Studio and its highly active Exodus Burned has also utilized a Vive Focus headset approach. These standalone VR game platforms utilized the capabilities of the Focus and pointed towards an opportunity for free-roaming VR experiences that used lower performance VR hardware, so cutting the tether or removing the backpack PC. This development opening the door to the next generation of VR entertainment innovation.  

HTC Vive Focus
HTC Vive Focus plays its part in LBE

Current Generation

Most recently the VR amusement platform has been refined to offer a self-service kiosk approach, with the deployment of tethered automatically retractable headsets. Leading the development of this approach has been VRsenal, who have launched their VR kiosks system, originally with Beat Saber Arcade. Underpinning the influence of strong IP, and VRsenal have worked with ILMxLAB and Nomadic to launch Lightsaber Dojo: A Star Wars VR Experience. Eagerly anticipated, offering the thrills of a fast pace game based on a popular brand.

Lightsaber Dojo

The creation of more free-roaming VR experiences has captivated the latest investment into immersive entertainment. With the reopening of facilities and new investment has seen advanced developments building on the lessons learned. The opening of the heavily-publicised AREA15 location in Las Vegas has revealed one of their secret projects, with the launch of OZ Immersive – a multiple player platform developed by BackLight studios. The system based on the experience that the company has gathered in developing other Arena Scale attractions (such as ToyLand) and their line-up of VR escape games. The release of this first system is part of a rollout across other venues. 

OZ Immersive
Virtual escape gaming shaping the future

While not everyone in the entertainment scene has the available space to install a hyper-reality experience on-site, there is a definite draw to have one of these platforms in the entertainment mix. With that in mind, Immersive Tech has revealed its plans to roll out its ‘UNCONTAINED’ VR platform. Housed in a shipping container, this allows a facility to install a VR experience within a matter of hours. The game platform being launched at the end of the year has already generated much excitement, utilizing a mix of Escape Room entertainment and immersive reality excitement. The company developing containers that house two play space for up to three players each, using wireless HTC Vive Pros.

Uncontained - image

Building the Next-Generation

Some observers would feel HTC stumble in trying to grow in the casual VR scene with its Cosmos series, launched back in 2019. A platform that was poorly defined, and badly constructed for what the then market expected, the system would even fall flat for consideration for commercial deployment. This impetus would see HTC redouble their investment into the space and focus on the core business elements that established the HTC Vive as such a pivotal system.

In redefining its future direction, HTC would reveal this year at ViveCon a new strategy in the space. Launching the HTC Vive Pro 2 that built on many of the successful elements of the original Vive hardware but offered greatly enhanced visual performance and an ability to include the latest immersive features such as facial tracking, wireless adapters and much more. A recognizable continuation of the Vive Pro series.

At the same time the company announced the launch of Vive Business, a dedicated division focused on the support of Enterprise users, with SDK support and the creation of an Independent Software Vendor (ISV) partnership program. During ViveCon HTC held several panel sessions covering the key areas of commercial support, including a session on LBE and Arts that saw an appearance by HOLOGATE, describing how they see the LBE VR landscape going forward.

One of the ISV partners that did not get coverage in the Western response to ViveCon, was the Chinese LBE VR facility developer Immersive World. With some 14-stores in the territory, the operation offers a free-roaming style entertainment experience and has worked alongside HTC, looking at an ISV to incorporate the new headset technology, and grow their facility business. This is an example of the LBE business that HTC continues to nurture and proves a profitable revenue stream.

Immersive World - China LBE

In conclusion, HTC has proven itself against many of its naysayers. Where many felt that only consumer VR sales would establish the market, the adoption of supporting the growth of immersive entertainment in the Out-of-Home landscape has grown a vital market share. And introduced much innovation.

We look forward to seeing how the HTC Vive Pro 2 will fit into the updating and reinvestment in the commercial entertainment landscape. But also, we hope that the new Vive Focus 3 will take its place with the other standalone VR headsets looking at this market as a profitable vertical. Out-of-Home entertainment preparing for a new renaissance as the audiences return.

Hologate eröffnet Hologate World in Fürth

Tower Tag auf Steam

Mit der Hologate World wird Hologate die VR-Landschaft in Deutschland schon bald bereichern. Hologate bietet mit seinem gleichnamigen System eine einfache VR-Lösung für Arcades und andere Einrichtungen an. Nun geht das Unternehmen einen Schritt weiter und eröffnet noch in diesem Jahr eine komplette VR-Arcade in Fürth.

Hologate stellt Hologate World vor

Während das klassische Hologate ein System ist, welches in einer Location installiert werden kann, ist Hologate World eine komplette Arcade.

Die Hologate World wird noch im September 2021 in Fürth auf 1,200 m² eröffnen. Die Einrichtung soll Virtual Reality-Systeme, XR-Escape-Räume und einen Bereich für esports beherbergen. Zudem verspricht das Team einige neue Inhalte, die erstmalig in der neuen Hologate World gezeigt werden sollen.

“Wir freuen uns sehr über die Zusammenarbeit mit der P&P Group bei diesem bahnbrechenden Projekt. Mit der Einführung und Einbeziehung neuer Inhalte und den ARENA- und BLITZ-Systemen, in einer offenen und freundlichen Umgebung, stellt die HOLOGATE WORLD die nächste Stufe der immersiven ortsbezogenen Unterhaltung für HOLOGATE und die gesamte Branche dar.” – Leif Petersen, HOLOGATE CEO und Gründer.

Ob es bei einer Hologate World bleiben wird, ist abzuwarten. Das Unternehmen gibt an, dass Hologate World-Konzept auch als Grundlage für andere Einrichtungen sein könne.

Weitere Informationen findet ihr auf der Webseite von Hologate.

Der Beitrag Hologate eröffnet Hologate World in Fürth zuerst gesehen auf VR∙Nerds. VR·Nerds am Werk!

VR Arcade Startup Hologate is Going Big This Year with Its First Large-format Facility

Last year saw the location-based entertainment industry grind to a halt, however now it seems there may be light at the end of the tunnel for at least one VR arcade startup. HOLOGATE, the Germany-based company creating VR arcade tech, announced it’s betting big this year with the launch of its first large-format facility.

Called Hologate World, the company announced its flagship location is set to open in September 2021 in the newly modernized FLAIR Galerie mall in Fürth, Germany. Since its founding in 2017, Hologate has licensed its turnkey VR tech and proprietary games to other facilities, making Hologate World an expansion towards a larger, more ambitious franchise model.

Taking up a 1,200 m² area, Hologate World is said to include VR games, XR escape rooms, esports arena, and “several proprietary entertainment experiences that will be making their world premieres at the opening.” It will also feature a bar, lounge with food service, and both indoor and outdoor gathering areas.

Hologate World concept art | Image courtesy Hologate

The company says its flagship location in Fürth, which is close to Nuremberg, is a “blueprint for further franchise locations looking for a modern entertainment facility to get people off their couches and back into their retail and hospitality locations.”

On that note, Hologate hopes their increased hygiene standards will help inspire confidence in patrons, something the company established back in May 2020 in preparation for an eventual reopening of its 400+ licensed venues.

It’s uncertain how well the larger LBE industry will fare this year, but it’s likely to be an uphill battle for many VR arcades, which have typically low throughput and high operation costs due to the need for prominent locations. While Hologate seems to have fared 2020’s stormy weather well enough, many VR arcades haven’t gone unscathed.

One of the most well-funded turnkey operations, Sandbox VR, found difficulties in August 2020 when its US-based subsidiary Glostation USA Inc. filed for Chapter 11 bankruptcy. It’s since reemerged from Chapter 11 after reorganization, and the company hopes to continue operations once things get back to normal.

Another big name in location-based VR, The VOID, has also seen its fair share of troubles after late last year it reportedly defaulted on a loan and had an important IP contract with Disney terminated.

The post VR Arcade Startup Hologate is Going Big This Year with Its First Large-format Facility appeared first on Road to VR.

LBE Venue Hologate World Opens Sept 2021 in Germany

Hologate World

Location-based entertainment specialist Hologate is known for providing custom, small footprint multiplayer solutions to over 300 location worldwide. Today the company has announced its next venture, a 1,200+ m² immersive entertainment facility called Hologate World.

Hologate

Set to become the company’s flagship location, Hologate World will be located at the FLAIR urban marketplace in Fürth, Germany. The entertainment space will house a bar, lounge with food service, indoor and outdoor gathering areas, and, of course, Hologate’s virtual reality (VR) hardware. Guests will be able to enjoy competitive esports experiences, escape rooms and some exclusive content which will debut at the opening.

“We are very excited to be partnering with P&P Group on this game-changing project. With the introduction and inclusion of fresh, never-before-seen, immersive entertainment options, alongside our iconic ARENA and BLITZ systems, and all within a large, socially-focused, fun-for-everyone space, Hologate World presents the next level of immersive location-based entertainment for Hologate and the industry as a whole,” reflects Leif Petersen, Hologate CEO and Founder in a statement.

The announcement follows a series of LBE sector news, following on from Vertigo Games acquiring SpringboardVR, SPREE Interactive’s expansion and Immersive Tech’s UNCONTAINED outdoor attraction.

Hologate World

“Our goal with FLAIR is to create a dynamic social experience and to generate maximum attendance through the numerous offers. In addition to an excellent mix of tenants and innovative gastronomy concepts, we were looking for the ultimate entertainment highlight for this vibrant lifestyle location in the heart of the city. With Hologate World, we have found it and can thus offer a new, incomparable attraction that is globally one of a kind,” states Michael Peter, P&P Group CEO and Owner.

Currently, FLAIR Fürth is scheduled to open on 16th September 2021, with 18,000 m² filled with 60 stores, restaurants, cafés and service providers like Hologate World.

Hologate has not only been driving LBE adoption but in 2020 the company partnered with Cleanbox to create new Hygiene and Safety Standards for the industry in light of COVID-19. For further Hologate updates, keep reading VRFocus.