Ultraleap Gemini Hand Tracking Improves Two-Handed Interactions

Ultraleap has shared a developer preview of Gemini, the fifth generation of its hand tracking software, claiming improved performance with two-handed interactions.

Ultraleap says that it rewrote its tracking engine “from the ground up” for Gemini, which will allow increased flexibility and compatibility with different types of hardware and platforms. The Gemini software will be integrated in the Varjo VR-3 and XR-3 headsets. Back in September last year, Qualcomm announced that Ultraleap’s Gemini software would also be implemented into the Qualcomm XR2 reference design.

A common problem with hand tracking technology is decreased performance when both hands are placed in closed proximity to each other. Having both hands interact and touch with each other increases the complexity of the hand tracking and will often give unreliable results or partial tracking for one or both hands. A good example of this is the hand tracking found in the Oculus Quest and Quest 2 — while often reliable, it will easily get confused when both hands interact with each other.

Ultraleap claims to offer “significantly better performance with two-hand interactions” with its Gemini software — a claim that it backed up with an accompanying video, embedded in the tweet above.

It also claims that Gemini will offer “even better smoothness, pose fidelity, and robustness” along with “improved hand initialization.”

You can read more about the Gemini Developer Preview and sign up to test the preview release here. The preview release will only be available on Windows 10, but Ultraleap says support for additional platforms will be added in later releases.

Qualcomm Says Its New GPU Is 35% Faster Than Oculus Quest 2’s

Qualcomm announced its 2021 flagship chipset this week, Snapdragon 888. It claims the new GPU is 35% more powerful than the one in Oculus Quest 2.

Standalone VR headsets like Quest use the same mobile chips as high end smartphones. Your phone has limited cooling capabilities so can usually only sustain its peak performance for a few minutes, but standalone VR headsets have a cooling fan and more space.

Quest2 Exploded View

Qualcomm is the only major supplier of generally-available high performance mobile chips. Samsung makes chips for its own devices, occasionally making specific deals with others. Taiwan-based MediaTek makes generally available chips, but they don’t offer the same peak performance. Apple’s chips are exclusive.

The original Oculus Quest shipped in mid 2019 but used the Snapdragon 835 – Qualcomm’s 2017 flagship. Quest 2 sports Snapdragon XR2, a variant of 2020’s Snapdragon 865 designed specifically for headsets.

Snapdragon XR2/865 have the Adreno 650 GPU, which our benchmarks suggest is roughly twice as powerful as the one in Nintendo Switch.

Snapdragon 888, shipping in smartphones next year, is the successor to 865. It was originally expected to be called 875. “888” is considered lucky in China.

It sports Qualcomm’s newest Adreno 660 GPU, which the company claims is its greatest generational leap yet with 35% faster peak performance and 20% better power efficiency.

Reports have suggested this new chipset could cost over 50% more than its predecessor, which if true means it may not be suitable for consumer VR devices. It’s possible Facebook could launch a ‘Pro’ or enterprise-focused HMD using it, or HTC could take the opportunity to update the Vive Focus Plus which still uses the same 2017 chip as the original Quest.

Qualcomm Says Its New GPU Is 35% Faster Than Oculus Quest 2’s

Qualcomm announced its 2021 flagship chipset this week, Snapdragon 888. It claims the new GPU is 35% more powerful than the one in Oculus Quest 2.

Standalone VR headsets like Quest use the same mobile chips as high end smartphones. Your phone has limited cooling capabilities so can usually only sustain its peak performance for a few minutes, but standalone VR headsets have a cooling fan and more space.

Quest2 Exploded View

Qualcomm is the only major supplier of generally-available high performance mobile chips. Samsung makes chips for its own devices, occasionally making specific deals with others. Taiwan-based MediaTek makes generally available chips, but they don’t offer the same peak performance. Apple’s chips are exclusive.

The original Oculus Quest shipped in mid 2019 but used the Snapdragon 835 – Qualcomm’s 2017 flagship. Quest 2 sports Snapdragon XR2, a variant of 2020’s Snapdragon 865 designed specifically for headsets.

Snapdragon XR2/865 have the Adreno 650 GPU, which our benchmarks suggest is roughly twice as powerful as the one in Nintendo Switch.

Snapdragon 888, shipping in smartphones next year, is the successor to 865. It was originally expected to be called 875. “888” is considered lucky in China.

It sports Qualcomm’s newest Adreno 660 GPU, which the company claims is its greatest generational leap yet with 35% faster peak performance and 20% better power efficiency.

Reports have suggested this new chipset could cost over 50% more than its predecessor, which if true means it may not be suitable for consumer VR devices. It’s possible Facebook could launch a ‘Pro’ or enterprise-focused HMD using it, or HTC could take the opportunity to update the Vive Focus Plus which still uses the same 2017 chip as the original Quest.

Qualcomm’s XR Enterprise Program Doubles Membership, Includes Holoride, OssoVR & Talespin

holoride image

Qualcomm has been heavily invested in the XR industry since the early days, creating platforms like Snapdragon XR2 as well as its XR Enterprise Program (XEP) initiative last year. Today, the company has revealed that membership for the programme has doubled in the last twelve months, with over 30 new members joining.

Talespin
Image credit: Talespin

Qualcomm XEP is designed to help accelerate the adoption of virtual and augmented reality (VR/AR) technology by bringing together various solution providers from industries including architecture, aerospace, automotive, entertainment, food & beverage, healthcare, pharmaceutical, transportation, travel and many more.

Inaugural members included collaboration platform Spatial, education specialist VictoryXR and VRtuoso which helps businesses create immersive presentations. Joining this roster is SpringboardVR a software distribution platform for location-based entertainment (LBE), holoride which is putting VR entertainment into cars, surgical training platform Osso VR and workplace training solution company Talespin.

“We are all in on our commitment to driving the XR industry forward on a global scale, while simultaneously advancing XR technology for the enterprise,” said Brian Vogelsang, senior director of product management, Qualcomm Technologies, Inc. in a statement. “We are incredibly proud of
what our Qualcomm XEP members have accomplished in the first year and are confident this collection of innovators will be a key component in meeting the increased demands in enterprise for collaboration and remote work, skills training, education and learning, data visualization, and health and wellness solutions.”

Osso VR - headset
Image credit: Osso VR

“holoride is extremely proud to have entered the Qualcomm XEP, as Qualcomm Technologies is a critical player in understanding what is necessary to ensure holoride readiness for both headsets and vehicles,” said Marcus Kuehne, CXO and co-founder of holoride. “Most consumers feel as though their time in the car is currently wasted. Our mission is to
change that with XR technology that provides passengers a way to be entertained, to learn and to even be more productive while getting from A to B.

New members of Qualcomm XEP:

  • Accenture
  • AppliedVR
  • Atheer
  • CoLearn VR
  • DataMesh
  • DengXian VR
  • Dyadmed
  • Exxar
  • Flow Immersive
  • Healium
  • Holoride
  • HypnoVR
  • Imaginate Technologies
  • ImmersiveRehab
  • Incontext Solutions
  • Jingteng Tech
  • Joinpad
  • Masters Of Pie
  • Maxst
  • MotusXR
  • OssoVR
  • PTC
  • Rescape ME
  • SIM8
  • Springboard VR
  • Talespin
  • UltimateCare
  • Virti
  • Virtuleap
  • VR Education Holdings / Engage
  • Xpllore

Expect lots more Qualcomm announcements in the months to come as more devices using the Snapdragon XR2 5G platform are unveiled. When those occur, VRFocus will let you know.

John Carmack Talks Oculus Quest 2, XR2 & ‘Air Link’ To PC VR

Backed by a triple monitor setup, Facebook’s part-time technical guide John Carmack spoke about the state of VR this week unscripted and largely uninterrupted for roughly 82 minutes.

Wikipedia gives the runtime of the movie “This Is Spinal Tap” as 82 minutes. So you could hit play on the movie at the same moment Carmack starts talking, and you’d be at the end of the movie just about the time Carmack finishes saying “and I think I’m about done here.” During the unbroken stream of consciousness closing out Facebook Connect on Sept. 16, the co-creator of Doom, rocket scientist, and long-time VR enthusiast covers everything from Oculus Quest 2 and its “state-of-the-art” XR2 chipset to the Oculus Link PC VR connection, internal drama at Facebook, and their push toward a general purpose computing system.

In the comments and description of the video below I’ve got a guide taking you directly to some of the most interesting comments. One in particular comes up around 31 minutes and 28 seconds into the talk when Carmack discusses a wireless connection between a gaming PC and Oculus Quest.

“We still haven’t announced a full, like, wireless connection system for Link,” Carmack acknowledged. “And we have these interminable arguments internally about this — about quality bars — and I…can say right this very minute someone is using a wireless VR streaming system and getting value from it.”

Guy Godin’s Virtual Desktop, of course, is one of the most obvious examples. The version of the app available through the Oculus Store for Quest doesn’t allow owners to play their PC VR games wirelessly due to restrictions imposed by Facebook, given variability in the quality of the experience. Plenty of people venture onto SideQuest, though, and install a patch that unlocks this capability. Though Carmack doesn’t specifically name Virtual Desktop in his comments, he essentially points out solutions like that are “clearly meeting someone’s minimum quality bar and delivering value because they keep coming back and doing it…so I continue to beat that drum where we should have some kind of an ‘Air Link.'”

That’s the first time we’ve noted that term “Air Link” and it’s interesting to hear him speak this openly about the situation surrounding a wireless PC VR connection. Oculus Quest is already one of the leading PC VR headsets used on Steam via methods like Oculus Link and Virtual Desktop, and Oculus Quest 2 is poised to send a lot more Facebook headsets into use on Steam starting in October.

We’ll have updates as soon as we hear more about Facebook’s plans for wireless PC VR games on Oculus Quest. I encourage you to check out some of Carmack’s comments at the time stamps noted as chapter markers in the video above. Carmack’s comment’s provide a a rare view into Facebook’s internal team dynamics while providing glimpses of the road ahead sprinkled throughout.

Here’s some more time stamps to jump to as well:

  • 00:03:03 “Global lockdown and pandemic should have been sort of the global coming of age for virtual reality…”
  • 00:05:12 “Unfortunately location-based VR has probably taken a terminal hit from this…”
  • 00:06:00 “People are OK with kind of making a sweaty mess in their own personal headset..”
  • 00:08:55 “Lag in reality like that – it grates — and it is fixable and it’s something we could make a difference on and that could make a real difference in a lot of these meetings…”
  • 00:12:07 “You have to get everything right and then you’ve got reality as something just seamlessly flows into the simulation, sometimes I talk about how it would be interesting to go ahead and take the lighting in a room and synchronize that up with our screen flashes…”
  • 00:14:06 “Quest 2 is better, faster, cheaper, and we’re making a ton more of them…this is very close to a pure win..”
  • 00:14:54 “The actual resolution is 3664×1920 but it’s a full RGB stripe…that means it is a little over twice the number of subpixels [as compared to Quest]”
  • 00:16:33 “This is getting to the point where you could start doing some real work with it, it might have some advantages over laptops in some situations.”
  • 00:17:36 Field of View and IPD: “It’s better than Rift S or Go that had no adjustment at all and it has allowed us to get this kind of much better screen for it.”
  • 00:18:34 “It is clearly the best display that we’ve ever had.
  • 00:31:29 “We still haven’t announced a full wireless connection system for Link…we should have some kind of an Air Link”
  • 00:32:47 Qualcomm XR2…”for the first time we are using a state-of-the-art chip”
  • 00:59:12 “Whatever the next headset is we’ve got to get higher resolution on the tracking cameras.”
  • 01:00:45 “We did look at this for the latter days of Gear VR, doing this kind of two part plug-in instead of drop-in, and there may still be some useful things to go there.”
  • 01:00:59 “There are still some things for which Go is the best headset”
  • 01:02:04 “Eventually putting on the headset should be as seamless as answering a phone call…”
  • 1:02:31 “Having things converged now on our VR platforms is an enormous relief. It’s really hard to overstate how much drama internally this has been over the years…”
  • 1:03:12 “We have this low-powered gaming focused device which wasn’t really what anybody was aiming for at the beginning…”
  • 1:05:17 “Getting the more inexpensive systems out on VR is critical, and eventually we can have our super high-end boutique things…”
  • 1:08:47 “Maybe you have a controller-free SKU where the controllers are more expensive but they never lose tracking…”
  • 1:12:06 “It is all about the headset learning to understand the world around it…”
  • 1:18:41 “We’ve got our push to be a general purpose computing system…”
  • 1:19:40 “I think we need more Android applications…”
  • 1:21:40 “And I think I’m about done here…”

NVIDIA Aquires Arm, Giving It Leverage In Standalone VR

NVIDIA is acquiring UK-based chip design firm Arm for $40 billion.

Once the deal goes through, NVIDIA will control the fabric of the core technology of standalone VR & AR headsets. Arm will become a division of NVIDIA, but its headquarters will remain in the UK.

In the PC sphere, Intel & AMD design their CPUs and sell them as products to builders & PC vendors. They use the x86 instruction set architecture (ISA) developed by Intel- which it licenses to AMD for free because AMD developed x86-64, the 64 bit extension.

Arm’s business model is different — it developed the ARM ISA, and designs ARM CPU & GPU cores. It licenses the ISA & its cores to other companies- like Qualcomm, Samsung, Huawei, MediaTek, and NVIDIA itself for its chip lines like Tegra (used in the Nintendo Switch).

Almost every smartphone uses either a Qualcomm, Apple, MediaTek, Samsung or Huawei SoC- all of which use the ARM ISA. Samsung uses ARM core designs “as is”, whereas Apple uses the ARM ISA but designs its CPU cores in-house.

Facebook uses Qualcomm chipsets in its Oculus Quest line, as do other standalone headsets like Pico Neo 2. Qualcomm’s licenses Arm’s CPU core designs, but heavily customizes them.

NVIDIA says it will “continue Arm’s open-licensing model and customer neutrality”, as well as investing in Arm’s R&D in the UK.

HTC Vive Focus with Next-Gen XR2 Chipset Appears on Geekbench

A newly posted Geekbench score may point to what HTC has up their sleeves next for Vive Focus, the company’s class of standalone VR headsets.

As first spotted by TechGenyz, a variant of HTC Vive Focus using Qualcomm’s Snapdragon XR2 chipset appeared on Geekbench yesterday, which is reportedly based on Android 10.

Here’s some of the main bits revealed in that Geekbench score:

System Information
Operating System Android 10
Model
HTC Vive Focus(XR2)
Motherboard kona
Processor Information
Name
ARM Qualcomm
Topology
1 Processor, 8 Cores
Identifier
ARM implementer 65 architecture 8 variant 1 part 3341 revision 0
Base Frequency 1.80 GHz
Memory Information
Size 5.50 GB
Type
Single-Core Score 924
Multi-Core Score 3416

Qualcomm has already given us a good idea of the kind of specs and features we could expect to see from VR headsets based on XR2, which is powered by the Snapdragon 865. Headsets incorporating XR2 can technically support displays up to 3K × 3K per eye @ 90Hz, integrated 5G connectivity, support for seven simultaneous camera feeds, and significantly more processing power across the board compared to Snapdragon 835.

Vive Focus Plus, Photo by Road to VR

It was only last year HTC unveiled Vive Focus Plus for enterprise users, the company’s second 6DOF standalone headset sporting a Snapdragon 835 (also the processor used in Oculus Quest). As opposed to the original Vive Focus released in 2018, the ‘Plus’ variant featured integrated hardware support for two ultrasonically-tracked 6DOF controllers, updated ergonomics, and new Fresnel lenses.

SEE ALSO
Qualcomm & HTC Partner to Offer Vive WAVE Platform to All Snapdragon-based Headsets

There’s nothing else to go on for now, however supposing the XR2 variant is genuine, it remains to be seen whether HTC will actually submerse itself completely into the consumer space, as the company previously straddled the prosumer-enterprise segment in the West whilst offering Vive Focus as a full-consumer product in China.

As Facebook integrates Oculus ever deeper into the mothership with the revelation that the company has put a two-year countdown timer on merging Oculus and Facebook logins, HTC will no doubt find itself in a unique position to appeal to enthusiasts looking for a solution not tied to the monolithic social network. There’s also no word on what Facebook has planned for Oculus Quest 2 of course, which is theorized to make its debut at Facebook Connect next week, but you can bet many disaffected VR enthusiasts will be hoping for a true contender.

The post HTC Vive Focus with Next-Gen XR2 Chipset Appears on Geekbench appeared first on Road to VR.

Qualcomm Adds Ultraleap’s Hand Tracking To Latest XR Headset Reference Design

Ultraleap and Qualcomm signed a multi-year agreement that will see Ultraleap’s hand tracking technology integrated into the Snapdragon XR2 5G reference design.

The XR reference design for these Qualcomm’s chips exists to show what’s possible with the processor and its integrated technology. Qualcomm processors have been used in the Oculus Quest and now-discontinued Oculus Go headsets, and are likely to be the go-to option for most manufacturers looking to produce a standalone, mobile VR headset.

Here’s an excerpt from Ultraleap on the announcement:

Ultraleap’s fifth generation hand tracking platform, known as Gemini, will be pre-integrated and optimised on the standalone, untethered Snapdragon XR2 5G reference design, signalling a significant step change for the XR space. The Gemini platform delivers the fastest, most accurate and most robust hand tracking and will provide the most open and accessible platform for developers.

The inclusion of Ultraleap’s Gemini hand tracking platform into the reference design for the new Qualcomm chips could provide would-be Quest competitors with a viable method to integrate hand tracking technology into a similar standalone headset experience.

Hand tracking offers a route for interaction with VR content that could conceivably unlock more natural social interactions between VR headsets. Last year, Oculus Quest launched native hand tracking support which can be adopted by developers into their own apps. Ultraleap’s hand tracking technology — formerly known as Leap Motion — has been used for years by VR developers exploring the cutting edge of interaction design.

“The compatibility of our technology with the Snapdragon XR2 5G Platform will make the process of designing hand tracking within a very wide variety of products as simple as pick and place,” said Steve Cliffe, CEO of Ultraleap, in a prepared statement.

Qualcomm Signs “Multi-year” Deal to Bring Ultraleap Hand-tracking to XR2 Headsets

Qualcomm and Ultraleap today announced a “multi-year co-operation agreement” that will bring Ultraleap’s controllerless hand-tracking tech (formerly of Leap Motion) to XR headsets based on the Snapdragon XR2 chipset. Ultraleap claims to have the “fastest, most accurate, and most robust hand tracking.”

Snapdragon XR2 is Qualcomm’s latest made-for-XR chip which the company has touted as being the ideal foundation for standalone XR headsets.

The leading standalone VR headset, Oculus Quest, has been increasingly focusing on controllerless hand-tracking as a means of input for the device. Other major headset makers, like Microsoft and its HoloLens 2, have also honed in on hand-tracking as a key input method. As industry leaders coalesce around hand-tracking, it becomes increasingly important for competing devices to offer similar functionality.

But hand-tracking isn’t a ‘solved’ problem, making it a challenge for organizations that don’t have the resources of Facebook and Microsoft to work out their own hand-tracking solution.

Over the years Qualcomm has been working to reduce the barrier to entry to making a standalone XR headset by offering ready-made technologies—like inside-out tracking—alongside its chips. Now the company is announcing that its XR2 chip will be optimized for Ultrealeap hand-tracking out of the box.

While Qualcomm and Ultraleap have previously worked together on this front, the Ultraleap hand-tracking solution offered through Qualcomm was tied to Ultraleap’s hand-tracking hardware. The new announcement means that Ultraleap’s hand-tracking software is being offered independent of its hardware. This makes it a more flexible and cost-effective solution, with the hand-tracking software ostensibly making use of a headset’s existing inside-out tracking cameras, rather than requiring an additional cameras just for hand-tracking; this also frees up two of XR2’s seven supported camera slots for other uses like eye-tracking, mouth, tracking, and more.

Qualcomm and Ultraleap say the hand-tracking tech will be “pre-integrated” and “optimized” for XR2. It isn’t clear if this simply means that Ultraleap hand-tracking will be available as a service in the XR2 software stack, or if XR2 will include special hardware to accelerate Ultraleap hand-tracking, making it more power and resource efficient.

SEE ALSO
Leap Motion 'Virtual Wearable' AR Prototype is a Potent Glimpse at the Future of Your Smartphone

Despite being a years-long leader in hand-tracking technology, Ultraleap (formerly Leap Motion) hassn’t managed to get its solution to catch on widely in the XR space. Now that hand-tracking is seeing greater emphasis from leading companies, Ultraleap’s camera-agnostic solution on XR2 could be the moment where the company’s hand-tracking tech begins to find significant traction.

The post Qualcomm Signs “Multi-year” Deal to Bring Ultraleap Hand-tracking to XR2 Headsets appeared first on Road to VR.

Finalists for the 2020 VR Awards Include Half-Life: Alyx, Valve Index & Qualcomm

VR Awards 2019 image

This November the annual VR Awards will hold its fourth event, going digital for the first time via VRChat. In the run-up to the event, nominations are now in and the finalists have been revealed for the 13 categories, with some expected and unexpected entrants.

Half-Life: Alyx

The VR Awards 2020 is set to be the biggest yet for organiser The Academy of International Extended Reality (AIXR). Now that the nominations are in a judging panel of industry experts will make their decision for the 12th November ceremony.

Additionally, tickets have now been made available, with a free tier providing access to the VR Awards 2020 via desktop or VR headsets. The £35 GBP ticket also gives holders access to online 1-to-1 matchmaking pre and during the event plus networking with similar ticket holders. The Professional VIP ticket at £199 then adds a bespoke and curated academy meet and greet sessions and collectors edition digital access.

Valve Index

Here’s the full list of award nominees:

VR Healthcare of the Year

  • Make Real & NHS – Blood Identification VR
  • FundamentalVR – Fundamental Surgery HomeVR modality
  • Sector 5 Digital – Galderma Interactive Anatomy (GIA) VR
  • Health Scholars – Health Scholars ACLS VR Simulation Trainings
  • Oxford Medical Simulation – OMS: Interprofessional
  • PeriopSim – PeriopSim
  • Oxford VR – Social Engagement
  • Exonicus – Trauma Simulator

VR Education and Training of the Year

  • VirtualSpeech – Collaborative Soft Skills Training in VR
  • Orka – DHL SLAM
  • GE Hitachi Nuclear Energy International LTD – Large-Scale Multi-user Fuel Movement VR Training Simulator
  • ITI – ITI VR Construction Hazard ID
  • TANTRUM Lab – McDonald’s Hospitality Training
  • MEL Science – MEL Chemistry VR
  • Accenture – Police Stop and Search VR Training
  • Make Real & Lloyds Banking Group – Relationship Management
  • TAFE NSW – VR in Vocational Education & Training: Evaluating Effectiveness & Efficacy

VR Enterprise Solution of the Year

  • Neutral Digital – British Airways First Class VR
  • MEDIASQUAD GmbH – BRP-Rotax VR Job Assessment
  • Enduvo – Enduvo 1.0
  • Accenture – Immersive Collaboration Platform (ICP)
  • Vrgineers, Inc. – US Airforce Flight Simulator
  • Immerse – Virtual Enterprise Platform

VR Social Impact Award

  • AARP Innovation Labs – Alcove
  • Entropia XR – GALERIKU – A VR MUSEUM LIKE NO OTHER
  • RT – Lessons of Auschwitz: VR tribute by school students
  • East City Films & Chartered Society of Physiotherapy – Some Inattention On The Left

Rising VR Company of the Year

  • Cybershoes GmbH
  • Emperia
  • Evernever Games
  • Klip VR Immersive Technologies Pvt. Ltd.
  • VR Inn

Innovative VR Company of the Year

  • Ballast Technologies
  • Cleanbox Technology
  • EVA Esports Virtual Arenas
  • Kagenova
  • Orka
  • Qualcomm
  • Skydance Interactive
  • VISBIT Inc

Out-of-home VR Entertainment of the Year

  • ILMxLAB & The VOID – Avengers: Damage Control
  • SOMNIACs – Birdly – Paradise Lost 
  • Ballast Technologies Inc. – DIVR+
  • Vertigo Arcades – Ghost Patrol VR
  • HOLOGATE – HOLOGATE ‘BLITZ’
  • The VOID – Jumanji: Reverse the Curse
  • The Dream Corporation – OTHERWORLD
  • Frontgrid – ParadropVR City Flyer
  • Wevr – TheBlu: Deep Rescue
  • REWIND – Universal Monsters Presents: Bride of Frankenstein holoride

VR Marketing of the Year

  • Khora – 360° VR Space Safari
  • Glassworks Barcelona – Audi e-tron Room: The Future Paradox
  • Imagination – Land Rover Defender VR Experience
  • ICEF – LONDONIST Student Accommodation Agency
  • EAB – This is USAFA
  • HIKKY CO., LTD. – Virtual Market 4
  • MALVI – VR Accommodation Experience

VR Film of the Year

  • Felix and Paul Studios – Algeria: A Spark of Light
  • Fabio Rychter & Amir Admoni – Gravity VR
  • Samantha Quick – Lutaw
  • Walt Disney Animation Studios – Myth: A Frozen Tale
  • Enrique Agudo – The Pantheon of Queer Mythology

VR Experience of the Year

  • Accenture – All Kinds of Limbo
  • Dimension – Britannia VR: Out of Your Mind
  • Magnopus – Elixir
  • Charlotte Mikkelborg – Fly
  • Funktronic Labs – Fujii
  • Force Field Entertainment – National Geographic Explore VR
  • Atlas V – The Dawn of Art
  • Tender Claws – The Under Presents
  • Zenart VR – Zen Universe

VR Hardware of the Year

  • Pimax Artisan
  • Valve Index
  • Oculus Rift S
  • Varjo VR-2
  • VRgineers, Inc. – XTAL 8K

VR Game of the Year

VR Social Influencer (New Category)

  • Cas and Chary VR
  • Eric for President
  • Kent Bye
  • Nathie
  • ThrillSeeker
  • Virtual Reality Oasis

For further updates on the VR Awards 2020, keep reading VRFocus.