Half-Life VR References Found In DOTA 2 Update – Report

Half-Life VR References Found In DOTA 2 Update – Report

We may well be formally introduced to Half-Life VR at GDC this week. Valve’s long-rumored VR game could be revealed alongside its new SteamVR headset which we wrote about late last year. But, ahead of any such reveal, more apparent references to the game have been uncovered.

Word comes by way of the Valve News Network’s latest video (below). According to the video, a Tools Update to Valve’s DOTA 2 featured a few more references to Half-Life VR or ‘hlvr’. Specifically, the documentation makes reference to a ‘hlvr_weapon_shotgun_prototype’ and ‘SPORE damage’. Spore is a term associated with material from Half-Life’s alien dimension, Xen, as well as a Spore Launcher weapon in the original game. And the shotgun is, well, yeah, a shotgun.

We haven’t seen the text ourselves but VNN has been a pretty reliable and persistent source of these leaks. It’s far from the first time ‘hlvr’ terms have been found in updates to Valve products, either. The real question is if this update (which went live on March 6th) suggests we could be playing Half-Life VR at GDC this week.

We’ve previously reported that Half-Life VR is in the works and is a prequel instead of Half-Life 3. We’re expecting the game to be something of a showcase for Valve’s latest headset. We previously reported that device has a 135 degree field of view (FOV) with resolution similar to that of Vive Pro. Half-Life VR may even be bundled with the device.

Whatever awaits us this week, you can be sure we’ll bring you the latest.

Tagged with: ,

The post Half-Life VR References Found In DOTA 2 Update – Report appeared first on UploadVR.

Valve To Show ‘New Features And Updates’ For Steam And More At GDC

Valve To Show ‘New Features And Updates’ For Steam And More At GDC

 

Today a representative from Valve reached out to us about a talk the company is hosting at GDC to go over “new features and updates” regarding the Steam platform, multi-platform networking API, market analysis, and more.

The full statement sent to us reads as follows:

On Thursday, March 21 at 12:45 pm, representatives from Valve are scheduled to give a presentation on the Steam platform in West Hall 2011 during this year’s GDC. Topics will include a global market analysis, information on the coming multi platform networking APIs, a first look at new features and updates, and more.

We did a little Googling and found the full listing for the talk on the official GDC website, which has a few more bits of information. In that listing the talk is titled “Steam Business Update (Presented by Valve)” and mentions Tom Giardino, Kassidy Gerber, Alden Kroll, and Ricky Uy will be presenting. The topic is stated as “Business and Marketing” and VR is not mentioned anywhere. We still think it’s a safe bet though.

With the in-progress Knuckles controllers likely nearing completion and the recent leak of the VR headset the company is working on, there is a lot to potentially discuss. Not to mention standard updates and information you’d expect at an event like this.

We won’t hold our breath, but an update on the VR games they’re working on would be lovely as well. When the headset was leaked we also heard from multiple sources the company is developing a Half-Life VR game to go along with it. Fingers crossed that gets formally announced at GDC too.

Since Oculus is already bringing Quest and HTC is bringing the Vive Pro Eye (and hopefully Cosmos), GDC 2019 would be the perfect time to announce something big officially, like a Valve first party VR HMD. Someone else at Valve is giving another talk at GDC about brain computer interfaces as well.

Fingers crossed that’s what we get! Let us know what you think they’ll announce and discuss at GDC next week on Thursday down in the comments below!

Tagged with: , ,

The post Valve To Show ‘New Features And Updates’ For Steam And More At GDC appeared first on UploadVR.

Valve’s Mike Ambinder To Talk Brain-Computer Interfaces At GDC

Valve’s Mike Ambinder To Talk Brain-Computer Interfaces At GDC

A talk by Valve’s Mike Ambinder at GDC on March 22 will offer an overview of brain-computer interfaces.

If you are attending GDC and staying through Friday, the talk looks like it’ll be a worthwhile one. The talk is titled “Brain-Computer Interfaces: One Possible Future for How We Play” and happens at 10 am Pacific in Room 2010, West Hall. While the talk isn’t specifically about VR, we’ve also got a list of six GDC talks focused on VR/AR you should check out.

We’ll be curious to see what sort of research will be talked about by Ambinder, an experimental psychologist. The featured image above is a Vive headset modified by Neurable that was said to read additional signals from the brain. Combined with eye-tracking and other indicators, future VR headsets could be improved with research into brain-computer interfaces.

Videos from Game Developers Conference talks are usually available some time after the event. Organizers don’t allow audience livestreams but we’ll plan to attend and live tweet interesting pieces of information.

Here’s the official description of Ambinder’s talk:

While a speculative technology at the present time, advances in Brain-Computer Interface (BCI) research are beginning to shed light on how players may interact with games in the future. While current interaction patterns are restricted to interpretations of mouse, keyboard, gamepad, and gestural controls, future generations of interfaces may include the ability to interpret neurological signals in ways that promise quicker and more sensitive actions, much wider arrays of possible inputs, real-time adaptation of game state to a player’s internal state, and qualitatively different kinds of gameplay experiences. This talk covers both the near-term and long-term outlook of BCI research for the game industry but with an emphasis on how technologies stemming from this research can benefit developers in the present day.

Takeaway

Attendees should leave the talk with an understanding of the pros and cons of various lines of BCI research as well as an appreciation of the potential ways this work could change the way players interact with games in the future.

Intended Audience

This talk is geared towards anyone with an interest in interface or interaction design or who is curious about how game design may evolve as a consequence of access to physiological signals.

Tagged with: , ,

The post Valve’s Mike Ambinder To Talk Brain-Computer Interfaces At GDC appeared first on UploadVR.

Why GDC 2019 Could Be VR’s Most Important In Three Years

Why GDC 2019 Could Be VR’s Most Important In Three Years

February was slow, wasn’t it? For such a short month it sure does drag on. But it’s only lasted so long because we’ve been really, really looking forward to March. Or, more specifically, we’ve been looking forward to the 2019 Game Developers Conference.

That’s for a lot of reasons.

This GDC could well be VR’s most significant, at least since 2016. That year Oculus, Valve, Sony and HTC put the finishing touches on their launch campaigns. VR was on the cusp of going consumer and everyone was excited. The 2017 and 2018 iterations, while eventful, didn’t hold such importance.

But now in 2019 VR feels like it’s yet again on the cusp of something new. Perhaps not a second generation, but an intriguing mid-way point that will see the same suspects head off on exciting new tangents.

Oculus Quest and Rift S

Last year Oculus used GDC to lift the curtain on the Go headset. We got an in-depth hands-on and a first glimpse at games ahead of launch at F8 the following May.

We’re expecting a similar sort of roll out for the highly anticipated Oculus Quest. We already know we’ll see new demos for the six degrees of freedom (6DOF) standalone headset at the show. This could be Quest’s big coming out party, a chance to show everyone what this device is really capable of.

But Quest isn’t all we might see from Oculus at GDC. This month we found code that seemed to corroborate the existence of Oculus Rift S. Rift S is rumored to be a refreshed take on the Rift with inside-out tracking and an updated display. It could even be out this year. We’ve got our fingers crossed that Oculus has more news in store for us at GDC, even with Quest on the way.

HTC Vive Cosmos

HTC also has something in the works on the consumer VR side. At CES 2019, the company announced Vive Cosmos. It’s a PC VR headset with inside-out tracking. That’s about all the company will confirm on-record.

But not-so-sly hints and teases promise much more than that. HTC suggested Cosmos can also be powered by phones for portability. Not only that but the device will be modular, likely allowing users to swap out components for a VR experience that best suits them.

Cosmos is due to release later this year and GDC marks the perfect time to tell us more. This week, Vive announced a Developer Day for the first day of the show. There it will lay out its road map for 2019. Expect Cosmos to play a big part in that.

Valve’s Own SteamVR Headset

Oculus and HTC might not be great at keeping secrets, but no one plays its cards closer to its chest than Valve. After launching the Vive with HTC in 2016, we’ve heard that the SteamVR creator could be branching out with its very own headset. Supposed pictures of the device circulated the internet last year. GDC could be the time to reveal all.

Sources tell us the headset would feature a 135 degree field of view. It could come bundled with the company’s long-anticipated Knuckles controllers and, whisper it, a Half Life-based VR game.

At this point we’ve learned never to ‘expect’ something from Valve. If GDC were the coming out party for this headset it could easily be the biggest story of the show.

Exciting times ahead, then. We will be at GDC in full force and we will have all the latest from the show.

Tagged with: , , , , , , ,

The post Why GDC 2019 Could Be VR’s Most Important In Three Years appeared first on UploadVR.

Oculus Rift S Onboard Cameras Could Support Finger Tracking In Future

f8 2018 finger tracking

Comments made by Oculus CTO John Carmack at Oculus Connect 5 and Twitter suggest that the upcoming Oculus Rift S cameras could support finger tracking.

To be clear, this doesn’t mean the software to do so would be ready by the time Rift S launches. But it does mean the headset could one day recieve the feature as a software update in future- the cameras are seemingly suitable.

Rift S Onboard Cameras

Rift S was first revealed in a TechCrunch report in October. The report revealed the headset would be an iterative update, increasing resolution and changing to the same inside-out tracking system as the upcoming Oculus Quest.

Earlier this month we confirmed the TechCrunch report by discovering references in the Oculus PC software code to a ‘Rift S’ with onboard cameras.

Carmack’s Comments

During 2018’s Oculus Connect 5 conference, Oculus CTO John Carmack briefly spoke about a project to bring finger tracking to Oculus Quest:

This seemed to suggest that the main limitation for finger tracking on the headset was the power & compute limitations of the mobile platform. He stated that Quest can be used as a platform to research finger tracking for future headsets with “the power and ability to do real time”.

The TechCrunch report and our findings suggest that Rift S will feature the same Insight cameras as Quest. So given the enormous relative power of a PC, shouldn’t Rift S be capable of finger tracking?

To verify we weren’t misunderstanding his comments, we reached out to Carmack on Twitter. Here’s how he responded:

Carmack doubled down on stressing the power limitations of mobile as the main barrier. When asked about the featue in regards to PC, he confirmed it was possible. Requiring a reserved CPU core or two rules out this tech being usable in CPU-intensive apps. But it would be entirely possible for developers of apps suiting finger tracking to optimize for this limitation.

These comments aren’t indicative of the feature actually being available at launch- or ever. But what they do suggest is that the camera hardware is suitable and PCs are capable.

A Long Researched, Challenging Feature

The first indication of Facebook’s interest in finger tracking for VR was revealed in late 2014. The company acquired startup Nimble VR, composed of four veterans of hand tracking technology. But upon this acquisition, Oculus was clear that this tecnology “may not even be used in the CV2 or CV3”.

That’s likely because Nimble’s tech wasn’t just software, but a dedicated depth camera. Depth cameras deliver excellent finger tracking such as that found in the new HoloLens 2 AR headset. But the high end solutions are costly and the low end ones are bulky and relatively heavy, adding weight at the worst possible area of a headset (directly in front).

Delivering high quality finger tracking on regular cameras is an entirely different level of challenge. However, if it can be done it allows finger tracking to be added at no extra hardware cost to headsets which already use cameras for other tracking.

In 2016 at Oculus Connect 3, Chief Scientist Michael Abrash made a range of predictions about VR in the year 2021. He noted that finger tracking could be done perfectly with markers on gloves (and showed this off), but not yet directly. However, he predicted that by 2021, it would be possible:

Steam Awards 2018 Finds Its VR Game Of The Year

Steam Awards 2018 Finds Its VR Game Of The Year

After months of user-voting, Valve finally announced its Steam Awards 2018 winners this month. It was Bethesda’s Skyrim VR that took home the award for VR Game of the Year.

Skyrim VR fought off some stiff competition in this year’s category although, sadly, most other entries were from other years. VR Chat, Superhot VR and Bethesda’s own Fallout 4 VR all made their debuts before 2018. Skyrim VR and Beat Saber were the only two truly ‘new’ games on the list. Even then, Skyrim’s launch on PC last April came off of the back of the PSVR version from late 2017. Beat Saber, meanwhile, is yet to leave Early Access on PC.

It’s a deserving win all the same. Skyrim VR packs in all of Bethesda’s beloved open-world RPG will full support for hand controllers. It’s undoubtedly one of VR’s meatiest and deepest games with hundreds of hours worth of content. The PC VR version also goes above and beyond with mod support that turns the game into an unending ocean of VR content. Indeed, the game scored in the top three of our best games lists for both Vive and Rift last year.

Steam’s awards were entirely user-voted so there’s not much disputing the win. Still, we’d have liked to have seen a few more of 2018’s best VR games on the list including the stunning port of Hellblade: Senua’s Sacrifice, Transpose and The Exorcist: Legion VR. Hopefully there will be enough big new VR games releasing in the next 11 months to topple some of these mainstays by next year.

Tagged with: , , , , ,

The post Steam Awards 2018 Finds Its VR Game Of The Year appeared first on UploadVR.

Editorial: Why The VirtualLink USB-C Port Matters

virtuallink

VirtualLink is the new USB-C single cable standard for future VR headsets, GPUs, and laptops.

It’s intended to simplify the setup process of VR and ensure compatibility with USB and power requirements of future headsets. It also allows gaming laptops to easily support VR- and perhaps even smartphones and tablets one day.

But why does it matter?

Full Industry Support

The standard was founded back in July by Oculus, Microsoft, Valve, NVIDIA, and AMD. In October, HTC joined the standard too.

So VirtualLink isn’t some proprietary NVIDIA offering. The famous xkcd comic about new standards doesn’t apply here. All the major PC VR players are onboard- and it’s an open standard.

Power & USB Guaranteed

But isn’t it just about convenience?

VirtualLink will provide video, audio, data (USB), and power all through the single cable and port. So yes, convenience is one advantage. One dedicated port for VR replaces the many of the past. But it’s the sheer amount of power & data that really matters- a minimum of 15 Watts of power and 10 Gbit/sec of USB data.

That’s more power than three USB 3.0 ports would provide, and as much data as two would. Furthermore, VirtualLink GPUs must include a standards compliant USB controller for this data.

With the Oculus Rift, many users encounter USB bandwidth issues with the tracking sensors. That’s because many USB controllers on motherboards simply don’t comply with the USB spec properly. Oculus Support tells these users to buy a USB PCI-E card from Amazon with a compliant controller.

So for up upcoming headsets with many onboard cameras like the Rift S and Vive Cosmos having a VirtualLink port will ensure your shiny new VR headset will “just work” with your PC- no USB headaches.

But for buyers without a VirtualLink GPU, these kinds of USB issues could very well happen again. The spec defines an adapter for using a VirtualLink headset with a PC lacking the port. We expect all PC VR companies will include such an adapter- it wouldn’t make business sense to only support RTX GPUs. But this adapter requires not only DisplayPort and USB 3.0, but also an AC power brick. And for that USB port you’ll still be at the mercy of your motherboard.

Laptops & Other Devices

If you wanted to buy a VR-compatible laptop before VirtualLink- good luck. For the Oculus Rift you’d need to make sure it even had enough free USB ports, and for the HTC Vive you’d need a socket for the headset as well as your laptop.

And that’s not even the hard part. Many laptops had HDMI ports which weren’t directly connected to their dedicated GPU, making them incompatible for VR. Even discovering this was a difficult task, as the spec was not made public for many laptops.

With VirtualLink, that all changes. Gaming laptops of any size can add VR support with a single USB-C port. And best of all, to comply with the spec that port must have a VR symbol beside it. So where in the past finding a VR laptop was an enigma, it’s now just a case of looking for the (VR) symbol beside a USB-C port.

But the spec doesn’t stop at laptops- it also mentions support for “mobile devices”. HTC hinted at this in the Vive Cosmos announcement trailer– showing an image of a smartphone and suggesting the headset could one day connect to “other devices”.

VirtualLink Matters

VirtualLink aims to guarantee that when you plug a new VR headset into your PC, it will work. No USB problems, no troubleshooting, no rain dance. It will also make it easier for laptops to support VR, for customers to find those laptops, and for other devices to support tethered VR too. VirtualLink matters, and that’s why I personally won’t be buying a GPU without the port in future.

Tagged with: , , , , , ,

The post Editorial: Why The VirtualLink USB-C Port Matters appeared first on UploadVR.

CES 2019: Pimax Displays Knuckles-Like Controller Prototype

CES 2019: Pimax Displays Knuckles-Like Controller Prototype

Pimax is showing off its latest VR hardware at CES 2019 with Knuckles-like controllers “designed to free your hand for an open-palm immersive experience.”

We scheduled an appointment to see Pimax hardware later today but a lack of clarity in the company’s press release leaves open the question of whether these controllers — either the thumbstick or touchpad versions — will actually be shown with hands-on time at CES this year. The release refers to “prototypes on the stand” and the company did not answer a follow-up question from UploadVR seeking clarity.

Image provided by Pimax showing its hand-strapped controllers with a thumbstick.

The “8K series VR headsets with brand new Pimax controllers” also come embedded with Leap Motion hand-tracking and 7invensun eye-tracking technology, according to the company. 

All the Pimax 5K Plus, 8K, and 5K BE headsets now have Leap Motion’s embedded modules, which feature a 180-degree FoV,” the press release states. “This is a perfect match with Pimax’s 200 degree FoV for a natural user-experience.”

We recently recommended not buying a Pimax headset until the company fulfills its Kickstarter backer orders, which the company claimed a few days ago would happen by month’s end. We plan on reviewing the Pimax 5K+ this month and we’ll bring you impressions of whatever hardware we end up trying at CES 2019 in Las Vegas.

Image provided by Pimax showing its controllers with a touchpad.

For reference, here is a photo of the latest version of the Knuckles controllers Valve Corporation is seeding to developers “in quantity” which include both touchpad and thumbstick.

Tagged with: , ,

The post CES 2019: Pimax Displays Knuckles-Like Controller Prototype appeared first on UploadVR.

Valve Reveals 100 Best Selling Steam VR Games Of 2018

top steam vr games 2018

Valve released a list of the 100 top selling VR games on Steam in 2018.

More than 1,000 titles released on Steam this year with VR support, according to Bellevue, Washington-based Valve Corporation. The vast majority of the releases are VR-only but the only completely new 2018 VR release to reach the top “platinum” tier of gross revenue on Steam was Beat Saber — which sold more than 100,000 copies in its first month of availability on PC this year.

We’ve linked to our reviews below for most of the titles in the platinum, gold and silver tiers. Other top selling VR titles at the platinum level include Fallout 4, Gorn, Orbus, H3VR, Pavlov, Skyrim (which released on PC in 2018 but appeared on PSVR in 2017), Superhot, Job Simulator, Onward, Arizona Sunshine and one title intended for adults only.

Gold tier of top grossing VR content on Steam in 2018.

The gold tier of titles includes Budget Cuts, Raw Data, Virtual Desktop, Stand Out, Tilt Brush, Sprint Vector, Sairento, Zero Caliber, I Expect You To Die, Space Pirate Trainer and Doom VFR. The silver tier includes two Serious Sam games as well as OVR, In Death, Moss, Box VR, Fruit Ninja, L.A. Noire: The VR Case Files, Richie’s Plank Experience, Creed, Dead Effect 2, Blade & Sorcery, VTOL, Audioshield and Duck Season.

Silver tier of top grossing VR content on Steam in 2018.

You can check out the 2016 and 2017 lists as well, with a lot of titles on 2018’s list also represented in previous years.  The full list on Steam also includes 60 games at the bronze tier as well as a new section this year that lists top releases of 2018.

Top VR releases of 2018 on Steam.

Tagged with: , , ,

The post Valve Reveals 100 Best Selling Steam VR Games Of 2018 appeared first on UploadVR.

Facebook and Valve Are On Diverging Paths For VR In 2019

Facebook and Valve Are On Diverging Paths For VR In 2019

The secrecy surrounding Valve Corporation in Bellevue, Washington is extreme.

Leaks are rare because the privately held game-maker is composed of only a few hundred people. This group is also the operator of Steam, which launched in the early 2000s and up until very recently enjoyed a 30 percent cut of every game sold through its PC games marketplace. This ballooning revenue source over the last decade led some to estimate Valve makes the most profit per employee of any company.

Most people don’t know that Valve’s engineers are also responsible for the “lighthouse” tracking technology that was key to HTC Vive’s first-to-market PC VR advantage when it launched in 2016. Tracked hand controls and room-scale movement freedom were essentially exclusive to Vive developers and customers for most of 2016. It wasn’t until December of that year when Facebook delivered a comparable experience with Oculus Rift.

In 2017, Microsoft partnered with PC manufacturers and built a line of low-cost Windows-powered VR headsets. While it served both Microsoft and Valve to make these Windows-based headsets work with Steam too, where does that leave HTC and its Vive headset if Valve builds its own?

I’ll get back to HTC in a bit, but for now I want to focus on two of the leading drivers of PC VR: Valve and Facebook.

Diverging Paths In 2019 For Facebook And Valve

While Valve leaks are rare, there was one recently showing a head-mounted display featuring a circuit board with the company name on it. This suggests Valve is developing its own head-mounted display which would likely be equipped with the second generation of its SteamVR Tracking technology.

A Valve HMD with a wider field of view and hand-strapped Knuckles controllers, as well as upgraded room-scale tracking, sounds like a recipe for an incredible second generation PC VR development kit. Such a kit would seem to improve immersion in many ways relevant to developers who are exploring what it means to build virtual worlds for people to explore, work or play inside.

Critically, though, while such a headset might be perfect for inspiring developers it wouldn’t necessarily be what the VR market needs for significant expansion. To access a larger market, VR headsets need to lose the wired tether to the PC for convenience while also decreasing overall system cost.

This is where Facebook is aiming with its $400 Oculus Quest releasing early next year, hoping that among its 50-plus launch titles there will be enough compelling content to convince millions the headset is the right time to buy in.

On the PC side, Facebook’s priorities likely contributed to Oculus co-founder Brendan Iribe leaving the company. It is possible the so-called “Rift S” TechCrunch reported Facebook is building might use the Oculus Quest tracking system. This would allow Facebook to standardize on components, provide a consistent tracking experience across different Facebook headsets and make the overall setup of an Oculus Rift much more convenient compared with the original. This decision would likely also help Facebook leaders continue their apparent strategy of taking a loss on hardware in hopes of setting its Oculus Store as the default place to get VR content.

The next Oculus Rift, then, could combine the convenient setup of inside-out Microsoft-based headsets with the exclusive content Facebook funded over the last several years, all at a low price because Facebook doesn’t care to make any money on hardware at all.

Maybe the Rift S with “Insight” tracking makes the most sense to access a larger market, but will many creators build for that headset if developers discover they can do things with Valve’s hardware that can’t be done with Facebook’s?

Vive Pre Was Like Valve’s DK1

Oculus shipped two development kits on the road to making the consumer Rift. These kits — called DK1 and DK2 — certainly inspired a lot of developers to pursue VR software development. I’d argue an even larger number of prospective developers were actually turned away from VR by the flaws in these kits.

Some developers were only truly inspired when Valve revealed its lighthouse tracking technology, hand controllers and partnership with HTC to eventually ship the system to consumers. Valve, it should be noted, never sold developer kits. Oculus offered DK1 directly as a Kickstarter reward before moving on to the much-improved DK2.

Valve, meanwhile, handed pre-production Vive kits away to developers who might do something cool with it.

While HTC subsequently shipped the Vive, Vive Tracker and Vive Pro, Valve’s part in that process diminished the moment the first consumer Vive headsets shipped in April 2016. In my view, this means Valve’s upcoming HMD is essentially Valve’s DK2. If the Oculus DK2 represented a doubling of efforts to deliver compelling PC-powered VR hardware (and a working PC VR ecosystem for developers) then that’s exactly what this upcoming HMD represents from Valve.

Knuckles And A Wider Field Of View

Valve’s upcoming HMD is expected to have a wider field of view than current generation headsets.

For those unfamiliar, Valve’s Knuckles controllers are strapped to the hand and track all the finger movements so software can simulate the action of grasping and releasing objects.

This means the simple action of throwing a virtual ball should feel far more realistic and intuitive to people using Knuckles. For developers, that added sense of immersion could suddenly put game designs within reach that were infeasible before.

The hand strap on the latest Knuckles developer kits can be adjusted to different hand sizes.

Add in the prospect of games made for the Valve HMD and Knuckles from the same people who built Portal and Half-Life, combined with support for Oculus Store content through the SteamVR bridge, and there isn’t a decision to be made for lots of the earliest buyers interested in upgrading to the next generation of PC VR.

A Valve HMD would bring buyers more content, better tracking than the first generation and, as developers release their Knuckles-enabled games, Valve HMD owners would get access earlier to some new games with more intuitive interactions. This is not to mention the prospect that a Valve HMD with wider field of view would let players spot more action in their peripheral vision.

If that’s what happens in 2019, I don’t think a “Rift S” that is cheaper than the Valve HMD will change the upgrade path for most people who purchased an original Oculus Rift or HTC Vive. I think the majority of buyers interested in upgrading would purchase the Valve HMD.

This means Facebook will be chasing whatever is left of the PC VR market after everyone else upgrades to the Valve HMD. Will a lower cost Rift S with great exclusive content draw in more new VR buyers and Rift upgrades than HMDs Valve will sell? I don’t know, but it seems doubtful.

Which brings me back to HTC.

This year HTC launched its Vive Focus standalone in China first and, given the fact that both Steam and Facebook aren’t officially supported in that country, HTC might be able to find success in that region. One big driver of that success would be western reluctance to do business in China that would directly support local censorship efforts. What that means long term globally is still unclear, but it is definitely a wrinkle in the evolution of this industry that will be interesting to see unfold over time relative to what Facebook, Valve and Microsoft do in 2019.

Pressure To Focus

Pressure is increasing on Valve and Facebook to deliver more compelling VR hardware.

For Valve, companies like Epic Games and Discord are threatening Steam’s dominance in the PC game’s marketplace. In developing competing stores, these companies are also targeting the 30 percent slice that Valve takes from the sale of games. Valve needs to make great games again or find another source of income beyond software if it wants to continue making as much money as it did over the last decade.

Even with Valve’s key revenue source being threatened, I argue that Facebook is in a more precarious situation overall. Remember that only a few hundred people work at Valve? In the last year, Facebook CEO Mark Zuckerberg engineered his organization to expand from employing 23,165 people near the end of 2017 to somewhere around 34,000 people at the end of 2018. This process of expansion will continue “in order to address various safety, security, and content review initiatives,” according to Facebook.

And then there are the risks.

“If we fail to retain existing users or add new users, or if our users decrease their level of engagement with our products, our revenue, financial results, and business may be significantly harmed,” Facebook’s public earnings report warns. “In the fourth quarter of 2017, we experienced a slight decline on a quarter-over-quarter basis in the number of daily active users on Facebook in the United States & Canada region. If people do not perceive our products to be useful, reliable, and trustworthy, we may not be able to attract or retain users or otherwise maintain or increase the frequency and duration of their engagement.”

The earnings report from Facebook also provides estimates for the number of “Duplicate” or “False” accounts using the social network, and warns that these “estimates may change.” As of the most recent earnings report, Facebook estimated in 2018 there are 2.27 billion monthly active users. The company also estimated, however, that in 2017 less than 15 percent of its accounts were “Duplicate” or “False.”

A company expanding headcount so significantly while also depending so much on estimates of “real” engagement seems like a recipe for turmoil and confusion. What Facebook’s decline could look like is also described in the risks section of its earnings reports: “a number of other social networking companies that achieved early popularity have since seen their active user bases or levels of engagement decline, in some cases precipitously. There is no guarantee that we will not experience a similar erosion of our active user base or engagement levels.”

Zuckerberg’s $3 billion gamble to purchase Oculus in 2014 was that he could offset this risk of precipitous decline in engagement for its social networking services by forging direct relationships with consumers who buy Oculus VR products. Those first products, though, were hobbled in various ways — Gear VR by its cell phone, Rift by its expensive PC and Oculus Go by its hand controller. Oculus Quest and its $400 standalone form factor with great hand controls represents the best chance Zuckerberg could still establish that direct relationship with consumers.

What this all means is that Oculus Quest appears to be a product that Facebook needs to be a success while Valve continues to work on a next generation product in a tight feedback loop with VR developers who want to push the medium forward. Could both Valve’s HMD and Oculus Quest find great success with VR in 2019? Maybe. But why would Facebook continue building new generations of Oculus Rift in a scenario that could see Quest find a larger install base in six months than Rift did in two years? Remember, Facebook is hiring thousands of employees to address the larger engagement issues on its social network. Does the company remain committed to Rift in that scenario?

The overall point here is that two of the drivers of PC VR’s first generation of innovation — Valve and Oculus — are facing very different external pressures in 2018 compared with five years ago. The commitment of leadership at these companies to this technology as an evolution of personal computing goes only as far as the success of their underlying business.

Tagged with: , , ,

The post Facebook and Valve Are On Diverging Paths For VR In 2019 appeared first on UploadVR.