The Virtual Arena: Rise of the Virtual Athlete

The Virtual Arena

The application of VR into the attraction and amusement landscape is covered by industry specialist Kevin Williams, in his latest Virtual Arena column – looking at the growth in the LBE landscape for eSport, and competitive VR attractions.

Virtual Arena shooter

Much has been made about the opportunities of eSport within a virtual ecosystem, though from a consumer perspective, there has been more speculative investment regarding the opportunity. As seen with the acquisition by Meta of emerging eSports company BigBox VR (developers of POPULATION: ONE). While hunger exists from the player-base for VR eSports competition, only the Out-of-Home entertainment landscape has seen a serious adoption of actual mainstream prize based, virtual, competitive play. And this trend can be seen to be gaining momentum.

One of the first VR attraction developers to embrace the opportunities of eSport empowerment of their platform was Virtuix. The company known for their ‘Omni Arena’ competitive VR enclosure system have successfully installed some 45 units across the USA. Virtuix reported that it has seen over 2-million plays on its hardware. The system gained popularity through its prize pay-out competition. The company revealed the launch of their ‘2022 Omni Arena esports series’ – that will be supported by a cash prize pool of $100,000 for FEC venues. This investment has placed the platform on the map as being one of the largest VR eSports competitions in the West.

Virtuix winners
Image credit: Virtuix

The popularity of the competitive nature of the game can be seen in the revenue it generates for operators. Virtuix revealed that some of its eSports teams have already played over 200-times on the ‘Omni Arena’. This is also supported by the watching audience that gathers to support the team and the building of a community supported on social media. Virtuix already paid out some $250,000 in eSports cash prizes. It would be easy to liken this popularity to that once witnessed in the bowling scene, but the physicality of VR eSports takes the competitive spirit to new levels of engagement.

One of the few VR videogame titles to have a strong competitive life in the consumer scene is the smash hit Tower Tag by VR Nerds. The games have been played across popular consumer VR platforms in tournament competitions but have also had a strong showing in location-based entertainment (LBE). In a relationship with Japanese amusement giant SEGA, VR Nerds licensed the game to be turned into a VR attraction platform, supported by VAL (Virtual Athletics League). And recently announced that the game would be coming to the West in an agreement that will see it placed onto the SPREE Interactive arena system. This free-roaming platform, allowing up to 10-players at a time to compete, using the standalone Pico VR headset. And will adapt a wholly eSports version of Tower Tag that will be available on the ‘SPREE Arena’ system.

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

Another platform that applies eSports to their line-up is HOLOGATE. Famous for its successful ‘HOLOGATE Arena’ that has groups of up to four players, using tethered HTC Pro headsets, within a unique enclosure. The high levels of competition are supported by the inclusion of an extensive and customisable eSports tournament platform. The library of competition content on this platform also includes the Tower Tag property.

It is this level of competition, as well as an extensive library of titles that has cemented the popularity of the HOLOGATE platform with the operators and their virtual athletes. Many operators use the platforms tournament to construct their own team-based, venue competitions. This ability to create live events, offers a level of repeat visitation to the venue, along with the additional spend from the audience it generates to watch the compelling competition.   

Hologate

Developer Phenomena has created its own ‘VR Esports Arena’ – the whole system being packaged as a turnkey eSports solution for entertainment venue operators. Taking much of the guesswork out of running a free-roaming VR experience, and the requirements of prize tournament competition. Recently demonstrated at the Orlando IAAPA trade event in November 2021, the new version of the system offers a fully contained arena, with up to eight players (within a 32 x 20 ft., enclosure). The players are wearing the latest HTC VIVE Focus 3, standalone VR headsets. With audience supported by score displays. The developer offering one of three highly competitive VR experiences to compete within and looking to build an international tournament in support of the platform.

Phenomena

France saw a massive VR eSports competition take place during the Paris Game Week in 2019. Developer, EVA (Esports Virtual Arenas), installed a temporary 1,000-m2 arena that saw players using backpack PC’s, HP headsets and tracked weaponry, to take part in a major prize tournament competition. Building on this the company announced their first ‘VR Esport league’, attracting some 52 teams, competing for a $19,000 (€17,000 Euro) cash-prize. Having generated some 400,000 unique spectators on Twitch during the playoffs.

EVA has installed some nine rooms in venues, offering between eight and 12-player VR eSports arenas in France. Having signed licenses to open some 40 additional arenas for the end of 2022 in the country. They have developed several games themselves that plunge groups into tournament competitions. During a recent franchise expo in Paris, the company revealed its intention to have opened 225 arenas by 2025, expanding to Germany and the USA. Having seen first-hand the popularity of their eSports competition platform with their play-base.

EVA - player1

Looking beyond the Western market, and we have seen eSports-based VR competition blossom on the Chinese entertainment scene. While the Chinese “VR Park” (the name given to VR arcades in the territory) has seen a continuing upheaval in business, the popularity of VR gaming is still alive and well. Competition plays a major part in defining the deployment of VR into this market – a market where many players will travel to venues to compete, be that the ubiquitous eSport cafes, or the explosion of new VR venues. Such as that operated by STEPVR, with over 130 ‘Future Battle’ stores, across 80 cities within China. These venues have groups of up to ten players competing in a Multiplayer Online Battle Arena (MOBA) experience. STEPVR has recently raised $15m (100-million-yuan) in funding towards international growth.

StepVR - Future Battle

The territory was one of the first to embrace virtual competition, with the first VR eSports event, the ‘World Virtual Reality Arena 2015’, organized then by Battletimes Co., but this is still an embryonic market. More recently China has seen several major VR eSport tournaments streamed across popular social networks – such as this year with the ‘VR Esports International Championship in Beijing’. A point where we now see major social content providers, such as NetEase, showing interest to invest heavily in this emerging new business.

Returning to the West, and not just free-roaming VR is being employed in an eSports combination. VRstudios is a well-known developer of VR entertainment platforms, and recently launched a major new development, which looks to shake up the way VR amusement is played. Called Hoops Madness, the game experience has been revealed on the new ‘FURY’ unattended two-player kiosk – a self-service VR entertainment platform that incorporates a unique tethered HTC Vive Pro headset configuration, eye-catching LCD display, all in a ‘V’ shape design. But it is the game that drives the whole platform, with Hoops Madness representing a fast-paced basketball hoop’s shooting experience, testing the players’ skill. The game is the first in a line of ‘VRstudios Real-Sport Esports’ titles. The company offers operators guides to marketing and utilizing the ‘FURY’ and Hoops Madness as a platform for VR eSports events, competitions, and tournaments.

In the final observation, it is obvious that the ability to offer a real cash prize incentive to competition has driven much of the interest from the player base. As seen with the explosion of eSports in its more conventional flat-screen incarnation. But one of the benefits that the Out-of-Home version of the competition shares with the considerable investment in eSports, is the large audience live events. Many entertainment venue operators benefit from the audience that is drawn to see the competition on their platforms. The next move is that of streaming these events. The big ‘DOTA’, ‘Counter-Strike’, and ‘League of Legends’ championships, not only draw large live event attendance but generate immense audiences through their streamed broadcasts. The ‘League of Legends World Championships’ in 2020 saw at its peak, some 46 million concurrent viewers, while Global audiences for eSport were calculated at some 475 million in 2021.

We can expect to witness new entrants throw their hat into the ring towards competing in the commercial entertainment application of VR eSports. We have already seen Las Vegas casino chains install massive eSports arenas within their premises and have also seen the inclusion of VR within their layout. We will also start to see the establishment of eSports betting, and with the greater prize opportunities, we can expect major licensing deals for the lucrative sponsorship and coverage. Global revenue in 2021 from competitive gaming is projected to hit over $1 billion.

VR eSports is an attractive medium, and seems to be growing in popularity, but is it ready now for primetime in the West?

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. 

The Virtual Arena: Defining the Next Phase of Immersive LBE (Part 1.)

The Virtual Arena

Covering the immersive location-based entertainment (LBE) scene for VRFocus as part of his latest Virtual Arena column, industry specialist Kevin Williams returns with the first of a two-part series of observations made while many of the LBE VR venues remain in lockdown. He examines how the commercial entertainment VR scene is still at work, charting new developments in the rental of VR tech, the licensing of VR arcade content for consumer deployment, and new partnerships.

While the whole of the business sector has been on enforced lockdown globally for over nine weeks, developments both to adapt to the situation, as well as prepare for the new normal have been underway, as this considerable business adapts and evolves for life #AfterLockdown.

LBE Venue
One of the many furloughed LBE facilities during May. Image credit: KWP

While some cynics attempted to paint the demise of the enterprise entertainment industry in the face of the global pandemic, the reality has been far more positive. While the industry has been bowed (as all) by the enforced voluntary closure of their operations, the interest to re-open and revigorate what has been one of the few burgeoning aspects of this latest phase of VR adoption, has not diminished.

There has even been an interest to attempt to capture in a bottle, those aspects of the location-based entertainment VR scene and recreate them for consumer adaptation – hoping that the success of LBE VR content can be made to work for the encumbered consumer userbase. One such example of this was revealed from studio Golf Scope; the AR and VR entertainment developers, in partnership with Topgolf Entertainment Group, which is widely known for its technology-driven golf entertainment venues. Together the operation launched Pro Putt by Topgolf on Oculus Quest – offering simple VR golfing action, that including a branded recreation of the popular putting action – encapsulating the venue action in one of a series of digital games. While many of the facilities may still be temporarily closed, VR allows the brand to continue.

Pro Putt by Top Golf experience
The virtual recreation of the Topgolf experience. Image credit: Topgolf Entertainment

Another such example of capturing the Out-of-Home entertainment has seen the launch from start-up Adventure Lab, a group of VR developers, who created what they have described as the “World’s first VR live hosted escape room”. The platform currently supports Oculus Quest hardware, allowing players to register online to take part in a connected 40-minute VR escape game, with a live “game master”, acting as host to help players. The first title Dr. Crumb’s School for Disobedient Pets is in early beta, charging $100 for up to four players. The commercial VR escape gaming scene has been incredibly popular before lockdown, and this move hopes to capitalize on the interest from isolated players, bring remote users together, and even supplying captured scenes to share on social media.

Adventure Lab

The VR Arcade Scene

Another developer hoping to build off of commercial VR popularity, repackaging for consumer consumption, was German-based VR Nerds – the company famous for Tower Tag, a highly competitive PvP capture-the-flag VR experience, played by over 1,000,000 players in arcades worldwide, reportedly available to some 1,300 VR arcades since its launch in 2018. Licensed by Springboard VR, along with porting to the Hologate arena and seeing success in the Japanese VR scene with CA Sega Joypolis installing several units. In May VR Nerds announced that the title would now be accessible for consumers, available on Steam and Viveport for all the leading consumer VR headsets. The ability to relieve the exciting multi-player shooter as it was released in arcades was supported with the developer providing 3D-printable STL files to recreate the gun controller from the game.

Tower Tag - VR Nerds
Example of the weapon in the ‘Tower Tag’, and the new 3D printed controller for the Quest. Image credit: VR Nerds

The need to feed the interest in VR to an audience that is in lockdown has been a consideration for VR arcade operators with hardware sitting unused. One remedy attempted was seen from The Park Playground. One of the first European VR arcade operations, with their sites temporarily shuttered the company decided to launch a new service. The Beta service, called ‘VR in Home’, is only currently available in the Belgium city of Antwerp – interested players use the operations web page to request loans of an Oculus Quest with appropriate game content, for a minimum four-day rental. What has been nicknamed “the Uber VR arcade!” – the use of hardware as a rental business is not an entirely new idea during the pandemic. In Spain, the Canary Virtual business started a similar service in March including a PC as well as standalone platforms for rental – and all specially cleaned and populated for this service. However, the use of the Oculus Quest in commercial applications has come with its own issues.

Park Playground VR
The Park Playground VR arena in full swing at the Antwerp location before lockdown. Image credit: The Park Playground

But there have been developments in thinking during this changeable time for the Oculus Quest – one of these has been the re-emergence of ‘Oculus for Business’. Finally unveiled with its commercial machine and supported pricing with a yearly subscription, at the same time saw the removal of any of the “Colocation” firmware facility. A facility that had been teased to so many commercial developers only to be removed some 12-months later. It is expected that many developers will continue with their standalone free-roaming release plans, but now deserting official support, (see out previous coverage if this scene). 

Another operator of VR venues, as well as a developer of hardware for this sector, has restructured its operation. European based Neurogaming has been known for the RevolVR tethered enclosure VR experience, as well for its PolygonVR free-roaming multiplayer platform, operated in several venues. During May the company announced the signing of a lucrative licensing deal that will see Estonian start-up NeverBored; who will develop a brand-new version of the four-player PvP Western shooter (RevolVR) for the location-based entertainment sector. At the same time, the new developer has started work on a special consumer version of the videogame that will be launched on the Oculus Quest later in the year, bringing the LBE action to consumer players. Additionally, NeverBored will now take on the role of European distributor for the Neurogaming range of LBE hardware including its free-roaming platform. Operations will be restructured to be ready for the reopening of these businesses internationally.

RevolVR
Players competing in the Wild West blaster ‘RevolVR’. Image credit: KWP

This is the end of the first part to this exclusive coverage of the developing immersive commercial entertainment industry. The second part, looking at the new trends moving into reopening and the future of the scene, follows shortly.

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.

SpringboardVR Bringing eSport Tower Tag to US & European VR Arcades

Last year VRFocus reported on Sega bringing VR-Nerds’ multiplayer PvP first-person shooter (FPS) Tower Tag to its Tokyo Joypolis amusement park. This Winter Tower Tag will be coming to even more location-based entertainment (LBE) locations thanks to a deal with SpringboardVR.

Tower Tag

Already available in 40 countries with the title already seeing success in Asia, the deal with SpringboardVR will see the videogame arrive in more North American and European locations who use the station management and content distribution platform; over 500 in all.

Tower Tag is a mixture of competitive shooter mixed with laser tag style gameplay. Players move around the map by controlling platforms to gain strategic advantages over opponents, using a laser rope to winch themselves across. Platforms have a central tower that can be used for cover from incoming fire and are replicated in the real world offering an added sense of immersion.

“Tower Tag is one of the very best single games for VR arcades out there, in my opinion,” said Colin Parnell of CentreVR in a statement. “To have it added to Springboard should be an arcade owners wish come true, as they can now use one of the best titles, without the large upfront costs that we had.”

Tower Tag

“After reaching our adoption goals in Asia, it seemed like an obvious move to partner up with other leading community builders like SpringboardVR and the Virtual Athletics League,” said Phillip Steinfatt, co-founder of Tower Tag.“ Both have proven to be not only professional but also very passionate about cultivating VR eSports in the Location-based VR communities. For content creators like us, this is a match made in heaven, and I can’t wait to get this off the ground!​

Tower Tag is available on the SpringboardVR marketplace until 1st December 2019 for free, allowing vendors to trial the experience with customers. After that date, they then have the option to purchase a per-minute, monthly or yearly commercial license for the videogame.

There’s a lot going on in the LBE space at the moment with The VOID launching Avengers: Damage ControlZero Latency opening its first London, UK location and much more. Sign up for the US vs Europe VR Arcade Tower Tag tournament taking place in early November and as always, VRFocus will continue its coverage of VR LBE, reporting back with all the latest announcements.

Jackhammer Jam: Strabag und VR-Nerds schicken euch auf den Mond

In Zusammenarbeit mit der Firma Strabag haben unsere Entwickler/-Innen bei VR-Nerds ein neues Erlebnis erschaffen, welches es so noch nicht gab. Ausgerüstet mit einem nachgebauten Presslufthammer geht es auf den Mond, wo ihr mit einer zweiten Person am Tablet nach Gold graben müsst.

Jackhammer Jam

Ein Presslufthammer ist schwer, laut und kann ziemlich viel Schaden anrichten. Um diese Probleme zu vermeiden, schicken wir die Teilnehmer/-Innen der Jackhammer Jam auf den Mond. Eine kleine Drohne hilft unseren Astronauten dabei, das Gold unter der Oberfläche aufzuspüren. Die Drohne ist jedoch kein cleverer Roboter, sondern sie wird von einer zweiten Person am Tablet gesteuert. Teamwork ist somit entscheidend, wenn man in Jackhammer Jam die offizielle Rangliste anführen möchte.

Strabag

Quelle: Strabag

Auch wenn die Jackhammer Jam nicht den Berufsalltag im Straßenbau nachempfindet, kann sie Menschen für das Thema öffnen und spielend an dieses heranführen. Durch den nachgebauten Presslufthammer und die Vibratoren an Armen und Torso wird eine unglaubliche Immersion und ein Blickfang für jede Ausstellung erschaffen.

Wenn ihr auch spannende Projekte mit XR-Technologie plant, dann schaut doch vorher auf VR-Nerds.Biz vorbei. Dort findet ihr eine Übersicht unserer letzten Projekte und eine einfache Möglichkeit der Kontaktaufnahme. Wir freuen uns auf eure Anfragen.

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Kommentar: Virtual Reality im Jahr 2018 und das Prinzip Hoffnung

Es hätte alles so schön beginnen können in 2018: Neue Hardware, neue Spiele, die nächste Runde VR. Aber die ersten vier Monate des inzwischen nicht mehr taufrischen Jahres verlangen von beinharten VR Nerds viel Geduld. Bis auf wenige Ausnahmen bleibt nur das Prinzip Hoffnung.

Virtual Reality: Die Hoffnung stirbt zuletzt

Die ersten vier Monate diesen Jahres sind fast vorbei, der Rückblick fällt ernüchternd aus. Fangen wir mit den positiven Entwicklungen an. Sony hat im März den Preis der PSVR dauerhaft um 100 Euro gesenkt. Zugegeben, auch vorher konnte man die Brille vereinzelt zu dem Preis erwerben, trotzdem ist das eine gute Nachricht. Bei der Software gab es immerhin zwei exklusive Highlights: Moss und das VR-Update für die WipEout Omega Collection. Fans von PC-Brillen konnten sich über die Umsetzung von Skyrim VR freuen, das dank schnellem Mod auch mit Mods verschönert werden kann. Ansonsten gab es zwar kleinere spielenswerte Titel, aber kein echtes Highlight.

Vive Pro Kit

Und sonst? HTC erlebt mit der Preis- und Veröffentlichungs-Taktik der Vive Pro bei den Fans gerade ein Desaster. Dabei ist die Hardware an sich ein vernünftiges Update, ohne allerdings eine neue Generation einläuten zu können. Diese erwartet man von Pimax. Der chinesische Hersteller hat allerdings Probleme, seine Pimax 8K fertigzustellen. Ursprünglich sollte die Brille schon im Januar an Unterstützer ausgeliefert werden, nun verschiebt sich der Prototyp M1 auf Mai. Wann Pimax die VR-Brille mit den beeindruckenden technischen Daten in einer finalen Version ausliefern kann, steht noch in den Sternen. Man will den Prototypen erst testen (lassen). Es kann also noch dauern.

Auf Preisnachlässe wie in Amerika kann man bei den Windows Mixed Reality Headsets hierzulande nur träumen, dort sind sie teilweise mit 50 Prozent Rabatt zu haben. Von Microsoft direkt. Und von der VR-Brille mit der derzeit besten Leistung zum erschwinglichen Preis fehlt jede Spur. Samsung macht keine Anzeichen, die Odyssey in Europa zu veröffentlichen.

Go Go Go

Bei Oculus stehen hingegen alle Zeichen auf autarke Brillen, von einem Nachfolger der Oculus Rift ist derzeit nicht die Rede. Zumindest die Oculus Go könnte schon in ein paar Tagen erhältlich sein. Für harte VR-Fans bietet sich die autarke Brille immerhin als Reisebegleitung an und sie vereinfacht wesentlich den Einsatz von VR beispielsweise in Krankenhäusern, Museen und allgemein kommerziellen Szenarien. Viel mehr aber auch nicht. Erst Santa Cruz könnte auch Nerds locken. Entwickler sollen noch dieses Jahr loslegen können, ein Marktstart sowie genauere technische Details bleiben aber noch offen. Das Thema der autarken Brillen beackern auch Lenovo mit der Mirage Solo und HTC mit der Vive Focus. Beide beherrschen von Haus aus zwar Roomscale, aber kein Tracking der Controller mit sechs Freiheitsgraden, sind aber preislich recht weit oben angesiedelt und damit eher für Nerds mit dickem Geldbeutel geeignet. Eine PSVR, Rift oder HTC Vive können sie nicht ersetzen.

Oculus Go

Und dann gab es noch eine kleine Enttäuschung: Ready Player One startete in den Kinos und hatte das Potential, das Interesse für VR neu zu entfachen. Spürbar ist davon derzeit aber nichts und der Film war vor allem in einem Land erfolgreich: China. Aber dort ist auch VR ein größeres Thema als bei uns. Bei uns hinterließ die Verfilmung des Kultromans gemischte Gefühle.

Vielleicht bringt ja die F8 von Facebook eine Wende. Immerhin teaserten hohe Tiere die Veranstaltung auf Twitter an und man mache in Sachen AR/VR die größte und wichtigste Ankündigung überhaupt bisher. Aber was, wenn es “nur” die Ankündigung des Marktstartes der Oculus Go ist? Aber vielleicht kommt ja doch noch eine große Überraschung. Die Hoffnung stirbt bekanntlich zuletzt.

Der Beitrag Kommentar: Virtual Reality im Jahr 2018 und das Prinzip Hoffnung zuerst gesehen auf VR∙Nerds. VR·Nerds am Werk!

VR Weekly 34 – Fallout 4 VR und Skyrim VR, Hyper Blaster

Chris und Patrick lassen erneut in unserem VR Weekly die letzte Woche Revue passieren – und diskutieren über die großen Bethesda-Titel, die zum Jahresende erschienen sind. Erfüllen Skyrim VR und Fallout 4 VR die hohen Erwartungen? Daneben gibt es die News der Woche: Beispielsweise der Preisrutsch bei den Windows Mixed Reality Headsets in Amerika. Dort bot Microsoft die VR-Brillen für kurze Zeit in seinem Store für nur 200 US-Dollar an. Einen Überraschungsauftritt hat dann noch eine Wumme für die HTC Vive: der Hyper Blaster.

VR Weekly: Fallout 4 und Skyrim in VR, Hyper Blaster in die Hand genommen

In dieser Woche dreht sich in unserem VR Weekly fast alles um die großen Titel von Bethesda. Chris kritisiert vor allem die Preispolitik: Skyrim VR und Fallout 4 VR verkauft das Studio zum Vollpreis von 60 Euro – für eine VR-Portierung, die nicht alle Möglichkeiten nutzt. Andere Hersteller sind da kulanter und bieten beispielsweise einen preiswerten DLC für VR oder sogar ein kostenloses Update für die virtuelle Realität an. Ist die Kritik von Chris berechtigt?

Ein großes Thema war in der letzten Woche auch die Rabattaktion von Microsoft: 200 US-Dollar kosteten manche Windows Mixed Reality Headsets in Amerika. Inzwischen ist der Preis zwar wieder gestiegen, doch die Lenovo Explorer (hier im Test) ist derzeit im Microsoft Store mit 299 Dollar immerhin 100 Dollar günstiger als zum aufgerufenen Listenpreis. Im Gegensatz dazu sieht es bei uns düster aus, von Aktionen ist weit und breit noch nichts zu sehen. Im Gegenteil, bei den Online-Händlern wirken die Preise wie festgezurrt. Ob irgendwann die Medion-Version bei Aldi verbilligt auftaucht, bleibt abzuwarten.

Last but not least hat der Hyper Blaster einen Auftritt. Das Zubehörteil für die HTC Vive soll noch im Dezember auch bei uns erscheinen. Die Kunststoff-Knarre funktioniert zusammen mit dem Vive Tracker und kommt im futuristischen Retro-Design. Im Paket mit Duck Season kostet die an alte Nintendo-Zeiten erinnernde Knarre knapp 150 Dollar.

Der Beitrag VR Weekly 34 – Fallout 4 VR und Skyrim VR, Hyper Blaster zuerst gesehen auf VR∙Nerds. VR·Nerds am Werk!

Fallout 4 VR: Patch und Hands-on im VR-Nerds-Video

Seit Dienstagnacht ist Fallout 4 VR für die HTC Vive verfügbar – schnell wurde klar, dass es bei der Grafik Probleme mit verwaschenen Texturen geben kann. Nun stellt Bethesda einen Patch bereit, der daneben auch andere Fehler beseitigt. Zudem haben wir uns selbst ins Wasteland aufgemacht und berichten über unsere ersten Eindrücke zu dem Open-World-Spiel.

Fallout 4 VR: Patch für Grafik und mehr

Recht zügig hat Bethesda auf Probleme bei Fallout 4 VR reagiert und stellt einen Patch als Beta-Version bereit. Um ihn zu laden, müssen Anwender mit der rechten Taste auf Fallout 4 VR in der Steam-Bibliothek klicken und die Eigenschaften aufrufen. Anschließend ruft man Betas auf und selektiert das Fallout 4 VR Update 1.0.30.0. Dann OK auswählen und das war es, der Patch sollte nun eingespielt werden. Neben Stabilitätsverbesserungen fixt das Update das Problem, dass die Auflösung in der VR abhängig war von der Auflösung auf dem Desktop. Außerdem setzt der Patch das Supersampling auf 1.4 – Anleitungen dafür, wie man das selbst macht, hatten sich bereits im Netz verbreitet. Zusätzlich beseitigt das Update ein Problem, bei dem Spieler die Rotation der Welt nicht nutzen konnten, während sie Begleiter kommandieren.

Hands-on: Erste Eindrücke im Gameplay-Video

Und wie sieht es jetzt aus? Chris hat sich aufgemacht in die Weiten des Wastelands. Die Grafik kann gefallen, vor allem im Vordergrund. Allerdings verlangt der Titel auch der Grafikkarte einiges ab, in unserem Fall einer NVIDIA GTX 1070. Für die Steuerung benötigt man eine kleine Eingewöhnungsphase. Was Chris allerdings bemängelt ist die mangelhafte Interaktion mit Gegenständen. Man greift sie nicht, sondern muss lediglich einen Button drücken, was in der VR nicht besonders schön ist und die Immersion negativ beeinflusst. Hier merkt man am deutlichsten, dass Fallout 4 VR nicht von Grund auf für die virtuelle Realität entwickelt wurde. Chris wird sich aber weiter durch das Wasteland kämpfen und bald den Test abliefern. Fallout 4 VR steht im Steam Store bereit und kostet 60 Euro.

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Lucid Trips für PC-Brillen mit 50 Prozent Rabatt, Gameplay-Video [Update]

Werbung für Virtual Reality Hygiene

[Update] Patrick führt Chris unseren VR-Titel Lucid Trips vor: Die VR-Nerds-Produktion unter Federführung von Nico hat jüngst das umfangreiche Soap Bubble Update spendiert bekommen. Um das zu feiern, kann man das Traum-Spiel für die Oculus Rift und HTC Vive mit 50 Prozent Rabatt erwerben. Allerdings muss man sich beeilen: Die Aktion endet am Freitag, den 7. Dezember. Lucid Trips steht bis dahin auf Steam für 4 statt regulär 8 Euro bereit.

Originalmeldung vom 2. Dezember 2017:

Unser Traum-Spiel Lucid Trips hat ein großes Update erhalten: Spieler können jetzt Seifenblasen zerplatzen lassen und 20 neue Trips erkunden. Außerdem spendierten wir dem Soap Bubble Update Online Leaderboards, zwei neue Perspektive und noch einiges mehr. Bis zum 7. Dezember kann man Lucid Trips für die Hälfte erwerben, der Titel für die Oculus Rift und HTC Vive kostet derzeit lediglich 4 Euro.

Soap Bubble Update für neue Traumreisen in Lucid Trips

In der VR-Erfahrung Lucid Trips für Oculus Rift und HTC Vive erkundet ihr fantastische fremde Welten im All. Die Ursprungsidee basiert darauf, das Gefühl von Klarträumen erlebbar zu machen: Man träumt zwar, ist sich aber bewusst, dass man träumt. Dadurch ist es möglich, den Traum zu steuern. In Lucid Trips erkundet man Planeten, derzeit fliegend oder kletternd. Für einen späteren Zeitpunkt hat das VR-Nerds-Team geplant, dem Spieler noch das Schwimmen zu ermöglichen.

Nach dem großen Oster-Update steht nun mit dem Soap Bubble Update die nächste große Erweiterung bereit. Neben Fehlerbehebungen und Verbesserungen bietet es auch neue an. So begeben sich Reisende auf 20 neue Trips und können durch frische Power-ups superschnell fliegen. Außerdem kann der Spieler Seifenblasen zerplatzen lassen und sich im Online Leaderboard mit anderen Traum-Reisenden messen. Neu sind auch eine nahe Fast-Ich-Perspektive und eine Art Puppet View, bei der alles sehr klein erscheint. Zudem hat das VR-Nerds-Entwickler-Team den Sound und das Klettern verbessert.

Lucid Trips für die Oculus Rift und HTC Vive ist seit Anfang des Jahres im Early Access bei Steam erhältlich. Bis zum 7. Dezember lässt sich der VR-Titel für 4 statt regulär 8 Euro erwerben.

Der Beitrag Lucid Trips für PC-Brillen mit 50 Prozent Rabatt, Gameplay-Video [Update] zuerst gesehen auf VR∙Nerds. VR·Nerds am Werk!