An Epic Journey to Shape the Future of the Metaverse

It seems like there are so many companies currently vying for metaverse supremacy. Between small startups and gaming mega-corporations, there surely won’t be space for everyone at this table. Believe the hype or not, the metaverse is a promising opportunity for all; for the everyday user, a unique chance to connect socially and experience entertainment in ways only previously imagined. For brands and businesses, a personalised experience to rival previous incarnations of the internet.

Among all the companies laying foundations for the metaverse, surely none can rival Epic Games. Over the past few years, Epic has been acquiring other industry leaders, with one goal in mind, slowly crafting their portfolio in order to build their vision of the metaverse. It’s hard and a little foolish to ignore what Epic are building, given their current profile and many recent announcements. 

Unreal Engine 5 Image © Epic-Games.com

Journey’s Beginning

Formally Potomac Systems (1991-1992), then Epic MegaGames Inc (1992 – 1999), Epic Games have established themselves as a core part of the videogame landscape. Currently headed by original founder, Tim Sweeney, Epic Games are responsible for more than just the games they’ve made.

Nowadays, Epic is known as the developer behind smash-hit battle royale Fortnite, a game with over 350 million dedicated players – a game known to pioneer, join people together and even break the internet. Fortnite began creating and breaking records from its initial release in July 2017, but before taking over the battle royale genre, Epic Games were known for the seminal Gears of War series, Bulletstorm, Robo Recall, Shadow Complex and, of course, Unreal.

Unreal was one of Tim Sweeny’s first games, working closely with Steve Polge and Cliff Bleszinski. The game became a sell-out hit, a shooter in the vein of DOOM and Wolfenstein. More than that, Unreal birthed the Unreal Engine. First seen in 1998, the core programming engine on which the game was built became a must for game developers and, beyond games, TV and movie studios.

Upper Level of Prison Cell – Unreal (1998) © Mobygames.com

Since then, the Unreal engine has gone through several iterations, becoming faster, more powerful and more versatile. So popular is the Unreal Engine, that the Wikipedia page for ‘games which use Unreal Engine’ feels seemingly endless. In April of 2022 Epic Games finally unveiled and released Unreal Engine 5, the latest version of the software. As ever, it was released for free via GitHub.

Epic has established itself as a company which helps developers, as they waive their royalties for games made with Unreal until the developer reaches $1 million USD in revenue. The Unreal Engine is so versatile it can create desktop PC games, console titles, mobile must-plays and even virtual reality experiences. It seems the possibilities are endless, it has become the ideal industry tool and it is perfect for constructing a persistent online metaverse.

Sweeney’s vision

Speaking to Bloomberg in November 2021, Tim Sweeney stated that: “over the coming decades, the metaverse has the potential to become a multi-trillion-dollar part of the world economy”. Sweeney has always been a proponent of the metaverse vision. He has spent years discussing the concept, but of course, since the conference where Mark Zuckerberg switched Facebook to Meta, things have begun to heat up.

Continuing with Bloomberg, Sweeney believes: “It’s kind of a race to get to a billion users, whoever brings on a billion users first, would be the presumed leader in setting the standards.” Given that elsewhere Sweeney has gone on record as saying he believes that Fortnite is more than a videogame, “it’s a platform for entertainment” one could assume he already believes that Epic has established the groundwork of the metaverse. And, given that Fortnite already sees more than 350 million users, they’re not far off that magical “one billion” number.

Image © EpicGames.com

We can’t, however, forget some of Sweeney’s other comments about the metaverse; such as “The metaverse is like the internet. No one company can own it.” And how companies like Apple and Microsoft are creating “walled gardens” where users are hemmed in by centralisation and rules dictated by the overseeing company. 

At this point, it’s difficult to say whether Epic games, should they establish a successful metaverse first, would hand over the reins to the users and fully decentralise the platform. But before that even becomes a question, Epic first needs to build the metaverse and looking at the many acquisitions which have taken place over the past couple of years, they’re in the perfect position to do so.

Fortnite

It would be remiss to discuss Epic Games’ metaverse plans without directly examining Fortnite. Nobody, not even Epic Games, thought that Fortnite would be the hit it became. The battle royale which now boasts over 350 million players, started as a side game to a PvE (Player Vs Environment) title. Taking cues from PlayUnknown’s Battlegrounds, Fortnite instantly captured the attention of gamers and streamers worldwide, due to its more accessible visuals and the addition of creating builds and bases on the fly.

Image © EpicGames.com & Balenciaga

Now, after years of dominating the gaming space, Fortnite has evolved beyond being ‘just another shooter’. Fortnite is now a platform for entertainment, which just happens to be a battle royale shooter. In the past couple of years, Fortnite has played host to Star Wars, Marvel comics takeovers, musical concerts, art galleries, short film festivals, and collaborations with fashion brands like Balenciaga and Nike.

Users utilise the digital V-Bucks currency to buy skins so they can look like tennis players or soccer superstars; they can buy passes which unlock comic book heroes. Millions of players turn up every season for live, interactive events which further an ongoing storyline spanning not just the game, but real-world crossovers.

Image © EpicGames.com

Fortnite Valuable Statistics – supplied by Levvel.com

  • By 2018, Fortnite had amassed 125 million players, this count then doubled by 2019. Player count now stands at 350 million.
  • Fortnite brought in $5.1 billion in revenue in 2020 alone.
  • The US player base currently takes up 27.52% of all active players, with Brazil taking second place with 8.08% and the UK taking 5%.
  • The Marvel comics Galactus crossover event of Season Five saw 15.3 million concurrent users take part.
  • Over the past year (2021-2022) Fortnite has held the top spot of the most-watched videogame on streaming platform, Twitch (supplied by Sullygnome.com)
  • In 2020, 77% of players bought V-Bucks in-game to spend on the Item Store.

SuperAwesome

Before the acquisition, SuperAwesome had positioned itself as a way to keep kids safe while they’re online. Their infrastructure platform helped more than 300 companies – including Disney, Hasbro and LEGO – bring their products safely to children. SuperAwesome became the leading ad platform for brands to reach younger audiences. According to the SupserAwesome landing page, its technology helped reach over “half a billion under-16s across North America, Europe, LATAM and APAC.”

The focus was to bring children online and give them the platform everyone else had but within a safe environment. Of course, this plays into Epic Games’ primary audience, as many of the millions of Fortnite players are under the age of sixteen. Utilising SuperAwesome’s technology also gives creators and developers an opportunity to monetise their creations and experiences on the future metaverse platform.

Logo Image © SuperAwesome.com

SuperAwesome’s most recent focus fell on the metaverse and how they could aid companies in safely onboarding kids into an online world where they could socialise, play and discover. Epic hasn’t disclosed anything about what SuperAwesome will do now they find themselves under the Epic umbrella, but we can have an educated guess. In an interview with GamesBeat, Epic’s Todd Rowe said: “If you think about the internet, it was fundamentally designed by adults for adults, now we have an internet with … kids under 16.”

Rowe continues: “The ecosystem has been building out with more and more privacy laws for children, Epic is very focused on privacy with everything that they do. Epic has no plans to put ads into Fortnite.” It’s unlikely that we’ll see the tools used to establish changes within Fortnite beyond keeping kids safe during large-scale interactive events, but these monetisation tools will now, in theory, be available to any developer using Unreal Engine, which could very well be the building blocks of the metaverse. 

Sketchfab

In July 2021, Epic Games acquired New York-based Sketchfab. Sketchfab is still operating as a separate brand, however, the purchase significantly bolsters the assets and tools available to Unreal Engine users. The Sketchfab marketplace offers creators a way to create and build 3D assets to be sold to other creators for everything from game creation, to movie making.

While there wasn’t much of a shakeup after the Epic buyout, users of Sketchfab did see a drop in subscription prices, and store fees dropped from 30% to just 12%. But why did Epic swoop in on this young startup? Sketchfab founder and CEO, Alban Denoyel said in the announcement: “joining Epic will enable us to accelerate the development of Sketchfab and our powerful online toolset.”

Young Elf Disciple by Wen Yeh on Sketchfab

Most important was the last line of Denoyal’s announcement: “We are proud to work alongside Epic to build the metaverse and enable creators to take their work even further.” Establishing any part of the visual interface in the metaverse will require a lot of 3D models and what do Sketchfab have by the million? 3D models; but, more importantly, a catalogue of creators building them.

Harmonix

Even if you have no idea who Harmonix are, there’s a very strong chance you have played one of their games. Particularly if you took part in the ‘plastic peripheral’ era of gaming, which saw us all strumming on guitar controllers across the world. Harmonix created the Guitar Hero and Rock Band franchises which brought the idea of playing instruments to the gaming sphere. If you saw footage from these games, you’ll have noticed that they verged on the spectacular; creating venues, 3D bandmates and pyrotechnic displays to rival Coachella.

In the announcement post from the Harmonix blog dated 23rd November 2021, the company stated “we have aspired to redefine what a music game can be.” Up until very recently, Harmonix has carried on supporting their games; Rock Band keeps getting DLC tracks, FUSER and Rivals have been getting frequent updates and events, and they will continue to do so. You’ll notice that Epic rarely pulls the creators away from their creations.

Rock Band 4 © Harmonixmusic.com

But, once again, that word crept into the announcement with: “Now we’ll be working with Epic to once again challenge expectations as we bring our unique musical gaming experience to the metaverse.” 

Epic are already well known for its music experiences within Fortnite, hosting a variety of acts including Ariana Grande, Travis Scott, Tones and I and Marshmallow. It’s not a stretch to imagine that Harmonix will aid Epic not only in staging these events, creating arenas and assets for the musical acts, but they could also bring a new level of interactivity. 

Previously users have only been able to run, jump and perform scripted emotes during the performances, but with Harmonix’ expertise, we could see millions of users playing along to the songs using their controllers. These concerts have not only interested the pre-installed user base of Fortnite but each event has the potential to bring on new users who are fans of the musical act. Apply this to the metaverse and you have a gateway for potentially billions of users who want to attend a concert from the comfort of home.

Houseparty

A much older acquisition – well, old in terms of the recent buying spree – was Houseparty. Houseparty was a video-based app which allowed for easier video communication. Much like Zoom and Skype, Houseparty saw a boom in users during the Covid-19 pandemic as everyone stayed home. Houseparty was particularly popular due to its focus on friends and family; if a user was showing as online, they were free to video call. It was reminiscent of AIM and MSN chatrooms from the late-90s boom.

Image © EpicGames.com

Epic Games bought Houseparty for $35 million in the hope that their expertise and technology could be applied to Fortnite, and “across the Epic Games family”. The Houseparty team got to work on bringing new features to Fortnite and left the old app and community behind. As reported by The Washington Post in September 2021, Houseparty closed its app announcing the team will work on “creating new ways to have meaningful and authentic social interactions at metaverse scale”.

While Houseparty did continue ‘Fortnite support’ for a time and users could pair their gameplay with the app to video chat their teammates, the function was soon shut down. However, given that communication is so integral to a metaverse platform, the Houseparty team are primed to create interesting and safe ways for users to stay in touch in this new world.

Digital Life

We can’t forget the tools Epic Games are publishing, often for free, which will enable creators to build the metaverse. It’s not just the extensive suite within Unreal Engine 5, but the tools developed internally and with teams from past acquisitions.

After buying out Capturing Reality, a company who developed photogrammatic software, Epic Games released its RealityScan app; this app is a free program which allows any smartphone to transform digital images into fully-rendered 3D models. The app was a collaboration between the team from Capturing Reality and Quixel, both now working under the Epic umbrella. Currently, in a limited beta, RealityScan is “yielding 3D scans with unparalleled accuracy and mesh quality at speeds many times faster than competing software.”

Image © EpicGames.com

Then we have MetaHuman, which launched recently and had the internet abuzz, with many loading up the software to try it out. Perhaps the strongest tool outside of Unreal Engine 5, MetaHuman is a free cloud-based app which allows anyone to create photorealistic digital humans. If it sounds a bit ‘uncanny valley’ that’s because it is; but it’s a radically powerful tool for any would-be metaverse creator.

The key to this tool is the ability to import the MetaHuman data into Unreal Engine 5 creating anything from videogames to short films. MetaHuman couldn’t exist without companies which Epic Games has acquired over the years; the work of both 3Lateral and Cubic Motion, this app can unleash the potential of any creator. What can’t be stressed enough is that Epic Games publishes this software for free, further enabling bedroom creators of the future – those with the imagination to create something spectacular.

Image © EpicGames.com

LEGO

On April 7th 2022, Epic Games and the LEGO Group announced the biggest metaverse news yet. The pair will be partnering to create a “metaverse, safe and fun for children and families” teaming up to “build an immersive, creatively inspiring and engaging experience”. Doesn’t give too much away, does it? But let’s look at this partnership plainly.

On the one hand, we have the LEGO Group, a toy synonymous with building from the imagination and implementing media brands, like gaming giant Nintendo, through new build sets. Then we have Epic Games, creator of Fortnite, a game about building and battling in an ever-evolving world, often featuring massive brand partnerships with the likes of Disney. Match made in heaven, right?

Image © TheLegoGroup

Details are understandably thin on the ground, but if we look at the official announcement blog post, we can leverage some information as to how this metaverse project might play out. Niels B Christiansen, CEO of the LEGO Group said, “Kids enjoy playing in digital and physical worlds and move seamlessly between the two.” 

The LEGO Group has already tried to capitalise on this idea once before, with the short-lived LEGO Dimensions videogame. The series allowed players to explore the worlds of Batman, Doctor Who, The Simpsons, and more, by placing real-world LEGO figurines on a portal which brought them to life in-game.

Image © TheLegoGroup

Could we be looking at a similar implementation within the metaverse project? LEGO isn’t going to move ‘digital only’ and they could utilise QR codes or codes inside boxes of LEGO to add characters into their metaverse or even, into Fortnite.

Tim Sweeney was rather cryptic with his words on the partnership saying: “The LEGO Group has captivated the imagination of children and adults through creative play for nearly a century…” The focus here must be on the history of the LEGO Group. Further on in the announcement we see a mention of ensuring “this next iteration of the internet is designed from the outset with the wellbeing of kids in mind.”

This, of course, loops back around to SuperAwesome and their goals within Epic Games; to create a safe, online space for children to use. An admirable goal and one which should be paramount moving forward. However, let’s not overlook the money on the table and both the revenue and opportunities which can come from these two powerhouses working together. These are companies who regularly collaborate with Disney, Marvel, DC Comics, Adidas, Harry Potter, even Swedish furniture labyrinth IKEA.

The possibilities for collaborations are, like the imagination, endless.

Epic Game Store

The Epic Game Store hasn’t been around for long. It launched on 6th December 2018 as a platform to rival Steam, which has been servicing PC gamers for years. It took some time to establish Epic Game Store as a genuine alternative, Epic utilised exclusive game launches, as well as offering weekly free games in order to create user accounts – when Epic offered Star Wars Battlefront 2 for free in January 2021, over 19 million people logged in to obtain a copy, crashing the servers.

Much like in other aspects of their business, Epic has attempted to position itself as a leader who cares about creators and the community. Much like the revenue shares for those using Unreal Engine or listing 3D assets on Sketchfab, the commission percentages were internally scrutinised. The Epic Games Store uses revenue guarantees for developers should their game underperform on release.

For most sales, Epic takes a 12% share of the revenue generated, with the rest going directly to the developer. However, for any game using the Unreal Engine, Epic forgoes the 5% revenue-based fee for those games. After other fees and services, Epic’s profitability is around 5% of gross revenue.

Why does all this matter? Because Epic is attempting, with these rules and the above acquisitions, to establish a creator-based economy and appeal to, or lure, developers of varying sizes over to the Epic Games team. Any metaverse will require users to create content for others, whether they’re professional or bedroom creators. By establishing these friendlier creators’ revenue percentages, Epic is more likely to bring in those who will build everything from player avatars to fully interactive experiences.

Investments

At this point, it’s worth pulling up some financial details. Epic Games is owned by Chinese multinational technology and entertainment conglomerate, Tencent. Tencent is currently one of the largest games developers and publishers in the world; they’ve held a 40% stake in Epic Games since 2012, while CEO Tim Sweeney holds the remaining 60%. In 2020, Epic managed to generate $5.1 billion while raising $1 billion through a funding round in April 2021 and a further $2 billion in April 2022. This values the company at roughly $31.5 billion.

Images © EpicGames.com

More important than the monetary amounts however are the companies investing, as this gives us a good indication of their intent. For example, the latest round of investments saw both Sony and Kirkbi (the owners of the LEGO Group) invest $1 billion dollars each, specifically to “build the future of digital entertainment”.

In the blog post update, which detailed the newest investment figures, Epic Games noted: “Today Epic Games announced a $2 billion round of funding to advance the company’s vision to build the metaverse and support its continued growth.” While we can speculate and pose thoughts about the acquisitions, this blog post calls out the investment as metaverse funding. Of course, with the secrecy of Epic Games, we won’t know for some time how the money will be used, but it shows that not only are Epic going ‘all in’ but so are Sony.

It should be noted that in the April 2021 investment round, Sony only put $200 million in, with the sentiment still being focused on the metaverse. As Tim Sweeney remarked at the time: “We are grateful to our new and existing investors who support our vision for Epic and the Metaverse.” 

Think back to Mark Zuckerberg changing the Facebook company name to Meta, which positioned the company as an industry leader for the metaverse concept. This happened in October 2021, yet Epic Games’ CEO was announcing his plans six months prior. While the world looked at Zuckerberg and Meta, they forgot to keep an eye on Sweeney and what he’s already built.

While Sweeney was gung-ho with his views on the metaverse after the initial Sony investment, the term wasn’t mentioned directly by Sony; Kenichiro Yoshida, chairman, president and CEO of Sony Group Corporation said at the time: “Epic continues to deliver revolutionary experiences through their array of cutting edge technologies that support creators in gaming and across the digital entertainment industry… I strongly believe that this aligns with our purpose to fill the world with emotion, through the power of creativity and technology.”

Despite the many investments and the positive steps forward in creating a stable foundation for metaverse plans, Tencent’s stock – where Epic Games find itself – is at a major low right now. There could be many reasons behind this slump, but a key factor to monitor is the current sweep of crackdowns against the internet industry within China.

Chinese internet censorship is among the most comprehensive in the world. Both Twitter and Facebook have been banned in China since 2009, so the idea of an open internet platform, constructed by a key player from Tencent’s portfolio could be counter to Beijing’s views. As explored by TechCrunch in November 2021, Tencent commented Beijing is: “not fundamentally averse to the development of metaverse,” as long as the user experience is “provided under the regulatory framework.”

From an earnings call by Tencent in November 2021, CEO Pony Ma said: “Anything that makes the virtual world more real and the real world richer with virtual experiences can become part of the metaverse.” It seems the view will be a slow build, utilising the technology available, but the positive growth in the stock market may only come when those regulatory measures for the metaverse have been put in place.

Journey’s End

If you were to open an Epic account today with a view to play Fortnite, once you’ve entered the Fortnite lobby/menu, you would find a metaverse seedling. In one corner, there are user-created game types, in another, more user-created content in the form of worlds which can be explored. If we take a look over the history of the battle royale game, taking in the past year, we can see collaborations with artists, social justice charities, movie production companies, comic book creators, musicians and sports stars.

Fortnite’s overarching storyline occasionally leaks out into comic books from Marvel and DC, bringing the two mediums closer than ever; while toy manufacturers design action figures based around the game’s most popular skins. Sometimes the lobby advertises a band or DJ who will be performing within an interactive space and the item shop, which trades in digital currency V-Bucks, advertises skins to make your character stand out or look like your favourite celebrity.

Image © EpicGames.com

Yes, Tim Sweeney and Epic Games are forgetting his comments about ‘walled gardens’ considering Fortnite is a centralised product with its own currency, but there’s no doubting the scope of this already established metaverse aspiration. When taking the Epic Games acquisitions into account, the building blocks are being laid constantly; there are plans to protect kids who want to explore the metaverse or create new content; there’s a huge catalogue of 3D assets for people to use; the video and chat communication is fully fleshed out; on top of this, creeping into every aspect, is the Unreal Engine.

It’s also worth noting that Epic Games has spent the past two years breaking down barriers within gaming’s infrastructure – if it weren’t for Fortnite, the idea of cross-platform play and cross-platform progression would be stuck in the past. Before Epic Games pushed and urged Sony, Microsoft and Nintendo, there was little cooperation between the platforms. Now, however, if you buy a skin for Fortnite on your Xbox, it’s also on your Switch and PC versions of the game. This action can be viewed as the first small steps towards that decentralisation the metaverse so desperately needs. 

Image © EpicGames.com

There is still a long way to go, of course, but the blueprint, and more importantly, the funds and infrastructure are there. Epic has all the tools they need to forge ahead and create the metaverse foundations, leaving others to build upwards. We’ve already seen how Fortnite established a platform for community creators to craft new and exciting experiences; these same builders will be the ones to flesh out the metaverse by adding character and flair.

While Epic’s rivals are dipping their toes in the muddy waters of the metaverse and making waves for the wrong reasons, Epic Games has dived in, got back out, built a boat and is mapping uncharted seas. The race to one billion users is on, and Epic has a hell of a head start.

Sony Takes Minority Stake In Epic Games With $250M Investment

Today Sony announced a strategic investment of $250 million in Epic Games to take a minority stake in the company. Epic Games is responsible for the Unreal Engine, Fortnite, Epic Games Store, and more.

Through this investment Sony has acquired a “minority interest” in Epic Games through a “wholly-owned subsidiary” of Sony. The nature of the partnership and what exactly this means for both companies going forward is not known, but it seems to be a rather mutual broadening of collaboration.

According to a press release, “The investment allows Sony and Epic to aim to broaden their collaboration across Sony’s leading portfolio of entertainment assets and technology, and Epic’s social entertainment platform and digital ecosystem to create unique experiences for consumers and creators.”

The move comes after Sony originally refused to allow crossplay on Fortnite to try and lock people into the PS4 ecosystem. They’ve since backtracked that stance and allow full crossplay with other systems.

Notably, in the press release, Epic Games Founder and CEO Tim Sweeney explains the focus on establishing an “even more open” ecosystem as part of the reasoning for the investment: “Together we strive to build an even more open and accessible digital ecosystem for all consumers and content creators alike,” says Sweeney.

Given that context, it’s unlikely this investment will lead to Epic exclusives on PlayStation systems, but it could perhaps signal a move to connect the PSN Store and Epic Games Store in some way to bridge the gap between console and PC gaming, similar to what Xbox does with its Xbox PC app and Game Pass offers. That’s purely speculation though.

Let us know what you think of the news down in the comments below!

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Unreal Engine 5 CEO: ‘All’ The Demo Tech Can Work On High End PC VR

“All” of the Unreal Engine 5 technology demonstrated in this week’s stunning reveal will be able to work with high end PC VR, according to Epic CEO Tim Sweeney.

The statement was made in an interview with tech outlet CNET:

“Certainly, all the technology we’re demonstrating will be able to run on the high end PC-based VR systems, which means a new generation of graphical fidelity, particularly in geometry. I don’t have anything specific to announce for VR here, but I think it’s going to create a really interesting march towards photorealism … and as you see devices improve their resolution and other system parameters it’s going to be very interesting.”

Unreal Engine 5 is a radical new approach to how games are made and rendered. It was revealed on Wednesday in a stunning showcase.

https://www.youtube.com/watch?v=qC5KtatMcUw&feature=emb_title

In current game engines, artists import reduced detail versions of the original assets they create. When you move far enough away from those assets, an even lower detail version is used instead. This is called LODs (Level of Details).

UE5’s new ‘Nanite’ geometry system upends this approach. Artists import the full movie-quality assets. The geometric detail is scaled in real time. This means virtual objects will look incredibly detailed up close, and won’t “pop in” or “pop out” as you move away from them.

The new ‘Lumen’ lighting engine provides full real time global illumination. This means the lighting is no longer “baked”, and light sources can move around the virtual world in real time, with the same level of impact to the environment as pre-baked static lights.

Oculus Quest?

But what about mobile-powered VR headsets like Oculus Quest?

According to Epic CTO Kim Libreri, UE5 supports lower powered platforms like Android and iOS through “scalability paths to down-resolution your content to run on everything”. That sounds like the engine will reduce the quality of the assets before compiling.

“What it means for mobile VR running on a mobile chipset, that’s going to be the same sort of answer … as getting Nanite content to work on a phone” – Epic’s CTO

Given that the Quest has just 64GB or 128GB (there are two storage models) available, asset reduction seems like it would be required alway.

So while high end PC VR experiences may leverage the huge advancements in Unreal Engine 5, don’t expect it to have much impact on Quest.

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Tim Sweeney: PS5’s Storage System ‘Absolutely World-Class’, ‘Better Than High-End PC’

Epic Games co-founder Tim Sweeney has high praise for PS5’s storage system following today’s reveal of a stunning Unreal Engine 5 demo.

According to Epic the demo, designed to highlight new features made possible by next-gen consoles, was captured in real-time on a PS5. Following its reveal, Sweeney appeared on Geoff Keighley’s Summer of Gaming stream to discuss what we’d just seen.

“Sony’s storage system is absolutely world-class,” Sweeney said. “Not only the best-in-class on console but also the best on any platform. Better than a high-end PC. This is going to enable the types of immersion that we’ve only dreamed of in the past.

“The world of loading screens is over and the days of pop-in and geometry popping up as you’re going through these game environments are ending,” he continued. “And the resulting effect is the ability to build games that are fully immersive from start to finish over hundreds of hours of gameplay if that’s your game.”

PS5 features a solid-state drive (SSD) that Sony itself says will dramatically reduce loading times and rendering environments on its new console. In the Unreal Engine 5 demo we saw the lead character glide across miles of geometry over the course of a few seconds with the environment remaining consistently detailed throughout. Sure, this is a highly-polished technical demonstration, but that could offer an insight into what Sweeney is talking about.

And, obviously, this could have huge benefits for Sony’s VR plans on PS5. We know the current PSVR supports the new console and that Sony is prototyping a new headset. With the technology powering PS5, we might see richer VR environments that don’t pop-in when quickly turning your head or leaning in for closer inspect. Anyone that’s been playing the PSVR version of The Walking Dead: Saints & Sinners in the past two weeks will know how big of a deal this could be.

PS5 is arriving this holiday season and Unreal Engine 5 launches next year. As for a possible PSVR 2? We’re still awaiting official details but you can find out everything we currently know right here.

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CEO von Epic Games spricht über die Zukunft der AR und VR

Die Journalisten von Upload VR konnten auf der GDC 2019 ein kurzes Gespräch mit Tim Sweeney, CEO von Epic Games, führen und nähere Informationen zu seinen Ansichten über die Zukunft der AR- und VR-Technologie und die damit verbundenen Herausforderungen erfahren.

Tim Sweeney über die Zukunft der AR und VR: “Ich glaube an eine Zukunft in der Milliarden Menschen AR-Hardware tragen”

Tim-Sweeney-Epic-Games

Tim Sweeney auf der GDC 2016

Tim Sweeney ist bekannt als Gründer und CEO von Epic Games und seine Arbeit an der Unreal Engine. Zudem entwickelte ein Team seines Entwicklerstudios den VR-Titel Robo Recall für Oculus Rift mit sowie die Dev-Tools für den gemeinsamen, einheitlichen und lizenzfreien XR-Standard OpenXR.

In einem kurzen Gespräch gab er auf der GDC 2019 seine Ansichten über die Zukunft des AR- und VR-Marktes bekannt und die damit verbundenen Pläne seines Unternehmens:

VR und AR werden die Zukunft der Unterhaltung verändern, und Epic investiert stark in die beiden Bereiche. Ein Großteil unserer Investitionen sind unternehmensbezogen, […] um erstaunliche Produkte zu visualisieren und virtuelle Produktionen für Filmsets und ähnliche Dinge durchzuführen.”

Laut Sweeney befinden sich die Technologien allerdings nach wie vor in den Kinderschuhen, wie er in einer Smartphoneanalogie mit dem Personal Digital Assistant Palm Pilot nahelegt:

“Ich denke allerdings, dass wir uns immer noch – trotz vieler früher Hoffnungen – in der Palm-Pilot-Phase dieser technischen Revolution befinden und nicht bereits in einer Smartphone-Ära. Wir investieren bereits massiv, aber es wird noch Jahre dauern, bis sich der Markt so entwickelt, dass er die Welt für immer verändert.”

Auch wenn es noch lange dauern wird, glaubt der Epic-CEO allerdings fest an die Technologie, besonders die AR:

“Aber ich glaube an diese Zukunft der Welt, in der Milliarden von Menschen AR-Hardware tragen und AR-Brillen zum Alltag gehören. Ich glaube, das ist die Unterhaltungsplattform der Zukunft. Und wir werden ein Teil davon sein. Und wir sind sehr, sehr glücklich darüber, dass Microsoft die HoloLens ankündigt und alle zukünftigen AR-Bemühungen als offene Plattformen umsetzen möchte. Ich denke, das ist eine unglaublich wichtige Sache für die Zukunft der Branche. Besonders für AR, wenn man sich Hardware vorstellt, die eine unvergleichliche visuelle Darstellung bietet – stellen Sie sich ein umfassendes Sichtfeld mit 8K pro Auge vor – und stellen Sie sich Sensoren vor, die ständig Ihre Gesichtsbewegung und die Welt um Sie herum erfassen, um sie zu digitalisieren.”

Doch eine derartige technische Umsetzung bringt neue Herausforderungen mit sich, wie beispielsweise beim Datenschutz:

“Wir werden sehr starken Datenschutz und sehr starke Garantien für offene Plattformen sowie offenen Zugang zu den Plattformen benötigen, damit wir nicht in einer Art Überwachungsdystopie enden, wie man es aus der Science Fiction kennt.”

(Quelle: Upload VR | Bild: Wikipedia von: Official GDC – _TXT8604, CC BY 2.0)

Der Beitrag CEO von Epic Games spricht über die Zukunft der AR und VR zuerst gesehen auf VR∙Nerds. VR·Nerds am Werk!

Epic Games CEO Tim Sweeney On AR: ‘We’re Going To Need Very Strong Privacy Protections’

Tim Sweeney Epic Games

I spoke to Epic Games CEO Tim Sweeney at the Game Developers Conference last week. Sweeney declined a full interview but agreed to answer one question about the VR and AR market on the record.

Sweeney is, of course, the CEO of the company behind Unreal Engine, Fortnite, Epic Games store and more. A team at Epic built Robo Recall for Oculus Rift and the company’s development tools are designed to support the OpenXR specification for cross-platform development. Beyond that, though, how Sweeney views opportunity in these markets could be helpful to developers.

‘You can quote me on this’

He spoke for nearly two minutes about how he views VR and AR:

VR and AR will transform the future of entertainment and Epic is investing heavily in it. A lot of our investment is the enterprise side where customers all over the world are doing amazing things to visualize products and do virtual production on movie sets and other things like that.

I think our recognition now is we’re still — despite a lot of early hopes — we’re still sort of in the Palm Pilot phases of this revolution rather than the smartphone era of the revolution. So we’re investing heavily but its…going to take years before it develops into a market that changes the world for everyone.

But I do believe in this future of the world in which billions of people are wearing AR hardware, AR glasses are their everyday life and I believe that’s the entertainment platform of the future. And we’re gonna be there.

And we’re very very happy to see Microsoft announce the HoloLens and all their future AR efforts will be treated as open platforms. I think that’s an incredibly important thing for the future of the industry. AR especially, you’re talking about hardware that’s going to present unparalleled visual fidelity — imagine 8K per eye filling your entire field of view — and imagine sensors constantly picking up your facial movement and the world around you to digitize it.

We’re going to need very strong privacy protections and very strong guarantees of open platforms and open access to platforms so that we don’t end up in some sort of surveillance dystopia as you might see in science fiction.

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Epic Aims to Take on Steam with Newly Announced Epic Games Store

Steam is widely considered the de facto platform for PC games, VR or otherwise, but Unreal Engine creators Epic Games want change that with a new storefront that they say will leave more revenue to developers than Steam and other major digital distribution platforms.

Update (12:20 PM ET): Tim Sweeney has confirmed in a Game Informer interview that VR games will have a home on the platform, although the store “doesn’t have any sort of VR user interface.”

Both Steam and the Oculus Store take an industry standard cut of 30% of a game’s revenue, although Epic CEO Tim Sweeney today announced in a blogpost that the company would soon be creating their own dedicated storefront that will only take a 12% slice of the pie; that includes games created with Epic’s Unreal Engine 4, Unity, and other game engines.

Fittingly dubbed ‘Epic Games Store’, the distribution platform will likely take the place of the Epic Games launcher on PC and Mac, which most famously features battle royale sensation Fortnite and the Unreal Engine itself.

Image courtesy Epic Games

There wasn’t a specific announce surrounding support for VR games (see update), although as Khronos Group’s OpenXR standard marches ever onward in its mission to make market fragmentation a thing of the past, it’s possible those “open platforms” will also include VR. Epic Games is a prominent member of the Khronos Group working alongside a host of industry pros including Oculus, HTC, Valve, Microsoft, Google, AMD, NVIDIA, and Unity.

Epic Games Store is said to launch soon and begin what Sweeney calls “a long journey to advance the cause of all developers.” The store will first launch with a set of games curated by Epic for PC and Mac, and then allow other games and “open platforms” throughout 2019.

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Content creators like YouTubers can also take part in what the company calls ‘Support-A-Creator’, an opt-in program that provides revenue-sharing kickbacks to creators who refer players to buy a game on the Epic Games Store. Developers can set a specific percentage shared to content creators, although Epic intends to cover the first 5% of creator revenue-sharing for the first 24 months.

“We’ve built this store and its economic model so that Epic’s interests are aligned with your interests,” explains Sweeney, talking directly to developers. “Because of the high volume of Fortnite transactions, we can process store payments, serve bandwidth, and support customers very efficiently. From Epic’s 12% store fee, we’ll have a profitable business we’ll grow and reinvest in for years to come!”

Sweeney says more details (and launch games) for Epic Games Store will be revealed at The Game Awards this Thursday, December 6th.

The post Epic Aims to Take on Steam with Newly Announced Epic Games Store appeared first on Road to VR.

Epic Games CEO Criticises Closed Oculus Platform

A couple of months ago during the Oculus Connect 5 development conference the latest standalone virtual reality (VR) headset was announced. Despite the publicity surrounding the announcement of the Oculus Quest, for many customers and developers, there is still little information available on how locked down the Oculus Quest will be. Some industry leaders have now raised some concerns over this.

So far, it has not been made clear how easy it will be for the average Oculus Quest user to load up software that doesn’t come directly from the Oculus Store, a process known as ‘sideloading’.

Oculus Quest (OC5)

The Oculus Quest, similar to the Oculus Go, runs on an Android operating system with the Oculus Software loaded on top. For most Android devices, its possible to use a developer mode to install APK files, which can run software that doesn’t come from an approved storefront.

For developers, they have even more access to run unfinished and beta versions of software, or modify or even turn off certain functions and features for testing and development. Even here, some things are protected from developer interference for safety or privacy reasons.

The issue is that the methods used by developers for testing can also be used by enthusiasts to test unapproved apps, creating a conflict between the desire for Facebook and Oculus to preserve the integrity of their system and the desire for users to install homebrew or unapproved applications.

“It’s an existential crisis for us to make sure we get data handling right,” said Max Cohen, head of product for the Oculus Platform, during a phone interview at the time. Jenny Hall, who leads privacy programs for the Oculus legal team, also said “privacy is something that we need the entire community of think about, we can’t just fix it or think about it on our own.”

Epic Games CEO Tim Sweeney was sharply critical of the idea of locking down the storefront, saying on Twitter: “A permission-based security model like iOS and Android is the first and strongest line of protection. Locked-down stores do nothing significant to prevent malware; that’s just the old excuse they use to justify their monopoly on digital distribution and commerce.”

For future coverage of developments in VR, keep checking back with VRFocus.