Thoughts on Horizon, Facebook’s upcoming “social VR platform”

Facebook Horizon, via Facebook / OC6

I’ve intentionally held off wiring about Facebook Horizon, the social media giant’s new “social VR platform” that will be launching in a closed beta in 2020, as I wanted to absorb the news and hopefully avoid the initial blast of hype from pushing me too far into the realm of cynical response.

The announcement of Facebook’s latest attempt to get a handle on VR social experiences came at the Oculus Connect 6 (OC6) event, that took place in San Jose, California on September 25th and 26th. It was greeted with a degree of breathlessness in some quarters, with comments comparing it to Ready Player One’s OASIS and to Second Life.

Those looking at the Horizon promotional video will likely to scoff at such comparisons. Clearly, Horizon as presented isn’t OASIS – but that doesn’t mean that, along with Sansar and other similar platforms, it cannot be a foundational block upon which an OASIS like environment might in time be built upon (if one accepts it will happen, which is absolutely not a given). As such, we shouldn’t read too much into the use of such hyperbole and see it as a means to just dismiss Facebook’s new platform.

When it comes to Second Life, the comparison is perhaps closer (although Horizon as announced has no internal economic system) – but it perhaps tempting to still be dismissive simple because of the avatar appearance, which is clearly inferior and – lacking, shall we say – when compared to SL.

However, Horizon isn’t necessarily aimed at virtual world veterans who might be bothered about whether or not avatars have legs or who see customisation as a “must have”; it’s more likely (initially, at least) going to be directed towards Facebook’s own somewhat captive market, people who may well regard avatar fidelity / customisation as less important than aspects like ease of access to the things they want to do. In this, and while acknowledging it was a beast of a slightly different colour, it’s worth pointing out that the lack of real customisation (and legs and arms) with Wii avatars never stopped Nintendo selling over 100 million units.

More to the point, its also worth noting that the Horizon avatars may still be a far from done deal, as Oculus’s Chief Technology Officer, John Carmack, almost alluded when speaking at OC6:

Our avatars have continuously mutated from little floating heads through three different versions. We do not have this well-sorted out at this point.

– Oculus CTO John Carmack, OC6 (via Venturebeat)

Facebook Horizon will include a central social – dare I say – nexus – with connected worlds for entertainment and games. Credit; Facebook

My own reservations about Facebook Horizon to push social VR into the mainstream are far more fundamental, coming down as they do to things like audience, potential growth, market, and the like.

It’s undeniable that Facebook has a massive captive audience. Even with their recent upsets over data privacy, etc., the company still has an estimated 1.6 billion people using its services daily. That is a huge wellspring to tap into with a new product. But a stumbling block here is that many in that audience use Facebook whilst on the go via mobile devices and unhampered by the need to carry / use additional hardware. They also have what they see as their needs for engagement, entertainment, etc., pretty well met by the various services already at their fingertips.

Horizon is VR headset driven so, even among its own captive audience, Facebook needs to persuade people that “something they are already doing”, now requires them to go out and buy a lump of hardware (Oculus Quest) at  US$399/$499 (£399/£499) a pop to “do the same thing”. Yes, I know a social VR experience isn’t the same as social networking, but you still have to get people over that hump of understanding – and that’s potentially a hard sell.

Facebook Horizon avatar, as seen in the initial promotional video. Credit: Facebook

And that leads into market and growth. At the start of 2019, Nvidia’s co-founder & CEO Jensen Huang stated the company’s belief that around 4 million PC VR systems have been sold worldwide; even with Oculus claiming around 50% of the high-end PC VR market, that’s not a terribly exciting figure. True, we now have the standalone Oculus Quest, but that is only projected to hit sales of 1 to 1.3 million by the end of the year. So, even with Facebook saying they will be extending Horizon’s reach to other VR hardware in time, the overall VR market remains pretty small – and despite all the projections, it is taking time to grow (even Zuckerberg has stated the market is still “five to ten years” from where Facebook would like it to be).

In this, making Horizon “VR only” tends to feel a little as if Facebook is getting into a position of chasing its own tail: VR needs a platform like Horizon that needs VR that needs a platform like Horizon – and so on. Say what you sill about Linden Lab’s Sansar – at least those with an adequate PC can access it as well as those with VR hardware.

Which is not to say I think Horizon cannot succeed; certainly, Oculus have been down this road a few times with other products so as to have been able to learn a few lessons they can put before Facebook. Although even that is a bit of a double-edged sword; Oculus’ own attempts to leverage social VR haven’t been massively successful,, and they are now going to wind down Spaces and Rooms (both of which have been available to Oculus Go and Gear VR as well as the more recent Quest) due to declining use.

On the social side, looking back, it’s kinda embarrassing at all the stages that we’ve gone through at Oculus. Way back in the early days, I did the social API so people could co-watch Twitch and things. And then we had Spaces and Rooms on Gear and Go. Now we have Horizon.

– Oculus CTO John Carmack, OC6, via Venturebeat

Of course, Horizon will offer a lot more than either Spaces or Rooms, but even so; far from being the “arrival” of social VR, it’s hard not to look on Horizon as more of another step along the way to trying to prove the need for social VR over the more general means of electronic social interaction. And even if the VR market does take 5-10 years to mature – that’s a long time for Facebook to iterate and improve Horizon, and it’s not like they’ll be short of revenue in order to do so.

There are other questions surrounding Horizon. For example, will it have any form of transaction system? If so, what kind? Facebook’s nascent Libra blockchain (assuming it comes to fruition and retains its idealism – see Andreas Antonopoulos’ take on this)? How will people react to Horizon using Facebook’s existing “real identity” and blocking tools and all the baggage of data gathering and use that goes with them? And so on.

But these kinds of questions can only be answered over time and as Horizon progresses; for now, I admit to being curious about Horizon and its potential impact (or otherwise). However, it’s not a platform I’ll be exploring. For one thing, I don’t see the point of investing in VR hardware yet (although that time will likely come). More particularly, even if I had a headset, my personal preference is to keep as far away from Facebook as possible.

Thoughts on VR and AR, part 2: AR, MR and beyond

via proximie.com

This article is designed to be the second part of a short series offering personal thoughts on the broad state of virtual reality (VR) and augmented reality (AR, together with mixed reality, or MR) as they appear to stand at the end of 2018, and where they might be going over the course of the next few years.

In doing so, I’m not attempting to set myself up as any kind of “expert” or offer predictions per se; I’ve simply been gorging myself on a wide range of articles and reports on VR and AR/MR over the last few weeks to make sure I’m caught up on things. In part one, I covered VR; This part therefore examines AR/MR, with an emphasis on headset / eye wear, as it is these tools that particularly interest me.

Compared to VR, AR/MR has been much more a slow burner in terms of press interest. The reason for this is simple: outside of a few headliners like the original Google Glass, Microsoft’s HoloLens and, most recently, Magic Leap One, AR/MR eye wear hasn’t really caught the media’s attention. However, in assessing the state of the VR and AR/MR markets over the next 3 years, SuperData predicts something of a rapid rise in AR/MR adoption, which could see the technology generate revenues very slightly in excess of those predicated by SuperData for VR by the start of 2022.

AR / MR revenue trends, 2018-2021. Credit; SuperData

Even allowing for these figures including smartphone AR applications, this forecast might seem optimistic, but there are reasonable grounds to suggest they are not beyond the realm of possibility – if, perhaps a slightly holistic view is taken. I say this for a number of reasons: the increasing use of AR/MR in a range of workplace  / service environments; the release of development platforms for AR on smartphones and mobile devices; and availability / development of new headsets; although there are some caveats.

I’d like to examine these ideas in turn, starting with adaptation of AR/MR in enterprise-type environments. In doing so, I’m limiting myself to briefly covering just three examples: Google’s Glass Enterprise Edition, Microsoft’s HoloLens and a company called Osterhout Design Group (ODG).

  • Using the basic Google Glass concept (2013-2015) Glass Enterprise Edition re-lunched in mid-2017 with 50 US companies using it in engineering, training and services including GE Aviation, Boeing, Volkswagen, AECO, and DHL, and with a range of healthcare uses, including Augmedix and Brain Power (see Google Glass: The Comeback?, July 2017 for more).

  • Microsoft’s HoloLens has been similar adopted by a range of companies including Volvo Cars, Japan Airlines, BlueScope Buildings and Trimble (architecture and building design), Autodesk, together with widespread adoption in healthcare from training through to major aspects of surgery in hospitals around the world. Most recently, the US Army has given Microsoft US $480 million to develop the HoloLens for troop training and combat missions, while NASA utilises it both on the International Space Station (Project Sidekick) and as a mission / prototyping visualisation tool (projects OnSight and ProtoSpace).

  • Osterhout Design Group (ODG) – a company that potentially help Microsoft develop the HoloLens when they sold 81 patents related to AR and head-worn computers to the software giant for US $150 million in 2014. Have released a family of AR glasses, the R-7 and R-7HL (“hazardous locations”) specifically designed for use across business and industrial applications, providing heads-up information displays and overlays. In 2017, ODG launched the R-8 and R-9 glasses, utilising Qualcomm’s more powerful Snapdragon 835, with R-8 intended to start bridging the gap between “enterprise” and consumer use.
The ODG R-8 and R-9 headsets, launched at CES 2017. Credit: Engadget

There are other examples of AR headset use in business (and entertainment) to be sure, but I hope the above are enough to make the point. Highlighting the use of AR systems in the workplace is important (as it is with VR – see part 1 of this series) because familiarity with them in the workplace could help spur people’s  willingness to bring it into the home as affordable consumer systems start to appear, because: because a) they have experienced it within their workplace and have seen it benefit them; b) the hardware involved is (more-or-less) the “same” as the hardware they are buying (familiarly encourages both trust and experimentation).

Continue reading “Thoughts on VR and AR, part 2: AR, MR and beyond”

Thoughts on VR and AR, part 1

via proximie.com

I haven’t written too much about “consumer” virtual reality and / or augmented reality during 2018, primarily because this past year has been rather quiescent when compared to 2017 and earlier, so outside of one or two events, there hasn’t been that much I’ve been prompted to write about. As such, and as we pass from 2018 to 2019, it seems a good time to take a broad look at both and where they might be going, at least from a purely armchair perspective.

In doing so, I’m not attempting to set myself up as any kind of “expert” or offer predictions per se; I’ve simply been gorging myself on a wide range of articles and reports on AR, VR and mixed reality over the last few weeks to catch up on everything, and with this article I’ll focus on virtual reality.

(Note that in writing this article, I’m deliberately ignoring two products that involve VR: Microsoft Mixed Reality and Apple’s rumoured AR / VR system. The former, because Microsoft appears to be playing a much longer game, and it is unclear how MMR will impact markets down the road; the latter because it’s unclear how Apple’s product will mix AR and VR, it’s overall capabilities, price point or precise nature.)

Consumer focused virtual reality has always had a hard mountain to climb. From the start, predictions of its growth verged on the ridiculous. At the end of 2015, for example, TrendForce claimed sales of VR hardware, software and services would hit US $70 billion by 2020, a figure that, at the time tended to be taken for granted despite the fact that when it was made, the consumer versions of the Oculus Rift and HTC Vive hadn’t even started shipping. Nor were TrendForce alone in the hyping.

Consumer-focused VR was drastically over-hyped before the first consumer version of the Oculus Rift had even launched  – something which had perhaps come back to haunt it. via TrendForce

Obviously, VR hasn’t achieved anything like this kind of volume, but it is growing. In 2017, for example, total VR hardware and software sales reached US $2.8 billion, three years ahead of the time frame IHS Markit (one of the more reserved analytics companies looking at VR in late 2015) predicted. In 2018, this increased to US $3.3 billion; a relatively modest growth, but not unexpected given that outside of the Oculus Go, there haven’t been any major releases of VR headsets. This modest growth in sales, coupled with the lack of exciting new hardware releases has perhaps lead to more negativity around VR being voiced than previous years. However, 2019 could be the start of a “turnaround” for VR.

VR’s current and projected growth. Source: SuperData

As it is, SuperData, which specialises in analysing the computer and gaming sectors, predicts that the VR market will double total revenues to US $9.6  billion in 2019. They further suggest revenues could grow to US $19.0 billion by the end of 2021. These might again sound like inflated figures – particularly the idea of a five-fold revenue increase in just three years, but there are actually two or three reasons to suggest why 2019 could well see significant growth in revenue for VR, and which will see it continue to trend upwards at a rate somewhat faster than seen thus far.

Up until the arrival of the Oculus Go earlier in 2018, consumer VR hardware had been more-or-less split into three areas: high-end tethered systems requiring upmarket PCs to power them; units dependent on the use of smartphones for a more limited immersive experience, and what might be termed a purely games oriented solution in the Sony Playstation VR. As such, all have been somewhat limited in their appeal / reach.

Oculus Go: 2560×1440 @ 72Hz screen; 101-degrees field-of-view; 3 DoF tracking; Snapdragon 821; price and on-board storage: US $199 / 32 GB and US $249 / 64 GB

However, in 2018 the Oculus Go arrived, and in 2019 it is set to be joined by the Oculus Quest and the Vive Focus. The significance of these three units is that they are entirely self-contained and provide an immediate VR experience right out-of-the-box. No need to hook up a heavyweight PC (possibly at added expense) for the heavy-lifting, or to have a suitable smartphone to provide the visuals.

While both the Quest (shipping in 2019) and the Focus (currently only available in China) have yet to  become globally available, their potential impact might be seen in the positive response the Go generated at launch, as noted by SuperData:

Oculus Go is part of an important movement. Facebook sold more units of the standalone headset in its launch quarter than they did the Oculus Rift in the entire first half of 2017. Its price and convenience are proving to be selling points.

– Stephanie Llamas, SuperData Head of XR data research

What is particularly interesting about the response is that it has not been limited to purely “home” use. While the Go is marketed as an “entertainment” headset, it has already been seen as a means of expanding VR’s use within enterprise markets. Take Walmart as an  example.

Continue reading “Thoughts on VR and AR, part 1”

Oculus Quest: the new Oculus standalone headset system

The Oculus Quest (centre) with the Go and Rift flanking it. Credit: Facebook.

Update, Thursday September 27th, 2018: hands-on reviews, such as this one from Techcrunch, report the Quest is powered by a Snapdragon 835 chipset.

On Wednesday, September 26th, Facebook announced the Oculus Quest, billed as their “first all-in-one VR gaming system”. The new headset is due to start shipping in Spring 2019 with a price point of US $399 and 64 GB of on-board storage.

The Quest isn’t actually the first Oculus standalone headset unit – that honour went to the Oculus Go, launched in May 2018. It provides an experience similar to the Gear VR system offered by Samsung (and using Oculus optical hardware), and sells for US $199 with 32 GB, or US $249 with US $64 GB of storage. The unit was seen as easy to use, albeit with limitations.

Oculus Quest is intended to sit between the Rift and Go, and “first” used with it is in relation to the “VR gaming system”, as Facebook see this new headset being specifically about gaming. It offers capabilities far above those of Go, and even exceeding the Rift. These capabilities include:

  • 1600 x 1440 per eye resolution.
  • Two Oculus Touch style controllers.
  • 6DoF (6 degrees of freedom).
  • Built-in 360 degree audio.
  • Adjustable spacing for its lenses.
  • Four ultra wide-angle sensors for motion tracking / positioning, with “arena sized” tracking capabilities.
The Oculus Quest on display at Connect 5. Everything – battery, CPU, GPU, etc., is contained within the headset. No separate battery case processing unit. Credit: Windows Central

As a standalone unit, the headset uses a dedicated operating system, based on Android (as does the Go), so it will not natively run existing Rift VR titles, although it is anticipated that Rift-focused games will be ported to Quest alongside Quest’s own list of titles – there will be a portfolio of at least 50 titles available when the Quest starts shipping. Interestingly Facebook have indicated that they plan to have a Single button” process to allow Quest centric games to be converted for use on the Rift “with no code changes”.

The key differentiator between Quest and the Rift – other than the standalone nature of Quest – is, as mentioned above, that Quest is being touted as a games-centric headset, while the Rift is seen as more “video” oriented. However, and allowing for development of titles and applications, it’s hard to see such an artificial division between the two remaining in place over time.

In keeping with this, the 50-title line-up for when Oculus Quest starts shipping is games centric, and will include a three-part cinematic Star Wars “6DOF” experience, centred on Darth Vader. Called Vader Immortal, players using it will, to quote, “Be able to step inside the world of Star Wars in the comfort of your living room and, for the first time, truly feel free.” Also as a part of the games element, Facebook note that Quest headsets can be used in multi-player scenarios right out of the box.

An image said to be from Vader Immortal, the new Lucasfilm 3-part VR experience set to launch when the Oculus Quest starts shipping in 2019. Credit: Starwars.com

The sensor system on Quest, now officially called Oculus Insight, sounds particularly impressive. The four ultra-wide-angle sensors coupled with “advanced computer vision algorithms”, allow for full position tracking in real-time. the sensors look for edges, corners, walls and furniture to build up a 3D map of the wearer’s surroundings, while input from the headset’s gyroscope and accelerometer allows an estimate of the wearer’s head position to be calculated every millisecond. Quest also includes a capability called “multi-room guardian”, allowing multiple environments where the headset may be used to be mapped and saved, removing the need for constant recalibration when using Quest in different locations.

The new Quest controllers (seen below) are very similar in nature to the Touch controllers, offering joysticks, menu buttons, a pair of trigger buttons for each hand, and an AB/XY array. The major difference is a new halo that goes around the hand. It is thought this may link with another element of the Oculus Quest ecosystem: an RGB sensor, which may be used to translate controller location in virtual space, and which can double as a “camera” a Quest wearer can toggle in order to see a (greyscale?) view of their real-life surroundings.

The Oculus Quest controllers, similar in nature to the Oculus Touch. Credit: Facebook

No detailed specifications have been given in terms of CPU / GPU for Quest – although it is believed a  high-end Qualcomm Snapdragon is providing the necessary processing. In introducing the headset, Facebook refer to it as rounding out their “first generation” of VR systems:

With the introduction of Oculus Quest, we’ve completed our first generation of best-in-class VR headsets. Oculus Go remains the easiest and most affordable way to get into VR, while Oculus Rift leverages the power of your PC to push the limits of what’s possible. Thanks to Oculus Quest, we’re now able to combine the best of both worlds and welcome even more people into the VR community.

Oculus VR, Introducing the Oculus Quest, September 26th, 2018

With HTC recently having launched a US $300 wireless adaptor for the HTC Vive and Vive Pro – both of which require a high-end gaming rig, Oculus VR may just, with this announcement of the Quest priced at the same level as the Rift, stolen a march on their competition. That said, it’s likely still not enough to get me to invest in a VR headset just yet. I’ll see what the next generation of hardware brings. But for those who are interested in the Oculus Quest, hands-on reviews should be appearing on the web, “real soon now”, to coin a phrase.

Magic Leap previews its first AR/MR system

Magic Leap One. Credit: Magic Leap

Magic Leap has had its share of ups-and-downs over the past few years. Founded by tech wizard Romy Abovitz, the super-secret company has been at the centre of hype, speculation and doubt. Much of the hype has been spun by the company itself, much of the doubt has been driven by reports of friction in the company, issues with the technology, and so on.

Now, a year after scepticism around the company overtook the hype, Magic Leap has announced the availability of its first product: the Billed as the Magic Leap One Creator Edition augmented (or mixed) reality system, the unit comprises three parts:

  • Lightwear: a headset utilizing the company’s “Digital Lightfield” display technology with multiple integrated sensors to gather spatial information.
  • Lightpack: a  circular belt-worn hip pack that contains the computer powering the headset via a tether.
  • Control: a hand-held controller that can be tracked in space that helps users navigate menu selections, etc.

As an augmented / mixed reality system Magic Leap One is designed to blur the divide between the digital and the real, with the company promoting a series of potential use-cases for it, including:  web browsing and shopping, working on multiple virtual monitors, social telepresence, theme park “rides” and experiences, and gaming.

The system is somewhat removed from some of the hype built-up around Magic Leap’s initial designs – which tended to suggest something far more glasses-like.

There’s no doubt the headset is a lot bulkier than might have been imagined from past descriptions, and while nowhere near as bulky as a VR headset, it leaves a lot to be desired in the ergonomics department, particularly when compared to the likes of AR headsets like Google’s Glass Enterprise Edition or AR systems using  Qualcomm’s snapdragon processors. My own impression on seeing the Magic Leap One images is that the headset looks sci-fi bug-eyed  – almost sinister – and the size of the lenses has me wondering about effective field-of-view.

Lightwear, Lightpack and Control. Credits: Magic Leap

The Lightpack has also come in for critique, with some tech journos calling it “large” or “bulky”. been called “large” by some in the tech press, it’s actually about the same size as Walkman CD players people used to happily clip onto their belts and wear.

The Control has a trackpad and six degrees of freedom (6DOF) tracking, and some six option buttons.

Other than that – details are currently light right now. There are no technical specifications or pricing. However, and in fairness, Abovitz does refer to the announcement as “a small reveal“, rather than any kind of pre-release notification. Instead, interested parties (defined as developers, reporters and the curious) can register their wish to learn more by supplying their e-mail details via a form as the bottom of the Magic Leap home page.

So far, Magic Leap has demonstrated various iterations of their equipment to assorted people from the technology and entertainments industries. All seem to have been thoroughly impressed – although sworn to secrecy – which has been frustrating for those trying to figure out exactly what the company has got. This approach actually continues with this pre-announcement about Magic Leap One – Rolling Stone magazine has an extensive article about Magic Leap in Glixel – but the use of an NDA prevents much in the way of really solid facts around the technology from being revealed, while descriptions of environments are sans images.

Telepresence with Magic Leap One? Credit: Magic Leap

There are, however, some intriguing little pieces of information within the article – such as this ability to generate very life-like characters, which Brian Crecente, writing for Glixel, suggests could become a kind of virtual assistant for those using the Magic Leap:

She walked up to me, stopping a few feet away, to stand nearby. The level of detail was impressive, though I wouldn’t mistake her for a real person, there was something about her luminescence, her design, that gave her away. While she didn’t talk or react to what I was saying, she has the ability to [do so] … I noticed that when I moved or looked around, her eyes tracked mine. The cameras inside the Lightwear was feeding her data so she could maintain eye contact. It was a little unnerving and I found myself breaking eye contact eventually, to avoid being rude.

One day, this human construct will be your Apple Siri, Amazon Alexa, OK Google, but she won’t just be a disembodied voice, she will walk with you, look to you, deliver AI-powered, embodied assistance.

Which sounds very sci-fi-ish, raising the idea of virtual tour guides and suchlike – as well as the question of whether or not we’ll have to cross the uncanny valley with AR as well as (possibly) VR.

I’m somewhat of the belief that AR / MR has the potential to be far more ubiquitous that VR, and garner a much larger, multi-use audience. The likes of Glass Enterprise and several of snapdragon headsets demonstrate considerable interest within healthcare, engineering and retail. The very nature of the technology means it can be integrated far more easily into our everyday lives and work than VR allows. That said, where and if Magic Leap fits into all of this remains as murky as ever. Perhaps the upcoming “Creator Portal”, promised for “early 2018”, coupled with a lifting of the restrictions concerning direct reporting on the system will do more to answer questions.

AltspaceVR acquired by Microsoft

Courtesy of AltspaceVR

What a ride. We cried, we laughed, we overdosed on caffeine… but now we’re dancing in our headsets! For those of you that didn’t witness the drama of the last few months, we had to close down in July but thanks to the love you sent out to the internet, others took notice.

With the AltspaceVR team on-board we look forward to building the world’s pre-eminent mixed reality community.

So opens a blog post from AltspaceVR announcing the company has been acquired by Microsoft, as confirmed by an announcement by the tech giant at its Mixed Reality Event. It marks the end of a rough couple of months for the company.

In July (as I covered here), the AltSpaceVR was set to say “goodbye” in early August. It would have been a sad end to a company which had done much to lay the basis of “social VR”, and had hosted events featuring the likes of Reggie Watts, Drew Carey and Bill “the Science Guy” Nye; the company even hosted events with NBC news during the 2016 US Presidential election.

However, rumours soon began circulating that perhaps the company might continue, and on August 15th, barely a week after closure, the company confirmed this looked like it would be the case and theey were in talks with a third-party. At the time, many thought Oculus VR co-founder and wannabe political backer, Palmer Luckey might be behind moves to rescue / revive AltspaceVR (see here). ow we know that third-party was in fact Microsoft – led, apparently, by Alex Kipman.

Kipman, a 17-year veteran at Microsoft, cut his teeth with the company on the Xbox, and created the Kinect motion controller. Since 2015, he has been a technical fellow for the company’s Operating Systems Group, with a specific focus on the company’s evolving AR systems, such as the HoloLens, which he also credited with inventing. The AltspaceVR blog post notes in reference to him:

Many members of the AltspaceVR team worked hard in the following days and weeks to make sure the technology lived on. They connected with Alex Kipman and found a natural overlap between his goals for mixed reality and their hopes for the future of AltspaceVR. 

Alex Kipman, the man behind Microsoft’s HoloLens, and seen as key to the company’s acquisition of AltspaceVR

The AltspaceVR blog post also lays things out pretty clearly: not only has Microsoft acquired Altspace VR, they have no plans to absorb it: the company will apparently be free to continue working with other platforms and maintain its identity as a business entity.

AltspaceVR will stay AltspaceVR. Microsoft is most interested in preserving the current community that uses AltspaceVR to connect and interact with new and old friends. These first few months will focus on fostering our community and making sure AltspaceVR remains a friendly, welcoming and vibrant place to hang out in virtual reality.

AltspaceVR will continue to work on PC and Mac in 2D mode, HTC Vive, Oculus Rift, Daydream by Google, and Samsung Gear VR.

Does this mean AltSpaceVR will be integrated into the AR offerings Microsoft has and is planning? Insofar as the HoloLens itself is concerned, the answer appears to be “no” – at least for the present.

However, the Microsoft is aiming to distinguish its “mixed reality” platform for VR headsets running Windows 10. and will be releasing a slew of headsets with OEM partners at an aggressive Us $299 pricing start point. So it might be that they see AltspaceVR  – or capabilities developed from it – as a potential fit into this arena as it grows. Again, as the AltspceVR blog post notes:

Microsoft is excited to incorporate communications technology into our mixed reality ecosystem. AltspaceVR takes personal connections, combines them with real-time experiences, and leverages immersive presence to share experiences. Situations of people, places, and things have deeper meaning and in turn, are more memorable. We’re excited to see how far this technology can go.

Inside AltspaceVR: avatar customisation

Of the move, Microsoft had this to say via a press release:

AltspaceVR is one of the pioneers in immersive communications bringing people together in virtual reality from over 160 countries to attend meet-ups, comedy shows, yoga classes, dance parties, and large-scale events …

With the AltspaceVR team on-board we look forward to building the world’s pre-eminent mixed reality community.

The full terms of the deal have not been released. Prior to hit financial difficulties earlier in 2017, AltspaceVR had raised some US $26.3 million in funding through two rounds of investment, with US $16 million raised in 2014, and a further US $10.3 million raised in a second round of funding led by Raine Ventures.