The Virtual Arena: Streaming VR Enters Location-Based Entertainment

The application of XR into the attraction and amusement landscape is covered by industry specialist Kevin Williams. His latest Virtual Arena column investigates developments as the LBE sector moves toward applying streaming VR technology to drive a high-fidelity experience.

Zero Latency
Image credit: Zero Latency

While the establishment of location-based entertainment (LBE) takes hold across the international market. The application of the technology deployed within these facilities is in constant flux. Evolving with the latest developments in the immersive entertainment industry. It is this innovation that makes the market a barometer of the latest trends that could play a part in defining the consumer application of this tech.

One of the biggest trends sweeping LBE has been the deployment of free-roaming experiences, as charted in recent coverage in this column. But technological advances have been made that allow the free-roaming VR experience to be significantly improved and made assessable to a wider audience with a much-reduced cost-benefit (removing cumbersome PC backpacks). A higher fidelity of VR experience moves beyond that achieved using just the mobile processor of current standalone headsets. The developer of these low-latency 5G network applications have been actively reaching out to the LBE community for adoption.

What we mean by streaming VR, is pushing high-fidelity VR directly into the latest headsets. Most of these implementations use a 5G connection between the host PC and a VR headset. This streaming infrastructure also supports updated positional tracking for multiple-player deployment. All this is supported by the latest Qualcomm XR2 standalone headsets, such as the HTC Focus 3, along with the latest systems from Varjo, Pico, and Pimax, focused on commercial application, (as is promised with the Meta Project Cambria, still to be released). This is technology that has been refined for enterprise (SeriousVR) applications such as for training, CAD design, and now commercial entertainment.

High End VR Headsets

The deployment of this approach in entertainment has been gathering momentum. Recently AT&T teamed with Warner Bros., Ericsson, Qualcomm, Dreamscape Immersive, Nvidia and Wevr, to create an ambitious proof-of-concept immersive location-based experience. This was based on the already installed Harry Potter: Chaos at Hogwarts free-roaming VR experience opened at the Harry Potter Wizarding World New York venue. Now using AT&T’s 5G streaming technology, and NVIDIA’s CloudXR, Dreamscape were able to create a prototype version of the experience, at their test facility that removed the need for the cumbersome PC backpacks and streamlined the experience. This development was a proof-of-concept towards being able to offer their high-fidelity VR attraction based on this technology.  

The ability for manufacturers in the LBE sector to upgrade towards the latest technology is a benefit of owning the space. Where consumer VR application needs to establish customer penetration, LBE brings the technology to the player, and so upgrades accordingly. This is best illustrated by Zero Latency, a company that has constantly been on an iterative path with its free-roaming attraction. The company announced its move towards ditching PC backpacks and moving to streamed VR but keeping the high-fidelity VR experience. The company deploying a new system streaming over a local Wi-Fi 6E network to players using HTC Focus 3 headsets. This technology has to ensure the high-end performance needed, as seen with their latest free-roam VR adventure, from Ubisoft, set in the world of Far Cry 3.

Zero Latency
Image credit: Zero Latency

The growth in VR entertainment facility deployment has seen the providers of the content also adopting a streaming methodology. SynthesisVR, a location-based virtual reality content distribution and facility management platform, recently partnered with QuarkXR, a trusted solution provider focused on VR streaming. Towards offering all LBE VR arcade operators a simple, and automated VR streaming solution, previously not available. A solution for wireless VR game streaming was created specifically for the industry through this exclusive co-developed solution, connecting the host PC and Android VR Headset. This will allow VR arcade operators to benefit from the opportunities of streamed VR applications, and the cost-saving this will bring.

We are seeing many established LBE developers migrate to a streaming VR approach, such as with the announcement of the new ‘Hologate-X’ platform. Developed by market leader Hologate, who has established their tethered VR arena platform across the market. The company staying on the cutting edge of new development have created their own streamed VR platform. To be launched at their flagship Hologate-World location in Germany, the ‘Hologate-X’ attraction running the inhouse developed game ‘SIGVRIED: Escape from Valhalla’, offers streamed low-latency 5G network VR direct to headsets, allowing the four players to simultaneously explore the virtual world unencumbered. For the application, Hologate has added haptic vests, along with feedback from the weapons the players carry. All supported by the 4D effects of the arena space they play within.

Hologate - SigVRied
SIGVRIED: Escape from Valhalla. Image credit: Hologate

It is this ability to offer such a high-fidelity VR experience, supported by 4D physical effects that separate what is achievable with commercial immersive experiences from the casual consumer experience. Thus showcasing how VR streaming is able to deliver a new level of VR experience to users. We look forward to reporting on further developments in streaming VR soon.

The Virtual Arena: Developments in the LBE VR Arena – Part 1

The Virtual Arena

Investment in Out-of-Home entertainment development continues, and in his latest Virtual Arena column, industry specialist Kevin Williams collects the latest investments, partnerships, and acquisition news, shaping the landscape of the location-based immersive entertainment business.

The recent movements in investment being made into location-based entertainment (LBE) developers and operators cannot be ignored. Even if most Western venues are in lockdown currently, numerous institutions and investors are banking on the post-COVID #Springback hitting the social entertainment market as the pent-up need for fun hits the streets. Many investors positioning themselves to capture this expected windfall.

SPREE Arena
The SPREE Arena in operation. Image credit: KWP

One such development was German developer SPREE Interactive, VRFocus recently reporting the successful securing of a multimillion-euro investment from strategic investors. Along with announcing that they had launched a V2 of their ‘SPREE Arena’ using the Valve Lighthouse tracking platform for easier operation and pricing. All this and a far-reaching partnership with Pico Interactive to deploy their ‘Pico Neo 2’ headset (powered by the Qualcomm XR chipset), integrated on the ‘SPREE Arena’ platform.

It is this level of investment on the future of LBE that marks the recent slew of announcements emanating from an industry that only a few months ago, some parties were keen to write off. The investment and development community has seen the need to establish a strong position in the opportunity that the social entertainment business will offer the post-lockdown audience.

Regarding that social entertainment mix trying to be developed, competitive eSports and tournament play are crucial elements, and we are seeing the development of a new cross-over between in-home and out-of-home players. One of the aspects of the SPREE Interactive announcement was their partnership with game developer VR Nerds to release an exclusive version of their smash VR competitive blaster Tower Tag. As previously reported, Tower Tag has been deployed in LBE venues in Japan through a previous affiliation with amusement factory SEGA. Having also been launched as a consumer title, the new SPREE release of the videogame will offer a dedicated eSports element for competition, with a leaderboard shared between the home and venue players.

Hoops Madness

Other LBE developers have looked at the need for a dedicated cross-over between the home players, and the future facility tournament competitions. VRstudios has revealed its new VRstudio Sports line, with the release of their VR basketball experience Hoops Madness. The eight-player game has been specially developed to offer an intense competition element, that is supported by a dedicated eSports competition component and leaderboard. But the company has also expanded the competition element by supporting an innovative business model that links the consumer to the venue. Consumer VR players hone their skills to try-out at the facility tournaments.

The investment in using standalone headsets as an alternative to the tethered and backpack PC’s continued, with news of a new partnership from Asia entering the Western LBE scene. Vietnamese based Holomia announced the launch of an update to the game MissionX – VR Laser Tag. A frenetic multiplayer VR arena platform offering 3 game modes, such as capture the flag and deathmatch, across a series of unique maps. The system can accommodate up to 10 players, with the developer running 8 headsets in a game at one time as part of their tournament competition.

Holomia - MissionX
MissionX – VR Laser Tag. Image credit: Holomia

The developers have the game running on the Oculus Quest 2, with the developer currently using SideQuest to provide a download, offering commercial use license for VR arcades. The use of SideQuest hoping to negate the need to abide by the Oculus for Business restrictions on commercial entertainment usage, of this kind. But in a move to break into the Western market the company is working to release their platform in partnership with SynthesisVR – developers of a VR facility management and content distribution platform.

Speaking of VR arcade content delivery and support, and one of the largest of these operations had an announcement of their own. SpringboardVR, the leading VR venue management and distribution platform currently, serving some 500 venues with over 400 pieces of VR content; revealed that they had been acquired by Vertigo Games, famous for their multi-platform VR development and publishing with VR titles such as Arizona Sunshine.

Vertigo Games was recently acquired themselves by Koch Media GmbH Austria (a subsidiary of Embracer Group AB), and this latest move was part of the operation consolidating its position in the commercial VR entertainment landscape. Recently we reported on the work that the Vertigo Arcade LBE division of the company had achieved with their new game ‘Ghost Patrol’. In acquiring SpringboardVR, they now represent the leading providers of venue content. As well as managing the revenue operation and royalty transaction of these facilities and games.

Ghost Patrol VR

It was announced that following the acquisition of SpringboardVR, emerging from this move is a brand new operation called ArborXR – developed as content providers to deploy enterprise VR at scale. This follows on from our report from the London education conference, BETT, in 2020 where we reported on development by the team on VR educational content in partnership with HP on their platform.

The investment into commercial (enterprise) development as eagerly attacked by many new start-ups. Where the home entertainment scene seems to be constantly incubating this immersive technology, the need for a more inclusive business model sees growing investment.

We expect to cover in the next part if this report, another series of major acquisitions and partnerships in the coming days. 

Blackwall Labs Offer Some Festive Cheer, Rhythmatic & NYC Bungee Free to Arcades Until Feb

Rhythmatic

Like many retail establishments, location-based entertainment (LBE) has had a rough 2020. Studios like Ubisoft have tried to help out by offering license-free access to their titles and now British developer Blackwall Labs is doing the same, with free access to Rhythmatic and NYC Bungee.

NYC Bungee
NYC Bungee. Image credit: Blackwall Labs

The announcement comes as the team reveal that Rhythmatic has already become one of SpringboardVR’s top worldwide videogames as well as being highly trending on SynthesisVR – both distribution platforms for LBE content. The title only officially released at the beginning of December having been available in beta form since the summer.

“We want to say a huge thank you to everyone in the community……we are absolutely delighted to tell you that Rhythmatic is one of the highest trending games on SynthesisVR and also in the top 20 most popular VR games on the Springboard global usage chart just 2 weeks after release,” said Blackwall Labs co-founder Dan Perrin in a statement.

Rhythmatic is a multiplayer rhythm-action title catered towards VR arcades. Offering familiar gameplay where you have to slice orbs in time to the music, up to six players can either go head-to-head or co-op challenges. The gameplay also features powerups to help improve scores or hinder opponents.

Rhythmatic

“We couldn’t have done this without your help, feedback and support. We know that this year has been a tough one for everyone, but we believe that 2021 will be much brighter once we reach the early Spring,” Perrin continued. “To show our appreciation and also to help people get through these last hard months we have decided to make both Rhythmatic totally free for you and your locations until 28th February.”

As well as Rhythmatic being license-free until February 2021, Blackwall Labs’ extreme sports experience NYC Bungee is getting the same treatment; allowing players to climb the Statue of Liberty and then bungee off the top.

The studio has plenty of update plans for Rhythmatic going into next year, such as upping the multiplayer to 12-players and adding more dubstep, drum and bass, house and rock tracks. As further information is released, VRFocus will let you know.

Blasters of the Universe: Infinity Forever Is A New Free-Roam LBE VR Shooter

Secret Location revealed Blasters of the Universe: Infinity Forever today, a new free-roam location-based VR shooter for up to four players.

The original Blasters of the Universe was one of the first room-scale VR interpretations on the classic bullet hell wave shooter genre. Instead of controlling a spaceship, you’d move your body to dodge bullets while returning fire in a neon-soaked retro-futuristic landscape. It was a blast (pardon the pun) and is highly regarded as one of the best early VR shooters with lots of replay value that eventually left early access after a couple of years.

Now, Secret Location (also developers of the excellent time-bending VR puzzle game, Transpose) is back with Blasters of the Universe: Infinity Forever, a free-roam location-based entertainment take on the franchise. Designed for up to four people, it follows a linear story structure as players make their way through a series of levels at actual physical VR arcade locations powered by SynthesisVR.

The choice to focus on LBE VR rather than at-home VR is an interesting one given the current state of the industry. Top-billed attractions like The Void are struggling to retain leases for their locations and arcades around the world, but most especially in the United States, continue to struggle.

“We have remained optimistic about the state of our industry in the past months as we continued to make our games from home”, said Michael Masukawa, Director of Strategy and Business Development at Secret Location, in a prepared statement. “We know that now more than ever, families and friends are going to be craving meaningful shared experiences and so we’re happy to be able to offer them exactly what they need. As family entertainment centers start to reopen with safety in mind, we are thrilled to be partnering with Synthesis on the launch of our first location-based VR game.”

What do you think of the move? Risky considering the state of affairs, or forward-looking as the world slowly tries to return to normal? Let us know what you think down in the comment below!

Competitive 6-Player Rhythm Game ‘Rhythmatic’ Coming to VR Arcades in July

Rhythmatic

The location-based entertainment (LBE) industry was doing really well when it came to virtual reality (VR) adoption but that came to a crashing halt a few months ago. Slowly, the sector is beginning to readjust and get back on its feet with developers releasing new content. Blackwall Labs (NYC Bungee) has just announced its latest, a competitive rhythm-action title called Rhythmatic set to launch at the end of the month.

Rhythmatic

Unlike similar titles such as Beat Saber which purely focus on a single-player experience, Rhythmatic is all about bringing friends together and testing their skills to see who’s the best – a surefire way to enhance the replay factor which arcades need.

Light swords in hand, up to six players can compete against one another, slashing blocks in time with the music to stay in the game. To further increase the adrenaline and excitement Rhythmatic also features powerups and power-downs to use against other players, adding that element of uncertainty if they think they’re about to succeed.

Of course, no rhythm-action videogame would be complete without some thumping tunes to get players moving. The team utilised the experience of London, UK-based music venue Studio 338 to enlist artist including DJ Steve Lawler (Space Ibiza, VIVa Warriors), chart-topper Lee Walker as well as heavy metal acts to add a nice variety to the setlist.

In the future, Blackwall Labs plans to add further content including custom environments from well-known international DJs alongside more music to widen the genre pool further. Rhythmatic may have been made for LBE VR locations but it won’t stay that way. The studio has said it’ll be exclusive to venues for six months with a home version to follow.

Rhythmatic is scheduled to arrive in VR Arcades from 29th July as a beta release through distribution platforms like SpringboardVR and SynthesisVR, free to operators for the first month. Those that are interested can apply here to get first access.

VRFocus will continue its coverage of the LBE VR sector as efforts to bounce back are increased. And as Blackwall Labs further develops and polishes Rhythmatic, VRFocus will keep you updated.

Ubisoft’s Eagle Flight & Space Junkies Will be Free for VR Arcades For a Limited Time

Space Junkies new header

As COVID-19 lockdowns begin to ease in some countries around the world, businesses are beginning to reopen which also includes location-based entertainment (LBE) venues like VR arcades. Today, LBE content distribution platform SynthesisVR has announced that Ubisoft’s Eagle Flight Arcade and Space Junkies Arcade will be license-free to operators for a limited time.

EagleFlight_E32016 (2)

The gesture is to help commercial premises in these difficult times, as the public are slowly allowed to resume social activities. So from now until 30th September (11.59pm PST) those arcades which use SynthesisVR can access Eagle Flight Arcade and Space Junkies Arcade for free. If they already subscribe then no additional steps are required.

Eagle Flight was one of Ubisoft’s earliest videogames developed exclusively for virtual reality (VR) headsets like Oculus Rift. The gameplay allows you to fly around a deserted Paris 50 years after humans have disappeared. You can fly past iconic landmarks and race though narrow streets, competing against other players and protecting territory.

Space Junkies on the other hand, is a sci-fi first-person shooter where you face off PvP style in orbital arenas. Equipped with backpacks, in these zero-g matches every direction could spell danger. You’re equipped with a basic loadout with more powerful weapons littered around the environment, offering a chance to improve your odds or get caught in a trap.

Space Junkies

The measure is one of a number big companies have been rolling out to help the LBE VR industry since it was effectively closed down several months ago. Hologate, for example, developed new Hygiene and Safety Standards which could be used by most venues, Zero Latency has been installing systems remotely and Vertigo Arcades has just launched team-based experience Ghost Patrol VR.

VRFocus’ The Virtual Arena has been closely following developments, from reopening plans to how the pandemic will affect the industry going into the future. As VR arcades begin to reopen VRFocus will keep you updated on the latest industry news.

Angry Birds VR Has Begun its Attack on Arcades Worldwide

Resolution Games launched Angry Birds VR: Isle of Pigs a year ago bringing Rovio Entertainment’s iconic mobile videogame to virtual reality (VR) headsets. Today the title expands its reach even further thanks to a new partnership with SynthesisVR, a content distribution platform for location-based entertainment (LBE) venues worldwide. 

Angry Birds VR

VR arcades using SynthesisVR will have access to Angry Birds VR: Isle of Pigs in its entirety rather than a cut down made for LBE version. This means visitors will be able to play over 75 levels across a variety of environments as well as the Spooky Mode levels introduced for Halloween.

For those that like to set challenges for others, the Level Builder is available. Players can build challenges for their friends or other visitors, or the arcade itself can create its own unique levels found nowhere else. A neat little feature to help drive traffic.

“All LBVR operators will have access to license Angry Birds VR: Isle of Pigs without a subscription to Synthesis, making Angry Birds VR: Isle of Pigs available to every arcade non-exclusive of any management software,” SynthesisVR says in a statement. “SynthesisVR also announces this game is available under the Regional pricing plan introduced to help LBVR worldwide, making amazing content affordable to all.”

Angry Birds VR

“We are psyched to bring Angry Birds VR: Isle of Pigs to arcades around the world,” Paul Brady, co-founder and Chief Communications Officer of Resolution Games, said. “This game is so fun and interactive, and it’s really an ideal game to play in an arcade setting. Plus, with the Level Builder, players can build their own levels and challenge others in a tournament-style format for hours of gameplay.”

VRFocus gave the original videogame a decent four-star review, saying: “Angry Birds VR: Isle of Pigs is Angry Birds just in VR, and that’s no bad thing, equally fun and frustrating as it ever was.” Angry Birds VR: Isle of Pigs supports most of the major VR headsets including PlayStation VR, Oculus Quest, Oculus Rift/Rift S, HTC Vive, Valve Index and Windows Mixed Reality.

For further updates on SythesisVR’s latest content or more from Resolution Games, keep reading VRFocus.

The Virtual Arena: The Standalone LBE VR Experience!

Covering the immersive Out-of-Home entertainment scene for VRFocus, in his latest Virtual Arena column, industry specialist Kevin Williams reports in two parts on the new phase of investment with the growth in “Arena-Scale VR – Standalone”, This first part looking at the influence the new Oculus Quest has had on the deployment of this latest phase of location-based entertainment (LBE) VR, seeing phenomenal growth in interest.

“Arena-Scale VR” – the ability for groups of players to compete in the same virtual world has proven to be a big trend in the latest phase of commercial VR entertainment. Offering a unique element for this VR application, totally unachievable from a consumer perspective. Currently, the popular trend was for backpack PC’s to be employed to supply the virtual experience – but with the advancements in technology a new category has emerged with “Arena-Scale VR – Standalone”.

Employing standalone headsets with positional tracking, and enough processing power to create compelling content, one benefit is the ability to wirelessly communicate with each other, and in some cases additional peripherals and operator management screens; removing the cost and complexity of the backpack PC solutions.

LBE standalone VR
One of the first examples of a LBE Standalone Arena-Scale experiences. Image credit: KWP

Oculus Attempts to Enter the Arena

The first series of standalone headsets started to make an appearance in 2018, and one of those which received a special amount of attention was the Oculus Quest. However, the interest in using this kind of hardware in location-based entertainment (LBE) has not been a priority for the manufacturer, until recently.

Oculus underlined a new commitment to LBE VR when, at 2018s Oculus Connect 5 (OC5) convention, the company invited the operator and developer, The VOID, to present an example of its “Hyper-reality” VR attraction (operating in some eleven sites). Running ‘Star Wars: Secret of the Empire’, the demonstration took OC5 delegates through a special enclosure that maps real objects with the virtual world, created in partnership with Lucasfilm’s ILMxLAB development studio.

The current chain of VOID locations is using a modified version of the, now discontinued, Oculus CV1 headset in its construction – developed under license. This is just one of a handful of such partnerships. However, in comparison to other VR headset developers, Oculus has been less active in establishing enterprise entertainment partnerships – previously seen as standoffish with regards to the explosion of interest in this application of the virtual hardware.

The same OC5 in San Jose revealed the Oculus Quest (evolving from the Santa Cruz prototype), as a new standalone platform. Separate of the PC offering, seeing the CV1 superseded by the Rift-S, the Quest offered a new cost-effective opportunity with Facebook CEO Mark Zuckerberg promising it would run “Rift-quality experiences”. But it was the opportunity that it represented outside of the consumer market that interested a new group of developers.

During OC5, Oculus started to reposition its sights on a possible pivot to fully support the LBE VR scene. Running alongside The VOID popup installation at the Oculus event, was a demonstration of their Capability Concept Demonstrator (CCD), based on a previous popular CV1 game. ‘Dead and Buried Arena’ was a demonstration created by Oculus with support from the original videogame developers. The demonstration included a 371 square-metre arena, with two teams of three players each, wearing Oculus Quest. The demonstrations illustrated the prototype’s asymmetric “co-location” technology.

At the time of the demonstration, Oculus stated that it expected location-based entertainment (LBE) developers to benefit from the technology developed for the D&BA system. But, after the expenditure of such a complicated demonstration, all news of further investment in this direction ceased, and even the original D&BA team was disbanded internally. On the conference stage, the pivot was on par with the statement from Oculus’ head of experiences, telling the audience that the company now loved the idea of an audience being able to go to a destination and have an experience and to love that experience and continue that adventure at home.

Oculus LBE arena
The 2018 artist’s interpretation of how Oculus envisaged an LBE arena. Image credit: Oculus

Oculus Quest would go on to be launched in May of 2019, and by October of that year it was reported that sales had achieved some 500,000 units, but it soon became a very popular seller up to the Christmas period (deliveries in some areas pushed to late-February). The platform is proving to be one of the most successful for VR sales from the Facebook-owned company, since its partnership with Samsung with the Gear VR. But regarding an LBE initiative, none was forthcoming until the end of 2019.

It would not be until the Facebook Developer’s Conference (F8) 2019 that we would see a reversion in the approach to commercial entertainment, with a pivot in the approach for the ‘Oculus for Business Initiative’. This came with the introduction of a new program for the Oculus headset range, including the Quest – led internally by Facebook directly. Oculus for Business had been created as a division in 2017, focused on enterprise customers rather than entertainment.

Others’ Lead the Charge in Standalone

Though receiving very little coverage, major LBE VR deployment of the Oculus Quest was undertaken in partnership with leading Japanese video game and amusement operation, BANDAI NAMCO Entertainment. This came with the launch of their brand new MAZARIA facility in Sunshine City, Ikebukuro, Tokyo, during July 2019, when the latest investment by the corporation in a hybrid VR-amusement crossover was revealed.

This came in the form of ‘PAC-MAN Challenge VR’, a two-player experience which sees players using the Oculus Quest standalone headset to allow players to race around the iconic PAC-MAN play-space, collecting power pills and avoiding ghosts, all in 256 seconds. The title was started by the BANDAI NAMCO “Project-i-Can” team two-years ago, working in cooperation with Oculus, at that time developing the prototype Santa Cruz version that would evolve into Oculus Quest.

PAC-MAN Challenge VR
Two-players take on the ghosts in PAC-MAN Challenge VR. Image credit: MoguraVR

The second big development surrounding Oculus Quest’s usage in location-based entertainment (LBE), saw ILMxLAB announce a popup training arena based on the ‘Vader Immortal: A Star Wars VR Series’ – in partnership with LBE developer Nomadic. The company announced it was opening at six Cinemark theatres, running ‘Lightsaber Dojo, A Star Wars Experience’ (closing in February). The ILMxLAB videogame is an arcade-style version of the consumer original, using Oculus Quest standalone headsets, players paid some $9.99 for a six-minute experience.

This the first of the main announcements of Oculus supporting the use of their standalone hardware with major IP franchises (ILMxLAB, LucasFilms’ immersive entertainment studio, has connections with the company already, having previously worked together with The VOID projects). Nomadic previously opened its free-roam venue concept under a partnership with Oculus.

Vader ImmortalMuch rumoured, Oculus eventually lifted the veil on its full pivot to support the LBE VR scene. Building on the initial Oculus for Business division’s work, and under the new direction, it was revealed during F8 that new Oculus for Business bundles would be available, supported by the needed Terms of Service (ToS) and warranties for deployment in commercial entertainment and other enterprise applications. This would be supported by a software development kit (SDK) that would allow access to a suite of tools, and most importantly the ‘Co-Location’ platform used for multi-player connectivity – unable to be achieved on the consumer Oculus Quest.

At the beginning of this year, the promise of Oculus support for a standalone VR solution for enterprise was indefinitely put on hold. After the disbanding of the 2018 Capability Concept Demonstrator (CCD) team, Oculus had been attempting to create a workable ‘co-location’ solution on top of the standard SDK that addressed concerns from legal, over tracking accuracy that could lead to injury. Taking much longer than hoped and leading to still being stated as “Available Soon”, months after being promised.

Attempting to stem the floodgates, Oculus for Business went ahead and released an Enterprise User Agreement addendum for the Quest, permitting “Hospitality Entertainment” deployment. But sadly, much of what the LBE sector was waiting for was still prohibited, the addendum seemed more drafted for single-site VR arcades to use the Enterprise licensed Quest but forbidding use of Oculus co-location functionality.

New stipulations saw enterprise developers forced to create their own co-location firmware, and undertake appropriate liability coverage, all to placate the concern overshadowing corporate thinking. However, this “speedbump” has not deterred the entertainment sector from embracing the opportunity, even if they may be looking at alternative VR platforms to release on.

Independent Devs stake their claim

The corporation had initiated the Oculus ISV (Independent Software Vendors) Program to accelerate customer adoption of VR solutions built for Oculus enterprise products. The first of the developers selected by Oculus to support this program was the French location-based entertainment developer, Scale-1 Portal. Earlier in 2019, the company launched its ‘VOXEL ARENA’ platform, which saw networked Oculus Quest systems for four-player competition employed in the LBE VR market. The new system will be launched in March of 2020, with its first title being ‘PANIK’, offering a fun and challenging teamwork-based virtual experience.

PANIK - Scale-1 Portal
Players competing in ‘PANIK’ at one of the first tests of the platform in September. Image credit: Scale-1 Portal

Another member of the Oculus ISV program is Chicken Waffle, an independent developer with a wide track record in content development and with videogames on many of the leading platforms. The company has also partnered with CenterTec, one of the established leaders of the deployment of the concept of VR arcades, with a successful location business that has also expanded into the educational side of the market, to become a community technology centre.

Working with Chicken Waffle, CenterTec has developed its own Oculus Quest powered mobile multi-user solution and has defined several titles that will offer a cost-effective platform. For operators looking at the investment needed to operate a sensible free-roaming offering, this platform will be backed up with the experience gained from operating educational content and will use many of the unique patents held by the operation. But unlike other developers, this system is cross-platform reliant and was seen supporting several of the standalone VR headsets at CES 2020.

Concerning the availability of a software and hardware solution for the VR arcade operators was one aspect under scrutiny with a question over the Oculus Quest availability for LBE deployment. One of the leading providers of commercially licensed VR game content, and venue management solutions, is Springboard VR – an operation with some 500 companies globally deploying their solution, utilising content from all the major consumer game studios, offering suitable VR content licensing through the platform. Most recently, Beat Games (Beat Saber) and VR Nerds (Tower Tag) added their successfully licensed content to this extensive library.

Springboard VR announced during last July its LBE + Education Solution for the platform, offering a device management kit for the Oculus Quest, allowing access for LBE, training and educational content, and for operators to run the system in location-based entertainment venues. This includes the content that had been appropriately licensed with a subscription model for commercial usage. The company is supplying a beta landing page – which at this point has not been updated. Springboard VR is working to support the Oculus Quest and currently supports VR hardware from Pico, HP, and HTC.

Springboard VR Oculus Quest
The marketing campaign for the beta program for interested supporters. Image credit: Springboard VR

Fennec Labs, an augmented and virtual reality development studio with specialisation in VR arcade content, had a big hand in developing the Springboard VR management platform. The company has been privately working on its own standalone VR platform, having undertaken a detailed evaluation of the current crop of headset options, evaluating Oculus Quest and Pico Neo 2 platforms for their PvP title called ‘RE: COIL’ – offering a new multi-player arena-scale LBE VR experience (the project is not tied to the Oculus API). With the launch in early-2020, the company proposes a basic licensing model for operators to get their hands on this title initially but are intending a complete turnkey model in the future.

SynthesisVR – the developer of one of the most advanced software solutions and management programs for operators of VR arcades and LBE VR venues, has established its own considerable library of the latest commercially licensed VR game content. SynthesisVR revealed its entry into LBE standalone support, having developed a version of its premium platform to support the Oculus Quest, HTC Vive Focus Plus, and Pico, as well as other upcoming Android-based headsets. This agnostic approach will offer VR arcade operators the ability to manage multiple devices, launching content simultaneously across them, and with tools for time management and payment collection (all licensed for commercial deployment).

Studio I-Illusions recently teased us with footage of Space Pirate Arena, in what has been described as a multiplayer “hall-scale” VR game, based on the Oculus Quest, for deployment in commercial locations. It is at an early (beta) stage of development but has seen serious interest from VR arcade operators based on its IP – this is a serious addition to the ranks of content looking at this opportunity.

Space Pirate Arena
Sequence from the teaser video of the beta version of ‘Space Pirate Arena’

UK-based developer Make Real, with a background in immersive networked technology solutions for enterprise and Out-of-Home Entertainment, is another entrant working towards releasing its own Oculus Quest LBE experience. The company is working on a four-player networked VR videogame within a shared “co-location” space, whilst a “theatre-scale” AR audience, powered by 5G, mixes the realities scale. Building on a collaborative puzzle solving narrative, the title has been developed in support of the Oculus for Business LBE initiative and is expected to go live in mid-2020, for operators to franchise.

The concluding part of this feature on the Standalone LBE scene follows shortly.

Project Cars Is Coming To VR Arcades With SynthesisVR

Don’t have the PC to power Project Cars in VR? No worries; it’s on its way to VR arcades.

Slightly Mad Studios is bringing the B2B version of its popular racing series, Project Cars Pro, to location-based VR installations through SynthesisVR. Operators using Synthesis will be able to set up games either in VR or using multiple monitors.

Through Synthesis, you can set up LAN multiplayer games, manage sessions by laps, races or time and incorporate motion seat platforms and racing wheels. Pro features a huge number of cars and tracks seen throughout the series. It’s traditionally been used for more enterprise applications. Last year, for example, Slightly Mad used the platform paired with StarVR to introduce the new Porsche 911 Carrera S debut at The LA Autoshow.

SynthesisVR, meanwhile, offers a location-based entertainment operation package for VR arcades. It gives operators the chance to control the experiences seen in VR. Existing partners include Arizona Sunshine developer Vertigo Games. A standard plan starts at $25 though the company also just announced the release of a free version.

We think Project Cars and its sequel are two of the best racing games you can play in VR. In fact we put Project Cars 2 in such a list earlier this month. The series strikes a fun balance between simulation and accessibility and features some of the best visuals you’ll find in a VR game. On PC, the series supports Rift, Vive and Index.  Sadly the PS4 versions of the games never got PSVR support.

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The Witching Hour Is At Hand In Holospark’s The Haunted Graveyard

As I was saying on VRFocus just the other day, it is only natural that as soon as October comes around that not only grizzly ghouls rise from their crypts but so do an army of undead-related virtual reality (VR) experiences.

T’is the season to be spooky.

The Haunted Graveyard - TitleIt’s not just in the home where developers are taking advantage of the Halloween season, however. Studios working with location-based entertainment (LBE) are also looking to provide some tricks and treats. One such studio being independent Seattle-based videogame developer Holospark (Seance: The Unquiet). They have just lifted the spiderweb-covered curtain on a new experience The Haunted Graveyard, which is available to VR arcades through SpringboardVR, SynthesisVR and also through direct license.

In The Haunted Graveyard players, find themselves in a graveyard slightly less quiet and peaceful than the regular kind of graveyard – for a start it’s occupied by a number of characters who may very well be both dead and alive. Twisting pathways, lost vaults and tombs await as well as a story to enjoy. Just don’t stay too long, at midnight you might turn into something far worse than a pumpkin.

“VRcades are bringing a broad new audience to virtual reality, but most experiences on the market are made for hardcore gamers.” Says CEO of Holospark Russell Williams in a statement. “With The Haunted Graveyard, we have created a new entertainment format that appeals to all audiences, driving VR forward to mass market entertainment.”

The Haunted Graveyard - Screenshot“To create The Haunted Graveyard, we assembled the best technology and an award-winning development team,” Says executive producer John Scott Tynes. “Using their expertise in both games and film development, our team created a VR experience that does what VR should do — it transports users into another world using mesmerizing graphics and sound.”

“VR is a powerful new entertainment medium that can truly transport you no matter who or where you are.” Adds art director Bruce Sharp. “It’s the power of dreams come to life – or in this case, nightmares!”

You can check out a trailer for The Haunted Graveyard below.  The title, though made for VR arcades, is also out now on Steam and on special offer until October 15th.  It supports both Oculus Rift and HTC Vive, and you can get it for £4.31 (GBP) until that time.