All posts by Daniel

Ultimate Trends In VR Training: Application To Employee Onboarding

One of the biggest trends in VR training is employee onboarding. In this article, I share some of the various ways VR can be applied to your onboarding strategy and the impact it can have on your company. Could VR training improve your current employee onboarding? Read this article now to find out.

The Application Of Top VR Training Trends To Employee Onboarding

There are many trends in VR training that will enhance HR and L&D processes for both the company and employees. A few of these include:

Interviews

VR is revolutionizing the interview process. Placing the right people in the right roles is one of the most important decisions a company makes. Companies were once limited to candidates within a close physical distance to them. Virtual interviews can allow for live interviews to take place with candidates across the globe, opening the pool to harness talent worldwide.

Another vital use of VR in the interview process is the ability to place candidates in a virtual environment and watch them perform tasks relevant to the position. Seeing the candidate in action leads to better hiring decisions.

Facility Tours

VR provides benefits to not only the company but also to the candidates. Companies have begun offering virtual tours of their facilities. This allows companies the opportunity to showcase state-of-the-art facilities or appealing office culture, and allows candidates the opportunity to see their work environment from anywhere in the world, without the time and expense of traveling.

Training

VR training is exceptionally suited to tackle learning and development needs, particularly for tasks that have dangerous or costly implications to replicate in live training. Simulated environments can provide a safe and engaging place for employees to learn and master procedures in virtually any industry.

One of the biggest trends in VR training is employee onboarding. Here are some reasons why you should consider implementing this learning approach into your onboarding strategy.

Onboarding

The process of being initiated through orientation and evaluation in a company is called employee onboarding. This process may vary from one company to another, but the main goal is to make sure that the new employee can learn and grasp as much information as possible.

In any case, there’s so much to learn during the employee onboarding process. It includes getting to meet your colleagues, seeing your workstation, and understanding what your supervisor expects from you. At the end of the day, the process should ensure that the new employee leaves the office knowing the basics of the job.

However, companies have been shifting from traditional to VR employee onboarding. Using VR for onboarding is a perfect way to introduce new employees to the company culture as it utilizes virtual simulations to take the new employee through orientation. This also eliminates disrupting the rest of the workers in the office during the process.

To understand why your company should consider this technology for your strategy, here are some of the ways VR training benefits employee onboarding:

1. A Faster Way To Teach Company Culture

As mentioned earlier, the employee onboarding process can be tedious for first-time employees. However, with using VR for onboarding, you can now make sure that newcomers are able to view every important aspect of the company ranging from the policies to the office work without moving around and exhausting themselves. This is a grand opportunity for the new employee to view the various offices, become familiar with different locations, and learn how they should conduct themselves around the office.

Additionally, this is one intricate process that will make you stand out from your competitors. VR employee onboarding gives new hires a first-hand chance to sit down with the board of the company, and even discuss the mission and vision of the company and what the management expects from them. This makes it easier for them to single out interesting topics that they can look into and ask further questions where they may feel the need to. It also puts you in a position to deeply exercise your leadership by giving them a bigger insight into the company.

2. Team Connection

Employees that get to dig deeper into the company’s goals and culture through simulated employee onboarding are in a more comfortable position to perform their work. When an employee understands why everyone does what they do, they feel as if they know the company better. There is a greater sense of purpose because they now know that they belong to a team.

On the other hand, if your company is well-established outside the state borders, even the long-serving employees may never get the chance to connect with the new members of the firm. Using VR for onboarding is a useful way to connect various departments across the company’s establishments and boost teamwork.

3. Safety Improvement

Using VR for onboarding offers the opportunity for your new hires to undergo training programs and emergency drills without compromising on safety. For example, Deutsche Bahn, who is responsible for Germany’s national intercity express train system, relies heavily on VR training to prepare over 4,000 employees. Utilizing the HTC Vive, the company offers custom training scenarios to replicate important equipment, controls, and tools. Martin Repondek of Deutsch Bahn stated, “VR is a great, economical way to provide hands-on training that is almost impossible to replicate in the real world”.

In addition, it can also be used to teach employees about high-risk work environments. Repondek also commented that VR is “particularly good for big, physical simulations of new equipment and operations”. VR employee onboarding improves safety through the application of interactive 360º and VR content that allows you to create similar situations to real-life hazardous scenarios. When the workers experience this, they become better prepared for a potential disaster.

4. Establishing Consistency

No matter how hard we try, humans are always going to have some errors. Mistakes can cost your company, sometimes even millions, because they disrupt workflow consistency and productivity. It can go as far as hindering your company’s consistent image and brand. Most of the time, mistakes happen because employees were not taught about certain processes. For example, during orientation, the person familiarizing the new employees with the work environment may have skipped some items because they were tired or got distracted during the training.

With VR employee onboarding, such mistakes are less likely to happen. The system takes the employees through all possible work scenarios and familiarizes them with smart, effective ways to handle emergencies. This makes it easier to bring future employees closer to the company’s culture and expectations through a well-developed employee onboarding program.

5. Evaluation Of Results

Employee onboarding is a process that also needs to be measured to improve efficiency and deliverance. By using VR for onboarding, you can track your employee experiences to make sure that the lessons taught are in accordance with your requirements and producing the expected results.

Typically, VR employee onboarding is meant to bring the employees closer to the company and not to drift them further away. Using VR for onboarding also creates a perfect opportunity for you to interact and learn what exactly your employees care about in relation to the company’s prospects, regardless of where they are located at the time.

Conclusion

Technology has vastly improved the learning process and now allows for much better and efficient methods that can be applied in the office setting. VR training has also grown and is a great way to improve your employee onboarding and training efforts, and should not be overlooked as a part of your business strategy.

Quelle:

https://elearningindustry.com/ultimate-trends-in-vr-training-application-employee-onboarding

Cartoon Network Launches ‘We Bare Bears’ Location-Based VR Experience

Serve up some lunch in this hectic 3-person competitive free-roam experience.

Step into the chaotic lives of Griz, Panda, and Ice Bear as Cartoon Network’s Emmy-nominated animated series We Bare Bears makes its VR debut with Food Truck Rush VR.

Developed in partnership with location-based specialists WePlayVR, artificial intelligence experts AiSolve, and game studio PHL Collective, the family friendly multiplayer VR experience puts teams of three in the shoes (paws?) of the shows lighthearted protagonists and tasks them with operating a chaotic food truck kitchen as it speeds from one destination to the next in search of hungry patrons.

Only by working together will users be able to successfully navigate the lunch rush and feed as many customers as possible before time runs out. Of course this will be easier said than done as teams will be faced with a never-ending wave of obstacles — from dangerous grease fires, to spontaneous squirrel attacks.

Image Credit: Cartoon Network

The location-based free-roam experience–which takes place within a WePlayVR standalone arena–is made all the more immersive thanks to 3×3 sqm haptic flooring located which responds to movements within the VR experience in real-time, allowing users to actually feel the truck as it makes a sharp turn, or the engine as it reves beneath their feet.

“When Cartoon Network mentioned that the We Bare Bears experience would take place inside a food truck, we knew our platform would be a perfect choice for the content,” spoke Devi Kolli, CEO and Co-Founder of AiSolve, in an official release. “When the food truck takes off on the adventure, our haptic floor responds to the driving, rumbling and creates a sensation of movement. This deepens the level of immersion and convinces them they’re really being driven around in a food truck.”

Image Credit: Cartoon Network

Although Food Truck Rush has been available to a small audience during a 3-month pilot program, the colorful LBVR experience will make its official launch during the DEAL show in Dubai March 24th, followed by the Amusement Expo in Las Vegas March 26th.

Along with Food Truck Rush, AiSolve’s location-based team is also working alongside WePlayVR on a 3 DoF motion ride entitled Rodent Rage. In this seated multiplayer interactive game, users select one of several off-beat characters and participate in a high-speed race through a wacky woodland environment. Using a unique, cockpit-like setup, Rodent Rage will be a standalone VR experience operated by card or coin, without the need of an on-station operator.

Image Credit: Cartoon Network

“We are thrilled to be showcasing a strong WePlayVR product line up this year at DEAL 2019 including the We Bare Bears multiplayer VR game and brand-new standalone driving seats with the Rodent Rage title”, stated James Anderson, commercial director of Bandai Namco Amusement Europe.

Rodent Rampage will launch alongside Food Truck Rush VR later this month.

The post Cartoon Network Launches ‘We Bare Bears’ Location-Based VR Experience appeared first on VRScout.

Schnell von 2D-CAD zur 3D-Simulation – 3D-Planungssoftware

Tarakos hat die neue Version seiner 3D-Planungs- und Simulationslösung Tara-VR-Builder 2019 herausgebracht. Auto-CAD-Anwender können damit in wenigen Schritten 2D-Layouts von Produktions- und Logistikbereichen in animierte 3D-Simulationen überführen.

Aus der Auto-CAD-Datei werden dazu die Namen, Positionen, Ausrichtungen, Parameter und Attribute der gezeichneten Blöcke in das Automation-ML-Format exportiert. Diese Daten werden anschließend in Tara-VR-Builder importiert. Unter Verwendung eines Transformations-Regelwerks wird aus diesen Informationen ein 3D-Modell der Anlage generiert. Nach einem solchen Import von Produktions- und Logistikbereichen in den Tara-VR-Builder steht dort ein vollständiges 3D-Szenario mit animierbaren Objekten bereit. Dies modifizieren und optimieren die Anwender nach beliebigen Kriterien, bis sie die gewünschten Leistungswerte erreichen.

Realistische Vorstellung geplanter Automatisierungen

Planer, Hersteller oder Lösungsanbieter verwandeln ihre mit Auto-CAD entworfenen, kundenspezifischen Lösungsvorschläge so noch schneller in optimierte 3D-Szenarien. Endanwender verbessern die Kommunikation zwischen Planern und den betroffenen Bereichen. So wird es wesentlich leichter, Mitarbeitern und Management eine realistische Vorstellung geplanter Automatisierungen oder Verbesserungen zu geben. Denn die Szenarien lassen sich wahlweise live an Großdisplays vorführen oder in ausführlichen Videos erkunden. Mit kostengünstigen VR-Brillen wie Ocullus oder HTC Vive können Anwender die Szenarien realitätsnah durchwandern. Dabei hören sie nicht nur situationsgenau die Betriebsgeräusche von Flurfahrzeugen – sie können sogar virtuelle Pakete oder Bauteile mithilfe von Griffsensoren aufheben und transportieren. Das Starten und Anhalten von Produktions- oder Förderanlagen gelingt mit dem Tara-VR-Builder 2019 ebenso, wie ausführliche Ergonomiestudien in der virtuellen Umgebung. (jup)

Quelle:

https://www.konstruktionspraxis.vogel.de/schnell-von-2d-cad-zur-3d-simulation-a-809884/

 

Die Baustellen der Zukunft

Datenübertragung, zentrales Datenmanagement und Analyse sind Bereiche von aktueller Relevanz auf der digitalen Baustelle.

Leistungs- und Betriebsanalysen in Echtzeit zeigen Trends, Unregelmäßigkeiten oder Engpässe unmittelbar auf. Diese Fähigkeit, schneller reagieren und arbeiten zu können, ist der Wettbewerbsvorteil der Zukunft.

Für Liebherr als Baumaschinenher­steller ist die Zielvorgabe somit klar definiert. Die digitale Integration der Maschinen wird kontinuierlich verbessert. Arbeitsoptimierung, Qualitätskontrolle, Kosteneffizienz und Sicherheit für Mensch und Maschine stehen dabei im Vordergrund.

Digitalisierung der Baustelle

Seine Stellung in der Branche als Full-Service-Anbieter untermauert Liebherr mit dem Crane Planner 2.0, einer intelligenten Software zur Planung von anspruchsvollen Hubeeinsätzen. Die Einrichtung einer Baustelle ist eine komplexe Aufgabe. Oftmals fehlt es am notwendigen Platz, die Bodenbedingungen sind anspruchsvoll oder die Maschine hat eine begrenzte Traglast. Unter solchen Umständen ist der Crane Planner 2.0 das ideale Tool zur Auswahl der richtigen Ausrüstung für den jeweiligen Anwendungsbereich. Dies spart nicht nur Zeit und Geld, sondern sorgt auch für die Einhaltung von Sicherheitsstandards bei Schwerhubeinsätzen.Der Crane Planner 2.0 kombiniert höchst detaillierte, interaktive 3D-Modelle mit allen relevanten Planungsdaten, basierend auf der Lastmomentbegrenzung (LMB) der entsprechenden Maschine. Diese Kombination ist ein wesentlicher Mehrwert des Crane Planner 2.0 gegenüber konventionellen Hubplanungen. Die Software zeigt eine Warnung an, sobald das Risiko einer möglichen Kollision zwischen Maschine, Last und Umgebung besteht oder Sicherheitsabstände nicht eingehalten werden. Außerdem können typische Abmessungen wie Hubhöhe oder Radius aktiviert und benutzerspezifische Abmessungen entsprechend definiert werden. Somit ist die Applikation das ideale Werkzeug für Planer und Ingenieure, die sowohl aktuelle als auch genaue 3D-Modelle der verwendeten Maschinenkonfiguration benötigen. Durch die Verwendung der aktuellsten Maschinendaten können sämtliche Konfigurationen aller verfügbaren Raupenkrane und Seilbagger in allen Positionen ausgewählt werden.

Die Virtual Reality ist eine Erweiterung des bestehenden Crane Planner. Mit Hilfe einer Virtual-Reality-Brille wird das geplante Crane-Planner-2.0-Projekt inklusive Kran, Last und Umgebung im virtuellen 3D-Raum erlebbar gemacht. Am Planungstisch können das gesamte Projekt überblickt, die Maschinen bedient und die geplanten Arbeitsschritte vom Aufnehmen bis zum Absetzen der Last unmittelbar erlebt werden.

Von der Virtual zur Augmented Reality

Auf der BAUMA, der größten Baumaschinemesse, präsentiert Liebherr vom ­
8.–14. April 2019 ein digitales Paralleluniversum. In der „Augmented Reality“ lässt Liebherr die Realität mit der virtuellen Welt verschmelzen. Die Baustellen der Zukunft werden so in einer neuen faszinierenden Dimension erlebbar.

Liebherr Nenzing Fakten

Branche Maschinenbau Eigentümer Liebherr-MCCtec GmbH Beschäftigte in Vorarlberg 1640 (davon 124 Lehrlinge) an anderen Standorten 423 Export 99 Prozent Umsatz gesamt 2018 461,9 Mill. Euro

Quelle:

Die Baustellen der Zukunft

Sony Files Patent For Wireless PSVR Device

Sony looks to cut the cord on console VR. 

According to a new patent filed by Sony, the company is looking into wireless functionality for the next iteration of their PSVR headset. Sony plans on using a breakout box that would pair with the PSVR headset using two different frequencies to deliver a seamless VR experience as you dodge zombies or avoid getting knocked-out by Creed.

Image Credit: Sony

This “PSVR 2” would use a 60GHz signal as its primary signal when you are in range of the breakout box. The second frequency would be a 5GHz signal that would act as a backup in case you stepped out of range of the breakout box. This would allow you to remain better connected to the game, and although you might lose some resolution and a bit of tracking, you won’t suffer from any video lag that could make you dizzy or nauseous.

Going untethered does, however, bring up another issue: the VR headset will now require an independent power source. HTC has already released its own solution for its lineup of Vive headsets, most recently teasing some form of mobile functionality for the upcoming Vive Cosmos.

Image Credit: Sony

Based on the images provided in the patent, it’s tough to say whether or not this wireless functionality will be offered on the existing PSVR headset, or an entirely new device altogether. The console shown in the patent appears to be a PS4, of course it’s entirely possible this is just a proxy for a yet-to-be-announced Playstation console.

Image Credit: Sony

Currently there are no official announcements coming from Sony regarding a next-gen PSVR, but with Oculus Quest just around the corner and untethered VR slowly becoming the norm, you can bet that Sony has something up their sleeves. Sales of PSVR headsets have been going strong since its release back in 2016, with Sony officially hitting the 3 million mark August of last year. There’s no doubt the company has zero intention of loosening their grip on the console VR market.

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No Valve VR Updates At GDC But News Coming ‘In The Not Too Distant Future’

No Valve VR Updates At GDC But News Coming ‘In The Not Too Distant Future’

Valve Corporation employees are delivering updates during a presentation today at GDC about Steam features. The talk focuses on how new features and services in Valve’s Steam storefront got more people using it over the years. VR is one of the features listed in the presentation as building on-ramps to more growth on Steam.

That is the only mention of VR in the presentation.

Valve representative Doug Lombardi confirmed to me there would be no VR updates at GDC from Valve but that it remains an area of interest and investment for the company.

“We still see VR as being really important, we still see a lot of people adopting it,” Lombardi said. “In the short term, or the not too distant future, we are going to be talking more about…what’s happening on Steam with VR past, present and future, but it just won’t be happening here at the show.”

Late last year photos leaked showing what appeared to be a Valve-made head-mounted display. We heard from sources Valve could be targeting early this year for broader availability of the system with Knuckles controllers and perhaps a Half-Life VR game. In December, Valve started shipping fresh developer kits for its several-years-in-the-making hand controllers. Last month, Valve laid off 13 people including some working in VR — a prepared statement said it “does not represent any major changes at the company.”

The reveal of Rift S from Facebook means after three years of work the company committed to shipping a follow-up system to its first PC VR headset. Valve partner HTC is developing a range of headsets but none of them appear to use Valve’s SteamVR Tracking technology that was so critical to the appeal of the original Vive.

With certain compromises apparent in the design of the Rift S — it is heavier than the original, for example — we are extremely curious to see what choices Valve made in developing newer versions of its VR technology.

It sounds like we should get those updates soonish.

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Oculus Quest To Have 128GB Storage Model

oculus quest retail box

While the $399 Oculus Quest model will have 64GB of storage, Facebook confirmed to UploadVR there will be a more expensive model with 128GB of storage space.

This isn’t the first time Facebook has sold tiers by storage. The Oculus Go is currently sold as two models- a $199 32GB model and a $249 64GB model.

Unfortunately neither Go or Quest feature an SD card slot, so you’re stuck with the storage you buy. Facebook is working on the ability to use USB storage, but there’s no release date for this feature yet.

We don’t yet know what size Quest games will be, but Go games tend to be a few gigabytes each. We’d expect the same for Quest, with the biggest games perhaps approaching 10 GB.

For games the base model should be fine. Whether to get the higher tier storage likely depends on your media habbits. If you prefer to stream content from Netflix or PLEX you’ll be fine with the base model, but if you like to have your media stored on the headset itself, you’ll probably want to opt for 128GB.

There’s no price on the 128GB model yet, but based on Go’s pricing it’s unlikely to be less than $449 or more than $499. We’ll update you when Facebook announces the price of this tier.

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Oculus Medium Won’t Be On Quest, Requires “The Power And Memory Of A PC”

Oculus Medium Won’t Be On Quest, Requires “The Power And Memory Of A PC”

If you were hoping to do some VR sculpting on Oculus Quest, you may be out of luck. The Rift app Oculus Medium won’t be coming to Quest. Facebook says it requires “the power and memory of a PC”.

Standalone VR is great- it’s affordable and wireless. Over the past few months and throughout GDC we’ve been hearing about plenty of games coming to the $399 standalone headset. Developers have been working hard to optimize their art assets and code to make them run on the Snapdragon 835 SoC.

But some apps and games simply can’t be brought to standalone. They depend on the power of a PC. If you want to know the extent of this difference, check out our article Standalone vs PC VR Power Compared: How Big Is the Difference?

Facebook is positioning Quest as a games console. The company has repeatedly told developers that the focus of the device’s content library is gaming. That’ll disappoint potential buyers who were hoping to unleash their creativity in VR.

Facebook’s other VR art app, Quill, won’t be coming to Quest either. But thankfully Quest will act as a Quill viewer. You’ll (though perhaps not at launch) be able to view Quill creations. At XRDC Facebook explained the efforts they’ve been taking to make this work, including making a custom Android renderer for the format.

Thankfully, there will be competing apps to Medium with a similar featureset. SculptrVR launched to PSVR last year, and is already available on Oculus Go. It’ll be available on Oculus Quest, allowing the same kind of sculpting experience, if not all the features.

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GDC 2019: Beat Saber On Oculus Quest Feels Incredible

GDC 2019: Beat Saber On Oculus Quest Feels Incredible

I’ve played a lot of Beat Saber across the Oculus Rift, HTC Vive, and PSVR versions of the game. I’ve beaten every officially released song on Expert, a few on Expert+, and play a lot of custom downloaded tracks. I am by no means a pro Beat Saber player and I don’t play daily, but I’d say I’m pretty good, at least among my personal peers.

All that being said, I didn’t think Beat Saber on Oculus Quest would work very well, to be honest. I didn’t think the tracking would be good enough, the headset would be comfortable enough, or the controller weight difference would feel accurate enough. Thankfully, all of my concerns evaporated as soon as I tried Beat Saber on the Oculus Quest for the first time earlier this week at GDC 2019.

Unfortunately I didn’t get to test it extensively by any means, but I did get to play ‘Escape’ from the original collection of Beat Saber songs on Expert difficulty twice. The second time I improved my score and only missed two out of over three hundred notes. Not bad.

I can guarantee that if the tracking had been sub-par I would have noticed and would not have been able to hit nearly every note on Expert. Although I have heard reports from some others in the press that reaching far out wide to either side when slashing boxes did momentarily cause a tracking hiccup and missed boxes, but it was very rare and could be fixed with less wild movements.

I think Beat Saber on Quest is going to be a revelation for VR as a whole. It’s the perfect hardware to software match and I look forward to hopping for some quick songs every day with next to zero friction.

“For me personally, I have Quest on my table and I’m using it everyday,” said Jaroslav Beck, in an interview at GDC 2019. “You just pick it up and do your thing and this is where Beat Saber should be…it should be your daily sport [or] routine. So this is really the very best hardware for that.”

One of my minor concerns was that the controllers wouldn’t feel right. Since I am so used to playing on the original Rift and original Touch controllers the weight balance on the new controllers takes some getting used to because the tracking ring is flipped over to the top instead of the bottom. After playing a single song I got used to it and mostly forgot it was even different.

During my GDC demo I didn’t get a chance to try any songs on Expert+, but if the tracking is good enough for the developers to include it then surely it must work well.

Beat Saber will be a launch title for Oculus Quest when it releases this Spring. Let us know what you think down in the comments below!

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World War Toons No More As Developer Roqovan Closes Its Doors

World War Toons No More As Developer Roqovan Closes Its Doors

World Wars Toons, one of VR’s earliest hopes for a great first-person shooter (FPS), is no more as developer Studio Roqovan closes its doors.

The company revealed as much last week. World War Toons was a multiplayer FPS. It featured optional VR support set in a cartoonish version of the Second World War. In 2015 Studio Roqovan (then named Reload Studios) raised $4 million to make the game a reality. The game launched in open beta in the US for Sony’s PSVR headset when it released back in 2016. However, the studio removed the game from the PlayStation Store in September 2017. At the time, the developer explained that “increasing difficulty of having both VR and 2D gameplay interacting together began to compromise what we could make at the timeframe we wanted to keep.”

World War Toons never returned to the PlayStation Store. Last September, we reported that Roqovan was partnering with SNK to developer an arcade crossover with the Metal Slug franchise. In a Facebook post last week, Roqovan revealed that the game had now launched in Korean arcades. However, due to issues that “unfortunately could not be resolved” the Metal Slug content has been completely removed. The original World War Toons has been “put to sleep” too.

“Bigger bad news is that Studio Roqovan is no more,” the Facebook post reads. “We really tried our best to make the game happen, but it wasn’t to be.”

The World Wars Toons IP will go to a new company.

Speaking to UploadVR over email, studio CEO James Chung spoke a little about Roqovan’s demise. “Long story short, it just comes down to slow adaptation of VR market’s growth and my failure to bring in enough funding to launch World War Toons properly and do live ops,” Chung wrote. ” We had our game up on PSVR for about 8 months. The main goal was to test gameplay and network issues. So the beta test was limited on the North American region on PS4 alone. We did see healthy amount of downloads initially and internally, we have a version of the game that was improved from this test. But this one was never shown to the public. But the production of this version had to halt due to the funding issue as mentioned earlier.

“We did try to pivot into other unmentioned areas. And doing LBE based games was our attempt to ride through what a lot of people are calling the “VR winter”. But as you pointed out, we could not reveal a lot of what we were building with Metal Slug due to finalizing some of our agreements and it just did not lead to a place where it was reasonable for us to keep pursuing. All the complications lead us to drop Metal Slug IP and focus on World War Toons IP driven game as you saw from our announcement.”

VR’s slow start has made it a difficult market for developers. There’s hopes that new, most accessible headsets might change that as 2019 moves on.

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