The launch of the PlayStation VR has been deemed a success by many, with even Sony Interactive Entertainment (SIE) seemingly caught unawares by the demand for the virtual reality (VR) hardware. But satisfying the early adopters is a much easier task than achieving mass market appeal, as has been seen time-and-again with peripherals in the videogame industry. One ideal is for those early adopters to become evangelists for the hardware, but doing so takes just the right kind of software.
Keen to ensure that VR can be enjoyed by families and friends as well as the core videogame demographic, every early adopter of the head-mounted display (HMD) should consider a purchase of PlayStation VR Worlds. A selection of mini-games both family friendly and more maturely themed, PlayStation VR Worlds offers a taste of the potential of VR without daunting newcomers with the possibility of a ten hour experience; or even just an hour, for that matter. Once that initial boundary has fallen what else can PlayStation VR offer to get the party swinging?
Playroom VR – Sony Interactive Entertainment
Playroom VR is a free download for all PlayStation VR early adopters, so why haven’t you got it yet? Well you probably have, and already have dived into the couch multiplayer style mini-games included. The essence of Playroom VR is that players armed with a DualShock 4 controller both work with and against the player wearing the PlayStation VR HMD. Monster Escape grants the solo HMD wearing player the ability to crush their foes as they combat one-to-four players who are trying to evade the large green beast towering down upon them, while Ghost House has the players working co-operatively to hunt supernatural beings in a cartoon haunted house. Playroom VR is a fantastic way of demonstrating this new technology without the fear of the many complicated implications of VR.
Werewolves Within – Ubisoft
A somewhat underrated PlayStation VR title, Werewolves Within is the essence of social interaction in VR. Although there’s no local multiplayer option – meaning the laughs will come from sharing the HMD around your friends opposed to getting the better of one another – Werewolves Within is an elaborate guessing game that is as fun as you choose to make it. Don’t underestimate the comedy value of merging new players online with the friends sat next to you on the couch.
Carnival Games VR – 2K Games
One of the biggest selling franchises on the hugely successful Nintendo Wii console is also available on PlayStation VR, however this time around things are a bit different. Those looking for an immediate and accessible videogame to play with their family or a friend unacquainted with VR – or videogames as a whole, for that matter – could do far worse. Carnival Games VR promises a palatable experience with extremely low barriers for entry.
Ace Banana – Oasis Games
Ace Banana tasks the players with defending a pile of bananas from evil invader monkeys. Who doesn’t want to do that? You’ll have to put your archery skills to the test using PlayStation Move controllers in a VR experience that is designed to increase in difficulty as players choose their own play style: from short bursts to longer endurance tests. What’s more, the entire videogame can be played co-operatively. How’s that for multiplayer monkey-wrangling?
Sports Bar VR – CherryPop Games
Much like Werewolves Within, Sports Bar VR isn’t social multiplayer for local players. However, it is the most social VR experience currently offered across any HMD. Originally launched as Pool Nation VR on HTC Vive, the PlayStation VR version lags a little behind the debut due to the lack of roomscale tracking, however CherryPop Games has worked very hard to ensure that the experience of being in a virtual space with complete strangers is just as entertaining. The name change came about due to the fact that pool became just one element of the videogame, with air hockey, ball games, darts and more now included as standard.
In my last VRFocusarticle from September, I stressed the importance of Virtual Reality (VR) applications in focusing on usefulness and superseding reality. Then going on to highlight how content should be delivered via accessible (cheap and easy-to-use) hardware such as VR headsets connected to media boxes (e.g., Netflix) to reach mass market adoption.
Well, cases of such VR hardware are coming into play this year: Microsoft announced their VR OEM Windows “Mixed Reality” headset plans last year (previously called “Holographic”) and just provided more details at Game Developers Conference in San Francisco, beginning with key partnerships with Dell, Acer, Lenovo as well as launching their developers kits. These easy-to-setup and more affordable devices have the potential to become a home accessory for the mass market (I am not covering the gaming or B2B industries, nor their customer base or high spec VR & Augmented Reality (AR) hardware in this article, and therefore not referring to those).
The headsets don’t require external trackers and instead use their on-board sensors to provide indoor tracking, as well as other technologies, to enable what Microsoft has coined ‘6 Degrees of Freedom’. Although they are still tethered – for the moment at least as the wireless technology has been changing a lot in the past few months with cheaper solutions being offered by many different providers – their setup seems to be as simple as plug and play.
Although their specifications are yet to be announced, at a price point of $300 one would hope they will be sold as bundles with new laptops and desktop computers. Indeed, as they are OEM and therefore built and distributed by computer manufacturing partners such as HP, Dell, Lenovo and more, it would make sense for Dell (as an example) to sell them as a PC with VR headset bundle this upcoming Christmas season. However, they could also lower the margins so much so that when someone is shopping for a computer the additional cost to add a VR headset would be even lower.
Also, one can expect GPU/CPU requirements and parts costs to go down, especially for the screens and chipsets; therefore, this will dramatically increase the accessibility in terms of cost and lower spec PCs requirements in future versions.
As part of the Microsoft developer community, the Windows “Mixed Reality” or “Holographic” developer program also offers the promise of attracting an enormous pool of Microsoft developers to develop news apps, as well as extensions and browsers toolkits.
Perhaps the most important aspect here is the potential for the Windows “Mixed Reality” VR headsets to become a home accessory sitting next to one’s printer. Imagine you are browsing a website and there is a VR button to visualise the items on your basket at their real size or to watch a preview of a potential holiday; one would just click, put the headset on, experience the products and services, then remove or continue to finish your purchase in the VR mode!
The headset could become a tool which improves the customer journey experience, especially in terms of e-commerce – this is where there is truly mass-market adoption potential. Therefore, I don’t believe these VR headsets will be purchased by the mass market as a gaming or entertainment device (unlike the headsets which would be twinned with media boxes or gaming consoles, but also the Windows “Mixed Reality” VR which will be compatible with the Xbox gaming console), but instead as a tool being used sporadically to improve the internet browsing experience or through some VR apps experiences.
The browsing experience will also be seamless, with VR call to action buttons integrated within existing browsers – such as Internet Explorer – to create a seamless experience. We’ve already seen Google integrating VR functionalities in its’ Chrome browser and, therefore, it seems logical that Microsoft Explorer will also have these VR integrations. Given that there is a whole VR/Augmented Reality (AR) Windows Mixed Reality integrated development platform, we will be sure to see more and more AR, Mixed Reality (MR) and VR integrated features within the Windows Operating System and its’ core applications, such as Explorer, Apps, Office, Skype, LinkedIn and more.
At this stage, VR becomes part of the e-commerce customer journey which, amazingly, extends into an AR/MR/VR/Artificial Intelligence (AI)/Internet of Things (IoT)/Wearables circle:
A customer uses a mobile or wearable Augmented/Mixed Reality device to gain more information in a shop about a product or location, or just special offers. To do that, AI computer vision and IoT provide more information about the product whilst also learning about the customer’s behaviour. While doing this, an updated 3D pointcloud of the shop and the product has been scanned. All this information can be used in a Virtual Reality version of the shop by another customer who is shopping fully or partly in VR (i.e., browser mode).
Of course, more detailed scanning and updates will also be carried over by specific staff (and drones) in shops, with the VR versions will be customised and adapted using machine learning to deliver a personalised experience.
On the AR and MR side, which company is better positioned to provide cloud point data and then a VR rendering and version of a location such as a business? The answer is a company who has had AR products tested long before the current wave of AR and VR buzz.
Google
It seems logical that Google will be (or already is?) a central provider of those AR cloudpoints through existing data; but also of AR wearables and mobile devices, such as the hybrid DayDream/Tango phones like the Asus Zenfone AR. It’s also logical that it will release a successor to the Glass product for the mass market, since it arguably has the most experience in that area (with companies like ODG, a very experienced AR glasses maker).
Also, bear in mind that there is already a VR version of Google Earth on Steam for the HTC Vive, which shows that having Google Maps VR is not far-fetched at all and that all AR scanning would update outdoor and indoor datasets. Google also has relationships with businesses that are mapped and on the internet through its’ SEO; this provides a great advantage for existing information and relationships to integrate those within the AR/MR information systems, as well as VR e-commerce experiences.
This illustrates how close and connected AR/MR and VR have become, as well as how intrinsic AI, IoT & wearables technologies are to the whole system.
From a hardware perspective, it also shows that Microsoft Mixed Reality VR OEM headsets are not the only potential mass market devices; it seems logical that future Google Daydream VR headsets and their wearable AR products will be fully integrated with Google Tango phones as a hybrid (beyond the current two modes in one phone).
Therefore, Google and Microsoft will have strong multi-platform AR/VR capabilities that harness their operating systems, technologies and ecosystems.
Most importantly, this means the Omni channel strategy for brands and marketers is more streamlined and effective if they ensure they harness those AR/MR/AI/IoT/Wearables interactions and prepare accordingly.
Consequently, instead of calling this a ‘circle’ or a ‘system’, it seems to be more a strategic AR/MR/VR vision relying on a product/service’s ‘omni-channel presence’ or ‘omnichannel realities’.
To prepare for their presence on those various technologies, brands and agencies must prepare for seamless integrations of AR and VR features within their marketing and e-commerce channels. It starts, for example, with adopting 3D scanning technologies to make the products available for visualisation, as well as to integrate those assets for narrated/interactive marketing experiences. However, these are not simple integrations as they require different skillsets and product management systems.
Also, by making products available in 3D, their design is out in the open, which is no different from stocking a product physically in a shop for a customer to observe. However, the most conservative brands may be slower to accept this, although they will eventually be required to adapt.
These are exciting times to prepare the grounds for augmented customer journeys, in which the focus really comes back to usefulness and personalisation.
I don’t believe in providing more information to visitors/customers in augmented shops or on e-commerce websites with VR functionalities, but instead a more seamless and customised information delivery system providing much higher satisfaction and conversion rates.
Three years. It’s been three years since we launched VRFocus into the wilds of the virtual reality (VR) community, and what a rollercoaster that’s been. Thanks to some pre-launch research it didn’t take the team long to find our niche-within-a-niche, but since then a lot has changed. And so it was about time VRFocus changed, too.
As the editor of VRFocus the types of content produced by the team has always been a decision that has fallen at my feet. I’m a firm believer that it will be entertainment that will drive VR to mass adoption, and so videogames has always lead the charge. That won’t change, however with the industry now expanding very rapidly beyond imitation light guns and light-hearted puzzle solving, there’s going to be a greater emphasis on the wider variety of content coming to modern head-mounted displays (HMDs). We saw this ideal trailed through the popular This Week in VR Sports Saturday feature series, and more in this fashion shall be coming soon.
Of course, there’s also the matter of VRTV. A popular series which debuted last year, VRFocus listened to the feedback from our audience and revamped the show for 2017. Opposed to a long form chat show of sorts, VRTV is now a short-and-snappy take on what’s popular and what’s new, and we can’t wait for more of your feedback on this second season as it develops.
Then, as those of you reading this article on vrfocus.com itself will surely have noticed, we have a brand new website design live. The redesign came thanks to an acquisition that has been bubbling under for some time. While it was nDreams – particularly the company’s CEO, Patrick O’Luanaigh – who had the foresight to launch a UK based VR specialist website three years ago (and the established system of ethics to leave the editorial team well alone in doing their job) the mantle has now been handed to InvestVR who recently acquired the company. Fear not however, the same principles of an entirely hands-off approach to editorial will remain in place, but what the acquisition does bring is new opportunity.
VRFocus will be launching a number of new initiatives in 2017, and while I’m not currently in a position to share more details there are many that our core audience has been asking for over the past three years. We’ll be upping our video content, the quantity of our feature pieces and the scale of our off-site offerings, but there’s much more besides!
While all that’s brewing, don’t hesitate to get in touch and let the team know how you feel about the website redesign and what you’d like to see on VRFocus in the future – after all, a website is nothing without its readers.
February is almost at an end already and the virtual reality (VR) calendar shows no signs of slowing down. In the UK, VR World Congress (VRWC) is rapidly approaching, bringing over 2000 attendees from across the globe representing all fields of VR and its related industries to Bristol. Running from April 11th to the 13th, VRWC 17 is set to once again be another landmark VR expo crammed full of talks, experience, software and hardware. With representatives from Microsoft, Leap Motion, IBM, AMD, the Royal Opera House, Samsung, Ultrahaptics, Oculus Story Studio, the BBC and many more already confirmed.
It sounds like it will be quite an event – which is why we at VRFocus have teamed up VRWC to offer our followers the opportunity for one lucky winner to win a pair of full conference and expo passes for VR World Congress 2017, worth £600!
These tickets grant the holders access to the vast majority of events at VRWC:
An open pass to the huge VRWC expo for the entirety of the 12th and 13th of April
Access to all VR World Congress talks across all three days
Opportunity to attend official after party – and organise meetings if so desired
VR World Congress has been designed to cater for a wide audience. From those looking to simply try out the latest VR software and hardware to game developers looking for tips, tricks and investment. The event is also focusing on individuals from fields such as healthcare, marketing, education, entertainment and property looking to learn how VR is shaking things up, and how it can be used practically moving forward.
Whatever your interest in VR, be sure to enter the competition via the Gleam tool below. There’s a host of ways you can enter and if you’re a follower of ourselves or VRWC on social media you’re already well on your way. You can even visit the VRWC webpage for an additional entry each day! The competition ends at 11:59:59 PM (GMT) on March 4th 2017.
VRFocus will, of course, be bringing you more updates and stories of all things VR, and indeed VRWC related but you can also sign up for the VR World Congress mailing list, to get updates on the event straight to your inbox.
February is here, but what to do? February is so… February. Especially after Valentines Day is over, what is there to do for the virtual reality (VR) and games enthusiast? Well, if you live in the UK we’ve got something just for you to fill the gap.
VRFocus has teamed up with The PC Gamer Weekender to give you a chance to win one of two pairs of ‘Weekender+’ tickets to their event at Olympia London on the 18th to 19th of February 2017. The Weekender+ gets you access to the venue from 9:30AM enabling you to get prime position for the game or talk of your choice or be the first in to grab a deal on PC hardware.
It’s not just PC and VR gaming (such as Killing Floor: Incursion) that you can find at the event either. There’s a Tabletop Gaming area and a Fireside Bar where you can chill out and play some Hearthstone on your mobile whilst you relax. That’s not to say there isn’t plenty of hardcore tournament play to get stuck into as well.
If you want to be in with a chance of winning the tickets all you have to be doing is following VRFocus on social media – and the more you follow us the more chances you have of winning. Enter via the Gleam app below.
The year is rapidly approaching its climax. So it is somewhat appropriate that we are bringing you a new competition in this, the week running up to Christmas, in partnership with UK virtual reality (VR) developer Climax Studios.
We are offering you the chance to win a copy of Climax’s recently revealed title Balloon Chair Death Match, which was the cause of much discussion around the VR water cooler last week. A multiplayer-orientated arena shooter, Balloon Chair Death Match sees you take to the skies courtesy (as the title might suggest) of a highly modified chair attached to a number of helium filled balloons. You have a gun. Your opponents have a gun. Balloons are vulnerable to gunfire.
I think you can see where this is going…
We’ve got five codes to giveaway for the game which is compatible with both the HTC Vive and the Oculus Rift all you need to do to enter is use the widget below and enter via one (or more) of the various methods. Be it being a follower of ourselves or of Climax Studios on Twitter, watching the trailer or even finding out about another game from Climax Studios – Gun Sight.
The contest ends as Friday ends at midnight UK time. You can enter the competition via the widget below.
Earlier today we brought you news of new DLC for BlazeRush, an ‘arcade racing survival game’ that supports four-player local multiplayer and eight-player online with a total of sixteen different cars available for players to use. It originally added Oculus Rift support way back in December 2014 and now has the addition which sees the title from Targem Games add some Rocket League-style action courtesy of the BlazeBowl.
We’ve teamed up with Targem Games to give you the chance to add the ever developing game to your Oculus Rift library. We’ve five codes to giveaway for BlazeRush and all you need to do to enter is follow us on one of our social media channels. Couldn’t be simpler right? Many of you are already following us via Twitter, Facebook, Google+ or are subscribed to our YouTube channel. The best part is you get more entries per channel you’re following us on so you’ve up to four chances to enter.
The contest ends as Friday ends at midnight UK time. You can enter the competition via the widget below.
If you’re a fan of saving cute animals, we may very well have a competition just for you. October of course saw the launch of the PlayStation VR, which brought the second generation of virtual reality (VR) back to console gamers. The launch line-up was impressive and varied, we at VRFocus even produced a guide that you may want to look at to see just what types of experiences are out there.
One game that is out is Waddle Home. Waddle Home sees players set out to save a group of trapped penguins. The title is played from a third-person isometric view from which players guide penguins down a path to safety while also collecting eggs. Obstacles include traps and patrolling guards that the penguins must avoid in order to get off out of the area safely. Players will be scored based on their completion times and the amount of eggs that they collect in each level.
Originally a 2015 Samsung Gear VR title, it made the leap from mobile VR to PC with a HTC Vive edition back in July. It’s now available for Sony Interactive Entertainment’s (SIE’s) headset and we’ve teamed up with Waddle Home‘s creators Archiact Interactive to offer you the chance to take some VR penguins into your home.
We’re giving away PlayStation VR codes to three VRFocus readers in North America and Europe. All you have to do is enter via one or more of the ways included in the app below. You have until November midnight (UK time) on November 8th to enter. Winners will be notified within 7 days and asked to nominate their PlayStation Store region, North America or Europe.