Hands-On With Zero Latency’s Inside Out Tracking Multiplayer Arena

Zero Latency provides systems for warehouse-scale, location-based VR experiences in cities across the world, letting you and up to seven others roam around a huge area with physical prop guns you can use in-game. It is kind of like a cooperative VR version of laser tag.

The idea is that you and your friends can move around freely in the warehouse, using a backpack PC to avoid tethered wires. Most of the experiences are co-op, but they also offer a fairly new PvP experience which we tried out in February. As a whole, we’ve had mixed results with Zero Latency in the past. The game design has been mixed in quality, and their original open-source-based VR headsets weren’t the greatest when used in conjunction with their proprietary tracking system.

zero latency OS vr
Pictured: The original Zero Latency system, using OS VR and external tracking

Zero Latency, however, announced they were going to overhaul the system away from the OSVR headsets to a second generation that uses HP hardware as part of a deal they struck earlier in the year. After my last visit a few months ago, Zero Latency invited me back to their North Melbourne location – one of a few that adopted the new Gen 2 system already.

The upgrade includes new HP computer backpacks and headsets. In some cases, that means the headsets will be HP Reverbs. For five of the current Gen 2-ready locations, however, the older HP VR headsets were used running Microsoft’s Mixed Reality system. The North Melbourne location was one of those five. Zero Latency says future upgraded locations will use Reverb.

I asked Zero Latency CEO Tim Ruse why they chose to go with the Reverb, as opposed to other options.

“Probably the resolution and the quality,” he said. “It’s a really good headset and it’s pretty comfortable compared to other stuff that’s out there. And it goes really well with the HP backpack.”

Ruse noted each of the 38 Zero Latency locations is run by a licensed owner and it is up to each location to choose their upgrade path.

zero latency hp mixed reality
Pictured: The new Zero Latency system in North Melbourne, featuring HP Mixed Reality headsets and a Windows controller mounted to the gun prop.

The original Zero Latency system used OSVR headsets with a gun peripheral and glowing balls mounted on the top of both. Tracking was done externally for each player via overhead mounted cameras tracking the glowing balls. There are also blue patterns on the floor used to help determine position.

The HP headsets feature two outward facing cameras that provide inside-out tracking similar to an Oculus Quest, Rift S, Cosmos and others. According to Zero Latency, the new HP headsets still use the existing blue patterns on the floor to help determine your position in the play area and relative to others but, crucially, all of this tracking is all done on the players’ headset alone and no longer uses the external cameras mounted overhead from the Gen 1 system. The headset’s inside-out tracking system also tracks a Windows controller mounted to the gun prop, instead of the old glowing balls.

The gun is essentially [now] locally tracked,” he said.  “Before, it was the positions travelling through the tracking system and back out. Whereas, your perception of the gun is [now] all local. It’s going all through the WMR tracking specifically, not out through an external tracking system. It feels way snappier.”

I could really feel the difference and it is one of the most noticeable improvements of the new system. The guns now feel snappy and sharp with low latency. Most important, they feel really fun to use. I felt in control of my aim the whole time and I didn’t get as frustrated with aiming as I did in the old system. The gun-play seemed much more skill-based and I was talking long range shots that didn’t seem possible with the original OSVR setup.

Inside Out Arena Scale Limitations

While I found the overall experience improved with the HP-based system compared with the first generation of Zero Latency, I also noted limitations. There were a few instances, for example, where a player’s gun would appear lodged in the ground, far away from where they were standing with the prop. The fix was to just look directly at the gun prop and move it around a bit.

My head movement also seemed susceptible to occasional frame drops and momentary freezes. Fast actions also resulted in my movements sometimes feeling like they were smoothed over, or “averaged out”, when translated back onto the screen – the finer detail and incremental movements of my head sometimes felt like they were lost in translation during a big sweeping motion. When I approached a physical wall, the positional tracking went haywire. Despite all this, I did find the overall experience to be quite a bit better than the first generation — a change likely attributable to the abandonment of OSVR hardware.

I would expect some casual VR players to come away impressed by the upgrade. The gun props feels much more responsive and the experience is notably more fun because of that. But there are still more improvements needed to iron out occasional tracking glitches in an inside-out-based system at this scale.

The post Hands-On With Zero Latency’s Inside Out Tracking Multiplayer Arena appeared first on UploadVR.

America’s Largest VR Arena Gets Second Location, NJ and Philadelphia to Come

If you’re one of the unlucky few that are still waiting for an immersive warehouse-scale virtual reality (VR) experience to open at a location near you, well, you might be in luck – if you live near New England, that is. MindTrek VR is the largest free-roaming VR gaming company in the USA, and now they’ve opened their second Massachusetts location, in the new Apex Center, Marlborough.

MindTrek VRIf you’re not a Massachusetts local you shouldn’t lament just yet, as MindTrek VR have already shared their intentions to open locations in both New Jersey and Philadelphia.

MindTrek VR’s arenas accommodate up to 16 players where users can battle with zombies, robots and more in their variety of games. Zombie Survival will have players struggling to survive, Singularity will see players navigating difficult virtual mazes, and Engineerium will be home to a digital netherworld.

MindTrek VR have already had great success in Australia and Japan, and opened their first US location in July 2017. Since then the company has refused to stop growing, and hopes its new locations will have just as much success.

MindTrek VR was founded by Brad Wurtz, David Rzepski and David O’Connor. Together they have secured the exclusive rights for Zero Latency arenas in Boston, Philadelphia and New Jersey. The latter two locations are scheduled to open in 2018. We’ve previously seen Zero Latency open arenas in Japan with companies such as Sega.

O’Connor believes in the power to make VR a multiplayer-focused, shared experience; “Virtual reality at home can be isolating and sharing the experience with a group in our gaming arenas is a real game-changer, no pun intended. MindTrek is a leader in transforming the virtual reality gaming landscape to make it a social experience.”

The game experience is altered and enhanced by on-site engineers, who can ensure the gaming experience is always comfortable and manageable for all players.

It’s exciting news for anyone in the local area that wants to experience warehouse-scale VR with their friends – it’s a wonderful gaming experience. For all of the latest on VR gaming centres opening near you, make sure to keep reading VRFocus.

VR-Nerds Insights: Singularity von Zero Latency in der VR-Arcade ausprobiert

Nachdem wir Mario Kart VR und Dragonball VR auf unserem einwöchigen Tokio-Trip ausprobieren konnten, stand nun das kooperative Warehouse-Scale-VR-Erlebnis Zero Latency auf unserer Liste. Zero Latency ist uns schon länger ein Begriff: Das Projekt stammt aus Australien und war eines der ersten Warehouse-Scale-VR-Erfahrungen, die es auf der Welt gab. Neben den Installationen in Tokio und Osaka in Japan gibt es noch weitere Locations in Nordamerika, Spanien und in Australien selbst.

Sega Joypolis: Vier Stockwerke Arcade-Action

In unserem Fall war das System Teil der riesigen Sega Joypolis Arcade. Eine exklusive Arcade-Halle, die sich in Angebot und Größe von den üblichen Arcades in Tokio unterscheidet. Man könnte die Dimensionen vielleicht mit einem kleineren Kaufhaus vergleichen. Die Halle erstreckt sich über vier Stockwerke, auf denen unterschiedliche und meist überdimensionierte Arcade-Automaten platziert sind. Racing-Simulatoren bestehen aus echten Autos, die auf Bewegungsplattformen montiert sind, und eine Achterbahn brettert durch die gesamte Halle. Zusammen mit einem Skateboard-Simulator, der eher an ein Fahrgeschäft aus einem Outdoor-Freizeitpark erinnert, sind das die Highlights der Arcade. Weitere VR-Erlebnisse außer Singularity fanden wir dort aber leider nicht mehr.

Die besondere Hardware ermöglicht Warehouse-Scale-VR

VR Arcade review


Im Gegensatz zur amerikanischen Konkurrenz von The Void verzichten die Australier vollkommen auf haptische Elemente und lassen das gesamte Szenario in einer leeren Halle stattfinden. Dabei setzen sie auf ein völlig eigenes Tracking-System, das scheinbar auf einem ähnlichen Konzept wie das der PSVR und deren Move-Controllern basiert. Am Kopf und an dem Waffen-Controller sind jeweils PlayStation-Move-ähnliche Leuchtbälle angebracht, die dann mit mehreren Kameras rund um das Spielfeld erfasst werden können.

Als Head-Mounted-Display verwendete man die OSVR von Razer. Der Waffen-Controller war relativ groß und hatte ein angenehmes und realistisch wirkendes Gewicht. Leider gab es keinen Rückstoß oder etwas ähnliches. Ähnlich wie bei fast allen anderen Warehouse-Scale-Systemen benutzen die Entwickler von Zero Latency Rucksack-PCs. Der große Unterschied hier ist allerdings, dass sie nur ein relativ schwaches PC-System verwenden. Die Daten werden laut Betreiber erst an einen Server schickt, auf dem sie gerendert und erst dann wieder zurück an den Rucksack-PC geschickt werden. Das spart etwas Gewicht und wahrscheinlich auch Akkuleistung. Ob das ohne Latenz funktionieren kann? Denn jede Strecke, die die Daten über die Luft zurücklegen, sollten die Latenz drastisch erhöhen und damit das Spielerlebnis mit Verzögerungen auf die Brille bringen. Was in einer schlechten Erfahrung enden würde. Wir waren skeptisch.

Unsere Erfahrung aus der Lagerhalle

Dieses Mal waren wir zu dritt. Phillip, Vladimir (bekannt als VR-Human) und ich. Es dauerte einige Minuten, bis wir den Rucksack, die VR-Brille und den Gun-Controller angelegt bekommen haben. Trotz Brille habe ich normalerweise keine Problem mit der Oculus Rift oder der HTC Vive, aber die OSVR-Brille drückte gleich an mehreren Stellen. Doch ein echter VR-Nerd lässt sich eine solche Warehouse-Experience durch ein paar Wehwehchen sicherlich nicht entgehen. Ich hatte vor einiger Zeit zwar schon mal eine Warehouse-Scale-Erfahrung mit dem Illusion-Walk System aus Berlin gehabt, allerdings war diese zu dem Zeitpunkt eher eine Preview. Meine Erwartungen an Warehouse-Scale-VR waren generell relativ hoch. Was sollte es zur Zeit besseres geben, als quasi frei durch virtuelle Welten zu spazieren?

Zero Latency Test

Das Szenario, welches wir im Koop-Mode zu dritt durchlaufen konnten, hieß Singularity und basiert scheinbar auf dem gleichnamigen PC-Spiel aus dem Jahr 2010. Da das Spiel offensichtlich nicht explizit für Virtual Reality Hardware gemacht wurde, ist es nachvollziehbar, dass die Waffe viel zu groß dargestellt wird. Jedenfalls fiel mir dieses Detail als erstes auf. Gefolgt von einer unklaren Sicht und einem ungewohnt schlechten 3D-Effekt. Beides wahrscheinlich Probleme, die auf die OSVR-Brille zurückzuführen sind. Der visuelle Eindruck war weit unter dem, was ich sonst von Rift und Vive gewohnt war. Nachdem ich versucht hatte, die VR-Brille etwas zu justieren, kam ich zu dem Schluss, dass ich mich für die nächsten Minuten wohl an diese Makel gewöhnen musste. Ich entdeckte meine beiden Begleiter und freute mich, dass ich dieses Erlebnis nicht alleine durchwandern muss. Via Sprachchat konnten wir uns recht gut verständigen.

Schritt für Schritt durch Singularity

Zunächst sollten wir auf die markieren Bereiche gehen, damit das Erlebnis beginnen konnte. Schon auf diesem kurzen Weg stellte ich fest, dass die Latenz definitiv spürbar war. Die Verzögerung war so deutlich, dass ich mich nur sehr vorsichtig Schritt für Schritt vorwärts bewegen konnte. Was auch daran lag, dass ich meine eigenen Beine nicht sehen konnte. Das Problem kannte ich zwar schon von anderen VR-Spielen, aber zusammen mit der Latenz war das Gehen wirklich nicht angenehm und weit weg von dem, was ich erhofft hatte. Damit war das eigentliche Kernargument der Warehouse-Scale-Geschichte für mich mit einem Schlag zerstört. Doch wie wir wissen: Der Mensch ist ja ein Gewohnheitstier. Außerdem wäre es nicht das erste mal, dass ich mit einem geleeartigen Beingefühl durch die Gegend taumle. Stichwort Alkohol. Nachdem ich endlich den Weg zur Startposition erfolgreich bestritten hatte, war ich startklar für den Trip durch die von Roboterwesen besetzte Raumstation.

Singularity von Zero Latency ist ein Waveshooter+

Die Entwickler gaben uns einen Moment, um uns orientieren zu können, bevor die erste Welle von Gegnern von allen Seiten auf uns zukam. In diesem ersten Moment der Bedrohung nutzen wir den Sprachchat um abzusprechen, wer von uns welche Seite übernimmt. Tatsächlich kam an dieser Stelle ein Gefühl von Kooperation auf. Kurz danach wurde unsere Gruppe für einige Minuten getrennt und dann wieder zusammengeführt. Man erfreute sich an dem Wiedersehen. Das hat mir gefallen, denn in vielen Koop-Shootern koexistiert man zwar, doch oft eher nebeneinander her und jeder macht doch sein eigenes Ding.

Nach der ersten Action wurden wir nun via Ansage und Wegweisern zum nächsten Checkpoint geleitet. Mir fiel auf, dass die Angreifer immer nur dann kamen, wenn wir einen dieser Checkpoints erreicht hatten und wir uns nicht weiter fortbewegen mussten. Da die Fortbewegung sowieso schon eine Herausforderung an sich war, kann ich die Entscheidung der Entwickler gut nachvollziehen, die Kampfhandlungen lieber nicht während des Gehens stattfinden zu lassen. Allerdings ergibt sich dadurch für mich ein weitere großer Kritikpunkt, denn unterm Strich haben wir es hier wieder nur mit einem Waveshooter zu tun, der durch kleine Spaziergänge durch das Raumschiff erweitert wurde.

Eine Warehouse-Scale-Erfahrung habe ich mir anders vorgestellt. Rumballern kann ich mit meinem VR-Device auch zu Hause. Ich erwarte in der VR eine spannende Reise  und die Möglichkeit, die Umgebung zu erkunden. Eine Erfahrung sollte wie aus einem Guss wirken und nicht wie etwas Zusammengesetztes. Die letzte Welle bestand aus einem großen Endgegner, der einem trotz seiner Dimension und seiner Superwaffe nur wenig Unbehagen einflößen konnte. Auch wenn die Grafik für VR-Verhältnisse über dem SteamVR-Durchschnitt lag, litt die Atmosphäre allgemein an dem für meinen Geschmack zu überladenen Art-Style. Nach rund zehn Minuten war der Trip vorüber.

Fazit: Zero Latency enttäuscht

Zero Latency hat mich desillusioniert und meine vielleicht zu hohen Erwartungen an Warehouse Scale VR weit unterboten. Das lag nicht nur an der hohen Verzögerung und dem schwammigen Spielgefühl, sondern auch an der Software und an dem Game-Design selbst. Auf der Vive und der Rift hatte ich schon wesentlich bessere VR-Erfahrungen. Warehouse-Scale-VR-Projekte sollten meiner Meinung nach ihre Vorzüge der natürlichen Fortbewegung nutzen und mehr auf Dinge wie Exploration und Kooperation und weniger auf klassisches Rumgeballere setzen.

Der Beitrag VR-Nerds Insights: Singularity von Zero Latency in der VR-Arcade ausprobiert zuerst gesehen auf VR∙Nerds. VR·Nerds am Werk!

Gloebits proposes money module for OpenSim viewers

Mobius Grid has implemented Gloebits grid-wide. (David Kariuki.)

Gloebit has built, tested and proposed to Firestorm viewer team, a patch that, if implemented, will bring multi-currency support in OpenSim and eliminate the need for Gloebit users to do complicated coding and configuration for their grids and regions to support various money modules.

With the current viewer implementation, the currency symbol is configured to work with the global settings of the grid that a user first logs in and does not update even when the same user teleports or hypergrids to a different region using a different currency service. The patch will remove that confusion by making sure that the symbol updates to the currency symbol of the currency module supported in the new grid.

Christopher Colosi

“This is a big step forward in getting the money module to handle all commerce activity and truly making it so that you install and configure the Gloebit Money Module and everything just works,” Gloebit CEO Christopher Colosi told Hypergrid Business.

That means if a user teleports from a region with one currency to a region that uses a different currency, the currency symbol in the top right-hand of the viewer window will be automatically updated.

“With the Gloebit Money Module enabled, this will set the symbol to ‘G$,'” he said.-

The patch is now available for download for importing and as a reference to any viewer development teams who want to develop a similar module.

ZanGrid Hypershopping I and II regions are Gloebits enabled. (Image courtesy ZanGrid.)

The helper-uri will also update automatically to that of the new grid if the patch is implemented in the viewer when a user teleports or hypergrids to a different grid supporting a different currency module supported in the previous grid.

This means that the buy-currency, insufficient-funds, and buy-land flows will work without breaking and without asking the user to manually update the grid info in their viewer and without the currency.php file, landtool.php file or an xml-rpc server set up.

“I haven’t double checked this, but it might allow a foreign hypergrid visitor to buy land in a foreign grid,” he said.

For instance, if the Gloebit Money Module is enabled in the region that the user newly teleports or hypergrids to, the helper-uri will point at the sim running this region which will allow the Gloebit Money Module to handle these calls directly.

Gloebit, which is currently in use on more than a dozen grids, is inviting the OpenSim community to get onto Firestorm’s jira and vote up the idea.

The Gloebit team has not yet enabled purchasing of Gloebits directly in the viewers, but the update will allow them to set helpful messaging for a user either directing them to link or authorize Gloebit, or to buy Gloebits.

“Once we feel most users have updated to viewers with this functionality, we may remove the messaging we currently send to users each session letting them know how to auth/link or buy Gloebits, as we’ll be able to supply that messaging when they need it during the purchase flow,” he said.

Gloebit has been supplying the currency service for grids and regions but that required manually supplying of the currency service parameters to the viewer when the user enters a Gloebits enabled region, which was complicated and involving on the user side.

The update will also eliminate the need for users to learn the process of configuring the module, which takes time. It will also eliminate break of buy-currency, buy-land, and insufficient-funds flows breaks that are experienced.

Implementation of the patch in Firestorm will be great news for Gloebit because the viewer has the highest users at 53 percent followed by Singularity at 26 percent and 7 percent for Alchemy according to a post. Gloebit hopes that the Firestorm development team reviews, imports and tests the code, and include it in their next viewer update.

“I have no idea how much time they spend on that or if they ever modify code,” he said.

Singularity and Alchemy viewers have confirmed they will implement the module although they will need to do some changes on the patch code because the viewers’ codes are different from Firestorm code.

But there are tens of viewers out there who would also need to do the changes. For those viewers that have not diverged from Firestorm in terms of their code can just import the module as well without doing any changes to the patch code.

“If they have (diverged), they might need to resolve merge conflicts or they might need to just use this as a reference and redo the work for their system,” he said. “Even though they may have coding to do, I’ve done the most challenging piece, which is to understand the existing system and determine how and where to change it.”

The team will keep improving the module as time goes and as problems are discovered. For instance, the currency symbol works well with all buy-currency floaters that have dynamic string but they might be adding some changes if any buy-currency floaters with static string are found.

“As those are discovered, we may need to add a few lines of code to force those to update as well,” said Colosi.

Currently, it allows grid owners and event hosts to sell tickets to an event in OpenSim using a built-in parcel access interface.

Zero Latency’s ‘Warehouse Scale’ VR Arena Comes to MGM Grand in Vegas

Zero Latency’s new installation at the MGM Grand’s massive Level Up gaming lounge marks another positive milestone for the Melbourne-based company and out-of-home VR technology. The Las Vegas facility opens on September 8th, offering untethered, eight-player VR entertainment across a 2,000 square-foot arena.

The out-of-home VR entertainment market has expanded rapidly over the last couple of years, and Zero Latency has been at the forefront, having shown promising early prototypes of the technology back in 2013. Their first arena opened in 2015, followed by installations in Tokyo, Madrid and Orlando. A major funding boost in 2016 resulted in significant growth, with six arenas already operating in the USA; the company expects to have 20 facilities worldwide by the end of the year.

“When it comes to playing games, and exploring new worlds in virtual reality, more people means more fun,” said Zero Latency CEO Tim Ruse. “Technology can often be isolating but we are determined to continue to design games and experiences that bring people together to have mind-blowing VR adventures and forge real memories that can last a lifetime. We’re excited to bring this experience to Las Vegas, our first West Coast location.”

One of the largest hotels in the world, and situated in the heart of Las Vegas, the famous MGM Grand is undoubtedly a prime location for a multiplayer VR installation. As explained on the new VR page of the hotel’s website, guests can choose from three games, Zombie Survival, Singularity and Engineerium for a 30-minute experience. Players can move around tether-free thanks to the Alienware backpack PCs powering OSVR HDK2 headsets fitted with a custom ‘warehouse-scale’ tracking solution.

“We were looking to bring a unique entertainment element to MGM Grand and found the perfect fit with Zero Latency, ” said President and COO of MGM Grand Scott Sibella. “This company creates virtual reality gaming experiences using astounding technology. There is simply nothing like this anywhere in Las Vegas and we’re proud that MGM Grand is the first in the city to roll out an exciting and fun virtual ‘wow moment’ for our guests.”

The post Zero Latency’s ‘Warehouse Scale’ VR Arena Comes to MGM Grand in Vegas appeared first on Road to VR.

The Virtual Arena: From Silver Screen to Silicon Dreams! (Pt 2)

In the second part of his feature, (click here for part one) looking at the impact that the movie business and prominent Intellectual Properties (IP) have in steering new commercial entertainment VR business. Digital Out-of-Home entertainment (DOE) industry specialist Kevin Williams charts the major develops shaping this emerging new sector. One of the technologies gaining a strong interest from the deep pockets of this sector is the untethered backpack VR experience (Arena-Scale VR). The technology seen as the perfect medium to immersive the guest in the selected movie IP like-never-before, even some investors seeing this as a natural successor for the representation of the movie experience.

One of the most promoted developers of this approach has been The VOID, championing their ‘Hyper Reality’ concept. After many twists and turns the company opted to enter the race by presenting their technology within the Ghostbusters: Dimension attraction. Sony Pictures in partnership with operator Madame Tussauds investing in a walk-through waxwork attraction with a backpack virtual reality (VR) experience in support, commissioned from The VOID. The whole experience created as part of the marketing effort for the reboot of the famous Ghostbusters franchise, with the 2016 film.

The opening of the New York venue, though critically acclaimed and reported as seeing crowds, has yet to see the proposed roll-out at other Tussauds venues; but The VOID has opened a standalone Ghostbusters: Dimension attraction at JBR’s The Beach in Dubai. With a third installation charted for their new flagship entertainment facility in Utah, Nevada, scheduled to open to the public in July.

The growth in interest in movie properties having their own backpack VR experience was evident during CinemaCon 2017. New start-up Nomadic is an immersive entertainment company creating tactile VR adventures, and promoted at the conference their backpack VR experience (Arena-Scale), aiming to occupy a 20-foot-by-30-foot space. Not only seen as “Lobby Entertainment”, but targeting the existing screening rooms (auditorium), to be appropriated as standalone entertainment offerings with their own recurring revenue stream.

Major movie IP’s that have embraced Arena-Scale VR technology have started to reveal their plans thick-and-fast over the last few months – major movie studios such as 20th Century Fox, through their theme park arm (FoxNext Destinations) revealed that they are in the process of developing a 2,000 sq.,ft., multi-player VR experience based around the Alien movie franchise. FoxNext working to develop a ‘free-roaming’ VR experience undergoing secret testing. This new development building on the work creating a free cinema pop-up 360-degree VR journey called Alien: Covenant in Utero; the promotional lobby entertainment developed by FoxNext VR Studio in partnership with AMD Radeon and DELL.

Another major movie franchise receiving VR attraction investment was revealed to be in develop in partnership between Hasbro and DMG Entertainment, (through the recently established DMG VR division). The planned Transformers Experience Center is based on the popular Transformers IP that over the last 30-years has expanded to include comic books, animated series, films, video games and consumer products, the recent film properties generating $850 million internationally. The first interactive Transformers digital simulation experience center, scheduled to open in China this summer.

The application of arena-scale VR has been charted beyond the cinema landscape, with already Zero Latency establishing a growing number of locations for their multi-player backpack VR platform. The game system complimenting family entertainment centers and karting locations. A constant iterative process the operation launching their last multi-player backpack experience called Singularity with a play duration of 30-minutes in this space station exploration narrative. While at the same time announced that they were working on eight-player simultaneous experiences – while also planning to open the largest free-roaming virtual arena in America in the Boston-area later this year, and Philadelphia in 2018.

As previously reported the Asian amusement scene has jumped into out-of-home VR applications with both feet, in Japan investment in this approach has increased and Zero Latency, saw the first commercial installation of their system through a deal with SEGA at their JOYPOLIS site. Building on this, and a new location for Arena-Scale VR experiences opened within the brand new ‘SEGA VR Area’ location – taking over the top (6th) floor of the famous Club SEGA Akihabara amusement venue in Tokyo. The venerable Japanese amusement factory the latest to dip their toe into the waters of dedicated VR based out-of-home entertainment.

The first VR installation in this new space sees SEGA partner with Korean based Skonec Entertainment installing their new Mortal Blitz For Walking Attraction – a three player, backpack VR shooting experience, (using the Pimax 4K headset), opened to the public at the end of May. This destination facility approach following the work that the other amusement powerhouse BANDAI NAMCO Entertainment achieved with their first VR Zone: Project i Can temporary installation; BANDAI announcing that they will be opening a second version of their temporary VR Park in a matter of months in the Tokyo area. (Editor’s Note: For more about this check out two recent VRFocus stories about the experiences on offer including ones based on Mario Kart, Neon Genesis Evangelion, the Gundum franchise and Dragon Ball Z.)

Underlining the interest in using VR as an audience experience akin to a movie theatre or planetarium approach, and Japan has seen the launch of the VirtuaLink. A pop-up paid entertainment experience that has multiple guests sharing a virtual space, with a specially created 360-degree 3D video. Several locations around the Tokyo area will be turned into viewing theaters accommodating some 26 special seats (Wonder Pods) – the VR experience presented on Sony Interactive Entertainment (SIE) Playstation VR head-mounted displays (HMDs). The concept the closest seen to being a ‘virtual-planetarium’ experience, constructed by Konica Minolta Planetarium Corporation.

From those commentators entrenched outside of the out-of-home entertainment business, we have seen some wild and contradictory statements regarding the perceived impact of this business on the application of their hopes for VR – statements ranging from if VR is confined to public spaces there is a risk of stunting the growth of the medium, too comments that state to love to see these types of themed [VR] centers popping up around the world. A level of ignorance of the DOE market revealed in superficial research of the scene.

This confused speculation, illustrates the disquiet by some as their promised consumer sector slows, in the shadow of the growth (and revenue generating) out-of-home adoption; best illustrated by the growing numbers of consumer platforms pivoting to destination application. Along with HTC, we see OSVR (The VOID, Zero Latency) and StarVR (IMAX VR) deployment in VR arcade settings; it was recently announced in Japan of the new Virtual Gate platform developed by Techno Blood; allowing VR content to be enjoyed at the countries host of Internet Cafes, the platform partnered with the once consumer facing FOVE eye-tracked HMD – already operational at 33 net cafes in the country.

The commercial entertainment industry has proven an uncomfortable enigma to many that had previously invested in a promised consumer approach to VR. To educate and promote, the Digital Out-of-Home Entertainment (DOE) sector has invested in a unique conference in September, partly supported by my consultancy (KWP) and a major exhibition organizer. Based in Las Vegas, the Future of Immersive Leisure convention will bring together operators of the latest immersive entertainment technology, as well as developers of the hardware, and investors shaping the latest developers.

This new event will be the launch-pad where several new projects will reveal their thinking behind entering the commercial entertainment against previous interest in consumer investment. It is the ability to have direct access to the revenue stream, and a believable business model that has drawn both established operations and new start-ups to the DOE business for VR. Expect reports on the build-up to this event and industry developments in following columns.