The Virtual Arena: The Ascendance of Arena-Scale Entertainment – Part 2

The Virtual Arena

The second and final part of his report observing the current immersive Out-of-Home entertainment scene for VRFocus. In his latest Virtual Arena column, industry specialist Kevin Williams concludes his overview of the Free-Roaming VR sector in LBE, and looks at the key developments, and the next phase of investment as the market re-emerges.

Continuing the coverage of the impact that free-roaming out-of-home entertainment is having on the re-emerging market, we see that major IP and a continuation of business are driving the sector. While many tried to paint the post-COVID LBE VR market as doomed – the reality is that the market has started to re-emerge from lockdown and are seeing a return of their audience, while the operators that have survived the loss of business now look to the investment towards the next phase of establishing their prospects.

Battle Arena
Battle arena – Image credit: KWP

The Re-emergence of the Free-Roam Business

Establishing a full suite of VR entertainment experiences for the various needs of the entertainment venue business has been a constant challenge for many corporations. One of those that has established an important place in the market is VRstudios. Along with the company’s enclosure and free-standing VR platforms (‘ATOM’), they have also defined backpack VR arena experiences with their ‘FLEX’ VR game arena platform. Supporting from four to eight players in either small 25’x25’ to big 40’x40’ arenas, using their Attraction Management Platform (AMP) to integrate the hardware support working with the HTC Vive headset and HP backpacks.

The company before the pandemic had installed the first ‘FLEX Arena’ system in partnership with entertainment chain Dave & Buster’s demonstrating the value of adding a new attraction and revenue source to otherwise underutilized space. This level of flexibility opening the opportunity to venues of all scale to include a free-roaming arena in their offering. As with all their range, ‘FLEX’ is supported by the company’s overarching Attraction Management Platform (AMP) that handles content and operation of their systems – and also supports the VR sports competitive element of their platform, bringing an eSports capability to the ‘ATOM’ and ‘FLEX’, and free-roaming experiences, in general.

Nomadic VRthe company had initially wanted to develop their own videogame content, but after an initial process, reverted to a partnership to license a version of the popular zombie shooter from Vertigo Arcade (‘Arizona Sunshine: Contagion Z’). But soon the reality of what they offered impacted the plans of the operation. Long before the pandemic, Nomadic had closed its Orlando flagship venue (only open some eleven months) and plans for Las Vegas and Los Angeles sites were shelved. But the company has built on the valuable lessons it has learned from operating in the sector and during 2019 partnered on a major installation creating a pay-to-play LBE VR experience, Vader Immortal: Lightsaber Dojo, based on the consumer VR experience (Star Wars Lightsaber Dojo). In September it was announced that following this initial test, Nomadic and ILMxLabs would be partnering to make Lightsaber Dojo more efficient for family entertainment centres and arcades to operate in a tethered upright amusement version.

Vader Immortal Lightsaber Dojo

Backlight – known for their innovative VR escape game and arena-scale attraction has not been dormant during the lockdown period and are part of the new opening news. The Las Vegas-based AREA15 venue labelled as a 200,000-sq.,ft., “experiential art, retail and entertainment complex”, will be the flagship location for a brand new platform from Backlight – a 6,000sq.,ft., space that will have two groups of six play. The ‘OZ Experience’, pop-up LBE VR installation that will utilize backpack PC’s and offer a compelling attraction to support the eclectic mix of partners for this experimental entertainment venue. But Backlight has also been working on other projects launching this year based on their VR escape gaming and new innovative experience platforms. The company looking at rolling out their new innovative platform for wider deployment, most recently for their groundbreaking free-roaming experience Toyland: Crazy Monkey – combining a unique D-BOX motion seat system, married into the free-roaming experience, players take on hordes of toy enemies as they are shrunk into toyland.

Toyland
The motion seat part of the unique Toyland experience. Image credit: YMAGIS

While others are re-assessing their LBE VR aspirations, other new incumbents are entering the water and applying much of the lessons learned from theme park style attraction presentation. One of the veteran attraction manufacturers is Mack Ride (part of Mark International) and they have over recent years established a media-based interest. Launched in September YULLBEFull Body Tracking Free-Roaming VR Experience, developed by new division MackNeXT in cooperation with VR Coaster and Mack Rides. Working in calibration with motion tracking specialists Vicon, the YULLBE attraction offers two unique arena-scale experiences which can accommodate up to 32 users – what could be called an “Attraction-scale Platform.” The first being a fully tracked, backpack PC experience presented through the Pimax 4K VR headsets (customised for the attraction). But this is not a one-off installation, YULLBE is part of a roll-out of a chain of LBE VR centres across Europe.

YULLBE
YULLBE players don Pimax and PC backs. Image credit: MackNeXT

The European developer DIVR Labs has proven to be a strong developer of free-roaming VR experiences, most notable for their installation at the Hamleys Toy Store in Prague in the Czech Republic. The operation reconfigured the basement of the toy store to turn it into the Golem VR attraction. An arena-scale immersive experience that was based on the 15th Century Prague folk law, where Rabbi Löw created a creature known as a Golem. The attraction employing backpack PC’s, Oculus Rift CV1 headsets and the use of Ultraleap hand tracking – players in groups of four traversing the virtually created cityscape, the environment employing physical as well as virtual effects with great results.

Building on this success and the DIVR team started to roll out several experiences at new locations but were impacted by the lockdown of business with the global situation. Now re-emerging from this lockdown and the company reveals its first new installations at the Premium Outlet Prague Airport called Meet the Dinosaurs. The free-roaming time-travelling dinosaur experience transporting groups of four players back 80 million years, in an area of ​​150 square meters (players using backpack PC’s and HP Reverb headsets). Quickly following on from this, and the third DIVR location opened in the UAE.

DIVR Labs

One of the European developers that has grown a strong following in the LBE VR, is Swiss-based TrueVRSystems. Having been one of the first to develop an effective free-roaming platform incorporating multi-player and physical effect immersion – the operation has gone on to license its platform across numerous sites. During last year, the company announced plans to expand the level of capacity of their virtual worlds, accommodating 10-player simulations. This was the fifth VR arena-scale experience created by the company, supporting the OptiTrack system, and running on Oculus Rift CV1 headsets – with the use of the StrikerVR weapon system. At the time leading up to lockdown, the operation had content licensed across some 13 venues, with plans for new US and EU venues. 

A crowded landscape of free-roaming developers and one of the early developers is VEX Solutions – with a suite of different VR applications, the company has their VEX Adventure turnkey platform, offering 6m x 6m virtual arena for players for up to four PC backpack wearing players, using HTC Vive headsets, including the use of haptic vests. The VEX platform offers physical effects (heat, olfactory and vibration) within the arena to enhance the virtual experience – offering some six available games, on average offering 40-minutes of play from developers such as ECLIPSE and Backlight Studios.

Another backpack PC VR arena developer and operator is MASSVR – the company had established in Chicago their unique interpretation of the multiple player experience. Long before Fortnite was a thing, the company had installed an 8,000 square feet VR arena in a converted department store floor plan. This Westfield, Skokie location would be joined by a dedicated facility in Bloomington, IL – offering one of the largest mass playing experiences with some 16-players simultaneously. The game experiences are PvP style with teams battling through environments to capture the flag – but in a unique immersive element, the games incorporate virtual jetpacks and zip-lines, as well as an assortment of weaponry. The company with its emergence from lockdown announced the addition of its VR Champions high-action active game experience with a group of eight players in a “head-to-head” competition. 

MASSVR
Players ready for the MASSVR experience. Image credit: MASSVR

One of the start-ups that gained some coverage was BiggerInside – the company showed a free-roaming concept back in 2019 at the IAAPA Europe event and went on to roll out their concept called Protocol 223. It uses the Microsoft MR tracking system, with HP Reverb headset and HP-Z-VR backpack PC – the system had the additional element of full body and hand tracking through extensive “eXosuit” fully body tracking, favouring a softer style of play away from players brandishing weapons. The four-player game arena also included physical maze wall elements to marry the physical and virtual worlds together and created a unique PvP style of experience.

The VR arcade scene has striven to broaden its appeal, looking for the latest innovation to keep relevant. The ability to offer a turn-key arena-scale offering to the widest audience has seen the free-roaming genre added to the libraries of content providers. One of the established facility management and content providers to hundreds of VR arcades is Synthesis VR, and in August the company partnered with Secret Location, to launch a free-roaming, multiplayer version of their previous popular content, releasing Blasters of the Universe: Infinity Forever. This attraction takes the original wave-based shooter and brings it to the world of arena-scale.

Blasters of the Universe: Infinity Forever

As previously reported other developers have started to offer free-roaming plug and play solutions for operators wanting to add this level of entertainment to their facility. As we covered in the first of our venue visits after lockdown, the escape room scene has embraced VR – and we had seen that Vertigo Arcades, along with an arena-scale version of their popular Arizona Sunshine, had released the brand new title Ghost Patrol VR, also for four players and also as a simple turn-key VR arcade addition. Vertigo Arcades had worked closely with Nomadic on a unique version of their popular title, creating Arizona Sunshine: Contagion Z as an exclusive version only for their LBE venues. Charting the major movements in the LBE sector of late, and just as we went to the wire news came from the Dutch game’s parent. It was announced that Vertigo Games Holding had had 100-per-cent of their shares acquired by Koch Media GmbH Austria – a wholly-owned subsidiary of Embracer Group AB, (more commonly known as THQ Nordic), for $59.3m. 

Other major developments continue to underpin the more positive nature of this sphere of immersive tech following the upheaval. SPREE Interactive – despite COVID-19, major venue openings have been taking place. In August SPREE Interactive in partnership with Pixomondo (Hollywood FX house) and broadcaster giant ProSieben launched Mission to Mars attraction at Forum Schwanthalerhöhe, Germany. An example of a pop-up retail unit installation for an immersive 10-player free-roaming VR experience. ProSieben’s popular Galileo television program is recreated immersively with a 15-minute VR experience, having guests take on an adventure to investigate humanity’s possible survival on the red planet. The attraction employing Pico standalone VR headsets and SPREE’s unique architecture that alleviated the need for backpack PC’s. Opened in August as the European LBE VR scene re-emerged from lockdown, an extremely popular attraction with audiences seeing over 60-per-cent capacity which has led the mall owner HBB to expend the attraction until the end of November.

Red Planet - SPREE Interactive
Players get ready to visit the Red Planet. Image credit: SPREE Interactive

Hyperverse – had heavily promoted their interpretation of what was needed, with their “full-immersion free-roam VR park” concept. The company had achieved initial success with installations as part of existing entertainment venues in Moscow, Chelyabinsk, New York, and Samara, the operation had initially raised some $1.5m in investment. Their hopes of being a turn-key solution was difficult as the water became crowded with more start-ups entering the free-roaming arena. Offering three free-roaming experience for between two and six players over 25-minutes, at venues such as Moscow’s ArenaScape.

While most arena-scale investment has been for LBE VR as seen in these reports, there are new applications for free-roaming experiences being developed for the arts. It was revealed recently that in London, The Royal Opera House (ROH) has been developing the first “hyper-reality opera” in partnership with Figment Productions (known for their work in theme parks and attractions). The free-roaming VR experience will place the user in the heart of an original operatic, artistic creation (inspired by the freeing of Ariel from The Tempest). The arena-scale application incorporating 4D effects married to the immersive experience, is called Current, Rising. It is scheduled to open later this year in the Linbury Theatre, part of the Opera House in Covent Garden, London. In what has been described as “historic stagecraft and cutting-edge technology”.

The Road Ahead

One of the key aspects of the latest phase of development in LBE VR has been the adoption of free-roaming applications. What industry specialist KWP has dubbed “Phase Five” of the latest adoption of VR into the commercial entertainment landscape, where vast cumbersome and technologically complicated free-roam arenas were deployed. In many cases employing camera-based mapping and tracking of objects in a complicated ballet usually referred to as SLAM (Simultaneous Localization Mapping). With advancements in technology and the simplification of the process the ability to track multiple users within an arena has been achieved, and the cost reductions are being applied towards creating cost-effective solutions.

The new generation of FAM (Flexible Arena Mapping) platforms will drive the investment in more free-roaming installations. No matter the consumer VR scene hopes to encroach on the experiences achievable with free-roaming, such as with “Co-Location” – the unique entertainment offering from this installation in a commercial setting, is still highly compelling, and unbeatable.

Pimax Secures $20m in Series B Funding Round

Pimax VISION 8K X

Pimax might not be as big a name in virtual reality (VR) hardware as others but the company has continually strived to make its consumer headsets standout with features like wide FoV’s and increased resolutions. Helping continue that development, the company has announced a successful Series B funding round to the tune of $20 million USD.

Pimax 8K X, 8K PLUS, 5K PLUS comparison

Having previously held a Series Pre-A round back in 2016, followed by a Series-A round in 2018, Pimax also held a successful Kickstarter crowd-funding campaign in 2017, achieving over $4 million. These have led to several headset designs with five currently available of the website, from the entry-level Artisan all the way up to the Vision 8K X.

The new investment from the likes of Shanghai-based Ivy Capital and CDF-Capital in Shenzhen will help Pimax continue to make advancements in VR, with the company noting in a press release that it was able to: “improve the entire product line and even expand mass production volumes.”

“We are different from other competitive players in this industry because we started with VR and VR is all that we do,” said Pimax Founder Robin Weng in a statement. ““Pimax products are just like a kid who experiences surprises and excitement, faces challenges, makes mistakes, gets criticized, learns lessons and receives love and support. We have acquired a great deal of experience and that is the fuel for this new investment. Alongside this investment we have arrived at a new strategic layout for moving into the future.”

Pimax VISION 8K X w_ deluxe modular audio head strap
Pimax Vision 8K X with optional Deluxe Headphone Strap

Currently, the base Artisan model retails for €449 EUR, offering a wide 140-degree field of view (FoV) – most consumer headsets tend to be around 110-degree’s – with a resolution of 1700 x 1440 per eye. While the Vision 8K X boasts dual native 4K resolution screens and a 200-degree FoV for €1,199. All of Pimax’s headsets support SteamVR tracking as well as Valve Index controllers which those prices do not include.

“In the time leading up to this new investment resources were more limited and unfortunately, we had to tackle issues sequentially and this increased the time required for solutions to be identified and implemented. This had the most profound effects in departments such as logistics and technical support,” Weng continued. “With the additional resources and the solid revenues we are experiencing, we can address issues and complete projects in parallel with considerably greater speed and efficiency. Other ongoing improvements are within other teams for personnel and equipment that include R&D, engineering and manufacturing capabilities. Of course, customer satisfaction is our number one priority so above all else we are focusing our efforts with our support, logistics and warehousing teams to ensure our most important resource – our customers – are always taken care of.”

For further updates on Pimax developments, keep reading VRFocus.

Pimax Secures $20M Series B Funding to Further Develop Wide Field of View VR Headsets

Pimax, the Chinese startup building wide field of view (FOV) virtual reality headsets, has secured $20 million in Series B financing.

Shortly after completing its successful Kickstarter campaign in late 2017, which garnered the company $4.2 million in crowdfunding to produce its “8K” wide FOV headset, Pimax then secured a respectable $19.2 million Series A to further its reach. The company’s Series B brings its overall outside investment to $39.2 million.

Major participants in the company’s Series B include Shanghai-based investment firm Ivy Capital and CDF-Capital, based in Shenzhen.

Pimax is best known for producing its first Pimax “8K” headset, which (dubious marketing name aside) included dual 4K panels boasting one of the industry’s widest FOVs in a consumer VR headset at an estimated 200 degrees. Many VR headsets, such as Oculus Rift S, Oculus Quest 2 and Valve Index, typically sit somewhere around 110 degrees, making Pimax a unique offering in the consumer space.

Pimax “8K” V5 prototype | Photo by Road to VR

In the following years the company produced several iterations of its line of “8K” and “5K” wide FOV headsets. The company’s latest flagship—VISION “8K” X, priced at $1,300—features 4K native resolution per eye and a number of iterative improvements over the original such as integrated audio, a damage resistant coating, and better software integration with SteamVR games.

“Recently, during the difficult Covid-19 pandemic Pimax was able to successfully improve the entire product line and even expand mass production volumes,” says Pimax founder Robin Weng. “This new $20M USD funding marks a significant milestone that has brought Pimax to a brand-new chapter of its development. Pimax’s market-tested unique innovations include breakthroughs in field of view, resolution and software compatibility.”

Pimax “8K”, Photo by Road to VR

Weng says that leading up to its latest cash injection its resources were more limited, so the company had to address issues sequentially, something which had “profound effects in departments such as logistics and technical support.”

“With the additional resources and the solid revenues we are experiencing, we can address issues and complete projects in parallel with considerably greater speed and efficiency,” Weng adds. “Other ongoing improvements are within other teams for personnel and equipment that include R&D, engineering and manufacturing capabilities. Of course, customer satisfaction is our number one priority so above all else we are focusing our efforts with our support, logistics and warehousing teams to ensure our most important resource – our customers – are always taken care of.”

In the past, Pimax has been admittedly pretty fast and loose on its promises to both backers and pre-order customers, oftentimes successively delaying main product launches as well as its long-awaited accessories. There’s still no ETA when all backers will receive both the hand and eye-tracking modules first mentioned in the company’s “8K” Kickstarter nearly four year ago, which have been consistently out of stock since the company started shipping in July.

We’re hoping the company’s new funds will help move those out the door sooner rather than later.

The post Pimax Secures $20M Series B Funding to Further Develop Wide Field of View VR Headsets appeared first on Road to VR.

Pimax’s Eye & Hand Tracking Modules Shipping to Backers “in a month”

Pimax has announced that both eye and hand tracking modules, both of which were included as stretch goals in its original 2017 Pimax “8K” headset Kickstarter, are shipping out to backers soon.

A Pimax spokesperson took to Reddit Sunday to reveal that both eye and hand tracking modules will be shipping “in a month” to backers.

“Backers will be able to get the eye tracking for $99 for a limited time,” the spokesperson says. “The price is greatly below the cost to produce it. The price will be much higher when we retail this later in the year.”

The 7Invensun-developed eye-tracking modules teased last year were slated to cost $300 MSRP, however there’s no telling what the final price will be once the company opens up orders to the general public.

Image courtesy Pimax

The company’s hand tracking, which is powered by Ultraleap (ex-Leap Motion), is quoted to cost $170 when bought direct from the company’s website. It’s uncertain whether backers will also be offered a lower price here as well to account for a near three-year wait.

SEE ALSO
Pimax's Full VR Headset Lineup Compared

Hand tracking is slated to arrive around one week after eye-tracking, however the spokesperson says the company will “probably combine with other stretch goal items to decrease the number of shipments. We might offer a program where those who want them faster can just pay for shipping.”

“We also been testing a very impressive new game that supports the hand tracking,” the spokesperson teases.

For all of Pimax’s follies (and there are many), the company has been steadfast in fulfilling goals and continuing its development to hone its ever-growing swath of high field of view VR headsets. What’s more, both eye and hand tracking modules are said to fit in all Pimax headsets, which is a good thing considering how many variations we’ve seen devised since the original 2017 crowdfunding campaign.

The post Pimax’s Eye & Hand Tracking Modules Shipping to Backers “in a month” appeared first on Road to VR.

Hands-On: Spaceteam Is Full Of Absolute Co-Op Choas

There aren’t many more panic inducing activities then being trapped in a chaotic situation with little options to free yourself. If you happen to find yourself trapped on a malfunctioning space station and only have your crew to fly on, as you do in Spaceteam VR, then the situation is even worse.

During PAX East 2020, I got the chance to go hands-on with Spaceteam VR, and what I found was a surprisingly faithful step up from its mobile predecessor.

For those unaware, Spaceteam originated in 2012 as a mobile game, allowing players to participate in a cooperative effort to save themselves and the spaceship they were on. The premise is fairly simple: each player has access to a terminal that receives directions for the other players to do. By working as a team – or shouting at each other, as that often happens instead – the goal is to continue beating levels and keeping your spaceship intact.

In Spaceteam VR, the premise is basically the same, only made much more chaotic thanks to the capabilities that virtual reality allows. Instead of just pressing a touch screen to fix things, you’ll have to actually reach out and interact with the various items at your terminal. Alongside the added three-dimensional twist, being strapped into a VR headset adds a surprisingly difficult component to things. Understanding and reacting to the instructions being yelled to you becomes a bit more difficult when you have to constantly be on a swivel to find exactly what doohickey you’re supposed to press or pull. Combine that with having to shout out other directions while listening for your own, and it provides an extremely frantic but incredibly fun time.

Spaceteam VR

Spaceteam VR features three different difficulties, with the harder difficulties giving players many more controls to be responsible for while amping up just how tough the anomalies that occur are. In easier modes, you might only be responsible for a handful of duties, but tuning things to the hardest difficulty will require you to be on your ‘A’ game. According to Cooperative Innovations, some of the tougher anomalies will include player’s heads shrinking, instructions being presented backwards or with missing letters, and in-game voices on players becoming high pitched and hard to decipher.

Elsewhere in the game, controls are pretty standard for VR titles. You’ll have levers to reach out and grab, buttons to push, and items to grab on the fly as you try to complete your specific instructions. Putting out fires, taking down aliens that try to invade the ship,and having to hammer out mistakes are just some of the many other trials you’ll face while attempting to stay alive. The longer you go, the tougher the challenges you face become, until you eventually find yourself frantically yelling at a teammate to repeat orders as a fire rages on in front of you.

The real draw of a game like Spaceteam VR is in its group play settings a bit like if everything went wrong in Star Trek: Bridge Crew, and Cooperative Innovations seems to have thought of that at every turn. Although the game is primarily meant for virtual reality, players will be able to join in locally on their smartphones or tablets and play along. It’s a great feature that will no doubt come in handy when playing the game, especially because of its six player capabilities. Thankfully for players who don’t have access to a ton of people, Spaceteam VR will also support cross-play between Oculus Quest and other PC VR platforms, in an effort to make the game as accessible as possible to a large base of players.

While Spaceteam VR may not be the most innovative title, but it does offer a ton of replayability and a very fun atmosphere once you dive in. Combine that with the fact that Cooperative Innovations has presented a ton of ways to play, and Spaceteam VR is easily one of the most accessible and fun titles to land on a VR device in some time. There’s no doubt this has the potential to become a big party game in the same vein of Keep Talking and Nobody Explodes, and it wouldn’t be a surprise at all to see it happen.

Spaceteam VR

Spaceteam VR is currently set to launch sometime in April, and will be available on Oculus Quest and PC VR, with a PSVR release planned for sometime this year.

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Pimax to Make Ultraleap Hand Tracking Available Across Entire Headset Range

Ultraleap’s hand tracking technology has found its way into enterprise virtual reality (VR) headsets like VRgineers’ XTAL or the Varjo VR-2 Pro but for consumers, it was a case of tacking on the Leap Motion controller. But thanks to a new collaboration with Pimax that could soon be a thing of the past.

Pimax - Ultraleap Module

The two companies have confirmed that all of Pimax’s product range will be able to use a new module which neatly connects to the underside of the headset. That means not only will Pimax’s latest 8K X and 8K Plus flagship headsets be compatible but even the entry-level Artisan will be.

Featuring Ultraleap’s latest hand tracking technology the module specifications include a stereoscopic IR camera that creates an interaction zone of up to 100cm (40″) range, extending from the device in a 160×160[AH1] ° field of view (FoV). It’ll be a plug and play solution working in conjunction with Ultraleap’s software platform.

“We’ve been working with the Ultraleap team for some time now and we are so excited to be able to officially bring this amazing technology to the gaming and immersive computing community,” said Kevin Henderson, COO of Pimax, in a statement. “As the most advanced hand tracking available, we can’t wait to see our supporters play around with this addition and finally have the power of natural interaction for all of their VR experiences. Final production arrangements are well underway and we expect to make these modules available to the Pimax community in Q2 2020.”

“Using our hands, as we do in the physical world, is a fundamental element needed as we interact with the digital world. What’s so important about this agreement is that it means even more people will be able to experience the magic of hand tracking,” adds Steve Cliffe, CEO of Ultraleap.

With the $169.95 USD Ultraleap hand tracking module slated to be available in the next few months, you can head to its listing on Pimax’s website to sign up for notifications.

Pimax unveiled its latest 8K resolution headsets late last year before showcasing them at CES 2020 last month. VRFocus will continue its coverage of Pimax, reporting back with its latest hardware updates.

Pimax Founder: We Have Global Customer Support, COO Had ‘Limited Information’

Pimax COO Kevin Henderson recently stated that the company’s customer support was now all from China. Pimax’s founder now tells us that its COO “has limited information towards other regions”, and that “as a global company group, it usually takes 2-3 weeks to synchronize all the information”.

Pimax is a company which sells wide field of view PC VR headsets to enthusiasts. It became widely known in 2017 after launching a Kickstarter campaign.

This article details the context of our previous article as well as a new statement we received from Pimax head Robin Weng. If you just want to read about the new statement, skip to ‘Global Support Centers, Hotline Coming’.

Henderson’s Interview Statements

On January 2, Pimax COO Kevin Henderson gave an interview to the MRTV YouTube channel. Near the end of the interview, MRTV host Sebastian Ang talked about recent emails he’s received from viewers expressing frustration with the customer support of Pimax.

Henderson told MRTV that “It’s all coming out of Shanghai for the support and the service“. When directly asked “So all the support is now ‘made in China’?“, Henderson replied “Yep.

Henderson also explained the reasoning for the apparent decision, noting “they felt like it’s more cost effective and better to do it from Shanghai. And I hope we can reinstitute some support in the US and Europe, and I hope we can go down that path again.

We’d recommend watching the entire section of the interview for full context.

Our Coverage & Pimax Reaction

A hardware company selling its products to a Western customer base moving its customer support to China, a move publicly commented upon by its own COO, is the type of story we will always cover. We are interested in helping VR consumers be as informed as possible when making purchasing decisions and this report is in line with that aim.

Following our report about this interview, Pimax European Marketing Director Martin Lammi took to Twitter to state that “as long as” he held his job, Pimax would not provide UploadVR with “exhibitions or press releases.” The tweets alleged “false statements” driven by “a hidden agenda”.

Lammi is a YouTuber, known as ‘SweViver’, who was given early access to Pimax hardware in 2018, before Kickstarter backers received their hardware. On May 17 2019, Lammi announced in a video he was hired by Pimax. While his channel promotes comparisons of Pimax headsets to others like the HP Reverb, the description of Lammi’s YouTube channel doesn’t mention his employment.

We publicly responded to Lammi’s tweets with a video of Henderson’s statements, asking Pimax to reach out if they want to explain whether their COO’s statements represent the company.

Lammi publicly responded to suggest Pimax would take legal action of some kind and also said Henderson was actually referring to a temporary situation. In the video linked above of Henderson’s comments on MRTV there is no mention of the move being temporary.

Several hours later we received the first email from a Pimax representative stating that if we did not “remove” our article, Pimax would take “legal actions.”

Global Support Centers, Hotline Coming

On January 15 we responded to Pimax over email to get clarity on the support situation and find out whether Lammi’s statements represent the company.

The next day, Pimax founder Robin Weng replied to say he would provide us with an official statement. We received that statement on January 23.

In the email, Weng wrote that Pimax underwent a “realignment of our organizational structure”. He also wrote that the company does have a global support presence and that Henderson “has limited information”:

Pimax Innovation Inc. and Kevin are mainly focusing in North America, we have other business units in Europe, Japan, Korea and China (Pimax Technology Inc), so Kevin has limited information towards other regions. As a global company group, it usually takes 2-3 weeks to synchronize all the information to each business region. That’s why we always request media or partners send an official email to the Pimax PR contact window for confirmation. In fact, in the US region, we’re optimizing the customer service capability by centralized the after-sale service towards San Jose, this team in San Jose has two employees currently. Besides that, we have teams based in Japan (1 full-time employee and 2 part-time employees, they both speak Japanese), Korea, Australia and for EU region, we have the after-sale service center in Poland and France Marseille.

At the same time, we are working on the new added global hotline for our customers. You can try to reach on this hotline, operation hours will be 9.00 am – 5.00 pm on your respective regions. We will announce the hotline soon.

Weng also provided the addresses of Pimax service centers in the United States (San Jose), Australia, France, Japan, and Poland, along with a map showing those locations marked:

The San Jose address is publicly listed on the Better Business Bureau and the phone number on the page “is not a working number.” We had a contact visit the address after normal business hours and it does appear to be a small Pimax-operated space. We’re still following Pimax and will keep our readers informed of new developments.

Are you a Pimax customer who has recently dealt with the company’s customer support? We want to hear from you. Reach out to tips@uploadvr.com to share your experience.

Editor’s Note: This post carries the UploadVR byline as it was written and edited by David Heaney, Ian Hamilton, and David Jagneaux.

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CES 2020 Interview: It All Becomes Clear With Pimax 8K

For the last few years at CES in Las Vegas virtual reality (VR) headset company Pimax has put on a bigger and bigger display of its technology as it matures and customer base grows. This year Pimax had plenty to shout about, showcasing the latest lineup of 8K resolution headsets. On hand to discuss the continually growing product roster was Chief Operating Office Kevin Henderson. 

Pimax VISION 8K X

The new Pimax Vision 8K range aims to offer customers the highest-fidelity VR headset, whether that’s consumers looking for a gaming headset which can provide super clear visuals or enterprise use cases where realism and fine detail are top requirements.

Originally announced last November along with the pre-order campaign, the latest flagship model is the Pimax Vision 8K X which boasts dual native 4K displays offering 3840×2160 per-eye resolution. It has a 200° field of view (FoV), as well as a new ‘Dual Engine Modes’ capability for native content as well as upscaling. Retailing for $1299 USD, during CES 2020 Pimax announced that the model has gone into full-scale production.

At the opposite end of the spectrum is the Pimax Artisan. Designed as the new entry-level model for customers new to the world of VR or for those that don’t want to spend massive amounts of money, the Pimax Artisan is priced from $449. Featuring a 170° diagonal FOV with 1700×1440 per eye resolution the headset will work with SteamVR 1.0 and 2.0 tracking setups. It’s available now but only in the US, Canada, EU, Australia, New Zealand, and Japan.

As you can see from the image above, Pimax’s product range is quite extensive offering a range of options that should cover any VR customers needs, from entry-level up to the high-end user. In VRFocus’ interview with Henderson, he helps to simplify the range and where Pimax is heading, whilst discussing some of its other products including the Sword Series VR controllers.

Check out the interview below or for more CES 2020 coverage why not take a look at VRFocus‘ interview with HaptX, our chat with Teslasuit about its new glove, with Spatial regarding its AR collaboration tool or Insta360 and its new ONE R action camera.

CES 2020: A Reality Check For The VR And AR Industries

CES is a strange conference. Across endless aisle after endless aisle a mixture of companies looking for suppliers, distributors, press or investment present wares in hope of making the year ahead one of major success for their business. The conference always presents a roadmap for the future of technology and it has been that way since the ’60s. Seeing the actual pathway ahead, though, is difficult to find through the manufactured hype and “best of” awards.

So I understand the comments we see from folks who want to know what was “good” at the conference who might be confused by vastly differing reports and reactions. Is the reporter able to describe what actually happened in their demo, or is their vocabulary lacking in describing if something went wrong? Do they gloss over issues? Are they sold the promise of the technology if bugs are worked out in a couple more years?

With this in mind, and the joy I know is already delivered so rapidly by Valve Index at home and Oculus Quest in a carrying case in my hotel room, I found myself largely unimpressed by almost all the AR on display at CES and much of the VR too.

“There is no doubt Oculus Quest has shown what the right mainstream consumer device is and while there was nothing immediately that will give the Quest a run for it’s money, I did try the new Qualcomm reference design and some other tech that suggests next year there should be many more all-in-ones that should get consumers and enterprise excited for the near future of VR,” AR and VR investor Tipatat Chennavasin explained in a direct message.

There were still hints of the future at CES 2020, but I need to address the difficulty and cost involved in polishing these technologies to the point of actual usefulness for businesses or mass appeal to consumers. That’s what this post is about.

So read on to understand what’s truly going on in VR and AR.

VR: Advances In Field Of View, Controller Tracking, And Headset Size

VR headsets at CES 2020 demonstrated advances on several fronts. None of these were entirely new, or entirely perfect, but all point to possibilities for the future.

Smaller Headset Designs

Several companies at CES demonstrated pancake lenses which dramatically reduce the physical size of VR headsets. These also generally featured a reduced field of view compared with current designs.

The one I found most interesting was Panasonic’s “VR Eyeglasses” which combined an incredibly light design with an innovative lens separation adjustment. Read my story about the Panasonic glasses.

While Pico showed a similar conceptual design alongside their Neo 2 and Neo 2 Eye I didn’t see any physical adjustment for lens separation on their glasses design. So the Pico glasses design made me extremely uncomfortable in a matter of seconds. The distance between my pupils is wider than many and I usually need that adjustment (which is found on both Index and Quest) to have a comfortable experience in a VR headset.

Huawei’s slim VR Glass design was also demonstrated by Nolo combined with their front-facing 6DoF tracking system as an add-on. BoxVR worked reasonably well in this configuration, but the $500 VR Glass plus Nolo kit only tracked my hands while facing forward. Under no circumstances would I be interested in a VR headset in 2020 or beyond that doesn’t let me turn around.

Combining pancake lenses with microdisplays is nothing new of course — eMagin showed this off in 2015 before even the release of the Oculus Rift and HTC Vive. Since then, microdisplay suppliers have claimed that headsets using this kind of display system are just around the corner. But now we’re finally starting to see major consumer electronics companies explore this idea, which may mean it is now closer than ever to being in an actual product.

Expanded Field of View

Some VR headsets at CES 2020, like the nearly $8000 Xtal and all the Pimax systems, featured an expanded field of view compared with headsets like Oculus Quest and Valve Index.

Xtal demonstrated an impressive $50,000 motion simulator with their headset integrated into a flight helmet with its wide field of view and 4K per eye resolution offering incredible sights flying in an F-18 over Dubai. While enjoyable, I noted some distortions at the edges of the lenses.

The Pimax Demo

Pimax frequently makes promises then delays delivering on them again and again. We’ve also heard numerous reports of problems with their hardware ranging from minor to major.

While my colleagues found Pimax demos at previous events, my first Pimax Demo was at CES 2020 and the first time I put a Pimax 8KX on my head I tried Boneworks.

The first thing I noted is that content popped in at the edges of the display a second or two after the rest of the scene. When I mentioned it, the demo (said to be running from an RTX 2080 TI) was switched to parallel processing and that solved the problem, but within about five minutes the right eye started blinking to black every few seconds.

I asked for another 8KX to try with Boneworks and this one didn’t have the problems I saw before. Its wide field of view invited me to look around a little more and the high resolution of the panels were certainly nice, but I found myself also constantly distracted by the significant distortions and bending of the scene at the edges of the lenses — more significant than the distortions I saw with Xtal. My right hand also lost tracking with 8KX, but that’s not entirely unusual for SteamVR Tracking in convention settings.

We’ve heard some people with Pimax headsets artificially reduce the field of view of the system through software adjustment to avoid these distortions while still enjoying a relatively expanded field of view. My colleague Tatjana returned to the Pimax booth later in the CES week to try both the 8KX and Artisan. Aristan is Pimax’ newest headset which ends up priced comparable to Valve Index when you include controllers and base stations. She played Boneworks and Fruit Ninja and found herself sick to her stomach afterward. I, too, left the Pimax booth a bit woozy.

There are Pimax defenders out there and those who will find the expanded field of view a good fit for their strong stomachs and top of the line graphics cards. Indeed, I got sick repeatedly over my 12-hour play through of the Boneworks campaign with Valve Index, but didn’t get uncomfortable as quickly as I did with that Pimax demo at CES.

Surely a wider field of view is something we want in future VR headsets but I remain unconvinced we’ll see it at an affordable price other than from a major platform like Facebook, Valve, Sony, Google, or Apple with large teams developing both optics and eye tracking technologies which could make these devices more comfortable.

Overall, the repeated delays for Pimax products and less than stellar impressions at CES 2020 means that we will keep using words like “claim” to describe plans for products pitched by this company.

Alternative Tracking Systems With Pico

The Pico Neo 2 and Neo 2 Eye, priced at $700 and $900 respectively, featured occlusion-resistant electromagnetic tracking. In the Neo 2, for example, I played Angry Birds and was able to pull back the slingshot while keeping my head turned away from the controllers. This is something I can’t do in an Oculus Quest. The Neo 2 also balances weight to the back better than Quest’s front-heavy design.

The Neo 2 Eye demonstrated Tobii’s eye tracking for the first time I’ve seen in a standalone design. Also for the first time I’ve seen, the headset tracked my eye movements without calibration. Typically, Tobii asks each wearer to point their eyes at a few dots at different corners of the scene to calibrate, and I was told that option is still available. The eye tracking without calibration seemed to work alright — I was able to target enemies in a scene by just pointing my eyes at them — but when I pointed my eyes downward it seemed to lose tracking.

I’d need more time with the $700 Neo 2 to say more, but I found it to be the only Pico device I’ve ever tried I might actually be interested in using. However, Neo 2 is only sold to businesses.

AR: Tracking Lacking, Power Problems And Severe Field Of View Limits For Years To Come

HoloLens 2 MWC

During the course of CES my colleague David Heaney described simply something that’s hard to grasp about the market for AR head-worn gadgets: Recognizing occlusion in your environment is to AR what 6DoF tracking is to VR.

This is to say that if an AR headset with see-through optics inserting digital content into your real-world environment cannot reliably understand when a person or object blocks simulated content from your view, the illusion meant to be provided by the hardware is broken. The same is true of VR headsets that do not track the position of your head. For example, if you wear an Oculus Go VR headset and decide to lean forward or stand up, the illusion of VR that you were enjoying is instantly broken.

Discomfort or confusion often follows in either case of severely limited VR or AR, and this represents a death sentence for the hardware. Failing to provide 6DoF tracking, or recognize occlusion, is so uncomfortable, I believe some headset wearers are discouraged from wearing the hardware ever again. Of course, some can learn to work around this limit.

There are fans of Oculus Go who understand its limitation and use the device as a low-cost personal media viewer. Nreal AR glasses, for example, provide a relatively large field of view for a similar genre of content. Still, without a complete and constantly improving understanding of the environment around the wearer, AR glasses like the $500 Nreal (and there were a lot of copycats at CES) are likely to consistently fail this test. Without passing this test walking out in the real world, the appeal of these kinds of AR hardware platforms is minimal to developers, to businesses, and to consumers.

“I would agree that for AR glasses to be truly useful and game changing, they would need not only solid 6DOF tracking (which none of the slim AR glasses I tried had), object occlusion, and object permanence but also really intuitive and reliable 6DOF input which was not also shown,” Chennavasin wrote. “I appreciate the effort being done by all the companies but it still looks like consumer AR is still years away.”

This roadblock for AR relates to two others — power consumption and field of view. Most AR glasses fail to deliver anything close to the amount of digital content to your eyes seen through most VR headset designs. This means that even in HoloLens 2 and Magic Leap 1 — two dedicated AR headsets — you need to move far away from the digital content to get a full view of it and truly enjoy the sense of immersion it brings. Again, some can get used to this limitation but the bulky size and high price of these AR systems ($2,300 for ML1 and $3,500 for HoloLens 2) also prevents them from appealing to consumers.

Magic Leap One

Lastly, building the most detailed map of your environment typically means on-board cameras need to keep scanning the room to keep the map updated. Using those cameras drains power. One of the key reasons the first generation of phone-powered VR headsets were retired so quickly is because those headsets drained power from a device you needed to last the day for other tasks. So do phone-powered AR systems like Nreal have a shot if they drain phone battery power just like the already-defunct Gear VR, and are used for the same types of content as the $200 Oculus Go starting at more then double the price?

“I agree that power is a (possibly the) key constraint for HMDs. It’s one reason why active depth cameras are not the best solution for occlusion, and we are seeing 6D’s approach of using low power RGB sensors, combined with efficient Neural Net co-processors providing solutions to occlusion,” explained Matt Miesnieks, the CEO of spatial recognition company 6D.ai, in a direct message. “The first low cost AR headsets do need refinement, but we have some visibility into roadmaps, and as that refinement is primarily driven by software, we will see improvements very rapidly.”

With Nreal in particular I saw software that needed significant refinement, both in tracking and stability, to become more usable.

Short Term Potential Advances In AR And VR

CES 2020 confirmed to me what we’ve already seen elsewhere.

tilt five product image glasses and controller

Tilt Five’s forthcoming consumer AR system uses a novel retro reflective method delivered as a game board that tunes for both a relatively wide field of view and the specific case of tabletop games. These aren’t glasses you’ll take out into the real world and since you are localized to the game board, occlusion isn’t as much of a concern. Tilt Five cost $879 during its recent Kickstarter for a three-pack of glasses and there are extensions to the board to expand it vertically to provide more height to the augmentation effect. Altogether, Tilt Five represents one of the most promising short-term AR projects we’ve seen. I contacted Tilt Five CEO Jeri Ellsworth and she suggested there may even be a way to charge companion phones, with a a pass through hub, while also powering the glasses.

“We have a huge advantage by containing our system.,” Ellsworth wrote in a message. “We also limit the compute on the device…by doing re-projection and in headset tracking which saves power.”

Shipping a hardware crowdfunding product isn’t easy, so there’s a lot to prove for Tilt Five, but after CES 2020 I’m still left thinking Ellsworth’s company remains the most interesting AR project approaching the consumer market in the near-term.

quest index featured image

When it comes to VR, we know the future of the medium features wireless, higher field of view, more tracking of body features in a wider range of conditions and smaller, more well-balanced headsets. But taking all the best pieces of CES 2020 VR systems — Pico’s better balance, Xtal’s wide field of view, Panasonic’s slim design — and then polishing these features, adding on more and supplying them with content is an entirely different level of challenge than preparing an interesting demo.

I’m talking about spending billions of dollars and there are only a few companies positioned to make that sort of investment in the next couple years.

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Pimax Moves All Customer Support Back To China

In an interview with MRTV earlier this month, Pimax COO Kevin Henderson revealed that the company is moving customer support back to China.

Pimax is a company which sells wide field of view PC VR headsets to enthusiasts. It was founded in 2016, and became widely known in 2017 after launching a Kickstarter campaign.

Pimax Headset Rear

During the end of the interview, MRTV host Sebastian Ang forwarded recent emails he’s received from viewers expressing frustration with the customer support of Pimax. The viewers reported waiting weeks for replies which didn’t help with the actual problem they reported.

Surprisingly, Henderson himself called out the decision to move support back to China. He described the problems with such a move:

Some of the people in tech support don’t speak the language that the requests are coming in. So they sometimes don’t understand what the request is. If the request comes in and it can be interpreted more than one way the response that you get may not even be related to your request, sometimes.

That’s why we created the US office and were working on the European offices, but those offices and those personnel aren’t really contributing anymore, it’s all coming out of Shanghai and that’s unfortunate.

At no time did we have less tickets than when the US office was contributing every day. We had actually got the tickets for US-based customers and Canada down to zero.

When asked why this decision was made, Henderson replied that he wished he could answer that, and expressed that it was not under his control. “They felt like it was more cost effective and better to do it from Shanghai“, he explained.

We spoke to Henderson at CES 2019 last year. At the time, the US support center seemed to be one of his main projects and he was excited about how it could improve customer service for the company. Henderson’s LinkedIn profile lists him as “Chief Operating Officer and Company Spokesperson”, but also as “Head of North American and European Operations”. With the loss of the US support center, it seems his role will now solely be as a spokesperson.

The interview is now unlisted on the MRTV channel. It’s unclear whether this was at the request of Pimax, or simply a content decision from Ang. The MRTV YouTube channel collaborated with Pimax in 2018, getting early access to the hardware before Kickstarter backers.

A Company Still Stuck In Kickstarter Mode

At CES 2020, Pimax announced even more headsets, adding to an already crowded lineup. A wider range of products makes customer support more challenging and costly, which could have led to the decision to relocate to China where labor costs are usually much lower.

The company has also repeatedly failed to meet its own deadlines for shipping new products, and reports of quality issues with what it does ship are widespread.

Pimax is the only company delivering ultra wide field of view VR to the consumer market- an important feature for immersion. Because of this unique offering, Pimax has a loyal (if comparatively smaller) following which the company can continue to try and up-sell with accessories and new headsets.

But Pimax is no longer a Kickstarter project, and this strategy can only last so long. Given the price of its products, if it wants to appeal to and retain a wider customer base it will need to get serious about support.

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