VR vs. Since You’ve Been Gone

Don’t look now, but I’m actually here this week. Yes, apologies needed for my absence in the last couple of weeks. I had to take some time off at relatively shortish notice for the first one but as for the last week I was rather distracted by the pressing need to lay on the bathroom floor and beg the universe for everything to just stop following a bout of food poisoning and subsequent severe dehydration. It was as pleasant a break as it sounded. Trust me.

It also prevented me from attending EGX which was just up the road from me and I’m naturally pretty bummed about. As things stand now I’m still pretty weak and being at a computer for any length of time is deeply uncomfortable in at least four different ways. How fortunate I am that’s not my job. Ha ha!

Wait, that is my job?
Bugger.

Anyway, before I have to make another mad dash for the bathroom in my absence there’s been a number of items that I’d’ve certainly been column-worthy material. We’ve had the announcement of L.A. Noire’s HD remake and virtual reality (VR) mode which was touched on in something of a ‘Kevstitution’ VR vs. column as it was courtesy of VRFocus’ own Mistah J, Editor Kevin Joyce – one which makes a number of similar points I had planned to make, helpfully. We will be coming back to that game though as I do have some additional thoughts on what they’re doing and trends on the matter that I’d like to tackle.  Suffice to say it’s great that Rockstar are at least taking a look at making things in the VR space, even if there are some reservations about how they are going about it.

LA Noire VR Case Files (Thin Version)Speaking of making things in VR, this last week was also the return of Palmer Luckey. Who hadn’t really gone anywhere – but yet also had; and he was doing something or not doing something inside/outside VR depending on what person you asked on any given day, that’s not including if they’d seen their shadow when they’d woken up in the morning thus signifying another six weeks of ZeniMax lawsuits. Or something to that effect. He appeared on stage for HTC Vive at the Tokyo Game Show to discuss a number of items. Of course, as every report ever on Luckey is all lies – that appears to be the running theme on Twitter anyway – he may actually not have done so at all.  It may have just been a figment of my fevered imagination; born from a desire to get another tick on my 2017 predications column from earlier this year.

Speaking of which can Samsung please hurry up and buy FOVE in the next couple of months so we can tick off that prediction? Cheers, guys.

I will add though that if Luckey’s appearance was just my imagination can I just say how disappointed I was he didn’t stroll on stage to Eric Bischoff’s WWE theme? I think I might just mentally re-dub that over any appearance he subsequently makes in the future for my own amusement.  Whatever the case there’s no doubting, and never has been, Luckey’s commitment to making VR work.  As I’ve said on VR vs. previously he remains for better or worse the face of VR and channeling that enthusiasm contructively and creatively will do VR nothing but good.

Next up there was Nintendo being Nintendo in a very Nintendo way which I’d love to tackle but frankly I can’t summon the energy to devote to a column taking Mr. Fils-Aimé’s comments to pieces at the moment. Plus, there’s the school of thought that he’s talking such utter bunk he’s not worth discussing in the first place. Leaving just an echo of sadness and anger where rational thought used to be.

Lastly there’s been Intel cancelling Project Alloy, its all-in-one VR head-mounted display (HMD) citing a lack of interest from commercial partners.  Which I can kind of understand. After all we’ve a gajillion VR headsets and there’s got to be a tipping point at some point. It felt like a bit of an out-of-leftfield announcement at the time and who really was it for?  Most of Intel’s commercial partners who would have potentially been interested are already involved in VR, augmented reality (AR) or mixed reality (MR) headsets – many of them their own.

Cancelling now may be a shock and give plenty of fuel for the VR Is Dead crowd, but probably something we’ll consider in hindsight to be a very shrewd business decision. If something’s not going to fly for you nip it in the bud, save the cash and channel what you’ve learned into other things. I’m willing to bet Intel will still have a patent or two up its sleeve now thanks to the HMD which may come back into play at a later date and they’re now probably better placed to assist others in their efforts.

What will the next week bring? For VR, who knows. For me it probably brings the consumption of more rice and juice in an attempt to stop my stomach feeling like it is a washing machine. We should probably start looking towards the future however and Oculus Connect 4. Because that my friends needs to be big in more ways than one. Next week however I want to go back to talking about videogames.

Yes, we need to sit down and have a long talk about those…

VR Vs. AAA Videogames & Their Publishers

To many virtual reality (VR) aficionados, last week’s announcement that Rockstar Games would be bringing L.A. Noire to the HTC Vive is the latest in a long line of AAA videogame publishers taking their time to recognise the potential of the medium. To most however, it’s an early bet on a technology that isn’t yet mainstream. The truth, of course, lies somewhere between.

LA Noire VR Case Files (Thin Version)VR as we know it has existed for a number of years now, but still the general perception is that it’s a new technology that’s not quite found its feet yet. And few could blame the larger videogame audience for making such a judgement. The hardware is expensive, the big publishers and bigger videogame titles are yet to throw a stone into the pool and the true selling points of the medium are evasive until you find an experience that truly captivates you and try it first hand. Despite the fact that the core VR audience has had their consumer hardware for over a year, the core videogames audience is still largely unaware of what VR is capable of.

Ubisoft and 2K Games have made small efforts to test the waters, and Square Enix will arrive on PlayStation VR with Monster of the Deep: Final Fantasy XV later this year. And that’s the position we’ve been in for some time. Ignoring Sony Interactive Entertainment (SIE) for a moment – acceptable as the company itself is a platform holder akin to Oculus VR – the most any of these publishers has offered thus far is an experiment.

You could of course argue that Rockstar Games are also experimenting with L.A. Noire; after all, it’s not ‘Grand Theft Auto VR’. However, for a company with as much weight to put behind their titles as Rockstar Games, the fact that the VR release was announced alongside the Xbox One, PlayStation 4 and Nintendo Switch updates for the videogame is a huge leap forward. It’s a peer, not an underling.

TRANSFERENCEAnd the aforementioned Ubisoft also have some interesting VR titles coming in 2018, with Space Junkies and Transference offering brand new IP that reaches far beyond the one-shot Werewolves Within and Eagle Flight. Square Enix also has the mysterious Kai-Ri-Sei Million Arthur VR, and Microsoft has stated that a Halo videogame is in development for Windows 10 Mixed Reality head-mounted displays (HMDs). So what’s the upshot of all this?

The fact that Oculus Home still has ‘beta’ in block capitals emblazoned on the application more than a year after launch is telling. VR as a whole is still in ‘beta’, and we’re now seeing the investment labours from Oculus VR, HTC, Valve, SIE and many others come to fruition. For many, this holiday season will be when VR truly arrives as its then that the big videogame franchises will come to the medium. For those of us who have been riding this train since the Oculus Rift Kickstarter campaign, it’ll be a pivotal period that will be remembered for years-to-come.

VR vs. By Design

One of the columns I’ve been either meaning to or trying to write for some time has been one that takes on the topic of videogames franchises within virtual reality (VR) and this is probably as close as I’m going to get to doing so.  We’ve been told, for what feels like forever at this point, that VR for videogames won’t truly be meaningful unless the big name players and big franchises get involved.

To be honest this idea has always been something of a nonsense.  It works if it works. After all, perhaps the best-known VR title is Job Simulator and that’s got nothing to do with big franchises or non-VR.

Job Simulator - Twitch ChatIn a lot of cases developers will not be able to twist the concept into something that works in VR. Even then there is the little matter of design. Much as the concept of a videogame can only be twisted so far before it breaks, the same is true of the design of existing games. The best VR experiences are always going to be ones designed from the bottom up for VR. A game not originally designed in this way can only be bent so far in its adaption. Again, it might well work – but it may not work. At least in the way the audience expects, if not outright demands.

Speaking of big names and original design let’s contrast two videogames: both using vastly popular brands that are being brought to the world of immersive technologies. The first is Bethesda’s The Elder Scrolls V: Skyrim. Here we have one of the most successful and popular action role-playing games in the history of the videogame industry. It is being brought to VR. Then we have Star Wars, one of the biggest and most profitable film and mixed media franchises in history. This is being brought to augmented reality (AR) thanks to the Lenovo Mirage AR head mounted display (HMD) and the experience Star Wars: Jedi Challenges.

Star Wars: Jedi Challenges Lenovo MirageFor Star Wars you have a familiar concept that sparks the imagination – that of lightsabre duels – that has been adapted to AR from the bottom up creating in Star Wars: Jedi Challenges. Something that not only got people very excited in AR, but from the reports of those who have tried it delivers on its promises.

Contrast that with Skyrim. An existing product that has already been repackaged and repackaged and repackaged at this point. People have also been very excited for it. It is however a conversion and the design has been twisted to fit VR – it has not been designed for it.  The result is that Skyrim VR succeeds in the part that is ‘Skyrim’ but feels a bit disappointing in the actual ‘VR’ part. At least that’s how VRFocus has found it to be. Others were less generous, a headline from Kotaku being perhaps the most shared and discussed opinion – although said opinion was actually that of YouTube channel Super Bunnyhop via Twitter –  that the project was a “complete dumpster fire”.

Ouch.

But oddly, in part of the Twitter thread not quoted in the article, summarise what I’ve previously said: “It’s a shallow complaint, but Skyrim‘s strengths are in immersion and environmental design. Their VR port job worsens both.”

If you’re twisting existing immersion to VR or AR, you cannot expect it to be superior to that which is VR or AR by design.  It’s not a coincidence that the Bethesda VR product that VRFocus’ writers have been the most positive about in their previews from E3 and Gamescom has been DOOM VFR – a game which I silent curse because I keep writing it as DOOM VRF for some reason. (I blame two and a half years of conditioning that R follows V in all things.) There we have the concept of an existing videogame and the design of an existing videogame but here both have been refashioned into something new and specifically for the platform.

It is designed as a VR game.
It plays like a VR game.
It succeeds as a VR game.

Now I’m not saying that success in VR is guaranteed by designing for VR, that’s not how it works. I am saying though that if you have an existing creative design it’ll only twist so far. VR and AR don’t need more square pegs in round holes. What it needs is designers to realise what shape their peg is in the first place.

VR vs. Unpacked

And thus, with more a whimper than a bang, the final tentpole for this part of convention season, or at least as far as we here are concerned, is done.  Yes, there’s a PAX on the horizon… several probably, as they tend to breed like rabbits. And then there’s also the Euroga- sorry, I mean there’s also EGX of course. That’s next month. But in truth these pale in comparison to the big western twosome of E3 and Gamescom. The team are home from their German travels and, as of this morning, are back in the office.

Well, not the office. We don’t work at the office as we all work from home; scattered as we are, to the winds, throughout the UK.  And it is probably time to take stock and figure out what the plan is for the next month or two. Always useful to have a plan to guide you along.

For me I’m just glad we are done for a bit. It will be nice to see things again back to normal. Now my biggest concern is running up the street with a wheelie bin rammed full with rotting rubbish, desperately chasing the binmen who finally appeared at random following weeks of absence on a strike.  That was a fun way to start the day today(!)

Of course, Gamescom wasn’t the only thing going on in the last couple of weeks. There was also Samsung Unpacked. Oh boy, oh boy, there was Samsung Unpacked. So, for this week’s column I have but one plea.

Dear Samsung, can you please do something about Samsung Unpacked?

Pretty please?

Samsung Unpacked is, without exception, the one event none of us want to get stuck doing.  The reason is very simple – it’s unrelentingly boring. We’re talking blood pouring from the ears as the brain liquifies levels of tedium. For something so relatively short Unpacked has managed to acquire some bizarre ‘loaves and fishes’ skill; the uncanny knack of being able to take a relatively small amount of information and stretch it out into several ice ages.  I’ve been stuck covering various Unpackeds – Is that correct plural for Unpacked? – for three years now and I can honestly say there is no worse feeling than seeing it on the calendar and it dawning on you that you are working the day it is on.

It’s not like Samsung don’t put effort in to the event. This one was particularly razzle-dazzle, with the stage comprising three videos screens (two walls and the floor itself) making a great spectacle for video with all three used as a singular unit.  It all looked particularly impressive. I’ll also happily admit to being impressed that Samsung tackled the unmitigated disaster that was the Galaxy Note 7 right out of the gate.  It could’ve been easy to breeze over or just ignore entirely.  Instead, in a package of highlights on the history of the Note series, Samsung specifically acknowledged the it had “disappointed” people and let them down.  They then went on to praise their fans for remaining loyal despite the troubles.  Whatever your stance on that, and I know some felt it was a bit disingenuous, it was the right thing to do and rather brave of them to do so as the opening item. Not every company would want to remind folks how its last product, you know, exploded. Certainly not right before announcing the new model.

We already knew we were getting the Note 8 of course, confirmed when Samsung very cleverly managed to leak the news on their own website two days before. Here is a technical summary of that situation:

The problem is, especially if you’ve seen multiple Unpacked events, is that they all sound the same. Scratch that, they are the same. They’re practically cookie cutter in terms of their layout and what is said. Only the product name and picture (and price) changes.  As mentioned, I’ve been covering these for three years now – that’s 21 years in dog years and I think 104 in how it has felt – and they desperately need to do something about what they are presenting because by the end I was pleading with the cosmos to just end it all.

To quote a fellow tech industry friend who was also covering the event and, naturally, clawing his hair out. After I reached out to him on Skype with what I think was a near bestial cry for help, he put it like this: “The only people that deserve money are the people that manage to recycle the script year-in year-out.”

The crowd woke up twice during the event. Once for a camera demonstration as the new Note can take two pictures simultaneously and you can switch between a close-up or a fuller shot.  You can also manually adjust the focus after the event; say, if you wanted the focus of the picture to all be on the figure in front and the background softly blurred you can do that. Or you can show the whole background in very sharp detail. It looked very good. Even if the person presenting sounded like they were going to end every sentence with “like, totally… fer’ sure”. Which was… unfortunate.

The other time they popped? The confirmation of a standard headphone jack. It’s 2017 and the biggest response is for a headphone jack. Heaven help us.

There wasn’t even a VR announcement to ease the pain of the whole thing.  Which pretty much placed the out of date cherry on top of a very stale cake.  All that remains is the sinking feeling of impending doom that after three years of covering Samsung Unpacked another two at least of the damn things lurk off in the distance next year.  I am genuinely considering booking them off on holiday in a bid to save my soul from being sucked out my eyes.

Oculus Connect IV: A New Hope is another event on the horizon, whilst Sony have PlayStation Experience. No pressure boys and girls but there’s only so much I can take. If you don’t surpass Samsung on this one I might just all string myself up with my own HMD cables.

And if you both announce full-on untethered headsets that’s going to get a whole lot trickier to do.

VR vs. Swans & All-Stars

Ah Gamescom. By the time you’re reading this it’s of course already here, although from my point of view at the time of writing it’s still a day or so away. One of the big events, where the games industry pours into Cologne via any available coach, bus, train or plane, spends several days complaining about the wi-fi and discussing on Twitter where the best place to eat out is before packing the whole thing back up and setting off home again. Oh yes and there’s some videogames in there too or something.

Inevitably I’ll be spending Gamescom back in the UK sorting things out from afar.  I say inevitably owing to my precarity for spending every major gaming event over the last decade plus of me being in and around the games industry away from it.  That’s not through choice either. As I’ve mentioned here before (see: sobbed onto my keyboard) back at E3, there just seems to be some sort of eternal cosmic block on me ever being able to work the damn things. In recent years, I’ve half-wondered in a vague effort to patch together what passes for my ego, if it is because I’m too valuable to take. My own reliability conspiring to make me the guy you trust to mind the ship and actually can’t afford not to leave behind. Which is, you know, lovely. Hardly career helping, but… lovely. I do try my best to treat the whole thing as a joke, like some reverse version of the ravens at the Tower of London. With, instead of the kingdom falling if they ever left you’d have the event collapsing if I ever turned up. Still, at least I was registered for Gamescom this year. I was getting invites to parties and everything. Who knows, by 2025 I might work my way up to being refused at customs. Or be disallowed from entering the venue owing to having the wrong shoes on or something.

The only relatively major event I have ever worked, barring ones of my own co-creation and an MCM where I demoed a Square Enix game I’d been working on for free despite being out of contract at that point as my role had been down to be replaced before I ever started – because, you know, videogames industry – was the most recent Eurogamer Expo (EGX) back in 2016 where my appearance caused a delighted former colleague now at Bethesda to actually doubt the evidence of her eyes. Even then I was only able to make EGX owing to living a bus ride away from the venue, and even that was in doubt for a bit. It wasn’t my first EGX, however.

Back when I was between jobs in 2012 I decided to take a risk, a big financial one at the time, and attended what I think amounted to several days at the event, staying overnight in a hotel nearby in order to make some industry contacts and generally try and enjoy myself. My big hope was that it might pry open some doors to getting me another role but that never panned out. I did however get to try out a bunch of games I wouldn’t have known about otherwise.

From the PlayStation side one game stood out above all the others. It was the most promoted financially and had the most focus at the event, that game my friends… was PlayStation All-Stars Battle Royale. Oh boy did Sony put a lot of stock in that game. It was going to be their franchise brawler. Their new AAA franchise, that was going to bring old characters back and give them a new lease of life. It was going to be the character fighting game, for both professional tournaments and events. And it was totally, unequivocally not a rip-off of Smash Bros. Uh-uh, totally not, nope, cross-my-heart, honest guv’.

When I came in it had BIG queues. However, in a very short space of time these queues seemed to vanish like steam in a strong breeze. Confused, I stepped up to one of the multiple free consoles (yes, free consoles at a Eurogamer Expo) and played the game myself. and it became very obvious as to why.

It was utter shite.

There were nice refences and nods to be sure and some of the set pieces looked great. But it almost felt like the game was waiting for you to pat it on the back and tell you how cool it was. Clunky, clumsy and devoid of the charm Smash Bros has in spades it came across very much as Sony did in that part of the PS3 era. Too damn smug with itself to be likable. The crowd went mild faster than a Nandos customer with a PERi-PERi allergy.

People trundled off in search of other things, like Hitman: Absolution or the ludicrously titled Metal Gear Rising: Revengeance – the fact you could get some nifty merch for playing both of these titles also helped. I however was drawn to a couple of ‘side pods’ nearby, a pillar almost, with three systems on either side where some of the lesser promoted games were getting their day in the sun. They were being ignored for the most part. One game in particular caught my eye. I’d heard precious little about it, the name being vaguely familiar and I had perhaps seen a poster advertising it, (a very small poster, mind you) somewhere.

That game was The Unfinished Swan.

Now it’s highly unlikely you’ve heard of The Unfinished Swan, which, frankly is a shame. It was, like the aforementioned PlayStation All-Stars developed under the watchful gaze of SIE Santa Monica Studio.  It was however also developed by Armature Studio and another studio was setup specifically for its creation. That studio is Giant Sparrow. That…. that name not ringing a bell either? Hmm. Well they’re the people behind the critically acclaimed What Remains of Edith Finch.

Yup, thought that might help.

The Unfinished Swan was their first title and as things go it’s a relatively simple affair and yet astoundingly absorbing. Play is deceptively simple. You start in a world that is, more or less, completely devoid of colour. An entirely blank landscape. Nothing but white as far as the eye can see. Playing the role of an orphaned boy, you venture into the unknown armed only with a paintbrush belonging to your deceased mother, who despite being an avid painter never the completed any of the canvases she began – hence ‘The Unfinished Swan’, the character of the one painting the protagonist is allowed to keep and which has now gone missing from the frame.

Using the paintbrush, you hurl paint out into the world, revealing that which is hidden. The path to travel, the path not to, residents of the world who are both friend and foe, features, details and the story.  It’s up to you to expand your understanding of the world in the only way you know how. I loved it. For the same reason, I really love Firewatch now (you can watch my recent let’s play of Firewatch here), it’s a game heavy on story and discovery though in many ways they are the complete opposite. One colourful and talkative, the other monochrome and more restrained.

There was just something about it. It was different and it caught the eye, maybe not on the first glance but you definitely gave it a second. Within a short space of time it seemed people were agreeing with me as the hairs on the back of my neck stood up and I cast a suspicious look over my shoulder – seeing that, at the same time, the guy on the machine next to me. The one also with The Unfinished Swan on it, was doing the same thing. We suddenly realised we had a crowd. Not just any crowd either, but about fifteen to twenty people were watching us play the game and were queuing up. I was astounded. So was the other guy. A brief glance across the way showed PlayStation All-Stars totally sparse in comparison.

The Unfinished Swan was never going to set the world alight in terms of sales, it never had the critical acclaim of, say a Journey or a Limbo but it certainly had its plaudits. It even picked up two BAFTA awards one of which was for game innovation. Sometimes with games you don’t need all action, sometimes it’s the world around you which is the thing that engages you. Which brings us back to virtual reality. VR is, of course all about the world around you. So, with the game receiving a port to PlayStation 4 (and Vita) back in 2014. I’m wondering… how about revisiting it again for the PlayStation VR? Maybe The Unfinished Swan is indeed unfinished.

I mean, why not? It’s an engaging first-person story driven videogame for all ages. It’s an existing title, that’s internal to Sony, it’s minimal on graphics but you could still probably turn up the ante a bit with some added polish. So there’s minimal cost there, at least in theory. There’s already a game using a similar-ish mechanic to it in VR in the form of stealth title Stifled which uses sound. So you know that the mechanic would work in VR. Need a clincher? It already has PlayStation Move support.

One for you to consider at any rate. I’m off to prepare for the onslaught. See you next week.

VR vs. Holidays

“Oh hey, I’ve been keeping up with your Op-Eds.”

“Op-Eds?” I found myself echoing back at the speaker of the statement tiredly.

My sleep is notoriously bad as I’ve mentioned previously. Indeed, it is 3:30am as I write this and whilst very tired indeed I am unable to find rest. Which over time really does not help how you feel. I was ‘fresh’ off the back of a very rough night in a hotel I was staying in with a friend with whom I had travelled down south to Portsmouth the day prior for an annual gathering of pals. Unfortunately, I was feeling every one of the 48 hours I had been awake for prior to that. The 48 hour thing has become quite the regular companion. So much so I had begun joking with friends that I was now following the day revealed as the galactic standard in the film Men In Black. On checking just now I find that it was a 37 hour day in the film, thus meaning I’m even out of sync in that fiction. Damn.

I blinked forcibly trying to bring my friend into focus. “Op-Eds…” I repeated, trying to get the cogs to turn. Or at least the teeth on them to mesh. That’d be a good start.

An artist’s impression of the writer’s state at the time.

After what felt like forever but was probably only half a second it suddenly dawned on me that he meant this. These. He meant VR vs. I immediately felt slightly embarrassed as he works in the games industry. I’m always very flattered when professionals in ‘the biz’ tell me they read my work. That now a couple of friends in the industry had been following my writings – something I wasn’t aware of – I was, frankly, a bit touched.

“They’re….quite something.”

“Quite something?” Ah. I laughed. “Well they’re certainly unlike our usual output yes. But that’s deliberate. I don’t claim to be an expert, I just give the low-down on things as I see them as a Regular-ish Joe. I just claim to be me, silly pop culture references and all.”

“They are a bit silly.” He smiled.

“Good!” I leaned a bit back in my chair. “If you’re gonna ask me to write a weekly column you shouldn’t be too surprised that it’s me who writes it.” I winked…. and then I changed the subject as quickly as I could. You see I have been notably absent from here for the last couple of weeks as I took a small holiday to burn up some extra time that I had accrued. By the time Gamescom is over I will no doubt have a bunch of accrued time again. Such is the way of things. Usually I get dragged back in for one reason or another, mostly my own desire to help out in a pinch. However, for my own good I decided this time I wanted, no, needed to just get away from everything. I wanted to go virtual reality (VR) cold turkey. The industry could just get along and do what it needed to do for a bit. I on the other hand was going to do some me things. I was going to play games, edit videos I’d been meaning to. Read a book. I’d even bought a bunch of painting equipment and was going to give oil painting a go. I’ve somewhat failed on that one, having only managed to sort the easel out yesterday afternoon. Still at least I have everything I need now.  The point is that at the time I was very happy in having nothing to do with VR.

How hard could it be to avoid, right?

Breakfast followed, as per tradition, at a local cafe where the 50% of the group up in the morning took it upon ourselves to lay waste to an unfeasible amount of sausages, eggs, hash browns, beans and bacon. When a conversation about VR kicked off. I wasn’t quite sure why but two of my friends began discussing the pros and cons of the tech – for gaming, naturally. Strangely I played no part in the conversation occurring. It just… happened. I remember thinking that was probably notable for some reason, before doing my best ostrich impersonation and stuck my head in the sand (or breakfast in this case) and pretending it wasn’t going on.

No. I vowed. I am not going to be drawn into things.

The talk came to its conclusion soon enough and before I knew it we were off into town, dodging a surprise rainstorm and making our way through part of the city centre to chill out at the park. That was the idea but then I saw the gang gravitating to some sort of tented area in the middle of the pedestrianised area where people were playing video games. I was rather surprised to rapidly discover that they weren’t just any games either. There were four PlayStation 4 units setup with the PlayStation VR courtesy of GAME. Gaggh.

Two of the more curious members of the group quickly had an HMD on their heads, experiencing Battlezone and another title I didn’t quite catch. Was VR just following me around? I took a couple of snaps for the VRFocus Twitter account (I could hardly ignore it could I?) and then sat down on a bench, my head still feeling kind of fuzzy as I offered some suggestions for systems and games for those who had expressed an interest. Quick as a flash though we were on our way again, and this time into GAME itself where my friend (and host) worked, specifically in its Belong gaming section. Something that for some reason I keep thinking is Beyond and not Belong. Of course, along with an eSports gaming setup it also has an HTC Vive people can try out for various sessions. I should have known, of course. It was discovered the Vive now possessed Superhot VR and before you could say Jack Robinson my friends were queuing up to take out virtual bad guys.

I’ll be honest – most of them were bloody terrible. But the point was that not only was everyone in the group enthralled it was getting an audience in terms of people in the store. People were entertained and intrigued. I passed on joining in the bottle throwing and gun shooting and by the end several of my friends were mulling over the best systems again. I chuckled ruefully. It seems I had failed in my bid to escape VR because the shadow of the damn thing was following me all around town. Which made me wonder; as much as the press talk about VR ‘becoming mainstream’ what does that mean? Because you could, theoretically anyway, argue that a judgement as to when something is mainstream is when it is everywhere and you just can get away from it. On that basis VR was certainly mainstream that day.

Talk about the tech kept popping up throughout the day but soon the day was at an end. Laying back on the bed I stared up at the ceiling and contemplated things. I had been defeated by VR. But at the very least I had seen that it was because it was resonating with people so much. That people of all ages were still learning what VR can do and were fascinated to see the magic in action. Still. At least now I could put thoughts of it to rest and, finally, get some rest myself. I let my mind slowly drift away.

“Hey.” The friend I was staying with said from the bed next to me, looking up from his tablet. “There’s a VR Ready PC here that’s designed like a Borg Cube and-”

Ah nuts.

 

VR vs. Streaming & Network Infrastructure

This week’s VR vs. won’t be brought to you by VRFocus’ social guru Kevin Eva, as he’s enjoying a well earned week off. Instead you got me, and I want to talk about virtual reality (VR) data consumption, streaming and network infrastructure (exciting stuff I know), as it plays a fundamental role in the growth of VR – and other immersive tech. The rise of the internet, then smartphones, tablets and IoT devices means that more data than ever is being wirelessly thrown about with abandon, with smartphone-based and standalone VR headsets demanding even more as developers create ever larger virtual worlds, and 360-degree videos become longer and better quality. But for VR to be truly immersive it needs to be seamless, there can’t be loading times or buffering midway through, so do network operators and broadband providers need to be in on the VR conversation? 

First let’s discuss consumer consumption. At present the majority of VR content tends to be videogames. And whether we’re talking about mobile or PC/console-based VR, generally that content is downloaded, saved, then played whenever. But as more and more developers start to bring out multiplayer titles – this wasn’t the best strategy in the early days due to customer numbers – and social VR gains more traction, demand for smooth wireless VR becomes a necessity. Then there’s 360-degree video, which most users will stream rather than download through apps such a YouTube, Hulu, Netflix, Littlstar and more.

Pico Goblin image

While it might not yet be commonplace to see someone in a park or on the train wearing a headset, the biggest portion of VR devices is in the mobile market, with Samsung Gear VR leading the way and Google Daydream starting to make progress. Over the course of 2017/18, manufacturers are going to be concentrating on even more wireless head-mounted displays (HMDs), with standalone units coming into the fold. Headsets like the Pico Goblin are going to be a popular choice for the casual user – at least that’s what some of the major companies are betting on – as Google, HTC and Lenovo will be bringing out a standalone device this year, and Oculus has made some murmurs about one for 2018 as well.

However VR isn’t some little IoT device sending tiny data packets. Whether it’s a smartphone with a QHD screen or a standalone device that has duel HD screens, as the quality needs to be decent due to the proximity to a users eye – screendoor effect isn’t so much of an issue as it previously was – that amount of data is massive and will only continue to grow exponentially as user number increase.

A new report from Juniper Research on VR forecasts that wireless headsets data consumption will grow by over 650 percent over the next 4 years, from nearly 2,800PB (Petabytes) in 2017 to over 21,000PB in 2021, placing significant additional strain on both wired and wireless networks.

Facebook Spaces - VRFocus

Is this an issue? Well at the moment in terms of VR, no it’s not. By 2021, the data demand of each VR device is expected to exceed that of 4K, according to Juniper. Nowadays it’s second nature to just instantly jump online wherever you are and get the information you need, becoming frustrated when you’re in some 4G deadzone, or there’s no WiFi hotspots anywhere near you. That infrastructure has built up over time as needed because network operators are used to working with phone manufacturers, creating a symbiotic relationship. VR doesn’t have that and so network operators and broadband providers need to be brought into the VR standards conversation, like the DVB (Digital Video Broadcasting) consortium’s CM-VR group, or the Video Electronics Standards Association’s (VESA) Special Interest Group (SIG).

While minimum frame rate and resolution will increase demand, work is being done on reducing that workload as well. Foveated rendering for example, this reduces the processing power required for VR experiences, only fully rendering where a user is looking while the rest of the scene is significantly lower. Or how about Oculus’ Asynchronous Spacewarp which works by extrapolating frames so that the frames per second (FPS) can drop down to 45.

We all want VR to be this wonderful, untethered technology that can transport us across this world and into even more amazing places. To do that, not only do the headsets need to improve but also the core tech that is fundamental to all of it connecting and communicating. So bring on 10G.

VR vs. The Mobile Divide

It’s funny how things work out isn’t it? Things are never quite the same no matter how you figure it out.

So let me set a scene for you: a parent raises two sons, or daughters, it doesn’t matter which in this instance so long as they are the same gender in this case. They are highly fortunate to have steady, stable, let us say picture book upbringing. The parents love them the same, they treat them the same, they raise them the same. They go to the same school, take the same courses in the same classes. They have equal the amount of attention and equal the amount of possibility, positivity and opportunity in their lives.

So tell me reader, does this mean that Sibling A and Sibling B are the same?

The answer is no, of course not.

There are always differences in people, the personalities aren’t cloned. Each is their own person. Such is the same for the two technologies we cover most on VRFocus – virtual reality (VR) and augmented reality (AR). Two, maybe not sibling technologies but technological cousins at the very least. They too have a number of similarities, cut from the same cloth, albeit with a different pattern, and probably a different pair of scissors too. Perhaps those crinkle-cut ones you only used to see in secondary school art class and on no other place in the known universe.

Yet they are very different technologies too, each providing their own solution to different problems, utilising alternate methods, and very often the supporters of VR do not think on things quite the same way as the supporters of AR either – and vice-versa. After all, how many articles, features and hot takes have you seen online that declares one the end of the other? AR and VR have killed each other off more times than two duellists caught in a Groundhog Day style time loop. Or maybe it’s all just Live Die Repeat/Edge of Tomorrow except with Tom Cruise, Emily Blunt and everybody else is replaced by a slightly funny looking headset.

So, bearing all of this in mind it is perhaps not that big a surprise that when we look at both VR and AR the general response to one of the main platforms is not the same. Yet at the same time you can’t help but furrow your brow and wonder why that is. I’m talking about, as if the title of this week’s column hadn’t already given it away, about mobile.

Yes, mobile. You will have no doubt seen or heard, hopefully via VRFocus.com (please like, comment, subscribe, etc.), is that AR is very much in the ascendency at the moment; and deservedly so. There is as always lots going on with AR but this has, much like Pokémon GO did last year, seemingly been wiped into irrelevance by a juggernaut announcement.  I am of course talking about ARKit (or ‘ARK it’ depending on who you listen to, but trust me, it’s the former).  It’s been something of a revelation bringing developers from the bedroom to the boardroom an easy-to-use toolkit to bring whatever they imagine to life in AR.

What’s been shown off so far in various demos has, to be frank, been bloody impressive. Be it a SpaceX rocket coming in to land on a drone ship, versions of facial recognition, measuring a distance and acting as a virtual tape measure, subtly altering the look of a building, or conjuring into existence a giant can of Red Bull. Which presumably wouldn’t give you wings, but more send you to a hospital. It’s also gotten people very excited.

Now contrast this excitement about using AR on mobile to what you often see with regard to VR on mobile. Mobile VR is often much maligned, thought of as inferior – which of course it is in comparison to the power behind console/PC VR – but smartphone-based VR content is often all lumped together just as “bad”.  You’ve likely seen comments here, there and everywhere that even its mere existence is somehow a detriment to VR. It is (and this is particularly good one) also said by some to not be “real” VR. Said in much the same way some gamer on a message board says “You’re not a REAL fan of ____” because of some personal checklist of what a fan should like/dislike and have done in their life.

Whilst AR on mobile is rightly getting praised, mobile VR is almost the opposite. Not at the beginning of its road as with AR and the various forthcoming more affordable AR head-mounted displays (HMDs) but with the Gear VR as the elder statesman of the modern generation of mainstream VR HMDs.  Mobile is still VR’s biggest platform (sorry PC/console fans), yet there’s no one out there really championing what Mobile VR does. The good things being developed and how things are improving. Whenever a story of a new Gear VR or Google Daydream game or piece of software comes out there’s always this weird feeling like you can tell some people are rolling their eyes and giving a dismissing ‘hmmph’ noise. Yet Gear VR and Daydream are helping push that quality baseline upwards much as Sony, Oculus and HTC are working to push their line upwards.

It’s a never ending developmental push to moving things up and make things better.

AltspaceVR-Daydream-RL1 (2)Perhaps then AR’s mobile-centred praise is more to do with it being far more difficult to experience an AR HMD.  Like comparing a label branded food to a gourmet equivalent you can’t tell whether or not the more expensive option is truly better if you can’t sample it. With VR you can, and relatively easily nowadays especially in comparison to even early 2016. But if you try an supermarket own brand sausage, then try some pork and apple sausage with herbs and spices and made from select cuts- and you prefer it – it doesn’t mean Sainsbury’s or Tesco or whoever should stop making sausages entirely. Them doing that allows more people to try sausages. People might even prefer the taste of the ‘simpler’ sausage for all you know.

My point is that maybe VR aficionados should give some love, or at least some nodding respect, to mobile on VR; and maybe AR aficionados should try not to forget how mobile was the forerunner for the better quality AR that is being praised in the years to come.

And there’s no need to be a silly sausage about it.

VR vs. Getting Antsy

“Are you guys also having insects fly all over the place at you?”

As work questions go I wasn’t really expecting that one. I looked around my little bedroom office for any invading insect hordes I’d, in my work focused state, neglected to see. But there were no armies at the gate. No cartoon picnics being carried off into the night.

“Can’t say I am.” I typed back in reply. The response came fast.

“THEY ARE EVERYWHERE!” Nina insisted, “I kid you not – it’s an infestation.”

“Flying ants?” Asked Peter, newly arriving onto the scene to start his working day.

“YES.” Nina confirmed. “And baby flying insects. In my hair. In my clothes. On my arms. On my screen.
On my legs. Crawling everywhere.” How very Linkin Park.

A discussion on what exactly Nina could do followed which revolved around getting bug spray. Peter suggested an old schoolyard remedy.

“Just get any can of spray and a lighter, that’ll kill them. Although don’t point it at anything flammable!”

“I believe tradition dictates a can of Lynx deodorant.” I added, remembering the usual secondary school post-gym activity of avoiding whatever idiot was setting the benches on fire following a good spray down.

“Bug spray might be more expensive.” Said Peter sagely, “And Eva’s spot on with the Lynx suggestion.”

“What do you guys think I AM?” Nina thundered. “A man that smokes?”

Chuckling I left them all to their highly geotargeted insect apocalypse, and instead mulled over a few topics for discussion this week. Flicking through Friday to Sunday’s posts after a satisfying three-day weekend and it seems Nina wasn’t the only one getting antsy. It seems that Microsoft are too, in that they know they want to do something in virtual reality (VR) they just don’t quite know what that something is.

E3 was very much about Microsoft’s reveal of what Project Scorpio would be, and things seemed geared up for a possible VR announcement as a part of that. When the time came and what ended up being the Xbox One X was revealed it seemed that VR was on the backburner for the console. Or was it? In the hours following the announcement we got conflicting interviews from Xbox personnel on where VR stood on console. Going from on one hand Phil Spencer somewhat unsubtly turning all of the BBC’s questions about VR support to answers about how Microsoft is making all these mixed reality (MR) headsets and isn’t that great. To Larry Hryb (aka Major Nelson) revealing that the Xbox One X can certainly handle VR. The only common mantra being the industry get out of jail free card that “we’re not sharing any details today”, which still lends itself far more to “we’ll tell you later” than “no”. After all its far easier to just say no – it’s the end of the discussion then.

So, a hint of promise with a dash of confusion and a slight air of discomfort. Not totally unsurprising really. Video game companies despite what their carefully crafted marketing image might lead you to believe are just like any other company. Full of overtaxed staff like you or I, desperately trying to make it through another day without succumbing to the madness. Silently loathing the next department over for causing more work and the other continental branches for their failings. Indeed, scrape away the veneer and you’ll like as not find an organisation one email away from anarchy and one broken coffee machine away from everyone collectively setting the photocopiers on fire. The printers having long been doomed to run out of toner thanks to either Derek or Janice in the finance department printing out a thirty page marketing report they need exactly three pages from, and have done so in the wrong paper orientation. Resulting in a whole forest being consumed in the subsequent three-hundred pages. Oh and they wanted two copies? Ahhh damnit…

Now though, through another voice – that of Dave McCarthy – we hear that Microsoft are focusing on VR for PC and not for Xbox at all. Again, not a strict no necessarily, but definitely a ‘we don’t care about this at the moment’ response. This is a tad surprising as it’s not like Microsoft haven’t had the time to think about VR on Xbox One X and they’ve already confirmed it can be done. So why wouldn’t you want to make those forthcoming Windows 10 VR HMDs doubly sellable by having them work on both PC and console? Seems a heck of a selling point to me.

Which is of course what you want as a marketeer for a product you want a unique selling point – a USP. Equally, although you’ll never see this in any marketing textbook, you want if possible to take a USP away from the competition. At the moment PlayStation 4 and the PlayStation 4 Pro has that USP in that you can play VR games on the system. I remember reading comments on N4G at the time of E3 and seeing one that proudly proclaimed “PlayStation is the juggernaut of console VR!” Of course it is rather easy to be the juggernaut of something when you’re the only party associated with something. It’s a bit like saying triangles are the juggernauts of three sided shapes. Nor would I say it is Microsoft shooting themselves in the foot as one commenter said, after all I’m not sure you can really say that when you have a vested interest in the other foot too.

At the end of the day Microsoft need to get on the same page and be clear about how they go forward. Being hesitant about VR on console is only going to strengthen Sony’s hand. VR on consoles sells. There are people out there who are picking the PlayStation 4 Pro over considering the Xbox One X. They need to be determined, less unsure, less antsy when questioned about it. If you’ve said it can do it no problem, what exactly is stopping you apart from the courage of your convictions.

I wonder if anyone thought to actually close the window to stop those flying ants…

 

VR vs. Browsing

Astonishingly I really don’t have much to discuss this week.  Well, on a first look anyway. This last week as a whole has been relatively quiet; apart from yesterday morning’s Oculus Rift news written by yours truly, of course. (Whichever bright spark had the idea to announce that when they did needs a boot up the backside by the way.) But other than that the relative quiet was not entirely unexpected. The post E3 time period is usually one that is drier than a desert that’s been involved in some kind of accident with a lorry full of anti-perspirant.  In fact, it’s a testimony to virtual reality’s (VR’s) growth and diversity that we’ve still had a lot to discuss in features and the like, and enough for the team to fill day after day with stories from around the world.

Oculus Rift

Not all of what VR produces is a gem, naturally.

As is the same with any creative medium; film, art, television, music, animation, literature – anything. There are some items out there that look like little presents full of joy, to be cherished and opened with exquisite care. There are experiences that grab you by the lapels, backhand you across the face then scream themselves hoarse at you with their intensity.  You can put on a headset and have it whisper in your ear secrets and lies, half-truths or it can set you down in the harsh reality of the world. Happy, sad, intrigued, confused, scared, brave, VR can show you it all and let you feel it all; but for every hidden gem or masterpiece there is still a masterfully crafted mess. For everything that looks like Moss there’s something that looks like Your Journey Home.

Yes, YouTube commenters, I actually agree with you. Just… Just what the heck were we looking at there?

The point is there is already a lot of VR related videogames, apps, 360 degree videos and so forth all over the place, and that number is only going to increase. (Hoorah!) As a VR user however, the likes of you and I need to be able to sift through that to find what we want.  So, with this in mind can someone please explain just why the online Oculus Store still doesn’t have an actual search function?

This may seem like a small and pretty petty annoyance but it’s a persistent one. And as someone who’s had to write and edit a lot of articles about shopping and retail in the last month or so it’s baffling why an online store has no ability to actually search what’s there. No the Oculus Store doesn’t have the variety of, say, Steam. But even a bog-standard online retail website has product search.

As things stand if you’re after something specific you can, as mentioned, use Google. Which seems a pretty odd concept to have to do. Go outside the store to find what’s in the store. There’s the store front, so yes, you can see what’s there. But it’s still the equivalent of going into a supermarket and choosing what you’re going to get by squinting down the aisle from the very beginning of it.

If that’s not helpful you have to open up every section on said store front in the hopes of finding what you’re looking for – and that’s if you know what you’re looking for.  For a newcomer or someone just looking to browse a subject matter it makes things notably awkward, and as a shopper if I can’t find what I’m looking for there I’m going to go elsewhere. What is shopping without browsing, after all? It’s been months and months and months yet nothing has been done about this. Something relatively simple that can make things so much easier. Sadly sometimes big, good, complicated things can be derailed by small basic things.

In a way though, that does feel very… Oculus.