Unity CEO John Riccitiello: Two Thirds of VR and AR Apps Are Built with Unity

Unity has become the one of the most popular videogame engines in virtual reality (VR) and augmented reality (AR) development, powering a huge variety of immersive titles on various platforms. However, it seems that Unity CEO John Riccitiello doesn’t believe that is enough and thinks the market is still waiting for VR and AR to turn a corner.

Riccitiello was speaking at the TechCrunch Disrupt event in San Francisco, where he revealed that somewhere around two-thirds of all VR and AR apps on the market were built using Unity, though he stated that he also believed that the VR and AR devices on the market at the moment were effectively ‘beta’ kits.

“They’re not cheap enough,” he explained, “they don’t work well enough, you don’t have enough good control systems, you can’t see your arms and your legs in most of them and use them in an interactive way, there’s not a lot of content.”

Riccitiello continued by saying that he thought the main audience for currently available VR devices like the Oculus Rift, HTC Vive and PlayStation VR were developers, not consumers, despite being marketed and sold as consumer devices: “AR and VR is mostly to this day been launched to developers,” he said. “I mean, name the content. It’s not there yet. I think it will be there yet.”

He later said he was impressed by how quickly business and industry had embraced immersive technology, saying: “It’s not a surprise that the commercial applications have preceded the consumer applications because, at least in my mind, we haven’t seen a consumer launch yet.”

Despite his remarks, Riccitiello still has a lot of faith in the future of VR and AR: “AR and VR is not yet a consumer smash, although it’s rising and it will ultimately get there,” he said.

For future coverage of developments in the VR and AR industry, keep checking back with VRFocus.

Unity-CEO John Riccitiello äußert sich kritisch über den VR-Markt für Endkonsumenten

Auf dem diesjährigen TechChrunch-Event Disrupt trat John Riccitiello, CEO von Unity, als Speaker auf und äußerte sich über den aktuellen Stand des AR- und VR-Markts für Endkonsumenten. So basieren zwar 2/3 aller veröffentlichten AR- und VR-Erfahrungen auf der Unity-Engine, dennoch findet er kritische Worte über den aktuellen Status der Industrie.

Unity-CEO John Riccitiello über den Stand des AR- und VR-Marktes

Auf der Tech-Veranstaltung Disrupt in San Francisco äußerte sich John Riccitiello über den aktuellen Stand des AR- und VR-Markts. Der sonst positiv gestimmte XR-Enthusiast fand dieses Mal eher harsche Worte gegenüber der aktuellen Hard- und Software.

Demnach bezeichnete er die derzeit erhältlichen AR- und VR-Brillen als Beta-Versionen zukünftiger Modelle. Zur Argumentation zählte er einige Kritikpunkte an den Geräten auf:

Die Brillen sind einfach zu teuer. Sie bieten nicht die gewünschte Leistung und auch die Steuerung ist einfach noch nicht auf einem gewünschten Status quo. In den meisten Modellen kann man weder Arme noch Beine verwenden oder damit interaktiv agieren. Zudem fehlt es an Content.”

Seine Kritikpunkte beziehen sich sowohl auf PC-Brillen, wie Oculus Rift und HTC Vive wie auch auf Sonys PlayStation VR (PSVR) und mobile Plattformen. Weiter sieht er sämtliche Brillen aktuell nicht für Endkonsumenten optimiert, sondern auf eine andere Zielgruppe angepasst:

“Bis zum heutigen Tage wurde AR und VR nicht für Endkonsumenten, sondern für Entwickler/innen veröffentlicht. Das erkennt man, wenn man sich den Content ansieht. Es fehlt an entsprechenden Inhalten. Allerdings glaube ich, dass diese durchaus kommen werden. Denn wenn man betrachtet, wie schnell sich kommerzielle Apps im Vergleich zu Apps für Endverbraucher entwickelt haben, steht uns der große Startschuss in diesem Bereich noch bevor.”

Riccitiello blickt also trotz der Kritik weiterhin positiv auf die Zukunft der AR- und VR-Technologie und prognostiziert eine vielversprechende Entwicklung der Industrie.

Die gesamte Rede findet ihr in Form eines Videos auf der offiziellen Seite von TechCrunch.

(Quellen: Upload VR | TechCrunch)

Der Beitrag Unity-CEO John Riccitiello äußert sich kritisch über den VR-Markt für Endkonsumenten zuerst gesehen auf VR∙Nerds. VR·Nerds am Werk!

Unity CEO On VR/AR: ‘In My Mind We Haven’t Seen A Consumer Launch Yet’

Unity CEO On VR/AR: ‘In My Mind We Haven’t Seen A Consumer Launch Yet’

Unity CEO John Riccitiello doesn’t think we’ve yet seen a true consumer launch of a VR or AR headset.

Speaking at this month’s TechCrunch Disrupt event in San Francisco, Riccitiello stated that around two-thirds of all VR and AR applications were built inside the Unity engine, though he reasoned that every device on the market today was really a ‘beta’ kit.

“They’re not cheap enough,” he explained, “they don’t work well enough, you don’t have enough good control systems, you can’t see your arms and your legs in most of them and use them in an interactive way, there’s not a lot of content.”

Despite the fact the likes of the Oculus Rift, HTC Vive and PlayStation VR (PSVR) headsets are readily available to consumers, then, Riccitiello thinks that they’re intended for a different audience. “AR and VR is mostly to this day been launched to developers,” he said. “I mean, name the content. It’s not there yet. I think it will be there yet.”

Riccitiello continued by explaining that he had been impressed by how fast enterprise had latched on to VR and AR tech. “It’s not a surprise that the commercial applications have preceded the consumer applications because, at least in my mind, we haven’t seen a consumer launch yet,” the CEO explained.

Back in 2016 Riccitiello famously predicted a ‘gap of disappointment‘ for the VR and AR industry, in which headset sales wouldn’t match up to the lofty expectations of analysts and the market. He did, however, later predict that in a few years’ time we would see the devices that really started to breathe life into the market. It’s interesting to hear that, a year and a half on from then, the Unity CEO still doesn’t think launches like Oculus Go or sales of three million units for PSVR equate to a true consumer market.

“AR and VR is not yet a consumer smash, although it’s rising and it will ultimately get there,” he said.

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The post Unity CEO On VR/AR: ‘In My Mind We Haven’t Seen A Consumer Launch Yet’ appeared first on UploadVR.

VRTV Weekly Round-Up: Faliszek leaves, SUPERHOT teases, Riccitiello dreams big and more.

It’s been a busy week with a lot of interesting stories for Nina to recap in today’s VRTV weekly round-up. There’s trouble in the US where thanks to Pokemon GO you need an AR permit in Milwaukee, Unity Chief John Riccitiello’s remarks raised eyebrows, there’s AR drone software, Sony releasing a new advert for the PlayStation VR featuring Farpoint, new games, new investment, new and renewed interest in the technology as well as comings and goings.

In fact there’s been so much it’s well worth your while watching just to make sure you didn’t miss anything of note. As usual you can find links to all the stories mentioned in the show below if you want to find out more in detail.

And don’t forget you can also check out this week’s VRTV game preview for Island 359 here.

Unity Chief John Riccitiello Thinks VR Could Rival the Internet

During a speech to open the 2017 Vision Summit, Unity CEO John Riccitiello told the audience how developers were using opportunities created by Oculus, HTC and others to create the virtual reality (VR) industry, and what this could mean for the future.

Many analysts have spoken about the alleged ‘disappointment’ over sales in the VR industry over the past year, with many saying that growth had fallen short of expectations. Riccitiello pointed out that the VR industry grew to generate over $2.5 billion in its first year, from a standing start of zero: “That’s absolutely staggering,” he said, “Can you think of any industry that’s done that? The opportunity is huge.”

He also said it would be a mistake to assume that VR, and indeed the related augmented reality (AR) industry would be dominated by large companies such as Disney. Riccitiello pointed to the mobile videogames industry, where previously unknown companies such as Supercell and Machine Zone came out of seemingly nowhere to become giants of that sector. He therefore believes that VR offers similar opportunities for new firms to “be that next-generation company.”

Unity - John Riccitiello

Riccitiello remarked that there were three things required to push VR into the mainstream: Firstly, the prices need to come down, secondly, VR will need to be completely portable and thirdly, much more content generation. He said that he believes that if these conditions are met and VR/AR continues on its present course: “It will rival the internet. It’s going to be the size of everything,” he said.

Finally, Riccitiello predicted that the market will begin a much higher rate of accelerated growth in roughly 12-24 months and that it was: “Going to satisfy all of our greatest ambitions.”

VRFocus will bring you further VR updates on predictions from industry figures and market growth as and when it becomes available.

Unity CEO: VR Will Get Huge, But Devs Need to Survive and Avoid Hype Until it Does

At VRLA 2017, Unity CEO and games industry vet John Riccitiello dumped a little cold water wisdom on the hype surrounding the red-hot VR industry. Riccitiello believes VR is coming and it will be huge, but advises that developers stay focused on survival and steer clear of the hype if they want to seize the incredible opportunities in front of them.

There’s a reason people are so excited about VR. Not only are there now a handful of high-end tethered and mobile VR headsets available to consumers—and among them there’s already millions of units in the hands of real customers—but the world’s leading technology companies have announced major VR initiatives, along with the venture capital sector investing in AR/VR companies to the tune of $1.8 billion in 2016 alone.

But, the industry is still in its infancy and still seeking a firm footing that will truly form an ecosystem: a self-sustaining web of hardware builders, software developers, and consumer demand.

John Riccitiello is the CEO of Unity Technologies, one of the world’s leading game engines. Before that he served as both COO and CEO of Electronic Arts (as well as a number of other CEO positions outside the games industry). Under Riccitello’s leadership, Unity last year raised a $181 million investment, reportedly valuing the company around $1.5 billion. That is to say, Unity, Riccitello vision that leads it, are a very important part of the overall gaming industry.

Photo courtesy VRLA

So what was he doing giving a keynote to a few hundred VR developers at VRLA 2017 last month, which, by the measure of the rest of the games conference industry, is a rather small affair?

It’s not where the VR industry is today that brings Riccitello to VRLA, it’s where he believes it will ultimately go. It’s a belief that started at least as far back as when he advised and invested in Oculus prior to the company’s 2014 acquisition by Facebook. It’s a belief that has lead the Unity game engine to be at the forefront of VR and AR hardware support—including Rift, Vive, PlayStation VR, Gear VR, Daydream, and HoloLens—used by two-thirds of AR and VR apps, according to Riccitello.

Despite that conviction, Riccitello was at VRLA to bring a little veteran wisdom to the young VR industry, using his keynote presentation (heading this article) to urge focus, survival, and avoiding the hype until the ecosystem really starts churning.

What I’m not here to do today is to convince you that AR and VR is going to be a big thing. I’m going to assume we agree on that. What I want to talk to you about is when it’s gonna happen, how it’s gonna happen, and what the ingredients are. The point being: I want to try to lay out a framework that I think will actually help the industry, but beyond that, figure out—when you’re putting resources into this marketplace, when you’re investing your time and hard-earned money—when you can expect a return on investment and what that might look like. I think it’s important that we have that so that we [the industry] don’t get too far ahead of ourselves, and maybe running out of that cash or going bankrupt before we really get a chance to get started.

Naturally, Riccitiello spends a good chunk of time evangelizing the Unity game engine, but starting around 10:30 in his presentation, he digs into his personal vision of when the VR industry will take off in earnest, and argues that industry forecasters have taken the VR hype too far.

About a year ago I put this slide up [above]. And it’s not for lack of enthusiasm for the AR and VR world that I own the white line and the industry forecasters own the red line. One of the challenges I think we’re risking right now is so much enthusiasm that’s out there in the marketplace has people forecasting crazy stuff that’s going to happen so near-term that it’s virtually not believable. One of the forecasts I read recently said that the VR/AR marketplace is going to be $164 billion three years from today. Now… the entire game industry, hardware and software—including the juggernaut that is China—is only two-thirds that size, after most of my lifetime building to that point. Now I’m not suggesting [AR/VR] isn’t going to get to $164 billion and then $264 billion, and then $364 billion; I think ultimately the world of AR and VR, the world of 3D compute, is ultimately going to be as big as the internet—it’s going to be trillions, but we’re not there yet, and we have to measure ourselves. So if you look at the shape of my line there, through at least 2022 or thereabouts, I’m a little under the industry forecast. So if you happen to be an industry analyst, and if they show up to events like this, look… I think it hurts us to the degree at which people write articles for the major press and say that our industry is underperforming […] and we should write this off. It is going to work. It’s just not going to work in the timeframe that we like to talk about.

Riccitiello addressed an audience of developers and industry insiders during his keynote at VRLA 2017 | Photo courtesy VRLA

There’s early hardware out now which has allowed what Riccitiello calls a “developer focused industry” to begin slowly growing. But for serious consumer backing, he hones in on the idea of a key “price to content” ratio which has not yet landed in favor of broad consumer adoption.

[…] price and content is absolutely critical for the understanding of when our industry is gonna get to some reasonable level of maturity, and let me explain a little bit of what I’m talking about. Now, price can mean a couple of different things, but ultimately when you’re spending $1,500 or $2,000 to put a brand new tower PC under your desk and you’re tethering it to the back of your head through a head mounted display […] that’s a lot of money. It’s really hard to come up with a product in any form of technology—other than like a brand new car—that sells in any significant volumes at price points like that. The price point is gonna have to come down. […] CPU, GPU, head mounted display—the whole kit—I believe has got to be significantly under $1,000 for the consumer.

And then he turns his attention to today’s blockbuster content creators. When do major franchises and the world’s best content makers start creating serious content for AR and VR? Not until they can justify it with at least a promise of a hundred million devices,  Riccitiello says.

Some of the great applications that will show up in AR and VR (and did show up in gaming and mobile) were written by very small teams. And they were ridiculously innovative. But markets matured to scale when major developers brought out their version of Star Wars or Marvel or these other things, and a lot of times these things can cost $20, $30, $40, $50… $100 million to build—all of the sci-fi or superhero movies cost over $100 million to build. And for those products to show up—for them to have a reasonable chance of penetrating a market well enough to break even or better—[…] if there isn’t at least a very near-term probability of 100 million devices in the marketplace that can play it, they won’t build it. They won’t build it because it can’t make money. And so, what needs to change for our market to get to a place that makes any sense at all for you to get the return on investment you want, is we’re gonna need to see the promise of that first 100 million [devices], and then the promise of the second 100 million. A couple hundred million devices creates an umbrella for the entire industry to flourish. And I think we’re a few years away from that.

Photo courtesy VRLA

So when does that happen? When does an individual AR/VR platform bring together the best of the what’s out there today at a price point less than $1,000 dollars and begin to point toward that 100 million device mark?

My sense is we’re going to see that in full flower in 2019, and we’re going to see the beginnings of that shape [of device adoption] in 2018. […] it will happen, it’s guaranteed to happen. It won’t happen at the time-table that people tell us it’s going to happen. It’s going to be slower than that because the pieces still need to come together.

And finally Riccitiello turns toward the exciting opportunity that even the smallest developers find themselves in today. He talks about the hardware makers who are putting out devices today, even when the content isn’t ready for prime time.

[…] if you run into anybody that works for Oculus, or anybody that works for Vive, or Samsung working on Gear, or Magic Leap folks etc. These guys have invested billions. Absolutely invested billions and they have many billions to go. My friend Clay [Bavor, VP of VR] at Google, he’s investing and building… he’s creating something. You know what he’s creating? He’s not creating Google VR. Brendan [Iribe, Head of Rift] and his team are not creating Facebook VR. Gabe [Newell, head of Valve] are not creating VR for Valve. They’re creating the opportunity for you to be in the same position that EA and Activision were in the early ’80s when they created their companies to get the game industry off the ground. They’re creating the same opportunity that [mobile game giants] Supercell and Machine Zone and King had in the world of mobile to get their companies off the ground. This is a simple equation; they created the opportunity, you will create the industry, and I can’t wait.

The post Unity CEO: VR Will Get Huge, But Devs Need to Survive and Avoid Hype Until it Does appeared first on Road to VR.

59% of VR Developers Use Unity, But Devs Make More Money With Unreal

59% of VR Developers Use Unity, But Devs Make More Money With Unreal

Unity Technologies and Epic Games are in a grudge match for the hearts and minds of game developers. And so when you ask which one of them has a bigger or a better business, you get some very different answers.

I interviewed both John Riccitiello, CEO of San Francisco-based Unity, and Tim Sweeney, CEO of Raleigh, N.C.-based Epic Games, this week at the Game Developers Conference in San Francisco. Neither company is publicly traded, so each can selectively disclose numbers that make its business look good. Both are stellar companies that started out in very different ways.

Epic’s Unreal Engine 4 started out in the high end, and it has moved lower through pricing tactics and revisions that enable it to be the foundation of mobile games. Unity’s started out at the low end, enabling mobile devices to run better 2D and 3D graphics. Sadly, we don’t know which company is really in the stronger position because their data comparisons are apples and oranges.

Riccitiello said in a press event and in our interview that Unity-based games were installed more than 16 billion times in 2016, up 31 percent from 2015. The Unity-based games reached a billion new devices since GDC 2016.

He said that 59 percent of virtual reality developers are using Unity, according to a survey by VisionMobile. And he said 38 percent of the top 1,000 free games are based on Unity, and more than half of all Daydream apps are made with Unity. He said Unity is about half of console and PC games, and it has 70 percent of mobile gaming, in terms of the unit numbers for game engine users.

“We’re picking up four or five market share points a year,” Riccitiello said. “Our growth last year was three times the business of the next-largest game engine in the West. More people build an Apple with Unity than anyone else. Ditto with Google and ditto with Microsoft.”

Sweeney said that Unreal Engine had its best year of all time in revenues, and then 2016 revenues doubled the 2015 numbers. He said developers have made more than $10 billion to date with Unreal games.

“We think that Unreal Engine’s market share is double the nearest competitor in revenues,” Sweeney said. “This is despite the fact that Unity has more users. This is by virtue of the fact that Unreal is focused on the high end. More games in the top 100 on Steam in revenue are Unreal, more than any other licensable engine competitor combined.”

Powered by Unreal, Netmarble’s Lineage2 Revolution on mobile made $176 million in its first month on mobile on iOS and Android in South Korea. It had more than 5 million users in its first month, or 10 percent of South Korea’s population. Netmarble said that Unreal was the only technology that could enable 200 people to fight in the same arena at once. The game will expand into the West, China, and other markets soon. Sweeney said it was an example of a developer setting itself apart from others with the Unreal engine.

“There is a new way forward besides a race to bottom and high user acquisition costs,” Sweeney said. “You can find an audience of hardcore gamers and bypass the Malthusian economics of the game industry now.”

Asked if Epic’s revenues were bigger than Unity’s Riccitiello said he didn’t know without the access to the numbers. He figures there are 2 million games built with Unity and a much smaller number built with Unreal.

“I think Unreal does a lot of good things, and I don’t begrudge them,” Riccitiello said. “We’re in a different position than them. We are many times larger in our market impact. Tim is an incredibly smart guy and very outspoken. They have a different revenue stream in that they make games. I could argue they compete with their customers.”

Overall, Riccitiello said he likes market competition, including Amazon and Cocos2d. In the press event today, Kim Libreri, chief technology officer of Epic, said that everyone from hotel designers to car creators are using Unreal to design their cars. Framestore did an educational application where kids get a field trip of Mars, and NASA is working with Unreal technology to visualize a Mars mission.

This post by Dean Takahashi originally appeared on Venturebeat.

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Unity Reveal Details On It’s Growth Since Unity 5 Launch

Unity Technologies CEO John Riccitiello revealed some numbers and statistics regarding the Unity videogame engine’s growth over the past two years during the Unity keynote speech at GDC today.

Unity 5 launched at GDC two years ago. Since then, Unity has added more than 40% more customers to it’s user base, though the number of support tickets they have received. They have also added 16 now platforms since Unity 5’s launch in 2015 with more still to be added, including Google Cardboard and Google Daydream, as previously reported by VRFocus.

Games made using the Unity engine now make up 30% of all mobile games globally, which is up 4% from last year. That 4% improvement is 3 times more than any other competing game engine.

Unity-created games have been downloaded more than 16 billion devices in 2016, which constitutes a 31% growth percentage since 2015. Games using the Unity engine are now on 2.6 billion unique devices, a figure up 1 billion since the same time in 2016.

Riccitiello also commented that they had experienced some problems with stability in previous versions of the engine, but hoped that the doubled resources they have allocated to Quality Assurance has since mitigated this problem.

VRFocus will continue to bring you news from the Unity keynote and GDC.

Unity GDC17 - 2.6 Billion

Unity CEO John Riccitiello Hosting Keynote at VRLA

Earlier this month Virtual Reality Los Angeles (VRLA) announced that Justin Roiland, creator of Rick & Morty would be delivering a keynote address at April’s event. That would be taking place on the Saturday, and for the Friday’s address organisers have secured Unity Technologies CEO John Riccitiello.

The Unity videogame engine is one of the most widely used for virtual reality (VR) and augmented reality (AR) development, most recently launching an experimental build of EditorVR. This allows studio’s to create experiences in VR rather than on a desktop monitor, with a range of customised functions for use with motion controllers like Oculus Touch or HTC Vive.

Unity - John Riccitiello

“Unity is proud to support the industry’s creators whether leading names or those just starting out, and I look forward to sharing more about our vision of VR and AR development at VRLA,” said Riccitiello

“Unity has done so much to support and accelerate the VR ecosystem,” said Adam Levine, co-founder of VRLA. “Were proud to host John as Unity continues its mission to educate and empower the industry and VRLAs vibrant community of VR creators, companies and enthusiasts.”

The expo will take place 14th – 15th April, 2017 at the Los Angeles Convention Center, and will include demos, educational sessions, experimental work and presentations. Registrations have now opened for the VRLA, with the business-focused 2-Day Pro Pass at $299 USD and a 1-Day Pass for Saturday priced at $40.

For the latest updates on VRLA 2017, keep reading VRFocus.

Unity CEO: ‘VR will be mainstream’ by 2020

Virtual reality (VR) may have gained a lot of ground this year with multiple headset launches, more developers and companies getting involved, and brands utilising VR as a new means of promotion, but it’s still a long way off being called mainstream. There are numerous predictions on when and if this may happen, estimating unit sales or how much the market will be worth in 2/5/10 years time. One person who estimates this may not be too far away is John Riccitiello, the CEO of videogame development platform Unity.

Unity - John Riccitiello

Riccitiello recently held a Reddit AMA (Ask Me Anything), in which he talked about the future of VR and where he thinks the industry is headed. In response to one post he commented: “I think VR will be mainstream — meaning 100m consumers using the tech regularly — by 2020. And, i believe that within 10 years we will see > 1B consumers globally using VR apps.”

“I am a huge believer, long term, in AR / VR. When I put on an AR or VR device and try something great (like Unity’s Editor VR) i am so convinced that the future for these types of platforms will be HUGE. But, i think it is going to take a few years for these platforms to reach audiences of 10’s or 100’s of millions like today’s game consoles, or even billions like mobile does today. Net — 2017 will be a growth year, but likely not explosive growth. Watch for big / massive games in 3 to 5 years.”

Videogames have been the driving force behind VR but the industry is rapidly expanding into many other avenues including industrial, medical and educational verticals. While entertainment will play a big part Riccitiello sees the non-gaming apps growing quickly. “I’d guess non-game ends up bigger than games for the total world of VR. Initially, gaming is more than 2/3 but i think over time non game apps will grow more rapidly,” he adds.

Over the last few weeks Unity has been busy releasing more updates and betas. Unity 5.5 got released at the end of November, then Unity 5.6 beta appeared last week along with an experimental build of EditorVR.

VRFocus will continue its coverage of Unity, reporting back with any further announcements.