NVIDIA Omniverse XR Shows 3D Scenes In VR With Real-Time Ray Tracing

Omniverse XR lets you view 3D scenes in VR with real-time ray tracing.

NVIDIA describes it as “the first full-fidelity, fully ray traced VR”.

Omniverse XR supports importing highly complex USD file scenes with tens of millions of polygons. Unlike game engines, since full ray tracing is used no preprocessing or compiling is required. Inside VR objects can be repositioned and rescaled, and the lighting will adapt in real time.

The application interfaces with SteamVR, so theoretically should work with any PC headset. However, only the Oculus Touch and HTC Vive controllers are officially supported as input devices.

Of course, real-time ray tracing in virtual reality is no easy feat. NVIDIA lists the minimum required GPU as an RTX 3080 Ti, and the recommended requirement as two RTX 3090s with NVLink. To help with performance, Omniverse XR has built in static foveated rendering so only the center of the lens is rendered in full resolution. NVIDIA says the specific technique used here is “built specifically for real-time ray tracing”.

Whilst certainly an interesting experiment, those demanding settings are a good reminder of just how much computing power will be needed to power truly photorealistic VR running in real-time some day.

Omniverse XR can be downloaded inside the Omniverse launcher.

Nvidia Launches Early Access For Omniverse Computer Graphics And Simulation Platform

Nvidia said it’s launching early access to its Omniverse computer graphics and simulation platform that allows 3D creators to work collaboratively in real time on architecture, engineering, and construction projects. Omniverse was announced during Nvidia’s GTC 2020 keynote event, but CEO Jensen Huang had been teasing it for a while. It’s kind of like Google Docs for 3D artists, or, more expansively, like an artist’s version of the Metaverse.

The idea is to enable artists to work seamlessly in real time across software applications, either on-premises or remotely from around the world via the cloud, said Richard Kerris, head of developer relations for media and entertainment at Nvidia, in a blog post.

In his keynote talk, Huang previewed an update of Omniverse highlighting simulation and real-time graphics processing unit (GPU) rendering. He showcased Marbles, a playable game environment displaying real-time physics with dynamic lighting and rich physically based materials, as well as the platform’s latest AEC Experience feature set, which provides seamless connectivity between CAD applications with real-time visualization.

Collaboration for real-time creativity

Creating visual effects, architectural visualizations, and manufacturing designs typically requires multiple people collaborating across teams, remote work locations, and various customer sites for reviews. And 3D assets take shape over time, using an assortment of software tools.

But seamless data transfers across applications have long been a challenge for millions of artists, designers, architects, engineers, and developers globally. Using Pixar’s Universal Scene Description (USD) and Nvidia RTX GPU technology, Omniverse allows people to easily work with applications and collaborate simultaneously with colleagues and customers, wherever they may be, Huang said.

Omniverse lets artists design hotels in a 3D space.

Above: Omniverse lets artists design hotels in a 3D space.

Image Credit: Leeza SOHO, Beijing by ZAHA HADID ARCHITECTS

For years, visual effects collaborations have been done through exporting and importing large data sets and scene files. In 2010, Lucasfilm and Sony Pictures Imageworks joined together to create Alembic, an open computer graphics interchange framework that helped multiple studios ensure consistency and accuracy when working on the same project.

Pixar developed USD to provide an interchange of assets and enable collaboration on 3D scenes that may be intricately composed of many elemental assets. With a single scene graph and consistent API, USD delivers a rich toolset for reading, writing, editing, and rapidly previewing 3D geometry and shading.

Above: You could design the Millennium Falcon in Omniverse.

Image Credit: Nvidia/Lucasfilm

Omniverse benefits from the flexibility and consistency of the USD interchange format and builds upon it with synchronized workflows. Entire studio teams around the world can collaborate in real time as they create, with version control support needed to ensure production stays on track, Kerris said.

In Omniverse, the Portal connection module combines industry tools in a collaborative space so users can work on real-time modeling, shading, animation, lighting, visual effects, and rendering.

Epic Games has connected its Unreal Engine to work with Omniverse, as have a variety of other tool makers, like Pixar, Autodesk, and Trimble. Nvidia has also been working with companies like Lockheed Martin, Foster & Partners, and Volvo, which is testing Omniverse in its research and development workflows. Additional customers are putting Omniverse to the test in areas such as visual effects, AR/VR, manufacturing, architectural design, and robotics.

The Omniverse early access program is now available to customers who purchase the RTX Server configuration for AEC. They’ll be able to join the Omniverse AEC Experience program, which provides the full platform with Portal connections to Autodesk Revit, McNeel Rhino, and Trimble SketchUp.

This post by Dean Takahashi originally appeared on Venturebeat. 

The post Nvidia Launches Early Access For Omniverse Computer Graphics And Simulation Platform appeared first on UploadVR.

Virtuix And HP Sponsor $100,000 Prize Pool For Omni Arena VR Esports

Virtuix and HP announced that Omni Arena experiences will host a $100,000 VR esports prize pool in 2020, doubling the prize pool from this year. Omni Arena is a VR esports attraction that straps users into a harness while in VR and allows them to run on the spot in a treadmill-like manner, affording them free multi-directional movement in the game world.

Omni Arena attractions are available to the public in 12 different countries, including Australia, Canada, France, Germany, India, UK and the USA. You can view the full list of available locations on their site.

omni arena vr

The prize pool is shared globally across all locations, and will likely be split across the year in various small contests that run for limited amounts of time. For example, the current schedule for 2019 shows a contest running from October 24-27 for the game Core Defense, which you play in a team of 2. To compete, you just have to play the eligible game during the contest period at any of the Omni Arena locations. Your team’s scores will be placed on the global leaderboard, and there are cash prizes for the top global leaderboard rankings during the contest period.

For this upcoming tournament next week, first prize is $1,000 and an HTC Vive system. This year, the total prize pool was $50,000 across the year. With that amount doubled in 2020, you can expect some even higher cash prizes or more frequent tournaments.

To see upcoming tournaments for the remainder of 2019, you can visit the Omniverse siteWill you be participating in one of the contests next year? Have you tried the Omni Arena system before? Let us know your thoughts in the comments.

The post Virtuix And HP Sponsor $100,000 Prize Pool For Omni Arena VR Esports appeared first on UploadVR.

Virtuix’s Debut VR ARENA Achieves $30,000 + Revenue in First Month

When it comes to the consumer side of virtual reality (VR) entertainment becoming successful and making a profit can be both difficult and different paths. Location-based entertainment (LBE) is one avenue some companies are having success with, while others – like IMAX VR – have struggled. Virtuix, best known for its Omni treadmill, entered the LBE field with gusto last year announcing its VR ARENA attraction. And it seems to be onto a winner with the first installation recording significant attendance and revenue.

Omniverse VR ARENA

Virtuix installed the first VR ARENA at Pinballz, a family entertainment center in Austin, Texas, on 7th March 2019. After the first month, the small-footprint VR attraction managed to rake in over $30,000 USD in revenue from 2,200 plays.

“VR ARENA has exceeded our expectations,” said Darren Spohn, owner of Pinballz in a statement. “Guests are loving the experience, and we see strong repeat play. Thanks to the esports prize competitions, we’re able to attract a new audience of gamers and entice guests to play again and again.”

Powered by Virtuix’s “Omniverse” content platform the VR ARENA holds weekly and monthly esports tournaments sponsored by HP and HTC, with an annual prize pool of more than $50,000. Stats reveal more than 1,800 guests have played, paying $15 per play or $12 as part of a combo package. The age range for players varied from 5 to 65, with an average age of 26.

“The big draw of the attraction is the ability to walk and run around inside a video game,” said Jan Goetgeluk, founder and CEO of Virtuix. “Such a unique experience cannot be had at home. We’ve seen some customers drive for more than an hour to come play.”

With the ability to host up to four players at a time, VR ARENA has been designed as a high-energy VR esports attraction, using HTC Vive Pro headsets. The attraction can be operated by one attendant at a steady throughput of 20 players per hour. The Omniverse platform features 20 competitive titles for vendors to choose from.

As Virtuix installs more VR ARENA’s at entertainment venues, VRFocus will keep you updated on the company’s continued expansion into the LBE industry.

Virtuix Compacts Location-Based Entertainment With VR ARENA

Location-based virtual reality (VR) entertainment is becoming big business. looking to be one of the better avenues for both manufacturers and developers alike to make a profit. Virtuix, best known for its Omni treadmill, has announced the arrival of VR ARENA, an LBE attraction powered by Virtuix’s “Omniverse” content platform, designed to have a small footprint.

Omniverse VR ARENA

Created in collaboration with Funovation, the Omniverse VR ARENA aims to provide a high-energy esports attraction for up to four players at a time. Combining the brand-new Omni 2.0 motion platform alongside Omniverse’s 18 VR titles, the attraction has a compact footprint of 375 ft2 (35m2 ) and is highly automated, with a built-in staging area for quick player setup, a 4:1 player-to-attendant ratio, and a queuing app to eliminate revenue-losing wait lines.

“We’ve been organizing esports tournaments since 2016, and we’ve learned that competitive gaming boosts revenues,” says Jan Goetgeluk, founder and CEO of Virtuix in a statement. “Ongoing prize contests result in repeat play by guests and build a community of frequent and loyal players. Our VR ARENA attraction is exciting to both elite gamers and casual players. It’s incredibly fun to run around inside your favourite game, and everyone has a chance to win.”

To make VR ARENA that bit more competitive, Virtuix is giving all players a chance to win in ongoing weekly and monthly prize contests with an annual prize pool of $50,000 USD.

Omniverse VR ARENA

“VR ARENA incorporates two years of customer feedback,” continues Goetgeluk. “We’ve listened to the concerns of our existing customers, particularly regarding the Omni’s player setup time and labour needs, and we’ve worked hard to address them. VR ARENA benefits from the maturity of the Omni, which is now a tested and proven technology. To date, we’ve shipped more than 3,000 Omni systems to over 500 entertainment venues in 45 countries, resulting in more than 500,000 Omni play sessions.”

Virtuix and Funovation will be launching VR ARENA with a “show special” discount at IAAPA 2018 in Orlando from 13 to 16 November. Financing for the VR ARENA attraction will be available from $1,790 USD/month. For any further updates, keep reading VRFocus.

The Virtual Arena: The Attraction Industry’s VR Future! (Part 2)

Continuing the coverage of the Digital Out-of-Home Entertainment (DOE) applications of Virtual Reality, in his second part of Kevin Williams, charts developments that were seen at the leading International Amusement and Attraction convention in Orlando.

In this next part of our coverage from the show floor of the largest trade event dedicated to the theme park, attraction and amusement industry:

VR Standalone Enclosures

As previously covered in our first report from the record breaking International Association of Amusement Parks and Attractions Expo (IAE); and we follow on from the developers of facility based free-roaming VR backpack, multi-player experiences, we have seen new developments in this business approach.

Many exhibitors at IAE saw the appearance of Standalone VR Enclosures, that can offer the VR backpack experience with in a compact foot-print. These pop-up modular designs have gained momentum and made a big splash onto the scene. Leading the charge was media attraction developer TRIOTECH who in a far-reaching agreement partnered with game publishing powerhouse Ubisoft towards releasing their Virtual Maze. Developed with Asterion VR, this modular maze VR experience was launched to the IAE audience running Virtual Rabbids: The Big Maze. But this was revealed to only be the start, with TRIOTECH and Ubisoft taking to the stage to announce their partnership, and following the Rabbids title, will in 2018 also launch a game based on the successful Assassin’s Creed franchise.

Ernest Yale, President and CEO of Triotech and Deborah Papiernik, senior vice president of new business for Ubisoft
The TRIOTECH Virtual Maze in action

Major partnerships to drive adoption of new VR attractions is a common component of the growth of the Out-of-Home entertainment industries approach. Regarding development of Standalone VR Enclosures’, another prominent developer at the show was A.i. Solve, who presented their WePlayVR – a popular VR backpack enclosure system, having players’ either navigating a virtual temple, or alien invasion. In partnership with leading amusement manufacturer and distributor BANDAI NAMCO Amusement, the companies have already installed the system in over thirteen locations, with many more sales chalked up during the show.

The WePlayVR experience

VR Standalone Platforms

Beyond the dedicated enclosures, several exhibitors promoted standalone (pop-up) VR platforms, created to be placed in a wide variety of venues ranging from shopping malls, cinema foyers, and family entertainment centres (FEC). These standalone approaches came in multiple varieties – leading lasertag and escape room specialist, Creative Works has partnered with the developers of the HoloGate VR platform; a four-player VR platform for FEC operators to deploy. The tethered VR experience using the HTC Vive head-mounted display, and offering a competitive multi-player experience that proved popular with many of Creative Works clients.

The HoloGate VR system in full flow

Another company offering a plug-and-play solution for operators that want to deploy a unique VR experience was motion cinema seat developer MediaMotion. The company promoting their ReactiVR product range that includes the ‘Motion VR’ platform, a two-seat MediaMotion MX4D motion-seat, linked to HTC Vive headset and controllers. The company demonstrating available game content working directly with Skydance Interactive (Archangel) and The Rogue Initiative (Steel Cobras) to integrate their games with this immersive seat configuration.

The Motion VR experience

The ability to drop a turn-key VR solution was demonstrated from VRX Networks. The company has presented their VRX Zone – the platform partnering with Hollywood movie studios to produce VR interactive blockbuster movie experiences, leveraging the power of the big marketing budgets. VRX Networks looking to have installed at over 50 installations by the end of the year. Running on their Oculus VR headsets games promoting The Emoji Movie, Jigsaw and Jumanji motion pictures.

Various examples of turn-key VR standalone solutions were also seen from SMAAASH, an Indian based developer of FEC facilities and attractions for their market. The company promoted their Finger Coaster VR virtual rollercoaster and Vertigo, their walk-the-plank experienced. Another standalone approach was from CXC Simulations – the company famous for their competitive network racing simulator race rooms, have turned to VR applications with their over 20 facilities running VR race rooms, employing the HTC headset.

The Chinese developers have lead the charge in the out-of-home adoption of VR entertainment systems, and the leading developers came on mass to IAE to offer interested operators a range of platforms. Manufacturer NINED presented their range of products including the Baby Bear virtual viewers for younger guests, all the way up to the KAT Walk platform. The unique omni-direction VR system, offer competitive experiences.

The KAT Walk network experience

The other Chinese developers included Movie Power, with their Skiing VR piece and their more traditional egg-shaped 9D VR ride experiences. While developer Skyfun Animation showed their own selection of VR systems such as the motorcycle system Crazy Motorbike VR – these systems using the Deepoon BPVR E3 headset. One Chinese developer, LEKE VR, came to the Orlando show with their stylish racing car experience called the VR Racer. It was revealed that the company has signed an exclusive partnership with new UK operation Immotion Group – and following a fundraising of some £1.3m, the new operation plans to distribute VR Arcade pieces into the West.

VR Amusement Platforms

The ability to offer a VR experience in a package that operates similarly to a conventional video amusement piece has not been lost on developers of the latest platforms. Amusement machine manufacturers embracing the new technology to develop amusement quality VR standalone platforms, and the leading examples made the trip to IAE.

No stranger too VR amusement pieces, UNIS had already partnered last year with VIRTIX to launch their Omni Arena – network gaming experience that is now supported by the brand new Omniverse – a proprietary content delivery and arcade management platform for use by commercial Omni operators around the world. The UNIS booth at IAE saw two new VR systems, with the launch in the West of the game D-Day 2077 – a alien invasion VR experience with the player wielding a Gatling gun. The other game was Tiger Knight an ancient Chinese knight horse riding game. These games dependant on the use of the HTC Vive headset.

The UNIS based D-Day 2077

Amusement manufacturer LAI Games released Virtual Rabbids, the latest developer to partner with Ubisoft to utilize the lovable Rabbids brand. With their new VR amusement piece, the company has developed a two-rider motion simulator with three selectable VR experiences, LAI Games promoting the systems as the first attendant-free VR ride experience that is operated and serviced like any other coin-op amusement game.

Virtual Rabbids

VR Special Attractions

With a crowded show floor with the latest trends for the theme park and attraction sector – VR was defiantly a ubiquitous technology with many examples popping up across the event, not a niche but a definite trend in the market.

Of the less than usual applications seen at the show, and D3D Cinema, a company working with science museums and planetariums, has partnered with SOMNIACS to launch their Birdly VR physical flight simulator – the company revealing that they have placed the system in several museums, and are now looking to the amusement sector.

The big surprise in deploying VR into DOE saw the waterpark industry apply VR into their future business. The developer Ballast presented the on the Wiegand Sports booth what they called the world’s first aquatic VR headset – in partnership with the water slide developer, they are launching their VR Slide a system that marries a specially created VR experience.

The prototype Ballast waterproof headset

But Ballast was not the only developer of a waterproof VR headset for application in water parks. Turkish based Polin Waterparks, through their new interactive entertainment division Polin Games has partnered with VR specialist Polymorph to create their SplashVR – running a demonstration on their booth, with guests sitting in a rubber ring and using Samsung Gear VR’s, the actual attraction will use the specially developed waterproof headset of their design – riders viewing a unique game experience while traversing down the water ride.

The production version of the SplashVR waterproof headset

 

A demonstration of the SplashVR system

VR was everywhere at the IAE theme park show, even seeing it applied in a Mixed Reality experience. Created by N-Flatables, an inflatable race track accommodating RC car, specially configured with their own camera, what transmits the images to players wearing headsets and controlling the vehicles (called Live-Drive RC). This unique game experience is developed as a perfect private hire style attraction used for parties, and temporary installations.

The Live-Drive RC announcement

With the end of IAE for another year, it was clear that VR was fully imbedded in the thinking of the DOE scene. While the consumer videogame scene is still finding it hard to establish true mainstream momentum for the technology – some observers claiming that the latest consumer adoption of VR has stalled – for the attraction and amusement industry there has been an incredibly large investment towards deploying immersive technology into the mainstream business.

As an observer of the immersive technology scene, for me 2018 will be the proof of the pudding for this latest attempt to adopt VR into the attraction scene. We will now be in a position in the coming months where we will see a slew of new VR based attractions and operations opening across the globe. It will be this point where we see if VR can pay it way, and that this latest attempt to adopt the tech will be more than a novelty, and a bankable business – we will endeavour to cover the main developments in this sector in VRFocus.
Kevin Williams will return with The Virtual Arena in the New Year.

The Virtual Arena: The Attraction Industry’s VR Future! (Part 2)

Continuing the coverage of the Digital Out-of-Home Entertainment (DOE) applications of Virtual Reality, in his second part of Kevin Williams, charts developments that were seen at the leading International Amusement and Attraction convention in Orlando.

In this next part of our coverage from the show floor of the largest trade event dedicated to the theme park, attraction and amusement industry:

VR Standalone Enclosures

As previously covered in our first report from the record breaking International Association of Amusement Parks and Attractions Expo (IAE); and we follow on from the developers of facility based free-roaming VR backpack, multi-player experiences, we have seen new developments in this business approach.

Many exhibitors at IAE saw the appearance of Standalone VR Enclosures, that can offer the VR backpack experience with in a compact foot-print. These pop-up modular designs have gained momentum and made a big splash onto the scene. Leading the charge was media attraction developer TRIOTECH who in a far-reaching agreement partnered with game publishing powerhouse Ubisoft towards releasing their Virtual Maze. Developed with Asterion VR, this modular maze VR experience was launched to the IAE audience running Virtual Rabbids: The Big Maze. But this was revealed to only be the start, with TRIOTECH and Ubisoft taking to the stage to announce their partnership, and following the Rabbids title, will in 2018 also launch a game based on the successful Assassin’s Creed franchise.

Ernest Yale, President and CEO of Triotech and Deborah Papiernik, senior vice president of new business for Ubisoft
The TRIOTECH Virtual Maze in action

Major partnerships to drive adoption of new VR attractions is a common component of the growth of the Out-of-Home entertainment industries approach. Regarding development of Standalone VR Enclosures’, another prominent developer at the show was A.i. Solve, who presented their WePlayVR – a popular VR backpack enclosure system, having players’ either navigating a virtual temple, or alien invasion. In partnership with leading amusement manufacturer and distributor BANDAI NAMCO Amusement, the companies have already installed the system in over thirteen locations, with many more sales chalked up during the show.

The WePlayVR experience

VR Standalone Platforms

Beyond the dedicated enclosures, several exhibitors promoted standalone (pop-up) VR platforms, created to be placed in a wide variety of venues ranging from shopping malls, cinema foyers, and family entertainment centres (FEC). These standalone approaches came in multiple varieties – leading lasertag and escape room specialist, Creative Works has partnered with the developers of the HoloGate VR platform; a four-player VR platform for FEC operators to deploy. The tethered VR experience using the HTC Vive head-mounted display, and offering a competitive multi-player experience that proved popular with many of Creative Works clients.

The HoloGate VR system in full flow

Another company offering a plug-and-play solution for operators that want to deploy a unique VR experience was motion cinema seat developer MediaMotion. The company promoting their ReactiVR product range that includes the ‘Motion VR’ platform, a two-seat MediaMotion MX4D motion-seat, linked to HTC Vive headset and controllers. The company demonstrating available game content working directly with Skydance Interactive (Archangel) and The Rogue Initiative (Steel Cobras) to integrate their games with this immersive seat configuration.

The Motion VR experience

The ability to drop a turn-key VR solution was demonstrated from VRX Networks. The company has presented their VRX Zone – the platform partnering with Hollywood movie studios to produce VR interactive blockbuster movie experiences, leveraging the power of the big marketing budgets. VRX Networks looking to have installed at over 50 installations by the end of the year. Running on their Oculus VR headsets games promoting The Emoji Movie, Jigsaw and Jumanji motion pictures.

Various examples of turn-key VR standalone solutions were also seen from SMAAASH, an Indian based developer of FEC facilities and attractions for their market. The company promoted their Finger Coaster VR virtual rollercoaster and Vertigo, their walk-the-plank experienced. Another standalone approach was from CXC Simulations – the company famous for their competitive network racing simulator race rooms, have turned to VR applications with their over 20 facilities running VR race rooms, employing the HTC headset.

The Chinese developers have lead the charge in the out-of-home adoption of VR entertainment systems, and the leading developers came on mass to IAE to offer interested operators a range of platforms. Manufacturer NINED presented their range of products including the Baby Bear virtual viewers for younger guests, all the way up to the KAT Walk platform. The unique omni-direction VR system, offer competitive experiences.

The KAT Walk network experience

The other Chinese developers included Movie Power, with their Skiing VR piece and their more traditional egg-shaped 9D VR ride experiences. While developer Skyfun Animation showed their own selection of VR systems such as the motorcycle system Crazy Motorbike VR – these systems using the Deepoon BPVR E3 headset. One Chinese developer, LEKE VR, came to the Orlando show with their stylish racing car experience called the VR Racer. It was revealed that the company has signed an exclusive partnership with new UK operation Immotion Group – and following a fundraising of some £1.3m, the new operation plans to distribute VR Arcade pieces into the West.

VR Amusement Platforms

The ability to offer a VR experience in a package that operates similarly to a conventional video amusement piece has not been lost on developers of the latest platforms. Amusement machine manufacturers embracing the new technology to develop amusement quality VR standalone platforms, and the leading examples made the trip to IAE.

No stranger too VR amusement pieces, UNIS had already partnered last year with VIRTIX to launch their Omni Arena – network gaming experience that is now supported by the brand new Omniverse – a proprietary content delivery and arcade management platform for use by commercial Omni operators around the world. The UNIS booth at IAE saw two new VR systems, with the launch in the West of the game D-Day 2077 – a alien invasion VR experience with the player wielding a Gatling gun. The other game was Tiger Knight an ancient Chinese knight horse riding game. These games dependant on the use of the HTC Vive headset.

The UNIS based D-Day 2077

Amusement manufacturer LAI Games released Virtual Rabbids, the latest developer to partner with Ubisoft to utilize the lovable Rabbids brand. With their new VR amusement piece, the company has developed a two-rider motion simulator with three selectable VR experiences, LAI Games promoting the systems as the first attendant-free VR ride experience that is operated and serviced like any other coin-op amusement game.

Virtual Rabbids

VR Special Attractions

With a crowded show floor with the latest trends for the theme park and attraction sector – VR was defiantly a ubiquitous technology with many examples popping up across the event, not a niche but a definite trend in the market.

Of the less than usual applications seen at the show, and D3D Cinema, a company working with science museums and planetariums, has partnered with SOMNIACS to launch their Birdly VR physical flight simulator – the company revealing that they have placed the system in several museums, and are now looking to the amusement sector.

The big surprise in deploying VR into DOE saw the waterpark industry apply VR into their future business. The developer Ballast presented the on the Wiegand Sports booth what they called the world’s first aquatic VR headset – in partnership with the water slide developer, they are launching their VR Slide a system that marries a specially created VR experience.

The prototype Ballast waterproof headset

But Ballast was not the only developer of a waterproof VR headset for application in water parks. Turkish based Polin Waterparks, through their new interactive entertainment division Polin Games has partnered with VR specialist Polymorph to create their SplashVR – running a demonstration on their booth, with guests sitting in a rubber ring and using Samsung Gear VR’s, the actual attraction will use the specially developed waterproof headset of their design – riders viewing a unique game experience while traversing down the water ride.

The production version of the SplashVR waterproof headset

 

A demonstration of the SplashVR system

VR was everywhere at the IAE theme park show, even seeing it applied in a Mixed Reality experience. Created by N-Flatables, an inflatable race track accommodating RC car, specially configured with their own camera, what transmits the images to players wearing headsets and controlling the vehicles (called Live-Drive RC). This unique game experience is developed as a perfect private hire style attraction used for parties, and temporary installations.

The Live-Drive RC announcement

With the end of IAE for another year, it was clear that VR was fully imbedded in the thinking of the DOE scene. While the consumer videogame scene is still finding it hard to establish true mainstream momentum for the technology – some observers claiming that the latest consumer adoption of VR has stalled – for the attraction and amusement industry there has been an incredibly large investment towards deploying immersive technology into the mainstream business.

As an observer of the immersive technology scene, for me 2018 will be the proof of the pudding for this latest attempt to adopt VR into the attraction scene. We will now be in a position in the coming months where we will see a slew of new VR based attractions and operations opening across the globe. It will be this point where we see if VR can pay it way, and that this latest attempt to adopt the tech will be more than a novelty, and a bankable business – we will endeavour to cover the main developments in this sector in VRFocus.
Kevin Williams will return with The Virtual Arena in the New Year.

Omni Treadmill: Virtuix enthüllt Omniverse-Plattform und 16 Titel [Update]

[Update] Virtuix hat für seine „Tretmühle“ Omni die Omniverse-Plattform und gleichzeitig 16 VR-Titel enthüllt. Der Hersteller vertreibt die Hardware an kommerzielle Anbieter. Über Omniverse können Arcade-Betreiber beziehungsweise die Spieler auf alle Titel zurückgreifen, sie werden von Virtuix nach Minuten abgerechnet. Weitere Spiele sollen noch folgen.

Die Titel in Omniverse sind:

• AFFECTED – The Manor
• Bow Master
• Coin Rush
• Hyperdrome
• Karnage Chronicles
• Nature Treks VR
• Omni Arena
• Primordian
• Project Ghost
• Quell 4D
• QuiVr
• The Bellows
• The SoulKeeper VR
• TRAVR: Shadow Ops
• TRAVR: Training Ops
• VRZ Torment 

Virtuix Omni Treadmill

Originalmeldung:

Der Laufstall für unbegrenzte Fortbewegung in VR auf kleinstem Raum hat einen Vertrieb für Deutschland, Österreich und die Schweiz (DACH) gefunden: die Nürnberger nous GmbH berichtet, dass bereits Anfang September erste Laufställe von Virtuix Deutschland erreichen sollen. Allerdings hat die Sache zwei Haken: Auf Wunsch des Herstellers dürfen nur Gewerbetreibende zuschlagen und die Virtuix Omni kostet jetzt das Mehrfache als seinerzeit bei der Kickstarter-Kampagne.

Virtuix Omni Treadmill: Endlos-Runner für VR ab September für Deutschland, Österreich und Schweiz

So schön Room-Scale auch ist: eher früher als später stößt man an Grenzen beziehungsweise eine Wand. Umgehen lässt sich das Problem mit der Virtuix Omni Treadmill, auf der man auf der Stelle unendlich lange laufen kann. Das Kickstarter-Projekt begann bereits im Juni 2013 und konnte in 48 Tagen über eine Million US-Dollar sammeln. Es gehört damit zu den erfolgreichsten VR-Kampagnen auf der Plattform.

Der Preis für die Omni lag seinerzeit bei rund 400 US-Dollar und enthielt die erforderlichen Schuhe, Tracking Hardware und einen Gürtel für das Omni-Rack. Bis zur Auslieferung dauerte es allerdings erheblich: Noch im Dezember 2016 mussten Teilnehmer an der Kampagne auf den Laufstall warten. Zudem stornierte der Hersteller internationale Bestellungen und lieferte lediglich an Kunden in den USA aus.

Zumindest Gewerbetreibende können das inzwischen laut nous verbesserte Produkt ordern, ab September sollte die Auslieferung dann im DACH-Bereich erfolgen können. Billig wird der Spaß wohl nicht, der Vertrieb nous spricht von einem Mehrfachen des Kickstarter-Preises. Endkunden bleibt also nichts übrig, als sich nach einer Arcade-Halle mit Omni umzusehen, wenn sie den Laufstall ausprobieren wollen. Aktuell nennt der Vertrieb drei Anlaufstellen: Die VR-Lounge in Berlin, das Giga-Center in Köln und die Virtuis VR-Arcade in Nürnberg. Allerdings sollen bereits weitere Arcade-Hallen ihr Interesse bekundet haben.

Bisher stehen offiziell erst drei Titel bereit, die mit dem Laufstall kompatibel sind: TRAVR Training Ops, TRAVR Shadow Ops und OMNI ARENA. Außerdem gibt nous bekannt, dass noch mehr Spiele zugesagt oder in Planung sind. Im April diesen Jahres verkündete Virtuix eine Partnerschaft mit HTC und gab bekannt, dass man drei neue Spiele unterstützen wolle: den Zombie-Survival-Titel Arizona Sunshine, das VR-Horror-Spiel The Bellows sowie den First-Person-Shooter Quell 4D.

Der Beitrag Omni Treadmill: Virtuix enthüllt Omniverse-Plattform und 16 Titel [Update] zuerst gesehen auf VR∙Nerds. VR·Nerds am Werk!