‘DayZ’ and ‘Out of Ammo’ Creator: ‘Subsidies’ and ‘Exclusives’ Are Key To VR Development Right Now

‘DayZ’ and ‘Out of Ammo’ Creator: ‘Subsidies’ and ‘Exclusives’ Are Key To VR Development Right Now

Last night, Dean Hall, the original creator of DayZ and current CEO of RocketWerkz, the studio behind VR game Out of Ammo, took to Reddit to voice his concerns about consumers attacking developers in the VR community. There has been outrage periodically over the course of the year regarding timed-exclusives, subsidized developments, and closed platform ecosystems. Many of the games on the Oculus Home Store, for example, do not function with the HTC Vive unless you use ReVive to hack in support.

“Reading through this subreddit has, over the past six months, become difficult for me,” explains Hall. “Time and again people are ferociously attacking developers who have made strategic partnerships, and you hear phrases like ‘they took Oculus / Facebook money’, ‘they sold-out for a time exclusive’, ‘anti-consumer behavior’. There are some terrible assumptions that are constantly perpetuated here, and frankly, it’s made developing for virtual reality tiresome for me. I also feel weird about this because I will be defending others in this post, despite our studio not making any agreements regarding exclusivity or for the exchange of any money with either HTC, Valve, or Oculus.”

RocketWerkz’ VR title, Out of Ammo, is currently one of the most popular and well-known virtual reality games on Steam, currently with official HTC Vive and Oculus Rift support. The game’s been receiving steady, constant updates, all for free, ever since it released in Early Access. It’s now fully released as a completed title with an upcoming standalone expansion on the way.

In his post on Reddit, Hall is very open about the state of VR game development as he sees it. “From our standpoint, Out of Ammo has exceeded our sales predictions and achieved our internal objectives,” says Hall. “However, it has been very unprofitable. It is extremely unlikely that it will ever be profitable. We are comfortable with this, and approached it as such. We expected to loose [sic] money and we had the funding internally to handle this. Consider then that Out of Ammo has sold unusually well compared to many other VR games.”

This news comes as a bit of a surprise as the developers of both The Gallery and Raw Data have gone on record with us stating that they have each crossed the $1 million sales mark on their respective titles, although their studios may be much smaller in size — the financial dynamics are unknown at this time. nDreams also expects to break even this year as a VR developer, although they have multiple releases across every major VR platform to glean revenue from.

Hall explains that multi-platform support isn’t as easy as some consumers claim to believe, stating that HMDs are “very different and it is more expensive and difficult to support the different headsets” than people understand. As a result, he contends that partnering with publishers and/or platform developers is what’s been going on for years in the game industry. It cuts down on risks and costs.

“Without the subsidies of exclusives/subsidies less studios will make VR games,” predicts Hall. “There is no money in it. I don’t mean ‘money to go buy a Ferrari.’ I mean ‘money to make payroll.’ People talk about developers who have taken Oculus/Facebook/Intel money like they’ve sold out and gone off to buy an island somewhere. The reality is these developers made these deals because it is the only way their games could come out.”

It’s a sentiment that rings true with what we’ve heard from other teams, such as Other Ocean, the developers behind Giant Cop. They’ve partnered with Oculus for timed-exclusivity after originally announcing the game for the HTC Vive. Conversely in the case of Croteam, developers of Serious Sam VR: The Last Hope, a team member went on record as stating that Oculus offered the studio a “shitton of money” for timed-exclusivity, but they turned it down.

With the announcement of the VR Association, a collective that includes Oculus, HTC, Sony, Google, and many others, we might be getting closer to that open VR ecosystem so many people desire. Using the new Oculus Touch controllers for example, along with additional tracking sensors, the Rift is capable of roomscale support, which allows users to enjoy the majority of the SteamVR library with few issues. Oculus Home still requires the hacking workaround — including for Touch games.

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‘DayZ’ and ‘Out of Ammo’ Creator: ‘Subsidies’ and ‘Exclusives’ Are Key To VR Development Right Now

‘DayZ’ and ‘Out of Ammo’ Creator: ‘Subsidies’ and ‘Exclusives’ Are Key To VR Development Right Now

Last night, Dean Hall, the original creator of DayZ and current CEO of RocketWerkz, the studio behind VR game Out of Ammo, took to Reddit to voice his concerns about consumers attacking developers in the VR community. There has been outrage periodically over the course of the year regarding timed-exclusives, subsidized developments, and closed platform ecosystems. Many of the games on the Oculus Home Store, for example, do not function with the HTC Vive unless you use ReVive to hack in support.

“Reading through this subreddit has, over the past six months, become difficult for me,” explains Hall. “Time and again people are ferociously attacking developers who have made strategic partnerships, and you hear phrases like ‘they took Oculus / Facebook money’, ‘they sold-out for a time exclusive’, ‘anti-consumer behavior’. There are some terrible assumptions that are constantly perpetuated here, and frankly, it’s made developing for virtual reality tiresome for me. I also feel weird about this because I will be defending others in this post, despite our studio not making any agreements regarding exclusivity or for the exchange of any money with either HTC, Valve, or Oculus.”

RocketWerkz’ VR title, Out of Ammo, is currently one of the most popular and well-known virtual reality games on Steam, currently with official HTC Vive and Oculus Rift support. The game’s been receiving steady, constant updates, all for free, ever since it released in Early Access. It’s now fully released as a completed title with an upcoming standalone expansion on the way.

In his post on Reddit, Hall is very open about the state of VR game development as he sees it. “From our standpoint, Out of Ammo has exceeded our sales predictions and achieved our internal objectives,” says Hall. “However, it has been very unprofitable. It is extremely unlikely that it will ever be profitable. We are comfortable with this, and approached it as such. We expected to loose [sic] money and we had the funding internally to handle this. Consider then that Out of Ammo has sold unusually well compared to many other VR games.”

This news comes as a bit of a surprise as the developers of both The Gallery and Raw Data have gone on record with us stating that they have each crossed the $1 million sales mark on their respective titles, although their studios may be much smaller in size — the financial dynamics are unknown at this time. nDreams also expects to break even this year as a VR developer, although they have multiple releases across every major VR platform to glean revenue from.

Hall explains that multi-platform support isn’t as easy as some consumers claim to believe, stating that HMDs are “very different and it is more expensive and difficult to support the different headsets” than people understand. As a result, he contends that partnering with publishers and/or platform developers is what’s been going on for years in the game industry. It cuts down on risks and costs.

“Without the subsidies of exclusives/subsidies less studios will make VR games,” predicts Hall. “There is no money in it. I don’t mean ‘money to go buy a Ferrari.’ I mean ‘money to make payroll.’ People talk about developers who have taken Oculus/Facebook/Intel money like they’ve sold out and gone off to buy an island somewhere. The reality is these developers made these deals because it is the only way their games could come out.”

It’s a sentiment that rings true with what we’ve heard from other teams, such as Other Ocean, the developers behind Giant Cop. They’ve partnered with Oculus for timed-exclusivity after originally announcing the game for the HTC Vive. Conversely in the case of Croteam, developers of Serious Sam VR: The Last Hope, a team member went on record as stating that Oculus offered the studio a “shitton of money” for timed-exclusivity, but they turned it down.

With the announcement of the VR Association, a collective that includes Oculus, HTC, Sony, Google, and many others, we might be getting closer to that open VR ecosystem so many people desire. Using the new Oculus Touch controllers for example, along with additional tracking sensors, the Rift is capable of roomscale support, which allows users to enjoy the majority of the SteamVR library with few issues. Oculus Home still requires the hacking workaround — including for Touch games.

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VR Association Formed To Get ‘Ahead of Challenges With Developing and Deploying The Technology Responsibly’

VR Association Formed To Get ‘Ahead of Challenges With Developing and Deploying The Technology Responsibly’

As more headsets, software, and companies enter the virtual reality industry, more collaborations between different entities will take place. Growth and efficiency can be increased when different creative and research teams start to share information, and that understanding may be the root of this new development. Multiple major companies are joining forces to create the GVRA or Global Virtual Reality Association.

The collective includes Google, HTC Vive, Acer Starbreeze, Oculus, Samsung, and Sony Interactive Entertainment. Detailed on the group’s new website and the summary of their ambitions, the GVRA is aiming to “develop best practices and share them openly”:

This group believes in VR’s immense global potential and the opportunities ahead – it will change the landscape of education, training, healthcare, and design, among many other areas. While seeking to educate consumers, governments, and industry about VR’s potential, the association wants to get ahead of challenges with developing and deploying the technology responsibly. That’s why we feel it’s important to bring together international experts across industry to work collaboratively on global education, potential technical challenges, and promoting best practices in the field.

The collective has the potential to be a great resource that overcomes individual shortcomings and/or barriers with the efforts of the whole. Each of the companies involved have already begun to blaze their own paths into this growing industry, but teamwork of this kind will be crucial as they all start to tap into the unknown. Strangely, though, there’s a glaring omission from the team: Valve Corporation, which partnered with HTC to power the Vive headset. Still, there’s nothing stopping the GVRA from growing and adding more companies to the group. We’ll update on the GVRA’s movements as they’re made evident.

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Original Xbox Co-Founder: Virtual Reality Is ‘Another Golden Age’ For Gaming

Original Xbox Co-Founder: Virtual Reality Is ‘Another Golden Age’ For Gaming

The year of virtual reality has been full of ups and downs for our young industry. The launch of the Oculus Rift, HTC Vive, PlayStation VR, and Google Daydream, however, are several of the highest highs. The technology may not be in dozens of millions of households quite yet, but in time it will grow to become more and more ubiquitous. One man that acutely recognizes that growing trend is Otto Berkes.

Berkes is one of the original founders of Xbox at Microsoft and is currently Chief Technology Officer at CA Technologies after serving as the EVP, Technology and CTO at HBO. In his time at Microsoft, he helped create the high-quality Xbox brand that’s globally recognized as one of the leading game consoles. At a time when the world only knew Nintendo, Sega, and PlayStation, Berkes helped Xbox emerge onto the scene and usher in a new age of high-powered gaming.

In an interview with CNBC, Berkes discussed his thoughts on the boom of the virtual reality industry and what it could mean for content creators going forward:

“We’re entering another golden age of interactive content development,” said Berkes. “One of the aspects of VR that has incredible potential is interaction and communication – interacting with characters that are both artificial and virtual, being able to blur distance and geography, you can be anywhere and literally in any time. I think the interaction needs to be natural, there is a little bit of a disconnect right now when you put on the headset. The implementation is well done, you are transporting them to the space, but you put your hands out in front of you and they are not there. I think we’ve crossed the first big threshold which is the visual and auditory aspects of VR, but the interaction piece still requires a bunch of work.”

Worth noting is that he is decidedly agnostic in his praises of the industry, not naming any particular manufacturers or content creators. And while we still don’t know exactly what Microsoft is up to in the VR industry, we do know that they will be joining the scene more holistically next year with their upcoming $300 PC VR headsets and the Xbox Scorpio, which is poised to be a powerful console VR platform.

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JDI Developing 800 Pixels Per Inch Display That Is Ideal For VR

JDI Developing 800 Pixels Per Inch Display Ideal For VR

JDI is a Japanese electronics conglomerate that combines the display enterprises of Sony, Toshiba and Hitachi. In a recent press release, the firm announced that it is actively developing new, highly advanced displays for virtual reality, head mounted displays.

Acccording to JDI, the new displays will be, “3.42-inch low temperature polysilicon (LTPS) TFT LCD specifically designed for virtual reality (VR) head mount displays.”

The goal of these products is to “enhance reality and sense of immersion within Virtual Reality.”

The new JDI screens are built from top to bottom with VR in mind and include all of “the required display performance and characteristics for VR applications, including ultra-high resolution, high-speed response time, high refresh rate, and blinking backlight.”

JDI is aiming to tackle three major screen attributes in order to create high fidelity VR experiences. The first addresses the “screen door” effect plaguing current-gen VR headsets. As the name implies, the screen door effect is what allows a VR user to see the pixel grid of the screen inside his or her HMD. JDI currently makes a 651 ppi (pixels per inch) screen that is susceptible to screen door, but the company now wants to address this immersion-breaking phenomenon with a plan “to develop and start sample shipments of an even higher resolution 800 ppi display.”

The next pain point JDI hopes to address for VR users is motion blur. JDI’s new screens will aim to reduce motion blur by coming equipped with “a high refresh rate of 90Hz, a high-speed IPS LCD with response time 3 msec (black-to-white), and blinking backlight technology (with a 10% duty rate, typical).”

The final hurdle JDI hopes to overcome through this new project is system latency. VR system latency is the time in-between “the moment the motion sensor recognizes the start of the user’s movement and the moment the image is displayed on the VR-HMD.”

If this latency is overly significant it can lead to immediate motion sickness inside of a VR experience. JDI’s experimental screens are hoping to combat latency via “a high refresh rate and a high-speed IPS LCD, which contributes to shorten the latency of the display.”

JDI currently, “provides high resolution, low power consumption and thin displays for smartphones, tablets, automotive electronics, digital cameras, medical equipment and other electronic devices.” It began operations in 2012.

Images courtesy of JDI

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Testing HoloMaps: viewing real-time & 3D map data on the Hololens sure is fun

Hey everybody,

just yesterday, HoloMaps was launched for the Hololens. This holographic map tool let´s you view 3D map data and enrich it with real-time data like tweets, annotations or traffic data. Read my first impression review on it and what you can use it for now.

What can it do?

HoloMaps is available since November, 15th for Windows Holographic only. So, you won´t be able to try it out without a Hololens. The developing company taqtile writes that they have about 200 cities and landmarks available in 3D to browse through. They describe it in short:

HoloMaps displays topography, infrastructure, and buildings in 3D while integrating data sources to bring contextually relevant information into the map. Collaborate and present to colleagues in the same room or remotely.

There are different versions out in the wild. The one you can download from the store will use Bing map data and show the 2D version during loading time and build up 3D renderings of the cities where available. Quality may vary here drastically and are often low res reconstructions from the aerial photographs from Microsoft. But obviously taqtile depends on the input data here and some landmarks are available in hi-res version to enjoy. They list the following: Empire State Building, Central Park, The Financial District California, Niagara Falls, The Space Needle, La Sagrada Familia Barcelona, The Colosseum, The Magic Kingdom Disney World, Fenway Park and Copenhagen Denmark. So, enough on the cities. What can you see? Check out their video that shows it quickly:

There are also professional cooperations planned and the first one that was already available and used was the HoloMaps version used for the PGA Tour during the 2016 Players Championship of Golf. A new video (just online right now) shows the demo nicely. Here, the user can scroll around on the golf course using the tap-and-hold gesture or by flying to points of interest by talking to Cortana (“go to the club house”, “go to hole 16”). Different views and layers can be activated, for example (quite interesting) the heatmap of golf ball landings on the courts. 3D-scans / 3D models are quite hi-res here and make a very good impression. The software is also multi-user ready to enjoy together.

So, how does it perform and what can I use it for?

ironmanmap

So, I tried it out myself. It worked out of the box, just place the hologram and off you go! I flew over to Munich (“show me Munich” via Cortana) and scrolled around by tap-hold commands. First impression: wow! In almost every Sci-Fi or near-future movie you can see hologram tactical maps or overview charts projected into the room (be it Ironman, Star Wars, whatever) – and with this app you can finally see it happen!

I like the simple presentation of the circular portion you get presented with the small menus at the edge of the plate. The menu moves around according to your physical movements giving you access to it from any point of view. The same works for the weather forecast that is presented behind the city landscape.

Selected layers for traffic flow or annotations worked nicely, though tweets did not show up (maybe there were none at Marienplatz, Munich?). Doing text annotations myself was a bit cumbersome since you can only do those through Cortana (no typing). With special characters or mixed languages it will just not work. But then again: this piece sure is just a demonstrator and obviously you could add more easily. Same happens for the 3D ink annotations where you can use your finger to draw above the 3D buildings. Accuracy is very limited and I guess you would only use it (for now) to highlight a certain building by scribbleing ontop of it briefly.

Overall the demo was great to look at (though sometimes the 3D buildings quality is really rough) and to pan around the land scape. You really feel like a giant observing the small human peasants (or at least their tiny houses) and can easily see that this kind of 3D planning and overview can become a new means to interact and look at information. Sometimes a bit hard was the movement by tap-holding and waving your hand around. Here taqtile just uses the official Hololens gestures of course. But having more interaction forms would help make the experience better. Maybe wave away a map, air select other cities or sights and bring more “haptics” in, e.g. that you can directly click on a building, etc. Would be nice, but that´s limited through the current Hololens sensors / SDK. So, currently interaction is very slim and only shows tweets or traffic as examples. Right now there is not much to do or manipulate – but it´s already a lot of fun to fly around the cities. It´s definitely a wow-effect seeing your real world neighborhoud on your desk and to pan around in it!

What will be next?

I can sure see many use cases and how it continues. The above video from PGA with the golf court is a nice demonstrator, planning city traffic or architectual city planning – or basically any landscape related planning could profit here. I couldn´t try the multi-user mode, but I´m sure especially this social feature will be a wonderful seller for AR! Just like when having a discussion around a clay or cardboard model of a city district (or whatever) you can easily gather around with more people and take a joint look.

Like in the above still from Ironman we can basically take any movie that uses holographic maps as an example for use cases: for planning heists, attacks, killing major holy trees, anything!

Caterpillar Is Using AR To Connect Workers And Maintenance Support

Caterpillar Is Using AR To Connect Workers And Maintenance Support

The presence of mixed reality in industries outside of entertainment is constantly growing. With augmented reality specifically, we recently reported on an intriguing way an elevator company was equipping their technicians with HoloLens to make their work a great deal safer and more efficient. Scope AR is partnering up with the construction and mining juggernaut Caterpillar Inc. to build an AR-based live support platform. The equipment and machinery supplied by Caterpillar is often used in areas that aren’t easily accessed by technicians and the augmented reality based system will be aiming to provide a solution by bridging that gap.

“This is about delivering an entirely new, interactive interface for remote workers to more effectively and efficiently communicate with experts in real-time, wherever they are,” said Scott Montgomerie, CEO and co-founder of Scope AR.  “With machinery and equipment becoming increasingly complex, we are excited to partner with Caterpillar to provide the technology tools they need to share expert knowledge more quickly and deliver the remote support needed to get equipment back up and running faster.”

There are so many industries that demand knowledgeable experts when things don’t operate as they should, often causing complete halts in progress as on-site workers attempt to coordinate with off-site help or they wait for someone to show up. So many different devices available to us now alleviate these issues and AR gives us platforms that can show a great deal of information while also showing experts just exactly what the issues are. Scope AR’s Remote AR is a prime example of this, combining voice, live-streams, annotation, and screen sharing to deliver the next best thing to an on hand expert. As major companies such as Caterpillar serve as AR guinea pigs in a way, other companies will take note of any successes and begin to adopt these practices to make a lot of lives easier. Be sure to check out this long list of other applications of augmented reality as well.

L’Oreal and 8i Educate On Hair Techniques In The Matrix Academy

L’Oreal and 8i Educate On Hair Techniques In The Matrix Academy

Via a Medium blog post, it looks like one of the largest beauty companies in the world is taking their next major step into the VR  industry. Back in May, we reported on L’Oreal partnering with 8i for volumetric capture, which brings real life people into virtual settings as holograms. We’ve covered 8i’s work before, with them most recently developing videos for astronauts and now we get a peek at their work for the cosmetics giant.

L’Oreal is utilizing 8i’s technology to increase efficiency when it comes to training their beauty professionals. Just last year, the company trained over 2 million hairdressers and, without some sort of digital training in place, that was likely quite costly time-wise and financially. The program is called the Matrix Academy, partnered with their Matrix hair brand, and is putting professionals to work in virtual salons.

When it comes to the beauty industry, 8i is theoretically a much better choice when trying different beauty techniques. Digital avatars can give a decent idea of what things look like, but 8i’s holograms bring us a unique degree of realism that’s needed to accurately depict how different techniques look on different people. When speaking with FastCompany, 8i’s founder Linc Gasking noted that hair specifically was a unique challenge that brought 8i and L’Oreal together. Even the most impressive digital hair can’t provide accurate models for the work required in real life, especially considering the various types of hair professionals will encounter.

The digital backgrounds 8i’s simulations illicit thoughts of an uncanny valley, but for training purposes that imagery would be irrelevant because the focus is on the models and hairdressers. Within the training video, users can circle around models and the professionals as they work. They can even step into a first-person view to get a better look. Considering the importance of viewing from different angles, Gasking recommends a device that offers positional tracking.

The Matrix Academy application will be free of charge once available.

Kickstarting your imagination with AR

Hi everbody,

we´ve been discussing the hottest new hardware, tracking technologies or big cheese industry updates for the working life impact of AR. But today I wanted to get back to a bit smaller solution that I liked very much. Just a quick post. The approach reminds me of the roots of AR and what we can use it for – for fun!

It´s a prop-based AR visual effects in real-time tool that let´s your record fun videos easily. The staff from Special FX Master wants to kick off their idea via kickstarter and their pledge runs for two more days. About time to give them our support here! The kids in my family tried their system and were recording AR videos all day! Check out SFX Master with one of their videos:

It is a marker-based approach used on your phone or tablet. I like the ease of use and the number of fun props to use and how to apply them. The kids in my family (8 and 11) loved the app and wouldn´t give the tablet out of hand during the whole day (time for battery packs) running around through the house having fun.

Tracking is limited and sometimes fails or jitters, though. But the system makes sense for this concept: you add a piece of armor to your wrist or a poster to the wall to easily start without additional work to do. It can be easily understood by all kids (or adults) without any setup time. We can extrapolate how this could simply scale up with updated tracking using the upcoming Lenovo Phab Pro 2 with Project Tango tracking technology. But sometimes it´s also better to have a physical prop. During professional visual effects productions you will always have a physical prop dummy to hold in your hand, to interact with.

What I liked about it is the fact that anyone can jump right into creative AR without problems. The number of 50 props is good fun and I could witness tentacles, monsters and other creeps coming out of the fridge, the sewer, the bathtub. It´s a playful way to experiment with the tech and juggle around with your creative ideas quickly.

I hope they make the pledge and keep updating the system with more props (maybe open up the system to user content) and better tracking in the future!

Let´s just have fun with it and AR! Definitely we can learn from the youngest: after initial wonder they start using it without issues or tech-nagging and start building up their own worlds and ideas with it. Tech will grow on the way, but we must play around with the current state and be more creative with what we´ve got as of 2016. Go wild! :-)

News from the Metaverse Operating System

Wow, October 2016 sure was the month of announcements for mixed reality. The PlayStationVR hit the market, Google Daydream was shown the first time, updates from Oculus and HTC and the three big AR-HMD players have new presentations, rumors and patens floating around in the media. Obviously there are more AR players – but I think we can agree that most media attention is drawn to Microsoft´s Hololens, Meta´s activities and MagicLeap´s unknown hardware.

I`ve relocated to Spain and was offline on the blog for a bit. Time to catch up and take up the loose ends: last week sure was Microsoft´s chance to shine! Time to take a recap look and think about the future of AR integration into computer systems and our lives.

Holographic Operating System for everyone

During their presentation Microsoft showed the “Creator´s update” to better support the creative workflow from A to Z. They showed their new Apple-ish Surface computers with some gadgets like the Dials and focussed on the story of creating some 3D asset with an updated version of all-time classic Paint (now in 3D). PowerPoint, Word, Edge come with full 3D integration and give the user more confusion freedom when creating their presentations. During the well polished presentation all went flawless (hasn´t always been the case with Microsoft shows) and the story worked to show off their updates. Why is it worth to mention? Well, they showed nicely how they see the future of their operating system! Microsoft wants us to easily switch between modes. Be it looking at a 2D screen, using a AR Hololens to place virtual chairs into our living room before buying them or… using the system in virtual reality with new VR hardware devices! Check out the part of the show:

The new VR devices are to be build by 3rd parties like HP, Lenovo, Dell, Asus and Acer, starting at a surprisingly low $299. So, Microsoft is stepping forward into VR and giving away the hardware sales to partners once again! The hopefully great thing for us to profit from: Microsoft seems to give away their inside-out tracking from the Hololens system for free! All VR devices will be able to locate themselves with six degrees of freedom without additional lighthouse or other external tracking systems. Considering that John Carmack and Oculus are always just chatting about “how great it would be” to have it done, Microsoft got the job done already.

Microsoft surely tries to establish Windows 10 as the platform for mixed reality. Like the earlier demos like HoloTours presented they want to make the switch easy – from AR to VR to flatland screens… and this is definitely a wise move. I recon the renaissance of their operating system! (Well, okok, it never went away.) Only this way we can dream about throwing our screens and smartphones out of the window one day – to use a Holographic Windows with slim HMDs or other wearables!

But obviously Microsoft is not alone…

Meta is working on their answer to the Hololens, though it is not that public yet. Their CEO Meron Gribetz claims that people are way more productive when working (and living) with spatial computing and being able to address more things in three dimensions. After a period of getting used to it you unleash unknown potential. They show their studies with an example of 3D AR instructions winning over classic 2D paper instructions in their latest video.

To not stop in theory they just stated that all Meta workers will have to wear the Meta helmet glasses for their work day and remove all 2D screens from the office! This should really show their trust in their product and also give everyday guinea pig data to improve on user interaction, comfort design, etc. Hope they get it right, shrink it and give out DEV kits soon enough! After all the competitors are also moving forward.

Leaping into Europe

Yeah, exactly. Magic Leap also keeps up with new rumors – but also with some new facts. All the time people are scanning the web for new openings at Magic Leap or scan for new patents. Well, yeah, there are! Slimmer designs of their prototype seen on patent pictures, open job positions for logistics and distribution, etc. Does it mean they are getting ready to ship their initial DEV kit soon? Rumors were hoping for a presentation at CES 2017 in January. But now Andy Fouché from Magic Leap confirms that they won´t show their prototype there. – But maybe later in 2017? Who knows… CEO Rony Abovitz just recently tweeted:

“We just achieved a number of major product dev milestones; things are full on exciting”

They opened up a new office in Helsinki, Finland (Hei suomi!) where a lot of mobile power (Nokia, etc.) and computer vision talents are around. Their jump over the big pond might start a new phase getting closer to the ultimate computer…. rumors also state that they are also working on their own operating system. Will they be completely independent from established operating systems? For now it feels unlikely (Magic Leap supporting Unity and Unreal running on Windows)…

When do we laugh at flatland computing?

As written during my last post (reviewing the Hololens long-term) I do believe that spatial computing with AR will have major impact on our way we work with computers, data, be creative and interact and communicate with others. There is just no doubt about it anymore (I´d say). But let´s see how quickly all can happen. Still seems that VR is next and AR can and must continue to learn from their failures and success stories. Seems like marketing and media is currently over-hyping the progress that has been made and will come within the next 12 month. Well, let´s see how quickly we step forward.

Having an new (open?) mixed reality platform – but maybe with a completely new operating system codebase below – sure seems the best to win the race as a software and content provider. With the little information we have today it really feels that Microsoft made smart choices the last years and is ahead of the competitors for now. The transition with a blend of old-school 2D Windows 10 applications towards Holographic seems a very valid strategy as of now. Even if some things are still cumbersome (air-typing, bloom´ing around for task switches)… time to work on improvements on the way.

Can´t wait to work entirely in mixed reality – be it with any M-company from Meta, Microsoft, Magic Leap or some unknown upcoming new big player. Happy to choose! But ideally we have an open metaverse that is compatible between hardware and software companies of today and tomorrow… It feels so narrow-minded to close the systems again when we are standing at the edge of a new computing era!