Rift And Index Shrink Slightly, Vive Grows In October Steam Hardware Survey

Oculus Rift headsets and the Valve Index have surrendered a tiny share of overall VR headset usage to HTC Vive in October’s Steam Hardware Survey.

September was another month of growth for both Rift and Index. But, while the newly-released Rift S continued to grow in October, the total percentage of Rift and Valve headsets used on Steam was down.

Steam Shrinkage

October 2019 Steam Hardware Survey

On the Rift front, the S went from 13.03% to 13.7%. It’s easily the slowest month of growth for the headset since the Steam Hardware Survey started following it. Combine that with 0.37% usage of DK2 and 33.07% usage of the standard Rift and total Oculus usage on Steam comes to, amazingly, 49.99%. Last month it was at 50.07%. Not a major reduction, then, but enough to put it back below the 50% mark.

We can’t help but wonder if the recent announcement of Oculus Link, which will allow Quest owners to plug their headsets into PCs to play Rift games, might have stalled Rift S’s growth. Link arrives this month and we’ll be interested to see how it changes up the PC VR landscape.

As for Index, Valve’s headset fell from 4.98% to 4.92%. Again, it’s a very, very small reduction, but it’s the first time Index has gone backwards instead of forwards since it joined the Steam Hardware Survey.

The biggest loser of the month, though, is Windows VR. Microsoft’s range of devices fell from 5.87% to 5.22%. Surely next month will see Index overtake that line of products?

So, what which headset(s) are gaining the ground Facebook and Valve have lost. The answer is the HTC Vive platform. Last month’s total Vive usage (combining Vive and Vive Pro) was 34.78%. This month it came to 35.18%.

October saw the launch of the Vive Cosmos, though the survey doesn’t list the device yet. Still, we do know Cosmos replaced the original Vive, so this bump may be attributed to a last-minute rush to buy up the last Vive units.

November is now upon us and that means one thing: Black Friday. We’ll be looking forward to seeing how this year’s deals shake up the results in early December.

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7invensun Announces $150 Eye-tracking Module Supporting All HTC Headsets

Today at HTC’s Vive Developer Meeting in Beijing and its simultaneous Shanghai-based Vive Ecosystem Conference, Chinese eye-tracking startup 7invensun debuted a new eye-tracking module that’s not only affordable at $150 (¥1100 RMB), but is designed to support all of HTC’s VR headsets, past and present.

Called Droolon F1, 7invensun’s new eye-tracking module was primarily announced to target the company’s upcoming Vive Cosmos, the inside-out tracked PC VR headset arriving on October 3rd for $700.

However, as an official product partner with HTC, 7invensun says that Droolon F1 will also be compatible with the original Vive, Vive Pro, Vive Focus, and Vive Focus Plus.

Image courtesy 7invensun, via CNW

There isn’t any official information out there in English yet, although according to Chinese publication CNW (Chinese), Droolon F1 connects to the VR headset via USB and uses its USB port to provide dual-eye sync data. The standard version, CNW reports, has a sampling rate of 120 Hz, but can be customized to run at 240 Hz.

At the time of this writing, neither 7invensun nor HTC have mentioned what countries it intends on supporting at Droolon F1’s launch, however the $150 USD price was unveiled onstage at the enterprise-focused Shanghai event which points to a probable offering outside of China. Pre-orders are said to begin sometime in November with shipping taking place in December.

Image courtesy HTC

Unlike 7invensun’s previous aGlass modules, which used its own proprietary eye-tracking API, Droolon F1 is said to use HTC’s official eye-tracking API, SRanipal SDK. This essentially allows developers to target both Droolon F1 and Vive Pro Eye, HTC’s enterprise-focused headset with integrated eye-tracking.

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The size of the module is also said to be smaller in comparison to the company’s previous eye-trackers, weighing in at only 60g (~2.1 oz). It’s said to feature a more convenient assembly, taking a purported three-minutes of setup time.

Image courtesy 7invensun, via CNW

7invensun initially launched its first aGlass module (DK1) for HTC Vive at the end of 2016, and later released the second iteration in 2017. Shortly afterwards, the company was accepted into HTC’s second batch of Vive X accelerator, which provided the company financial investment and mentorship. One short year later, the 7invensun confirmed aGlass DK2’s compatibility with Vive Pro.

As with its previous products, Droolon F1 is being targeted at developers. Current apps and games can’t make ready use of eye-tracking without being created specifically for the task, although the low price point may prove tempting to not only a wide array of developers, but (ultra) early adopters who want to experience the first experiences made specifically with eye-tracking in mind.

If you want to learn about eye-tracking and its many uses, check out our deep dive article on why eye-tracking is a game changer for VR.

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HTC CEO Cher Wang Steps Down As Vive Cosmos Approaches

Cher Wang, CEO of HTC Corporation, is stepping down as head of the company.

Wang, who remains Chairwoman of the HTC board, will be replaced by Yves Maitre from French telecom company, Orange. In a press release, the company said its former CEO will now focus on “future technologies” including its Vive Reality initiative.

“When I took over as CEO four years ago, I set out to reinvent HTC as a complete ecosystem company and lay the foundations for the company to flourish across 5G and XR [extended reality],” Wang said in a prepared statement. “So, now is the perfect time to hand over the stewardship of HTC to a strong leader to guide us on the next stage of our journey,”

Wang became CEO of HTC in 2015, replacing Peter Chou. That was roughly a year before it launched the HTC Vive VR headset with Valve. Over the following years, HTC launched four more VR headsets, including the enterprise-focused Vive Pro and Vive Pro Eye as well as the standalone Vive Focus and Vive Focus Plus.

But, as HTC expands its VR operations, declining smartphone sales routinely led to poor fiscal reports.

Maitre’s appointment suggests the company isn’t ready to throw in the towel on smartphones yet. In a prepared statement, though, the new CEO emphasized “both 5G and XR” as future growth areas for the company.

Next month HTC will launch its second consumer-focused PC VR headset, the Vive Cosmos. The kit offers impressive optics and inside-out tracking, with the promise of modular upgrades. But, at $699, we’ll have to wait and see how it competes with the affordable ($399) Oculus Rift S and the high-end ($999) Valve Index.

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Rift/Vive Gap Shrinks In June Steam Hardware Survey Results (Sort Of)

Rift/Vive Gap Shrinks In June Steam Hardware Survey Results (Sort Of)

We took a month off in May (forgive us! E3!) but June’s Steam Hardware Survey results are in. Put simply, they don’t show much change in the overall landscape.

The Oculus Rift still leads the charge with 44.12% of the overall VR headset usage on Steam. Pairing the 40.76% share that HTC Vive has with the 1.66% share of the Vive Pro, HTC is at 42.42%. That’s a difference of just 1.7% between the two headsets. That’s about half of last month’s difference of 3.82%. However it’s not as simple as it all seems.

We still don’t know if this month’s results include the Oculus Rift S in its findings. We’ve reached out to Valve to ask, but given the results group the Vive and Vive Pro differently it doesn’t seem likely. It even has separate listings for Rift’s DK1 and Dk2 headsets. Similarly, we don’t know if these results include the newly-launched Vive Pro Eye. And, of course, they clearly don’t include Valve’s new headset, the Index, which started arriving on people’s doors right at the end of June.

If Rift S isn’t included, then it’s not surprising to see Vive gain ground. Oculus stopped selling the original Rift months ago now in preparation for Rift S launch.

Rounding out this month’s results is Windows VR’s 11.13% share. That’s a modest jump over last month’s 10.99%.

Either way, we’re still looking forward to when these headsets are properly indexed (pun intended) on Steam. The survey is optional and not a definitive means of reporting on the VR market share, but it’s the best we’ve got as it stands.

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Vive Enterprise Solutions Unit to Help Businesses Expand XR Portfolios

Consumer virtual reality (VR) may have restarted the industry as a whole but solutions for business have become a key part of many immersive companies strategy. Today, HTC Vive has announced a new business unit which aims to help in that endeavour, Vive Enterprise Solutions.

HTC Vive Focus Plus

Having launched the HTC Vive Pro Eye and Vive Focus Plus headsets, both squarely aimed at the enterprise market, the new business unit will help companies integrate XR hardware, software, and services for their professional needs.

Vive Enterprise Solutions will address four key areas where enterprises are investing today, Training and Simulation, Design and Visualization; Virtual Collaboration and Location-Based Entertainment and Attractions.

“With enterprise VR rapidly becoming the ‘killer app’ in the industry, we are providing solutions for small to large commercial creators to be successful and solve business needs,” says Daniel O’Brien, Head of Vive Enterprise Solutions, HTC Vive in a statement. “We’re in a unique position to offer enterprises a comprehensive business solution in part due to our own hardware innovation and collaborative industry relationships. We’re thrilled to continue to work with professional users to provide the best hardware, software, and services to help them succeed.”

HTC Vive Focus Plus

While developing integrated software solutions and professional services to provide the service and support corporate clients require, at the core of HTC Vive’s business solutions are of course its headsets. Companies have four devices to choose from depending on requirements. For high-fidelity, PC-based VR there’s the HTC Vive Pro starting from £1,082.50 GBP or the HTC Vive Pro Eye from £1,250 (great for analytics). Or when portability is high on the list then there’s always the HTC Vive Focus starting from £532.50 or the HTC Vive Focus Plus which retails from £639.00 (all prices exclude VAT).

Businesses looking to deploy more VR solutions are being spoilt for choice when it comes to new hardware. Training is a big part of why a lot of companies are investing in XR solutions and with that come hand interaction. Manus VR is one company at the forefront of this development, recently announcing the new Manus Prime Haptic glove. Offering a slightly different take is Dexta Robotics with its Dexmo Enterprise Edition force feedback glove. As more XR business solutions are developed VRFocus will keep you updated.

Over 1,200 VR-Supported Games Discounted During Steam Summer Sale

Over 1,200 VR-Supported Games Discounted During Steam Summer Sale

The grand prix-themed Steam Summer Sale kicked off today, June 25, and will run until July 9 featuring discounts on over 1,200 different VR-supports games and apps. If you’re looking for the next big rhythm game to dominate your headset or an immersive world to get lost in, check out what the Steam Summer Sale has to offer. With prices slashed so low, you really don’t have much to lose beyond a few dollars.

With Psychonauts 2 progressing even further in its development now is the perfect time to try out the VR-only predecessor Psychonauts in the Rhombus of Ruin. Superhot VR builds on what made the first game successful, and I Expect You to Die is a game that could only exist in virtual reality. The majority of games participating in the sale are available on both Oculus Rift and HTC Vive, with several also supporting Valve Index and Windows Mixed Reality.

Below are some of our selected picks for the Steam Summer Sale that are great values. Prices listed are what the games cost after discount. Now, get to buying a few of them and see why so many others have fallen in love with them already!

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VR Awards 2019 Finalists Include Quest, Astro Bot, Vader Immortal

VR Awards 2019 Finalists Include Quest, Astro Bot, Vader Immortal

The VR Awards 2019 are gearing up to take place in November. That’s a little ways off, but the group is ready to announce finalists this week.

Some 12 categories feature in this year’s show. They include Hardware of the Year, which features contenders like Oculus Quest, HTC’s Vive Pro Eye, and HP’s Reverb. Meanwhile, Film of the Year recognizes the likes of Baobab’s Crow: The Legend and Breaking Fourth’s Lucid among others. Experience of the Year, meanwhile, includes the first episode of Vader Immortal and StartVR’s Awake.

As for VR Game of the Year? It’s a lengthy list stretching the entire year. There’s Ninja Theory’s Hellblade VR, Astro Bot, Firewall and Transpose from last year. But there are also more recent releases like Vacation Simulator, Blood & Truth and A Fisherman’s Tale.

We’ve got the full list of categories below. The awards take place on November 11 in London. We’ll be sure to bring you the winners.

VR Hardware of the Year:

Oculus – Quest

VRgineers – XTAL 5K HMD

Oculus – Rift S

HTC – Vive Pro Eye

VR Electronics – Teslasuit

HP – Reverb VR Headset

VR Game of the Year:

SIEE & ASOBI Team – ASTRO BOT Rescue Mission

Ninja Theory – Hellblade: Senua’s Sacrifice VR Edition

Coatsink – Shadow Point

Sony London Studio – Blood & Truth

Owlchemy Labs – Vacation Simulator

Outerloop Games – Falcon Age

Secret Location – Transpose

First Contact Entertainment – Firewall Zero Hour

Survios – CREED: Rise to Glory

Archiact – FREEDIVER: Triton Down

Resolution Games – Angry Birds VR: Isle of Pigs

Innerspace VR & ARTE France – A Fisherman’s Tale

SignSine – PROZE: Enlightenment

VR Experience of the Year:

ILMxLAB & Oculus Studios – Vader Immortal: A Star Wars VR Series – Episode I

NBC Universal & Digital Domain – Eleven Eleven

StartVR – Awake

REWIND & SkyVR – Curfew: Join The Race

Lucas Rizzotto – Where Thoughts Go

Cinétévé Experience & Backlight Studio – The Scream VR

VR Film of the Year:

Fable Studio, Third Rail Projects & Oculus Story Studio – Wolves in the Walls: It’s All Over

Grammatik Agency – the bOnd

Baobab Studios – Crow: The Legend

Walt Disney Animation Studios – Cycles

Secret Location & Electric Shepherd Productions – The Great C

Breaking Fourth Limited – Lucid

Felix & Paul Studios – Traveling While Black

Simpals Studio – Aripi

Parable, Channel 4 & 59 Productions – Grenfell: Our Home

VR Marketing of the Year:

Backlight, Orangina Suntory & Marcel – Oasis Pocket Adventure: The Infrunite Slide

UDG Ludwigsburg, Nerdindustries & Porsche – Porsche “Hall of Legends” VR Experience

Qualcomm Technologies – Qualcomm Snapdragon Tech Summit 2018 Invitations

NUMENA & BMW – S 1000 RR VR

Proektmarketing +1 & Ledvizor – Ledvizor VR-presentation space

LR Studio & Cartier – VR experience for Santos de Cartier launch

Ready At Dawn – Lone Echo II: Trailer Experience

Happy Finish, H+K Strategies & Ford – Ford ‘WheelSwap’ VR

Rising VR Company of the Year:

KageNova

Immotion

HOLOGATE

Maze Theory

Fable Studio

PeriscapeVR

Lume

Enduvo

AtlasV

Innovative VR Company of the Year:

Make Real

Fundamental Surgery

Amaze VR

BackLight

Spinview UK

Emblematic group

Ballast Technologies

Avantis Systems

VR Education & Training of the Year:

Filament Games – Breaking Boundaries in Science

Vodafone & Make Real – Working at Height

Isbank – IsReality (Isbank)

Orka Informatics – Virtual Training Ship Simulation (VTS)

Nanopixel & Eandis – Training: Replace low voltage fuses without life-threatening risks

Somewhere Else – BODYSWAPS®

Avantis Systems – ClassVR

Immerse & DHL – DHL: Gamification of the Cargo Loading VR Training Process

Engine House VFX – Exoplanet Explorers 2

MOYOSA Media – Mighty Masters

VR Healthcare of the Year:

Immerse – GE Healthcare: Increasing training opportunities for radiographers through VR

Oxford Medical Simulation – Oxford Medical Simulation

Fundamental Surgery – Fundamental Surgery (FS)

Precision OS Technology – Augmented Baseplate Shoulder Simulation & Patient Specific Planning

Oxford VR – Fear of Heights (clinical acrophobia).

Virtualware & King’s College London – VR for Psychosis Research and Treatment

Out of Home VR Entertainment of the Year:

ILMxLAB & The VOID – Ralph Breaks VR

Ballast Technologies & Wiegand.Maelzer – VRSlide

DIVR – Golem VR

MWMi – Chained: A Victorian Nightmare

Dreamscape Immersive – Curse of the Lost Pearl: A Magic Projector Experience

Holocafe – FaBIOS Fantastic Fun Factory

Zero Latency – Sol Raiders

Vertigo Games & Jaywalkers Interactive – Arizona Sunshine LBVR

Ymagis & Backlight Studio – TOYLAND : CRAZY MONKEY

Ubisoft Blue Byte – Beyond Medusa’s Gate

EXIT Adventures – HUXLEY 2 – THE ADVENTURE BEGINS

Flight School Studio – War Remains

VR Social Impact Award:

BBDO DUBLIN – RSA CONSEQUENCES

Vulcan Productions – X-Ray Fashion

Force Field Entertainment – Anne Frank House VR

Galactig – Dementia Yn Fy Nwylo I / First Hand

VILD Studio – CHILDREN DO NOT PLAY WAR

Springbok Entertainment – The 100% – Maggie’s Story

Vulcan Productions – Ghost Fleet VR

East City Films – Common Ground

Artie – Mercy

Visualise, Don’t Panic & ICRC – The Right Choice – ICRC

VR Enterprise Solution of the Year:

Make Real & Lloyds Banking Group – Lloyds Resilience & Vitality

VBlueprint Reality – MixCast VR Marketing System

Autodesk – Autodesk VRED – VR Collaboration

Goodpatch – Athena

Virtualware – VIROO: Virtualware Immersive Room

Elara Systems – VR Command Center

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Hands-on at Vive X: An Enterprise Focused Future

May ’19 saw the global Vive X accelerator hold a selection of demo days to help promote a variety of startup companies involved in the fourth batch selection. Days were held in Beijing, Tokyo and London (the one in San Francisco was this week), and VRFocus took a trip to the across the UK capital to see what was on offer.  

HTC Vive Pro Eye

One of the main reasons VRFocus also wanted to attend was to get some more hands-on time with the HTC Vive Pro Eyethe new flagship device which has just launched – as well as the HTC Vive Focus Plus, the standalone headset which is only going to be made available to enterprise customers – meaning it’s a rare chance to test the sucker out.

There were four companies showcasing their tech with Vive headsets, Kainos, Immersive Factory, Vobling and ZeroLight. Kainos is a British digital solutions company that was using Vive Pro Eye to demonstrate an AI driving tool, which could analyse and collect insights into driver behaviour – essentially a more advanced hazard awareness test. This certainly proved to be one of the more interesting use cases for virtual reality (VR) eye-tracking at the event, as the system could tell with incredible accuracy where a driver was looking at all times and how quickly and when they noticed a road hazard.

The simulator didn’t require any other input from the user – you didn’t need to actually drive the car, for example, it’s not Need for Speed – all that was required was awareness of the surroundings. This also meant the system logged one of the fundamental faults of most drivers, not looking at mirrors. It’s this type of VR use case that could introduce many more people to the technology, as it provides not only a better environment for hazard perception training; the software can offer decent accurate feedback.

Immersive Factory was the only company displaying the HTC Vive Focus Plus for its training software. Reasonably comfy, it’s a far bulkier piece of hardware than Oculus Quest, as well as being unable to offer the same tracking capabilities of the consumer headset (only two front-facing cameras!). Screen quality was good (as far as we could tell) from the one short demo, but highly noticeable was the unergonomic 6DoF controllers which are well below-par when compared to rivals.

As for Immersive Factory’s demo, it was a neat little simulation to teach correct health and safety procedures when operating a cherry picker. The goal was to change a bulb, demonstrating how not following safety procedures can lead to accidents while working at heights. Needless to say, VRFocus managed to get to the required height by operating the pickers levers but forgot to attach a safety harness. So when leaning towards the bulb the obvious happened, VRFocus went tumbling to the concrete floor.

Vobling was another company in the training realm, showcasing a VR simulator the firm had built for Scandinavian train operator SJ. This combined both the eye-tracking and controllers to help close a door that was stuck. Not a simple process  (there was no giving it a boot), the software provided a highly detailed environment where certain locations had to be inspected and a procedure followed to release the door properly.

Testing these sorts of simulators out certainly helps to demonstrate how useful VR really can be for the workplace (it doesn’t solely need to be about zombie headshots) particularly when offered the visual detail the HTC Vive Pro Eye can offer. And it now means VRFocus can unstick an SJ train door when travelling across Sweden if needs be.

As for ZeroLight, this is a company well versed in VR, having worked with cars makers like BMW on a range of projects. The one at Vive X was an oldie but a goldie, highlighting how purchasing a new BMW in the future could be done entirely in VR. The demo is a couple of years old now but it looks great on the Vive Pro Eye, being able to swap alloys around, change the paint colour and more. There was even a physical racing seat provided so that at the right moment you could step inside the car to examine the interior and alter its design as well.

VRFocus is positive regarding the future of consumer VR and only expects it to get better. However, should it all implode and the general public gets bored with strapping high-end tech to their faces, there will always be a place for VR when it comes to enterprise solutions. It’s just way too useful, with too many applications across a number of industries proving that when taken seriously, VR can produce excellent results.

Buy the HTC Vive Pro Eye in North America for $1,599

For those after the latest combination of virtual reality (VR) and eye-tracking technology then the headset you should consider is the HTC Vive Pro Eye. Having originally launched last month in Europe, HTC Vive has now brought the system across the pond to North America for the sum of $1.599 USD.

HTC Vive Pro Eye - eyes

The HTC Vive Pro Eye is a business focused VR headset, allowing companies to use the eye-tracking feature to capture detailed data analysis via real-time user feedback, gaining insight into user behaviour and decision processes. This can be used to help trainees by providing intelligent performance feedback, or for brands and stores to improve product placement and advertising via heatmapping. 

Eye-tracking can also be used in the gaming sphere, offering gaze-orientated menu navigation or for natural interaction with player characters and non-player characters (NPCs). Additionally, there is also the foveated rendering benefit, focusing GPU power on exactly where the user is looking to increase computing efficiency and image quality. However, with the price as it is home use is going to be unlikely, but you could see them appearing in VR arcades.

Alongside the Tobii eye-tracking, the headset features dual-OLED displays with a combined resolution of 2880 x 1600 pixels, 110-degree field of view (FOV), improved headphone design and compatibility with SteamVR 2.0 tracking to cover demo spaces ranging from seated experiences to full 10m x 10m room-scale for multi-user environments.

HTC Vive Pro Eye - heatmap

“We’ve taken our go-to VR solution for businesses, the Vive Pro, and improved it further with integrated eye tracking. The Vive Pro Eye takes this technology one step further as the demands for enterprise-grade VR continue to grow and evolve,” said Dan O’Brien, GM, HTC Americas in a statement. “From more effective training to more insightful data analytics, it provides professional users with the tools to continue improving the way business use VR in an everyday capacity.”

First revealed at CES 2019, the HTC Vive Pro Eye can be purchased from Vive.com and at select retailers. Unlike the European version which is bundled with Advantage, an enterprise licence and 2-year warranty for commercial use, the North American version doesn’t list it. VRFocus will continue its coverage of HTC Vive, reporting back with the latest updates.

Vive Pro Eye Out Now In The US For $1,599

htc vive pro eye foveated rendering eye tracking

Having arrived in Europe just under a month ago, HTC today launches the Vive Pro Eye in the US. The enterprise-level VR headset costs $1,599.

Vive Pro Eye improves upon the original Vive with an upgraded screen resolution (2880 x 1600 pixels), and also succeeds the first Vive Pro with integrated eye-tracking. Eye-tracking with the headset can be used as a form of input or, more interestingly, for foveated rendering. This is a technique that only fully renders the area of a screen the user is looking at. The rest of the display is blurred, reducing processing power on the PC running the headset.

For $1,599, you get the headset, two SteamVR 2.0 base stations and two Vive controllers.

As we said up top, though, Vive Pro Eye is very much an enterprise-level headset. At $1,599, it’s around $600 more than the consumer-focused Valve Index and $1,200 more than an Oculus Rift S or Oculus Quest. We likely won’t see many SteamVR or Viveport games integrate eye-tracking in the near future, then. But HTC is already working with a slate of companies on dedicated apps and services that utilize the tech.

HTC is shaping up to take another shot at the consumer VR market, though, with its mysterious Vive Cosmos headset. The device offers inside-out tracking and HTC is teasing a modular component that might let it run on both PCs and smartphones among other devices. We’re expecting it to launch later this year, though details are thin on the ground right now. We’ll keep you updated with any more news.

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