Category Archives: By Daniel Sternklar

How To Play Stormland On Valve Index Or HTC Vive

Thanks to a patch developed by a self-described “computer geek homeschooler” in communication with the developer of Revive, you can now play Stormland on your non-Oculus PC VR headset!

When we tried to play Stormland on Valve Index on release date using the Revive hack, we were unable to make it work. The game would show on the monitor, but not in the VR headset.

stormland height view

Sometimes Revive needs a specific patch to support the latest Oculus games. Usually this happens within a matter of days of release- usually by the lead developer. But since the lead developer is currently on vacation, self-described “computer geek homeschooler” and YouTuber Jordan cooperated with him remotely to develop a patch to make Stormland work.

We tried this patch today on Valve Index and found it fully works. You can enjoy Insomniac’s game, which we gave 4 out of 5 stars in our review, on your headset of course.

DISCLAIMER: while we have run multiple virus scans on the .exe and .dll from this patch, we cannot guarantee their security. As with any executable you download from the internet, please exercise caution.

Step 1: Download The Oculus Rift Software & Buy Stormland

NOTE: Revive is not officially supported by Facebook or Insomniac Games. When spending your hard-earned money on an Oculus exclusive, please do so with the knowledge that Revive could stop working, or be blocked, at any time. However, Facebook has claimed that it will no longer do this.

Download and install the Oculus Rift software if you haven’t already.

Skip the first time setup until you’re at the store. Then simply search for Stormland and buy it.

Stormland Oculus Store

The Oculus Store works mostly just like any other games store on PC.

Step 2: Install Revive (If You Haven’t Already)

Revive is the hack which allows Oculus Rift games to be played on non-Oculus headsets. It’s available on GitHub including full source code, and has been used for years. Some Oculus exclusive developers even recommend it on their Discord.

You can always find the latest version of Revive at: https://github.com/LibreVR/Revive/releases/latest

Simply download the installer and let it run. Keep a note of the destination folder or just use the default.

Once installed, launch SteamVR and put on your headset. Look for the tab called ‘Revive’ on the SteamVR Dashboard and click it once. This will ensure that first time setup is done.

Step 3: Apply Jordan’s Patch

Remember, the current version of Revive doesn’t yet support Stormland, so you’ll need Jordan’s patch.

Close SteamVR and download the Revive Stormland Patch from Google Drive.

Drag these files into your Revive install folder and overwrite.

Extract the files from this ZIP into your Revive install directory that you noted earlier. If you want to make sure you do this right, simply use your mouse to drag and select ReviveInjector_x64.exe and the folder x64 and then drag them onto the files in the Revive folder.

Congratulations, Stormland should now work on your Valve Index or HTC Vive!

If you have issues, try restarting your PC.

The post How To Play Stormland On Valve Index Or HTC Vive appeared first on UploadVR.

Lenovo Unveils New AR Headset Prototype Aimed at Business Travelers

At Lenovo’s Tech World conference in Beijing, the Chinese tech giant unveiled a new AR headset prototype that aims to appeal to business travelers on-the-go.

Officially called the Lenovo AR Concept Glasses, the headset features a relatively small and sleek profile, no doubt in part because the headset connects to a PC via cable, meaning it likely doesn’t hold an on-board SoC or built-in battery like Microsoft’s standalone AR headset HoloLens. The news was first reported by German publication MIXED.

The concept AR glasses are said to let users simulate multiple monitors, with the added benefit of user privacy so that you can work in a public space, like on a train, without having to worry about someone looking over your shoulder.

Although it’s uncertain if Lenovo intend to actually produce the AR glasses, the company did say the virtual monitor use case is “just one of the many features coming soon on the new Lenovo AR glasses,” which could imply the company is looking to flesh out its capabilities in effort to launch the device to business-savvy travelers.

As it is now, the glasses appear to feature three sensors and what could be ‘bird bath’ style optics, much like the Nreal headset shown off at CES 2019 in January. This is however conjecture at this point, as the company hasn’t publicly specified any of the headset’s specs.

Image courtesy Lenovo

Most recently, Lenovo launched its ThinkReality A6 HMD back in May, an AR headset, that like HoloLens, is targeting business applications.

A few months later, the company announced a refresh of Lenovo Mirage AR, its consumer-focused AR headset. Originally launched in 2018 alongside its sole title, Star Wars: Jedi Challenges (2018), the headset is now said to arrive with 6DOF controllers and a new AR game, MARVEL Dimension of Heroes.

The post Lenovo Unveils New AR Headset Prototype Aimed at Business Travelers appeared first on Road to VR.

‘Virtual Virtual Reality’ Studio to Launch ‘The Under Presents’ on Quest “very soon”, New Trailer Here

From Tender Claws, the studio behind Virtual Virtual Reality (2017), and the New York-based live theater company Pie Hole comes The Under Presents, something its creators call “part game, part theater, part extravaganza.”

The Under Presents doesn’t have an official launch date yet, although the studios say that it should land on Oculus Quest “very soon.”

First debuted at Sundance earlier this year, The Under Presents presents a bit of a mashup between game and live performance piece.

Here’s how Tender Claws describes it:

Where live immersive theater meets VR to bring live actors into your living room. An intriguing experience set between two worlds: a jaunty vaudeville stage and the harrowing survival narrative. Uncover the story of a ship stranded in time as supplies dwindle and day-by-day an otherworldly mist rolls closer. Follow characters’ interlocking fates as all journeys forward must turn back or become lost.

SEE ALSO
25 Oculus Quest Games Coming in 2019 & 2020

At its Sundance 2019 unveiling, Oculus said that user enters a vaudeville stage that exists in a “special dimension outside time and space, where you are guided by a mysterious proprietor. The Under operates on a loop with different live and recorded acts coming and going — and the main act ‘The Aickman’ is the story within the story.”

If the trailer tells us anything, we’re in for an interesting time to say the least.

The post ‘Virtual Virtual Reality’ Studio to Launch ‘The Under Presents’ on Quest “very soon”, New Trailer Here appeared first on Road to VR.

[Update] ‘Stormland’ Revive Patch Brings Preliminary Support to SteamVR Headsets

Like all Oculus Studios titles, Stormland officially only supports the Oculus platform. Revive, an unofficial mod, has been a reliable way to get Oculus exclusive games to work on SteamVR headsets like Index and Vive, but Stormland didn’t work with Revive at launch. A future update is expected to bring compatibility.

Update (November 15th, 2019): With the blessings of Revive developer CrossVR, YouTuber ‘CircuitLord’ has posted a quick fix that should get you playing Stormland with Revive. Some users are reporting noticeable jitter, so your mileage may vary until CrossVR can develop a more permanent fix.

Before you try to get Stormland up and running, you should have the latest version of Revive installed, as well as CrossVR’s own Stormland-specific files, which can be found linked in the description of CircuitLord’s video tutorial.

The original article follows below:

Original Article (November 14th, 2019): Revive works more-or-less seamlessly for playing games from the Oculus PC library on SteamVR headsets like Index, Vive, and Windows VR. However, when we tested Stormland with the mod, we couldn’t get the game to launch at all. We’ve heard the same thing from other pre-release testers.

This happens occasionally when it comes to just-launched titles; a fix is often issued by Revive’s developers shortly after launch. It may take longer this time around however, as the mod’s core developer said they don’t expect to have access to their workstation for “another month or so.” If the fix is straightforward, other Revive contributors could implement a fix before then.

SEE ALSO
Here’s How ‘Asgard’s Wrath’ Plays on Index and Vive via Revive

Road to VR has confirmed with Insomniac Games that the studio hasn’t done anything to intentionally prevent Stormland from working with Revive.

The issue may be related to the fact that the title uses Insomniac’s own in-house game engine (rather than the widely available Unity or Unreal Engine). Because of the way that Revive works, it’s unlikely that the engine difference would result in any fundamental issues with Stormland’s Revive compatibility, but it seems some work is needed to get the internal piping in order.

We’ll be keeping an eye on any future Revive updates that could bring Stormland compatibility to Index, Vive, WMR, and more.

The post [Update] ‘Stormland’ Revive Patch Brings Preliminary Support to SteamVR Headsets appeared first on Road to VR.

NASA TV Broadcasts Particle Detector Spacewalk Repairs on Friday

ESA (European Space Agency) Commander Luca Parmitano and NASA astronaut Andrew Morgan.
ESA (European Space Agency) Commander Luca Parmitano and NASA astronaut Andrew Morgan.

Expedition 61 Commander Luca Parmitano of ESA (European Space Agency) and NASA Flight Engineer Andrew Morgan will begin a spacewalk outside of the International Space Station at about 7 a.m. EST Friday, Nov. 15. NASA Television coverage of the spacewalk will begin at 5:30 a.m.

Watch the spacewalk on NASA TV and on the agency’s website.

The two astronauts will venture outside the International Space Station for the first in a series of complex spacewalks to replace a cooling system on the Alpha Magnetic Spectrometer (AMS), a cosmic ray detector. The upgraded cooling system will support AMS through the lifetime of the space station.

Parmitano and Morgan have spent dozens of hours training specifically for the AMS repair spacewalks. NASA astronauts Christina Koch and Jessica Meir will help Parmitano and Morgan suit up for the spacewalks and will maneuver the Canadarm2 robotic arm to help position the spacewalkers around the AMS repair worksite.

These spacewalks are considered the most complex of their kind since the Hubble Space Telescope servicing missions. The AMS originally was designed for a three-year mission and, unlike Hubble, was not designed to be serviced once in space. More than 20 unique tools were designed for the intricate repair work, which will include the cutting and splicing of eight cooling tubes to be connected to the new system, and reconnection of a myriad of power and data cables. In addition to the overall complexity, astronauts have never before cut and reconnected fluid lines, like those that are part of the cooling system, during a spacewalk.

Watch the briefings from this Tuesday for more detail:

Follow @space_station on Twitter for updates online. For more information about the International Space Station, visit www.nasa.gov/station.

World Bank Turns To VR Filmmaking To Fight Global Poverty

Sparking action against global poverty using the power of VR filmmaking.

The numbers are horrific. 3 billion people around the globe are living on less than $2.50 per day, including the 1.2 billion living in extreme poverty, existing on less than $1.25 per day. 

Efforts to combat world poverty are met with fragility, conflict, and violence (FCV), affecting both low and middle-income countries. It is estimated that by 2030, FCV countries will be home to 46% of the world’s most extreme poor.

To bring these painful statistics to the forefront of a global audience, The World Bank has released Preventing Conflict, Promoting Peace, a 360 VR film that lets you experience these issues first hand. It is one of the most impactful pieces made by the World Bank and its purpose is to spark action.

Once you put on a VR headset, you are transported to the country of Niger, where violence, terrorism, and armed conflict in neighboring countries are threatening the countries peace and stability. Meanwhile, extreme poverty runs rampant, posing a significant risk to many of the Nigerian people.

You can view the 360 film online in standard 2D and look around using the trackpad or by moving your finger across the screen, but the real impact comes from viewing it in 3D as a webVR experience. 

Image Credit: The World Bank Group

“Fragility, conflict, and violence threaten development progress and can drive communities further into poverty. Niger is a country where 80% of workers are farmers and climate change is severely impacting agriculture. With the 3rd lowest GDP per capita in the world, it’s also bordered by countries in conflict. The World Bank’s community-based investments through the International Development Association (IDA), its fund for low-income countries, is supporting social protection, safety nets, education and agriculture in Niger– preventing conflict by improving the lives of marginalized youth. Through jobs and skills training, along with psychological and social counseling, people like Kaltoum and Ramatou are now improving their own lives and contributing to the development and stability of Niger,” states The World Bank Group in an official statement.

The moment you put on a VR headset, you meet Alassane. He is constantly worrying about the amount of work available in his community. They are usually afforded roughly 3 months of work; the remaining 9 months, however, become incredibly hard due to the lack of work. When there is a conflict in neighboring countries, the impact it can have on his community is significant. It can cut off markets and roads, often preventing work opportunities during those crucial three months of work.

Image Credit: The World Bank Group

Violent conflicts in FCV countries have seen a dramatic spike since the beginning of 2010 with the already fragile landscape becoming more complex. Things such as climate change, rising inequality, demographic change, new technologies, illicit financial flows, and other global trends are adding to those risks, making for an even more unstable environment.

The impact is so extreme that even low and middle-income countries are affected by fragility risks. The World Bank is focused on addressing FCV, emphasizing prevention and acting early. We’re also remaining engaged during active conflict, and in countries going through transitions to peace. Stronger collaboration with humanitarian, development, peace and security partners is critical for delivery in challenging environments, such as in the Bank’s response to famine

“Preventing Conflict, Promoting Peace” looks to address the hardships of these FCV countries where 70.8 million refugees, internally displaced people, and asylum-seekers are looking for relief.

The World Bank consists of 189 member countries with offices in over 130 locations around the world. Their mission is to end global poverty and promote shared prosperity and sustainable development by increasing the income of the poorest 40% of people in every country.

Feature Image Credit: The World Bank Group

The post World Bank Turns To VR Filmmaking To Fight Global Poverty appeared first on VRScout.

John Carmack Stepping Down As Oculus CTO To Develop ‘Strong AI’

The celebrated industry veteran will remain a “consulting CTO” at the company.

Facebook has its company flag flying at half-mast this week after it was announced that video game legend John Carmack would be stepping down from his position as Oculus CTO and migrating to a “Consulting CTO role” beginning this week. 

In a post made to his personal Facebook page, Carmack stated he would still have a say in development work, but would be scaling back his contributions significantly in order to dedicate more time towards pursuing his passion project of becoming a “Victorian Gentlemen Scientist,” as the industry veteran describes it. 

“As for what I am going to be doing with the rest of my time: When I think back over everything I have done across games, aerospace, and VR, I have always felt that I had at least a vague “line of sight” to the solutions, even if they were unconventional or unproven,” states Carmack in his post.

“I’m going to work on artificial general intelligence (AGI). I think it is possible, enormously valuable, and that I have a non-negligible chance of making a difference there, so by a Pascal’s Mugging sort of logic, I should be working on it. For the time being at least, I am going to be going about it “Victorian Gentleman Scientist” style, pursuing my inquiries from home, and drafting my son into the work.”

Carmack joined Oculus in 2013 and worked alongside Palmer Luckey to develop the original Oculus Rift models. Since then the legendary developer/engineer — responsible for classic video game titles such as DOOM, Quake, and Wolfenstein 3D —  has been a major driving force for the company, earning them a certain level of respect from longtime industry professionals and hardcore fans alike. 

Just this past week, Carmack took home the Accenture VR Lifetime Achievement Award at this year’s VR Awards, for which he offered a humble speech, albeit slightly uneasy speech.

Image Credit: John Carmack

“When I think back over everything I have done across games, aerospace, and VR, I have always felt that I had at least a vague “line of sight” to the solutions, even if they were unconventional or unproven,” stated Carmack during his video acceptance speech. “I have sometimes wondered how I would fare with a problem where the solution really isn’t in sight. I decided that I should give it a try before I get too old.”

As for what’s next for the tireless programmer/developer/engineer, Carmack states he’s looking to expand his already impressive resume to include artificial general intelligence. Sometimes referred to as “Strong AI,” AGI is an advanced form of artificial intelligence capable of learning and understanding intelligent tasks at a human level. It’s the kind of technology that keeps people like Elon Musk up at night. 

So, on behalf of everyone who bought an Oculus Quest because you were on board — thank you, John Carmack. We wish you the best of luck in creating the AI apocalypse. 

Feature Image Credit: Nancy Newberry, Fortune

The post John Carmack Stepping Down As Oculus CTO To Develop ‘Strong AI’ appeared first on VRScout.

Final Spacewalk Preps During Biology, Physics Studies

The six-member Expedition 61 crew
The six-member Expedition 61 crew, wearing t-shirts printed with their crew insignia, gathers for a playful portrait inside the International Space Station’s Zvezda service module. From left are, Flight Engineers Andrew Morgan, Oleg Skripochka, Jessica Meir, Christina Koch and Alexander Skvortsov and Commander Luca Parmitano.

The Expedition 61 crew is about to kick off a series of complex spacewalks on Friday to repair the International Space Station’s cosmic particle detector. They will have one more spacewalk review today while continuing advanced biology research.

Spacewalkers Luca Parmitano and Andrew Morgan readied the Quest airlock, their U.S. spacesuits and tools for Friday’s excursion set to begin at 7:05 a.m. EST. The duo then joined Flight Engineers Jessica Meir and Christina Koch for a final procedures review. All four astronauts called down to Mission Control to discuss their readiness with spacewalk experts on the ground. Live NASA TV coverage begins at 5:30 a.m.

Meir and Koch spent the rest of Thursday on space research and lab upkeep. Meir conducted a test run of a 3-D bioprinter before the device will manufacture complex human organ tissue shapes. Koch measured airflow in the station then serviced microbe samples to extract and sequence their DNA.

Cosmonauts Alexander Skvortsov and Oleg Skripochka focused on their complement of science and maintenance in the station’s Russian segment. Skvortsov updated cargo inventory and explored plasma physics for insights into advanced spacecraft designs. Skripochka collected radiation readings and studied how a crew adapts to piloting in space.

Everything You Should Know About Social VR

When people started to use the internet, it closed the gaps caused by distance. That was when the saying, “It’s a small world” became more popular. Years have passed and more sophisticated technologies have emerged. The social bridge between people across the world has become even shorter, especially with the introduction of Virtual Reality (VR). In this post, we will be addressing the following question: What is social VR and why do I need to know about it?

A Change In How Humans Interact

Man is naturally a social animal, hence through the ages, humankind has always existed in social communities. All kinds of relationships, both formal and informal are enhanced through social interactions. This is what makes it possible to have organized institutions that cut through local and international regions. There is always a social avenue that powers interactions and communication.

In the past, people will travel several miles to attend executive meetings or participate in seminars and conferences. Physical presence used to be the only guarantee for real time participation during such meetings. Things have changed, and organizations now carry out a lot of activities online. Executive meetings, hands on job execution, conferences, and seminars can now easily be carried out remotely.

What Is Social VR?

Virtual Reality (VR) on its own is a technology based on the simulation of environments. It is used to create a virtual phase where users can participate in executing tasks. Therefore social VR simply implements this technology in order to achieve particular purposes that involve multiple participation. Based on requirements, a virtual environment is created for interactive purposes.

This innovation is becoming increasingly adopted in gaming and social media. Facebook SpacesStan World, Hubs, VrChat, Cluster, LiveLike are a few of the sites that are pushing social VR to the forefront. These platforms enable participants to enter into virtual environments, usually represented in animated forms, where you are able to interact with other participants and do various tasks and exercises.

Depending on the particular platform, different games are offered, and can be accessed through compatible VR headsets like Oculus Rift and the Samsung Gear VR.

The Benefits of Social VR

As we consider the question, what is social VR and why do I need to know about it, we’ll realise that it is an innovation that offers a lot of benefits. As mentioned above, it is a technology that will enable us to engage with people from remote locations. Looking into the future, to a time where this is implemented in more serious environments other than gaming, this innovation will offer us a lot of benefits, such as:

– Engage in communities you otherwise would not have access to

– Meet people from around the world

– Reduced cost of travel during meetings

– It saves time, since participants can operate from anywhere in the world

– Allows for more accurate participation when compared to other social technologies

– Enables hands on interaction, which is good during trainings and educational conferences

Existing Use Cases for Social VR

Social VR is already being used in so many ways. So far, we have focused on the more formal ways that this technology can be used. However, a more common area where VR appears to have found more active use cases is in the gaming industry. This is where VR headsets like the Oculus Rift has become popular. VR Xbox, Samsung gear VR, PSVR are all versions of headsets than can be used to access the virtual world. All of this is made popular by gaming, which is a major aspect of social VR.

Just like the internet started slowly, and today it is easy to forget the days of slow internet, social VR is showing signs that in no time it could become one of the basic tools of interaction. Imagine a time when you can live in Asia and earn a degree from an American University through social VR. Online classes will go beyond basic video conferencing to virtual simulations that can offer more hands on learning through actual participation.

Social VR is still in early development, however, it is proving to be an innovation that will be well needed by humankind in the near future. It is a part of the technological evolution that is becoming more pronounced in the 21st century. Something that gives us a reason to raise the question: What is social VR and why do I need to know about it?

 

Quelle:

https://vrroom.buzz/vr-news/social-xr/everything-you-should-know-about-social-vr

Are All The Social VR Platforms Going The Wrong Way?

So, I’m sitting here in front of my computer on an overcast, chilly Sunday morning up here in Winnipeg, with my cup of coffee rapidly cooling beside me, my dirty dishes piling up in the kitchen, dust bunnies gathering in the corners of my apartment, and my wet laundry needing to be moved from the washer to the dryer, and it just seems as good a time as any to pause and ponder the state of current social VR. (Anything to avoid housework!)

And if you’ve been paying attention, like I have, it would seem that social VR is, indeed, in quite the state. And not a good one. Let’s do a quick recap:

First, everybody from Mark Zuckerberg to Philip Rosedale has said the same thing: that consumer uptake of virtual reality is taking much, much longer than originally estimated. It’s making some inroads (Facebook is apparently selling the Oculus Quest wireless VR headsets as fast as they can make them), but we’re not there yet.

Second, there are the metaverse platforms on which companies have spent years of time and toil to build, expecting that influx of consumers in VR headsets, and which, still, sit largely unvisited in spite of their best promotional efforts. In most cases, these companies are now having to make some pretty severe adjustments (a.k.a “pivots”) to their software development roadmaps in an attempt to become profitable, and make their boards and shareholders happy:

– High Fidelity (which is burning through all that venture capital, and is now trying to re-position itself as a remote workteams platform);

– Linden Lab’s Sansar (which is relying on the reliable cash cow of Second Life, and has just announced a new focus on live events, at the expense of other features);

– Sinespace (although nobody really knows how profitable the company is, the platform still seems to be having similar trouble attracting large numbers of users, from what I can tell from my admittedly infrequent visits).

Third, there have been a few early success stories in social VR, but they, too, have some storm clouds on the horizon:

– VRChat is still the most popular social VR platform, thanks to the livestreamers, and it is coasting along in merry pandemonium, but how long will the company keep throwing money into the platform if they can’t make some sort of profit from it? VRChat is a business, and they face a potentially rocky road in their plans to move to an in-world economy with user-generated content and an in-world currency. Any misstep, and its young, fickle userbase, who are accustomed to everything being “for free”, will abandon it just as quickly as they picked it up in the first place.

– Rec Room, the second most popular social VR platform, has found a comfortable niche. But is it profitable in the long term? Again, how do they plan to make money off it? It’s a bit of a mystery to me.

So, it would appear that those social VR platforms that do have in-world economies can’t attract large numbers of users, and the ones that don’t have in-world economies might be popular, but obviously can’t keep running indefinitely without a means of generating profit. It seems like a Catch 22, a rather hopeless situation at this present point in time.

Add to this the fact that the 900-lb. gorilla in the room, Facebook, is planning to launch their own social VR platform in 2020, and you’ve got a situation that must be keeping the CEOs of these various companies up at night, pacing the floor, wondering how, when and where it all went wrong.

The fact is, nobody seems to have yet found the perfect mix of features and promotion to snatch the mantle of Second Life. The venerable virtual world, at 16 years old, is still is the most popular platform around, with approximately half a million unique monthly users according to recent statistics provided by Firestorm.

But again, Second Life doesn’t support VR. And, in actual fact, VR users in almost all of the social VR platforms to date are still the minority, compared to flat-screen desktop users (yes, even in VRChat). So perhaps, have all of us made the wrong bet: that virtual reality was going to be key to the success of the next generation of virtual worlds?

It’s certainly not playing out that way, at least not yet. Facebook might succeed with Facebook Horizon, given its almost endless resources, but it hasn’t had a particularly good track record so far (witness the recently-shut-down Facebook Spaces and Oculus Rooms as examples).

If Facebook fails (or fumbles) with Facebook Horizon next year, then that will be the strongest signal yet that linking virtual worlds and virtual reality is, perhaps, a tactical mistake. And if Apple, who has so far stayed away from VR, launches augmented-reality glasses (as some confidently predict), could that be what finally catches fire in the public imagination, instead of virtual reality? Have we made the wrong bet?

So, is the news all doom and gloom? Hardly. There are a few bright spots, metaverse-building companies which are already making a profit:

– ENGAGE has been able to carve out a profitable niche for itself in the educational market

– NeosVR is profitable, largely due to its passionate Patreon supporters, and also by offering commercial licenses for businesses and schools (of course, it helps that it has a small, nimble development team!)

– Cryptovoxels is already earning enough money via the sale of blockchain-based virtual land to support its full-time software developer, Ben Nolan

But even I must admit, these are the exceptions that prove the point: social VR is, by and large, not yet profitable. And the bigger the company, the more trouble it seems to be in. It seems to be the smaller firms that are able to cut costs and find niche markets to excel in and generate profit. Which doesn’t look especially good for Linden Lab and High Fidelity, with their large staffs and all the associated overhead.

So, for the various companies engaged in building the next generation of metaverse platforms, it becomes a waiting game: trying to find some way to survive until such time as social VR is profitable—or just giving up on VR. But I rather doubt that the companies that have already made such a huge investment in virtual reality will pull out now.

Linden Lab has decided to pin Sansar’s future on live events. High Fidelity is hoping that remote teamwork use will keep it going. Every company is going to have to come up with its own strategy to make it through these leaner-than-expected years.

 

Quelle:

Are all the social VR companies going the wrong way?
(Photo by NeONBRAND on Unsplash)

https://vrroom.buzz/vr-news/social-xr/are-all-social-vr-platforms-going-wrong-way