CES 2019: HTC Vive, HP Sponsor $50,000 Virtuix VR Esports Tournaments In 2019

CES 2019: HTC Vive, HP Sponsor $50,000 Virtuix VR Esports Tournaments In 2019

Virtuix is offering big cash prizes for its 2019 Omniverse VR Esports tournaments.

The company announced today that HTC Vive and HP are sponsoring this year’s contests, which run monthly. A $50,000 annual pool will be split into cash prizes for those that top leaderboards in VR arcades across the world. Games are played on Virtuix’ Omni VR treadmill, which straps you in place with a harness and allows you to run on the spot using special shoes. Virtuix originally wanted to get Omni in people’s homes but repositioned it as a location-based product in 2017.

Each contest will consist of two teams battling it out over four days. Across January to March featured games include VRZ: Torment and Virtuix’s own Omni Arena shooter. The top 10 teams will win prizes every month, including Vive headsets for the winners. There will also be weekly contests within Omni Arena for teams of four players. At the end of the year Virtuix will gather top-scoring teams to compete in its own Omni World Championship. The intitial schedule looks like this:

·        January 24-27: Omni Arena – “Coliseum” level

·        February 21-24: VRZ: Torment

·        March 21-24:  Omni Arena – “Metropolis” level

You can sign up to take part over on the company’s website. Virtuix isn’t revealing the games for later months in the year just yet but you can bet Omni Arena will feature a few more times.

Back in November, Virtuix announced a partnership with Funovation to build its own location-based VR attractions. These Virtuix Arenas look like futuristic arcade booths that house the company’s treadmills. You can see it in action in the video above.

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Virtuix Compacts Location-Based Entertainment With VR ARENA

Location-based virtual reality (VR) entertainment is becoming big business. looking to be one of the better avenues for both manufacturers and developers alike to make a profit. Virtuix, best known for its Omni treadmill, has announced the arrival of VR ARENA, an LBE attraction powered by Virtuix’s “Omniverse” content platform, designed to have a small footprint.

Omniverse VR ARENA

Created in collaboration with Funovation, the Omniverse VR ARENA aims to provide a high-energy esports attraction for up to four players at a time. Combining the brand-new Omni 2.0 motion platform alongside Omniverse’s 18 VR titles, the attraction has a compact footprint of 375 ft2 (35m2 ) and is highly automated, with a built-in staging area for quick player setup, a 4:1 player-to-attendant ratio, and a queuing app to eliminate revenue-losing wait lines.

“We’ve been organizing esports tournaments since 2016, and we’ve learned that competitive gaming boosts revenues,” says Jan Goetgeluk, founder and CEO of Virtuix in a statement. “Ongoing prize contests result in repeat play by guests and build a community of frequent and loyal players. Our VR ARENA attraction is exciting to both elite gamers and casual players. It’s incredibly fun to run around inside your favourite game, and everyone has a chance to win.”

To make VR ARENA that bit more competitive, Virtuix is giving all players a chance to win in ongoing weekly and monthly prize contests with an annual prize pool of $50,000 USD.

Omniverse VR ARENA

“VR ARENA incorporates two years of customer feedback,” continues Goetgeluk. “We’ve listened to the concerns of our existing customers, particularly regarding the Omni’s player setup time and labour needs, and we’ve worked hard to address them. VR ARENA benefits from the maturity of the Omni, which is now a tested and proven technology. To date, we’ve shipped more than 3,000 Omni systems to over 500 entertainment venues in 45 countries, resulting in more than 500,000 Omni play sessions.”

Virtuix and Funovation will be launching VR ARENA with a “show special” discount at IAAPA 2018 in Orlando from 13 to 16 November. Financing for the VR ARENA attraction will be available from $1,790 USD/month. For any further updates, keep reading VRFocus.

The Virtual Arena: The Amusement Business Embraces VR

Guest columnist Kevin Williams, continues his coverage of the emerging VR Out-of-Home entertainment scene, with an exclusive report from the floor of America’s largest dedicated amusement industry show.

The Virtual ArenaThe American amusement trade held their annual convention in the heart of Las Vegas during February, the Amusement Expo International, saw the AAMA, AMOA, along with NBVA trade associations and Lasertag Convention combined to create a dedicated gathering for all aspects of the American digital out-of-home entertainment (DOE) sector.

For the first time, the event comprised a Virtual Reality (VR) Educational Summit, reflecting the impact that VR out-of-home entertainment, along with dedicated exhibitors from the emerging sector, hoping to influence the family entertainment centre, leisure entertainment and location-based entertainment business landscape.

The issue with new entrants into the established amusement landscape is the learning curve that these start-ups must undertake to establish themselves; so, turning Amusement Expo into an impromptu beauty pageant of the latest VR platforms developed to capture the public’s and operator’s attention.

One of the traditional amusement trade to embrace VR in this sector, BANDAI NAMCO Amusement represented A.i.Solve’s WePlayVR – the maze enclosure based system that has individual players navigating the virtual environment wearing a backpack and HTC Vive headset. As well as revealing plans for BANDAI NAMCO to bring their VR ZONE Portal facility concept to the States, later in the year – something VRFocus covered last month as they look to further expand the chain throughout the US and Europe, particularly the UK.

2018 Amusement Expo International - WePlayVR

Another developer of this approach was TRIOTECH, partnered with Asterion VR, to develop their ‘VR Maze’, running the Virtual Rabbids: The Big Maze – again with a single player backpack approach. The Ubisoft property was also on display on the LAI Games booth with their Virtual Rabbids: The Ride – this time a two rider VR motion experience using D-BOX motion hardware.

2018 Amusement Expo International - TRIOTECH and Asterion VR
A player is prepared to navigate the VR Maze
2018 Amusement Expo International - Virtual Rabbids
A wild ride, racing through the Rabbids universe.

The need to generate a strong ROI from operating VR hardware has seen many multiplayer approaches, Creative Works represented Hologate VR at Amusement Expo – the four-player enclosure, uses a ceiling tethered HMD approach (again, with HTC Vives); strong initial sales seeing the company working on their own and licensing content to support the platform.

 

2018 Amusement Expo International - Hologate
Players do battle in Hologate VR

Amusement manufacturer and distributor, UNIS Technologies has partnered with Virtuix to present the Omni Arena – the two and four player configuration arena stage utilizes the companies omni-directional platform. Virtuix promoting that already some 2,500 of their platforms were in operation at some 500 location-based facilities internationally.

2018 Amusement Expo International - Omni Arena
Frantic competition on the Omni Arena.

Another omni-direction system on display at the Las Vegas show was represented by FOCUS VR, showing the Cyberith Virtualizer – this approach was more based on offering a delivery platform for VR arcades. Several new exhibitors to the amusement trade took this approach, with the likes of Springboard VR, who have created a turnkey package for those wanting a plug-and-play VR arcade approach.

2018 Amusement Expo International - Cyberith Virtualizer
The Virtualizer being put through its paces

Content for the virtual arcade was also provided by exhibitors such as EscapeVR – offering a room-scale escape room experience in a virtual environment.  While the ability to capture footage of the player within the virtual environment was offered through Blueprint Reality’s MixCast platform. The company bringing a Windows Mixed Reality system from Acer, to demonstrate their platforms versatility.

2018 Amusement Expo International - Mixcast
The MixCast platform running in conjunction with the Acer headset

Also walking the show floor were several of the up and coming operators and developers of new VR arcade locations, hardware and content – many sitting in on the VR Educational Summit sessions dedicated to the new technologies opportunity for amusement application.

Free-roaming (Arena Scale) VR experiences has gained great momentum in the DOE scene, exponents of this could be found on and off the show floor, including exhibitor Modal VR, presenting their PING experience. The system using a special tracking architecture, linked to mobile VR (Samsung Gear VR derivative) headsets – players taking part in a virtual game of an interpretation of the Atari classic Pong.

2018 Amusement Expo International - Ping
Player’s prepare for a one-on-one game of virtual PING.

While, Hyperverse promoted their own VR free-roaming solution at the show, based on backpack PC’s and Oculus VR CV1 headset. To experience a full free-roaming VR system, all the delegates had to do was travel down the Strip to the MGM Casino, and their new Level UP entertainment location, which has newly installed a Zero Latency four-player backpack VR system and a suite of games.

2018 Amusement Expo International - Kevin Williams At Zero Latency
Kevin Williams and associate suit up ready to play at Zero Latency in the MGM Casino.

It is the reality of the actual hardware deployment in the field that will validate its worth from this business. Already the Zero Latency system will soon be joined by at least two new free-roaming installations in Las Vegas – and along with the other fielded VR entertainment systems on display, it looks to be a very interesting time for this emerging market. It will be interesting to see their penetration into the Western market – watch this space for more coverage from this sector.

Virtuix Heading To Amusement Expo International

When it comes to virtual reality (VR) videogames to many things still aren’t what they want them to be, and part of that is that the sense of immersion doesn’t necessarily match up with what they expect or would hope for. There is an ongoing desire for freedom of movement when it comes to VR. One of the reasons this year, 2018, promises to be the year of standalone head mounted displays (HMDs) and wireless or ‘untethered’ solutions coming to the fore.

Virtuix OmniHowever, there’s still the desire to move around with actual 1-to-1 movement as opposed to moving via one of the methods of teleportation often employed. And unless you’re looking to enjoying a warehouse style VR experience, when it comes to that kind of feeling in the home there aren’t many solutions.  One that does however is the idea of the omnidirectional treadmill, a motion platform that enables 360 degree movement whilst in a virtual environment. Examples of which include Chinese company KAT VR’s KAT Walk treadmill, which has support from titles such as Arizona Sunshine, Island 359 and Dreadhalls and there is also the somewhat more well-known Virtuix Omni treadmill.

VRFocus has followed the story of the Omni for as long as the site has been in operation. Founded in April 2013, the company based in the city of Austin in Texas, hasn’t had the smoothest of roads. Multiple successful funding and investment rounds did not result in the end product for all. However, Virtuix has been consistently updating and has now shipped more than 2,500 units, is an official hardware partner of HTC and Omni systems can be found around the world.

Virtuix OmniTheir latest announcement sees the company reveal it will be participating in next week’s Amusement Expo International at the Las Vegas Convention Center, something that no doubt VRFocus will be covering at a later date in our series The Virtual Arena. Virtuix will be demonstrating their hardware, as well as Omni Arena and their Omniverse videogames platform which saw the addition of support for Vindicta earlier this month.

CEO Jan Goetgeluk will also be at the event too, as part of a discussion on how owners of location-based VR spaces can maximise their return on investment.

“We’re very excited to show our latest Omni improvements and Omniverse games at the Amusement Expo,” Said Goetgeluk. “Ever since we launched our Omniverse gaming platform, the Omni has become an entertainment hit at VR arcades and top FECs around the world like Rec Room in Calgary or PlayTime Crown in Melbourne. We look forward to introducing the latest Omni technology to FEC operators from the U.S. and elsewhere.”

Amusement Expo International takes place over Tuesday February 27th 2018. VRFocus will bring you more news on developments with the Virtuix Omni and other VR hardware very soon.

The Virtual Arena: London’s VR Amusement Extravaganza

As can be seen in The Virtual Arena’s IAAPA’17 coverage, the adoption of virtual reality (VR) technology into the international scene has continued apace – and the UK and Europe scene are no different. Kevin Williams continues his exclusive coverage of developments in the International VR Out-of-Home entertainment scene – by visiting the UK’s largest amusement trade show.

European Amusement and Gaming Expo (EAG) 2018
The amusement trade floor.

The 9th European Amusement and Gaming Expo (EAG) International Visitor Attraction Expo (VAE) at London’s ExCel venue, held last week – and the impression that immersive virtual attractions were having on the scene was self-evident, where last year there had be no exhibitors, this year’s event so a major upswing in interest in this technology.

British based company Immotion was one of the most prominent VR exhibitors with the full range of their VR amusement pieces. Fresh from the opening of their VRStar facility in Bristol – you can see a video of The Stinger Report’s coverage of the venue below. The company was presenting their systems to the show’s attendees – with their motorcycle, race car, and 9D simulators, developed by Chinese VR park developer LEKE VR and all running Depoon DP E3 headsets.

Another appearance of the Chinese VR manufacturing scene was on a UK distributor’s booth – with the company Movie Power exhibiting their VR Family, six-seater ride simulator platform running 3Glasses headsets. The system, as it stands,  represents the early phase of VR amusement development with much of the limitations of earlier times evident.

Riders “experience” the thrills of the VR Family

One of the latest phase of VR ride simulators was represented by the same UK distributor representing the LAI Gaming Virtual Rabbids Ride – the two-seat D-BOX powered simulator offering three ride experiences based on the popular Ubisoft property (running HTC Vive headsets).

Thills and spills with the Rabbids

The amusement developer UNIS was represented by their UK distributor who brought over to the show their Omni Arena platform, based in turn around the Virtuix Omni-direction platform. They were also running their brand-new Omni Arena eSports tournament platform, all of which were also operating with HTC Vive headsets.

Omni Arena At EAG VAG 2018
Competitive action from the Omni Arena

European firm Hologate started 2018 following on from the success achieved during 2017, bringing their Hologate VR platform to the London show at their own booth. The system running had up to four-players taking part in a frantic shoot ’em up experience, defending their position. The system using a novel ceiling mounted tether system with their HTC Vive headsets to address the issue of cable management. The company revealed plans for a brand-new videogame to be launched on their platform soon.

Hologate At EAG VAG 2018
Fully immersed witnin the Hologate universe

Represented by distributor BANDAI NAMCO, the company A.i.Solve presented their WePlayVR system to the EAG attendance. The system using a backpack PC and HTC headset system, with the players navigating the virtual environment within their specially developed enclosure incorporating vibrating panels and special maze layout. With already sixteen units placed in the field, the hardware has gained much interest.

AiSolve's WePlayVR At EAG VAG 2018
Navigating the virtual labyrinth from A.i.Solve

Eastern European based Stereolife brought three examples of their VR platforms, with their Flyer, a single player motion capsule with unique motion platform, offering 15 different experiences including interactive games as well as rides. Their stand-up EMotion platform, and their Rifter twin seat motion simulator using VR experiences. (All the systems powered by Oculus Rift head-mounted displays).

 

The single seat Flyer platform.

Along with the rest of the amusement sales on display at EAG 2018, the show organizers also held for attendees a one-day seminar covering the impact of VR and the amusement trade, moderated by KWP, allowing operators to hear from manufacturers, VR arcade operators and industry specialist on the issues and opportunities this technology offers their business. It popular and with standing room only.

A seminar on how business can profit from VR.

An explosion of VR Arcades has hit the Western market, and KWP recently visited several the newly emerging venues in the UK (you can find a video of some of those visited here). There continues to be a growth in developer in the capital, with London seeing plans for the opening of a dedicated VR Arena-Scale entertainment operation for later next month following on from the temporary Star Wars VR experience that opened last month.

The hard nose amusement and attractions trade now looking to see VR entertainment products generate serious revenue to prove their ability to prove a competitive opportunity to the other immersive entertainment tech that is gaining traction in the industry. While consumer application of VR fight to find its footing, the Out-of-Home entertainment scene seems to be gaining momentum.

Expect more news of major developments in the VR Out-of-Home entertainment scene in the coming weeks – with a special report from America’s leading amusement trade event in Las Vegas, and many exclusive new hardware and facility announcements – be sure to look out for more editions of The Virtual Arena, here exclusively on VRFocus.

Chernobyl VR Project Comes To PlayStation VR, Updates For PC Version

It seems almost amazing to think that we first heard about Chernobyl VR Project, a virtual reality (VR) title from Polish developers The Farm 51 way back in April 2015. Over time we’ve had more than one video and certainly more than one support release for the experience which first hit Oculus Rift more than a year ago.

Now the long-planned PlayStation VR version has finally gone live meaning PSVR owners can now take the haunting virtual tour of the town of Pripyat and the area immediately around the nuclear reactor where the disaster took place in 1986.

“At The Farm 51, we believe that Virtual Reality (VR) is not only about entertainment.” Explains the developers. “We wanted to leverage computer game mechanics to create an interactive account of the tragic fate of the people and places affected by the catastrophe.”

An updated version has also launched for the PC on both Steam and the Oculus Store, bringing with it the hospital as a new location within the app, Touch support for Oculus Rift, Virtuix Omni support for HTC Vive, improvements to sound, graphics and video quality and the addition of new graphical settings.  The PlayStation VR version also has an exclusive new section in the form of the roof of the power plant itself.

You can see a release trailer for the PlayStation VR version below. VRFocus will continue to bring you updates on the Chernobyl VR Project and further future announcements from The Farm 51.

Virtuix Omni Announce VR Content Platform Omniverse

Virtuix are probably best known for creating the virtual reality (VR) motion treadmill, the Virtuix Omni, but the company is also involved in location-based VR, and today the company has announced the launch of Omniverse, a content delivery and arcade management platform for use by commercial Omni operators.

At launch, 15 VR titles will be available through the platform, including titles such as Affected – The Manor, Karnage Chronicles and Primordian. Virtuix are planning on continuing to add titles to the platform over the coming months.

“We’re very excited about both the quality and quantity of games launching on our Omniverse platform,” says Jan Goetgeluk, founder and CEO of Virtuix. “We’ve collaborated with some of the world’s top VR content providers to make sure we offer an exceptional set of experiences to our customers, including fast-paced multiplayer first-person shooters, fantasy RPGs, and even casual games offering relaxed exploration. Omniverse transforms the Omni from a standalone hardware input device to an exciting and complete VR entertainment system for our worldwide customers.”

In addition to the VR content, the Omniverse platform also offers a custom interface where players can preview, launch or switch games without needing to remove the headset. The platform also enables operators to pre-set gameplay time for customers and manage multiple Omni devices from a single device. Gameplay is automatically tracked to facilitate accurate pricing and payment.

“Omniverse represents an opportunity for us to launch our game on more than a thousand commercial entertainment systems at once, without the hassle of individual licensing agreements,” says Mark Paul, Co-founder of Fallen Planet Studios, developer of the VR horror hit Affected – The Manor. “We are excited to release Affected on the Omniverse platform and reach a worldwide audience in places that we hadn’t been able to capture before.”

VRFocus will continue to report on new developments in the VR sector.

Omni Treadmill: Virtuix enthüllt Omniverse-Plattform und 16 Titel [Update]

[Update] Virtuix hat für seine „Tretmühle“ Omni die Omniverse-Plattform und gleichzeitig 16 VR-Titel enthüllt. Der Hersteller vertreibt die Hardware an kommerzielle Anbieter. Über Omniverse können Arcade-Betreiber beziehungsweise die Spieler auf alle Titel zurückgreifen, sie werden von Virtuix nach Minuten abgerechnet. Weitere Spiele sollen noch folgen.

Die Titel in Omniverse sind:

• AFFECTED – The Manor
• Bow Master
• Coin Rush
• Hyperdrome
• Karnage Chronicles
• Nature Treks VR
• Omni Arena
• Primordian
• Project Ghost
• Quell 4D
• QuiVr
• The Bellows
• The SoulKeeper VR
• TRAVR: Shadow Ops
• TRAVR: Training Ops
• VRZ Torment 

Virtuix Omni Treadmill

Originalmeldung:

Der Laufstall für unbegrenzte Fortbewegung in VR auf kleinstem Raum hat einen Vertrieb für Deutschland, Österreich und die Schweiz (DACH) gefunden: die Nürnberger nous GmbH berichtet, dass bereits Anfang September erste Laufställe von Virtuix Deutschland erreichen sollen. Allerdings hat die Sache zwei Haken: Auf Wunsch des Herstellers dürfen nur Gewerbetreibende zuschlagen und die Virtuix Omni kostet jetzt das Mehrfache als seinerzeit bei der Kickstarter-Kampagne.

Virtuix Omni Treadmill: Endlos-Runner für VR ab September für Deutschland, Österreich und Schweiz

So schön Room-Scale auch ist: eher früher als später stößt man an Grenzen beziehungsweise eine Wand. Umgehen lässt sich das Problem mit der Virtuix Omni Treadmill, auf der man auf der Stelle unendlich lange laufen kann. Das Kickstarter-Projekt begann bereits im Juni 2013 und konnte in 48 Tagen über eine Million US-Dollar sammeln. Es gehört damit zu den erfolgreichsten VR-Kampagnen auf der Plattform.

Der Preis für die Omni lag seinerzeit bei rund 400 US-Dollar und enthielt die erforderlichen Schuhe, Tracking Hardware und einen Gürtel für das Omni-Rack. Bis zur Auslieferung dauerte es allerdings erheblich: Noch im Dezember 2016 mussten Teilnehmer an der Kampagne auf den Laufstall warten. Zudem stornierte der Hersteller internationale Bestellungen und lieferte lediglich an Kunden in den USA aus.

Zumindest Gewerbetreibende können das inzwischen laut nous verbesserte Produkt ordern, ab September sollte die Auslieferung dann im DACH-Bereich erfolgen können. Billig wird der Spaß wohl nicht, der Vertrieb nous spricht von einem Mehrfachen des Kickstarter-Preises. Endkunden bleibt also nichts übrig, als sich nach einer Arcade-Halle mit Omni umzusehen, wenn sie den Laufstall ausprobieren wollen. Aktuell nennt der Vertrieb drei Anlaufstellen: Die VR-Lounge in Berlin, das Giga-Center in Köln und die Virtuis VR-Arcade in Nürnberg. Allerdings sollen bereits weitere Arcade-Hallen ihr Interesse bekundet haben.

Bisher stehen offiziell erst drei Titel bereit, die mit dem Laufstall kompatibel sind: TRAVR Training Ops, TRAVR Shadow Ops und OMNI ARENA. Außerdem gibt nous bekannt, dass noch mehr Spiele zugesagt oder in Planung sind. Im April diesen Jahres verkündete Virtuix eine Partnerschaft mit HTC und gab bekannt, dass man drei neue Spiele unterstützen wolle: den Zombie-Survival-Titel Arizona Sunshine, das VR-Horror-Spiel The Bellows sowie den First-Person-Shooter Quell 4D.

Der Beitrag Omni Treadmill: Virtuix enthüllt Omniverse-Plattform und 16 Titel [Update] zuerst gesehen auf VR∙Nerds. VR·Nerds am Werk!

Kickstarting Your Dream: Has the time for VR Crowdfunding Passed?

The tale of the Oculus Rift’s crowdfunding campaign will go down in history as a monumental shift for virtual reality (VR). While the consumer adoption of the hardware has been slow – as many anticipated – modern VR simply wouldn’t exist without Palmer Luckey et al having made the jump to publicly display their wares years prior to launch. It was due to that decision way back in 2013 that today’s VR and augmented reality (AR) industries have generated so much buzz, and have had so much funding available.

However, the tides have shifted somewhat. Despite the likes of Oculus VR and OSSIC making things look easy, financing a project through a crowdfunding campaign was never truly a simple task. In the years since the Oculus Rift surpassed its funding goal by a staggering 875%, the VR audience has become wary; fatigued by demands on their wallet and demanding more than a simple idea to gain their support.

Blair Renaud, CEO of IRIS VR, has gained a reputation in the VR community for knowing how to steer a Kickstarter campaign from inception through publishing and beyond completion. Widely respected for his efforts in crowd-funding and the project that came of it, TECHNOLUST, Renaud recalls how difficult convincing an audience to part with their hard earned cash on a potential product is:

“Running a successful Kickstarter campaign isn’t just hard work, it’s a full time job. You have to a lot of research and build the campaign in the weeks (months?) leading up to launch, then run a full time public relations campaign once it’s live,” stated Renaud in communication with VRFocus. “Getting press is difficult, but necessary. Having a demo and a press kit is useful. You have to use every outlet at your disposal (Twitter, Reddit, Youtube, 4chan, etc.)”

TECHNOLUST screenshotFurther to this, Renaud insists that communication with not just key influencers but also individuals amongst the community is hugely important. Crowdfunding is not simply a case of putting up a campaign and watching the dollars roll in.

“For the entire duration of the campaign, you have to be ready to answer every question posed to you on every platform (even the trolls!). This means waking up to a full inbox every day. On top of this, you should still be fleshing out the game and the campaign site, adding rewards, stretch goals and features.”

Of course TECHNOLUST’s successful campaign allowed IRIS VR to deliver the intended videogame experience across multiple VR platforms, but has also afforded Renaud the knowledge required for future crowdfunding endeavours: “When it’s all done you’ll feel like you can write a book on the subject when a publication asks you for a quote.”

IRIS VR’s success story has led to rapid expansion of the studio’s VR agenda, but others have left their backers less than satisfied. The Virtuix Omni was another success story at the time of funding, however even additional investment couldn’t prevent delays and the seemingly inevitable cancellation of international shipping plans. More daunting is Sixense’s constant moving of goal posts for the Stem controllers. Indeed, with Oculus Touch now a core component of the Oculus Rift package and HTC Vive’s Knuckles controllers and Tracker pucks looming, what need is there for a third-party motion-control device?

Delays are one negative aspect of a successful Kickstarter campaign, but these are projects that were funding a long time ago in the relatively short lifespan of modern VR. What about new projects? A recent campaign for a VR retail experience comes close to offering a unique perspective, but is clearly ill equipped for the challenge of convincing VR aficionados to offer their support:

“I want to create an application or experience that will give you the sensation of actually being present in a department store. You can see, feel and touch the items you want to purchase. Put them in your basket and purchase them all with virtual goggles,” reads the description of the campaign, simply entitled ‘Virtual reality shopping’.

A reasonable, if not particularly original, idea for the use of VR. However, when outlining the experience and hurdles that will be faced in the development of the project, campaign creator Jamie England offers no detail of her experience with VR, simply stating: “Risks are not getting the grocery industry to support the application. However I work in the grocery industry so I think any sale at home is good. There will be obstacles along the way.”

Development of the platform is arguably a bigger hurdle than achieving industry support at this point. There is no detail of England’s experience with VR or the development of applications, nor any information on the team she will be hiring. Furthermore, there is no imagery, no video content, no prototype available. England has an idea, but no concept for how this will develop. Sadly, this has resulted in the campaign achieving $0 USD of its reasonably small $50,000 target at the time of writing.

Essentially, the rules of VR crowdfunding have changed. There’s still plenty of room for a developer to get their idea noticed and even gain the support from key influencers needed to be successful, but a good idea is no longer enough. Reaching your goals on a crowdfunding platform should be considered a full-time job, and the support you need to give reaches beyond a Reddit post and e-mailing a few journalists. It’s a daily activity including constant updates, issuing of assets, interaction with those influencers and offering an early prototype of your work. Do this and your idea might just become a reality.

Virtuix Omni Becomes Official Hardware Partner of HTC, Native Arizona Sunshine Support Added

The Virtuix Omni was one of the earliest examples of a virtual reality (VR) related product to launch a Kickstarter. It was also one of the most successful, netting over $1.1 million USD in funding by the end of the campaign. Now the creators of the product, Virtuix, have announced three new games the Omni will support and that they will be partnering with HTC.

The end of last year saw some less-than-good news for backers of the Omni Kickstarter who lived outside of the USA as the company announced they would not be able to ship orders to those customers. After that disappointment, Virtuix and Omni needed to win back support. They hope to do so with the announcement that zombie survival game Arizona Sunshine will get Omni support.

Virtuix Omni Header

Arizona Sunshine is a videogame experience available on the HTC Vive and Oculus Rift that puts the player in the role of one of the few human survivors of a zombie apocalypse as they try and hunt down fellow survivors. The zombies are not the only threat, however, the player must also learn how to navigate the vast, arid Arizona landscape, scavenge for supplies and survive the scorching heat.

 

Two other titles have been announced as featuring Omni support: Quell 4D, a fast-paced retro-style FPS and The Bellows, a narrative VR horror experience.

The other big news announced by Virtuix at the Vive Ecosystem conference in Shenzen, China, is that it is now a formal hardware partner with HTC, which will allow the company to work more closely with HTC hardware, and potentially integrate Omni support further into upcoming HTC Vive titles.

 

Further updates on the Omni are available on the Kickstarter update page.

VRFocus will continue to bring you news on the Virtuix Omni and other VR-related Kickstarter products and campaigns.