OSVR: the Swiss Army Knife for VR?

OSVR logo-2January always bring with it the International Consumer Electronics Show (CES). At the time the show was running, I looked at the “public début” (as Brendan Iribe, the Oculus VR CEO called it) of the company’s latest prototype headset, Crescent Bay, and some of the recent news coming out of Oculus VR.

However, while Oculus were getting a lot of air-time at CES, perhaps the most interesting announcement regarding VR came not from Oculus VR, but from gaming equipment manufacturer Razer and high-end VR specialist firm Sensics. who together announced a new development ecosystem for VR: the Open Source Virtual Reality (OSVR).

OSVR aims to create an infrastructure for common VR development work
OSVR aims to create an infrastructure for common VR development work (image: osvr.com)

While many companies are developing VR capabilities – head tracking systems, camera systems, gesture-based and other controllers, games and entertainment packages around the Oculus Rift, the fact is that the consumer market is liable to see a lot of HMDs and peripherals with a VR focus emerging over the next few years, to say nothing of applications and suchlike.

In terms of HMDs Zeiss have already launchedHMDs for various purposes, notably and most recently their sub- US$100 Zeiss VR One for smartphones at the same time Samsung launched their “Oculus inside” Gear VR, both of which I wrote about in December. Sony is working on the Morpheus, Sensics is working on its own consumer-focused headset for the Playstation, while Vrvana and GameFace are working on HMDs while ANTVR used CS to announce their forthcoming headset will be compatible with the PlayStation 4  in addition to PCs, the Xbox 360 and other devices.

With so many different systems on the horizon, the creation of content and peripherals is becoming something of a minefield for developers in terms of ensuring their games, experiences and hardware has the largest possible reach within the new marketplace.

The intention behind OSVR, therefore, is to provide an environment for cross-platform / hardware development for VR, with different development engine plug-ins anyone can use  covering different headset, controller, tracking systems and so on. All of which is aimed at helping developers ensure their game or experience or controller or whatever works with the widest possible choice of VR options.

In this, it’s important to recognise that OSVR is not some kind of rival to Oculus Rift, although the acronym is emblazoned across the front of Razer’s own forthcoming VR headset, previewed as a part of the OSVR announcement, and may have given some the impression that it is; something Razer’s Min-Liang Tan has been keen to clarify.

Razer CEO Min-Liang Tan: leading the OSVR charge. His company is often seen as the Apple of the gaming world, with Min himself as a latter-day Steve Jobs (image: ubergizmo.com)
Razer CEO Min-Liang Tan: leading the OSVR charge (image: ubergizmo.com)

“It’s not a competitor to guys like Oculus,” Tan said in an interview with the International Business Times. “This works with Oculus. The software is completely open-sourced. This is a set of standards. A couple of knee-jerk reactions is that people think this is competing with Oculus. Absolutely not. It’s an open platform.”

In the original OSVR announcement, Sensics CEO Yuval Boger also referenced OSVR being he development environment, saying, “OSVR’s open-platform approach accelerates innovation and provides consumers the freedom of choosing the best combination of hardware and software components. We are excited to partner with Razer and other industry leaders to build OSVR together.”

The list of companies on-board with OSVR is small but growing. In terms of HMD makers, the aforementioned Sensics, Vrnana and GameFace. It is also gaining a lot of support from input device manufacturers including Sixense STEM, Virtuix Omni, PrioVR and Leap Motion.

And what of Oculus VR? When asked about the move by journalist Matthew Terndrup, Oculus VR founder Palmer Luckey referred to it as a “good thing“, pointing to the fact that the Oculus Rift DK1 was also open-source. That’s as maybe, but Oculus VR were the first company to walk away from earlier discussions on VR standards shortly before it was announced they’d be acquired by Facebook. Not that they perhaps need to be directly involved in something like OSVR – as the tech media note, most companies are developing with Oculus in mind already, so it might be argued standards for development are more about allowing everyone else a better slice of the pie.

The OSVR website places great emphasis on games being its primary focus, and Tan himself points to games developer Gearbox Software being one of the founder partners in OSVR. However, the wider potential for VR across vertical markets is perhaps reflected in the fact that “OSVR supporters” are being sought from both from both industry and academia, with no apparent preference towards games development. Successful applicants being offered a prototype Razer Hacker Kit.

The Razer Hacker Development Kit - US$199.00 from June 2015
The Razer Hacker Development Kit – US$199.00 from June 2015 (image: razer.com)

It is this Hacker Development Kit (HDK) that perhaps gave rise to initial confusion about OSVR being a “competitor” to Oculus Rift in some quarters, having been announced at the same time as OSVR.

However, the HDK is actually intended as a low-cost development test rig for VR developers (although it is probable that Razer will eventually market their own HMD), designed to meet current VR standards and to be somewhat modular, offering hardware developers the ability to more readily use it in the development of their own hardware (e.g.tracking systems, cameras, etc.). It will be available from June 2015 at a price of US$199.00.

Developers can already register their interest in the headset (see the HDK link above), and in keeping with the open source nature of the project, the full specifications for the headset, together with a set of schematics for the major components suitable for 3D printing, can also be downloaded from the site for those wishing to DIY their own HMD.

Basic specifications for the HDK (source: razer.com)
Basic specifications for the HDK (source: razer.com)

In discussing the HDK and OSVR with International business Times, Tan suggested people think of the two like this,”Think about it like Android for VR. It’s not the kit. It’s a platform, completely open-sourced. All the software is on Android, it’s on Apache 2.0. All the hardware, we’ve uploaded it on the Internet, anyone can print it out at home.”

All told, and in terms of it being intended as a development ecosystem, OSVR + the HDK almost sound like consumer focused VR’s very own Swiss Army knife. It’ll be interesting to see how it fares.

Sources

OSVR will be participating in a Reddit Ask Me Anything (AMA) session on Thursday, January 15th, at 15:00 PST URL: reddit.com/r/virtualreality.

Lab brings a little Skrill to provide additional payment options

secondlifeOn Tuesday, January 12th, the Lab announced the provision of new payment options for Second Life users, through a partnership with Skrill, the UK-based e-commerce business that allows payments and money transfers to be made through the Internet.

Under the new arrangement, Second Life users have further options for their payment activities, including like buying L$ and paying account fees, as well as additional local currency options for Residents outside the United States.

The service actually soft-launched a few weeks ago, and according to the Lab, has seen some very positive results to date, hence the announcement. However, some users outside of those trying the service may have additionally noticed that Skrill themselves announced their partnership with the Lab earlier in January 8th, when they issued a press release on the matter, which reads in part:

New York, NY – 8 January 2015: Leading digital payments company, Skrill, today announces a collaboration with Linden Lab to integrate the Skrill Digital Wallet as a payment option for users of Second Life, the Internet’s largest user-created virtual world.

Skrill’s Digital Wallet provides users with a secure and easy method to send and receive Linden Dollars. Skrill 1-Tap, Skrill’s recurring payment solution, allows users to enter their information only once to enable continuous payments thereafter with just one tap or click.

As noted in the Lab’s blog post, any Second Life users with a Skrill account can now add it to their payment options under the Billing option on their secondlife.com dashboard.

SL users with Skrill accounts can add them to their SL billing options
SL users with Skrill accounts can add them to their SL billing options

While the service can currently only be used for any payment transactions (operating just as a credit card would), the Lab note that they hope to extend the service to encompass the processing credits (redemptions) to Skrill accounts in the future.

Given that many SL users have problems in using Credit Cards with the platform, or are unable to use PayPal, the arrangement with Skrill potentially offers a method by which they can better carry out payments and L$ purchases.

If you wish to find out more about Skrill, please visit their website.

Related Links

Sundry thoughts on regions, revenue, tier and platforms

A quiet afternoon at Hollywood Airport
A quiet afternoon at Hollywood Airport

The year-end brought with it a round-up of Second Life in terms of region numbers, courtesy of Tyche Shepherd and her excellent Grid Survey. 2014 continued to see the downward count in the number of private regions in SL, with some 673 regions vanishing through the course of the year (from 19,273 at the start of the year to 18,600 at the end of the year).

Expressed as a percentage, this means that the main grid has shrunk by 3.5%. That compares to an 8.2% shrinkage in 2013 (from 20,992 to 19,273 regions, a loss of 1719) and a 12% reduction in 2012 (23,857 to 20,992, a loss of 2865 regions).

There are likely to be a number of reasons for the slow down in losses, all interacting with one another. While  one ideologue opted to pooh-pooh it, in September 2011 I pointed to one contributing factor to the then increasing rate of decline in region numbers as likely being due to physical world economic issues. With their disposable income diminishing, people were finding an outlay of $125 a month for virtual land increasingly hard to justify, and so were divesting themselves of it; something which likely continued through 2012 and early 2013.

Private regions numbers through 2014 (source: Tyche Shepherd, SLU forums)
Private region numbers decline through 2014 (source: Tyche Shepherd, SLU forums)

While I’m not about to say we’ve turned the corner where the physical world economic situation is concerned, it is probable that by late 2013 we’d reached a point where those still with a residential homestead of their own were more willing to grit their teeth and pay for the land they hold, thus contributing to the slowing of shrinkage.

So what does that mean for the year ahead? While nothing is guaranteed, I tend to sway towards the view that the decline in region numbers will continue to slow, but at less than the rate we’ve seen in from late 2013 through 2014. I’m also inclined to think we won’t see any significant rise in region numbers through 2015 (unless some kind of external factor comes into play or the Lab does opt to do something quite unexpected to cause people to suddenly want lots of land).

One thing the slow-down will hopefully do is decrease future calls for tier cuts. As I explained back in January 2013, unless the Lab have a substantive means of compensating for the revenue loss resulting from any “reasonable” tier, any such cut will likely hurt the company (and SL) more than help. Nor is the Lab’s profit margin anywhere near the levels sometimes mentioned (e.g. the 200% recently claimed in this blog), such that they could simply “absorb” any tier cut without feeling the impact.

The decline in private regions, January 2012 through December 2013 (source: Tyche Shepherd, SLU forums)
The decline in private regions, January 2012 through December 2013 (source: Tyche Shepherd, SLU forums)

In 2008, estimates put the Lab’s earnings at around $90-95 million, and their possible profit margin at between $40-$50 million (48-50%) – see the articles here and here. I assume these estimates are for gross profits, as neither makes allowances for tax.

More to the point, there seems to be a slight flaw in both estimates: they only appear to reference the costs involved in running simulator servers. No mention is made of the various back-end services such as group chat, group management, asset management, login, transaction management and payment, (and today, the avatar baking service), the various web services (Marketplace), and so on. While the costs associated with all of these are obviously going to be a lot lower than those for the simulator hosts, they shouldn’t be entirely discounted. There’s also third-party support costs (in 2008-2010, for example, the Lab was paying Rivers Run Red and 80/20 Studio; today there’s the costs involved in using the Highwinds CDN service).

Continue reading “Sundry thoughts on regions, revenue, tier and platforms” →

Oculus VR: of debuts and acquisitions

The Oculus Crescent Bay prototype showing the Samsung Gear-type head harness with motion tracking sensors on the back and the integrated headphones
The Oculus Crescent Bay prototype showing the Samsung Gear-type head harness with motion tracking sensors on the back and the integrated headphones

As is to be expected, Oculus VR are attending the International Consumer Electronics Show 2015, which is once again being held in Las Vegas, Nevada, through until January 9th, 2015, where the latest headset prototype  – Crescent Bay  – is undergoing its “public debut”, and the company’s CEO, Brendan Iribe took time out to discuss the prototype and more with Techcrunch’s Darrell Etherington.

“Crescent Bay is a huge leap from Oculus Rift DK2,” Iribe informs Etherington at the start of their 6-minute discussion. “And it increases all the different parts, whether it’s resolution, precision, the positional tracking, the latency, the optics themselves, everything really takes a big jump, and it really finally delivers what we’ve been talking about for a long time, this pursuit of presence. It finally delivers on that presence that we feel is good enough for consumers.”

So, does that mean he’s revising his comment at November’s Web summit conference about the consumer version of the headset being “many months” away?

Oculus is again a major presence at the International CES in Las Vegas
Oculus is again a major presence at the International CES in Las Vegas

Well, probably not. While no outright statement on time frames is given, it’s fair to say the the company is still putting a consumer release as some way down the road.

For one thing, the next immediate target is getting an audio SDK to developers to allow them to get to grips with the capabilities of Crescent Bay’s 3D immersive audio system. However, it’s liable to be another “few months” before that happens. For another, while the company feel they are now “close” to having a headset that is, technology-wise, to being consumer-ready, Iribe also notes the audio is at a “minimum” the company requires of a consumer product, and also that no decision on what they’ll actually be shipping as a consumer product as yet been made: it might be “just” the headset, or it might be the headset and an input system / device.

When speaking to Peter Rubin at the Web Summit in Dublin in November (linked to above), Iribe made it clear that input had become a “big focus” for the company, which they were “R&Ding”. He restates part of this to Etherington, which suggests they may still be leaning towards headset + input system / device, although he also noted that the company is not yet ready to discuss matters of input in public.

In terms of a suitable software library being available in time for any launch so – another consideration in determining when to launch the consumer product – Iribe indicates the company is “very happy” with the progress that is being made, suggesting this is less of a concern as they gradually move towards a consumer release.

Continue reading “Oculus VR: of debuts and acquisitions” →

CapEx and Skill Gaming: activities still frozen, but some progress

Capital Exchange has seen activity in its stock market simulation game frozen since the November 1st enforcement of the Lab's Skill Gaming Policy
Capital Exchange has seen activity in its stock market simulation game frozen since the November 1st enforcement of the Lab’s Skill Gaming Policy

Saturday November 1st brought with it a full enforcement of the the Lab’s updated Skill Gaming Policy, as the last had previously notified would be the case.

As I reported at the time, an immediate casualty of the enforcement was Skip Oceanlane’s Capital Exchange (CapEx). Although described as a fictional stock market simulation game which does not offer any opportunity for direct real-world investment or profit, CapEx does operate on what amounts to a “pay to play basis” through the trading of L$-valued “securities” in the SL-based companies listed with the exchange, and thus appeared to fall under the remit of the Skill Gaming Policy.

This being the case, Skip had placed an application for CapEx to become a Skill Gaming activity with the Lab in July 2014, just after the announcement of the new policy. However, by November 1st, the application had yet to be approved, prompting CapEx to suspend market activities (although ATMs remain open for L$ withdrawals) pending further feedback from the Lab on the matter.

Following this, on November 11th, 2014, Skip indicated that the Lab’s attorney was in contact with his attorney on the matter, and further questions had been asked. By December 4th, both parties were still working on the matter, and on December 12th, Skip provided a further update, indicating that there are three issues of concern that require resolution in order for progress to be made. In the post, Skip comments in part:

I’m not going to get into detail of what those 3 issues are, but I’ll restate what my attorney told me.

One issue is easy, another issue is not so easy, and one issue is difficult that will require a detailed response. After talking with my attorney, it was decided that we would meet again after he sends me information requested by the Linden Lab attorney. I am going to come up with a detailed response to each area of concern, and my attorney’s law firm will put it into “Legalese” as a response to Linden Lab.

It had been hoped these responses would be put to the Lab prior to the Christmas break, but whether this was achieved or not is unclear, as there have been no further updates. However, at the time the last blog post appears, Skip was hopeful a resolution could be reached in early 2015, which the Lab also appears to be keen to achieve.

This doesn’t automatically mean that CapEx will be able to resume trading; it is still unclear as to which way the Lab’s final decision will lean. But as Skip does note, at least progress is being made, and both sides are working to resolve matters such that informed decisions can be reached.

Related Links

Lab runs New Year photo competition L$19,000 prize pool

2015 NY compOnce again the Lab is running a New Year’s photo competition. Running now through until the deadline for submissions at 10:00 SLT on Saturday, January 10th, 2015. The blog post announcing the competition reads in part:

We want to know how you celebrate the coming of the New Year in our New Year Snapshot Contest. If it’s a whole new look for your avatar, or an in-world party to celebrate — share your snapshots.

On offer are four Linden dollar prizes:

  • Grand Prize – 10,000 Linden Dollars (estimated value at US$40.00).
  • First Prize – 5,000 Linden Dollars (estimated value at US$20.00).
  • Second Prize – 3,000 Linden Dollars (estimated value at $12.00).
  • Third Prize– 1,000 Linden Dollars (estimated value at $4.00).

Winners will be decided on the basis of popular vote.

In a move that should keep people happy, the competition doesn’t require posting anything to Facebook. Rather it sees the return of of uploading entries via the forum post itself, under the Entries tab, and then clicking on the New Entry button (you must be signed-in to the forums for the button to work.

The competition blog post also includes word on the seasonal gift all residents can claim by visiting the Portal Park and finding the red gift box  - a charming gingerbread cake by Vitae Mole
The competition blog post also includes word on the seasonal gift all residents can claim by visiting the Portal Parks and finding the red gift box – a charming gingerbread cake by Vitae Mole

Competition entries are limited to one per account,  and there are, inevitably, some contest rules to go with the competition, which should be read and followed. For some, one of the most intriguing rule might be the fact that, “Canadian residents will be required to answer an additional mathematical question in order to claim their prizes.”

This, I’ve been given to understand by a Canadian friend, appears to be in connection with the Promotional Contest Provision of the Canadian Competition Act, which states that the “selection of participants or distribution of prizes is not made on a random basis” (and selection by popular vote in this competition is a random basis for distributing the prizes).  To avoid this, it’s common for Canadian competitions to include a math-based “skill test” to demonstrate a measure of skill has been involved – hence the requirement with the Lab’s contest!

So, Canadian or otherwise, should you opt to enter – good luck!