The Virtual Arena: Defining the Next Phase of Immersive LBE (Part 1.)

The Virtual Arena

Covering the immersive location-based entertainment (LBE) scene for VRFocus as part of his latest Virtual Arena column, industry specialist Kevin Williams returns with the first of a two-part series of observations made while many of the LBE VR venues remain in lockdown. He examines how the commercial entertainment VR scene is still at work, charting new developments in the rental of VR tech, the licensing of VR arcade content for consumer deployment, and new partnerships.

While the whole of the business sector has been on enforced lockdown globally for over nine weeks, developments both to adapt to the situation, as well as prepare for the new normal have been underway, as this considerable business adapts and evolves for life #AfterLockdown.

LBE Venue
One of the many furloughed LBE facilities during May. Image credit: KWP

While some cynics attempted to paint the demise of the enterprise entertainment industry in the face of the global pandemic, the reality has been far more positive. While the industry has been bowed (as all) by the enforced voluntary closure of their operations, the interest to re-open and revigorate what has been one of the few burgeoning aspects of this latest phase of VR adoption, has not diminished.

There has even been an interest to attempt to capture in a bottle, those aspects of the location-based entertainment VR scene and recreate them for consumer adaptation – hoping that the success of LBE VR content can be made to work for the encumbered consumer userbase. One such example of this was revealed from studio Golf Scope; the AR and VR entertainment developers, in partnership with Topgolf Entertainment Group, which is widely known for its technology-driven golf entertainment venues. Together the operation launched Pro Putt by Topgolf on Oculus Quest – offering simple VR golfing action, that including a branded recreation of the popular putting action – encapsulating the venue action in one of a series of digital games. While many of the facilities may still be temporarily closed, VR allows the brand to continue.

Pro Putt by Top Golf experience
The virtual recreation of the Topgolf experience. Image credit: Topgolf Entertainment

Another such example of capturing the Out-of-Home entertainment has seen the launch from start-up Adventure Lab, a group of VR developers, who created what they have described as the “World’s first VR live hosted escape room”. The platform currently supports Oculus Quest hardware, allowing players to register online to take part in a connected 40-minute VR escape game, with a live “game master”, acting as host to help players. The first title Dr. Crumb’s School for Disobedient Pets is in early beta, charging $100 for up to four players. The commercial VR escape gaming scene has been incredibly popular before lockdown, and this move hopes to capitalize on the interest from isolated players, bring remote users together, and even supplying captured scenes to share on social media.

Adventure Lab

The VR Arcade Scene

Another developer hoping to build off of commercial VR popularity, repackaging for consumer consumption, was German-based VR Nerds – the company famous for Tower Tag, a highly competitive PvP capture-the-flag VR experience, played by over 1,000,000 players in arcades worldwide, reportedly available to some 1,300 VR arcades since its launch in 2018. Licensed by Springboard VR, along with porting to the Hologate arena and seeing success in the Japanese VR scene with CA Sega Joypolis installing several units. In May VR Nerds announced that the title would now be accessible for consumers, available on Steam and Viveport for all the leading consumer VR headsets. The ability to relieve the exciting multi-player shooter as it was released in arcades was supported with the developer providing 3D-printable STL files to recreate the gun controller from the game.

Tower Tag - VR Nerds
Example of the weapon in the ‘Tower Tag’, and the new 3D printed controller for the Quest. Image credit: VR Nerds

The need to feed the interest in VR to an audience that is in lockdown has been a consideration for VR arcade operators with hardware sitting unused. One remedy attempted was seen from The Park Playground. One of the first European VR arcade operations, with their sites temporarily shuttered the company decided to launch a new service. The Beta service, called ‘VR in Home’, is only currently available in the Belgium city of Antwerp – interested players use the operations web page to request loans of an Oculus Quest with appropriate game content, for a minimum four-day rental. What has been nicknamed “the Uber VR arcade!” – the use of hardware as a rental business is not an entirely new idea during the pandemic. In Spain, the Canary Virtual business started a similar service in March including a PC as well as standalone platforms for rental – and all specially cleaned and populated for this service. However, the use of the Oculus Quest in commercial applications has come with its own issues.

Park Playground VR
The Park Playground VR arena in full swing at the Antwerp location before lockdown. Image credit: The Park Playground

But there have been developments in thinking during this changeable time for the Oculus Quest – one of these has been the re-emergence of ‘Oculus for Business’. Finally unveiled with its commercial machine and supported pricing with a yearly subscription, at the same time saw the removal of any of the “Colocation” firmware facility. A facility that had been teased to so many commercial developers only to be removed some 12-months later. It is expected that many developers will continue with their standalone free-roaming release plans, but now deserting official support, (see out previous coverage if this scene). 

Another operator of VR venues, as well as a developer of hardware for this sector, has restructured its operation. European based Neurogaming has been known for the RevolVR tethered enclosure VR experience, as well for its PolygonVR free-roaming multiplayer platform, operated in several venues. During May the company announced the signing of a lucrative licensing deal that will see Estonian start-up NeverBored; who will develop a brand-new version of the four-player PvP Western shooter (RevolVR) for the location-based entertainment sector. At the same time, the new developer has started work on a special consumer version of the videogame that will be launched on the Oculus Quest later in the year, bringing the LBE action to consumer players. Additionally, NeverBored will now take on the role of European distributor for the Neurogaming range of LBE hardware including its free-roaming platform. Operations will be restructured to be ready for the reopening of these businesses internationally.

RevolVR
Players competing in the Wild West blaster ‘RevolVR’. Image credit: KWP

This is the end of the first part to this exclusive coverage of the developing immersive commercial entertainment industry. The second part, looking at the new trends moving into reopening and the future of the scene, follows shortly.

VR Awards 2018: The Winners Speak

There are all kinds of awards out there – mainly because most everything has some organisation quantifying who are the best in what they do. Now we’re in the fourth quarter of the year it’s only natural that we end up seeing more awards ceremonies to reveal the high achievers of 2018.

Earlier this week VRFocus hit the red carpet for the VR Awards 2018, which once again celebrated the field of virtual reality (VR).

VRAwards 2018 logo“The VR Awards is at the centre of recognition and celebration of outstanding achievement in VR.”  Says the organisation, “Combined with year-round international initiatives, the VR Awards brings together a night of red carpet highlights, the celebration of excellence and unique access to the world’s most influential names in immersive technology.”

A media partner for the event, Nina Salomons and Kevin Joyce were both in attendance and even helped dish out the awards during the evening. You can find a list of the winners below, as well as some footage of the event and interviews with several of the victors.

VR Awards 2018 Winners

VR Headset of the Year:
HTC Vive Pro

VR Game of the Year:
Episode 2: Heart of the Emberstone (Cloudhead Games Ltd.)

VR Experience of the Year:
Manifest 99 (Flight School)

VR Film of the Year:
CARNE y ARENA (ILMxLAB)

VR Marketing of the Year:
Coco VR (Magnopus)

Rising VR Company of the Year:
Neurogaming Limited

Innovative VR Company of the Year:
Ultrahaptics

VR Education of the Year:
HoloLAB Champions (Schell Games)

VR Healthcare of the Year:
Virti

Out-of-home VR Entertainment of the Year:
Star Wars: Secrets of the Empire (ILMxLAB and The VOID)

VR Social Impact Award:
Window to our World (VISYON & The Cornerstone Partnership)

VR Architecture and Real Estate of the Year:
Bostoen – Creating your dream house before it’s even built (Nanopixel)

VRFocus will bring you more news and videos very soon.

 

Exit Reality and Neurogaming Developer Location-Based VR Gaming Solution X Arc

Thanks to the advancements made in the location-based entertainment (LBE) industry for virtual reality (VR), the public have easier access than ever before to the latest immersive technology. Exit Reality, a specialist in LBR VR solutions has announced a new partnership with Neurogaming to launch a new multiplayer solution called X Arc.

Cinema_VR_RevolVR

The LBE gaming solution will feature Neurogaming’s PlayVR content platform which has been optimized for the out-of-home entertainment industry. Currently only available in Europe, the X Arc will bring PlayVR’s content library to the US market, along with a wide library of exclusive VR content, including Alpha CentaVR and RevolVR, and fan favorites such as Beat Saber.

“It’s the ideal solution for FECs, amusement parks, et al. who want to get the most out of virtual reality,” said Yoni Koenig, co-founder of Exit Reality in a statement. “The X Arc is our flagship product, a culmination of our goal to provide the best physical infrastructure, digital distribution channel, and services to create a thriving VR LBE business for our customers.”

Director of Industrial Design for Exit Reality, Greg Abbott, a world-renowned virtuoso metal fabrication artist, craftsman and prop builder holding 10 Guinness World Records, constructed the high-end X Arc multiplayer VR attraction.

X Arc

“We found a great partner in Exit Reality who shares our vision for what the VR gaming experience should be,” said Yury Krylov, Chief Executive Officer of Neurogaming. “Their expertise in the industry is the reason why we’ve decided to partner with them and we’re looking forward to seeing PlayVR’s content become the talk of the town in cities across the country.”

Neurogaming’s PlayVR platform offers original gaming content with a variety of experiences across numerous genres whilst  catering to all ages. The platform also releases one new videogame each quarter to ensure consistent access to fresh content.

The X Arc is available for pre-order now – although no prices have been revealed, you’ll need to contact Exit Reality for that – and will be available for demo at this year’s IAPPA Attractions Expo taking place in Orlando, Florida next month. For further updates, keep reading VRFocus.

Preview: World of Tanks VR – Well On Track

A long time ago VRFocus questioned Wargaming about the possibility of a virtual reality (VR) edition of World of Tanks. Given the success of competing online war machine simulator War Thunder within the new medium it seemed only natural for Wargaming to be looking into doing the same. At the time a representative of the company explained that it wouldn’t work for tanks in the same way as planes, and that a great deal of experimentation would have to be undertaken before World of Tanks could make such a jump. That jump, it seems, is into location-based entertainment (LBE).

World Of Tanks VR - LogoWargaming, with the support of Neurogaming and VRTech, unveiled World of Tanks VR earlier this year. It’s most definitely an aside to World of Tanksa spin-off experience designed for fans and newcomers alike – opposed to integrating VR into the existing online videogame. That brings both strengths and weaknesses into play, but also allows for Wargaming to pitch the experience perfectly for LBE execution.

Limited to four players, each dons their HTC Vive and prepares for war by choosing their preferred tank. In a significant update from when VRFocus first experienced World of Tanks VR, there are now a small selection of tanks available each one with statistics bars demonstrating firepower, reload speed, acceleration etc. Players are no longer limited to fast or slow, heavy or spread. Tactical ambition is now at play not just in the positioning of your tank, but also in the way you engage your enemies.

The World of Tanks VR controls are complicated at first, but soon it becomes natural. The tank will accelerate forward towards the direction the player faces, however given the large bulk of machinery may take some time to turn tight corners. Meanwhile, the player’s central viewpoint will always represent their firing arch in real-time. The player must combine navigation and maneuvering with lining-up that shot on the weak point in the enemy tank’s armour for maximum efficiency, and their best chance of escaping unhindered.

World of Tanks VR - Key Art

With a new map also on display at Gamescom 2018, Cologne, players were invited to work on new strategies revolving around a central chokepoint. The previous map VRFocus experienced was designed to grant a height advantage to those who lied in wait upon a hilltop, with an open plane providing little in the way of cover below. This new map, conversely, is too uneven to offer much in the way of an overview, but pushing into the busy central area looking for a kill can leave you open to attack from every direction; a bridge that provides access to spawn points at either end of the map makes you an obvious and easy target even for those shooting from the hip.

Matches in World of Tanks VR are only a few minutes long and consist of two rounds. It’s very much a simplified experience; one designed less for the passion of tanks and more for the thrill of battle. That’s no bad thing however, as World of Tanks VR stands as an interesting LBE title that may introduce new audiences to the core online experience in a sort of role-reversal for Mario Kart Arcade GP VR: World of Tanks is a franchise set to benefit from VR, opposed to being a benefit to its reputation.

You can also check out our hands-on with augmented reality (AR) counterpart World of Tanks AR Spectate from Gamescom, here.

Polygon VR Say They Are The Ultimate VR Experience – And They Might Just Be Right

Virtual reality (VR) is expensive. 2018 has seen a lot of price cuts for the Oculus Rift, HTC Vive (and Vive Pro), PlayStation VR, as well as the release of various Windows Mixed Reality headsets and standalone headsets, VR is still too steep of a price for consumers to buy en masse. Sometimes the easiest way to enjoy VR is to simply get out of the house and try some location-based VRs. Nina Salomons, the video content creator at VRFocus, discusses her favourite digital out-of-home entertainment (DOE) VR experience and explains why it stood out for her.

Polygon_VR
Put on a VR headset, some trackers and a strap a VR laptop to your back.

I have tried several out-of-home experiences that usually use Optitrack’s sensors. From The Void, Arizona Sunshine, Kenzan Studio, Anvio VR, Hologate VR , StarTracker as well as trying out Derren Brown’s the Ghost Train at Thorpe Park and a few dozen VR experiences in Dubai’s   ‘PVRK’. I believe I’ve tried quite a few different variations of VR out-of-home experiences.

DOE experiences, as the name suggests occur in a space where players put on a VR headset and are usually given a VR backpack, some accessories that are tracked and an experience where they can play with friends. Out-of-home VR experiences excel in creating social VR experiences where more than one player is able to enjoy an experience. Although this is quite tricky to track multiple players in a space, it is possible. For some strange reason, almost all of the out-of-home VR experiences have been first-person shooters (FPS). The company usually gives you a fake gun that is then tracked in the virtual space and has special triggers or buttons that allow you to reload, change weapon and give players haptic feedback or recoil to make it more realistic.

Having tried all of these out-of-home VR experiences as well as console games for a few years, I can honestly say it’s getting more difficult to get excited about experiences unless they’re truly innovative, realistic or engaging. It wasn’t until somebody asked me what the best VR experience was I’d ever tried I had to sit down and think. It took me some time to answer the question, but I concluded that it was something I experienced in New York created by Neurogaming on their Polgyon VR platform. The incredible potential of the Polygon platform was showcased in this interview with Alex Morozov, Chief Marketing Officer of Neurogaming, but perhaps didn’t quite bring across how impressive it was.

Polygon_VR11

Travelling to America a lot to cover VR at events like GDC, GTC and E3 where Silicon Valley and ex-Hollywood storytellers come to showcase their products, you would expect me to have chosen an American-based company from there for my best experience. Surprisingly it’s a Russian company that’s known for its videogame World of Tanks VR that left me speechless and excited about the future.

Unlike some out-of-home entertainment experiences, Polygon VR required a player to put on full body tracking accessories and equipment. Similar to how actors would be captured for CGI characters in films or how Ninja Theory created Hellblade:Senua’s Sacrifice. Players are asked to put on accessories that have little grey balls attached to then wrap your arm, legs, hands and feet. This creates for a truly immersive experience where like Vive trackers, you can use parts of your body to interact with your immersive space (like kicking dinosaurs in Island 359).

The experience required me to put on full body tracking accessories, a gun, and a VR headset tethered to a backpack. The experience I tried on Polygon VR was a FPS where myself and Kevin Joyce were soldiers on a mission to take down enemies. Neurogaming could also change the whole virtual world without physically moving us, or asking us to change outfits. We were suddenly inside a close quarter map of orange corridors, elevators and various guns. the experience allowed Kevin and Myself to use the full space of the warehouse and we spent over an hour roaming around the virtual worlds created for us by Neurogaming.

The importance of dying

Having tried Anvio VR’s full-body tracking and shooting zombies is the closest thing I’ve tried to Polygon VR. Both required guns, were FPS experiences, are Russian and allow for several players to be tracked in a large warehouse space. Where Polygon VR differentiated from all the other FPS out-of-home experiences, is that it allowed you to die. A blue ghost figure would appear in the virtual world to reflect where you are in the real world – helping players understand both the virtual and real world spacing without taking a headset off to avoid physically walking into the player once they died.

Not only was friendly fire on, there were various ways of dying. Falling or jumping off moving elevators, slipping from a ledge or getting shot. Unlike the other videogames, what I did mattered, and I could die in-game. It now mattered finding that health pack, it mattered listening to the footsteps of other players to avoid or find them, it matters finding cover, it matters if you die midway through a battle. Suddenly it’s like all my senses are heightened because I can now die.

This simple act of death – it drives you to care about your actions and not simply hold a gun at zombies or just stand there not caring as they overwhelm you in-game.

Sharing is caring, best enjoyed with no latency

Everybody who has been in VR for a while understands the importance of social VR. You want to be able to share experiences with friends and be there with them. What I try and drive home in the video below, and what I try and showcase in gameplay is how incredible that feeling is when you interact with somebody in VR that you’ve never met in real life. Like a meeting between two different tribes – we try and find something in common and end playing childhood games of clapping our hands as a form of easy communication (even though we have microphones and can speak to each other).

You can also see how freaked out I am by Ivan walking through me, and although no gameplay footage of him walking in and out of walls is available you can clearly see the physical and immediate reaction I had to his physical actions (all of which he was doing in Russia). What really got me was that there seemed to be barely any latency. Like a baby throwing things to see a cause and effect, I found myself touching, kicking and moving at different speeds to test the ‘rules’ of this digital world. Very soon I was comfortably walking in it as if I was walking in real life.

It felt like everything was real. Everything was behaving, reacting exactly as it did in the real world, besides a few tracking issues – I believe Ivan was real. I believed he was there in real-time and even if he wasn’t in Russia – the fact that all three of us were comfortably moving in this digital world with no hiccups even when dying felt great.

Polygon_VR6

The possibilities of the Polygon VR platform are endless and become even more interesting when you think about various platforms around the world connecting to each other and allowing for more than ten players to be in a virtual world together. I pitch some ideas and possibilities of what this could mean for the future of entertainment, eSports and VR.

Check out the video below to see some gameplay of us trying the Polygon VR platform and more. Stay tuned to VRFocus to hear more about the platform and immersive technology.

Accidents and Injuries in VR – The Best & Worst of the VRFocus Team

With today being the dreaded April Fools Day, a barrage of ‘jokes’ designed to keep journalists on their toes in sometimes not obvious ways, VRFocus has decided to look at something a little more lighthearted: the accidents suffered by the team at the hands of virtual reality (VR) blindness. From damaged property to personal affliction, each member of the team has suffered in many ways through the passion to bring you the latest and greatest within the industry.

VR has the capability to accomplish a great deal. More than just entertainment, there are use cases across all manner of different industries including enterprise, education, healthcare and more. However, there are also pitfalls to the technology, arguably leading with blindness from the real world. Here’s the best and worst that has happened to the VRFocus team while immersed in all manner of videogames and experiences.

Skyrim_Header

The Death of a Carpet

During a particularly intense quest in The Elder Scrolls V: Skyrim VR late last year, working hard on delivering the ‘My Life as an Adventurer‘ series over the holiday season, I found myself vigorously attacking a dragon with both magic and an equipped short sword. Two arms flying, I wasn’t even aware I had made contact with a refreshing glass of cola flavoured beverage resting upon my desk. It was a good 30 minutes later before I removed the head-mounted display (HMD), and discovered the black sticky contents of the glass had been dispersed across the floor, forever claiming its trophy upon my cream carpet. No amount of scrubbing could save this casualty of VR war.

– Kevin Joyce, CEO/Editor, VRFocus.

samsung gear vr most innovative companies of 2015

Friendly Fire

Ah, accidents. We’ve all seen, and, let’s admit, taken varying degrees of glee in, footage of Victor Vive-User, Rachel Rift-Wearer and Peter PlayStation falling over themselves, running smack bang into a wall, or hurling their controller through their fancy new television while screaming their lungs out. But let’s be equally honest in that when it’s someone we know who is trying VR for the first time it is a great experience to watch and see them enjoy it.

That said you want to make sure it remains such and incidents like those often play on your mind.

I often used the VRFocus Gear VR to ‘initiate’ newcomers into immersive technology. With I might add, had an 100% rating of “this is awesome”. One such instance was when I was showing one of my best friends what VR could be like. We were at my house and conscious of the possibility of him hurting himself (as well as damaging my nice new television) we moved the furniture to make room and I kept a sort of watchful eye as he stood so he wouldn’t go backwards into the table behind him.

I forget what experience it was but it was some sort of horror title, perhaps Sisters. Creepy goings on were happening in any case. My friend was not scared however, in fact he was laughing.

“Oh. Hello!” He said cheerily to what I can only assume was an embodiment of imminent death and dismemberment. “You alright there? Yeah?” There was much laughter at his cool, couldn’t care less demeanour. Things wrapped up and I moved in to help him off with the headset and th-WHAM!

I staggered a pace backwards. I’d just been hit by a rocket uppercut, straight to the jaw. My friend having seen something had gestured wildly and unexpected me and socked me one. It was so quick I wasn’t even sure what had happened at first. Weirder still my friend did not realise what he’d done. Nor somehow did my other friend, who was watching this all intently from the front, apparently see what happened either.

Slightly stunned, I’d just been unwittingly sucker punched after all, I put the headset down and

“So.” I said, in between flexing my jaw in the way people do when they’re trying to get it to ‘settle’. “Enjoy the experience?”

“Yeah, great.” He replied.

“Good!” I exclaimed happily before thinking I’d hate to think what would’ve happened if he hadn’t!

– Kevin Eva, Digital Content Manager, VRFocus.

Isn’t Teleportation Real?

I spend a lot of time in VR, tending to be the main reviewer for HTC Vive and Oculus Rift titles. For all the videogames I’ve played, whether at home or at an event, I’ve never once properly injured myself or anyone else for that matter. Sure I’ve whacked a wall of two, wandered into a table, or seen a mate crumple to the floor scared shitless, but that’s yet to occur to me – which still surprises me.

However, I’m not completely immune to the powers of VR and its mystical ways. After a particularly long reviewing session I decided that some fresh air, sustenance and a proper leg stretch was in order so I decided to pop down to my local supermarket to grab some food. Stepping into the shop the bright, piercing, florescent lights seemed most dazzling but that wasn’t the issue. Standing at one end of one of those long refrigerated aisles I realised I had a yearning for sausages – about halfway up the aisle – so I turned and then wondered why couldn’t reach the delicious, pork filled food.

Well because I’d spent so much time teleporting around virtual worlds in VR, in that one moment, the briefest of seconds, I thought I could just teleport over (or more accurately had). Call it delirium if you want, but after realising the fact, my main disappointment was that I wasn’t any closer and now needed to walk on over. It’s never happened again – probably because I use smooth locomotion a lot more – but I’ll always have that moment where I though I could teleport my way out of hunger.

– Peter Graham, Senior Staff Writer, VRFocus.

Polybius screenshot 2

An Acid Trip Without The Acid

I’ve been fairly lucky in my VR escapades so far. Up until reasonably recently, my main VR device was the PlayStation VR, and my set-up and the configuration of my living room mostly precludes any seriously wire-related mishaps, as does my habit of using the cable as a orientation aid (as I’ve discussed previously). That said, I did make one mistake early in my days of using VR. I decided it would be an superb idea to spent a good few hours engaged in playing Llamasoft’s excellent trance-shooter, Polybius. I emerged from that surreal neon landscape feeling like I had been on a days-long bender.

I could smell colours. Gravity was sideways. Every light source seemed to have a faint pulsing glow around it. Recognising the symptoms of an imminent migraine, I crawled off to spend some time having a nice lie down in a dark room.

– Rebecca Hills-Duty, Staff Writer, VRFocus.

Losing the VR Umbilical Cord & Female Problems

If you’ve watched any of VRFocus‘ videos where I’m seen demoing a VR videogame, experience or even MR – I’ve cut away all the embarrassing parts. Some of you may have caught the real Nina in a blooper reel done after Gamescom but it is in general a hazard.

I am well known for rolling or crawling across the floor with a headset on and backpack strapped on my back to test the tracking of the headset in a space. I’ve done so with the Oculus Santa Cruz, StarVR and various other out-of-home VR setups that use Optitrack to locate players in a space. What I’ve often found with these untethered experiences is that I’m often found floating around – and when the digital and real world don’t quite match up, I end up walking into a wall or bashing my controller against something as demonstrated in the image below. Future untethered VR will definitely have to have some instructions and soft cushioning that comes in the boxes!

Nina_Neurogaming

Another one which quite surprised me was being unable to use the Go Touch VR attachments to my fingers and feel haptic feedback. This was because my fingernails were too long. I might be a rare breed of females playing VR with long fingernails, but that was a first. I certainly wasn’t going to go and find a nailcutter and cut my nails whilst running around the show floor! Something to bear in mind for all developers and engineers out there.

Though this isn’t exactly a cause for injury – for anybody who loves their hair, has big hair or doesn’t like looking dishevelled (especially when you have to stand in-front of the camera for a living); a few pointers. Never wear a ponytail (or style a whole outfit with the ponytail), it’s just not going to happen. Even with the HTC Vive’s audio deluxe headstrap, expect to take your beautiful ponytail out in order to have the headset sit comfortably on your head for the experience. Secondly, it’s advisable to put your hair in a braid of some kind. This is more relevant for the long periods of being in VR, because the moment you take it off – your hair can get entangled. Nobody likes their hair being pulled out.

– Nina Salomons, Video Content Producer, VRFocus.

 

Neurogaming Targets Out-of-Home Entertaiment With Two VR Platforms

Neurogaming showcased two products to the press last month, both of which aim to revolutionise out-of-home entertainment services. Their first product is a platform called Cinema VR, a cloud-based solution for virtual reality (VR) arcades. The second product is called Polygon VR. An arena space where five full body players are able to interact with one another in a free roaming space, which can be recorded and broadcast to television, tablets or phones. VRFocus spoke with Alex Morozov, Chief Marketing Officer of Neurogaming about their future ventures.

Cinema_VR_RevolVR
Players compete with one another in RevolVR at a location based tournament.

Cinema VR launched December 2016, it’s a turnkey solution for location owners allowing them for quick and easy access to essentially create a four-player VR set-up. It can be used for various different use cases such as for demonstrating industrial applications such as demoing or selling real estate or immersive gaming experiences. Anything that requires up to four users experiencing or interacting with a space can be enabled with Cinema VR.  A Cloud-based solution, Morozov explains that the platform services a completely cycle from the selection of an area, content management, location management, guidelines for assembly, a catalogue of available locations, personal training, help with marketing and a pipeline of content.

With an integrated CRM system that is capable of third-party ear pieces, Cinema VR is supposed to help upscale and cross sale as Neurogaming will offer in-app purchases if the location hits a critical mass of users. The CRM is also able to recognise returning users, so if a child interacted with a character in an experience already and returns – the character will recognise her and potentially introduce new objects to interact with. The CRM will allow companies or individuals to register user preferences and offer ways to stimulate customers to return. Really what it is, is an easy set-up for users who are looking for an easy solution that can simply be controlled with a tablet to introduce VR for up to four players in a VR space. Cinema VR is set up on a subscription model at the moment, but next year between Q1 and Q2 it may be coming to consoles and and home users.

Cinema VR is already located in over 40 countries and will come with its own content that Neurogaming create in-house. They’ve already created several VR experiences that span several genres, including well-received shooter RevolVR. An eight minute game, Neurogaming tested the experience last November where they offered over $20,000 as a prize and saw how RevolVR engaged with audiences. Their next VR videogame World of Tanks, is already in Beta testing in Moscow and will be released to the Cinema VR platform come May. Morozov says that they have around 150 leads at various stages for creating more content that will be available to Cinema VR platform users. For now they have 50 locations in Spain with two locations opening in Vancouver, Canada and potentially over 18 Cinema VR locations opening in the United Arab Emirates. Morozov explains that location based VR is a great entry point, a space ripe for entrepreneurs as there is a renaissance taking place in the arcade market.

Polygon_VR
VRFocus in motion-capture attire and VR headsets play in real-time in New York with a player in Moscow.

Neurogaming’s second product will excite anybody working in immersive entertainment, television, eSports and general videogaming. Polygon VR is an ambitious plan to amalgamate those audiences and connects up to five users in full body tracking systems and VR headsets. Polygon VR then uses a server to connect various physical arenas together and has integrated a built-in broadcast and television system that will allow for live-broadcasting to television, laptops, tablets and mobiles.

Morozov compares it to films The Running Man and The Hunger Games film trilogy, where players can be in dramatic action with zero trauma or risk but with all the spectacle and drama. All the action will be happening in real-time, across real locations with real people all filmed and edited by live action directors and producers to create a show. He also mentions a second screen ability that would enable viewers to have a direct impact on the action taking place. For example if an escape room scenario was taking place, viewers could give a hint to help them. If it was a shooter videogame, viewers could offer team support and try to debuff an enemy team. At the moment they’re hoping to bring AAA franchises on-board to help and bring something which Morozov believes can revolutionise the entertainment industry.

Polygon_VR13 Polygon_VR8

At the moment Polygon VR h ave two locations in Moscow, one in New York and one in Amsterdam. Polygon VR will also be available at the Game Developers Conference (GDC) where they will be able to demonstrate the smaller more mobile version of Polygon VR. Essentially, Polygon VR would be able to create a media show that can also double as a location based entertainment system. Neurogaming are hoping to bring it to Asia as well after showcasing at the Tokyo Games Show in Japan last year and are in talks with several partners in China too.

Morozov says that Polygon VR is hardware agnostic, and as soon as a new piece of hardware is available, they will be the first ones to purchase them and prepare them for both Cinema VR and Polygon VR. At the end of the day, he says that format, concept and content are king in this new age of immersive technology.

To find out more watch the video below.

World of Tanks VR Brings Location-Based Warfare to Consumers This May

Creating a virtual reality (VR) videogame has its challenges, especially when tackling the subject of motion sickness. VRFocus spoke in-depth with Tamaz Murgulia, Chief Experience Officer of Neurogaming about their latest VR videogame World of Tanks and how they tackled it by looking at field of view (FoV).

VR hasn’t hit mass market yet, this means that your average consumer or the general public have still not adopted VR at home. Until the prices for VR headsets has gone down, there’s been a resurgence of arcades dedicated to VR. These out-of-home entertainment locations have started to appear in numerous locations around the world. This is exactly the space and target audience for Neurogaming, who are seeking to revive the local arcades. “It’s too clumsy to come into your home right now with all the wires, but perfect for out-of-home entertainment where you have a spare fifteen minutes,” Murgulia explains.

Creating a VR videogame has it’s own challenges as well, especially when it comes to motion sickness. Murgulia seems to remember painful memories of trying to do this, explaining that their first concept for a VR tank game was to put various players in the same tank with different roles. Neurogaming have spent around a year prototyping, experimenting with what works and doesn’t work in VR. Their first experiment RevolVR proved to be their first success. A videogame experience that lasts only eight minutes where players had to fast draw against others and win. A simple game that made players completely exhausted but had them extremely excited. “This is the experience we want to deliver,” Murgulia says, “we wanted to do something like this but with different mechanics.”

Murgulia explains that when it comes to tanks in VR, “motion sickness would be the main enemy. The adversary that hasn’t been beaten yet, no one know how to do this except us. You cannot avoid it, but you can trick your mind into not feeling that you’re motion sick.” He explains that their first step towards success is by creating intuitive controls, and that they’ve invented a mechanics of movement control which didn’t make you think too much. Players can aim separately to the movement of the tank by simply using the touchpad, this way players can look around them whilst moving around a map.

Their second solution was solving the field of view. All corners of the tanks have to be visible, and you can’t be too low or too high. You have to see the corners of the whole tank, but not on turret height and certainly not near the ground. Murgulia says that, “your mind is effected by screen resolution, and should get sick but it doesn’t because it doesn’t have much time for this. it has a goal, it’s completely taken with the idea of killing, evading, of getting kills, shooting and all this.”

So far players, even those who have  never tried VR before have not experienced any motion sickness.

Currently World of Tanks is in beta mode in one location in Moscow. This is just to get feedback and will be launching to all of the locations Cinema VR exists around the world starting from May. World of Tanks by this time will have more than just team death match, but also various maps and a progression system as well.

World of Tanks can be played with four players in real time in Cinema VR, but Neurogaming are also currently looking to increase this and connect two Cinema VR systems together so four players can battle it out with tanks with four other players. This would make for a total of eight players fighting against one another in real time. To find out more watch the video below, and for further updates keep reading VRFocus.

Neurogaming’s 2nd Generation Arcade Is Military Grade

Neurogaming’s 2nd Generation Arcade Is Military Grade

I was recently invited to New York to check out the demo VR space for Neurogaming. The company behind World of Tanks (Wargaming) formed Neurogaming to work on VR arcades in partnership with a venture funding group called VRTech. From a hardware perspective, their first “CinemaVR” system is not too dissimilar from IMAX VR’s locations. You can stand in place and move around a few feet but you’re still tethered to a computer and not able to walk too far. Overall, I was impressed by the quality of the competitive games they’ve built for it.

The company also demoed a next-generation system unlike anything I’ve experienced before. They call it Polygon and it seemed like a military training simulation. Before I go much further, I should say that I feel uncomfortable thinking back on my time in Polygon for a number of reasons. There’s of course the recent mass shooting in Florida, and all the others before it, as well as the continual debate over gun control. There’s my concern over how some people might use a training tool as high quality as Polygon. And also, there’s the lasting feeling of empowerment I felt holding a hefty rifle tight to my shoulder and moving quickly, muzzle up, through an area as I cleared it with my team.

Neurogaming’s work-in-progress system uses backpack computers with Oculus Rifts and OptiTrack cameras overhead, and they attached leg, foot, hand and arm trackers for full-body immersion. Getting outfitted with the trackers wasn’t quick and the system needed to be restarted a few times. I also swapped out several of the Stryker programmable prototype guns they were using because they stopped working. Nonetheless, over the course of my visit to their virtual world I experienced a number of firsts.

For instance, there was one other person in the same real space with me walking around in New York while another was in Moscow in another prototype Polygon arcade. At one point we all put our hands together and I wasn’t sure which hand I’d actually collide with in the real world. The trans-atlantic multiplayer was practically flawless, at least to my senses. At one point the player in Moscow stood at the back of our evac aircraft, the door still open as the ground started to move away. He acted like he was losing balance and swung his arms in circles trying to stay inside the plane, and I recall being absolutely blown away by the quality of the full-body tracking and its perfect translation so far around the globe.

Neurogaming also built a sophisticated system that not only warns a visitor in VR about potential collisions with walls, but also shows ghostly images to display other people who share the same physical space, but might be shown represented in the virtual space somewhere else.

There are a number of VR startups working on backpack-powered full body multiplayer immersive experiences that could be enhanced by environmental effects. Both Dreamscape Immersive and The VOID do this incredibly well. Neurogaming’s Polygon system, as I saw it in New York, didn’t have environmental effects yet, but representatives said at their current stage of development the system is more about testing their broadcasting system and trans-atlantic multiplayer.

“PolygonVR can be used for various spheres like entertainment, sports and may be used as an industrial training solution for law enforcement or heavy machinery or for industrial safety training,” wrote Neurogaming Chief Marketing Officer Alex Morozov in an email. “The key focus for us now is to develop an entertainment and media platform.”

Virtual camera angles capturing all the action in the Polygon system from Neurogaming.

And wow, in its best moments that broadcasting system captures both the high-quality nature of the visuals and the body tracking. Here’s a raw video (minus sound) offering some sense of what the system is like:

Overall, Neurogaming appears to be at the cutting edge of VR experience design. They have licenses for a number of popular Russian cartoons so they can develop kid-friendly experiences, and at the other end of the spectrum the group even has industrial experiences they are developing for job training. Here’s a trailer showing one of them:

The Polygon part of Neurogaming’s efforts still appears to be very early in development, but there are a number of questions I put in front of the company asking about its intended use.

“We’re in the process of selecting content partner(s). Currently the product we’ve demonststed is merely a prototype showcasing the capabilities of the solution. Based on the partner we will end up with, the content may be less realistic and more cartooney,” Morozov wrote.

I also asked if there was a limit to how realistic they want to get with Polygon  in terms of blood and realistic deaths.

“This depends primarily on the content partner that we’ll end up with (we’re talking AAA gaming/movie titles here),” Morozov wrote. “And as you know there are, say, Battlefield and, say, Overwatch. These games are quite different in terms of style, realism and depiction of violence.”

Tagged with:

World of Tanks VR: Erste Eindrücke, Heimversion nächstes Jahr

Das MMO World of Tanks erfährt wie berichtet eine VR-Umsetzung, allerdings derzeit nur für Spielhallen. Die gute Nachricht: Eine Heimumsetzung ist geplant und soll nächstes Jahr erscheinen. Ausgewählte Journalisten bekamen nun die Gelegenheit, in New York die Arcade-Version des Panzer-Spiels auszuprobieren. Den Titel entwickelt die neu gegründete Firma Neurogaming, eine Kooperation zwischen den WoT-Machern Wargaming und VRTech.

World of Tanks VR

World of Tanks für VR-Arcade im ersten Testlauf

Neurogaming lud einige Journalisten nach New York ein, darunter Ian Hamilton von Upload VR. Zwar befindet sich die VR-Umsetzung von World of Tanks noch in einem frühen Stadium, konnte allerdings trotzdem schon überzeugen. Hamilton fand sich im Cockpit eines Panzers in einer kalten Winterlandschaft wieder und durfte gegen russische Gegner antreten. Dabei chatteten seine Kombattanten in russischer Sprache, was die Immersion laut des Journalisten massiv erhöhte. Und auch sonst konnte das von Grund auf für die virtuelle Realität entwickelte World of Tanks VR überzeugen. Beispielsweise die Steuerung und das bereits gut ausbalancierte Gameplay.

Am Schluss steht allerdings eine kleine „Enttäuschung“: Nach zehn Minuten war die Session vorbei und Hamilton wollte mehr. Was vor allem daran liegt, dass man das Gefühl hat, sich weiter verbessern zu können. Der Wiederspieleffekt ist also also hoch, was Spielhallenbetreiber freuen wird. Über die Monetarisierung macht sich Neurogaming einige Gedanken. Das Unternehmen plant beispielsweise, neben einem Fortschritts-System erstmals In-app-Käufe anzubieten.

World of Tanks VR

Die Installation der passenden Hardware fällt äußerst platzsparend aus und eignet sich damit nicht nur für Arcade-Hallen, sondern beispielsweise auch für VR-Ecken in Kinos und Shopping-Center. Bis zu vier Spieler bedient Neurogamings CinemaVR-System, die Hardware steckt dabei in einem Metallrahmen. Die Headsets baumeln herunter, wodurch für Spieler auch 360-Grad-Drehungen möglich sind, ohne sich im Kabel zu verheddern. 35.000 US-Dollar kostet das komplette Hardware-System derzeit und scheint sich bezahlt zu machen. Laut Aussage von Neurogaming hat man 37 Arcade-Installationen in Europa und Russland am Start. Durchschnittlich kommen monatlich 2500 Besucher und zahlen 5 bis 7,5 US-Dollar für eine zehnminütige Session. Das reiche aus, damit die Arcade Gewinn abwerfe. Insgesamt sollen rund ein Drittel der Besucher Wiederholungstäter sein.

Man darf also gespannt sein, wie sich World of Tanks weiter entwickelt. Bisher war nicht klar, ob und wann eine Heimumsetzung erscheint. Im Artikel von Hamilton bestätigt Neurogaming, dass diese für das nächste Jahr geplant ist.

(Quelle: Upload VR)

Der Beitrag World of Tanks VR: Erste Eindrücke, Heimversion nächstes Jahr zuerst gesehen auf VR∙Nerds. VR·Nerds am Werk!