The Virtual Arena: Streaming VR Enters Location-Based Entertainment

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

Zero Latency
Image credit: Zero Latency

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

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

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

High End VR Headsets

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

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

Zero Latency
Image credit: Zero Latency

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

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

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

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

VMware Integrates NVIDIA’s CloudXR Into its Collab Platform

VMware Nvidia CloudXR

NVIDIA and VMware have a long-running partnership when it comes to working together on XR solutions. As part of VMworld 2021 which starts today, the companies have announced that VMware’s Workspace ONE XR Hub will utilise CloudXR so the business solution can run on all-in-one (AIO) headsets.

Currently, in open beta, Workspace ONE XR Hub is VMware’s immersive expansion of its Workspace ONE Intelligent Hub, a solution design to improve employee engagement and remote productivity. Facilitating use cases like immersive training and design visualization can warrant using high-end PC’s and tethered headsets which aren’t always suitable or they’re simply expensive. AIO headsets are becoming far more commonplace yet lack the processing power for these high-end enterprise applications.

Hence why VMware is utilising NVIDIA CloudXR so that all the complex environments, scenes and simulations companies want to run can be achieved remotely on RTX GPU’s and RTX Virtual Workstation Software that a standalone headset can tap into.

“From immersive training to immersive design solutions, our customers need the highest fidelity experience with the greatest mobility. Running VR applications on VMware vSphere with NVIDIA vGPU, combined with NVIDIA CloudXR to stream content to a mobile VR headset, is a great way to solve that challenge,” said Matt Coppinger, director of XR at VMware in a statement. “We’ve also been developing Workspace ONE XR Hub, which will provide simple and secure access to native and remote VR applications. CloudXR integrated in VMware Workspace ONE will provide the ultimate enterprise experience for users and IT.”

NVIDIA

This is being showcased at NVIDIA’s booth during VMworld this week, combining Autodesk VRED, Workspace ONE XR Hub, and CloudXR. Attendees will be able to view real-time renderings of digital models on VR headsets, handheld phones and tablets.

NVIDIA unveiled its streaming solution in early 2020, with a beta programme allowing a select number of applicants to register and implement CloudXR. Its most recent advancements took place over the summer, adding support for bidirectional audio as well as Google Cloud integration. As further improvements are made to CloudXR, VRFocus will keep you updated.

NVIDIA CloudXR and Google Cloud to Collaborate on Immersive Streaming

NVIDIA CloudXR - Google Cloud

With SIGGRAPH going on this week computing specialist NVIDIA has released several new updates regarding its virtual reality (VR) compatible tech. The latest focuses on the NVIDIA CloudXR platform, revealing that it’s now collaborating with Google Cloud to provide high-quality XR streaming.

NVIDIA

The announcement sees NVIDIA CloudXR brought to NVIDIA RTX Virtual Workstation instances on Google Cloud, enabling organisations and XR users to securely access data their data and work with others all inside virtual, augmented or mixed reality (VR/AR/MR) experiences.

To showcase the tech NVIDIA has teamed up with Masterpiece Studio and its 3D creation platform Masterpiece Studio Pro which works with a variety of PC-based VR headsets like HTC Vive and Valve Index. Leveraging CloudXR and Google Cloud, artists are able to stream and collaborate on character creation.

Creators should have the freedom of working from anywhere, without needing to be physically tethered to a workstation to work on characters or 3D models in VR,” said Jonathan Gagne, CEO at Masterpiece Studio in a statement. “With NVIDIA CloudXR, our customers will be able to power their creative workflows in high-quality immersive environments, from any location, on any device.”

NVIDIA CloudXR - Masterpiece Studio
Masterpiece Studio Pro

“NVIDIA CloudXR technology delivered via Google Cloud’s global private fiber optic network provides an optimized, high-quality user experience for remotely streamed VR experiences. This unique combination unlocks the ability to easily stream work from anywhere using NVIDIA RTX Virtual Workstation,” said Rob Martin, Chief Architect for Gaming at Google. “With NVIDIA CloudXR on Google Cloud, the future of VR workflows can be more collaborative, intuitive, and productive.”

That all sounds great but it isn’t available just yet. NVIDIA CloudXR is currently in Early Access for developers to sign up to with the Google Cloud feature rolling out later this year. For those interested, a private beta will be available soon. VRFocus will continue its coverage of NVIDIA, reporting back with further updates.

Latest NVIDIA CloudXR Update Adds Bidirectional Audio Support

NVIDIA CloudXR

NVIDIA’s CloudXR platform envisions a future where high-end virtual reality (VR) and augmented reality (AR) content can be streamed directly to devices so they can be made lightweight and mobile, rather than being tethered. In its latest update, CloudXR 3.0, NVIDIA has implemented bidirectional audio support to make environments immersive whilst aiding social interactions.

NVIDIA CloudXR Autodesk

The addition of bidirectional audio is an important step for CloudXR as it allows real-time communication. This is not only essential for social apps in general but especially important where enterprise collaboration is involved, enabling colleagues around the world to naturally talk to one another.

This area is of particular focus for NVIDIA as it’s also working on the Omniverse Enterprise platform. With bidirectional audio not only can those in VR interact but it fully supports mobile devices for the widest platform support. Alongside mobile CloudXR also supports PC headsets like HTC Vive, Oculus Quest and Windows Mixed Reality. Early testers of CloudXR 3.0 include Autodesk and Accenture who’ve trialled the platform on their design and training software respectively.

“NVIDIA CloudXR is opening new ways for VRED to bring even more people together in collaborative experiences by reducing dependency on hardware and location,” said Lukas Faeth, senior product manager of Automotive Visualization at Autodesk in a statement. “We can’t wait to see where this technology will take automotive design and review workflows for Autodesk VRED users.”

“We tested CloudXR 3.0 and experienced great performance with complex training apps originally built of tethered XR. The addition of bidirectional audio for collaboration will take cloud rendered collaborative XR experiences to the next level,” adds Nicola Rosa, extended reality lead at Accenture in Europe. “With the latest CloudXR 3.0 release, we can finally start designing XR apps for the cloud without any limitation.”

In addition to the bidirectional audio support the NVIDIA CloudXR 3.0 update also includes:

  • iOS client improvements including world origin updates
  • Asynchronous connection support, so clients are kept responsive during connection establishment
  • In the Wave™ VR client, improving colour and gamma handling
  • Updated Windows SDK from 8.1 to 10
  • Multiple API changes — see CloudXR SDK API for additional details
  • Various bug fixes and optimizations

To learn more about NVIDIA’s plans for 5G and more head on over to Mobile World Congress (MWC) 2021 this week. Ronnie Vasishta, senior vice president of telecommunications at NVIDIA, will be giving an in-depth talk at the event. And for further CloudXR updates, keep reading VRFocus.

NVIDIA Launches Omniverse Summer 2021, CloudXR Expands to Support iOS

NVIDIA

NVIDIA’s GPU’s tend to be the most popular when it comes to PC virtual reality (VR) gaming but the company also supports the industry through a range of other initiatives. Today, as part of the company’s GTC 2021 conference CEO Jensen Huang announced the upcoming general availability of NVIDIA Omniverse as well as expanding CloudXR‘s support to Apple devices.

NVIDIA CloudXR

CloudXR was launched by NVIDIA last year to facilitate the streaming of immersive XR experiences over 5G and WiFi. With its latest version, CloudXR 2.1 adds support for iOS devices, streaming on Microsoft Azure as well as now being available through the AWS Marketplace.

“With the addition of iOS support within CloudXR, we can now deploy content in a platform-agnostic way, enabling us to expand capabilities for delivery and increase our ability to target content for end clients,” said Jason Powers, chief creative technologist at Brightline Interactive in a blog post. “From a developer perspective, porting apps from Android to iOS, especially for real-time rendered content, can be painstaking work. By utilizing CloudXR, we can quickly and easily add iOS as a target platform for our real-time networked augmented reality experience.”

With the continued improvements in streaming capabilities whether that’s thanks to WiFI 6 or 5G networks, both VR and augmented reality (AR) devices will greatly benefit from cloud computing, especially with more computing platforms support initiatives like CloudXR. Alongside iOS, CloudXR already supports PC headsets like HTC Vive, Android-based devices like Oculus Quest/Quest and Windows MR devices (HoloLens 2).

NVIDIA Omniverse

Back in 2017, NVIDIA revealed Project Holodeck, a physics-based collaboration tool for enterprise. NVIDIA Omniverse is the evolution of that project, enabling production teams to work together no matter where they are, even if they’re using different programs. The platform works thanks to the NVIDIA Omniverse Nucleus server, which manages the database, and NVIDIA Omniverse Connectors, compatible apps like Blender, Autodesk 3DS Max, Adobe Photoshop, Unreal Engine 4 and more.

“Every few decades, technologies converge to enable a whole new thing – Omniverse is such an invention,” said Huang, founder and CEO of NVIDIA. “Building on NVIDIA’s entire body of work, Omniverse lets us create and simulate shared virtual 3D worlds that obey the laws of physics. The immediate applications of Omniverse are incredible, from connecting design teams for remote collaboration to simulating digital twins of factories and robots. The science-fiction metaverse is near.”

The NVIDIA Omniverse Enterprise software will be available on a subscription basis this summer for small and large workgroups.

For continued updates from NVIDIA, keep reading VRFocus.

NVIDIA Unveils CloudXR 1.0 SDK to Advance VR/AR Streaming Over 5G & Wi-Fi

NVIDIA CloudXR

In the future cloud-based gaming could be key to reducing the size and weight of virtual and augmented reality (VR/AR) devices, taking away a lot of the need to have a whole PC on your face. In a step towards that possibility, NVIDIA has announced its CloudXR platform software development kit (SDK) to enable streaming across 5G and enterprise networks.

NVIDIA

Built on NVIDIA RTX GPUs, CloudXR has been designed to facilitate streaming of immersive XR experiences from anywhere, whether from a data centre or the cloud to connected headsets, Windows and Android devices.

Whether it’s over 5G, Wi-Fi or a high-performance network, CloudXR should enable graphics-intensive applications to be run on low-powered mobile devices thanks to NVIDIA’s GPU-powered edge servers. That means consumers can play the latest VR titles while businesses can speed up design reviews to increase creative productivity.

The SDK enables streaming of OpenVR applications to the aforementioned devices, wireless or tethered, and is currently in Early Access for developers to sign up to. The CloudXR platform includes NVIDIA RTX hardware, NVIDIA Quadro Virtual Workstation (QvDWS) drivers, and the CloudXR SDK.

NVIDIA VRS Siggraph

To help push this technology forward NVIDIA has teamed up with Ericsson and Qualcomm Technologies as they look make wireless 5G VR a reality.

Qualcomm detailed its intentions earlier this year announcing the Snapdragon XR2 platform and it reference design headsets. While Ericsson its developing the high-performance 5G networks needed to connect everything.

While these steps are towards the future as the 5G rollout continues, those in the US can try cloud VR computing first-hand thanks to gaming service Shadow and its Shadow VR Exploration Program which arrived in beta last month. Or there’s Mozilla’s Hubs Cloud which allows organisations to build their own social locations depending on requirements.

VRFocus will continue its coverage of NVIDIA and its latest VR/AR advancements, reporting back with further updates.