Survios Shares Momentum & Learnings in Location-based VR Business

Survios, a veteran VR game developer, shared fresh insights into the health of the company’s out-of-home business activities, a sector of the VR industry which has been increasingly heating up in the last 18 months.

While the consumer VR space is still waiting for its inflection moment, 2018 has seen increasing interest in both VR enterprise and commercial sectors. VR Location-based entertainment (LBE), as the commercial out-of-home VR sector is called, is largely divided into two major categories: ‘VR attractions’, bespoke and novel VR experiences that are infeasible in the home for size or cost reasons (like The VOID), and ‘VR arcades’, which more-or-less offer pay-per-use VR experiences that harness consumer-grade hardware and software.

Survios, the veteran VR game developer behind titles like Sprint Vector (2018) and Creed: Rise to Glory (2018), has in recent years been steadily expanding into the VR arcade space. The company owns and operates its own VR arcade location in Los Angeles, licenses its own content for use in other VR arcades, and acts as a publisher of third-party content.

Photo by Road to VR

Last week at VRX 2018 in San Francisco, Survio’s Co-head of Marketing, Hunter Kitagawa, took to the stage to share lessons the company has learned from its LBE VR deployments, and offered a look at the traction the company has seen year over year.

This time last year Survios’ VR arcade content was in 200 locations across 36 countries. This year that number has grew to 500 locations across 42 counties. In terms of content licenses sold, Survios jumped from 2,000 one year ago to 12,000 today. None of those figures include China, Kitagawa said, where the company has since announced a joint venture with Chinese tech giant NetEase to bring the company’s VR content to China.

Survios expects the growth in their VR arcade business to continue to grow through 2019, and possibly trend even further upward.

As the VR arcade sector has grown, Kitagawa offered a simplified look at the sector’s value chain, breaking the space down into ‘game developers’, ‘arcade platforms’, ‘VR arcade chains’, and ‘customers’.

He also identified a handful of key players therein, citing Survios, Vertigo Games, Beat Games, and Big Box VR among top VR arcade game developers; SpringboardVR, Synthesis VR, and Private Label VR as top VR arcade platforms; as well as Ctrl V, VR Junkies, and MontVR as top VR arcade chains.

Kitagawa said that Survios reaches 10 times as many people through its VR arcade business compared to its in-home content. He compared the ‘scale of opportunity’ of VR arcades by contrasting the number of VR arcade locations against major US location-based entertainment chains Chuck E. Cheese’s and Dave & Buster’s, claiming that there are 1,500 VR arcades in operation against some 600 and 110 locations, respectively, of the aforementioned.

Among paying customers going to VR arcades, Survios has found that the demographic is more balanced between male and female (60:40) compared to in-home VR which leans more male. 80% of Suvrios’ VR arcade customers are younger than 35 years old, and 66% are playing multi-user content, Kitagawa said. Meanwhile, 33% of customers come to VR arcades as ‘parties’: group scenarios like birthdays and corporate events.

When it comes to content performance, Kitagawa shared a few lessons.

Image courtesy Survios

“You have 30 seconds or less to onboard players,” he said. With player sessions lasting only 30 minutes or so in many cases, users need to start having fun right away if they’re going to be compelling to come back.

He also advised that developers and VR arcades leverage recognizable intellectual property to bring customers in the door. With Survios’ VR title Creed: Rise to Glory, the company found that appealing to the fantasy of being part of the Creed universe was a more potent marketing message than the common approach of showing imagery of people in VR headsets.”Don’t sell VR,” he stressed.

The post Survios Shares Momentum & Learnings in Location-based VR Business appeared first on Road to VR.

Varjo’s ‘Bionic Display’ Headset is a Breathtaking Preview of VR’s Future

More resolution in VR isn’t just ‘nice’, it’s a major contributor to immersion. ‘Retina-resolution’ displays, those which match the visual limit of the human eye, are the ultimate destiny of VR headsets but it’ll be years yet before they’re affordable and widely available. Varjo, however, is developing an enterprise-focused headset which offers a glimpse of this future, and it’s breathtaking.

Like Magic Bifocals for VR

On the path to launch in early 2019, Varjo is continuing to refine its ‘Bionic Display’ headset which cleverly combines two displays per eye to achieve retina-resolution at the center of the field of view, surrounded by a peripheral area that’s similar in resolution to typical high-end consumer headsets. While only the center of the view is retina-resolution, it covers enough of your fovea—the central part of your retina which resolves high detail—that if you’re looking through the very center of the lens you can just about convince yourself that the entire view is retina-quality.

Looking through the company’s latest prototype, which they say is nearly production-ready, the view is quite astounding—as close to any “wow” moment I’ve had in my years covering an industry full of exciting innovations.

The above through-the-lens photos, captured by Varjo, are an accurate portrayal of the difference in visual fidelity between Vive Pro and Varjo, but only for the center of the field of view (which is what’s shown here). Use the slider to compare. Remember that the Varjo headset fades to a similar resolution as the Vive Pro as you move away from the central field of view. 

The central part of the field of view in the Varjo headset has absolutely no visible screen door effect or aliasing. It feels a bit like using bifocals in the way that you sometimes need to consciously gaze through the center of the lens to see the best detail, but it’s a drastic, almost magical difference from even the highest resolution consumer headsets available today. Lines are perfectly smooth and you can read text at distances that would be rendered entirely illegible on other headsets. Some things, like fine surface textures, are revealed with stunning detail where they would be outright invisible at a more common resolution. Scenes captured with photogrammetry—which already look impressive even on high-end consumer hardware—take on a whole new level of breathtaking detail when seen through the Varjo headset.

I wish everyone had a chance to look through the company’s headset to see what a difference retina resolution makes to VR. It’s very exciting to extrapolate this experience to a future where retina resolution displays covering the entire field of view are available in affordable consumer VR headsets. Sadly this is still years away.

SEE ALSO
The Key Technology Behind Varjo’s High-res ‘Bionic Display’ Headset

To get here today, even with only a portion of the view achieving retina resolution, Varjo has to play way outside the consumer sphere—on the high-end of the high-end. The first version of their headset, set to launch in Q1 2019, is firmly targeting large enterprise companies as customers, and will cost between $5,000 and $10,000.

Continued on Page 2: Inside the Latest Varjo Prototype »

The post Varjo’s ‘Bionic Display’ Headset is a Breathtaking Preview of VR’s Future appeared first on Road to VR.

Full VRX 2018 Agenda Released Ahead of December Event

Last month VR Intelligence revealed the full speaker lineup for its upcoming event in San Francisco, the VRX Conference & Expo 2018. Now for those attending in December, the full agenda has now been posted so you can work out a plan of action for the two days.

The first day will be focused on outlining the market trends and key challenges and opportunities in virtual reality (VR) and augmented reality (AR) across enterprise, entertainment, and tech. Attendees will hear from senior business leaders at companies such as HTC Vive, HP, Oculus, Google, Qualcomm, SuperData, Digi-Capital, Unity, Bose, Comcast Ventures, General Motors, Dreamscape Immersive, Lowe’s, The VOID and many more.

While on the second day there will be deep dive insights on both the consumer and business facing VR and AR markets, with case studies and panels looking at how immersive technologies are gaining major traction. Taking part in these sessions will be companies like Merck, Nestle, Jacobs, Cadillac, BASF, Johnson & Johnson, Audi, GE and dozens more on how they’re using immersive technologies for real business improvement.

Day 2 will have its own separate tracks Consumer XR, Enterprise XR, and Startup Development. In the consumer track, for example, entertainment innovators and powerhouses like Paramount, Cloudhead Games, MediaMonks, Felix & Paul, Penrose Studios, Skydance Interactive, Dave & Busters, nDreams, and Digital Domain will discuss how they’re capturing consumer attention across the globe with amazing content.

VRX Europe 2018

Alongside all the talks the event will feature 40 of the latest technological innovations and business solutions from across the industry, including sponsors and exhibitors such as HP, Siemens, ZeroLight, Varjo, Bose, Happy Finish, Qualcomm and many more.

As an event partner VRFocus can offer its readers a 15 percent discount on all ticket types, including full 2-day passes and 1-day start-up passes. To claim your discount, enter the code FOCUS15 when you register at https://events.vr-intelligence.com/vrx/register.php. VRX 2018 will be taking place between 6th – 7th December, for any further updates keep reading VRFocus.

Full Speaker Line-up Revealed for VRX 2018, 15% Discount Code Inside

VR Intelligence is gearing up for its biggest event of the year, the VRX Conference & Expo 2018 in San Francisco, which is only a few weeks away. Having announced the first batch of speakers in August the organisers have now released the full roster of professionals giving talks.

VRX 2018 gen - Twitter

Taking place from 6th – 7th December, VRX 2018 will feature a massive array of talks and panels over the two days, with 90 experts there to discuss the latest developments and future of virtual reality (VR) and augmented reality (AR).

Just some of the speakers include:

  • Pearly Chen, Chief of Staff to CEO & Director of Vive X, HTC
  • Tim Bates, IT Fellow, Immersive Technologies Strategy, General Motors
  • Steven Kan, Head of Global AR/VR Strategy, Google
  • Curtis Hickman, CCO & Founder, The VOID
  • Timoni West, Director of XR Research, Unity
  • Lee Burrell, Director of BD – Automotive, Engineering & Manufacturing, DHL
  • Ted Schilowitz, Futurist in Residence, Paramount Pictures
  • John Canning, Executive Producer, Digital Domain
  • Connor McCollough, Product Architect, Innovation & Business Transformation, GE Power
  • Denny Unger, CEO, Cloudhead Games
  • Jennifer Magee-Cooke, Head of Production, Dreamscape Immersive
  • Andy Mathis, Head of Partnerships, Oculus
  • Christine Koppinger, Global AR/VR Innovation Lead, Nestlé

For 2018 the event challenges its guests to take a step back from the hype around XR and get to the core of what’s really happening in the industry; where the biggest opportunities lie and what’s really holding immersive tech back from greater adoption.

VRX Europe 2018

Alongside all the talks the event will feature 40 of the latest technological innovations and business solutions from across the industry, including sponsors and exhibitors such as HP, Siemens, ZeroLight, Varjo, Bose, Happy Finish, Qualcomm and many more.

As an event partner VRFocus is able to give its readers a 15 percent discount on all ticket types, including full 2-day passes and 1-day start-up passes. To claim your discount, enter the code FOCUS15 when you register at https://events.vr-intelligence.com/vrx/register.php. For any further updates ahead of the VRX 2018 opening its doors, keep reading VRFocus.

First Speakers Announced for VRX 2018 in December

Last month VR Intelligence held a free webinar featuring Google, HTC and SuperData to discuss the latest trends, current challenges and biggest opportunities in virtual reality (VR) and augmented reality (AR). In December is the organisations main event, the VRX Conference & Expo in San Francisco, and today the first batch of speakers has been announced. 

VRX 2018 Launch Twitter

With an agenda that aims to cover both consumer and enterprise VR, including gaming, film, TV, AEC, automotive, manufacturing, retail, healthcare and beyond, the line-up includes senior execs from Google, HTC, Microsoft, General Motors, Paramount Pictures, HP, Survios, Nestlé and DHL, with many more to be announced.

“In the four years we’ve been running the VRX event, XR has moved forward tremendously. But at the same time, the hype around immersive tech has been crazy, with massive expectations and predictions often clouding what’s really happening,” said VRX lead organizer, Pete Carkeek in a statement. “In order to be clear on where the real challenges and opportunities lie, we need to be clear on what’s real and what’s hype. So, alongside our key industry partners and the world’s leading experts, we’ll be aiming to filter through the noise and really push XR closer to its full potential.”

Now in its fourth year VRX 2018 isn’t just about talks and panels discussing the latest trends and whats going to happen in the future. The expo will feature the likes of Diamond Sponsors HP plus Siemens, Zerolight, Almalence and over 40 other immersive tech companies showcasing the latest tech and content solutions to attendees.

VRX Europe 2018

VRX 2018 will take place from 6th – 7th December 2018, Hilton Union Square, San Francisco. Early rate tickets are still available for a limited time on the main website and this year will also see greater opportunities for start-ups, with 1-day startup passes offering a full-day track on investments, scaling and building towards success. VRFocus will continue its coverage of VRX 2018, reporting back with any further updates.